Files
UnrealEngineUWP/Engine/Source/Developer/TextureCompressor/Private/TextureCompressorModule.cpp
Marc Audy 0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00

2686 lines
85 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TextureCompressorModule.h"
#include "Math/RandomStream.h"
#include "Containers/IndirectArray.h"
#include "Stats/Stats.h"
#include "Async/AsyncWork.h"
#include "Async/ParallelFor.h"
#include "Modules/ModuleManager.h"
#include "Engine/TextureDefines.h"
#include "TextureFormatManager.h"
#include "Interfaces/ITextureFormat.h"
#include "Misc/Paths.h"
#include "ImageCore.h"
#if PLATFORM_WINDOWS
#include "Windows/WindowsHWrapper.h"
#endif
DEFINE_LOG_CATEGORY_STATIC(LogTextureCompressor, Log, All);
/*------------------------------------------------------------------------------
Mip-Map Generation
------------------------------------------------------------------------------*/
enum EMipGenAddressMode
{
MGTAM_Wrap,
MGTAM_Clamp,
MGTAM_BorderBlack,
};
/**
* 2D view into one slice of an image.
*/
struct FImageView2D
{
/** Pointer to colors in the slice. */
FLinearColor* SliceColors;
/** Width of the slice. */
int32 SizeX;
/** Height of the slice. */
int32 SizeY;
FImageView2D() : SliceColors(nullptr), SizeX(0), SizeY(0) {}
/** Initialization constructor. */
FImageView2D(FImage& Image, int32 SliceIndex)
{
SizeX = Image.SizeX;
SizeY = Image.SizeY;
SliceColors = (&Image.AsRGBA32F()[0]) + SliceIndex * SizeY * SizeX;
}
/** Access a single texel. */
FLinearColor& Access(int32 X, int32 Y)
{
return SliceColors[X + Y * SizeX];
}
/** Const access to a single texel. */
const FLinearColor& Access(int32 X, int32 Y) const
{
return SliceColors[X + Y * SizeX];
}
bool IsValid() const { return SliceColors != nullptr; }
static const FImageView2D ConstructConst(const FImage& Image, int32 SliceIndex)
{
return FImageView2D(const_cast<FImage&>(Image), SliceIndex);
}
};
// 2D sample lookup with input conversion
// requires SourceImageData.SizeX and SourceImageData.SizeY to be power of two
template <EMipGenAddressMode AddressMode>
FLinearColor LookupSourceMip(const FImageView2D& SourceImageData, int32 X, int32 Y)
{
if(AddressMode == MGTAM_Wrap)
{
// wrap
X = (int32)((uint32)X) & (SourceImageData.SizeX - 1);
Y = (int32)((uint32)Y) & (SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_Clamp)
{
// clamp
X = FMath::Clamp(X, 0, SourceImageData.SizeX - 1);
Y = FMath::Clamp(Y, 0, SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_BorderBlack)
{
// border color 0
if((uint32)X >= (uint32)SourceImageData.SizeX
|| (uint32)Y >= (uint32)SourceImageData.SizeY)
{
return FLinearColor(0, 0, 0, 0);
}
}
else
{
check(0);
}
//return *(SourceImageData.AsRGBA32F() + X + Y * SourceImageData.SizeX);
return SourceImageData.Access(X,Y);
}
// Kernel class for image filtering operations like image downsampling
// at max MaxKernelExtend x MaxKernelExtend
class FImageKernel2D
{
public:
FImageKernel2D() :FilterTableSize(0)
{
}
// @param TableSize1D 2 for 2x2, 4 for 4x4, 6 for 6x6, 8 for 8x8
// @param SharpenFactor can be negative to blur
// generate normalized 2D Kernel with sharpening
void BuildSeparatableGaussWithSharpen(uint32 TableSize1D, float SharpenFactor = 0.0f)
{
if(TableSize1D > MaxKernelExtend)
{
TableSize1D = MaxKernelExtend;
}
float Table1D[MaxKernelExtend];
float NegativeTable1D[MaxKernelExtend];
FilterTableSize = TableSize1D;
if(SharpenFactor < 0.0f)
{
// blur only
BuildGaussian1D(Table1D, TableSize1D, 1.0f, -SharpenFactor);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
return;
}
else if(TableSize1D == 2)
{
// 2x2 kernel: simple average
KernelWeights[0] = KernelWeights[1] = KernelWeights[2] = KernelWeights[3] = 0.25f;
return;
}
else if(TableSize1D == 4)
{
// 4x4 kernel with sharpen or blur: can alias a bit
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 1);
}
else if(TableSize1D == 6)
{
// 6x6 kernel with sharpen or blur: still can alias
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 2);
}
else if(TableSize1D == 8)
{
//8x8 kernel with sharpen or blur
// * 2 to get similar appearance as for TableSize 6
SharpenFactor = SharpenFactor * 2.0f;
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
// positive lobe is blurred a bit for better quality
BlurFilterTable1D(Table1D, TableSize1D, 1);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 3);
}
else
{
// not yet supported
check(0);
}
AddFilterTable1D(Table1D, NegativeTable1D, TableSize1D);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
}
inline uint32 GetFilterTableSize() const
{
return FilterTableSize;
}
inline float GetAt(uint32 X, uint32 Y) const
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
inline float& GetRefAt(uint32 X, uint32 Y)
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
private:
inline static float NormalDistribution(float X, float Variance)
{
const float StandardDeviation = FMath::Sqrt(Variance);
return FMath::Exp(-FMath::Square(X) / (2.0f * Variance)) / (StandardDeviation * FMath::Sqrt(2.0f * (float)PI));
}
// support even and non even sized filters
static void BuildGaussian1D(float *InOutTable, uint32 TableSize, float Sum, float Variance)
{
float Center = TableSize * 0.5f;
float CurrentSum = 0;
for(uint32 i = 0; i < TableSize; ++i)
{
float Actual = NormalDistribution(i - Center + 0.5f, Variance);
InOutTable[i] = Actual;
CurrentSum += Actual;
}
// Normalize
float InvSum = Sum / CurrentSum;
for(uint32 i = 0; i < TableSize; ++i)
{
InOutTable[i] *= InvSum;
}
}
//
static void BuildFilterTable1DBase(float *InOutTable, uint32 TableSize, float Sum )
{
// we require a even sized filter
check(TableSize % 2 == 0);
float Inner = 0.5f * Sum;
uint32 Center = TableSize / 2;
for(uint32 x = 0; x < TableSize; ++x)
{
if(x == Center || x == Center - 1)
{
// center elements
InOutTable[x] = Inner;
}
else
{
// outer elements
InOutTable[x] = 0.0f;
}
}
}
// InOutTable += InTable
static void AddFilterTable1D( float *InOutTable, float *InTable, uint32 TableSize )
{
for(uint32 x = 0; x < TableSize; ++x)
{
InOutTable[x] += InTable[x];
}
}
// @param Times 1:box, 2:triangle, 3:pow2, 4:pow3, ...
// can be optimized with double buffering but doesn't need to be fast
static void BlurFilterTable1D( float *InOutTable, uint32 TableSize, uint32 Times )
{
check(Times>0);
check(TableSize<32);
float Intermediate[32];
for(uint32 Pass = 0; Pass < Times; ++Pass)
{
for(uint32 x = 0; x < TableSize; ++x)
{
Intermediate[x] = InOutTable[x];
}
for(uint32 x = 0; x < TableSize; ++x)
{
float sum = Intermediate[x];
if(x)
{
sum += Intermediate[x-1];
}
if(x < TableSize - 1)
{
sum += Intermediate[x+1];
}
InOutTable[x] = sum / 3.0f;
}
}
}
static void BuildFilterTable2DFrom1D( float *OutTable2D, float *InTable1D, uint32 TableSize )
{
for(uint32 y = 0; y < TableSize; ++y)
{
for(uint32 x = 0; x < TableSize; ++x)
{
OutTable2D[x + y * TableSize] = InTable1D[y] * InTable1D[x];
}
}
}
// at max we support MaxKernelExtend x MaxKernelExtend kernels
const static uint32 MaxKernelExtend = 12;
// 0 if no kernel was setup yet
uint32 FilterTableSize;
// normalized, means the sum of it should be 1.0f
float KernelWeights[MaxKernelExtend * MaxKernelExtend];
};
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaCoverage(const FVector4& Thresholds, const FVector4& Scales, const FImageView2D& SourceImageData)
{
FVector4 Coverage(0, 0, 0, 0);
int32 NumJobs = FMath::Max(1, FTaskGraphInterface::Get().GetNumWorkerThreads());
int32 NumRowsEachJob = SourceImageData.SizeY / NumJobs;
if (NumRowsEachJob * NumJobs < SourceImageData.SizeY)
{
++NumRowsEachJob;
}
int32 CommonResults[4] = { 0, 0, 0, 0 };
ParallelFor(NumJobs, [&](int32 Index)
{
int32 StartIndex = Index * NumRowsEachJob;
int32 EndIndex = FMath::Min(StartIndex + NumRowsEachJob, SourceImageData.SizeY);
int32 LocalCoverage[4] = { 0, 0, 0, 0 };
for (int32 y = StartIndex; y < EndIndex; ++y)
{
for (int32 x = 0; x < SourceImageData.SizeX; ++x)
{
// Sample channel values at pixel neighborhood
FVector4 PixelValue(LookupSourceMip<AddressMode>(SourceImageData, x, y));
// Calculate coverage for each channel (if being used as an alpha mask)
for (int32 i = 0; i < 4; ++i)
{
// Skip channel if Threshold is 0
if (Thresholds[i] == 0)
{
continue;
}
if (PixelValue[i] * Scales[i] >= Thresholds[i])
{
++LocalCoverage[i];
}
}
}
}
for (int32 i = 0; i < 4; ++i)
{
FPlatformAtomics::InterlockedAdd(&CommonResults[i], LocalCoverage[i]);
}
});
for (int32 i = 0; i < 4; ++i)
{
Coverage[i] = float(CommonResults[i]);
}
return Coverage / float(SourceImageData.SizeX * SourceImageData.SizeY);
}
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaScale(const FVector4& Coverages, const FVector4& AlphaThresholds, const FImageView2D& SourceImageData)
{
FVector4 MinAlphaScales (0, 0, 0, 0);
FVector4 MaxAlphaScales (4, 4, 4, 4);
FVector4 AlphaScales (1, 1, 1, 1);
//Binary Search to find Alpha Scale
for (int32 i = 0; i < 8; ++i)
{
FVector4 ComputedCoverages = ComputeAlphaCoverage<AddressMode>(AlphaThresholds, AlphaScales, SourceImageData);
for (int32 j = 0; j < 4; ++j)
{
if (AlphaThresholds[j] == 0 || fabs(ComputedCoverages[j] - Coverages[j]) < KINDA_SMALL_NUMBER)
{
continue;
}
if (ComputedCoverages[j] < Coverages[j])
{
MinAlphaScales[j] = AlphaScales[j];
}
else if (ComputedCoverages[j] > Coverages[j])
{
MaxAlphaScales[j] = AlphaScales[j];
}
AlphaScales[j] = (MinAlphaScales[j] + MaxAlphaScales[j]) * 0.5f;
}
if (ComputedCoverages.Equals(Coverages))
{
break;
}
}
return AlphaScales;
}
/**
* Generates a mip-map for an 2D B8G8R8A8 image using a 4x4 filter with sharpening
* @param SourceImageData - The source image's data.
* @param DestImageData - The destination image's data.
* @param ImageFormat - The format of both the source and destination images.
* @param FilterTable2D - [FilterTableSize * FilterTableSize]
* @param FilterTableSize - >= 2
* @param ScaleFactor 1 / 2:for downsampling
*/
template <EMipGenAddressMode AddressMode>
static void GenerateSharpenedMipB8G8R8A8Templ(
const FImageView2D& SourceImageData,
FImageView2D& DestImageData,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D& Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift,
bool bUnfiltered)
{
check( SourceImageData.SizeX == ScaleFactor * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SourceImageData.SizeY == ScaleFactor * DestImageData.SizeY || DestImageData.SizeY == 1 );
checkf( Kernel.GetFilterTableSize() >= 2, TEXT("Kernel table size %d, expected at least 2!"), Kernel.GetFilterTableSize());
const int32 KernelCenter = (int32)Kernel.GetFilterTableSize() / 2 - 1;
// Set up a random number stream for dithering.
FRandomStream RandomStream(0);
FVector4 AlphaScale(1, 1, 1, 1);
if (AlphaThresholds != FVector4(0,0,0,0))
{
AlphaScale = ComputeAlphaScale<AddressMode>(AlphaCoverages, AlphaThresholds, SourceImageData);
}
ParallelFor(DestImageData.SizeY, [&](int32 DestY)
{
for ( int32 DestX = 0;DestX < DestImageData.SizeX; DestX++ )
{
const int32 SourceX = DestX * ScaleFactor;
const int32 SourceY = DestY * ScaleFactor;
FLinearColor FilteredColor(0, 0, 0, 0);
if ( bUnfiltered )
{
FilteredColor = LookupSourceMip<AddressMode>(SourceImageData, SourceX + 0, SourceY + 0);
}
else if ( bSharpenWithoutColorShift )
{
FLinearColor SharpenedColor(0, 0, 0, 0);
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
SharpenedColor += Weight * Sample;
}
}
float NewLuminance = SharpenedColor.GetLuminance();
// simple 2x2 kernel to compute the color
FilteredColor =
( LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 1 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 1 ) ) * 0.25f;
float OldLuminance = FilteredColor.GetLuminance();
if ( OldLuminance > 0.001f )
{
float Factor = NewLuminance / OldLuminance;
FilteredColor.R *= Factor;
FilteredColor.G *= Factor;
FilteredColor.B *= Factor;
}
// We also want to sharpen the alpha channel (was missing before)
FilteredColor.A = SharpenedColor.A;
}
else
{
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
FilteredColor += Weight * Sample;
}
}
}
// Apply computed alpha scales to each channel
FilteredColor.R *= AlphaScale.X;
FilteredColor.G *= AlphaScale.Y;
FilteredColor.B *= AlphaScale.Z;
FilteredColor.A *= AlphaScale.W;
if ( bDitherMipMapAlpha )
{
// Dither the alpha of any pixel which passes an alpha threshold test.
const int32 DitherAlphaThreshold = 5.0f / 255.0f;
const float MinRandomAlpha = 85.0f;
const float MaxRandomAlpha = 255.0f;
if ( FilteredColor.A > DitherAlphaThreshold)
{
FilteredColor.A = FMath::TruncToInt( FMath::Lerp( MinRandomAlpha, MaxRandomAlpha, RandomStream.GetFraction() ) );
}
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
}
});
}
// to switch conveniently between different texture wrapping modes for the mip map generation
// the template can optimize the inner loop using a constant AddressMode
static void GenerateSharpenedMipB8G8R8A8(
const FImageView2D& SourceImageData,
const FImageView2D& SourceImageData2, // Only used with volume texture.
FImageView2D& DestImageData,
EMipGenAddressMode AddressMode,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D &Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift,
bool bUnfiltered
)
{
switch(AddressMode)
{
case MGTAM_Wrap:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Wrap>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
case MGTAM_Clamp:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Clamp>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
case MGTAM_BorderBlack:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_BorderBlack>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
default:
check(0);
}
// For volume texture, do the average between the 2.
if (SourceImageData2.IsValid() && !bUnfiltered)
{
FImage Temp(DestImageData.SizeX, DestImageData.SizeY, 1, ERawImageFormat::RGBA32F);
FImageView2D TempImageData (Temp, 0);
switch(AddressMode)
{
case MGTAM_Wrap:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Wrap>(SourceImageData2, TempImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
case MGTAM_Clamp:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Clamp>(SourceImageData2, TempImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
case MGTAM_BorderBlack:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_BorderBlack>(SourceImageData2, TempImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift, bUnfiltered);
break;
default:
check(0);
}
const int32 NumColors = DestImageData.SizeX * DestImageData.SizeY;
for (int32 ColorIndex = 0; ColorIndex < NumColors; ++ColorIndex)
{
DestImageData.SliceColors[ColorIndex] += TempImageData.SliceColors[ColorIndex];
DestImageData.SliceColors[ColorIndex] *= .5;
}
}
}
// Update border texels after normal mip map generation to preserve the colors there (useful for particles and decals).
static void GenerateMipBorder(
const FImageView2D& SrcImageData,
FImageView2D& DestImageData
)
{
check( SrcImageData.SizeX == 2 * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SrcImageData.SizeY == 2 * DestImageData.SizeY || DestImageData.SizeY == 1 );
for ( int32 DestY = 0; DestY < DestImageData.SizeY; DestY++ )
{
for ( int32 DestX = 0; DestX < DestImageData.SizeX; )
{
FLinearColor FilteredColor(0, 0, 0, 0);
{
float WeightSum = 0.0f;
for ( int32 KernelY = 0; KernelY < 2; ++KernelY )
{
for ( int32 KernelX = 0; KernelX < 2; ++KernelX )
{
const int32 SourceX = DestX * 2 + KernelX;
const int32 SourceY = DestY * 2 + KernelY;
// only average the source border
if ( SourceX == 0 ||
SourceX == SrcImageData.SizeX - 1 ||
SourceY == 0 ||
SourceY == SrcImageData.SizeY - 1 )
{
FLinearColor Sample = LookupSourceMip<MGTAM_Wrap>( SrcImageData, SourceX, SourceY );
FilteredColor += Sample;
WeightSum += 1.0f;
}
}
}
FilteredColor /= WeightSum;
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
++DestX;
if ( DestY > 0 &&
DestY < DestImageData.SizeY - 1 &&
DestX > 0 &&
DestX < DestImageData.SizeX - 1 )
{
// jump over the non border area
DestX += FMath::Max( 1, DestImageData.SizeX - 2 );
}
}
}
}
// how should be treat lookups outside of the image
static EMipGenAddressMode ComputeAdressMode(const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = MGTAM_Wrap;
if(Settings.bPreserveBorder)
{
AddressMode = Settings.bBorderColorBlack ? MGTAM_BorderBlack : MGTAM_Clamp;
}
return AddressMode;
}
static void GenerateTopMip(const FImage& SrcImage, FImage& DestImage, const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
FImageKernel2D KernelDownsample;
// /2 as input resolution is same as output resolution and the settings assumed the output is half resolution
KernelDownsample.BuildSeparatableGaussWithSharpen( FMath::Max( 2u, Settings.SharpenMipKernelSize / 2 ), Settings.MipSharpening );
DestImage.Init(SrcImage.SizeX, SrcImage.SizeY, SrcImage.NumSlices, SrcImage.Format, SrcImage.GammaSpace);
for (int32 SliceIndex = 0; SliceIndex < SrcImage.NumSlices; ++SliceIndex)
{
FImageView2D SrcView((FImage&)SrcImage, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8(
SrcView,
FImageView2D(),
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
FVector4(0, 0, 0, 0),
FVector4(0, 0, 0, 0),
KernelDownsample,
1,
Settings.bSharpenWithoutColorShift,
Settings.MipGenSettings == TMGS_Unfiltered);
}
}
static FLinearColor LookupSourceMipBilinear(const FImageView2D& SourceImageData, float X, float Y)
{
X = FMath::Clamp(X, 0.f, SourceImageData.SizeX - 1.f);
Y = FMath::Clamp(Y, 0.f, SourceImageData.SizeY - 1.f);
int32 IntX0 = FMath::FloorToInt(X);
int32 IntY0 = FMath::FloorToInt(Y);
float FractX = X - IntX0;
float FractY = Y - IntY0;
int32 IntX1 = FMath::Min(IntX0+1, SourceImageData.SizeX-1);
int32 IntY1 = FMath::Min(IntY0+1, SourceImageData.SizeY-1);
FLinearColor Sample00 = SourceImageData.Access(IntX0,IntY0);
FLinearColor Sample10 = SourceImageData.Access(IntX1,IntY0);
FLinearColor Sample01 = SourceImageData.Access(IntX0,IntY1);
FLinearColor Sample11 = SourceImageData.Access(IntX1,IntY1);
FLinearColor Sample0 = FMath::Lerp(Sample00, Sample10, FractX);
FLinearColor Sample1 = FMath::Lerp(Sample01, Sample11, FractX);
return FMath::Lerp(Sample0, Sample1, FractY);
}
struct FTextureDownscaleSettings
{
int32 BlockSize;
float Downscale;
uint8 DownscaleOptions;
bool bDitherMipMapAlpha;
};
static void DownscaleImage(const FImage& SrcImage, FImage& DstImage, const FTextureDownscaleSettings& Settings)
{
if (Settings.Downscale <= 1.f)
{
return;
}
float Downscale = FMath::Clamp(Settings.Downscale, 1.f, 8.f);
int32 FinalSizeX = FMath::CeilToInt(SrcImage.SizeX / Downscale);
int32 FinalSizeY = FMath::CeilToInt(SrcImage.SizeY / Downscale);
// compute final size respecting image block size
if (Settings.BlockSize > 1
&& SrcImage.SizeX % Settings.BlockSize == 0
&& SrcImage.SizeY % Settings.BlockSize == 0)
{
int32 NumBlocksX = SrcImage.SizeX / Settings.BlockSize;
int32 NumBlocksY = SrcImage.SizeY / Settings.BlockSize;
int32 GCD = FMath::GreatestCommonDivisor(NumBlocksX, NumBlocksY);
int32 RatioX = NumBlocksX/GCD;
int32 RatioY = NumBlocksY/GCD;
int32 FinalNumBlocksX = (int32)FMath::GridSnap((float)FinalSizeX/Settings.BlockSize, (float)RatioX);
int32 FinalNumBlocksY = FinalNumBlocksX/RatioX*RatioY;
FinalSizeX = FinalNumBlocksX*Settings.BlockSize;
FinalSizeY = FinalNumBlocksY*Settings.BlockSize;
}
Downscale = (float)SrcImage.SizeX / FinalSizeX;
FImage Image0;
FImage Image1;
FImage* ImageChain[2] = {&const_cast<FImage&>(SrcImage), &Image1};
bool bUnfiltered = Settings.DownscaleOptions == (uint8)ETextureDownscaleOptions::Unfiltered;
// Scaledown using 2x2 average, use user specified filtering only for last iteration
FImageKernel2D AvgKernel;
AvgKernel.BuildSeparatableGaussWithSharpen(2);
int32 NumIterations = 0;
while(Downscale > 2.0f)
{
int32 DstSizeX = ImageChain[0]->SizeX / 2;
int32 DstSizeY = ImageChain[0]->SizeY / 2;
ImageChain[1]->Init(DstSizeX, DstSizeY, ImageChain[0]->NumSlices, ImageChain[0]->Format, ImageChain[0]->GammaSpace);
FImageView2D SrcImageData(*ImageChain[0], 0);
FImageView2D DstImageData(*ImageChain[1], 0);
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Clamp>(
SrcImageData,
DstImageData,
Settings.bDitherMipMapAlpha,
FVector4(0, 0, 0, 0),
FVector4(0, 0, 0, 0),
AvgKernel,
2,
false,
bUnfiltered);
if (NumIterations == 0)
{
ImageChain[0] = &Image0;
}
Swap(ImageChain[0], ImageChain[1]);
NumIterations++;
Downscale/= 2.f;
}
if (ImageChain[0]->SizeX == FinalSizeX &&
ImageChain[0]->SizeY == FinalSizeY)
{
ImageChain[0]->CopyTo(DstImage, ImageChain[0]->Format, ImageChain[0]->GammaSpace);
return;
}
int32 KernelSize = 2;
float Sharpening = 0.0f;
if (Settings.DownscaleOptions >= (uint8)ETextureDownscaleOptions::Sharpen0 && Settings.DownscaleOptions <= (uint8)ETextureDownscaleOptions::Sharpen10)
{
// 0 .. 2.0f
Sharpening = ((int32)Settings.DownscaleOptions - (int32)ETextureDownscaleOptions::Sharpen0) * 0.2f;
KernelSize = 8;
}
bool bBilinear = Settings.DownscaleOptions == (uint8)ETextureDownscaleOptions::SimpleAverage;
FImageKernel2D KernelSharpen;
KernelSharpen.BuildSeparatableGaussWithSharpen(KernelSize, Sharpening);
const int32 KernelCenter = (int32)KernelSharpen.GetFilterTableSize() / 2 - 1;
ImageChain[1] = &DstImage;
if (ImageChain[0] == ImageChain[1])
{
ImageChain[0]->CopyTo(Image0, ImageChain[0]->Format, ImageChain[0]->GammaSpace);
ImageChain[0] = &Image0;
}
// Set up a random number stream for dithering.
FRandomStream RandomStream(0);
ImageChain[1]->Init(FinalSizeX, FinalSizeY, ImageChain[0]->NumSlices, ImageChain[0]->Format, ImageChain[0]->GammaSpace);
Downscale = (float)ImageChain[0]->SizeX / FinalSizeX;
FImageView2D SrcImageData(*ImageChain[0], 0);
FImageView2D DstImageData(*ImageChain[1], 0);
for (int32 Y = 0; Y < FinalSizeY; ++Y)
{
float SourceY = Y * Downscale;
int32 IntSourceY = FMath::RoundToInt(SourceY);
for (int32 X = 0; X < FinalSizeX; ++X)
{
float SourceX = X * Downscale;
int32 IntSourceX = FMath::RoundToInt(SourceX);
FLinearColor FilteredColor(0,0,0,0);
if (bUnfiltered)
{
FilteredColor = LookupSourceMip<MGTAM_Clamp>(SrcImageData, IntSourceX, IntSourceY);
}
else if(bBilinear)
{
FilteredColor = LookupSourceMipBilinear(SrcImageData, SourceX, SourceY);
}
else
{
for (uint32 KernelY = 0; KernelY < KernelSharpen.GetFilterTableSize(); ++KernelY)
{
for (uint32 KernelX = 0; KernelX < KernelSharpen.GetFilterTableSize(); ++KernelX)
{
float Weight = KernelSharpen.GetAt(KernelX, KernelY);
FLinearColor Sample = LookupSourceMipBilinear(SrcImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter);
FilteredColor += Weight * Sample;
}
}
}
if (Settings.bDitherMipMapAlpha)
{
// Dither the alpha of any pixel which passes an alpha threshold test.
const int32 DitherAlphaThreshold = 5.0f / 255.0f;
const float MinRandomAlpha = 85.0f;
const float MaxRandomAlpha = 255.0f;
if (FilteredColor.A > DitherAlphaThreshold)
{
FilteredColor.A = FMath::TruncToInt(FMath::Lerp(MinRandomAlpha, MaxRandomAlpha, RandomStream.GetFraction()));
}
}
// Set the destination pixel.
FLinearColor& DestColor = DstImageData.Access(X, Y);
DestColor = FilteredColor;
}
}
}
void ITextureCompressorModule::GenerateMipChain(
const FTextureBuildSettings& Settings,
const FImage& BaseImage,
TArray<FImage> &OutMipChain,
uint32 MipChainDepth
)
{
check(BaseImage.Format == ERawImageFormat::RGBA32F);
const FImage& BaseMip = BaseImage;
const int32 SrcWidth = BaseMip.SizeX;
const int32 SrcHeight= BaseMip.SizeY;
const int32 SrcNumSlices = BaseMip.NumSlices;
const ERawImageFormat::Type ImageFormat = ERawImageFormat::RGBA32F;
FVector4 AlphaScales(1, 1, 1, 1);
FVector4 AlphaCoverages(0, 0, 0, 0);
const FImage* IntermediateSrcPtr;
FImage* IntermediateDstPtr;
// This will be used as a buffer for the mip processing
FImage FirstTempImage;
if (BaseMip.GammaSpace != EGammaSpace::Linear)
{
// copy base mip
BaseMip.CopyTo(FirstTempImage, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
IntermediateSrcPtr = &FirstTempImage;
}
else
{
// It looks like the BaseMip can be reused for the intermediate source of the second Mip (assuming that the format was check earlier to be RGBA32F)
IntermediateSrcPtr = &BaseMip;
// This temp image will be first used as an intermediate destination for the third mip in the chain
FirstTempImage.Init( FMath::Max<uint32>( 1, SrcWidth >> 2 ), FMath::Max<uint32>( 1, SrcHeight >> 2 ), Settings.bVolume ? FMath::Max<uint32>( 1, SrcNumSlices >> 2 ) : SrcNumSlices, ImageFormat );
}
// The image for the first destination
FImage SecondTempImage(FMath::Max<uint32>( 1, SrcWidth >> 1 ), FMath::Max<uint32>( 1, SrcHeight >> 1 ), Settings.bVolume ? FMath::Max<uint32>( 1, SrcNumSlices >> 1 ) : SrcNumSlices, ImageFormat);
IntermediateDstPtr = &SecondTempImage;
// Filtering kernels.
FImageKernel2D KernelSimpleAverage;
FImageKernel2D KernelDownsample;
KernelSimpleAverage.BuildSeparatableGaussWithSharpen( 2 );
KernelDownsample.BuildSeparatableGaussWithSharpen( Settings.SharpenMipKernelSize, Settings.MipSharpening );
//@TODO : add a true 3D kernel.
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
bool bReDrawBorder = false;
if( Settings.bPreserveBorder )
{
bReDrawBorder = !Settings.bBorderColorBlack;
}
// Calculate alpha coverage value to preserve along mip chain
if (Settings.AlphaCoverageThresholds != FVector4(0,0,0,0))
{
check(IntermediateSrcPtr);
const FImageView2D IntermediateSrcView = FImageView2D::ConstructConst(*IntermediateSrcPtr, 0);
switch (AddressMode)
{
case MGTAM_Wrap:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Wrap>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_Clamp:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Clamp>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_BorderBlack:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_BorderBlack>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
default:
check(0);
}
}
// Generate mips
for (; MipChainDepth != 0 ; --MipChainDepth)
{
check(IntermediateSrcPtr && IntermediateDstPtr);
const FImage& IntermediateSrc = *IntermediateSrcPtr;
FImage& IntermediateDst = *IntermediateDstPtr;
FImage& DestImage = *new(OutMipChain) FImage(IntermediateDst.SizeX, IntermediateDst.SizeY, IntermediateDst.NumSlices, ImageFormat);
for (int32 SliceIndex = 0; SliceIndex < IntermediateDst.NumSlices; ++SliceIndex)
{
const int32 SrcSliceIndex = Settings.bVolume ? (SliceIndex * 2) : SliceIndex;
const FImageView2D IntermediateSrcView = FImageView2D::ConstructConst(IntermediateSrc, SrcSliceIndex);
const FImageView2D IntermediateSrcView2 = Settings.bVolume ? FImageView2D::ConstructConst(IntermediateSrc, SrcSliceIndex + 1) : FImageView2D(); // Volume texture mips take 2 slices
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
IntermediateSrcView2,
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelDownsample,
2,
Settings.bSharpenWithoutColorShift,
Settings.MipGenSettings == TMGS_Unfiltered);
// generate IntermediateDstImage:
if ( Settings.bDownsampleWithAverage )
{
// down sample without sharpening for the next iteration
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
IntermediateSrcView2,
IntermediateDstView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelSimpleAverage,
2,
Settings.bSharpenWithoutColorShift,
Settings.MipGenSettings == TMGS_Unfiltered);
}
}
if ( Settings.bDownsampleWithAverage == false )
{
FMemory::Memcpy( (&IntermediateDst.AsRGBA32F()[0]), (&DestImage.AsRGBA32F()[0]),
IntermediateDst.SizeX * IntermediateDst.SizeY * IntermediateDst.NumSlices * sizeof(FLinearColor) );
}
if ( bReDrawBorder )
{
for (int32 SliceIndex = 0; SliceIndex < IntermediateDst.NumSlices; ++SliceIndex)
{
const FImageView2D IntermediateSrcView = FImageView2D::ConstructConst(IntermediateSrc, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
GenerateMipBorder( IntermediateSrcView, DestView );
GenerateMipBorder( IntermediateSrcView, IntermediateDstView );
}
}
// Once we've created mip-maps down to 1x1, we're done.
if ( IntermediateDst.SizeX == 1 && IntermediateDst.SizeY == 1 && (!Settings.bVolume || IntermediateDst.NumSlices == 1))
{
break;
}
// last destination becomes next source
if (IntermediateDstPtr == &SecondTempImage)
{
IntermediateDstPtr = &FirstTempImage;
IntermediateSrcPtr = &SecondTempImage;
}
else
{
IntermediateDstPtr = &SecondTempImage;
IntermediateSrcPtr = &FirstTempImage;
}
// Update the destination size for the next iteration.
IntermediateDstPtr->SizeX = FMath::Max<uint32>( 1, IntermediateSrcPtr->SizeX >> 1 );
IntermediateDstPtr->SizeY = FMath::Max<uint32>( 1, IntermediateSrcPtr->SizeY >> 1 );
IntermediateDstPtr->NumSlices = Settings.bVolume ? FMath::Max<uint32>( 1, IntermediateSrcPtr->NumSlices >> 1 ) : SrcNumSlices;
}
}
/*------------------------------------------------------------------------------
Angular Filtering for HDR Cubemaps.
------------------------------------------------------------------------------*/
/**
* View in to an image that allows access by converting a direction to longitude and latitude.
*/
struct FImageViewLongLat
{
/** Image colors. */
FLinearColor* ImageColors;
/** Width of the image. */
int32 SizeX;
/** Height of the image. */
int32 SizeY;
/** Initialization constructor. */
explicit FImageViewLongLat(FImage& Image, int32 SliceIndex)
{
SizeX = Image.SizeX;
SizeY = Image.SizeY;
ImageColors = (&Image.AsRGBA32F()[0]) + SliceIndex * SizeY * SizeX;
}
/** Wraps X around W. */
static void WrapTo(int32& X, int32 W)
{
X = X % W;
if(X < 0)
{
X += W;
}
}
/** Const access to a texel. */
FLinearColor Access(int32 X, int32 Y) const
{
return ImageColors[X + Y * SizeX];
}
/** Makes a filtered lookup. */
FLinearColor LookupFiltered(float X, float Y) const
{
int32 X0 = (int32)floor(X);
int32 Y0 = (int32)floor(Y);
float FracX = X - X0;
float FracY = Y - Y0;
int32 X1 = X0 + 1;
int32 Y1 = Y0 + 1;
WrapTo(X0, SizeX);
WrapTo(X1, SizeX);
Y0 = FMath::Clamp(Y0, 0, (int32)(SizeY - 1));
Y1 = FMath::Clamp(Y1, 0, (int32)(SizeY - 1));
FLinearColor CornerRGB00 = Access(X0, Y0);
FLinearColor CornerRGB10 = Access(X1, Y0);
FLinearColor CornerRGB01 = Access(X0, Y1);
FLinearColor CornerRGB11 = Access(X1, Y1);
FLinearColor CornerRGB0 = FMath::Lerp(CornerRGB00, CornerRGB10, FracX);
FLinearColor CornerRGB1 = FMath::Lerp(CornerRGB01, CornerRGB11, FracX);
return FMath::Lerp(CornerRGB0, CornerRGB1, FracY);
}
/** Makes a filtered lookup using a direction. */
FLinearColor LookupLongLat(FVector NormalizedDirection) const
{
// see http://gl.ict.usc.edu/Data/HighResProbes
// latitude-longitude panoramic format = equirectangular mapping
float X = (1 + atan2(NormalizedDirection.X, - NormalizedDirection.Z) / PI) / 2 * SizeX;
float Y = acos(NormalizedDirection.Y) / PI * SizeY;
return LookupFiltered(X, Y);
}
};
// transform world space vector to a space relative to the face
static FVector TransformSideToWorldSpace(uint32 CubemapFace, FVector InDirection)
{
float x = InDirection.X, y = InDirection.Y, z = InDirection.Z;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(+z, -y, -x); break;
case 1: Ret = FVector(-z, -y, +x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
// this makes it with the Unreal way (z and y are flipped)
return FVector(Ret.X, Ret.Z, Ret.Y);
}
// transform vector relative to the face to world space
static FVector TransformWorldToSideSpace(uint32 CubemapFace, FVector InDirection)
{
// undo Unreal way (z and y are flipped)
float x = InDirection.X, y = InDirection.Z, z = InDirection.Y;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(-z, -y, +x); break;
case 1: Ret = FVector(+z, -y, -x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
return Ret;
}
FVector ComputeSSCubeDirectionAtTexelCenter(uint32 x, uint32 y, float InvSideExtent)
{
// center of the texels
FVector DirectionSS((x + 0.5f) * InvSideExtent * 2 - 1, (y + 0.5f) * InvSideExtent * 2 - 1, 1);
DirectionSS.Normalize();
return DirectionSS;
}
static FVector ComputeWSCubeDirectionAtTexelCenter(uint32 CubemapFace, uint32 x, uint32 y, float InvSideExtent)
{
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvSideExtent);
FVector DirectionWS = TransformSideToWorldSpace(CubemapFace, DirectionSS);
return DirectionWS;
}
static uint32 ComputeLongLatCubemapExtents(const FImage& SrcImage, const uint32 MaxCubemapTextureResolution)
{
return FMath::Clamp(1U << FMath::FloorLog2(SrcImage.SizeX / 2), 32U, MaxCubemapTextureResolution);
}
void ITextureCompressorModule::GenerateBaseCubeMipFromLongitudeLatitude2D(FImage* OutMip, const FImage& SrcImage, const uint32 MaxCubemapTextureResolution, uint8 SourceEncodingOverride)
{
FImage LongLatImage;
SrcImage.Linearize(SourceEncodingOverride, LongLatImage);
// TODO_TEXTURE: Expose target size to user.
uint32 Extent = ComputeLongLatCubemapExtents(LongLatImage, MaxCubemapTextureResolution);
float InvExtent = 1.0f / Extent;
OutMip->Init(Extent, Extent, SrcImage.NumSlices * 6, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
for (int32 Slice = 0; Slice < SrcImage.NumSlices; ++Slice)
{
FImageViewLongLat LongLatView(LongLatImage, Slice);
for (uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D MipView(*OutMip, Slice * 6 + Face);
for (uint32 y = 0; y < Extent; ++y)
{
for (uint32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvExtent);
MipView.Access(x, y) = LongLatView.LookupLongLat(DirectionWS);
}
}
}
}
}
class FTexelProcessor
{
public:
// @param InConeAxisSS - normalized, in side space
// @param TexelAreaArray - precomputed area of each texel for correct weighting
FTexelProcessor(const FVector& InConeAxisSS, float ConeAngle, const FLinearColor* InSideData, const float* InTexelAreaArray, uint32 InFullExtent)
: ConeAxisSS(InConeAxisSS)
, AccumulatedColor(0, 0, 0, 0)
, SideData(InSideData)
, TexelAreaArray(InTexelAreaArray)
, FullExtent(InFullExtent)
{
ConeAngleSin = sinf(ConeAngle);
ConeAngleCos = cosf(ConeAngle);
// *2 as the position is from -1 to 1
// / InFullExtent as x and y is in the range 0..InFullExtent-1
PositionToWorldScale = 2.0f / InFullExtent;
InvFullExtent = 1.0f / FullExtent;
// examples: 0 to diffuse convolution, 0.95f for glossy
DirDot = FMath::Min(FMath::Cos(ConeAngle), 0.9999f);
InvDirOneMinusDot = 1.0f / (1.0f - DirDot);
// precomputed sqrt(2.0f * 2.0f + 2.0f * 2.0f)
float Sqrt8 = 2.8284271f;
RadiusToWorldScale = Sqrt8 / (float)InFullExtent;
}
// @return true: yes, traverse deeper, false: not relevant
bool TestIfRelevant(uint32 x, uint32 y, uint32 LocalExtent) const
{
float HalfExtent = LocalExtent * 0.5f;
float U = (x + HalfExtent) * PositionToWorldScale - 1.0f;
float V = (y + HalfExtent) * PositionToWorldScale - 1.0f;
float SphereRadius = RadiusToWorldScale * LocalExtent;
FVector SpherePos(U, V, 1);
return FMath::SphereConeIntersection(SpherePos, SphereRadius, ConeAxisSS, ConeAngleSin, ConeAngleCos);
}
void Process(uint32 x, uint32 y)
{
const FLinearColor* In = &SideData[x + y * FullExtent];
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvFullExtent);
float DotValue = ConeAxisSS | DirectionSS;
if(DotValue > DirDot)
{
// 0..1, 0=at kernel border..1=at kernel center
float KernelWeight = 1.0f - (1.0f - DotValue) * InvDirOneMinusDot;
// apply smoothstep function (softer, less linear result)
KernelWeight = KernelWeight * KernelWeight * (3 - 2 * KernelWeight);
float AreaCompensation = TexelAreaArray[x + y * FullExtent];
// AreaCompensation would be need for correctness but seems it has a but
// as it looks much better (no seam) without, the effect is minor so it's deactivated for now.
// float Weight = KernelWeight * AreaCompensation;
float Weight = KernelWeight;
AccumulatedColor.R += Weight * In->R;
AccumulatedColor.G += Weight * In->G;
AccumulatedColor.B += Weight * In->B;
AccumulatedColor.A += Weight;
}
}
// normalized, in side space
FVector ConeAxisSS;
FLinearColor AccumulatedColor;
// cached for better performance
float ConeAngleSin;
float ConeAngleCos;
float PositionToWorldScale;
float RadiusToWorldScale;
float InvFullExtent;
// 0 to diffuse convolution, 0.95f for glossy
float DirDot;
float InvDirOneMinusDot;
/** [x + y * FullExtent] */
const FLinearColor* SideData;
const float* TexelAreaArray;
uint32 FullExtent;
};
template <class TVisitor>
void TCubemapSideRasterizer(TVisitor &TexelProcessor, int32 x, uint32 y, uint32 Extent)
{
if(Extent > 1)
{
if(!TexelProcessor.TestIfRelevant(x, y, Extent))
{
return;
}
Extent /= 2;
TCubemapSideRasterizer(TexelProcessor, x, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x, y + Extent, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y + Extent, Extent);
}
else
{
TexelProcessor.Process(x, y);
}
}
static FLinearColor IntegrateAngularArea(FImage& Image, FVector FilterDirectionWS, float ConeAngle, const float* TexelAreaArray)
{
// Alpha channel is used to renormalize later
FLinearColor ret(0, 0, 0, 0);
int32 Extent = Image.SizeX;
for(uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D ImageView(Image, Face);
FVector FilterDirectionSS = TransformWorldToSideSpace(Face, FilterDirectionWS);
FTexelProcessor Processor(FilterDirectionSS, ConeAngle, &ImageView.Access(0,0), TexelAreaArray, Extent);
// recursively split the (0,0)-(Extent-1,Extent-1), tests for intersection and processes only colors inside
TCubemapSideRasterizer(Processor, 0, 0, Extent);
ret += Processor.AccumulatedColor;
}
if(ret.A != 0)
{
float Inv = 1.0f / ret.A;
ret.R *= Inv;
ret.G *= Inv;
ret.B *= Inv;
}
else
{
// should not happen
// checkSlow(0);
}
ret.A = 0;
return ret;
}
// @return 2 * computed triangle area
static inline float TriangleArea2_3D(FVector A, FVector B, FVector C)
{
return ((A-B) ^ (C-B)).Size();
}
static inline float ComputeTexelArea(uint32 x, uint32 y, float InvSideExtentMul2)
{
float fU = x * InvSideExtentMul2 - 1;
float fV = y * InvSideExtentMul2 - 1;
FVector CornerA = FVector(fU, fV, 1);
FVector CornerB = FVector(fU + InvSideExtentMul2, fV, 1);
FVector CornerC = FVector(fU, fV + InvSideExtentMul2, 1);
FVector CornerD = FVector(fU + InvSideExtentMul2, fV + InvSideExtentMul2, 1);
CornerA.Normalize();
CornerB.Normalize();
CornerC.Normalize();
CornerD.Normalize();
return TriangleArea2_3D(CornerA, CornerB, CornerC) + TriangleArea2_3D(CornerC, CornerB, CornerD) * 0.5f;
}
/**
* Generate a mip using angular filtering.
* @param DestMip - The filtered mip.
* @param SrcMip - The source mip which will be filtered.
* @param ConeAngle - The cone angle with which to filter.
*/
static void GenerateAngularFilteredMip(FImage* DestMip, FImage& SrcMip, float ConeAngle)
{
int32 MipExtent = DestMip->SizeX;
float MipInvSideExtent = 1.0f / MipExtent;
TArray<float> TexelAreaArray;
TexelAreaArray.AddUninitialized(SrcMip.SizeX * SrcMip.SizeY);
// precompute the area size for one face (is the same for each face)
for(int32 y = 0; y < SrcMip.SizeY; ++y)
{
for(int32 x = 0; x < SrcMip.SizeX; ++x)
{
TexelAreaArray[x + y * SrcMip.SizeX] = ComputeTexelArea(x, y, MipInvSideExtent * 2);
}
}
// We start getting gains running threaded upwards of sizes >= 128
if (SrcMip.SizeX >= 128)
{
// Quick workaround: Do a thread per mip
struct FAsyncGenerateMipsPerFaceWorker : public FNonAbandonableTask
{
int32 Face;
FImage* DestMip;
int32 Extent;
float ConeAngle;
const float* TexelAreaArray;
FImage* SrcMip;
FAsyncGenerateMipsPerFaceWorker(int32 InFace, FImage* InDestMip, int32 InExtent, float InConeAngle, const float* InTexelAreaArray, FImage* InSrcMip) :
Face(InFace),
DestMip(InDestMip),
Extent(InExtent),
ConeAngle(InConeAngle),
TexelAreaArray(InTexelAreaArray),
SrcMip(InSrcMip)
{
}
void DoWork()
{
const float InvSideExtent = 1.0f / Extent;
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < Extent; ++y)
{
for (int32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(*SrcMip, DirectionWS, ConeAngle, TexelAreaArray);
}
}
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncGenerateMipsPerFaceWorker, STATGROUP_ThreadPoolAsyncTasks);
}
};
typedef FAsyncTask<FAsyncGenerateMipsPerFaceWorker> FAsyncGenerateMipsPerFaceTask;
TIndirectArray<FAsyncGenerateMipsPerFaceTask> AsyncTasks;
for (int32 Face = 0; Face < 6; ++Face)
{
auto* AsyncTask = new FAsyncGenerateMipsPerFaceTask(Face, DestMip, MipExtent, ConeAngle, TexelAreaArray.GetData(), &SrcMip);
AsyncTasks.Add(AsyncTask);
AsyncTask->StartBackgroundTask();
}
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); ++TaskIndex)
{
auto& AsyncTask = AsyncTasks[TaskIndex];
AsyncTask.EnsureCompletion();
}
}
else
{
for (int32 Face = 0; Face < 6; ++Face)
{
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < MipExtent; ++y)
{
for (int32 x = 0; x < MipExtent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, MipInvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(SrcMip, DirectionWS, ConeAngle, TexelAreaArray.GetData());
}
}
}
}
}
void ITextureCompressorModule::GenerateAngularFilteredMips(TArray<FImage>& InOutMipChain, int32 NumMips, uint32 DiffuseConvolveMipLevel)
{
TArray<FImage> SrcMipChain;
Exchange(SrcMipChain, InOutMipChain);
InOutMipChain.Empty(NumMips);
// Generate simple averaged mips to accelerate angular filtering.
for (int32 MipIndex = SrcMipChain.Num(); MipIndex < NumMips; ++MipIndex)
{
FImage& BaseMip = SrcMipChain[MipIndex - 1];
int32 BaseExtent = BaseMip.SizeX;
int32 MipExtent = FMath::Max(BaseExtent >> 1, 1);
FImage* Mip = new(SrcMipChain) FImage(MipExtent, MipExtent, BaseMip.NumSlices, BaseMip.Format);
for(int32 Face = 0; Face < 6; ++Face)
{
FImageView2D BaseMipView(BaseMip, Face);
FImageView2D MipView(*Mip, Face);
for(int32 y = 0; y < MipExtent; ++y)
{
for(int32 x = 0; x < MipExtent; ++x)
{
FLinearColor Sum = (
BaseMipView.Access(x*2, y*2) +
BaseMipView.Access(x*2+1, y*2) +
BaseMipView.Access(x*2, y*2+1) +
BaseMipView.Access(x*2+1, y*2+1)
) * 0.25f;
MipView.Access(x,y) = Sum;
}
}
}
}
int32 Extent = 1 << (NumMips - 1);
int32 BaseExtent = Extent;
for (int32 i = 0; i < NumMips; ++i)
{
// 0:top mip 1:lowest mip = diffuse convolve
float NormalizedMipLevel = i / (float)(NumMips - DiffuseConvolveMipLevel);
float AdjustedMipLevel = NormalizedMipLevel * NumMips;
float NormalizedWidth = BaseExtent * FMath::Pow(2.0f, -AdjustedMipLevel);
float TexelSize = 1.0f / NormalizedWidth;
// 0.001f:sharp .. PI/2: diffuse convolve
// all lower mips are used for diffuse convolve
// above that the angle blends from sharp to diffuse convolved version
float ConeAngle = PI / 2.0f * TexelSize;
// restrict to reasonable range
ConeAngle = FMath::Clamp(ConeAngle, 0.002f, (float)PI / 2.0f);
UE_LOG(LogTextureCompressor, Verbose, TEXT("GenerateAngularFilteredMips %f %f %f %f %f"), NormalizedMipLevel, AdjustedMipLevel, NormalizedWidth, TexelSize, ConeAngle * 180 / PI);
// 0:normal, -1:4x faster, +1:4 times slower but more precise, -2, 2 ...
float QualityBias = 3.0f;
// defined to result in a area of 1.0f (NormalizedArea)
// optimized = 0.5f * FMath::Sqrt(1.0f / PI);
float SphereRadius = 0.28209478f;
float SegmentHeight = SphereRadius * (1.0f - FMath::Cos(ConeAngle));
// compute SphereSegmentArea
float AreaCoveredInNormalizedArea = 2 * PI * SphereRadius * SegmentHeight;
checkSlow(AreaCoveredInNormalizedArea <= 0.5f);
// unoptimized
// float FloatInputMip = FMath::Log2(FMath::Sqrt(AreaCoveredInNormalizedArea)) + InputMipCount - QualityBias;
// optimized
float FloatInputMip = 0.5f * FMath::Log2(AreaCoveredInNormalizedArea) + NumMips - QualityBias;
uint32 InputMip = FMath::Clamp(FMath::TruncToInt(FloatInputMip), 0, NumMips - 1);
FImage* Mip = new(InOutMipChain) FImage(Extent, Extent, 6, ERawImageFormat::RGBA32F);
GenerateAngularFilteredMip(Mip, SrcMipChain[InputMip], ConeAngle);
Extent = FMath::Max(Extent >> 1, 1);
}
}
void ITextureCompressorModule::AdjustImageColors(FImage& Image, const FTextureBuildSettings& InBuildSettings)
{
const FColorAdjustmentParameters& InParams = InBuildSettings.ColorAdjustment;
check( Image.SizeX > 0 && Image.SizeY > 0 );
if( !FMath::IsNearlyEqual( InParams.AdjustBrightness, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustSaturation, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustVibrance, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustHue, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMinAlpha, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMaxAlpha, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
InBuildSettings.bChromaKeyTexture )
{
const FLinearColor ChromaKeyTarget = InBuildSettings.ChromaKeyColor;
const float ChromaKeyThreshold = InBuildSettings.ChromaKeyThreshold + SMALL_NUMBER;
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
TArrayView64<FLinearColor> ImageColors = Image.AsRGBA32F();
int32 NumJobs = FMath::Max(1, FTaskGraphInterface::Get().GetNumWorkerThreads());
int32 NumPixelsEachJob = NumPixels / NumJobs;
if (NumPixelsEachJob * NumJobs < NumPixels)
{
++NumPixelsEachJob;
}
// bForceSingleThread is set to true when:
// (a) editor or cooker is loading as this is when the derived data cache is rebuilt as it will already be limited to a single thread
// and thus overhead of multithreading will simply make it slower
// (b) texture is smaller than 256x256 as it will cost more to multithread than to run on single thread.
const static int MinPixelsToMultithread = 16384;
bool bForceSingleThread = (NumPixels < MinPixelsToMultithread) || GIsEditorLoadingPackage || GIsCookerLoadingPackage || IsInAsyncLoadingThread();
TFunction<void (int32)> AdjustImageColorsFunc = [&](int32 Index)
{
int32 StartIndex = Index * NumPixelsEachJob;
int32 EndIndex = FMath::Min(StartIndex + NumPixelsEachJob, NumPixels);
for (int32 CurPixelIndex = StartIndex; CurPixelIndex < EndIndex; ++CurPixelIndex)
{
const FLinearColor OriginalColorRaw = ImageColors[CurPixelIndex];
FLinearColor OriginalColor = OriginalColorRaw;
if (InBuildSettings.bChromaKeyTexture && (OriginalColor.Equals(ChromaKeyTarget, ChromaKeyThreshold)))
{
OriginalColor = FLinearColor::Transparent;
}
// Convert to HSV
FLinearColor HSVColor = OriginalColor.LinearRGBToHSV();
float& PixelHue = HSVColor.R;
float& PixelSaturation = HSVColor.G;
float& PixelValue = HSVColor.B;
float OriginalLuminance = PixelValue;
// Apply brightness adjustment
PixelValue *= InParams.AdjustBrightness;
// Apply brightness power adjustment
if (!FMath::IsNearlyEqual(InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER) && InParams.AdjustBrightnessCurve != 0.0f)
{
// Raise HSV.V to the specified power
PixelValue = FMath::Pow(PixelValue, InParams.AdjustBrightnessCurve);
}
// Apply "vibrance" adjustment
if (!FMath::IsNearlyZero(InParams.AdjustVibrance, (float)KINDA_SMALL_NUMBER))
{
const float SatRaisePow = 5.0f;
const float InvSatRaised = FMath::Pow(1.0f - PixelSaturation, SatRaisePow);
const float ClampedVibrance = FMath::Clamp(InParams.AdjustVibrance, 0.0f, 1.0f);
const float HalfVibrance = ClampedVibrance * 0.5f;
const float SatProduct = HalfVibrance * InvSatRaised;
PixelSaturation += SatProduct;
}
// Apply saturation adjustment
PixelSaturation *= InParams.AdjustSaturation;
// Apply hue adjustment
PixelHue += InParams.AdjustHue;
// Clamp HSV values
{
PixelHue = FMath::Fmod(PixelHue, 360.0f);
if (PixelHue < 0.0f)
{
// Keep the hue value positive as HSVToLinearRGB prefers that
PixelHue += 360.0f;
}
PixelSaturation = FMath::Clamp(PixelSaturation, 0.0f, 1.0f);
// Clamp brightness if non-HDR
if (!InBuildSettings.bHDRSource)
{
PixelValue = FMath::Clamp(PixelValue, 0.0f, 1.0f);
}
}
// Convert back to a linear color
FLinearColor LinearColor = HSVColor.HSVToLinearRGB();
// Apply RGB curve adjustment (linear space)
if (!FMath::IsNearlyEqual(InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER) && InParams.AdjustRGBCurve != 0.0f)
{
LinearColor.R = FMath::Pow(LinearColor.R, InParams.AdjustRGBCurve);
LinearColor.G = FMath::Pow(LinearColor.G, InParams.AdjustRGBCurve);
LinearColor.B = FMath::Pow(LinearColor.B, InParams.AdjustRGBCurve);
}
// Clamp HDR RGB channels to 1 or the original luminance (max original RGB channel value), whichever is greater
if (InBuildSettings.bHDRSource)
{
LinearColor.R = FMath::Clamp(LinearColor.R, 0.0f, (OriginalLuminance > 1.0f ? OriginalLuminance : 1.0f));
LinearColor.G = FMath::Clamp(LinearColor.G, 0.0f, (OriginalLuminance > 1.0f ? OriginalLuminance : 1.0f));
LinearColor.B = FMath::Clamp(LinearColor.B, 0.0f, (OriginalLuminance > 1.0f ? OriginalLuminance : 1.0f));
}
// Remap the alpha channel
LinearColor.A = FMath::Lerp(InParams.AdjustMinAlpha, InParams.AdjustMaxAlpha, OriginalColor.A);
ImageColors[CurPixelIndex] = LinearColor;
}
};
ParallelFor(NumJobs, AdjustImageColorsFunc, bForceSingleThread);
}
}
/**
* Compute the alpha channel how BokehDOF needs it setup
*
* @param Image Image to adjust
*/
static void ComputeBokehAlpha(FImage& Image)
{
check( Image.SizeX > 0 && Image.SizeY > 0 );
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
TArrayView64<FLinearColor> ImageColors = Image.AsRGBA32F();
// compute LinearAverage
FLinearColor LinearAverage;
{
FLinearColor LinearSum(0, 0, 0, 0);
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
LinearSum += ImageColors[ CurPixelIndex ];
}
LinearAverage = LinearSum / (float)NumPixels;
}
FLinearColor Scale(1, 1, 1, 1);
// we want to normalize the image to have 0.5 as average luminance, this is assuming clamping doesn't happen (can happen when using a very small Bokeh shape)
{
float RGBLum = (LinearAverage.R + LinearAverage.G + LinearAverage.B) / 3.0f;
// ideally this would be 1 but then some pixels would need to be >1 which is not supported for the textureformat we want to use.
// The value affects the occlusion computation of the BokehDOF
const float LumGoal = 0.25f;
// clamp to avoid division by 0
Scale *= LumGoal / FMath::Max(RGBLum, 0.001f);
}
{
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
const FLinearColor OriginalColor = ImageColors[ CurPixelIndex ];
// Convert to a linear color
FLinearColor LinearColor = OriginalColor * Scale;
float RGBLum = (LinearColor.R + LinearColor.G + LinearColor.B) / 3.0f;
LinearColor.A = FMath::Clamp(RGBLum, 0.0f, 1.0f);
ImageColors[ CurPixelIndex ] = LinearColor;
}
}
}
/**
* Replicates the contents of the red channel to the green, blue, and alpha channels.
*/
static void ReplicateRedChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = (&SrcMip.AsRGBA32F()[0]);
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->R, Color->R, Color->R, Color->R );
}
}
}
/**
* Replicates the contents of the alpha channel to the red, green, and blue channels.
*/
static void ReplicateAlphaChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = (&SrcMip.AsRGBA32F()[0]);
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->A, Color->A, Color->A, Color->A );
}
}
}
/**
* Flips the contents of the green channel.
* @param InOutMipChain - The mip chain on which the green channel shall be flipped.
*/
static void FlipGreenChannel( FImage& Image )
{
FLinearColor* FirstColor = (&Image.AsRGBA32F()[0]);
FLinearColor* LastColor = FirstColor + (Image.SizeX * Image.SizeY * Image.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
Color->G = 1.0f - FMath::Clamp(Color->G, 0.0f, 1.0f);
}
}
/**
* Detects whether or not the image contains an alpha channel where at least one texel is != 255.
*/
static bool DetectAlphaChannel(const FImage& InImage)
{
// Uncompressed data is required to check for an alpha channel.
const FLinearColor* SrcColors = (&InImage.AsRGBA32F()[0]);
const FLinearColor* LastColor = SrcColors + (InImage.SizeX * InImage.SizeY * InImage.NumSlices);
while (SrcColors < LastColor)
{
if (SrcColors->A < (1.0f - SMALL_NUMBER))
{
return true;
}
++SrcColors;
}
return false;
}
/** Calculate a scale per 4x4 block of each image, and apply it to the red/green channels. Store scale in the blue channel. */
static void ApplyYCoCgBlockScale(TArray<FImage>& InOutMipChain)
{
const uint32 MipCount = InOutMipChain.Num();
for (uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex)
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = (&SrcMip.AsRGBA32F()[0]);
int32 BlockWidthX = SrcMip.SizeX / 4;
int32 BlockWidthY = SrcMip.SizeY / 4;
for (int32 Slice = 0; Slice < SrcMip.NumSlices; ++Slice)
{
FLinearColor* SliceFirstColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * Slice);
for (int32 Y = 0; Y < BlockWidthY; ++Y)
{
FLinearColor* RowFirstColor = SliceFirstColor + (Y * 4 * SrcMip.SizeY);
for (int32 X = 0; X < BlockWidthX; ++X)
{
FLinearColor* BlockFirstColor = RowFirstColor + (X * 4);
// Iterate block to find MaxComponent
float MaxComponent = 0.f;
for (int32 BlockY = 0; BlockY < 4; ++BlockY)
{
FLinearColor* Color = BlockFirstColor + (BlockY * SrcMip.SizeY);
for (int32 BlockX = 0; BlockX < 4; ++BlockX, ++Color)
{
MaxComponent = FMath::Max(FMath::Abs(Color->R - 128.f / 255.f), MaxComponent);
MaxComponent = FMath::Max(FMath::Abs(Color->G - 128.f / 255.f), MaxComponent);
}
}
const float Scale = (MaxComponent < 32.f / 255.f) ? 4.f : (MaxComponent < 64.f / 255.f) ? 2.f : 1.f;
const float OutB = (Scale - 1.f) * 8.f / 255.f;
// Iterate block to modify for scale
for (int32 BlockY = 0; BlockY < 4; ++BlockY)
{
FLinearColor* Color = BlockFirstColor + (BlockY * SrcMip.SizeY);
for (int32 BlockX = 0; BlockX < 4; ++BlockX, ++Color)
{
const float OutR = (Color->R - 128.f / 255.f) * Scale + 128.f / 255.f;
const float OutG = (Color->G - 128.f / 255.f) * Scale + 128.f / 255.f;
*Color = FLinearColor(OutR, OutG, OutB, Color->A);
}
}
}
}
}
}
}
float RoughnessToSpecularPower(float Roughness)
{
float Div = FMath::Pow(Roughness, 4);
// Roughness of 0 should result in a high specular power
float MaxSpecPower = 10000000000.0f;
Div = FMath::Max(Div, 2.0f / (MaxSpecPower + 2.0f));
return 2.0f / Div - 2.0f;
}
float SpecularPowerToRoughness(float SpecularPower)
{
float Out = FMath::Pow( SpecularPower * 0.5f + 1.0f, -0.25f );
return Out;
}
// @param CompositeTextureMode original type ECompositeTextureMode
void ApplyCompositeTexture(FImage& RoughnessSourceMips, const FImage& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
check(RoughnessSourceMips.SizeX == NormalSourceMips.SizeX);
check(RoughnessSourceMips.SizeY == NormalSourceMips.SizeY);
FLinearColor* FirstColor = (&RoughnessSourceMips.AsRGBA32F()[0]);
const FLinearColor* NormalColors = (&NormalSourceMips.AsRGBA32F()[0]);
FLinearColor* LastColor = FirstColor + (RoughnessSourceMips.SizeX * RoughnessSourceMips.SizeY * RoughnessSourceMips.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color, ++NormalColors )
{
FVector Normal = FVector(NormalColors->R * 2.0f - 1.0f, NormalColors->G * 2.0f - 1.0f, NormalColors->B * 2.0f - 1.0f);
// to prevent crash for unknown CompositeTextureMode
float Dummy;
float* RefValue = &Dummy;
switch((ECompositeTextureMode)CompositeTextureMode)
{
case CTM_NormalRoughnessToRed:
RefValue = &Color->R;
break;
case CTM_NormalRoughnessToGreen:
RefValue = &Color->G;
break;
case CTM_NormalRoughnessToBlue:
RefValue = &Color->B;
break;
case CTM_NormalRoughnessToAlpha:
RefValue = &Color->A;
break;
default:
checkSlow(0);
}
// Toksvig estimation of variance
float LengthN = FMath::Min( Normal.Size(), 1.0f );
float Variance = ( 1.0f - LengthN ) / LengthN;
Variance = FMath::Max( 0.0f, Variance - 0.00004f );
Variance *= CompositePower;
float Roughness = *RefValue;
#if 0
float Power = RoughnessToSpecularPower( Roughness );
Power = Power / ( 1.0f + Variance * Power );
Roughness = SpecularPowerToRoughness( Power );
#else
// Refactored above to avoid divide by zero
float a = Roughness * Roughness;
float a2 = a * a;
float B = 2.0f * Variance * (a2 - 1.0f);
a2 = ( B - a2 ) / ( B - 1.0f );
Roughness = FMath::Pow( a2, 0.25f );
#endif
*RefValue = Roughness;
}
}
/*------------------------------------------------------------------------------
Image Compression.
------------------------------------------------------------------------------*/
/**
* Asynchronous compression, used for compressing mips simultaneously.
*/
class FAsyncCompressionWorker
{
public:
/**
* Initializes the data and creates the async compression task.
*/
FAsyncCompressionWorker(const ITextureFormat* InTextureFormat, const FImage* InImages, uint32 InNumImages, const FTextureBuildSettings& InBuildSettings, FStringView InDebugTexturePathName, bool bInImageHasAlphaChannel, uint32 InExtData)
: TextureFormat(*InTextureFormat)
, SourceImages(InImages)
, BuildSettings(InBuildSettings)
, bImageHasAlphaChannel(bInImageHasAlphaChannel)
, ExtData(InExtData)
, NumImages(InNumImages)
, bCompressionResults(false)
, DebugTexturePathName(InDebugTexturePathName)
{
}
/**
* Compresses the texture
*/
void DoWork()
{
TRACE_CPUPROFILER_EVENT_SCOPE(CompressImage);
bCompressionResults = TextureFormat.CompressImageEx(
SourceImages,
NumImages,
BuildSettings,
DebugTexturePathName,
bImageHasAlphaChannel,
ExtData,
CompressedImage
);
}
/**
* Transfer the result of the compression to the OutCompressedImage
* Can only be called once
*/
bool ConsumeCompressionResults(FCompressedImage2D& OutCompressedImage)
{
OutCompressedImage = MoveTemp(CompressedImage);
return bCompressionResults;
}
private:
/** Texture format interface with which to compress. */
const ITextureFormat& TextureFormat;
/** The image(s) to compress. */
const FImage* SourceImages;
/** The resulting compressed image. */
FCompressedImage2D CompressedImage;
/** Build settings. */
FTextureBuildSettings BuildSettings;
/** true if the image has a non-white alpha channel. */
bool bImageHasAlphaChannel;
/** Extra data that the format may want to pass to each Compress call */
uint32 ExtData;
/** For miptails with multiple images going in to one, this is the number of them */
uint32 NumImages;
/** true if compression was successful. */
bool bCompressionResults;
FStringView DebugTexturePathName;
};
// compress mip-maps in InMipChain and add mips to Texture, might alter the source content
static bool CompressMipChain(
const ITextureFormat* TextureFormat,
const TArray<FImage>& MipChain,
const FTextureBuildSettings& Settings,
FStringView DebugTexturePathName,
TArray<FCompressedImage2D>& OutMips,
uint32& OutNumMipsInTail,
uint32& OutExtData)
{
TRACE_CPUPROFILER_EVENT_SCOPE(CompressMipChain)
const bool bImageHasAlphaChannel = !Settings.bForceNoAlphaChannel && (Settings.bForceAlphaChannel || DetectAlphaChannel(MipChain[0]));
// now call the Ex version now that we have the proper MipChain
const FTextureFormatCompressorCaps CompressorCaps = TextureFormat->GetFormatCapabilitiesEx(Settings, MipChain.Num(), MipChain[0], bImageHasAlphaChannel);
OutNumMipsInTail = CompressorCaps.NumMipsInTail;
OutExtData = CompressorCaps.ExtData;
int32 MipCount = MipChain.Num();
check(MipCount >= (int32)CompressorCaps.NumMipsInTail);
// This number was too small (128) for current hardware and caused too many
// context switch for work taking < 1ms. Bump the value for 2020 CPUs.
const int32 MinAsyncCompressionSize = 512;
const bool bAllowParallelBuild = TextureFormat->AllowParallelBuild();
bool bCompressionSucceeded = true;
int32 FirstMipTailIndex = MipCount;
uint32 StartCycles = FPlatformTime::Cycles();
// check if we need to merge mips together into tail
if (CompressorCaps.NumMipsInTail > 1)
{
FirstMipTailIndex = MipCount - CompressorCaps.NumMipsInTail;
}
OutMips.Empty(MipCount);
TArray<FAsyncCompressionWorker> AsyncCompressionTasks;
AsyncCompressionTasks.Reserve(MipCount);
struct PreWork
{
int32 MipIndex;
const FImage& SrcMip;
FCompressedImage2D& DestMip;
};
TArray<PreWork> PreWorkTasks;
PreWorkTasks.Reserve(MipCount);
for (int32 MipIndex = 0; MipIndex < MipCount; ++MipIndex)
{
const FImage& SrcMip = MipChain[MipIndex];
FCompressedImage2D& DestMip = *new(OutMips) FCompressedImage2D;
if (MipIndex > FirstMipTailIndex)
{
continue;
}
else if (bAllowParallelBuild && FMath::Min(SrcMip.SizeX, SrcMip.SizeY) >= MinAsyncCompressionSize)
{
AsyncCompressionTasks.Emplace(
TextureFormat,
&SrcMip,
MipIndex == FirstMipTailIndex ? CompressorCaps.NumMipsInTail : 1, // number of mips pointed to by SrcMip
Settings,
DebugTexturePathName,
bImageHasAlphaChannel,
CompressorCaps.ExtData
);
}
else
{
PreWorkTasks.Emplace(PreWork { MipIndex, SrcMip, DestMip });
}
}
ParallelForWithPreWork(AsyncCompressionTasks.Num(), [&AsyncCompressionTasks](int32 TaskIndex)
{
AsyncCompressionTasks[TaskIndex].DoWork();
},
[&PreWorkTasks, &TextureFormat, &OutMips, &bCompressionSucceeded, &CompressorCaps, &Settings, DebugTexturePathName, FirstMipTailIndex, bImageHasAlphaChannel]()
{
for (PreWork& Work : PreWorkTasks)
{
bCompressionSucceeded = bCompressionSucceeded && TextureFormat->CompressImageEx(
&Work.SrcMip,
Work.MipIndex == FirstMipTailIndex ? CompressorCaps.NumMipsInTail : 1, // number of mips pointed to by SrcMip
Settings,
DebugTexturePathName,
bImageHasAlphaChannel,
CompressorCaps.ExtData,
Work.DestMip
);
}
}, EParallelForFlags::Unbalanced);
for (int32 TaskIndex = 0; TaskIndex < AsyncCompressionTasks.Num(); ++TaskIndex)
{
FAsyncCompressionWorker& AsynTask = AsyncCompressionTasks[TaskIndex];
FCompressedImage2D& DestMip = OutMips[TaskIndex];
bCompressionSucceeded = bCompressionSucceeded && AsynTask.ConsumeCompressionResults(DestMip);
}
for (int32 MipIndex = FirstMipTailIndex + 1; MipIndex < MipCount; ++MipIndex)
{
FCompressedImage2D& PrevMip = OutMips[MipIndex - 1];
FCompressedImage2D& DestMip = OutMips[MipIndex];
DestMip.SizeX = FMath::Max(1, PrevMip.SizeX >> 1);
DestMip.SizeY = FMath::Max(1, PrevMip.SizeY >> 1);
DestMip.SizeZ = Settings.bVolume ? FMath::Max(1, PrevMip.SizeZ >> 1) : PrevMip.SizeZ;
DestMip.PixelFormat = PrevMip.PixelFormat;
}
if (!bCompressionSucceeded)
{
OutMips.Empty();
}
uint32 EndCycles = FPlatformTime::Cycles();
UE_LOG(LogTextureCompressor,Verbose,TEXT("Compressed %dx%dx%d %s in %fms"),
MipChain[0].SizeX,
MipChain[0].SizeY,
MipChain[0].NumSlices,
*Settings.TextureFormatName.ToString(),
FPlatformTime::ToMilliseconds( EndCycles-StartCycles )
);
return bCompressionSucceeded;
}
// only useful for normal maps, fixed bad input (denormalized normals) and improved quality (quantization artifacts)
static void NormalizeMip(FImage& InOutMip)
{
const uint32 NumPixels = InOutMip.SizeX * InOutMip.SizeY * InOutMip.NumSlices;
TArrayView64<FLinearColor> ImageColors = InOutMip.AsRGBA32F();
for(uint32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex)
{
FLinearColor& Color = ImageColors[CurPixelIndex];
FVector Normal = FVector(Color.R * 2.0f - 1.0f, Color.G * 2.0f - 1.0f, Color.B * 2.0f - 1.0f);
Normal = Normal.GetSafeNormal();
Color = FLinearColor(Normal.X * 0.5f + 0.5f, Normal.Y * 0.5f + 0.5f, Normal.Z * 0.5f + 0.5f, Color.A);
}
}
/**
* Texture compression module
*/
class FTextureCompressorModule : public ITextureCompressorModule
{
public:
FTextureCompressorModule()
#if PLATFORM_WINDOWS
: nvTextureToolsHandle(0)
#endif //PLATFORM_WINDOWS
{
}
virtual bool UsesTaskGraph(const FTextureBuildSettings& BuildSettings) const override
{
const ITextureFormat* TextureFormat = nullptr;
ITextureFormatManagerModule* TFM = GetTextureFormatManager();
if (TFM)
{
TextureFormat = TFM->FindTextureFormat(BuildSettings.TextureFormatName);
}
if (TextureFormat)
{
return TextureFormat->UsesTaskGraph();
}
return false;
}
virtual bool BuildTexture(
const TArray<FImage>& SourceMips,
const TArray<FImage>& AssociatedNormalSourceMips,
const FTextureBuildSettings& BuildSettings,
FStringView DebugTexturePathName,
TArray<FCompressedImage2D>& OutTextureMips,
uint32& OutNumMipsInTail,
uint32& OutExtData
)
{
const ITextureFormat* TextureFormat = nullptr;
ITextureFormatManagerModule* TFM = GetTextureFormatManager();
if (TFM)
{
TextureFormat = TFM->FindTextureFormat(BuildSettings.TextureFormatName);
}
if (TextureFormat == nullptr)
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Failed to find compressor for texture format '%s'."),
*BuildSettings.TextureFormatName.ToString()
);
return false;
}
TArray<FImage> IntermediateMipChain;
// we can't use the Ex version here because it needs an FImage, which needs BuildTextureMips to be called
const FTextureFormatCompressorCaps CompressorCaps = TextureFormat->GetFormatCapabilities();
if (!BuildTextureMips(SourceMips, BuildSettings, CompressorCaps, IntermediateMipChain))
{
return false;
}
// apply roughness adjustment depending on normal map variation
if (AssociatedNormalSourceMips.Num())
{
// check AssociatedNormalSourceMips.Format;
TArray<FImage> IntermediateAssociatedNormalSourceMipChain;
FTextureBuildSettings DefaultSettings;
// helps to reduce aliasing further
DefaultSettings.MipSharpening = -4.0f;
DefaultSettings.SharpenMipKernelSize = 4;
DefaultSettings.bApplyKernelToTopMip = true;
// important to make accurate computation with normal length
DefaultSettings.bRenormalizeTopMip = true;
if (!BuildTextureMips(AssociatedNormalSourceMips, DefaultSettings, CompressorCaps, IntermediateAssociatedNormalSourceMipChain))
{
UE_LOG(LogTextureCompressor, Warning, TEXT("Failed to generate texture mips for composite texture"));
}
if (!ApplyCompositeTexture(IntermediateMipChain, IntermediateAssociatedNormalSourceMipChain, BuildSettings.CompositeTextureMode, BuildSettings.CompositePower))
{
UE_LOG(LogTextureCompressor, Warning, TEXT("Failed to apply composite texture"));
}
}
// Set the correct biased texture size so that the compressor understands the original source image size
// This is requires for platforms that may need to tile based on the original source texture size
BuildSettings.TopMipSize.X = IntermediateMipChain[0].SizeX;
BuildSettings.TopMipSize.Y = IntermediateMipChain[0].SizeY;
BuildSettings.VolumeSizeZ = BuildSettings.bVolume ? IntermediateMipChain[0].NumSlices : 1;
if (BuildSettings.bTextureArray)
{
if (BuildSettings.bCubemap)
{
BuildSettings.ArraySlices = IntermediateMipChain[0].NumSlices / 6;
}
else
{
BuildSettings.ArraySlices = IntermediateMipChain[0].NumSlices;
}
}
else
{
BuildSettings.ArraySlices = 1;
}
return CompressMipChain(TextureFormat, IntermediateMipChain, BuildSettings, DebugTexturePathName, OutTextureMips, OutNumMipsInTail, OutExtData);
}
// IModuleInterface implementation.
void StartupModule()
{
#if PLATFORM_WINDOWS
#if PLATFORM_64BITS
if (FWindowsPlatformMisc::HasAVX2InstructionSupport())
{
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(*(FPaths::EngineDir() / TEXT("Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll")));
}
else
{
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(*(FPaths::EngineDir() / TEXT("Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll")));
}
#else //32-bit platform
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(*(FPaths::EngineDir() / TEXT("Binaries/ThirdParty/nvTextureTools/Win32/nvtt_.dll")));
#endif
#endif //PLATFORM_WINDOWS
}
void ShutdownModule()
{
#if PLATFORM_WINDOWS
FPlatformProcess::FreeDllHandle(nvTextureToolsHandle);
nvTextureToolsHandle = 0;
#endif
}
private:
#if PLATFORM_WINDOWS
// Handle to the nvtt dll
void* nvTextureToolsHandle;
#endif //PLATFORM_WINDOWS
bool BuildTextureMips(
const TArray<FImage>& InSourceMips,
const FTextureBuildSettings& BuildSettings,
const FTextureFormatCompressorCaps& CompressorCaps,
TArray<FImage>& OutMipChain)
{
check(InSourceMips.Num());
check(InSourceMips[0].SizeX > 0 && InSourceMips[0].SizeY > 0 && InSourceMips[0].NumSlices > 0);
// Identify long-lat cubemaps.
const bool bLongLatCubemap = BuildSettings.bLongLatSource;
if (BuildSettings.bCubemap && !bLongLatCubemap)
{
if (BuildSettings.bTextureArray && (InSourceMips[0].NumSlices % 6) != 0)
{
// Cube array must have multiiple of 6 slices
return false;
}
if (!BuildSettings.bTextureArray && InSourceMips[0].NumSlices != 6)
{
// Non-array cube must have exactly 6 slices
return false;
}
}
// Determine the maximum possible mip counts for source and dest.
const int32 MaxSourceMipCount = bLongLatCubemap ?
1 + FMath::CeilLogTwo(ComputeLongLatCubemapExtents(InSourceMips[0], BuildSettings.MaxTextureResolution)) :
1 + FMath::CeilLogTwo(FMath::Max3(InSourceMips[0].SizeX, InSourceMips[0].SizeY, BuildSettings.bVolume ? InSourceMips[0].NumSlices : 1));
const int32 MaxDestMipCount = 1 + FMath::CeilLogTwo(FMath::Min(CompressorCaps.MaxTextureDimension, BuildSettings.MaxTextureResolution));
// Determine the number of mips required by BuildSettings.
int32 NumOutputMips = (BuildSettings.MipGenSettings == TMGS_NoMipmaps) ? 1 : MaxSourceMipCount;
int32 NumSourceMips = InSourceMips.Num();
// See if the smallest provided mip image is still too large for the current compressor.
int32 LevelsToUsableSource = FMath::Max(0, MaxSourceMipCount - MaxDestMipCount);
int32 StartMip = FMath::Max(0, LevelsToUsableSource);
if (BuildSettings.MipGenSettings == TMGS_LeaveExistingMips)
{
NumOutputMips = InSourceMips.Num() - StartMip;
if (NumOutputMips <= 0)
{
// We can't generate 0 mip maps
UE_LOG(LogTextureCompressor, Warning,
TEXT("The source image has %d mips while the first mip would be %d. Please verify the maximun texture size or change the mips gen settings."),
NumSourceMips,
StartMip);
return false;
}
}
NumOutputMips = FMath::Min(NumOutputMips, MaxDestMipCount);
if (BuildSettings.MipGenSettings != TMGS_LeaveExistingMips || bLongLatCubemap)
{
NumSourceMips = 1;
}
TArray<FImage> PaddedSourceMips;
{
const FImage& FirstSourceMipImage = InSourceMips[0];
int32 TargetTextureSizeX = FirstSourceMipImage.SizeX;
int32 TargetTextureSizeY = FirstSourceMipImage.SizeY;
int32 TargetTextureSizeZ = BuildSettings.bVolume ? FirstSourceMipImage.NumSlices : 1; // Only used for volume texture.
bool bPadOrStretchTexture = false;
const int32 PowerOfTwoTextureSizeX = FMath::RoundUpToPowerOfTwo(TargetTextureSizeX);
const int32 PowerOfTwoTextureSizeY = FMath::RoundUpToPowerOfTwo(TargetTextureSizeY);
const int32 PowerOfTwoTextureSizeZ = FMath::RoundUpToPowerOfTwo(TargetTextureSizeZ);
switch (static_cast<const ETexturePowerOfTwoSetting::Type>(BuildSettings.PowerOfTwoMode))
{
case ETexturePowerOfTwoSetting::None:
break;
case ETexturePowerOfTwoSetting::PadToPowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = PowerOfTwoTextureSizeX;
TargetTextureSizeY = PowerOfTwoTextureSizeY;
TargetTextureSizeZ = PowerOfTwoTextureSizeZ;
break;
case ETexturePowerOfTwoSetting::PadToSquarePowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = TargetTextureSizeY = FMath::Max3<int32>(PowerOfTwoTextureSizeX, PowerOfTwoTextureSizeY, PowerOfTwoTextureSizeZ);
break;
default:
checkf(false, TEXT("Unknown entry in ETexturePowerOfTwoSetting::Type"));
break;
}
if (bPadOrStretchTexture)
{
// Want to stretch or pad the texture
bool bSuitableFormat = FirstSourceMipImage.Format == ERawImageFormat::RGBA32F;
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
FirstSourceMipImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
// space for one source mip and one destination mip
const FImage& SourceImage = bSuitableFormat ? FirstSourceMipImage : Temp;
FImage& TargetImage = *new (PaddedSourceMips) FImage(TargetTextureSizeX, TargetTextureSizeY, BuildSettings.bVolume ? TargetTextureSizeZ : SourceImage.NumSlices, SourceImage.Format);
FLinearColor FillColor = BuildSettings.PaddingColor;
FLinearColor* TargetPtr = (FLinearColor*)TargetImage.RawData.GetData();
FLinearColor* SourcePtr = (FLinearColor*)SourceImage.RawData.GetData();
check(SourceImage.GetBytesPerPixel() == sizeof(FLinearColor));
check(TargetImage.GetBytesPerPixel() == sizeof(FLinearColor));
const int32 SourceBytesPerLine = SourceImage.SizeX * SourceImage.GetBytesPerPixel();
const int32 DestBytesPerLine = TargetImage.SizeX * TargetImage.GetBytesPerPixel();
for (int32 SliceIndex = 0; SliceIndex < SourceImage.NumSlices; ++SliceIndex)
{
for (int32 Y = 0; Y < TargetTextureSizeY; ++Y)
{
int32 XStart = 0;
if (Y < SourceImage.SizeY)
{
XStart = SourceImage.SizeX;
FMemory::Memcpy(TargetPtr, SourcePtr, SourceImage.SizeX * sizeof(FLinearColor));
SourcePtr += SourceImage.SizeX;
TargetPtr += SourceImage.SizeX;
}
for (int32 XPad = XStart; XPad < TargetImage.SizeX; ++XPad)
{
*TargetPtr++ = FillColor;
}
}
}
// Pad new slices for volume texture
for (int32 SliceIndex = SourceImage.NumSlices; SliceIndex < TargetImage.NumSlices; ++SliceIndex)
{
for (int32 Y = 0; Y < TargetImage.SizeY; ++Y)
{
for (int32 X = 0; X< TargetImage.SizeX; ++X)
{
*TargetPtr++ = FillColor;
}
}
}
}
}
const TArray<FImage>& PostOptionalUpscaleSourceMips = (PaddedSourceMips.Num() > 0) ? PaddedSourceMips : InSourceMips;
bool bBuildSourceImage = StartMip > (NumSourceMips - 1);
TArray<FImage> GeneratedSourceMips;
if (bBuildSourceImage)
{
// the source is larger than the compressor allows and no mip image exists to act as a smaller source.
// We must generate a suitable source image:
bool bSuitableFormat = PostOptionalUpscaleSourceMips.Last().Format == ERawImageFormat::RGBA32F;
const FImage& BaseImage = PostOptionalUpscaleSourceMips.Last();
if (BaseImage.SizeX != FMath::RoundUpToPowerOfTwo(BaseImage.SizeX) || BaseImage.SizeY != FMath::RoundUpToPowerOfTwo(BaseImage.SizeY))
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Source image %dx%d (npot) prevents resizing and is too large for compressors max dimension (%d)."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
return false;
}
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
BaseImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
UE_LOG(LogTextureCompressor, Verbose,
TEXT("Source image %dx%d too large for compressors max dimension (%d). Resizing."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
GenerateMipChain(BuildSettings, bSuitableFormat ? BaseImage : Temp, GeneratedSourceMips, LevelsToUsableSource);
check(GeneratedSourceMips.Num() != 0);
// Note: The newly generated mip chain does not include the original top level mip.
StartMip--;
}
const TArray<FImage>& SourceMips = bBuildSourceImage ? GeneratedSourceMips : PostOptionalUpscaleSourceMips;
OutMipChain.Empty(NumOutputMips);
// Copy over base mips.
check(StartMip < SourceMips.Num());
int32 CopyCount = SourceMips.Num() - StartMip;
for (int32 MipIndex = StartMip; MipIndex < StartMip + CopyCount; ++MipIndex)
{
const FImage& Image = SourceMips[MipIndex];
// create base for the mip chain
FImage* Mip = new(OutMipChain) FImage();
if (bLongLatCubemap)
{
// Generate the base mip from the long-lat source image.
GenerateBaseCubeMipFromLongitudeLatitude2D(Mip, Image, BuildSettings.MaxTextureResolution, BuildSettings.SourceEncodingOverride);
break;
}
else
{
// copy base source content to the base of the mip chain
if(BuildSettings.bApplyKernelToTopMip)
{
FImage Temp;
Image.Linearize(BuildSettings.SourceEncodingOverride, Temp);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(Temp);
}
GenerateTopMip(Temp, *Mip, BuildSettings);
}
else
{
Image.Linearize(BuildSettings.SourceEncodingOverride, *Mip);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(*Mip);
}
}
}
if (BuildSettings.Downscale > 1.f)
{
FTextureDownscaleSettings DownscaleSettings;
DownscaleSettings.Downscale = BuildSettings.Downscale;
DownscaleSettings.DownscaleOptions = BuildSettings.DownscaleOptions;
DownscaleSettings.bDitherMipMapAlpha = BuildSettings.bDitherMipMapAlpha;
DownscaleSettings.BlockSize = 4;
DownscaleImage(*Mip, *Mip, DownscaleSettings);
}
if (BuildSettings.bHasColorSpaceDefinition)
{
Mip->TransformToWorkingColorSpace(
BuildSettings.RedChromaticityCoordinate,
BuildSettings.GreenChromaticityCoordinate,
BuildSettings.BlueChromaticityCoordinate,
BuildSettings.WhiteChromaticityCoordinate,
static_cast<UE::Color::EChromaticAdaptationMethod>(BuildSettings.ChromaticAdaptationMethod));
}
// Apply color adjustments
AdjustImageColors(*Mip, BuildSettings);
if (BuildSettings.bComputeBokehAlpha)
{
// To get the occlusion in the BokehDOF shader working for all Bokeh textures.
ComputeBokehAlpha(*Mip);
}
if (BuildSettings.bFlipGreenChannel)
{
FlipGreenChannel(*Mip);
}
}
// Generate any missing mips in the chain.
if (NumOutputMips > OutMipChain.Num())
{
// Do angular filtering of cubemaps if requested.
if (BuildSettings.MipGenSettings == TMGS_Angular)
{
GenerateAngularFilteredMips(OutMipChain, NumOutputMips, BuildSettings.DiffuseConvolveMipLevel);
}
else
{
GenerateMipChain(BuildSettings, OutMipChain.Last(), OutMipChain);
}
}
check(OutMipChain.Num() == NumOutputMips);
// Apply post-mip generation adjustments.
if (BuildSettings.bReplicateRed)
{
ReplicateRedChannel(OutMipChain);
}
else if (BuildSettings.bReplicateAlpha)
{
ReplicateAlphaChannel(OutMipChain);
}
if (BuildSettings.bApplyYCoCgBlockScale)
{
ApplyYCoCgBlockScale(OutMipChain);
}
return true;
}
// @param CompositeTextureMode original type ECompositeTextureMode
// @return true on success, false on failure. Can fail due to bad mismatched dimensions of incomplete mip chains.
bool ApplyCompositeTexture(TArray<FImage>& RoughnessSourceMips, const TArray<FImage>& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
uint32 MinLevel = FMath::Min(RoughnessSourceMips.Num(), NormalSourceMips.Num());
if( RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeX != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeX ||
RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeY != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeY )
{
UE_LOG(LogTextureCompressor, Warning, TEXT("Couldn't apply composite texture as RoughnessSourceMips (mip %d, %d x %d) doesn't match NormalSourceMips (mip %d, %d x %d); mipchain might be mismatched/incomplete"),
RoughnessSourceMips.Num() - MinLevel,
RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeX,
RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeY,
NormalSourceMips.Num() - MinLevel,
NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeX,
NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeY
);
return false;
}
for(uint32 Level = 0; Level < MinLevel; ++Level)
{
::ApplyCompositeTexture(RoughnessSourceMips[RoughnessSourceMips.Num() - 1 - Level], NormalSourceMips[NormalSourceMips.Num() - 1 - Level], CompositeTextureMode, CompositePower);
}
return true;
}
};
IMPLEMENT_MODULE(FTextureCompressorModule, TextureCompressor)