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#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4073167 by Krzysztof.Narkowicz
Added subsurface profile for eye shading model.
#jira none
Change 4073422 by Krzysztof.Narkowicz
Added dual specular for subsurface profile shading model.
#jira none
Change 4075278 by Krzysztof.Narkowicz
Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
#jira none
Change 4084231 by Krzysztof.Narkowicz
Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
#jira none
Change 4092798 by Matt.Collins
Some HDR refactoring.
Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.
Change 4096954 by Chris.Bunner
Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.
Change 4111285 by Brian.Karis
Eye shading update.
Added Iris normal (disabled). Removed wrap. Fixed contact shadows.
Change 4155261 by Krzysztof.Narkowicz
Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.
#jira none
Change 4167644 by Krzysztof.Narkowicz
Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.
Change 4183727 by Yuriy.ODonnell
Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).
Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.
Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.
Added support for DBuffer decals with emissive component.
Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.
Change 4197684 by laz.matech
Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).
#jira none
Change 4225614 by Rolando.Caloca
DR - Enable depth collision particles on Vulkan mobile
Change 4235489 by Uriel.Doyon
Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.
#jira UE-59525
Change 4260154 by Mark.Satterthwaite
Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.
Change 4270594 by Brian.Karis
Fix for textured rect light L pointing away from plane due to approximate diffuse integration.
Change 4273361 by Daniel.Wright
Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.
Change 4309174 by Mark.Satterthwaite
Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.
Change 4310121 by Matt.Collins
Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.
#jira none
Change 4312960 by Daniel.Wright
Fix from Stephen Hill for incorrect light grid culling near the near plane
Change 4314169 by Richard.Wallis
FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.
#jira none
Change 4320760 by Arne.Schober
DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
#jira UE-60992
Change 4334607 by Uriel.Doyon
Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
Now settings a light Intesity to default resets the brightness to the archetype brightness.
This handles correctly cases where the intensity units differs between the two objects.
Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
(by recomputing the Intensity).
#jira UE-61401
Change 4336188 by Rolando.Caloca
DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )
Change 4337967 by Rolando.Caloca
DR - Remove unused RHISupportsShaderCompression function
#rb none
[CL 4358751 by Rolando Caloca in Main branch]
3023 lines
125 KiB
C++
3023 lines
125 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "MaterialUtilities.h"
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#include "EngineDefines.h"
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#include "ShowFlags.h"
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#include "Materials/MaterialInterface.h"
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#include "Materials/Material.h"
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#include "Engine/Texture2D.h"
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#include "Misc/App.h"
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#include "Materials/MaterialInstance.h"
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#include "Materials/MaterialInstanceConstant.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "Modules/ModuleManager.h"
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#include "Misc/PackageName.h"
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#include "LegacyScreenPercentageDriver.h"
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#include "Materials/MaterialExpressionConstant.h"
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#include "Materials/MaterialExpressionConstant4Vector.h"
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#include "Materials/MaterialExpressionMultiply.h"
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#include "Engine/TextureCube.h"
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#include "SceneView.h"
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#include "RendererInterface.h"
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#include "EngineModule.h"
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#include "ImageUtils.h"
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#include "CanvasTypes.h"
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#include "Materials/MaterialExpressionTextureSample.h"
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#include "MaterialCompiler.h"
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#include "DeviceProfiles/DeviceProfileManager.h"
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#include "Materials/MaterialParameterCollection.h"
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#include "LandscapeProxy.h"
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#include "LandscapeComponent.h"
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#include "Engine/MeshMerging.h"
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#include "Engine/StaticMesh.h"
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#include "MeshUtilities.h"
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#include "MeshRendering.h"
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#include "MeshMergeData.h"
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#include "Templates/UniquePtr.h"
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#include "IMaterialBakingModule.h"
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#include "MaterialBakingStructures.h"
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#include "MaterialOptions.h"
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#if WITH_EDITOR
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#include "DeviceProfiles/DeviceProfile.h"
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#include "Tests/AutomationEditorCommon.h"
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#endif // WITH_EDITOR
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IMPLEMENT_MODULE(FMaterialUtilities, MaterialUtilities);
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DEFINE_LOG_CATEGORY_STATIC(LogMaterialUtilities, Log, All);
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bool FMaterialUtilities::CurrentlyRendering = false;
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TArray<UTextureRenderTarget2D*> FMaterialUtilities::RenderTargetPool;
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void FMaterialUtilities::StartupModule()
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{
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FCoreUObjectDelegates::GetPreGarbageCollectDelegate().AddRaw(this, &FMaterialUtilities::OnPreGarbageCollect);
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}
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void FMaterialUtilities::ShutdownModule()
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{
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FCoreUObjectDelegates::GetPreGarbageCollectDelegate().RemoveAll(this);
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ClearRenderTargetPool();
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}
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void FMaterialUtilities::OnPreGarbageCollect()
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{
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ClearRenderTargetPool();
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}
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UMaterialInterface* FMaterialUtilities::CreateProxyMaterialAndTextures(UPackage* OuterPackage, const FString& AssetName, const FBakeOutput& BakeOutput, const FMeshData& MeshData, const FMaterialData& MaterialData, UMaterialOptions* Options)
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{
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TArray<EMaterialProperty> SRGBDisabledProperties{ MP_Opacity, MP_OpacityMask, MP_Normal, MP_EmissiveColor };
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// Certain material properties use differen compression settings
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TMap<EMaterialProperty, TextureCompressionSettings> SpecialCompressionSettingProperties;
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SpecialCompressionSettingProperties.Add(MP_Normal, TC_Normalmap);
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SpecialCompressionSettingProperties.Add(MP_Opacity, TC_Grayscale);
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SpecialCompressionSettingProperties.Add(MP_OpacityMask, TC_Grayscale);
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SpecialCompressionSettingProperties.Add(MP_AmbientOcclusion, TC_Grayscale);
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UMaterial* BaseMaterial = LoadObject<UMaterial>(nullptr, TEXT("/Engine/EngineMaterials/NewBaseFlattenMaterial.NewBaseFlattenMaterial"), nullptr, LOAD_None, nullptr);
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check(BaseMaterial);
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/** Create Proxy material and populate flags */
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UMaterialInstanceConstant* Material = FMaterialUtilities::CreateInstancedMaterial(BaseMaterial, OuterPackage, AssetName, RF_Public | RF_Standalone);
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Material->BasePropertyOverrides.TwoSided = MaterialData.Material->IsTwoSided();
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Material->BasePropertyOverrides.bOverride_TwoSided = MaterialData.Material->IsTwoSided();
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Material->BasePropertyOverrides.DitheredLODTransition = MaterialData.Material->IsDitheredLODTransition();
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Material->BasePropertyOverrides.bOverride_DitheredLODTransition = MaterialData.Material->IsDitheredLODTransition();
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if (MaterialData.Material->GetBlendMode() != BLEND_Opaque)
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{
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Material->BasePropertyOverrides.bOverride_BlendMode = true;
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Material->BasePropertyOverrides.BlendMode = MaterialData.Material->GetBlendMode();
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}
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FStaticParameterSet NewStaticParameterSet;
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// iterate over each property and its size
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for (auto Iterator : BakeOutput.PropertySizes)
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{
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EMaterialProperty Property = Iterator.Key;
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FIntPoint DataSize = Iterator.Value;
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// Retrieve pixel data for the current property
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const TArray<FColor>& ColorData = BakeOutput.PropertyData.FindChecked(Property);
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// Look up the property name string
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const UEnum* PropertyEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EMaterialProperty"));
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FName PropertyName = PropertyEnum->GetNameByValue(Property);
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FString TrimmedPropertyName = PropertyName.ToString();
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TrimmedPropertyName.RemoveFromStart(TEXT("MP_"));
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// If the pixel data isn't constant create a texture for it
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if (ColorData.Num() > 1)
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{
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TextureCompressionSettings CompressionSettings = SpecialCompressionSettingProperties.Contains(Property) ? SpecialCompressionSettingProperties.FindChecked(Property) : TC_Default;
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bool bSRGBEnabled = !SRGBDisabledProperties.Contains(Property);
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UTexture* Texture = FMaterialUtilities::CreateTexture(OuterPackage, TEXT("T_") + AssetName + TEXT("_") + TrimmedPropertyName, DataSize, ColorData, CompressionSettings, TEXTUREGROUP_HierarchicalLOD, RF_Public | RF_Standalone, bSRGBEnabled);
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// Set texture parameter value on instance material
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FMaterialParameterInfo ParameterInfo(*(TrimmedPropertyName + TEXT("Texture")));
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Material->SetTextureParameterValueEditorOnly(ParameterInfo, Texture);
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FStaticSwitchParameter SwitchParameter;
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SwitchParameter.ParameterInfo.Name = *(TEXT("Use") + TrimmedPropertyName);
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SwitchParameter.Value = true;
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SwitchParameter.bOverride = true;
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NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
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}
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else
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{
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// Otherwise set either float4 or float constant values on instance material
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FMaterialParameterInfo ParameterInfo(*(TrimmedPropertyName + TEXT("Const")));
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if (Property == MP_BaseColor || Property == MP_EmissiveColor)
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{
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Material->SetVectorParameterValueEditorOnly(ParameterInfo, ColorData[0].ReinterpretAsLinear());
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}
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else
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{
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Material->SetScalarParameterValueEditorOnly(ParameterInfo, ColorData[0].ReinterpretAsLinear().R);
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}
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}
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}
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// Apply emissive scaling
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if (BakeOutput.PropertyData.Contains(MP_EmissiveColor))
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{
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if (BakeOutput.EmissiveScale != 1.0f)
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{
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FMaterialParameterInfo ParameterInfo(TEXT("EmissiveScale"));
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Material->SetScalarParameterValueEditorOnly(ParameterInfo, BakeOutput.EmissiveScale);
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}
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}
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// If the used texture coordinate was not the default UV0 set the appropriate one on the instance material
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if (MeshData.TextureCoordinateIndex != 0)
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{
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FStaticSwitchParameter SwitchParameter;
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SwitchParameter.ParameterInfo.Name = TEXT("UseCustomUV");
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SwitchParameter.Value = true;
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SwitchParameter.bOverride = true;
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NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
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SwitchParameter.ParameterInfo.Name = *(TEXT("UseUV") + FString::FromInt(MeshData.TextureCoordinateIndex));
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NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
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}
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Material->UpdateStaticPermutation(NewStaticParameterSet);
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Material->InitStaticPermutation();
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Material->PostEditChange();
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return Material;
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}
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UMaterialInterface* FMaterialUtilities::CreateProxyMaterialAndTextures(const FString& PackageName, const FString& AssetName, const FBakeOutput& BakeOutput, const FMeshData& MeshData, const FMaterialData& MaterialData, UMaterialOptions* Options)
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{
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UPackage* MaterialPackage = CreatePackage(nullptr, *PackageName);
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check(MaterialPackage);
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MaterialPackage->FullyLoad();
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MaterialPackage->Modify();
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return CreateProxyMaterialAndTextures(MaterialPackage, AssetName, BakeOutput, MeshData, MaterialData, Options);
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}
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/*------------------------------------------------------------------------------
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Helper classes for render material to texture
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------------------------------------------------------------------------------*/
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struct FExportMaterialCompiler : public FProxyMaterialCompiler
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{
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FExportMaterialCompiler(FMaterialCompiler* InCompiler) :
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FProxyMaterialCompiler(InCompiler)
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{}
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// gets value stored by SetMaterialProperty()
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virtual EShaderFrequency GetCurrentShaderFrequency() const override
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{
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// not used by Lightmass
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return SF_Pixel;
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}
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virtual EMaterialShadingModel GetMaterialShadingModel() const override
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{
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// not used by Lightmass
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return MSM_MAX;
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}
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virtual int32 WorldPosition(EWorldPositionIncludedOffsets WorldPositionIncludedOffsets) override
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{
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#if WITH_EDITOR
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return Compiler->MaterialBakingWorldPosition();
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#else
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return Compiler->WorldPosition(WorldPositionIncludedOffsets);
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#endif
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}
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virtual int32 ObjectWorldPosition() override
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{
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return Compiler->ObjectWorldPosition();
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}
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virtual int32 DistanceCullFade() override
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{
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return Compiler->Constant(1.0f);
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}
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virtual int32 ActorWorldPosition() override
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{
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return Compiler->ActorWorldPosition();
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}
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virtual int32 ParticleRelativeTime() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleMotionBlurFade() override
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{
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return Compiler->Constant(1.0f);
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}
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virtual int32 PixelNormalWS() override
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{
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// Current returning vertex normal since pixel normal will contain incorrect data (normal calculated from uv data used as vertex positions to render out the material)
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return Compiler->VertexNormal();
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}
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virtual int32 ParticleRandom() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleDirection() override
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{
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return Compiler->Constant3(0.0f, 0.0f, 0.0f);
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}
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virtual int32 ParticleSpeed() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleSize() override
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{
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return Compiler->Constant2(0.0f,0.0f);
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}
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virtual int32 ObjectRadius() override
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{
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return Compiler->Constant(500);
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}
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virtual int32 ObjectBounds() override
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{
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return Compiler->ObjectBounds();
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}
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virtual int32 CameraVector() override
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{
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return Compiler->Constant3(0.0f, 0.0f, 1.0f);
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}
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virtual int32 ReflectionAboutCustomWorldNormal(int32 CustomWorldNormal, int32 bNormalizeCustomWorldNormal) override
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{
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return Compiler->ReflectionAboutCustomWorldNormal(CustomWorldNormal, bNormalizeCustomWorldNormal);
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}
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virtual int32 VertexColor() override
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{
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return Compiler->VertexColor();
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}
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virtual int32 PreSkinnedPosition() override
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{
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return Compiler->PreSkinnedPosition();
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}
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virtual int32 PreSkinnedNormal() override
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{
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return Compiler->PreSkinnedNormal();
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}
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virtual int32 VertexInterpolator(uint32 InterpolatorIndex) override
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{
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return Compiler->VertexInterpolator(InterpolatorIndex);
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}
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virtual int32 LightVector() override
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{
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return Compiler->LightVector();
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}
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virtual int32 ReflectionVector() override
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{
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return Compiler->ReflectionVector();
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}
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virtual int32 AtmosphericFogColor(int32 WorldPosition) override
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{
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return INDEX_NONE;
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}
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virtual int32 PrecomputedAOMask() override
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{
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return Compiler->PrecomputedAOMask();
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}
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#if WITH_EDITOR
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virtual int32 MaterialBakingWorldPosition() override
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{
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return Compiler->MaterialBakingWorldPosition();
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}
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#endif
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virtual int32 AccessCollectionParameter(UMaterialParameterCollection* ParameterCollection, int32 ParameterIndex, int32 ComponentIndex) override
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{
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if (!ParameterCollection || ParameterIndex == -1)
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{
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return INDEX_NONE;
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}
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// Collect names of all parameters
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TArray<FName> ParameterNames;
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ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ false);
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int32 NumScalarParameters = ParameterNames.Num();
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ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ true);
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// Find a parameter corresponding to ParameterIndex/ComponentIndex pair
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int32 Index;
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for (Index = 0; Index < ParameterNames.Num(); Index++)
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{
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FGuid ParameterId = ParameterCollection->GetParameterId(ParameterNames[Index]);
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int32 CheckParameterIndex, CheckComponentIndex;
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ParameterCollection->GetParameterIndex(ParameterId, CheckParameterIndex, CheckComponentIndex);
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if (CheckParameterIndex == ParameterIndex && CheckComponentIndex == ComponentIndex)
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{
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// Found
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break;
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}
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}
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if (Index >= ParameterNames.Num())
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{
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// Not found, should not happen
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return INDEX_NONE;
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}
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// Create code for parameter
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if (Index < NumScalarParameters)
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{
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const FCollectionScalarParameter* ScalarParameter = ParameterCollection->GetScalarParameterByName(ParameterNames[Index]);
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check(ScalarParameter);
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return Constant(ScalarParameter->DefaultValue);
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}
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else
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{
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const FCollectionVectorParameter* VectorParameter = ParameterCollection->GetVectorParameterByName(ParameterNames[Index]);
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check(VectorParameter);
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const FLinearColor& Color = VectorParameter->DefaultValue;
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return Constant4(Color.R, Color.G, Color.B, Color.A);
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}
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}
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virtual int32 LightmassReplace(int32 Realtime, int32 Lightmass) override { return Realtime; }
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virtual int32 MaterialProxyReplace(int32 Realtime, int32 MaterialProxy) override { return MaterialProxy; }
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};
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class FExportMaterialProxy : public FMaterial, public FMaterialRenderProxy
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{
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public:
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FExportMaterialProxy()
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: FMaterial()
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{
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SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
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}
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FExportMaterialProxy(UMaterialInterface* InMaterialInterface, EMaterialProperty InPropertyToCompile)
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: FMaterial()
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, MaterialInterface(InMaterialInterface)
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, PropertyToCompile(InPropertyToCompile)
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{
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SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
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Material = InMaterialInterface->GetMaterial();
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InMaterialInterface->AppendReferencedTextures(ReferencedTextures);
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FPlatformMisc::CreateGuid(Id);
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FMaterialResource* Resource = InMaterialInterface->GetMaterialResource(GMaxRHIFeatureLevel);
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FMaterialShaderMapId ResourceId;
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Resource->GetShaderMapId(GMaxRHIShaderPlatform, ResourceId);
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{
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TArray<FShaderType*> ShaderTypes;
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TArray<FVertexFactoryType*> VFTypes;
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TArray<const FShaderPipelineType*> ShaderPipelineTypes;
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GetDependentShaderAndVFTypes(GMaxRHIShaderPlatform, ShaderTypes, ShaderPipelineTypes, VFTypes);
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// Overwrite the shader map Id's dependencies with ones that came from the FMaterial actually being compiled (this)
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// This is necessary as we change FMaterial attributes like GetShadingModel(), which factor into the ShouldCache functions that determine dependent shader types
|
|
ResourceId.SetShaderDependencies(ShaderTypes, ShaderPipelineTypes, VFTypes, GMaxRHIShaderPlatform);
|
|
}
|
|
|
|
// Override with a special usage so we won't re-use the shader map used by the material for rendering
|
|
switch (InPropertyToCompile)
|
|
{
|
|
case MP_BaseColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportBaseColor; break;
|
|
case MP_Specular: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSpecular; break;
|
|
case MP_Normal: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportNormal; break;
|
|
case MP_Metallic: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportMetallic; break;
|
|
case MP_Roughness: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportRoughness; break;
|
|
case MP_AmbientOcclusion: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportAO; break;
|
|
case MP_EmissiveColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportEmissive; break;
|
|
case MP_Opacity: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacity; break;
|
|
case MP_OpacityMask: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacity; break;
|
|
case MP_SubsurfaceColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSubSurfaceColor; break;
|
|
default:
|
|
ensureMsgf(false, TEXT("ExportMaterial has no usage for property %i. Will likely reuse the normal rendering shader and crash later with a parameter mismatch"), (int32)InPropertyToCompile);
|
|
break;
|
|
};
|
|
|
|
CacheShaders(ResourceId, GMaxRHIShaderPlatform, true);
|
|
}
|
|
|
|
virtual bool IsUsedWithStaticLighting() const { return true; }
|
|
|
|
/** This override is required otherwise the shaders aren't ready for use when the surface is rendered resulting in a blank image */
|
|
virtual bool RequiresSynchronousCompilation() const override { return true; };
|
|
|
|
/**
|
|
* Should the shader for this material with the given platform, shader type and vertex
|
|
* factory type combination be compiled
|
|
*
|
|
* @param Platform The platform currently being compiled for
|
|
* @param ShaderType Which shader is being compiled
|
|
* @param VertexFactory Which vertex factory is being compiled (can be NULL)
|
|
*
|
|
* @return true if the shader should be compiled
|
|
*/
|
|
virtual bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const override
|
|
{
|
|
// Always cache - decreases performance but avoids missing shaders during exports.
|
|
return true;
|
|
}
|
|
|
|
virtual const TArray<UTexture*>& GetReferencedTextures() const override
|
|
{
|
|
return ReferencedTextures;
|
|
}
|
|
|
|
////////////////
|
|
// FMaterialRenderProxy interface.
|
|
virtual void GetMaterialWithFallback(ERHIFeatureLevel::Type FeatureLevel, const FMaterialRenderProxy*& OutMaterialRenderProxy, const FMaterial*& OutMaterial) const override
|
|
{
|
|
if(GetRenderingThreadShaderMap())
|
|
{
|
|
OutMaterialRenderProxy = this;
|
|
OutMaterial = this;
|
|
}
|
|
else
|
|
{
|
|
UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy(false)->GetMaterialWithFallback(FeatureLevel, OutMaterialRenderProxy, OutMaterial);
|
|
}
|
|
}
|
|
|
|
virtual bool GetVectorValue(const FMaterialParameterInfo& ParameterInfo, FLinearColor* OutValue, const FMaterialRenderContext& Context) const override
|
|
{
|
|
return MaterialInterface->GetRenderProxy(0)->GetVectorValue(ParameterInfo, OutValue, Context);
|
|
}
|
|
|
|
virtual bool GetScalarValue(const FMaterialParameterInfo& ParameterInfo, float* OutValue, const FMaterialRenderContext& Context) const override
|
|
{
|
|
return MaterialInterface->GetRenderProxy(0)->GetScalarValue(ParameterInfo, OutValue, Context);
|
|
}
|
|
|
|
virtual bool GetTextureValue(const FMaterialParameterInfo& ParameterInfo,const UTexture** OutValue, const FMaterialRenderContext& Context) const override
|
|
{
|
|
return MaterialInterface->GetRenderProxy(0)->GetTextureValue(ParameterInfo,OutValue,Context);
|
|
}
|
|
|
|
// Material properties.
|
|
/** Entry point for compiling a specific material property. This must call SetMaterialProperty. */
|
|
virtual int32 CompilePropertyAndSetMaterialProperty(EMaterialProperty Property, FMaterialCompiler* Compiler, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime) const override
|
|
{
|
|
// needs to be called in this function!!
|
|
Compiler->SetMaterialProperty(Property, OverrideShaderFrequency, bUsePreviousFrameTime);
|
|
|
|
int32 Ret = CompilePropertyAndSetMaterialPropertyWithoutCast(Property, Compiler);
|
|
|
|
return Compiler->ForceCast(Ret, FMaterialAttributeDefinitionMap::GetValueType(Property));
|
|
}
|
|
|
|
/** helper for CompilePropertyAndSetMaterialProperty() */
|
|
int32 CompilePropertyAndSetMaterialPropertyWithoutCast(EMaterialProperty Property, FMaterialCompiler* Compiler) const
|
|
{
|
|
if (Property == MP_EmissiveColor || Property == MP_SubsurfaceColor)
|
|
{
|
|
UMaterial* ProxyMaterial = MaterialInterface->GetMaterial();
|
|
check(ProxyMaterial);
|
|
EBlendMode BlendMode = MaterialInterface->GetBlendMode();
|
|
EMaterialShadingModel ShadingModel = MaterialInterface->GetShadingModel();
|
|
FExportMaterialCompiler ProxyCompiler(Compiler);
|
|
const uint32 ForceCast_Exact_Replicate = MFCF_ForceCast | MFCF_ExactMatch | MFCF_ReplicateValue;
|
|
|
|
switch (PropertyToCompile)
|
|
{
|
|
case MP_EmissiveColor:
|
|
// Emissive is ALWAYS returned...
|
|
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_EmissiveColor, ForceCast_Exact_Replicate);
|
|
case MP_BaseColor:
|
|
// Only return for Opaque and Masked...
|
|
if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
|
|
{
|
|
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_BaseColor, ForceCast_Exact_Replicate);
|
|
}
|
|
break;
|
|
case MP_Specular:
|
|
case MP_Roughness:
|
|
case MP_Metallic:
|
|
case MP_AmbientOcclusion:
|
|
case MP_SubsurfaceColor:
|
|
// Only return for Opaque and Masked...
|
|
if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
|
|
{
|
|
return MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate);
|
|
}
|
|
break;
|
|
case MP_Normal:
|
|
// Only return for Opaque and Masked...
|
|
if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
|
|
{
|
|
return Compiler->Add(
|
|
Compiler->Mul(MaterialInterface->CompileProperty(&ProxyCompiler, MP_Normal, ForceCast_Exact_Replicate), Compiler->Constant(0.5f)), // [-1,1] * 0.5
|
|
Compiler->Constant(0.5f)); // [-0.5,0.5] + 0.5
|
|
}
|
|
break;
|
|
default:
|
|
return Compiler->Constant(1.0f);
|
|
}
|
|
|
|
return Compiler->Constant(0.0f);
|
|
}
|
|
else if (Property == MP_WorldPositionOffset)
|
|
{
|
|
//This property MUST return 0 as a default or during the process of rendering textures out for lightmass to use, pixels will be off by 1.
|
|
return Compiler->Constant(0.0f);
|
|
}
|
|
else if (Property >= MP_CustomizedUVs0 && Property <= MP_CustomizedUVs7)
|
|
{
|
|
// Pass through customized UVs
|
|
return MaterialInterface->CompileProperty(Compiler, Property);
|
|
}
|
|
else
|
|
{
|
|
return Compiler->Constant(1.0f);
|
|
}
|
|
}
|
|
|
|
virtual FString GetMaterialUsageDescription() const override
|
|
{
|
|
return FString::Printf(TEXT("ExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL"));
|
|
}
|
|
virtual EMaterialDomain GetMaterialDomain() const override
|
|
{
|
|
if (Material)
|
|
{
|
|
return Material->MaterialDomain;
|
|
}
|
|
return MD_Surface;
|
|
}
|
|
virtual bool IsTwoSided() const override
|
|
{
|
|
if (MaterialInterface)
|
|
{
|
|
return MaterialInterface->IsTwoSided();
|
|
}
|
|
return false;
|
|
}
|
|
virtual bool IsDitheredLODTransition() const override
|
|
{
|
|
if (MaterialInterface)
|
|
{
|
|
return MaterialInterface->IsDitheredLODTransition();
|
|
}
|
|
return false;
|
|
}
|
|
virtual bool IsLightFunction() const override
|
|
{
|
|
if (Material)
|
|
{
|
|
return (Material->MaterialDomain == MD_LightFunction);
|
|
}
|
|
return false;
|
|
}
|
|
virtual bool IsDeferredDecal() const override
|
|
{
|
|
return Material && Material->MaterialDomain == MD_DeferredDecal;
|
|
}
|
|
virtual bool IsSpecialEngineMaterial() const override
|
|
{
|
|
if (Material)
|
|
{
|
|
return (Material->bUsedAsSpecialEngineMaterial == 1);
|
|
}
|
|
return true;
|
|
}
|
|
virtual bool IsWireframe() const override
|
|
{
|
|
if (Material)
|
|
{
|
|
return (Material->Wireframe == 1);
|
|
}
|
|
return false;
|
|
}
|
|
virtual bool IsMasked() const override { return false; }
|
|
virtual enum EBlendMode GetBlendMode() const override { return BLEND_Opaque; }
|
|
virtual enum EMaterialShadingModel GetShadingModel() const override { return MSM_Unlit; }
|
|
virtual float GetOpacityMaskClipValue() const override { return 0.5f; }
|
|
virtual bool GetCastDynamicShadowAsMasked() const override { return false; }
|
|
virtual FString GetFriendlyName() const override { return FString::Printf(TEXT("FExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL")); }
|
|
/**
|
|
* Should shaders compiled for this material be saved to disk?
|
|
*/
|
|
virtual bool IsPersistent() const override { return false; }
|
|
virtual FGuid GetMaterialId() const override { return Id; }
|
|
|
|
virtual UMaterialInterface* GetMaterialInterface() const override
|
|
{
|
|
return MaterialInterface;
|
|
}
|
|
|
|
friend FArchive& operator<< ( FArchive& Ar, FExportMaterialProxy& V )
|
|
{
|
|
return Ar << V.MaterialInterface;
|
|
}
|
|
|
|
/**
|
|
* Iterate through all textures used by the material and return the maximum texture resolution used
|
|
* (ideally this could be made dependent of the material property)
|
|
*
|
|
* @param MaterialInterface The material to scan for texture size
|
|
*
|
|
* @return Size (width and height)
|
|
*/
|
|
FIntPoint FindMaxTextureSize(UMaterialInterface* InMaterialInterface, FIntPoint MinimumSize = FIntPoint(1, 1)) const
|
|
{
|
|
// static lod settings so that we only initialize them once
|
|
UTextureLODSettings* GameTextureLODSettings = UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings();
|
|
|
|
TArray<UTexture*> MaterialTextures;
|
|
|
|
InMaterialInterface->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, false, GMaxRHIFeatureLevel, false);
|
|
|
|
// find the largest texture in the list (applying it's LOD bias)
|
|
FIntPoint MaxSize = MinimumSize;
|
|
for (int32 TexIndex = 0; TexIndex < MaterialTextures.Num(); TexIndex++)
|
|
{
|
|
UTexture* Texture = MaterialTextures[TexIndex];
|
|
|
|
if (Texture == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get the max size of the texture
|
|
FIntPoint LocalSize(0, 0);
|
|
if (Texture->IsA(UTexture2D::StaticClass()))
|
|
{
|
|
UTexture2D* Tex2D = (UTexture2D*)Texture;
|
|
LocalSize = FIntPoint(Tex2D->GetSizeX(), Tex2D->GetSizeY());
|
|
}
|
|
else if (Texture->IsA(UTextureCube::StaticClass()))
|
|
{
|
|
UTextureCube* TexCube = (UTextureCube*)Texture;
|
|
LocalSize = FIntPoint(TexCube->GetSizeX(), TexCube->GetSizeY());
|
|
}
|
|
|
|
int32 LocalBias = GameTextureLODSettings->CalculateLODBias(Texture);
|
|
|
|
// bias the texture size based on LOD group
|
|
FIntPoint BiasedLocalSize(LocalSize.X >> LocalBias, LocalSize.Y >> LocalBias);
|
|
|
|
MaxSize.X = FMath::Max(BiasedLocalSize.X, MaxSize.X);
|
|
MaxSize.Y = FMath::Max(BiasedLocalSize.Y, MaxSize.Y);
|
|
}
|
|
|
|
return MaxSize;
|
|
}
|
|
|
|
static bool WillFillData(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
|
|
{
|
|
if (InMaterialProperty == MP_EmissiveColor)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
switch (InBlendMode)
|
|
{
|
|
case BLEND_Opaque:
|
|
{
|
|
switch (InMaterialProperty)
|
|
{
|
|
case MP_BaseColor: return true;
|
|
case MP_Specular: return true;
|
|
case MP_Normal: return true;
|
|
case MP_Metallic: return true;
|
|
case MP_Roughness: return true;
|
|
case MP_AmbientOcclusion: return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
virtual bool IsVolumetricPrimitive() const override
|
|
{
|
|
return Material && Material->MaterialDomain == MD_Volume;
|
|
}
|
|
private:
|
|
/** The material interface for this proxy */
|
|
UMaterialInterface* MaterialInterface;
|
|
UMaterial* Material;
|
|
TArray<UTexture*> ReferencedTextures;
|
|
/** The property to compile for rendering the sample */
|
|
EMaterialProperty PropertyToCompile;
|
|
FGuid Id;
|
|
};
|
|
|
|
static void RenderSceneToTexture(
|
|
FSceneInterface* Scene,
|
|
const FName& VisualizationMode,
|
|
const FVector& ViewOrigin,
|
|
const FMatrix& ViewRotationMatrix,
|
|
const FMatrix& ProjectionMatrix,
|
|
const TSet<FPrimitiveComponentId>& HiddenPrimitives,
|
|
FIntPoint TargetSize,
|
|
float TargetGamma,
|
|
TArray<FColor>& OutSamples)
|
|
{
|
|
auto RenderTargetTexture = NewObject<UTextureRenderTarget2D>();
|
|
check(RenderTargetTexture);
|
|
RenderTargetTexture->AddToRoot();
|
|
RenderTargetTexture->ClearColor = FLinearColor::Transparent;
|
|
RenderTargetTexture->TargetGamma = TargetGamma;
|
|
RenderTargetTexture->InitCustomFormat(TargetSize.X, TargetSize.Y, PF_FloatRGBA, false);
|
|
FTextureRenderTargetResource* RenderTargetResource = RenderTargetTexture->GameThread_GetRenderTargetResource();
|
|
|
|
FSceneViewFamilyContext ViewFamily(
|
|
FSceneViewFamily::ConstructionValues(RenderTargetResource, Scene, FEngineShowFlags(ESFIM_Game))
|
|
.SetWorldTimes(FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime)
|
|
);
|
|
|
|
// To enable visualization mode
|
|
ViewFamily.EngineShowFlags.SetPostProcessing(true);
|
|
ViewFamily.EngineShowFlags.SetVisualizeBuffer(true);
|
|
ViewFamily.EngineShowFlags.SetTonemapper(false);
|
|
ViewFamily.EngineShowFlags.SetScreenPercentage(false);
|
|
|
|
FSceneViewInitOptions ViewInitOptions;
|
|
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, TargetSize.X, TargetSize.Y));
|
|
ViewInitOptions.ViewFamily = &ViewFamily;
|
|
ViewInitOptions.HiddenPrimitives = HiddenPrimitives;
|
|
ViewInitOptions.ViewOrigin = ViewOrigin;
|
|
ViewInitOptions.ViewRotationMatrix = ViewRotationMatrix;
|
|
ViewInitOptions.ProjectionMatrix = ProjectionMatrix;
|
|
|
|
FSceneView* NewView = new FSceneView(ViewInitOptions);
|
|
NewView->CurrentBufferVisualizationMode = VisualizationMode;
|
|
ViewFamily.Views.Add(NewView);
|
|
|
|
ViewFamily.SetScreenPercentageInterface(new FLegacyScreenPercentageDriver(
|
|
ViewFamily, /* GlobalResolutionFraction = */ 1.0f, /* AllowPostProcessSettingsScreenPercentage = */ false));
|
|
|
|
FCanvas Canvas(RenderTargetResource, NULL, FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime, Scene->GetFeatureLevel());
|
|
Canvas.Clear(FLinearColor::Transparent);
|
|
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
|
|
|
|
// Copy the contents of the remote texture to system memory
|
|
OutSamples.SetNumUninitialized(TargetSize.X*TargetSize.Y);
|
|
FReadSurfaceDataFlags ReadSurfaceDataFlags;
|
|
ReadSurfaceDataFlags.SetLinearToGamma(false);
|
|
RenderTargetResource->ReadPixelsPtr(OutSamples.GetData(), ReadSurfaceDataFlags, FIntRect(0, 0, TargetSize.X, TargetSize.Y));
|
|
FlushRenderingCommands();
|
|
|
|
RenderTargetTexture->RemoveFromRoot();
|
|
RenderTargetTexture = nullptr;
|
|
}
|
|
|
|
|
|
|
|
bool FMaterialUtilities::SupportsExport(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
|
|
{
|
|
return FExportMaterialProxy::WillFillData(InBlendMode, InMaterialProperty);
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterialProperty(UWorld* InWorld, UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, UTextureRenderTarget2D* InRenderTarget, TArray<FColor>& OutBMP)
|
|
{
|
|
TUniquePtr<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
|
|
if (MaterialProxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
|
|
|
|
FIntPoint MaxSize = MaterialProxy->FindMaxTextureSize(InMaterial);
|
|
FIntPoint OutSize = MaxSize;
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, MaxSize, OutSize, OutBMP);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterialProperty(UWorld* InWorld, UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, FIntPoint& OutSize, TArray<FColor>& OutBMP)
|
|
{
|
|
TUniquePtr<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
|
|
if (MaterialProxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
|
|
OutSize = MaterialProxy->FindMaxTextureSize(InMaterial);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, OutSize, OutSize, OutBMP);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterialProperty(UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, TArray<FColor>& OutBMP, FIntPoint& OutSize)
|
|
{
|
|
TUniquePtr<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
|
|
if (MaterialProxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
|
|
OutSize = MaterialProxy->FindMaxTextureSize(InMaterial);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, OutSize, OutSize, OutBMP);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterialProperty(UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, FIntPoint InSize, TArray<FColor>& OutBMP)
|
|
{
|
|
TUniquePtr<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
|
|
if (MaterialProxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
|
|
FIntPoint OutSize;
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, InSize, OutSize, OutBMP);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterial(UWorld* InWorld, UMaterialInterface* InMaterial, FFlattenMaterial& OutFlattenMaterial)
|
|
{
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
return ExportMaterial(InMaterial, OutFlattenMaterial);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterial(UMaterialInterface* InMaterial, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
|
|
{
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
ExportMaterial(MaterialData, OutFlattenMaterial, ProxyCache);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
return true;
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterial(UMaterialInterface* InMaterial, const FRawMesh* InMesh, int32 InMaterialIndex, const FBox2D& InTexcoordBounds, const TArray<FVector2D>& InTexCoords, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
|
|
{
|
|
FMaterialMergeData MaterialData(InMaterial, InMesh, nullptr, InMaterialIndex, InTexcoordBounds, InTexCoords);
|
|
|
|
TArray<FMaterialMergeData*> MergeData{ &MaterialData };
|
|
TArray<FFlattenMaterial*> FlatMaterials{ &OutFlattenMaterial };
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
ExportMaterials(MergeData, FlatMaterials);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
return true;
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterial(UMaterialInterface* InMaterial, const FRawMesh* InMesh, int32 InMaterialIndex, const FBox2D& InTexcoordBounds, const TArray<FVector2D>& InTexCoords, const int32 LightMapIndex, FLightMapRef LightMap, FShadowMapRef ShadowMap, FUniformBufferRHIRef Buffer, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache /*= NULL*/)
|
|
{
|
|
FMaterialMergeData MaterialData(InMaterial, InMesh, nullptr, InMaterialIndex, InTexcoordBounds, InTexCoords);
|
|
MaterialData.LightMapIndex = 1;
|
|
MaterialData.LightMap = LightMap;
|
|
MaterialData.ShadowMap = ShadowMap;
|
|
MaterialData.Buffer = Buffer;
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
ExportMaterial(MaterialData, OutFlattenMaterial, ProxyCache);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportLandscapeMaterial(ALandscapeProxy* InLandscape, const TSet<FPrimitiveComponentId>& HiddenPrimitives, FFlattenMaterial& OutFlattenMaterial)
|
|
{
|
|
check(InLandscape);
|
|
|
|
FIntRect LandscapeRect = InLandscape->GetBoundingRect();
|
|
FVector MidPoint = FVector(LandscapeRect.Min, 0.f) + FVector(LandscapeRect.Size(), 0.f)*0.5f;
|
|
|
|
FVector LandscapeCenter = InLandscape->GetTransform().TransformPosition(MidPoint);
|
|
FVector LandscapeExtent = FVector(LandscapeRect.Size(), 0.f)*InLandscape->GetActorScale()*0.5f;
|
|
|
|
FVector ViewOrigin = LandscapeCenter;
|
|
FMatrix ViewRotationMatrix = FInverseRotationMatrix(InLandscape->GetActorRotation());
|
|
ViewRotationMatrix*= FMatrix(FPlane(1, 0, 0, 0),
|
|
FPlane(0, -1, 0, 0),
|
|
FPlane(0, 0, -1, 0),
|
|
FPlane(0, 0, 0, 1));
|
|
|
|
const float ZOffset = WORLD_MAX;
|
|
FMatrix ProjectionMatrix = FReversedZOrthoMatrix(
|
|
LandscapeExtent.X,
|
|
LandscapeExtent.Y,
|
|
0.5f / ZOffset,
|
|
ZOffset);
|
|
|
|
FSceneInterface* Scene = InLandscape->GetWorld()->Scene;
|
|
|
|
// Render diffuse texture using BufferVisualizationMode=BaseColor
|
|
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Diffuse))
|
|
{
|
|
const FIntPoint& DiffuseSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
|
|
static const FName BaseColorName("BaseColor");
|
|
const float BaseColorGamma = 2.2f; // BaseColor to gamma space
|
|
TArray<FColor>& DiffuseSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse);
|
|
RenderSceneToTexture(Scene, BaseColorName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
|
|
DiffuseSize, BaseColorGamma, DiffuseSamples);
|
|
}
|
|
|
|
// Render normal map using BufferVisualizationMode=WorldNormal
|
|
// Final material should use world space instead of tangent space for normals
|
|
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Normal))
|
|
{
|
|
static const FName WorldNormalName("WorldNormal");
|
|
const float NormalColorGamma = 1.0f; // Dump normal texture in linear space
|
|
const FIntPoint& NormalSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal);
|
|
TArray<FColor>& NormalSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal);
|
|
RenderSceneToTexture(Scene, WorldNormalName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
|
|
NormalSize, NormalColorGamma, NormalSamples);
|
|
}
|
|
|
|
// Render metallic map using BufferVisualizationMode=Metallic
|
|
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Metallic))
|
|
{
|
|
static const FName MetallicName("Metallic");
|
|
const float MetallicColorGamma = 1.0f; // Dump metallic texture in linear space
|
|
const FIntPoint& MetallicSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic);
|
|
TArray<FColor>& MetallicSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic);
|
|
RenderSceneToTexture(Scene, MetallicName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
|
|
MetallicSize, MetallicColorGamma, MetallicSamples);
|
|
}
|
|
|
|
// Render roughness map using BufferVisualizationMode=Roughness
|
|
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Roughness))
|
|
{
|
|
static const FName RoughnessName("Roughness");
|
|
const float RoughnessColorGamma = 2.2f; // Roughness material powers color by 2.2, transform it back to linear
|
|
const FIntPoint& RoughnessSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness);
|
|
TArray<FColor>& RoughnessSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness);
|
|
RenderSceneToTexture(Scene, RoughnessName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
|
|
RoughnessSize, RoughnessColorGamma, RoughnessSamples);
|
|
}
|
|
|
|
// Render specular map using BufferVisualizationMode=Specular
|
|
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Specular))
|
|
{
|
|
static const FName SpecularName("Specular");
|
|
const float SpecularColorGamma = 1.0f; // Dump specular texture in linear space
|
|
const FIntPoint& SpecularSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular);
|
|
TArray<FColor>& SpecularSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular);
|
|
RenderSceneToTexture(Scene, SpecularName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
|
|
SpecularSize, SpecularColorGamma, SpecularSamples);
|
|
}
|
|
|
|
OutFlattenMaterial.MaterialId = InLandscape->GetLandscapeGuid();
|
|
return true;
|
|
}
|
|
|
|
UMaterial* FMaterialUtilities::CreateMaterial(const FFlattenMaterial& InFlattenMaterial, UPackage* InOuter, const FString& BaseName, EObjectFlags Flags, const struct FMaterialProxySettings& MaterialProxySettings, TArray<UObject*>& OutGeneratedAssets, const TextureGroup& InTextureGroup /*= TEXTUREGROUP_World*/)
|
|
{
|
|
// Base name for a new assets
|
|
// In case outer is null BaseName has to be long package name
|
|
if (InOuter == nullptr && FPackageName::IsShortPackageName(BaseName))
|
|
{
|
|
UE_LOG(LogMaterialUtilities, Warning, TEXT("Invalid long package name: '%s'."), *BaseName);
|
|
return nullptr;
|
|
}
|
|
|
|
const FString AssetBaseName = FPackageName::GetShortName(BaseName);
|
|
const FString AssetBasePath = InOuter ? TEXT("") : FPackageName::GetLongPackagePath(BaseName) + TEXT("/");
|
|
|
|
// Create material
|
|
const FString MaterialAssetName = TEXT("M_") + AssetBaseName;
|
|
UPackage* MaterialOuter = InOuter;
|
|
if (MaterialOuter == NULL)
|
|
{
|
|
MaterialOuter = CreatePackage(NULL, *(AssetBasePath + MaterialAssetName));
|
|
MaterialOuter->FullyLoad();
|
|
MaterialOuter->Modify();
|
|
}
|
|
|
|
UMaterial* Material = NewObject<UMaterial>(MaterialOuter, FName(*MaterialAssetName), Flags);
|
|
Material->TwoSided = false;
|
|
Material->DitheredLODTransition = InFlattenMaterial.bDitheredLODTransition;
|
|
Material->SetShadingModel(MSM_DefaultLit);
|
|
OutGeneratedAssets.Add(Material);
|
|
|
|
int32 MaterialNodeY = -150;
|
|
int32 MaterialNodeStepY = 180;
|
|
|
|
// BaseColor
|
|
const TArray<FColor>& DiffuseSamples = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse);
|
|
if (DiffuseSamples.Num() > 1)
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_D");
|
|
const FString AssetLongName = AssetBasePath + AssetName;
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetLongName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse), DiffuseSamples, TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto BasecolorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
BasecolorExpression->Texture = Texture;
|
|
BasecolorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
BasecolorExpression->MaterialExpressionEditorX = -400;
|
|
BasecolorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(BasecolorExpression);
|
|
Material->BaseColor.Expression = BasecolorExpression;
|
|
|
|
MaterialNodeY+= MaterialNodeStepY;
|
|
}
|
|
else if (DiffuseSamples.Num() == 1)
|
|
{
|
|
// Set Roughness to constant
|
|
FLinearColor BaseColor = FLinearColor(DiffuseSamples[0]);
|
|
auto BaseColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
|
|
BaseColorExpression->Constant = BaseColor;
|
|
BaseColorExpression->MaterialExpressionEditorX = -400;
|
|
BaseColorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(BaseColorExpression);
|
|
Material->BaseColor.Expression = BaseColorExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
|
|
// Whether or not a material property is baked down
|
|
const bool bHasMetallic = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Metallic) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Metallic);
|
|
const bool bHasRoughness = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Roughness) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Roughness);
|
|
const bool bHasSpecular = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Specular) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Specular);
|
|
|
|
// Number of material properties baked down to textures
|
|
const int BakedMaterialPropertyCount = bHasMetallic + bHasRoughness + bHasSpecular;
|
|
|
|
// Check for same texture sizes
|
|
bool bSameTextureSize = true;
|
|
|
|
int32 SampleCount = 0;
|
|
FIntPoint MergedSize(0,0);
|
|
for (int32 PropertyIndex = 0; PropertyIndex < 3; ++PropertyIndex)
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)(PropertyIndex + (int32)EFlattenMaterialProperties::Metallic);
|
|
const bool HasProperty = InFlattenMaterial.DoesPropertyContainData(Property) && !InFlattenMaterial.IsPropertyConstant(Property);
|
|
FIntPoint PropertySize = InFlattenMaterial.GetPropertySize(Property);
|
|
SampleCount = (bHasMetallic && SampleCount == 0) ? InFlattenMaterial.GetPropertySamples(Property).Num() : SampleCount;
|
|
MergedSize = (bHasMetallic && MergedSize.X == 0) ? PropertySize : MergedSize;
|
|
}
|
|
bSameTextureSize &= bHasMetallic ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num()) : true;
|
|
bSameTextureSize &= bHasRoughness ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num()) : true;
|
|
bSameTextureSize &= bHasSpecular ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num()) : true;
|
|
|
|
// Merge values into one texture if more than one material property exists
|
|
if (BakedMaterialPropertyCount > 1 && bSameTextureSize)
|
|
{
|
|
// Metallic = R, Roughness = G, Specular = B
|
|
TArray<FColor> MergedSamples;
|
|
MergedSamples.AddZeroed(SampleCount);
|
|
|
|
// R G B masks
|
|
#if PLATFORM_LITTLE_ENDIAN
|
|
const uint32 ColorMask[3] = { 0x0000FF00, 0x00FF0000, 0xFF000000 };
|
|
#else // PLATFORM_LITTLE_ENDIAN
|
|
const uint32 ColorMask[3] = { 0x00FF0000, 0x0000FF00, 0x000000FF };
|
|
#endif
|
|
for (int32 PropertyIndex = 0; PropertyIndex < 3; ++PropertyIndex)
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)(PropertyIndex + (int32)EFlattenMaterialProperties::Metallic);
|
|
const bool HasProperty = InFlattenMaterial.DoesPropertyContainData(Property) && !InFlattenMaterial.IsPropertyConstant(Property);
|
|
|
|
if (HasProperty)
|
|
{
|
|
const TArray<FColor>& PropertySamples = InFlattenMaterial.GetPropertySamples(Property);
|
|
// OR masked values (samples initialized to zero, so no random data)
|
|
for (int32 SampleIndex = 0; SampleIndex < SampleCount; ++SampleIndex)
|
|
{
|
|
MergedSamples[SampleIndex].DWColor() |= (PropertySamples[SampleIndex].DWColor() & ColorMask[PropertyIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_MRS");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, MergedSize, MergedSamples, TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto MergedExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
MergedExpression->Texture = Texture;
|
|
MergedExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
MergedExpression->MaterialExpressionEditorX = -400;
|
|
MergedExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(MergedExpression);
|
|
|
|
// Metallic
|
|
if (bHasMetallic)
|
|
{
|
|
Material->Metallic.Expression = MergedExpression;
|
|
Material->Metallic.Mask = Material->Metallic.Expression->GetOutputs()[0].Mask;
|
|
Material->Metallic.MaskR = 1;
|
|
Material->Metallic.MaskG = 0;
|
|
Material->Metallic.MaskB = 0;
|
|
Material->Metallic.MaskA = 0;
|
|
}
|
|
|
|
// Roughness
|
|
if (bHasRoughness)
|
|
{
|
|
Material->Roughness.Expression = MergedExpression;
|
|
Material->Roughness.Mask = Material->Roughness.Expression->GetOutputs()[0].Mask;
|
|
Material->Roughness.MaskR = 0;
|
|
Material->Roughness.MaskG = 1;
|
|
Material->Roughness.MaskB = 0;
|
|
Material->Roughness.MaskA = 0;
|
|
}
|
|
|
|
// Specular
|
|
if (bHasSpecular)
|
|
{
|
|
Material->Specular.Expression = MergedExpression;
|
|
Material->Specular.Mask = Material->Specular.Expression->GetOutputs()[0].Mask;
|
|
Material->Specular.MaskR = 0;
|
|
Material->Specular.MaskG = 0;
|
|
Material->Specular.MaskB = 1;
|
|
Material->Specular.MaskA = 0;
|
|
}
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
else
|
|
{
|
|
// Metallic
|
|
if (bHasMetallic && MaterialProxySettings.bMetallicMap)
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_M");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto MetallicExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
MetallicExpression->Texture = Texture;
|
|
MetallicExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
MetallicExpression->MaterialExpressionEditorX = -400;
|
|
MetallicExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(MetallicExpression);
|
|
Material->Metallic.Expression = MetallicExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
// Specular
|
|
if (bHasSpecular && MaterialProxySettings.bSpecularMap)
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_S");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto SpecularExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
SpecularExpression->Texture = Texture;
|
|
SpecularExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
SpecularExpression->MaterialExpressionEditorX = -400;
|
|
SpecularExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(SpecularExpression);
|
|
Material->Specular.Expression = SpecularExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
// Roughness
|
|
if (bHasRoughness && MaterialProxySettings.bRoughnessMap)
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_R");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto RoughnessExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
RoughnessExpression->Texture = Texture;
|
|
RoughnessExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
RoughnessExpression->MaterialExpressionEditorX = -400;
|
|
RoughnessExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(RoughnessExpression);
|
|
Material->Roughness.Expression = RoughnessExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Metallic) || !MaterialProxySettings.bMetallicMap)
|
|
{
|
|
auto MetallicExpression = NewObject<UMaterialExpressionConstant>(Material);
|
|
MetallicExpression->R = MaterialProxySettings.bMetallicMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic)[0]).R : MaterialProxySettings.MetallicConstant;
|
|
MetallicExpression->MaterialExpressionEditorX = -400;
|
|
MetallicExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(MetallicExpression);
|
|
Material->Metallic.Expression = MetallicExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Specular ) || !MaterialProxySettings.bSpecularMap)
|
|
{
|
|
// Set Specular to constant
|
|
auto SpecularExpression = NewObject<UMaterialExpressionConstant>(Material);
|
|
SpecularExpression->R = MaterialProxySettings.bSpecularMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular)[0]).R : MaterialProxySettings.SpecularConstant;
|
|
SpecularExpression->MaterialExpressionEditorX = -400;
|
|
SpecularExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(SpecularExpression);
|
|
Material->Specular.Expression = SpecularExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Roughness) || !MaterialProxySettings.bRoughnessMap)
|
|
{
|
|
// Set Roughness to constant
|
|
auto RoughnessExpression = NewObject<UMaterialExpressionConstant>(Material);
|
|
RoughnessExpression->R = MaterialProxySettings.bRoughnessMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness)[0]).R : MaterialProxySettings.RoughnessConstant;
|
|
RoughnessExpression->MaterialExpressionEditorX = -400;
|
|
RoughnessExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(RoughnessExpression);
|
|
Material->Roughness.Expression = RoughnessExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
// Normal
|
|
if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Normal) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Normal))
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_N");
|
|
const bool bSRGB = false;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), TC_Normalmap, (InTextureGroup != TEXTUREGROUP_World) ? InTextureGroup : TEXTUREGROUP_WorldNormalMap, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
auto NormalExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
NormalExpression->Texture = Texture;
|
|
NormalExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Normal;
|
|
NormalExpression->MaterialExpressionEditorX = -400;
|
|
NormalExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(NormalExpression);
|
|
Material->Normal.Expression = NormalExpression;
|
|
|
|
MaterialNodeY+= MaterialNodeStepY;
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Emissive))
|
|
{
|
|
// Set Emissive to constant
|
|
FColor EmissiveColor = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive)[0];
|
|
// Don't have to deal with black emissive color
|
|
if (EmissiveColor != FColor(0, 0, 0, 255))
|
|
{
|
|
auto EmissiveColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
|
|
EmissiveColorExpression->Constant = EmissiveColor.ReinterpretAsLinear() * InFlattenMaterial.EmissiveScale;
|
|
EmissiveColorExpression->MaterialExpressionEditorX = -400;
|
|
EmissiveColorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(EmissiveColorExpression);
|
|
Material->EmissiveColor.Expression = EmissiveColorExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
}
|
|
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Emissive) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Emissive))
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_E");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
//Assign emissive color to the material
|
|
UMaterialExpressionTextureSample* EmissiveColorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
EmissiveColorExpression->Texture = Texture;
|
|
EmissiveColorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
EmissiveColorExpression->MaterialExpressionEditorX = -400;
|
|
EmissiveColorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(EmissiveColorExpression);
|
|
|
|
UMaterialExpressionMultiply* EmissiveColorScale = NewObject<UMaterialExpressionMultiply>(Material);
|
|
EmissiveColorScale->A.Expression = EmissiveColorExpression;
|
|
EmissiveColorScale->ConstB = InFlattenMaterial.EmissiveScale;
|
|
EmissiveColorScale->MaterialExpressionEditorX = -200;
|
|
EmissiveColorScale->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(EmissiveColorScale);
|
|
|
|
Material->EmissiveColor.Expression = EmissiveColorScale;
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Opacity))
|
|
{
|
|
// Set Opacity to constant
|
|
FLinearColor Opacity = FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity)[0]);
|
|
auto OpacityExpression = NewObject<UMaterialExpressionConstant>(Material);
|
|
OpacityExpression->R = Opacity.R;
|
|
OpacityExpression->MaterialExpressionEditorX = -400;
|
|
OpacityExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(OpacityExpression);
|
|
Material->Opacity.Expression = OpacityExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Opacity))
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_O");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
//Assign opacity to the material
|
|
UMaterialExpressionTextureSample* OpacityExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
OpacityExpression->Texture = Texture;
|
|
OpacityExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
OpacityExpression->MaterialExpressionEditorX = -400;
|
|
OpacityExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(OpacityExpression);
|
|
Material->Opacity.Expression = OpacityExpression;
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::SubSurface))
|
|
{
|
|
// Set Emissive to constant
|
|
FColor SubSurfaceColor = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::SubSurface)[0];
|
|
|
|
// Don't have to deal with black sub surface color
|
|
if (SubSurfaceColor != FColor(0, 0, 0, 255))
|
|
{
|
|
auto SubSurfaceColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
|
|
SubSurfaceColorExpression->Constant = (SubSurfaceColor.ReinterpretAsLinear());
|
|
SubSurfaceColorExpression->MaterialExpressionEditorX = -400;
|
|
SubSurfaceColorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(SubSurfaceColorExpression);
|
|
Material->SubsurfaceColor.Expression = SubSurfaceColorExpression;
|
|
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
}
|
|
|
|
Material->SetShadingModel(MSM_Subsurface);
|
|
|
|
}
|
|
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::SubSurface))
|
|
{
|
|
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_SSC");
|
|
const bool bSRGB = true;
|
|
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath + AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::SubSurface), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::SubSurface), TC_Default, InTextureGroup, Flags, bSRGB);
|
|
OutGeneratedAssets.Add(Texture);
|
|
|
|
//Assign emissive color to the material
|
|
UMaterialExpressionTextureSample* SubSurfaceColorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
|
|
SubSurfaceColorExpression->Texture = Texture;
|
|
SubSurfaceColorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
|
|
SubSurfaceColorExpression->MaterialExpressionEditorX = -400;
|
|
SubSurfaceColorExpression->MaterialExpressionEditorY = MaterialNodeY;
|
|
Material->Expressions.Add(SubSurfaceColorExpression);
|
|
|
|
Material->SubsurfaceColor.Expression = SubSurfaceColorExpression;
|
|
MaterialNodeY += MaterialNodeStepY;
|
|
|
|
Material->SetShadingModel(MSM_Subsurface);
|
|
}
|
|
|
|
|
|
Material->PostEditChange();
|
|
return Material;
|
|
}
|
|
|
|
UMaterialInstanceConstant* FMaterialUtilities::CreateInstancedMaterial(UMaterialInterface* BaseMaterial, UPackage* InOuter, const FString& BaseName, EObjectFlags Flags)
|
|
{
|
|
// Base name for a new assets
|
|
// In case outer is null BaseName has to be long package name
|
|
if (InOuter == nullptr && FPackageName::IsShortPackageName(BaseName))
|
|
{
|
|
UE_LOG(LogMaterialUtilities, Warning, TEXT("Invalid long package name: '%s'."), *BaseName);
|
|
return nullptr;
|
|
}
|
|
|
|
const FString AssetBaseName = FPackageName::GetShortName(BaseName);
|
|
const FString AssetBasePath = InOuter ? TEXT("") : FPackageName::GetLongPackagePath(BaseName) + TEXT("/");
|
|
|
|
// Create material
|
|
const FString MaterialAssetName = TEXT("M_") + AssetBaseName;
|
|
UPackage* MaterialOuter = InOuter;
|
|
if (MaterialOuter == NULL)
|
|
{
|
|
MaterialOuter = CreatePackage(NULL, *(AssetBasePath + MaterialAssetName));
|
|
MaterialOuter->FullyLoad();
|
|
MaterialOuter->Modify();
|
|
}
|
|
|
|
// We need to check for this due to the change in material object type, this causes a clash of path/type with old assets that were generated, so we delete the old (resident) UMaterial objects
|
|
UObject* ExistingPackage = FindObject<UMaterial>(MaterialOuter, *MaterialAssetName);
|
|
if (ExistingPackage && !ExistingPackage->IsA<UMaterialInstanceConstant>())
|
|
{
|
|
#if WITH_EDITOR
|
|
FAutomationEditorCommonUtils::NullReferencesToObject(ExistingPackage);
|
|
#endif // WITH_EDITOR
|
|
ExistingPackage->MarkPendingKill();
|
|
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS, true);
|
|
}
|
|
|
|
UMaterialInstanceConstant* MaterialInstance = NewObject<UMaterialInstanceConstant>(MaterialOuter, FName(*MaterialAssetName), Flags);
|
|
checkf(MaterialInstance, TEXT("Failed to create instanced material"));
|
|
MaterialInstance->Parent = BaseMaterial;
|
|
|
|
return MaterialInstance;
|
|
}
|
|
|
|
UTexture2D* FMaterialUtilities::CreateTexture(UPackage* Outer, const FString& AssetLongName, FIntPoint Size, const TArray<FColor>& Samples, TextureCompressionSettings CompressionSettings, TextureGroup LODGroup, EObjectFlags Flags, bool bSRGB, const FGuid& SourceGuidHash)
|
|
{
|
|
FCreateTexture2DParameters TexParams;
|
|
TexParams.bUseAlpha = false;
|
|
TexParams.CompressionSettings = CompressionSettings;
|
|
TexParams.bDeferCompression = true;
|
|
TexParams.bSRGB = bSRGB;
|
|
TexParams.SourceGuidHash = SourceGuidHash;
|
|
|
|
if (Outer == nullptr)
|
|
{
|
|
Outer = CreatePackage(NULL, *AssetLongName);
|
|
Outer->FullyLoad();
|
|
Outer->Modify();
|
|
}
|
|
|
|
UTexture2D* Texture = FImageUtils::CreateTexture2D(Size.X, Size.Y, Samples, Outer, FPackageName::GetShortName(AssetLongName), Flags, TexParams);
|
|
Texture->LODGroup = LODGroup;
|
|
Texture->PostEditChange();
|
|
|
|
return Texture;
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportBaseColor(ULandscapeComponent* LandscapeComponent, int32 TextureSize, TArray<FColor>& OutSamples)
|
|
{
|
|
ALandscapeProxy* LandscapeProxy = LandscapeComponent->GetLandscapeProxy();
|
|
|
|
FIntPoint ComponentOrigin = LandscapeComponent->GetSectionBase() - LandscapeProxy->LandscapeSectionOffset;
|
|
FIntPoint ComponentSize(LandscapeComponent->ComponentSizeQuads, LandscapeComponent->ComponentSizeQuads);
|
|
FVector MidPoint = FVector(ComponentOrigin, 0.f) + FVector(ComponentSize, 0.f)*0.5f;
|
|
|
|
FVector LandscapeCenter = LandscapeProxy->GetTransform().TransformPosition(MidPoint);
|
|
FVector LandscapeExtent = FVector(ComponentSize, 0.f)*LandscapeProxy->GetActorScale()*0.5f;
|
|
|
|
FVector ViewOrigin = LandscapeCenter;
|
|
FMatrix ViewRotationMatrix = FInverseRotationMatrix(LandscapeProxy->GetActorRotation());
|
|
ViewRotationMatrix *= FMatrix(FPlane(1, 0, 0, 0),
|
|
FPlane(0, -1, 0, 0),
|
|
FPlane(0, 0, -1, 0),
|
|
FPlane(0, 0, 0, 1));
|
|
|
|
const float ZOffset = WORLD_MAX;
|
|
FMatrix ProjectionMatrix = FReversedZOrthoMatrix(
|
|
LandscapeExtent.X,
|
|
LandscapeExtent.Y,
|
|
0.5f / ZOffset,
|
|
ZOffset);
|
|
|
|
FSceneInterface* Scene = LandscapeProxy->GetWorld()->Scene;
|
|
|
|
// Hide all but the component
|
|
TSet<FPrimitiveComponentId> HiddenPrimitives;
|
|
for (auto PrimitiveComponentId : Scene->GetScenePrimitiveComponentIds())
|
|
{
|
|
HiddenPrimitives.Add(PrimitiveComponentId);
|
|
}
|
|
HiddenPrimitives.Remove(LandscapeComponent->SceneProxy->GetPrimitiveComponentId());
|
|
|
|
FIntPoint TargetSize(TextureSize, TextureSize);
|
|
|
|
// Render diffuse texture using BufferVisualizationMode=BaseColor
|
|
static const FName BaseColorName("BaseColor");
|
|
const float BaseColorGamma = 2.2f;
|
|
RenderSceneToTexture(Scene, BaseColorName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives, TargetSize, BaseColorGamma, OutSamples);
|
|
return true;
|
|
}
|
|
|
|
FFlattenMaterial FMaterialUtilities::CreateFlattenMaterialWithSettings(const FMaterialProxySettings& InMaterialLODSettings)
|
|
{
|
|
// Create new material.
|
|
FFlattenMaterial Material;
|
|
|
|
// TODO REMOVE THIS FEATURE?
|
|
FIntPoint MaximumSize = FIntPoint::ZeroValue;// InMaterialLODSettings.TextureSize;
|
|
// If the user is manually overriding the texture size, make sure we have the max texture size to render with
|
|
if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
|
|
{
|
|
MaximumSize = (MaximumSize.X < InMaterialLODSettings.DiffuseTextureSize.X) ? InMaterialLODSettings.DiffuseTextureSize : MaximumSize ;
|
|
MaximumSize = (InMaterialLODSettings.bSpecularMap && (MaximumSize.X < InMaterialLODSettings.SpecularTextureSize.X)) ? InMaterialLODSettings.SpecularTextureSize : MaximumSize;
|
|
MaximumSize = (InMaterialLODSettings.bMetallicMap && (MaximumSize.X < InMaterialLODSettings.MetallicTextureSize.X)) ? InMaterialLODSettings.MetallicTextureSize : MaximumSize;
|
|
MaximumSize = (InMaterialLODSettings.bRoughnessMap && (MaximumSize.X < InMaterialLODSettings.RoughnessTextureSize.X)) ? InMaterialLODSettings.RoughnessTextureSize : MaximumSize;
|
|
MaximumSize = (InMaterialLODSettings.bNormalMap && (MaximumSize.X < InMaterialLODSettings.NormalTextureSize.X)) ? InMaterialLODSettings.NormalTextureSize : MaximumSize;
|
|
MaximumSize = (InMaterialLODSettings.bEmissiveMap && (MaximumSize.X < InMaterialLODSettings.EmissiveTextureSize.X)) ? InMaterialLODSettings.EmissiveTextureSize : MaximumSize;
|
|
MaximumSize = (InMaterialLODSettings.bOpacityMap && (MaximumSize.X < InMaterialLODSettings.OpacityTextureSize.X)) ? InMaterialLODSettings.OpacityTextureSize : MaximumSize;
|
|
}
|
|
|
|
if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
|
|
{
|
|
Material.RenderSize = MaximumSize;
|
|
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, InMaterialLODSettings.DiffuseTextureSize);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Specular, InMaterialLODSettings.bSpecularMap ? InMaterialLODSettings.SpecularTextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, InMaterialLODSettings.bMetallicMap ? InMaterialLODSettings.MetallicTextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, InMaterialLODSettings.bRoughnessMap ? InMaterialLODSettings.RoughnessTextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Normal, InMaterialLODSettings.bNormalMap ? InMaterialLODSettings.NormalTextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, InMaterialLODSettings.bEmissiveMap ? InMaterialLODSettings.EmissiveTextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, InMaterialLODSettings.bOpacityMap ? InMaterialLODSettings.OpacityTextureSize : FIntPoint::ZeroValue);
|
|
}
|
|
else if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseAutomaticBiasedSizes)
|
|
{
|
|
Material.RenderSize = InMaterialLODSettings.TextureSize;
|
|
|
|
int NormalSizeX, DiffuseSizeX, PropertiesSizeX;
|
|
NormalSizeX = InMaterialLODSettings.TextureSize.X;
|
|
DiffuseSizeX = FMath::Max(InMaterialLODSettings.TextureSize.X >> 1, 32);
|
|
PropertiesSizeX = FMath::Max(InMaterialLODSettings.TextureSize.X >> 2, 16);
|
|
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, FIntPoint(DiffuseSizeX, DiffuseSizeX));
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Normal, (InMaterialLODSettings.bNormalMap) ? FIntPoint(NormalSizeX, NormalSizeX) : FIntPoint::ZeroValue);
|
|
|
|
FIntPoint PropertiesSize = FIntPoint(PropertiesSizeX, PropertiesSizeX);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Specular, (InMaterialLODSettings.bSpecularMap) ? PropertiesSize : FIntPoint::ZeroValue );
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, (InMaterialLODSettings.bMetallicMap) ? PropertiesSize : FIntPoint::ZeroValue );
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, (InMaterialLODSettings.bRoughnessMap) ? PropertiesSize : FIntPoint::ZeroValue );
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, (InMaterialLODSettings.bEmissiveMap) ? PropertiesSize : FIntPoint::ZeroValue );
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, (InMaterialLODSettings.bOpacityMap) ? PropertiesSize : FIntPoint::ZeroValue );
|
|
}
|
|
else if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseSingleTextureSize)
|
|
{
|
|
Material.RenderSize = InMaterialLODSettings.TextureSize;
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, InMaterialLODSettings.TextureSize);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Specular, (InMaterialLODSettings.bSpecularMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, (InMaterialLODSettings.bMetallicMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, (InMaterialLODSettings.bRoughnessMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Normal, (InMaterialLODSettings.bNormalMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, (InMaterialLODSettings.bEmissiveMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, (InMaterialLODSettings.bOpacityMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
|
|
}
|
|
|
|
return Material;
|
|
}
|
|
|
|
void FMaterialUtilities::AnalyzeMaterial(UMaterialInterface* InMaterial, const struct FMaterialProxySettings& InMaterialSettings, int32& OutNumTexCoords, bool& OutRequiresVertexData)
|
|
{
|
|
OutRequiresVertexData = false;
|
|
OutNumTexCoords = 0;
|
|
|
|
bool PropertyBeingBaked[MP_Normal + 1];
|
|
PropertyBeingBaked[MP_BaseColor] = true;
|
|
PropertyBeingBaked[MP_Specular] = InMaterialSettings.bSpecularMap;
|
|
PropertyBeingBaked[MP_Roughness] = InMaterialSettings.bRoughnessMap;
|
|
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bMetallicMap;
|
|
PropertyBeingBaked[MP_Normal] = InMaterialSettings.bNormalMap;
|
|
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bOpacityMap;
|
|
PropertyBeingBaked[MP_EmissiveColor] = InMaterialSettings.bEmissiveMap;
|
|
|
|
for (int32 PropertyIndex = 0; PropertyIndex < ARRAY_COUNT(PropertyBeingBaked); ++PropertyIndex)
|
|
{
|
|
if (PropertyBeingBaked[PropertyIndex])
|
|
{
|
|
EMaterialProperty Property = (EMaterialProperty)PropertyIndex;
|
|
|
|
if (PropertyIndex == MP_Opacity)
|
|
{
|
|
EBlendMode BlendMode = InMaterial->GetBlendMode();
|
|
if (BlendMode == BLEND_Masked)
|
|
{
|
|
Property = MP_OpacityMask;
|
|
}
|
|
else if (IsTranslucentBlendMode(BlendMode))
|
|
{
|
|
Property = MP_Opacity;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Analyze this material channel.
|
|
int32 NumTextureCoordinates = 0;
|
|
bool bUseVertexData = false;
|
|
InMaterial->AnalyzeMaterialProperty(Property, NumTextureCoordinates, bUseVertexData);
|
|
// Accumulate data.
|
|
OutNumTexCoords = FMath::Max(NumTextureCoordinates, OutNumTexCoords);
|
|
OutRequiresVertexData |= bUseVertexData;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMaterialUtilities::AnalyzeMaterial(class UMaterialInterface* InMaterial, const TArray<EMaterialProperty>& Properties, int32& OutNumTexCoords, bool& OutRequiresVertexData)
|
|
{
|
|
OutRequiresVertexData = false;
|
|
OutNumTexCoords = 0;
|
|
|
|
for (EMaterialProperty Property : Properties)
|
|
{
|
|
if (Property == MP_Opacity)
|
|
{
|
|
EBlendMode BlendMode = InMaterial->GetBlendMode();
|
|
if (BlendMode == BLEND_Masked)
|
|
{
|
|
Property = MP_OpacityMask;
|
|
}
|
|
else if (IsTranslucentBlendMode(BlendMode))
|
|
{
|
|
Property = MP_Opacity;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Analyze this material channel.
|
|
int32 NumTextureCoordinates = 0;
|
|
bool bUseVertexData = false;
|
|
InMaterial->AnalyzeMaterialProperty(Property, NumTextureCoordinates, bUseVertexData);
|
|
// Accumulate data.
|
|
OutNumTexCoords = FMath::Max(NumTextureCoordinates, OutNumTexCoords);
|
|
OutRequiresVertexData |= bUseVertexData;
|
|
}
|
|
}
|
|
|
|
void FMaterialUtilities::RemapUniqueMaterialIndices(const TArray<FSectionInfo>& InSections, const TArray<FRawMeshExt>& InMeshData, const TMap<FMeshIdAndLOD, TArray<int32> >& InMaterialMap, const FMaterialProxySettings& InMaterialProxySettings, const bool bBakeVertexData, const bool bMergeMaterials, TArray<bool>& OutMeshShouldBakeVertexData, TMap<FMeshIdAndLOD, TArray<int32> >& OutMaterialMap, TArray<FSectionInfo>& OutSections)
|
|
{
|
|
// Gather material properties
|
|
TMap<UMaterialInterface*, int32> MaterialNumTexCoords;
|
|
TMap<UMaterialInterface*, bool> MaterialUseVertexData;
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); SectionIndex++)
|
|
{
|
|
const FSectionInfo& Section = InSections[SectionIndex];
|
|
if (MaterialNumTexCoords.Find(Section.Material) != nullptr)
|
|
{
|
|
// This material was already processed.
|
|
continue;
|
|
}
|
|
|
|
if (!bBakeVertexData || !bMergeMaterials)
|
|
{
|
|
// We are not baking vertex data at all, don't analyze materials.
|
|
MaterialNumTexCoords.Add(Section.Material, 0);
|
|
MaterialUseVertexData.Add(Section.Material, false);
|
|
continue;
|
|
}
|
|
int32 NumTexCoords = 0;
|
|
bool bUseVertexData = false;
|
|
FMaterialUtilities::AnalyzeMaterial(Section.Material, InMaterialProxySettings, NumTexCoords, bUseVertexData);
|
|
MaterialNumTexCoords.Add(Section.Material, NumTexCoords);
|
|
MaterialUseVertexData.Add(Section.Material, bUseVertexData);
|
|
}
|
|
|
|
for (int32 MeshIndex = 0; MeshIndex < InMeshData.Num(); MeshIndex++)
|
|
{
|
|
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
|
|
{
|
|
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
|
|
{
|
|
checkf(InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num(), TEXT("No vertex data found in mesh LOD"));
|
|
|
|
const TArray<int32>& MeshMaterialMap = InMaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
|
|
int32 NumTexCoords = 0;
|
|
bool bUseVertexData = false;
|
|
// Accumulate data of all materials.
|
|
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
|
|
{
|
|
UMaterialInterface* Material = InSections[MeshMaterialMap[LocalMaterialIndex]].Material;
|
|
NumTexCoords = FMath::Max(NumTexCoords, MaterialNumTexCoords[Material]);
|
|
bUseVertexData |= MaterialUseVertexData[Material];
|
|
}
|
|
|
|
// Store data.
|
|
OutMeshShouldBakeVertexData[MeshIndex] |= bUseVertexData || (NumTexCoords >= 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build new material map.
|
|
// Structure used to simplify material merging.
|
|
struct FMeshMaterialData
|
|
{
|
|
FSectionInfo SectionInfo;
|
|
UStaticMesh* Mesh;
|
|
bool bHasVertexColors;
|
|
|
|
FMeshMaterialData(const FSectionInfo& InSection, UStaticMesh* InMesh, bool bInHasVertexColors)
|
|
: SectionInfo(InSection)
|
|
, Mesh(InMesh)
|
|
, bHasVertexColors(bInHasVertexColors)
|
|
{
|
|
}
|
|
|
|
bool operator==(const FMeshMaterialData& Other) const
|
|
{
|
|
return SectionInfo == Other.SectionInfo && Mesh == Other.Mesh && bHasVertexColors == Other.bHasVertexColors;
|
|
}
|
|
};
|
|
|
|
TArray<FMeshMaterialData> MeshMaterialData;
|
|
OutMaterialMap.Empty();
|
|
for (int32 MeshIndex = 0; MeshIndex < InMeshData.Num(); MeshIndex++)
|
|
{
|
|
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
|
|
{
|
|
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
|
|
{
|
|
checkf(InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num(), TEXT("No vertex data found in mesh LOD"));
|
|
|
|
const TArray<int32>& MeshMaterialMap = InMaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
|
|
TArray<int32>& NewMeshMaterialMap = OutMaterialMap.Add(FMeshIdAndLOD(MeshIndex, LODIndex));
|
|
UStaticMesh* StaticMesh = InMeshData[MeshIndex].SourceStaticMesh;
|
|
|
|
if (!OutMeshShouldBakeVertexData[MeshIndex])
|
|
{
|
|
// No vertex data needed - could merge materials with other meshes.
|
|
// Set to 'nullptr' if don't need to bake vertex data to be able to merge materials with any meshes
|
|
// which don't require vertex data baking too.
|
|
StaticMesh = nullptr;
|
|
|
|
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
|
|
{
|
|
FMeshMaterialData Data(InSections[MeshMaterialMap[LocalMaterialIndex]], StaticMesh, false);
|
|
int32 Index = MeshMaterialData.Find(Data);
|
|
if (Index == INDEX_NONE)
|
|
{
|
|
// Not found, add new entry.
|
|
Index = MeshMaterialData.Add(Data);
|
|
}
|
|
NewMeshMaterialMap.Add(Index);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Mesh with vertex data baking, and with vertex colors - don't share materials at all.
|
|
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
|
|
{
|
|
FMeshMaterialData Data(InSections[MeshMaterialMap[LocalMaterialIndex]], StaticMesh, true);
|
|
int32 Index = MeshMaterialData.Add(Data);
|
|
NewMeshMaterialMap.Add(Index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build new material list - simply extract MeshMaterialData[i].Material.
|
|
OutSections.Empty();
|
|
OutSections.AddDefaulted(MeshMaterialData.Num());
|
|
for (int32 MaterialIndex = 0; MaterialIndex < MeshMaterialData.Num(); MaterialIndex++)
|
|
{
|
|
OutSections[MaterialIndex] = MeshMaterialData[MaterialIndex].SectionInfo;
|
|
}
|
|
}
|
|
|
|
void FMaterialUtilities::OptimizeFlattenMaterial(FFlattenMaterial& InFlattenMaterial)
|
|
{
|
|
// Try to optimize each individual property sample
|
|
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
|
|
{
|
|
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
|
|
FIntPoint Size = InFlattenMaterial.GetPropertySize(Property);
|
|
OptimizeSampleArray(InFlattenMaterial.GetPropertySamples(Property), Size);
|
|
InFlattenMaterial.SetPropertySize(Property, Size);
|
|
}
|
|
}
|
|
|
|
void FMaterialUtilities::ResizeFlattenMaterial(FFlattenMaterial& InFlattenMaterial, const struct FMeshProxySettings& InMeshProxySettings)
|
|
{
|
|
const FMaterialProxySettings& MaterialSettings = InMeshProxySettings.MaterialSettings;
|
|
if (MaterialSettings.TextureSizingType == TextureSizingType_UseAutomaticBiasedSizes)
|
|
{
|
|
int NormalSizeX, DiffuseSizeX, PropertiesSizeX;
|
|
NormalSizeX = MaterialSettings.TextureSize.X;
|
|
DiffuseSizeX = FMath::Max(MaterialSettings.TextureSize.X >> 1, 32);
|
|
PropertiesSizeX = FMath::Max(MaterialSettings.TextureSize.X >> 2, 16);
|
|
|
|
if (InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X != DiffuseSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse), DiffuseSizeX, DiffuseSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, FIntPoint(DiffuseSizeX, DiffuseSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num() && MaterialSettings.bSpecularMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X != PropertiesSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, FIntPoint(PropertiesSizeX, PropertiesSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num() && MaterialSettings.bMetallicMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X != PropertiesSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, FIntPoint(PropertiesSizeX, PropertiesSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num() && MaterialSettings.bRoughnessMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X != PropertiesSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, FIntPoint(PropertiesSizeX, PropertiesSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Num() && MaterialSettings.bNormalMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X != NormalSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), NormalSizeX, NormalSizeX, NewSamples, true);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, FIntPoint(NormalSizeX, NormalSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Num() && MaterialSettings.bEmissiveMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X != PropertiesSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, FIntPoint(PropertiesSizeX, PropertiesSizeX));
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Num() && MaterialSettings.bOpacityMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X != PropertiesSizeX)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, FIntPoint(PropertiesSizeX, PropertiesSizeX));
|
|
}
|
|
}
|
|
else if (MaterialSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
|
|
{
|
|
if (InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse) != MaterialSettings.DiffuseTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse), MaterialSettings.DiffuseTextureSize.X, MaterialSettings.DiffuseTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, MaterialSettings.DiffuseTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num() && MaterialSettings.bSpecularMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular) != MaterialSettings.SpecularTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), MaterialSettings.SpecularTextureSize.X, MaterialSettings.SpecularTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, MaterialSettings.SpecularTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num() && MaterialSettings.bMetallicMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic) != MaterialSettings.MetallicTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), MaterialSettings.MetallicTextureSize.X, MaterialSettings.MetallicTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, MaterialSettings.MetallicTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num() && MaterialSettings.bRoughnessMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness) != MaterialSettings.RoughnessTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), MaterialSettings.RoughnessTextureSize.X, MaterialSettings.RoughnessTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, MaterialSettings.RoughnessTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Num() && MaterialSettings.bNormalMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal) != MaterialSettings.NormalTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), MaterialSettings.NormalTextureSize.X, MaterialSettings.NormalTextureSize.Y, NewSamples, true);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, MaterialSettings.NormalTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Num() && MaterialSettings.bEmissiveMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive) != MaterialSettings.EmissiveTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), MaterialSettings.EmissiveTextureSize.X, MaterialSettings.EmissiveTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, MaterialSettings.EmissiveTextureSize);
|
|
}
|
|
|
|
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Num() && MaterialSettings.bOpacityMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity) != MaterialSettings.OpacityTextureSize)
|
|
{
|
|
TArray<FColor> NewSamples;
|
|
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), MaterialSettings.OpacityTextureSize.X, MaterialSettings.OpacityTextureSize.Y, NewSamples, false);
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Reset(NewSamples.Num());
|
|
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Append(NewSamples);
|
|
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, MaterialSettings.OpacityTextureSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Computes the uniform scale from the input scales, if one exists. */
|
|
static float GetUniformScale(const TArray<float> Scales)
|
|
{
|
|
if (Scales.Num())
|
|
{
|
|
float Average = 0;
|
|
float Mean = 0;
|
|
|
|
for (float V : Scales)
|
|
{
|
|
Average += V;
|
|
}
|
|
Average /= (float)Scales.Num();
|
|
|
|
for (float V : Scales)
|
|
{
|
|
Mean += FMath::Abs(V - Average);
|
|
}
|
|
Mean /= (float)Scales.Num();
|
|
|
|
if (Mean * 15.f < Average) // If they are almost all the same
|
|
{
|
|
return Average;
|
|
}
|
|
else // Otherwise do a much more expensive test by counting the number of similar values
|
|
{
|
|
// Try to find a small range where 80% of values fit within.
|
|
const int32 TryThreshold = FMath::CeilToInt(.80f * (float)Scales.Num());
|
|
|
|
int32 NextTryDomain = Scales.Num();
|
|
|
|
float NextTryMinV = 1024;
|
|
for (float V : Scales)
|
|
{
|
|
NextTryMinV = FMath::Min<float>(V, NextTryMinV);
|
|
}
|
|
|
|
while (NextTryDomain >= TryThreshold) // Stop the search it is garantied to fail.
|
|
{
|
|
float TryMinV = NextTryMinV;
|
|
float TryMaxV = TryMinV * 1.25f;
|
|
int32 TryMatches = 0;
|
|
NextTryMinV = 1024;
|
|
NextTryDomain = 0;
|
|
for (float V : Scales)
|
|
{
|
|
if (TryMinV <= V && V <= TryMaxV)
|
|
{
|
|
++TryMatches;
|
|
}
|
|
|
|
if (V > TryMinV)
|
|
{
|
|
NextTryMinV = FMath::Min<float>(V, NextTryMinV);
|
|
++NextTryDomain;
|
|
}
|
|
}
|
|
|
|
if (TryMatches >= TryThreshold)
|
|
{
|
|
return TryMinV;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32 GetTypeHash(const FMaterialUtilities::FExportErrorManager::FError& Error)
|
|
{
|
|
return GetTypeHash(Error.Material);
|
|
}
|
|
|
|
bool FMaterialUtilities::FExportErrorManager::FError::operator==(const FError& Rhs) const
|
|
{
|
|
return Material == Rhs.Material && RegisterIndex == Rhs.RegisterIndex && ErrorType == Rhs.ErrorType;
|
|
}
|
|
|
|
|
|
void FMaterialUtilities::FExportErrorManager::Register(const UMaterialInterface* Material, FName TextureName, int32 RegisterIndex, EErrorType ErrorType)
|
|
{
|
|
if (!Material || TextureName == NAME_None) return;
|
|
|
|
FError Error;
|
|
Error.Material = Material->GetMaterialResource(FeatureLevel);
|
|
if (!Error.Material) return;
|
|
Error.RegisterIndex = RegisterIndex;
|
|
Error.ErrorType = ErrorType;
|
|
|
|
FInstance Instance;
|
|
Instance.Material = Material;
|
|
Instance.TextureName = TextureName;
|
|
|
|
ErrorInstances.FindOrAdd(Error).Push(Instance);
|
|
}
|
|
|
|
void FMaterialUtilities::FExportErrorManager::OutputToLog()
|
|
{
|
|
const UMaterialInterface* CurrentMaterial = nullptr;
|
|
int32 MaxInstanceCount = 0;
|
|
FString TextureErrors;
|
|
|
|
for (TMap<FError, TArray<FInstance> >::TIterator It(ErrorInstances);; ++It)
|
|
{
|
|
if (It && !It->Value.Num()) continue;
|
|
|
|
// Here we pack texture list per material.
|
|
if (!It || CurrentMaterial != It->Value[0].Material)
|
|
{
|
|
// Flush
|
|
if (CurrentMaterial)
|
|
{
|
|
FString SimilarCount(TEXT(""));
|
|
if (MaxInstanceCount > 1)
|
|
{
|
|
SimilarCount = FString::Printf(TEXT(", %d similar"), MaxInstanceCount - 1);
|
|
}
|
|
|
|
if (CurrentMaterial == CurrentMaterial->GetMaterial())
|
|
{
|
|
UE_LOG(TextureStreamingBuild, Verbose, TEXT("Incomplete texcoord scale analysis for %s%s: %s"), *CurrentMaterial->GetName(), *SimilarCount, *TextureErrors);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(TextureStreamingBuild, Verbose, TEXT("Incomplete texcoord scale analysis for %s, UMaterial=%s%s: %s"), *CurrentMaterial->GetName(), *CurrentMaterial->GetMaterial()->GetName(), *SimilarCount, *TextureErrors);
|
|
}
|
|
}
|
|
|
|
// Exit
|
|
if (!It)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Start new
|
|
CurrentMaterial = It->Value[0].Material;
|
|
MaxInstanceCount = It->Value.Num();
|
|
TextureErrors.Empty();
|
|
}
|
|
else
|
|
{
|
|
// Append
|
|
MaxInstanceCount = FMath::Max<int32>(MaxInstanceCount, It->Value.Num());
|
|
}
|
|
|
|
const TCHAR* ErrorMsg = TEXT("Unkown Error");
|
|
if (It->Key.ErrorType == EET_IncohorentValues)
|
|
{
|
|
ErrorMsg = TEXT("Incoherent");
|
|
}
|
|
else if (It->Key.ErrorType == EET_NoValues)
|
|
{
|
|
ErrorMsg = TEXT("NoValues");
|
|
}
|
|
|
|
TextureErrors.Append(FString::Printf(TEXT("(%s:%d,%s) "), ErrorMsg, It->Key.RegisterIndex, *It->Value[0].TextureName.ToString()));
|
|
}
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterialUVDensities(UMaterialInterface* InMaterial, EMaterialQualityLevel::Type QualityLevel, ERHIFeatureLevel::Type FeatureLevel, FExportErrorManager& OutErrors)
|
|
{
|
|
check(InMaterial);
|
|
|
|
// Clear the build data.
|
|
TArray<FMaterialTextureInfo> TextureStreamingData;
|
|
InMaterial->SetTextureStreamingData(TextureStreamingData);
|
|
|
|
TArray<FFloat16Color> RenderedVectors;
|
|
|
|
TArray<UTexture*> Textures;
|
|
TArray< TArray<int32> > Indices;
|
|
InMaterial->GetUsedTexturesAndIndices(Textures, Indices, QualityLevel, FeatureLevel);
|
|
|
|
check(Textures.Num() >= Indices.Num()); // Can't have indices if no texture.
|
|
|
|
const int32 SCALE_PRECISION = 64.f;
|
|
|
|
int32 MaxRegisterIndex = INDEX_NONE;
|
|
for (const TArray<int32>& TextureIndices : Indices)
|
|
{
|
|
for (int32 RegisterIndex : TextureIndices)
|
|
{
|
|
MaxRegisterIndex = FMath::Max<int32>(RegisterIndex, MaxRegisterIndex);
|
|
}
|
|
}
|
|
|
|
if (MaxRegisterIndex == INDEX_NONE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Find the streaming texture for each material texture register index.
|
|
TArray<UTexture2D*> RegisterIndexToTextures;
|
|
RegisterIndexToTextures.AddZeroed(MaxRegisterIndex + 1);
|
|
for (int32 TextureIndex = 0; TextureIndex < Textures.Num(); ++TextureIndex)
|
|
{
|
|
UTexture2D* Texture2D = Cast<UTexture2D>(Textures[TextureIndex]);
|
|
if (Texture2D) // Don't check IsStreamingTexture() yet as this could change before cooking.
|
|
{
|
|
for (int32 RegisterIndex : Indices[TextureIndex])
|
|
{
|
|
RegisterIndexToTextures[RegisterIndex] = Texture2D;
|
|
}
|
|
}
|
|
}
|
|
|
|
const int32 NumTileX = (MaxRegisterIndex / 4 + 1);
|
|
const int32 NumTileY = TEXSTREAM_MAX_NUM_UVCHANNELS;
|
|
FIntPoint RenderTargetSize(TEXSTREAM_TILE_RESOLUTION * NumTileX, TEXSTREAM_TILE_RESOLUTION * NumTileY);
|
|
|
|
// Render the vectors
|
|
{
|
|
// The rendertarget contain factors stored in XYZW. Every X tile maps to another group : (0, 1, 2, 3), (4, 5, 6, 7), ...
|
|
UTextureRenderTarget2D* RenderTarget = CreateRenderTarget(true, false, PF_FloatRGBA, RenderTargetSize);
|
|
|
|
// Allocate the render output.
|
|
RenderedVectors.Empty(RenderTargetSize.X * RenderTargetSize.Y);
|
|
|
|
FMaterialRenderProxy* MaterialProxy = InMaterial->GetRenderProxy(false, false);
|
|
if (!MaterialProxy)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If for some reason the shadermap of the proxy is not available, it will return the default material.
|
|
bool bHasValidMaterial = false;
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
|
|
CheckForDefaultMaterialCommand,
|
|
FMaterialRenderProxy*, TestProxy, MaterialProxy,
|
|
ERHIFeatureLevel::Type, TestFeatureLevel, FeatureLevel,
|
|
bool*, HasValidMaterial, &bHasValidMaterial,
|
|
{
|
|
check(TestProxy && HasValidMaterial);
|
|
*HasValidMaterial = TestProxy->GetMaterial(TestFeatureLevel) && !TestProxy->GetMaterial(TestFeatureLevel)->IsDefaultMaterial();
|
|
});
|
|
FlushRenderingCommands();
|
|
|
|
if (!bHasValidMaterial)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
|
|
TArray<FVector2D> EmptyTexCoords;
|
|
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
|
|
|
|
CurrentlyRendering = true;
|
|
bool bResult = FMeshRenderer::RenderMaterialTexCoordScales(MaterialData, MaterialProxy, RenderTarget, RenderedVectors);
|
|
CurrentlyRendering = false;
|
|
|
|
if (!bResult)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Now compute the scale for each texture index (several indices could map to the same texture)
|
|
for (int32 RegisterIndex = 0; RegisterIndex <= MaxRegisterIndex; ++RegisterIndex)
|
|
{
|
|
UTexture2D* Texture2D = RegisterIndexToTextures[RegisterIndex];
|
|
if (!Texture2D) continue; // Only handle streaming textures
|
|
|
|
int32 TextureTile = RegisterIndex / 4;
|
|
int32 ComponentIndex = RegisterIndex % 4;
|
|
|
|
bool bSuccess = false;
|
|
bool bHadAnyValues = false;
|
|
|
|
for (int32 CoordIndex = 0; CoordIndex < TEXSTREAM_MAX_NUM_UVCHANNELS && !bSuccess; ++CoordIndex)
|
|
{
|
|
TArray<float> TextureScales;
|
|
TextureScales.Empty(TEXSTREAM_TILE_RESOLUTION * TEXSTREAM_TILE_RESOLUTION);
|
|
for (int32 TexelX = 0; TexelX < TEXSTREAM_TILE_RESOLUTION; ++TexelX)
|
|
{
|
|
for (int32 TexelY = 0; TexelY < TEXSTREAM_TILE_RESOLUTION; ++TexelY)
|
|
{
|
|
int32 TexelIndex = TextureTile * TEXSTREAM_TILE_RESOLUTION + TexelX + (TexelY + CoordIndex * TEXSTREAM_TILE_RESOLUTION) * RenderTargetSize.X;
|
|
FFloat16Color& Scale16 = RenderedVectors[TexelIndex];
|
|
|
|
float TexelScale = 0;
|
|
if (ComponentIndex == 0) TexelScale = Scale16.R.GetFloat();
|
|
if (ComponentIndex == 1) TexelScale = Scale16.G.GetFloat();
|
|
if (ComponentIndex == 2) TexelScale = Scale16.B.GetFloat();
|
|
if (ComponentIndex == 3) TexelScale = Scale16.A.GetFloat();
|
|
|
|
// Quantize scale to converge faster in the TryLogic
|
|
TexelScale = FMath::RoundToFloat(TexelScale * SCALE_PRECISION) / SCALE_PRECISION;
|
|
|
|
if (TexelScale > 0 && TexelScale < TEXSTREAM_INITIAL_GPU_SCALE)
|
|
{
|
|
TextureScales.Push(TexelScale);
|
|
}
|
|
}
|
|
}
|
|
|
|
const float SamplingScale = GetUniformScale(TextureScales);
|
|
if (SamplingScale > 0)
|
|
{
|
|
FMaterialTextureInfo TextureInfo;
|
|
TextureInfo.SamplingScale = SamplingScale;
|
|
TextureInfo.UVChannelIndex = CoordIndex;
|
|
TextureInfo.TextureReference = FSoftObjectPath(Texture2D);
|
|
TextureInfo.TextureIndex = RegisterIndex;
|
|
TextureStreamingData.Add(TextureInfo);
|
|
bSuccess = true;
|
|
}
|
|
else if (TextureScales.Num())
|
|
{
|
|
bHadAnyValues = true;
|
|
}
|
|
}
|
|
|
|
// If we couldn't find the scale, then output a warning detailing which index, texture, material is having an issue.
|
|
if (!bSuccess)
|
|
{
|
|
OutErrors.Register(InMaterial, Texture2D->GetFName(), RegisterIndex, bHadAnyValues ? FExportErrorManager::EErrorType::EET_IncohorentValues : FExportErrorManager::EErrorType::EET_NoValues);
|
|
}
|
|
}
|
|
|
|
// Update to the final data.
|
|
InMaterial->SetTextureStreamingData(TextureStreamingData);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FMaterialUtilities::ExportMaterials(TArray<FMaterialMergeData*>& MergeData, TArray<FFlattenMaterial*>& OutFlattenMaterials)
|
|
{
|
|
checkf(MergeData.Num() == OutFlattenMaterials.Num(), TEXT("Mismatch in number of input structures"));
|
|
|
|
TArray<FMeshData*> MeshSettings;
|
|
TArray<FMaterialData*> MatSettings;
|
|
|
|
const int32 NumMaterials = MergeData.Num();
|
|
for ( int32 MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex )
|
|
{
|
|
FMaterialMergeData* CurrentMergeData = MergeData[MaterialIndex];
|
|
|
|
FMeshData* MeshSet = new FMeshData();
|
|
MeshSet->RawMesh = const_cast<FRawMesh*>(CurrentMergeData->Mesh);
|
|
MeshSet->TextureCoordinateBox = CurrentMergeData->TexcoordBounds;
|
|
MeshSet->CustomTextureCoordinates = CurrentMergeData->TexCoords;
|
|
MeshSettings.Add(MeshSet);
|
|
|
|
UMaterialInterface* Material = CurrentMergeData->Material;
|
|
UE_LOG(LogMaterialUtilities, Log, TEXT("Flattening material: %s"), *Material->GetName());
|
|
|
|
TArray<UTexture*> MaterialTextures;
|
|
Material->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, true, GMaxRHIFeatureLevel, true);
|
|
|
|
// Precache all used textures, otherwise could get everything rendered with low-res textures.
|
|
for (UTexture* Texture : MaterialTextures)
|
|
{
|
|
if (Texture != NULL)
|
|
{
|
|
UTexture2D* Texture2D = Cast<UTexture2D>(Texture);
|
|
if (Texture2D)
|
|
{
|
|
Texture2D->SetForceMipLevelsToBeResident(30.0f, true);
|
|
Texture2D->WaitForStreaming();
|
|
}
|
|
}
|
|
}
|
|
|
|
FFlattenMaterial* FlattenMaterial = OutFlattenMaterials[MaterialIndex];
|
|
FlattenMaterial->MaterialId = Material->GetLightingGuid();
|
|
|
|
// Determine whether or not certain properties can be rendered
|
|
const bool bRenderNormal = (Material->GetMaterial()->HasNormalConnected() || Material->GetMaterial()->bUseMaterialAttributes) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Normal);
|
|
const bool bRenderEmissive = (Material->GetMaterial()->EmissiveColor.IsConnected() || Material->GetMaterial()->bUseMaterialAttributes) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Emissive);
|
|
const bool bRenderOpacityMask = Material->IsPropertyActive(MP_OpacityMask) && Material->GetBlendMode() == BLEND_Masked && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::OpacityMask);
|
|
const bool bRenderOpacity = Material->IsPropertyActive(MP_Opacity) && IsTranslucentBlendMode(Material->GetBlendMode()) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Opacity);
|
|
const bool bRenderSubSurface = Material->IsPropertyActive(MP_SubsurfaceColor) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::SubSurface);
|
|
const bool bRenderMetallic = Material->IsPropertyActive(MP_Metallic) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Metallic);
|
|
const bool bRenderSpecular = Material->IsPropertyActive(MP_Specular) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Specular);
|
|
const bool bRenderRoughness = Material->IsPropertyActive(MP_Roughness) && FlattenMaterial->ShouldGenerateDataForProperty(EFlattenMaterialProperties::Roughness);
|
|
|
|
|
|
FMaterialData* MatSet = new FMaterialData();
|
|
MatSet->Material = CurrentMergeData->Material;
|
|
|
|
MatSet->PropertySizes.Add(MP_BaseColor, FlattenMaterial->RenderSize);
|
|
|
|
if (bRenderNormal)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_Normal, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderMetallic)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_Metallic, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderSpecular)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_Specular, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderRoughness)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_Roughness, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderSubSurface)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_SubsurfaceColor, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderOpacity)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_Opacity, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderOpacityMask)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_OpacityMask, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
if (bRenderEmissive)
|
|
{
|
|
MatSet->PropertySizes.Add(MP_EmissiveColor, FlattenMaterial->RenderSize);
|
|
}
|
|
|
|
MatSettings.Add(MatSet);
|
|
}
|
|
|
|
TArray<FBakeOutput> BakeOutputs;
|
|
IMaterialBakingModule& Module = FModuleManager::Get().LoadModuleChecked<IMaterialBakingModule>("MaterialBaking");
|
|
Module.BakeMaterials(MatSettings, MeshSettings, BakeOutputs);
|
|
|
|
for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex)
|
|
{
|
|
FFlattenMaterial* FlattenMaterial = OutFlattenMaterials[MaterialIndex];
|
|
const FBakeOutput& Output = BakeOutputs[MaterialIndex];
|
|
|
|
if (Output.PropertyData.Contains(MP_BaseColor))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_BaseColor);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_BaseColor);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Diffuse) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Diffuse, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_Metallic))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_Metallic);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_Metallic);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Metallic) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Metallic, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_Specular))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_Specular);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_Specular);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Specular) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Specular, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_Roughness))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_Roughness);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_Roughness);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Roughness) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Roughness, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_Normal))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_Normal);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_Normal);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Normal) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Normal, DataSize);
|
|
}
|
|
else
|
|
{
|
|
// Make sure we output a default normal value in case the material does not generate one (to prevent issues with combining meshes with and without normal maps being atlased together)
|
|
TArray<FColor>& Samples = FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Normal);
|
|
Samples.Add(FColor(128, 128, 255));
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Normal, FIntPoint(1, 1));
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_Opacity))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_Opacity);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_Opacity);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Opacity) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Opacity, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_OpacityMask))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_OpacityMask);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_OpacityMask);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::OpacityMask) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::OpacityMask, DataSize);
|
|
}
|
|
|
|
if (Output.PropertyData.Contains(MP_EmissiveColor))
|
|
{
|
|
const TArray<FColor>& ColorData = Output.PropertyData.FindChecked(MP_EmissiveColor);
|
|
const FIntPoint& DataSize = Output.PropertySizes.FindChecked(MP_EmissiveColor);
|
|
FlattenMaterial->GetPropertySamples(EFlattenMaterialProperties::Emissive) = ColorData;
|
|
FlattenMaterial->SetPropertySize(EFlattenMaterialProperties::Emissive, DataSize);
|
|
FlattenMaterial->EmissiveScale = Output.EmissiveScale;
|
|
}
|
|
|
|
UE_LOG(LogMaterialUtilities, Log, TEXT("Material flattening done. (%s)"), *MergeData[MaterialIndex]->Material->GetName());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool FMaterialUtilities::ExportMaterial(struct FMaterialMergeData& InMaterialData, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
|
|
{
|
|
UMaterialInterface* Material = InMaterialData.Material;
|
|
UE_LOG(LogMaterialUtilities, Log, TEXT("Flattening material: %s"), *Material->GetName());
|
|
|
|
if (ProxyCache)
|
|
{
|
|
// ExportMaterial was called with non-null CompiledMaterial. This means compiled shaders
|
|
// should be stored outside, and could be re-used in next call to ExportMaterial.
|
|
// FMaterialData already has "proxy cache" fiels, should swap it with CompiledMaterial,
|
|
// and swap back before returning from this function.
|
|
// Purpose of the following line: use compiled material cached from previous call.
|
|
Exchange(ProxyCache, InMaterialData.ProxyCache);
|
|
}
|
|
|
|
// Precache all used textures, otherwise could get everything rendered with low-res textures.
|
|
TArray<UTexture*> MaterialTextures;
|
|
Material->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, true, GMaxRHIFeatureLevel, true);
|
|
|
|
for (UTexture* Texture : MaterialTextures)
|
|
{
|
|
if (Texture != NULL)
|
|
{
|
|
UTexture2D* Texture2D = Cast<UTexture2D>(Texture);
|
|
if (Texture2D)
|
|
{
|
|
Texture2D->SetForceMipLevelsToBeResident(30.0f, true);
|
|
Texture2D->WaitForStreaming();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine whether or not certain properties can be rendered
|
|
const bool bRenderNormal = (Material->GetMaterial()->HasNormalConnected() || Material->GetMaterial()->bUseMaterialAttributes) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Normal);
|
|
const bool bRenderEmissive = (Material->GetMaterial()->EmissiveColor.IsConnected() || Material->GetMaterial()->bUseMaterialAttributes) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Emissive);
|
|
const bool bRenderOpacityMask = Material->IsPropertyActive(MP_OpacityMask) && Material->GetBlendMode() == BLEND_Masked && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Opacity);
|
|
const bool bRenderOpacity = Material->IsPropertyActive(MP_Opacity) && IsTranslucentBlendMode(Material->GetBlendMode()) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Opacity);
|
|
const bool bRenderSubSurface = Material->IsPropertyActive(MP_SubsurfaceColor) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::SubSurface);
|
|
const bool bRenderMetallic = Material->IsPropertyActive(MP_Metallic) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Metallic);
|
|
const bool bRenderSpecular = Material->IsPropertyActive(MP_Specular) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Specular);
|
|
const bool bRenderRoughness = Material->IsPropertyActive(MP_Roughness) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Roughness);
|
|
|
|
check(!bRenderOpacity || !bRenderOpacityMask);
|
|
|
|
FIntPoint Size;
|
|
// Compile shaders and render flatten material.
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_BaseColor, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, Size);
|
|
|
|
if (bRenderMetallic)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_Metallic, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size,
|
|
OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, Size);
|
|
}
|
|
if (bRenderSpecular)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_Specular, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, Size);
|
|
}
|
|
if (bRenderRoughness)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_Roughness, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, Size);
|
|
}
|
|
if (bRenderNormal)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_Normal, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, Size);
|
|
}
|
|
else
|
|
{
|
|
// Make sure we output a default normal value in case the material does not generate one (to prevent issues with combining meshes with and without normal maps being atlassed together)
|
|
TArray<FColor>& Samples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal);
|
|
Samples.Add(FColor(128, 128, 255));
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, FIntPoint(1,1));
|
|
}
|
|
|
|
if (bRenderOpacityMask)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_OpacityMask, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::OpacityMask, Size);
|
|
}
|
|
if (bRenderOpacity)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity);
|
|
// Number of blend modes, let's UMaterial decide whether it wants this property
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_Opacity, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, Size);
|
|
}
|
|
if (bRenderEmissive)
|
|
{
|
|
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive);
|
|
// PF_FloatRGBA is here to be able to render and read HDR image using ReadFloat16Pixels()
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
RenderMaterialPropertyToTexture(InMaterialData, MP_EmissiveColor, false, PF_FloatRGBA, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive));
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
OutFlattenMaterial.EmissiveScale = InMaterialData.EmissiveScale;
|
|
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, Size);
|
|
}
|
|
|
|
if (bRenderSubSurface)
|
|
{
|
|
// TODO support rendering out sub surface color property
|
|
/*RenderMaterialPropertyToTexture(InMaterialData, MP_SubsurfaceColor, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, OutFlattenMaterial.SubSurfaceSize, OutFlattenMaterial.SubSurfaceSamples);*/
|
|
}
|
|
|
|
OutFlattenMaterial.MaterialId = Material->GetLightingGuid();
|
|
|
|
// Swap back the proxy cache
|
|
if (ProxyCache)
|
|
{
|
|
// Store compiled material to external cache.
|
|
Exchange(ProxyCache, InMaterialData.ProxyCache);
|
|
}
|
|
|
|
UE_LOG(LogMaterialUtilities, Log, TEXT("Material flattening done. (%s)"), *Material->GetName());
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FMaterialUtilities::RenderMaterialPropertyToTexture(struct FMaterialMergeData& InMaterialData, EMaterialProperty InMaterialProperty, bool bInForceLinearGamma, EPixelFormat InPixelFormat, const FIntPoint InTargetSize, FIntPoint& OutSampleSize, TArray<FColor>& OutSamples)
|
|
{
|
|
if (InTargetSize.X == 0 || InTargetSize.Y == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
OutSampleSize = InTargetSize;
|
|
|
|
FMaterialRenderProxy* MaterialProxy = nullptr;
|
|
|
|
check(InMaterialProperty >= 0 && InMaterialProperty < ARRAY_COUNT(InMaterialData.ProxyCache->Proxies));
|
|
if (InMaterialData.ProxyCache->Proxies[InMaterialProperty])
|
|
{
|
|
MaterialProxy = InMaterialData.ProxyCache->Proxies[InMaterialProperty];
|
|
}
|
|
else
|
|
{
|
|
MaterialProxy = InMaterialData.ProxyCache->Proxies[InMaterialProperty] = new FExportMaterialProxy(InMaterialData.Material, InMaterialProperty);
|
|
}
|
|
|
|
if (MaterialProxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Disallow garbage collection of RenderTarget.
|
|
check(CurrentlyRendering == false);
|
|
CurrentlyRendering = true;
|
|
|
|
const bool bNormalMap = (InMaterialProperty == MP_Normal);
|
|
UTextureRenderTarget2D* RenderTarget = CreateRenderTarget(bInForceLinearGamma, bNormalMap, InPixelFormat, OutSampleSize);
|
|
OutSamples.Empty(InTargetSize.X * InTargetSize.Y);
|
|
bool bResult = FMeshRenderer::RenderMaterial(
|
|
InMaterialData,
|
|
MaterialProxy,
|
|
InMaterialProperty,
|
|
RenderTarget,
|
|
OutSamples);
|
|
|
|
/** Disabled for now, see comment below */
|
|
// Check for uniform value, perhaps this can be determined before rendering the material, see WillGenerateUniformData (LightmassRender)
|
|
/*bool bIsUniform = true;
|
|
FColor MaxColor(0, 0, 0, 0);
|
|
if (bResult)
|
|
{
|
|
// Find maximal color value
|
|
int32 MaxColorValue = 0;
|
|
for (int32 Index = 0; Index < OutSamples.Num(); Index++)
|
|
{
|
|
FColor Color = OutSamples[Index];
|
|
int32 ColorValue = Color.R + Color.G + Color.B + Color.A;
|
|
if (ColorValue > MaxColorValue)
|
|
{
|
|
MaxColorValue = ColorValue;
|
|
MaxColor = Color;
|
|
}
|
|
}
|
|
|
|
// Fill background with maximal color value and render again
|
|
RenderTarget->ClearColor = FLinearColor(MaxColor);
|
|
TArray<FColor> OutSamples2;
|
|
FMeshRenderer::RenderMaterial(
|
|
InMaterialData,
|
|
MaterialProxy,
|
|
InMaterialProperty,
|
|
RenderTarget,
|
|
OutSamples2);
|
|
for (int32 Index = 0; Index < OutSamples2.Num(); Index++)
|
|
{
|
|
FColor Color = OutSamples2[Index];
|
|
if (Color != MaxColor)
|
|
{
|
|
bIsUniform = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Uniform value
|
|
if (bIsUniform)
|
|
{
|
|
OutSampleSize = FIntPoint(1, 1);
|
|
OutSamples.Empty();
|
|
OutSamples.Add(MaxColor);
|
|
}*/
|
|
|
|
CurrentlyRendering = false;
|
|
|
|
return bResult;
|
|
}
|
|
|
|
UTextureRenderTarget2D* FMaterialUtilities::CreateRenderTarget(bool bInForceLinearGamma, bool bNormalMap, EPixelFormat InPixelFormat, FIntPoint& InTargetSize)
|
|
{
|
|
const FLinearColor ClearColour = bNormalMap ? FLinearColor(0.0f, 0.0f, 0.0f, 0.0f) : FLinearColor(1.0f, 0.0f, 1.0f, 0.0f);
|
|
|
|
// Find any pooled render target with suitable properties.
|
|
for (int32 RTIndex = 0; RTIndex < RenderTargetPool.Num(); RTIndex++)
|
|
{
|
|
UTextureRenderTarget2D* RenderTarget = RenderTargetPool[RTIndex];
|
|
if (RenderTarget->SizeX == InTargetSize.X &&
|
|
RenderTarget->SizeY == InTargetSize.Y &&
|
|
RenderTarget->OverrideFormat == InPixelFormat &&
|
|
RenderTarget->bForceLinearGamma == bInForceLinearGamma &&
|
|
RenderTarget->ClearColor == ClearColour )
|
|
{
|
|
return RenderTarget;
|
|
}
|
|
}
|
|
|
|
// Not found - create a new one.
|
|
UTextureRenderTarget2D* NewRenderTarget = NewObject<UTextureRenderTarget2D>();
|
|
check(NewRenderTarget);
|
|
NewRenderTarget->AddToRoot();
|
|
NewRenderTarget->ClearColor = ClearColour;
|
|
NewRenderTarget->TargetGamma = 0.0f;
|
|
NewRenderTarget->InitCustomFormat(InTargetSize.X, InTargetSize.Y, InPixelFormat, bInForceLinearGamma);
|
|
|
|
RenderTargetPool.Add(NewRenderTarget);
|
|
return NewRenderTarget;
|
|
}
|
|
|
|
void FMaterialUtilities::ClearRenderTargetPool()
|
|
{
|
|
if (CurrentlyRendering)
|
|
{
|
|
// Just in case - if garbage collection will happen during rendering, don't allow to GC used render target.
|
|
return;
|
|
}
|
|
|
|
// Allow garbage collecting of all render targets.
|
|
for (int32 RTIndex = 0; RTIndex < RenderTargetPool.Num(); RTIndex++)
|
|
{
|
|
RenderTargetPool[RTIndex]->RemoveFromRoot();
|
|
}
|
|
RenderTargetPool.Empty();
|
|
}
|
|
|
|
void FMaterialUtilities::OptimizeSampleArray(TArray<FColor>& InSamples, FIntPoint& InSampleSize)
|
|
{
|
|
// QQ LOOK AT
|
|
if (InSamples.Num() > 1)
|
|
{
|
|
TArray<FColor> Colors;
|
|
|
|
for (const FColor& Sample : InSamples)
|
|
{
|
|
if (Colors.AddUnique(Sample) != 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (Colors.Num() == 1)
|
|
{
|
|
InSamples.Empty(1);
|
|
InSamples.Add(Colors[0]);
|
|
InSampleSize = FIntPoint(1, 1);
|
|
}
|
|
|
|
FColor ColourValue;
|
|
bool bValueFound = false;
|
|
for (FColor& Sample : InSamples)
|
|
{
|
|
if (Sample.A != 0)
|
|
{
|
|
ColourValue = Sample;
|
|
bValueFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bValueFound)
|
|
{
|
|
bool bConstantValue = true;
|
|
|
|
for (FColor& Sample : InSamples)
|
|
{
|
|
if (Sample.A != 0 && ((Sample.DWColor() & FColor::Black.DWColor()) != (ColourValue.DWColor() & FColor::Black.DWColor())))
|
|
{
|
|
bConstantValue = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bConstantValue)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FExportMaterialProxyCache::FExportMaterialProxyCache()
|
|
{
|
|
FMemory::Memzero(Proxies);
|
|
}
|
|
|
|
FExportMaterialProxyCache::~FExportMaterialProxyCache()
|
|
{
|
|
Release();
|
|
}
|
|
|
|
void FExportMaterialProxyCache::Release()
|
|
{
|
|
for (int32 PropertyIndex = 0; PropertyIndex < ARRAY_COUNT(Proxies); PropertyIndex++)
|
|
{
|
|
FMaterialRenderProxy* Proxy = Proxies[PropertyIndex];
|
|
if (Proxy)
|
|
{
|
|
delete Proxy;
|
|
Proxies[PropertyIndex] = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FMaterialUtilities::DetermineMaterialImportance(const TArray<UMaterialInterface*>& InMaterials, TArray<float>& OutImportance)
|
|
{
|
|
TArray<int32> MaterialImportance;
|
|
int32 SummedSize = 0;
|
|
for (UMaterialInterface* Material : InMaterials)
|
|
{
|
|
TArray<UTexture*> UsedTextures;
|
|
Material->AppendReferencedTextures(UsedTextures);
|
|
if (UMaterialInstance* MaterialInstance = Cast<UMaterialInstance>(Material))
|
|
{
|
|
for (const FTextureParameterValue& TextureParameter : MaterialInstance->TextureParameterValues)
|
|
{
|
|
if (TextureParameter.ParameterValue != nullptr)
|
|
{
|
|
UsedTextures.Add(TextureParameter.ParameterValue);
|
|
}
|
|
}
|
|
}
|
|
int32 MaxSize = 64 * 64;
|
|
for (UTexture* Texture : UsedTextures)
|
|
{
|
|
if (UTexture2D* Texture2D = Cast<UTexture2D>(Texture))
|
|
{
|
|
const int32 MaxResMipBias = Texture2D->GetNumMips() - Texture2D->GetNumMipsAllowed(true);
|
|
const int32 MaxResSize = FMath::Max<int32>(Texture2D->GetSizeX() >> MaxResMipBias, 1) * FMath::Max<int32>(Texture2D->GetSizeY() >> MaxResMipBias, 1);
|
|
MaxSize = FMath::Max<int32>(MaxSize, MaxResSize);
|
|
}
|
|
}
|
|
|
|
MaterialImportance.Add(MaxSize);
|
|
SummedSize += MaxSize;
|
|
}
|
|
float WeightPerPixel = 1.0f / SummedSize;
|
|
for (int32 MaterialIndex = 0; MaterialIndex < InMaterials.Num(); ++MaterialIndex)
|
|
{
|
|
OutImportance.Add((float)MaterialImportance[MaterialIndex] * WeightPerPixel);
|
|
}
|
|
}
|
|
|
|
void FMaterialUtilities::GeneratedBinnedTextureSquares(const FVector2D DestinationSize, TArray<float>& InTexureWeights, TArray<FBox2D>& OutGeneratedBoxes)
|
|
{
|
|
typedef FBox2D FTextureArea;
|
|
struct FWeightedTexture
|
|
{
|
|
FTextureArea Area;
|
|
int32 TextureIndex;
|
|
float Weight;
|
|
};
|
|
|
|
TArray<FWeightedTexture> WeightedTextures;
|
|
const float TotalArea = DestinationSize.X * DestinationSize.Y;
|
|
// Generate textures with their size calculated according to their weight
|
|
for (int32 WeightIndex = 0; WeightIndex < InTexureWeights.Num(); ++WeightIndex)
|
|
{
|
|
const float Weight = InTexureWeights[WeightIndex];
|
|
FWeightedTexture Texture;
|
|
float TextureSize = FMath::Sqrt(TotalArea*Weight);
|
|
Texture.Area = FTextureArea( FVector2D(0.0f,0.0f), FVector2D(TextureSize, TextureSize));
|
|
Texture.TextureIndex = WeightIndex;
|
|
Texture.Weight = Weight;
|
|
WeightedTextures.Add(Texture);
|
|
}
|
|
|
|
// Sort textures by their weight (high to low) which influences the insert order
|
|
WeightedTextures.Sort([](const FWeightedTexture& One, const FWeightedTexture& Two) { return One.Weight > Two.Weight; });
|
|
|
|
TArray<FWeightedTexture> InsertedTextures;
|
|
typedef FBox2D FUnusedArea;
|
|
TArray<FUnusedArea> UnusedAreas;
|
|
|
|
bool bSuccess = true;
|
|
do
|
|
{
|
|
// Reset state
|
|
bSuccess = true;
|
|
UnusedAreas.Empty();
|
|
InsertedTextures.Empty();
|
|
FUnusedArea StartArea(FVector2D(0, 0), DestinationSize);
|
|
UnusedAreas.Add(StartArea);
|
|
|
|
for (const FWeightedTexture& Texture : WeightedTextures)
|
|
{
|
|
int32 BestAreaIndex = -1;
|
|
float RemainingArea = FLT_MAX;
|
|
FVector2D TextureSize = Texture.Area.GetSize();
|
|
float TextureSurface = TextureSize.X * TextureSize.Y;
|
|
|
|
// Find best area to insert this texture in (determined by tightest fit)
|
|
for (int32 AreaIndex = 0; AreaIndex < UnusedAreas.Num(); ++AreaIndex)
|
|
{
|
|
const FUnusedArea& UnusedArea = UnusedAreas[AreaIndex];
|
|
if (UnusedArea.GetSize() >= TextureSize)
|
|
{
|
|
const float Remainder = UnusedArea.GetArea() - TextureSurface;
|
|
if (Remainder < RemainingArea && Remainder >= 0)
|
|
{
|
|
BestAreaIndex = AreaIndex;
|
|
RemainingArea = Remainder;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Insert the texture in case we found an appropriate area
|
|
if (BestAreaIndex != -1)
|
|
{
|
|
FUnusedArea& UnusedArea = UnusedAreas[BestAreaIndex];
|
|
FVector2D UnusedSize = UnusedArea.GetSize();
|
|
|
|
// Push back texture
|
|
FWeightedTexture WeightedTexture;
|
|
WeightedTexture.Area = FTextureArea(UnusedArea.Min, UnusedArea.Min + TextureSize);
|
|
WeightedTexture.TextureIndex = Texture.TextureIndex;
|
|
InsertedTextures.Add(WeightedTexture);
|
|
|
|
// Generate two new resulting unused areas from splitting up the result
|
|
/*
|
|
___________
|
|
| | |
|
|
| | V |
|
|
|_____| |
|
|
| H | |
|
|
|_____|___|
|
|
*/
|
|
FUnusedArea HorizontalArea, VerticalArea;
|
|
HorizontalArea.Min.X = UnusedArea.Min.X;
|
|
HorizontalArea.Min.Y = UnusedArea.Min.Y + TextureSize.Y;
|
|
HorizontalArea.Max.X = HorizontalArea.Min.X + TextureSize.X;
|
|
HorizontalArea.Max.Y = HorizontalArea.Min.Y + (UnusedSize.Y - TextureSize.Y);
|
|
|
|
VerticalArea.Min.X = UnusedArea.Min.X + TextureSize.X;
|
|
VerticalArea.Min.Y = UnusedArea.Min.Y;
|
|
VerticalArea.Max.X = VerticalArea.Min.X + (UnusedSize.X - TextureSize.X);
|
|
VerticalArea.Max.Y = UnusedSize.Y;
|
|
|
|
// Append valid new areas to list (replace original one with either one of the new ones)
|
|
const bool bValidHorizontal = HorizontalArea.GetArea() > 0.0f;
|
|
const bool bValidVertical = VerticalArea.GetArea() > 0.0f;
|
|
if (bValidVertical && bValidHorizontal)
|
|
{
|
|
UnusedAreas[BestAreaIndex] = HorizontalArea;
|
|
UnusedAreas.Add(VerticalArea);
|
|
}
|
|
else if (bValidVertical)
|
|
{
|
|
UnusedAreas[BestAreaIndex] = VerticalArea;
|
|
}
|
|
else if (bValidHorizontal)
|
|
{
|
|
UnusedAreas[BestAreaIndex] = HorizontalArea;
|
|
}
|
|
else
|
|
{
|
|
// Make sure we remove the area entry
|
|
UnusedAreas.RemoveAtSwap(BestAreaIndex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bSuccess = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// This means we failed to find a fit, in this case we resize the textures and try again until we find one
|
|
if (bSuccess == false)
|
|
{
|
|
for (FWeightedTexture& Texture : WeightedTextures)
|
|
{
|
|
Texture.Area.Max *= .99f;
|
|
}
|
|
}
|
|
} while (!bSuccess);
|
|
|
|
// Now generate boxes
|
|
OutGeneratedBoxes.Empty(InTexureWeights.Num());
|
|
OutGeneratedBoxes.AddZeroed(InTexureWeights.Num());
|
|
|
|
// Generate boxes according to the inserted textures
|
|
for (const FWeightedTexture& Texture : InsertedTextures)
|
|
{
|
|
FBox2D& Box = OutGeneratedBoxes[Texture.TextureIndex];
|
|
Box = Texture.Area;
|
|
}
|
|
}
|