Files
UnrealEngineUWP/Engine/Source/Developer/TextureCompressor/Private/TextureCompressorModule.cpp
Ben Marsh 30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00

2159 lines
66 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "TextureCompressorModule.h"
#include "Math/RandomStream.h"
#include "Containers/IndirectArray.h"
#include "Stats/Stats.h"
#include "Async/AsyncWork.h"
#include "Modules/ModuleManager.h"
#include "Engine/Texture.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/ITextureFormat.h"
#include "ImageCore.h"
#if PLATFORM_WINDOWS
#include "Windows/WindowsHWrapper.h"
#endif
DEFINE_LOG_CATEGORY_STATIC(LogTextureCompressor, Log, All);
/*------------------------------------------------------------------------------
Mip-Map Generation
------------------------------------------------------------------------------*/
enum EMipGenAddressMode
{
MGTAM_Wrap,
MGTAM_Clamp,
MGTAM_BorderBlack,
};
/**
* 2D view into one slice of an image.
*/
struct FImageView2D
{
/** Pointer to colors in the slice. */
FLinearColor* SliceColors;
/** Width of the slice. */
int32 SizeX;
/** Height of the slice. */
int32 SizeY;
/** Initialization constructor. */
FImageView2D(FImage& Image, int32 SliceIndex)
{
SizeX = Image.SizeX;
SizeY = Image.SizeY;
SliceColors = Image.AsRGBA32F() + SliceIndex * SizeY * SizeX;
}
/** Access a single texel. */
FLinearColor& Access(int32 X, int32 Y)
{
return SliceColors[X + Y * SizeX];
}
/** Const access to a single texel. */
const FLinearColor& Access(int32 X, int32 Y) const
{
return SliceColors[X + Y * SizeX];
}
};
// 2D sample lookup with input conversion
// requires SourceImageData.SizeX and SourceImageData.SizeY to be power of two
template <EMipGenAddressMode AddressMode>
FLinearColor LookupSourceMip(const FImageView2D& SourceImageData, int32 X, int32 Y)
{
if(AddressMode == MGTAM_Wrap)
{
// wrap
X = (int32)((uint32)X) & (SourceImageData.SizeX - 1);
Y = (int32)((uint32)Y) & (SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_Clamp)
{
// clamp
X = FMath::Clamp(X, 0, SourceImageData.SizeX - 1);
Y = FMath::Clamp(Y, 0, SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_BorderBlack)
{
// border color 0
if((uint32)X >= (uint32)SourceImageData.SizeX
|| (uint32)Y >= (uint32)SourceImageData.SizeY)
{
return FLinearColor(0, 0, 0, 0);
}
}
else
{
check(0);
}
//return *(SourceImageData.AsRGBA32F() + X + Y * SourceImageData.SizeX);
return SourceImageData.Access(X,Y);
}
// Kernel class for image filtering operations like image downsampling
// at max MaxKernelExtend x MaxKernelExtend
class FImageKernel2D
{
public:
FImageKernel2D() :FilterTableSize(0)
{
}
// @param TableSize1D 2 for 2x2, 4 for 4x4, 6 for 6x6, 8 for 8x8
// @param SharpenFactor can be negative to blur
// generate normalized 2D Kernel with sharpening
void BuildSeparatableGaussWithSharpen(uint32 TableSize1D, float SharpenFactor = 0.0f)
{
if(TableSize1D > MaxKernelExtend)
{
TableSize1D = MaxKernelExtend;
}
float Table1D[MaxKernelExtend];
float NegativeTable1D[MaxKernelExtend];
FilterTableSize = TableSize1D;
if(SharpenFactor < 0.0f)
{
// blur only
BuildGaussian1D(Table1D, TableSize1D, 1.0f, -SharpenFactor);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
return;
}
else if(TableSize1D == 2)
{
// 2x2 kernel: simple average
KernelWeights[0] = KernelWeights[1] = KernelWeights[2] = KernelWeights[3] = 0.25f;
return;
}
else if(TableSize1D == 4)
{
// 4x4 kernel with sharpen or blur: can alias a bit
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 1);
}
else if(TableSize1D == 6)
{
// 6x6 kernel with sharpen or blur: still can alias
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 2);
}
else if(TableSize1D == 8)
{
//8x8 kernel with sharpen or blur
// * 2 to get similar appearance as for TableSize 6
SharpenFactor = SharpenFactor * 2.0f;
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
// positive lobe is blurred a bit for better quality
BlurFilterTable1D(Table1D, TableSize1D, 1);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 3);
}
else
{
// not yet supported
check(0);
}
AddFilterTable1D(Table1D, NegativeTable1D, TableSize1D);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
}
inline uint32 GetFilterTableSize() const
{
return FilterTableSize;
}
inline float GetAt(uint32 X, uint32 Y) const
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
inline float& GetRefAt(uint32 X, uint32 Y)
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
private:
inline static float NormalDistribution(float X, float Variance)
{
const float StandardDeviation = FMath::Sqrt(Variance);
return FMath::Exp(-FMath::Square(X) / (2.0f * Variance)) / (StandardDeviation * FMath::Sqrt(2.0f * (float)PI));
}
// support even and non even sized filters
static void BuildGaussian1D(float *InOutTable, uint32 TableSize, float Sum, float Variance)
{
float Center = TableSize * 0.5f;
float CurrentSum = 0;
for(uint32 i = 0; i < TableSize; ++i)
{
float Actual = NormalDistribution(i - Center + 0.5f, Variance);
InOutTable[i] = Actual;
CurrentSum += Actual;
}
// Normalize
float InvSum = Sum / CurrentSum;
for(uint32 i = 0; i < TableSize; ++i)
{
InOutTable[i] *= InvSum;
}
}
//
static void BuildFilterTable1DBase(float *InOutTable, uint32 TableSize, float Sum )
{
// we require a even sized filter
check(TableSize % 2 == 0);
float Inner = 0.5f * Sum;
uint32 Center = TableSize / 2;
for(uint32 x = 0; x < TableSize; ++x)
{
if(x == Center || x == Center - 1)
{
// center elements
InOutTable[x] = Inner;
}
else
{
// outer elements
InOutTable[x] = 0.0f;
}
}
}
// InOutTable += InTable
static void AddFilterTable1D( float *InOutTable, float *InTable, uint32 TableSize )
{
for(uint32 x = 0; x < TableSize; ++x)
{
InOutTable[x] += InTable[x];
}
}
// @param Times 1:box, 2:triangle, 3:pow2, 4:pow3, ...
// can be optimized with double buffering but doesn't need to be fast
static void BlurFilterTable1D( float *InOutTable, uint32 TableSize, uint32 Times )
{
check(Times>0);
check(TableSize<32);
float Intermediate[32];
for(uint32 Pass = 0; Pass < Times; ++Pass)
{
for(uint32 x = 0; x < TableSize; ++x)
{
Intermediate[x] = InOutTable[x];
}
for(uint32 x = 0; x < TableSize; ++x)
{
float sum = Intermediate[x];
if(x)
{
sum += Intermediate[x-1];
}
if(x < TableSize - 1)
{
sum += Intermediate[x+1];
}
InOutTable[x] = sum / 3.0f;
}
}
}
static void BuildFilterTable2DFrom1D( float *OutTable2D, float *InTable1D, uint32 TableSize )
{
for(uint32 y = 0; y < TableSize; ++y)
{
for(uint32 x = 0; x < TableSize; ++x)
{
OutTable2D[x + y * TableSize] = InTable1D[y] * InTable1D[x];
}
}
}
// at max we support MaxKernelExtend x MaxKernelExtend kernels
const static uint32 MaxKernelExtend = 12;
// 0 if no kernel was setup yet
uint32 FilterTableSize;
// normalized, means the sum of it should be 1.0f
float KernelWeights[MaxKernelExtend * MaxKernelExtend];
};
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaCoverage(const FVector4& Thresholds, const FVector4& Scales, const FImageView2D& SourceImageData)
{
FVector4 Coverage(0, 0, 0, 0);
for (int32 y = 0; y < SourceImageData.SizeY; ++y)
{
for (int32 x = 0; x < SourceImageData.SizeX; ++x)
{
// Sample channel values at pixel neighborhood
FVector4 PixelValue (LookupSourceMip<AddressMode>(SourceImageData, x, y));
// Calculate coverage for each channel (if being used as an alpha mask)
for (int32 i = 0; i < 4; ++i)
{
// Skip channel if Threshold is 0
if (Thresholds[i] == 0)
{
continue;
}
if (PixelValue[i] * Scales[i] >= Thresholds[i])
{
++Coverage[i];
}
}
}
}
return Coverage / float(SourceImageData.SizeX * SourceImageData.SizeY);
}
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaScale(const FVector4& Coverages, const FVector4& AlphaThresholds, const FImageView2D& SourceImageData)
{
FVector4 MinAlphaScales (0, 0, 0, 0);
FVector4 MaxAlphaScales (4, 4, 4, 4);
FVector4 AlphaScales (1, 1, 1, 1);
//Binary Search to find Alpha Scale
for (int32 i = 0; i < 8; ++i)
{
FVector4 ComputedCoverages = ComputeAlphaCoverage<AddressMode>(AlphaThresholds, AlphaScales, SourceImageData);
for (int32 j = 0; j < 4; ++j)
{
if (AlphaThresholds[j] == 0 || fabs(ComputedCoverages[j] - Coverages[j]) < KINDA_SMALL_NUMBER)
{
continue;
}
if (ComputedCoverages[j] < Coverages[j])
{
MinAlphaScales[j] = AlphaScales[j];
}
else if (ComputedCoverages[j] > Coverages[j])
{
MaxAlphaScales[j] = AlphaScales[j];
}
AlphaScales[j] = (MinAlphaScales[j] + MaxAlphaScales[j]) * 0.5f;
}
if (ComputedCoverages.Equals(Coverages))
{
break;
}
}
return AlphaScales;
}
/**
* Generates a mip-map for an 2D B8G8R8A8 image using a 4x4 filter with sharpening
* @param SourceImageData - The source image's data.
* @param DestImageData - The destination image's data.
* @param ImageFormat - The format of both the source and destination images.
* @param FilterTable2D - [FilterTableSize * FilterTableSize]
* @param FilterTableSize - >= 2
* @param ScaleFactor 1 / 2:for downsampling
*/
template <EMipGenAddressMode AddressMode>
static void GenerateSharpenedMipB8G8R8A8Templ(
const FImageView2D& SourceImageData,
FImageView2D& DestImageData,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D& Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift )
{
check( SourceImageData.SizeX == ScaleFactor * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SourceImageData.SizeY == ScaleFactor * DestImageData.SizeY || DestImageData.SizeY == 1 );
check( Kernel.GetFilterTableSize() >= 2 );
const int32 KernelCenter = (int32)Kernel.GetFilterTableSize() / 2 - 1;
// Set up a random number stream for dithering.
FRandomStream RandomStream(0);
FVector4 AlphaScale(1, 1, 1, 1);
if (AlphaThresholds != FVector4(0,0,0,0))
{
AlphaScale = ComputeAlphaScale<AddressMode>(AlphaCoverages, AlphaThresholds, SourceImageData);
}
for ( int32 DestY = 0;DestY < DestImageData.SizeY; DestY++ )
{
for ( int32 DestX = 0;DestX < DestImageData.SizeX; DestX++ )
{
const int32 SourceX = DestX * ScaleFactor;
const int32 SourceY = DestY * ScaleFactor;
FLinearColor FilteredColor(0, 0, 0, 0);
if ( bSharpenWithoutColorShift )
{
FLinearColor SharpenedColor(0, 0, 0, 0);
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
SharpenedColor += Weight * Sample;
}
}
float NewLuminance = SharpenedColor.ComputeLuminance();
// simple 2x2 kernel to compute the color
FilteredColor =
( LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 1 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 1 ) ) * 0.25f;
float OldLuminance = FilteredColor.ComputeLuminance();
if ( OldLuminance > 0.001f )
{
float Factor = NewLuminance / OldLuminance;
FilteredColor.R *= Factor;
FilteredColor.G *= Factor;
FilteredColor.B *= Factor;
}
// We also want to sharpen the alpha channel (was missing before)
FilteredColor.A = SharpenedColor.A;
}
else
{
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
FilteredColor += Weight * Sample;
}
}
}
// Apply computed alpha scales to each channel
FilteredColor.R *= AlphaScale.X;
FilteredColor.G *= AlphaScale.Y;
FilteredColor.B *= AlphaScale.Z;
FilteredColor.A *= AlphaScale.W;
if ( bDitherMipMapAlpha )
{
// Dither the alpha of any pixel which passes an alpha threshold test.
const int32 DitherAlphaThreshold = 5.0f / 255.0f;
const float MinRandomAlpha = 85.0f;
const float MaxRandomAlpha = 255.0f;
if ( FilteredColor.A > DitherAlphaThreshold)
{
FilteredColor.A = FMath::TruncToInt( FMath::Lerp( MinRandomAlpha, MaxRandomAlpha, RandomStream.GetFraction() ) );
}
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
}
}
}
// to switch conveniently between different texture wrapping modes for the mip map generation
// the template can optimize the inner loop using a constant AddressMode
static void GenerateSharpenedMipB8G8R8A8(
const FImageView2D& SourceImageData,
FImageView2D& DestImageData,
EMipGenAddressMode AddressMode,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D &Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift
)
{
switch(AddressMode)
{
case MGTAM_Wrap:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Wrap>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
case MGTAM_Clamp:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Clamp>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
case MGTAM_BorderBlack:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_BorderBlack>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
default:
check(0);
}
}
// Update border texels after normal mip map generation to preserve the colors there (useful for particles and decals).
static void GenerateMipBorder(
const FImageView2D& SrcImageData,
FImageView2D& DestImageData
)
{
check( SrcImageData.SizeX == 2 * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SrcImageData.SizeY == 2 * DestImageData.SizeY || DestImageData.SizeY == 1 );
for ( int32 DestY = 0; DestY < DestImageData.SizeY; DestY++ )
{
for ( int32 DestX = 0; DestX < DestImageData.SizeX; )
{
FLinearColor FilteredColor(0, 0, 0, 0);
{
float WeightSum = 0.0f;
for ( int32 KernelY = 0; KernelY < 2; ++KernelY )
{
for ( int32 KernelX = 0; KernelX < 2; ++KernelX )
{
const int32 SourceX = DestX * 2 + KernelX;
const int32 SourceY = DestY * 2 + KernelY;
// only average the source border
if ( SourceX == 0 ||
SourceX == SrcImageData.SizeX - 1 ||
SourceY == 0 ||
SourceY == SrcImageData.SizeY - 1 )
{
FLinearColor Sample = LookupSourceMip<MGTAM_Wrap>( SrcImageData, SourceX, SourceY );
FilteredColor += Sample;
WeightSum += 1.0f;
}
}
}
FilteredColor /= WeightSum;
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
++DestX;
if ( DestY > 0 &&
DestY < DestImageData.SizeY - 1 &&
DestX > 0 &&
DestX < DestImageData.SizeX - 1 )
{
// jump over the non border area
DestX += FMath::Max( 1, DestImageData.SizeX - 2 );
}
}
}
}
// how should be treat lookups outside of the image
static EMipGenAddressMode ComputeAdressMode(const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = MGTAM_Wrap;
if(Settings.bPreserveBorder)
{
AddressMode = Settings.bBorderColorBlack ? MGTAM_BorderBlack : MGTAM_Clamp;
}
return AddressMode;
}
static void GenerateTopMip(const FImage& SrcImage, FImage& DestImage, const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
FImageKernel2D KernelDownsample;
// /2 as input resolution is same as output resolution and the settings assumed the output is half resolution
KernelDownsample.BuildSeparatableGaussWithSharpen( FMath::Max( 2u, Settings.SharpenMipKernelSize / 2 ), Settings.MipSharpening );
DestImage.Init(SrcImage.SizeX, SrcImage.SizeY, SrcImage.NumSlices, SrcImage.Format, SrcImage.GammaSpace);
for (int32 SliceIndex = 0; SliceIndex < SrcImage.NumSlices; ++SliceIndex)
{
FImageView2D SrcView((FImage&)SrcImage, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8(
SrcView,
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
FVector4(0, 0, 0, 0),
FVector4(0, 0, 0, 0),
KernelDownsample,
1,
Settings.bSharpenWithoutColorShift
);
}
}
/**
* Generate a full mip chain. The input mip chain must have one or more mips.
* @param Settings - Preprocess settings.
* @param BaseImage - An image that will serve as the source for the generation of the mip chain.
* @param OutMipChain - An array that will contain the resultant mip images. Generated mip levels are appended to the array.
* @param MipChainDepth - number of mip images to produce. Mips chain is finished when either a 1x1 mip is produced or 'MipChainDepth' images have been produced.
*/
static void GenerateMipChain(
const FTextureBuildSettings& Settings,
const FImage& BaseImage,
TArray<FImage> &OutMipChain,
uint32 MipChainDepth = MAX_uint32
)
{
check(BaseImage.Format == ERawImageFormat::RGBA32F);
const FImage& BaseMip = BaseImage;
const int32 SrcWidth = BaseMip.SizeX;
const int32 SrcHeight= BaseMip.SizeY;
const int32 SrcNumSlices = BaseMip.NumSlices;
const ERawImageFormat::Type ImageFormat = ERawImageFormat::RGBA32F;
FVector4 AlphaScales(1, 1, 1, 1);
FVector4 AlphaCoverages(0, 0, 0, 0);
// space for one source mip and one destination mip
FImage IntermediateSrc(SrcWidth, SrcHeight, SrcNumSlices, ImageFormat);
FImage IntermediateDst(FMath::Max<uint32>( 1, SrcWidth >> 1 ), FMath::Max<uint32>( 1, SrcHeight >> 1 ), SrcNumSlices, ImageFormat);
// copy base mip
BaseMip.CopyTo(IntermediateSrc, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
// Filtering kernels.
FImageKernel2D KernelSimpleAverage;
FImageKernel2D KernelDownsample;
KernelSimpleAverage.BuildSeparatableGaussWithSharpen( 2 );
KernelDownsample.BuildSeparatableGaussWithSharpen( Settings.SharpenMipKernelSize, Settings.MipSharpening );
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
bool bReDrawBorder = false;
if( Settings.bPreserveBorder )
{
bReDrawBorder = !Settings.bBorderColorBlack;
}
// Calculate alpha coverage value to preserve along mip chain
if (Settings.AlphaCoverageThresholds != FVector4(0,0,0,0))
{
FImageView2D IntermediateSrcView(IntermediateSrc, 0);
switch (AddressMode)
{
case MGTAM_Wrap:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Wrap>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_Clamp:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Clamp>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_BorderBlack:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_BorderBlack>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
default:
check(0);
}
}
// Generate mips
for (; MipChainDepth != 0 ; --MipChainDepth)
{
FImage& DestImage = *new(OutMipChain) FImage(IntermediateDst.SizeX, IntermediateDst.SizeY, SrcNumSlices, ImageFormat);
for (int32 SliceIndex = 0; SliceIndex < SrcNumSlices; ++SliceIndex)
{
FImageView2D IntermediateSrcView(IntermediateSrc, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelDownsample,
2,
Settings.bSharpenWithoutColorShift
);
// generate IntermediateDstImage:
if ( Settings.bDownsampleWithAverage )
{
// down sample without sharpening for the next iteration
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
IntermediateDstView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelSimpleAverage,
2,
Settings.bSharpenWithoutColorShift
);
}
}
if ( Settings.bDownsampleWithAverage == false )
{
FMemory::Memcpy( IntermediateDst.AsRGBA32F(), DestImage.AsRGBA32F(),
IntermediateDst.SizeX * IntermediateDst.SizeY * SrcNumSlices * sizeof(FLinearColor) );
}
if ( bReDrawBorder )
{
for (int32 SliceIndex = 0; SliceIndex < SrcNumSlices; ++SliceIndex)
{
FImageView2D IntermediateSrcView(IntermediateSrc, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
GenerateMipBorder( IntermediateSrcView, DestView );
GenerateMipBorder( IntermediateSrcView, IntermediateDstView );
}
}
// Once we've created mip-maps down to 1x1, we're done.
if ( IntermediateDst.SizeX == 1 && IntermediateDst.SizeY == 1 )
{
break;
}
// last destination becomes next source
FMemory::Memcpy(IntermediateSrc.AsRGBA32F(), IntermediateDst.AsRGBA32F(),
IntermediateDst.SizeX * IntermediateDst.SizeY * SrcNumSlices * sizeof(FLinearColor));
// Sizes for the next iteration.
IntermediateSrc.SizeX = FMath::Max<uint32>( 1, IntermediateSrc.SizeX >> 1 );
IntermediateSrc.SizeY = FMath::Max<uint32>( 1, IntermediateSrc.SizeY >> 1 );
IntermediateDst.SizeX = FMath::Max<uint32>( 1, IntermediateDst.SizeX >> 1 );
IntermediateDst.SizeY = FMath::Max<uint32>( 1, IntermediateDst.SizeY >> 1 );
}
}
/*------------------------------------------------------------------------------
Angular Filtering for HDR Cubemaps.
------------------------------------------------------------------------------*/
/**
* View in to an image that allows access by converting a direction to longitude and latitude.
*/
struct FImageViewLongLat
{
/** Image colors. */
FLinearColor* ImageColors;
/** Width of the image. */
int32 SizeX;
/** Height of the image. */
int32 SizeY;
/** Initialization constructor. */
explicit FImageViewLongLat(FImage& Image)
{
ImageColors = Image.AsRGBA32F();
SizeX = Image.SizeX;
SizeY = Image.SizeY;
}
/** Wraps X around W. */
static void WrapTo(int32& X, int32 W)
{
X = X % W;
if(X < 0)
{
X += W;
}
}
/** Const access to a texel. */
FLinearColor Access(int32 X, int32 Y) const
{
return ImageColors[X + Y * SizeX];
}
/** Makes a filtered lookup. */
FLinearColor LookupFiltered(float X, float Y) const
{
int32 X0 = (int32)floor(X);
int32 Y0 = (int32)floor(Y);
float FracX = X - X0;
float FracY = Y - Y0;
int32 X1 = X0 + 1;
int32 Y1 = Y0 + 1;
WrapTo(X0, SizeX);
WrapTo(X1, SizeX);
Y0 = FMath::Clamp(Y0, 0, (int32)(SizeY - 1));
Y1 = FMath::Clamp(Y1, 0, (int32)(SizeY - 1));
FLinearColor CornerRGB00 = Access(X0, Y0);
FLinearColor CornerRGB10 = Access(X1, Y0);
FLinearColor CornerRGB01 = Access(X0, Y1);
FLinearColor CornerRGB11 = Access(X1, Y1);
FLinearColor CornerRGB0 = FMath::Lerp(CornerRGB00, CornerRGB10, FracX);
FLinearColor CornerRGB1 = FMath::Lerp(CornerRGB01, CornerRGB11, FracX);
return FMath::Lerp(CornerRGB0, CornerRGB1, FracY);
}
/** Makes a filtered lookup using a direction. */
FLinearColor LookupLongLat(FVector NormalizedDirection) const
{
// see http://gl.ict.usc.edu/Data/HighResProbes
// latitude-longitude panoramic format = equirectangular mapping
float X = (1 + atan2(NormalizedDirection.X, - NormalizedDirection.Z) / PI) / 2 * SizeX;
float Y = acos(NormalizedDirection.Y) / PI * SizeY;
return LookupFiltered(X, Y);
}
};
// transform world space vector to a space relative to the face
static FVector TransformSideToWorldSpace(uint32 CubemapFace, FVector InDirection)
{
float x = InDirection.X, y = InDirection.Y, z = InDirection.Z;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(+z, -y, -x); break;
case 1: Ret = FVector(-z, -y, +x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
// this makes it with the Unreal way (z and y are flipped)
return FVector(Ret.X, Ret.Z, Ret.Y);
}
// transform vector relative to the face to world space
static FVector TransformWorldToSideSpace(uint32 CubemapFace, FVector InDirection)
{
// undo Unreal way (z and y are flipped)
float x = InDirection.X, y = InDirection.Z, z = InDirection.Y;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(-z, -y, +x); break;
case 1: Ret = FVector(+z, -y, -x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
return Ret;
}
FVector ComputeSSCubeDirectionAtTexelCenter(uint32 x, uint32 y, float InvSideExtent)
{
// center of the texels
FVector DirectionSS((x + 0.5f) * InvSideExtent * 2 - 1, (y + 0.5f) * InvSideExtent * 2 - 1, 1);
DirectionSS.Normalize();
return DirectionSS;
}
static FVector ComputeWSCubeDirectionAtTexelCenter(uint32 CubemapFace, uint32 x, uint32 y, float InvSideExtent)
{
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvSideExtent);
FVector DirectionWS = TransformSideToWorldSpace(CubemapFace, DirectionSS);
return DirectionWS;
}
static int32 ComputeLongLatCubemapExtents(const FImage& SrcImage, const int32 MaxCubemapTextureResolution)
{
return FMath::Clamp(1 << FMath::FloorLog2(SrcImage.SizeX / 2), 32, MaxCubemapTextureResolution);
}
/**
* Generates the base cubemap mip from a longitude-latitude 2D image.
* @param OutMip - The output mip.
* @param SrcImage - The source longlat image.
*/
static void GenerateBaseCubeMipFromLongitudeLatitude2D(FImage* OutMip, const FImage& SrcImage, const int32 MaxCubemapTextureResolution)
{
FImage LongLatImage;
SrcImage.CopyTo(LongLatImage, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
FImageViewLongLat LongLatView(LongLatImage);
// TODO_TEXTURE: Expose target size to user.
int32 Extent = ComputeLongLatCubemapExtents(LongLatImage, MaxCubemapTextureResolution);
float InvExtent = 1.0f / Extent;
OutMip->Init(Extent, Extent, 6, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
for(uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D MipView(*OutMip, Face);
for(int32 y = 0; y < Extent; ++y)
{
for(int32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvExtent);
MipView.Access(x, y) = LongLatView.LookupLongLat(DirectionWS);
}
}
}
}
class FTexelProcessor
{
public:
// @param InConeAxisSS - normalized, in side space
// @param TexelAreaArray - precomputed area of each texel for correct weighting
FTexelProcessor(const FVector& InConeAxisSS, float ConeAngle, const FLinearColor* InSideData, const float* InTexelAreaArray, uint32 InFullExtent)
: ConeAxisSS(InConeAxisSS)
, AccumulatedColor(0, 0, 0, 0)
, SideData(InSideData)
, TexelAreaArray(InTexelAreaArray)
, FullExtent(InFullExtent)
{
ConeAngleSin = sinf(ConeAngle);
ConeAngleCos = cosf(ConeAngle);
// *2 as the position is from -1 to 1
// / InFullExtent as x and y is in the range 0..InFullExtent-1
PositionToWorldScale = 2.0f / InFullExtent;
InvFullExtent = 1.0f / FullExtent;
// examples: 0 to diffuse convolution, 0.95f for glossy
DirDot = FMath::Min(FMath::Cos(ConeAngle), 0.9999f);
InvDirOneMinusDot = 1.0f / (1.0f - DirDot);
// precomputed sqrt(2.0f * 2.0f + 2.0f * 2.0f)
float Sqrt8 = 2.8284271f;
RadiusToWorldScale = Sqrt8 / (float)InFullExtent;
}
// @return true: yes, traverse deeper, false: not relevant
bool TestIfRelevant(uint32 x, uint32 y, uint32 LocalExtent) const
{
float HalfExtent = LocalExtent * 0.5f;
float U = (x + HalfExtent) * PositionToWorldScale - 1.0f;
float V = (y + HalfExtent) * PositionToWorldScale - 1.0f;
float SphereRadius = RadiusToWorldScale * LocalExtent;
FVector SpherePos(U, V, 1);
return FMath::SphereConeIntersection(SpherePos, SphereRadius, ConeAxisSS, ConeAngleSin, ConeAngleCos);
}
void Process(uint32 x, uint32 y)
{
const FLinearColor* In = &SideData[x + y * FullExtent];
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvFullExtent);
float DotValue = ConeAxisSS | DirectionSS;
if(DotValue > DirDot)
{
// 0..1, 0=at kernel border..1=at kernel center
float KernelWeight = 1.0f - (1.0f - DotValue) * InvDirOneMinusDot;
// apply smoothstep function (softer, less linear result)
KernelWeight = KernelWeight * KernelWeight * (3 - 2 * KernelWeight);
float AreaCompensation = TexelAreaArray[x + y * FullExtent];
// AreaCompensation would be need for correctness but seems it has a but
// as it looks much better (no seam) without, the effect is minor so it's deactivated for now.
// float Weight = KernelWeight * AreaCompensation;
float Weight = KernelWeight;
AccumulatedColor.R += Weight * In->R;
AccumulatedColor.G += Weight * In->G;
AccumulatedColor.B += Weight * In->B;
AccumulatedColor.A += Weight;
}
}
// normalized, in side space
FVector ConeAxisSS;
FLinearColor AccumulatedColor;
// cached for better performance
float ConeAngleSin;
float ConeAngleCos;
float PositionToWorldScale;
float RadiusToWorldScale;
float InvFullExtent;
// 0 to diffuse convolution, 0.95f for glossy
float DirDot;
float InvDirOneMinusDot;
/** [x + y * FullExtent] */
const FLinearColor* SideData;
const float* TexelAreaArray;
uint32 FullExtent;
};
template <class TVisitor>
void TCubemapSideRasterizer(TVisitor &TexelProcessor, int32 x, uint32 y, uint32 Extent)
{
if(Extent > 1)
{
if(!TexelProcessor.TestIfRelevant(x, y, Extent))
{
return;
}
Extent /= 2;
TCubemapSideRasterizer(TexelProcessor, x, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x, y + Extent, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y + Extent, Extent);
}
else
{
TexelProcessor.Process(x, y);
}
}
static FLinearColor IntegrateAngularArea(FImage& Image, FVector FilterDirectionWS, float ConeAngle, const float* TexelAreaArray)
{
// Alpha channel is used to renormalize later
FLinearColor ret(0, 0, 0, 0);
int32 Extent = Image.SizeX;
for(uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D ImageView(Image, Face);
FVector FilterDirectionSS = TransformWorldToSideSpace(Face, FilterDirectionWS);
FTexelProcessor Processor(FilterDirectionSS, ConeAngle, &ImageView.Access(0,0), TexelAreaArray, Extent);
// recursively split the (0,0)-(Extent-1,Extent-1), tests for intersection and processes only colors inside
TCubemapSideRasterizer(Processor, 0, 0, Extent);
ret += Processor.AccumulatedColor;
}
if(ret.A != 0)
{
float Inv = 1.0f / ret.A;
ret.R *= Inv;
ret.G *= Inv;
ret.B *= Inv;
}
else
{
// should not happen
// checkSlow(0);
}
ret.A = 0;
return ret;
}
// @return 2 * computed triangle area
static inline float TriangleArea2_3D(FVector A, FVector B, FVector C)
{
return ((A-B) ^ (C-B)).Size();
}
static inline float ComputeTexelArea(uint32 x, uint32 y, float InvSideExtentMul2)
{
float fU = x * InvSideExtentMul2 - 1;
float fV = y * InvSideExtentMul2 - 1;
FVector CornerA = FVector(fU, fV, 1);
FVector CornerB = FVector(fU + InvSideExtentMul2, fV, 1);
FVector CornerC = FVector(fU, fV + InvSideExtentMul2, 1);
FVector CornerD = FVector(fU + InvSideExtentMul2, fV + InvSideExtentMul2, 1);
CornerA.Normalize();
CornerB.Normalize();
CornerC.Normalize();
CornerD.Normalize();
return TriangleArea2_3D(CornerA, CornerB, CornerC) + TriangleArea2_3D(CornerC, CornerB, CornerD) * 0.5f;
}
/**
* Generate a mip using angular filtering.
* @param DestMip - The filtered mip.
* @param SrcMip - The source mip which will be filtered.
* @param ConeAngle - The cone angle with which to filter.
*/
static void GenerateAngularFilteredMip(FImage* DestMip, FImage& SrcMip, float ConeAngle)
{
int32 MipExtent = DestMip->SizeX;
float MipInvSideExtent = 1.0f / MipExtent;
TArray<float> TexelAreaArray;
TexelAreaArray.AddUninitialized(SrcMip.SizeX * SrcMip.SizeY);
// precompute the area size for one face (is the same for each face)
for(int32 y = 0; y < SrcMip.SizeY; ++y)
{
for(int32 x = 0; x < SrcMip.SizeX; ++x)
{
TexelAreaArray[x + y * SrcMip.SizeX] = ComputeTexelArea(x, y, MipInvSideExtent * 2);
}
}
// We start getting gains running threaded upwards of sizes >= 128
if (SrcMip.SizeX >= 128)
{
// Quick workaround: Do a thread per mip
struct FAsyncGenerateMipsPerFaceWorker : public FNonAbandonableTask
{
int32 Face;
FImage* DestMip;
int32 Extent;
float ConeAngle;
const float* TexelAreaArray;
FImage* SrcMip;
FAsyncGenerateMipsPerFaceWorker(int32 InFace, FImage* InDestMip, int32 InExtent, float InConeAngle, const float* InTexelAreaArray, FImage* InSrcMip) :
Face(InFace),
DestMip(InDestMip),
Extent(InExtent),
ConeAngle(InConeAngle),
TexelAreaArray(InTexelAreaArray),
SrcMip(InSrcMip)
{
}
void DoWork()
{
const float InvSideExtent = 1.0f / Extent;
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < Extent; ++y)
{
for (int32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(*SrcMip, DirectionWS, ConeAngle, TexelAreaArray);
}
}
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncGenerateMipsPerFaceWorker, STATGROUP_ThreadPoolAsyncTasks);
}
};
typedef FAsyncTask<FAsyncGenerateMipsPerFaceWorker> FAsyncGenerateMipsPerFaceTask;
TIndirectArray<FAsyncGenerateMipsPerFaceTask> AsyncTasks;
for (int32 Face = 0; Face < 6; ++Face)
{
auto* AsyncTask = new(AsyncTasks) FAsyncGenerateMipsPerFaceTask(Face, DestMip, MipExtent, ConeAngle, TexelAreaArray.GetData(), &SrcMip);
AsyncTask->StartBackgroundTask();
}
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); ++TaskIndex)
{
auto& AsyncTask = AsyncTasks[TaskIndex];
AsyncTask.EnsureCompletion();
}
}
else
{
for (int32 Face = 0; Face < 6; ++Face)
{
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < MipExtent; ++y)
{
for (int32 x = 0; x < MipExtent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, MipInvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(SrcMip, DirectionWS, ConeAngle, TexelAreaArray.GetData());
}
}
}
}
}
/**
* Generates angularly filtered mips.
* @param InOutMipChain - The mip chain to angularly filter.
* @param NumMips - The number of mips the chain should have.
* @param DiffuseConvolveMipLevel - The mip level that contains the diffuse convolution.
*/
static void GenerateAngularFilteredMips(TArray<FImage>& InOutMipChain, int32 NumMips, uint32 DiffuseConvolveMipLevel)
{
TArray<FImage> SrcMipChain;
Exchange(SrcMipChain, InOutMipChain);
InOutMipChain.Empty(NumMips);
// Generate simple averaged mips to accelerate angular filtering.
for (int32 MipIndex = SrcMipChain.Num(); MipIndex < NumMips; ++MipIndex)
{
FImage& BaseMip = SrcMipChain[MipIndex - 1];
int32 BaseExtent = BaseMip.SizeX;
int32 MipExtent = FMath::Max(BaseExtent >> 1, 1);
FImage* Mip = new(SrcMipChain) FImage(MipExtent, MipExtent, BaseMip.NumSlices, BaseMip.Format);
for(int32 Face = 0; Face < 6; ++Face)
{
FImageView2D BaseMipView(BaseMip, Face);
FImageView2D MipView(*Mip, Face);
for(int32 y = 0; y < MipExtent; ++y)
{
for(int32 x = 0; x < MipExtent; ++x)
{
FLinearColor Sum = (
BaseMipView.Access(x*2, y*2) +
BaseMipView.Access(x*2+1, y*2) +
BaseMipView.Access(x*2, y*2+1) +
BaseMipView.Access(x*2+1, y*2+1)
) * 0.25f;
MipView.Access(x,y) = Sum;
}
}
}
}
int32 Extent = 1 << (NumMips - 1);
int32 BaseExtent = Extent;
for (int32 i = 0; i < NumMips; ++i)
{
// 0:top mip 1:lowest mip = diffuse convolve
float NormalizedMipLevel = i / (float)(NumMips - DiffuseConvolveMipLevel);
float AdjustedMipLevel = NormalizedMipLevel * NumMips;
float NormalizedWidth = BaseExtent * FMath::Pow(2.0f, -AdjustedMipLevel);
float TexelSize = 1.0f / NormalizedWidth;
// 0.001f:sharp .. PI/2: diffuse convolve
// all lower mips are used for diffuse convolve
// above that the angle blends from sharp to diffuse convolved version
float ConeAngle = PI / 2.0f * TexelSize;
// restrict to reasonable range
ConeAngle = FMath::Clamp(ConeAngle, 0.002f, (float)PI / 2.0f);
UE_LOG(LogTextureCompressor, Verbose, TEXT("GenerateAngularFilteredMips %f %f %f %f %f"), NormalizedMipLevel, AdjustedMipLevel, NormalizedWidth, TexelSize, ConeAngle * 180 / PI);
// 0:normal, -1:4x faster, +1:4 times slower but more precise, -2, 2 ...
float QualityBias = 3.0f;
// defined to result in a area of 1.0f (NormalizedArea)
// optimized = 0.5f * FMath::Sqrt(1.0f / PI);
float SphereRadius = 0.28209478f;
float SegmentHeight = SphereRadius * (1.0f - FMath::Cos(ConeAngle));
// compute SphereSegmentArea
float AreaCoveredInNormalizedArea = 2 * PI * SphereRadius * SegmentHeight;
checkSlow(AreaCoveredInNormalizedArea <= 0.5f);
// unoptimized
// float FloatInputMip = FMath::Log2(FMath::Sqrt(AreaCoveredInNormalizedArea)) + InputMipCount - QualityBias;
// optimized
float FloatInputMip = 0.5f * FMath::Log2(AreaCoveredInNormalizedArea) + NumMips - QualityBias;
uint32 InputMip = FMath::Clamp(FMath::TruncToInt(FloatInputMip), 0, NumMips - 1);
FImage* Mip = new(InOutMipChain) FImage(Extent, Extent, 6, ERawImageFormat::RGBA32F);
GenerateAngularFilteredMip(Mip, SrcMipChain[InputMip], ConeAngle);
Extent = FMath::Max(Extent >> 1, 1);
}
}
/*------------------------------------------------------------------------------
Image Processing.
------------------------------------------------------------------------------*/
/**
* Adjusts the colors of the image using the specified settings
*
* @param Image Image to adjust
* @param InBuildSettings Image build settings
*/
static void AdjustImageColors( FImage& Image, const FTextureBuildSettings& InBuildSettings )
{
const FColorAdjustmentParameters& InParams = InBuildSettings.ColorAdjustment;
check( Image.SizeX > 0 && Image.SizeY > 0 );
if( !FMath::IsNearlyEqual( InParams.AdjustBrightness, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustSaturation, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustVibrance, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustHue, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMinAlpha, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMaxAlpha, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
InBuildSettings.bChromaKeyTexture )
{
const FLinearColor ChromaKeyTarget = InBuildSettings.ChromaKeyColor;
const float ChromaKeyThreshold = InBuildSettings.ChromaKeyThreshold + SMALL_NUMBER;
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
FLinearColor* ImageColors = Image.AsRGBA32F();
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
const FLinearColor OriginalColorRaw = ImageColors[ CurPixelIndex ];
FLinearColor OriginalColor = OriginalColorRaw;
if (InBuildSettings.bChromaKeyTexture && (OriginalColor.Equals(ChromaKeyTarget, ChromaKeyThreshold)))
{
OriginalColor = FLinearColor::Transparent;
}
// Convert to HSV
FLinearColor HSVColor = OriginalColor.LinearRGBToHSV();
float& PixelHue = HSVColor.R;
float& PixelSaturation = HSVColor.G;
float& PixelValue = HSVColor.B;
// Apply brightness adjustment
PixelValue *= InParams.AdjustBrightness;
// Apply brightness power adjustment
if( !FMath::IsNearlyEqual( InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) && InParams.AdjustBrightnessCurve != 0.0f )
{
// Raise HSV.V to the specified power
PixelValue = FMath::Pow( PixelValue, InParams.AdjustBrightnessCurve );
}
// Apply "vibrance" adjustment
if( !FMath::IsNearlyZero( InParams.AdjustVibrance, (float)KINDA_SMALL_NUMBER ) )
{
const float SatRaisePow = 5.0f;
const float InvSatRaised = FMath::Pow( 1.0f - PixelSaturation, SatRaisePow );
const float ClampedVibrance = FMath::Clamp( InParams.AdjustVibrance, 0.0f, 1.0f );
const float HalfVibrance = ClampedVibrance * 0.5f;
const float SatProduct = HalfVibrance * InvSatRaised;
PixelSaturation += SatProduct;
}
// Apply saturation adjustment
PixelSaturation *= InParams.AdjustSaturation;
// Apply hue adjustment
PixelHue += InParams.AdjustHue;
// Clamp HSV values
{
PixelHue = FMath::Fmod( PixelHue, 360.0f );
if( PixelHue < 0.0f )
{
// Keep the hue value positive as HSVToLinearRGB prefers that
PixelHue += 360.0f;
}
PixelSaturation = FMath::Clamp( PixelSaturation, 0.0f, 1.0f );
PixelValue = FMath::Clamp( PixelValue, 0.0f, 1.0f );
}
// Convert back to a linear color
FLinearColor LinearColor = HSVColor.HSVToLinearRGB();
// Apply RGB curve adjustment (linear space)
if( !FMath::IsNearlyEqual( InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) && InParams.AdjustRGBCurve != 0.0f )
{
LinearColor.R = FMath::Pow( LinearColor.R, InParams.AdjustRGBCurve );
LinearColor.G = FMath::Pow( LinearColor.G, InParams.AdjustRGBCurve );
LinearColor.B = FMath::Pow( LinearColor.B, InParams.AdjustRGBCurve );
}
// Remap the alpha channel
LinearColor.A = FMath::Lerp(InParams.AdjustMinAlpha, InParams.AdjustMaxAlpha, OriginalColor.A);
ImageColors[ CurPixelIndex ] = LinearColor;
}
}
}
/**
* Compute the alpha channel how BokehDOF needs it setup
*
* @param Image Image to adjust
*/
static void ComputeBokehAlpha(FImage& Image)
{
check( Image.SizeX > 0 && Image.SizeY > 0 );
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
FLinearColor* ImageColors = Image.AsRGBA32F();
// compute LinearAverage
FLinearColor LinearAverage;
{
FLinearColor LinearSum(0, 0, 0, 0);
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
LinearSum += ImageColors[ CurPixelIndex ];
}
LinearAverage = LinearSum / (float)NumPixels;
}
FLinearColor Scale(1, 1, 1, 1);
// we want to normalize the image to have 0.5 as average luminance, this is assuming clamping doesn't happen (can happen when using a very small Bokeh shape)
{
float RGBLum = (LinearAverage.R + LinearAverage.G + LinearAverage.B) / 3.0f;
// ideally this would be 1 but then some pixels would need to be >1 which is not supported for the textureformat we want to use.
// The value affects the occlusion computation of the BokehDOF
const float LumGoal = 0.25f;
// clamp to avoid division by 0
Scale *= LumGoal / FMath::Max(RGBLum, 0.001f);
}
{
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
const FLinearColor OriginalColor = ImageColors[ CurPixelIndex ];
// Convert to a linear color
FLinearColor LinearColor = OriginalColor * Scale;
float RGBLum = (LinearColor.R + LinearColor.G + LinearColor.B) / 3.0f;
LinearColor.A = FMath::Clamp(RGBLum, 0.0f, 1.0f);
ImageColors[ CurPixelIndex ] = LinearColor;
}
}
}
/**
* Replicates the contents of the red channel to the green, blue, and alpha channels.
*/
static void ReplicateRedChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = SrcMip.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->R, Color->R, Color->R, Color->R );
}
}
}
/**
* Replicates the contents of the alpha channel to the red, green, and blue channels.
*/
static void ReplicateAlphaChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = SrcMip.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->A, Color->A, Color->A, Color->A );
}
}
}
/**
* Flips the contents of the green channel.
* @param InOutMipChain - The mip chain on which the green channel shall be flipped.
*/
static void FlipGreenChannel( FImage& Image )
{
FLinearColor* FirstColor = Image.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (Image.SizeX * Image.SizeY * Image.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
Color->G = 1.0f - FMath::Clamp(Color->G, 0.0f, 1.0f);
}
}
/**
* Detects whether or not the image contains an alpha channel where at least one texel is != 255.
*/
static bool DetectAlphaChannel(const FImage& InImage)
{
// Uncompressed data is required to check for an alpha channel.
const FLinearColor* SrcColors = InImage.AsRGBA32F();
const FLinearColor* LastColor = SrcColors + (InImage.SizeX * InImage.SizeY * InImage.NumSlices);
while (SrcColors < LastColor)
{
if (SrcColors->A < (1.0f - SMALL_NUMBER))
{
return true;
}
++SrcColors;
}
return false;
}
float RoughnessToSpecularPower(float Roughness)
{
float Div = FMath::Pow(Roughness, 4);
// Roughness of 0 should result in a high specular power
float MaxSpecPower = 10000000000.0f;
Div = FMath::Max(Div, 2.0f / (MaxSpecPower + 2.0f));
return 2.0f / Div - 2.0f;
}
float SpecularPowerToRoughness(float SpecularPower)
{
float Out = FMath::Pow( SpecularPower * 0.5f + 1.0f, -0.25f );
return Out;
}
// @param CompositeTextureMode original type ECompositeTextureMode
void ApplyCompositeTexture(FImage& RoughnessSourceMips, const FImage& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
check(RoughnessSourceMips.SizeX == NormalSourceMips.SizeX);
check(RoughnessSourceMips.SizeY == NormalSourceMips.SizeY);
FLinearColor* FirstColor = RoughnessSourceMips.AsRGBA32F();
const FLinearColor* NormalColors = NormalSourceMips.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (RoughnessSourceMips.SizeX * RoughnessSourceMips.SizeY * RoughnessSourceMips.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color, ++NormalColors )
{
FVector Normal = FVector(NormalColors->R * 2.0f - 1.0f, NormalColors->G * 2.0f - 1.0f, NormalColors->B * 2.0f - 1.0f);
// to prevent crash for unknown CompositeTextureMode
float Dummy;
float* RefValue = &Dummy;
switch((ECompositeTextureMode)CompositeTextureMode)
{
case CTM_NormalRoughnessToRed:
RefValue = &Color->R;
break;
case CTM_NormalRoughnessToGreen:
RefValue = &Color->G;
break;
case CTM_NormalRoughnessToBlue:
RefValue = &Color->B;
break;
case CTM_NormalRoughnessToAlpha:
RefValue = &Color->A;
break;
default:
checkSlow(0);
}
// Toksvig estimation of variance
float LengthN = FMath::Min( Normal.Size(), 1.0f );
float Variance = ( 1.0f - LengthN ) / LengthN;
Variance = FMath::Max( 0.0f, Variance - 0.00004f );
Variance *= CompositePower;
float Roughness = *RefValue;
#if 0
float Power = RoughnessToSpecularPower( Roughness );
Power = Power / ( 1.0f + Variance * Power );
Roughness = SpecularPowerToRoughness( Power );
#else
// Refactored above to avoid divide by zero
float a = Roughness * Roughness;
float a2 = a * a;
float B = 2.0f * Variance * (a2 - 1.0f);
a2 = ( B - a2 ) / ( B - 1.0f );
Roughness = FMath::Pow( a2, 0.25f );
#endif
*RefValue = Roughness;
}
}
/*------------------------------------------------------------------------------
Image Compression.
------------------------------------------------------------------------------*/
/**
* Asynchronous compression, used for compressing mips simultaneously.
*/
class FAsyncCompressionWorker : public FNonAbandonableTask
{
public:
/**
* Initializes the data and creates the async compression task.
*/
FAsyncCompressionWorker(const ITextureFormat* InTextureFormat, const FImage* InImage, const FTextureBuildSettings& InBuildSettings, bool bInImageHasAlphaChannel)
: TextureFormat(*InTextureFormat)
, SourceImage(*InImage)
, BuildSettings(InBuildSettings)
, bImageHasAlphaChannel(bInImageHasAlphaChannel)
, bCompressionResults(false)
{
}
/**
* Compresses the texture
*/
void DoWork()
{
bCompressionResults = TextureFormat.CompressImage(
SourceImage,
BuildSettings,
bImageHasAlphaChannel,
CompressedImage
);
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncCompressionWorker, STATGROUP_ThreadPoolAsyncTasks);
}
bool GetCompressionResults(FCompressedImage2D& OutCompressedImage) const
{
OutCompressedImage = CompressedImage;
return bCompressionResults;
}
private:
/** Texture format interface with which to compress. */
const ITextureFormat& TextureFormat;
/** The image to compress. */
const FImage& SourceImage;
/** The resulting compressed image. */
FCompressedImage2D CompressedImage;
/** Build settings. */
FTextureBuildSettings BuildSettings;
/** true if the image has a non-white alpha channel. */
bool bImageHasAlphaChannel;
/** true if compression was successful. */
bool bCompressionResults;
};
typedef FAsyncTask<FAsyncCompressionWorker> FAsyncCompressionTask;
FTextureFormatCompressorCaps GetTextureFormatCaps(const FTextureBuildSettings& Settings)
{
ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
if (TPM)
{
const ITextureFormat* TextureFormat = TPM->FindTextureFormat(Settings.TextureFormatName);
if (TextureFormat != nullptr)
{
return TextureFormat->GetFormatCapabilities();
}
}
return FTextureFormatCompressorCaps();
}
// compress mip-maps in InMipChain and add mips to Texture, might alter the source content
static bool CompressMipChain(
const TArray<FImage>& MipChain,
const FTextureBuildSettings& Settings,
TArray<FCompressedImage2D>& OutMips
)
{
ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
if (TPM)
{
const ITextureFormat* TextureFormat = TPM->FindTextureFormat(Settings.TextureFormatName);
if (TextureFormat)
{
TIndirectArray<FAsyncCompressionTask> AsyncCompressionTasks;
const int32 MipCount = MipChain.Num();
const bool bImageHasAlphaChannel = DetectAlphaChannel(MipChain[0]);
const int32 MinAsyncCompressionSize = 128;
const bool bAllowParallelBuild = TextureFormat->AllowParallelBuild();
bool bCompressionSucceeded = true;
uint32 StartCycles = FPlatformTime::Cycles();
OutMips.Empty(MipCount);
for (int32 MipIndex = 0; MipIndex < MipCount; ++MipIndex)
{
const FImage& SrcMip = MipChain[MipIndex];
FCompressedImage2D& DestMip = *new(OutMips) FCompressedImage2D;
if (bAllowParallelBuild && FMath::Min(SrcMip.SizeX, SrcMip.SizeY) >= MinAsyncCompressionSize)
{
FAsyncCompressionTask* AsyncTask = new(AsyncCompressionTasks) FAsyncCompressionTask(
TextureFormat,
&SrcMip,
Settings,
bImageHasAlphaChannel
);
#if WITH_EDITOR
AsyncTask->StartBackgroundTask(GLargeThreadPool);
#else
AsyncTask->StartBackgroundTask();
#endif
}
else
{
bCompressionSucceeded = bCompressionSucceeded && TextureFormat->CompressImage(
SrcMip,
Settings,
bImageHasAlphaChannel,
DestMip
);
}
}
for (int32 TaskIndex = 0; TaskIndex < AsyncCompressionTasks.Num(); ++TaskIndex)
{
FAsyncCompressionTask& AsynTask = AsyncCompressionTasks[TaskIndex];
AsynTask.EnsureCompletion();
FCompressedImage2D& DestMip = OutMips[TaskIndex];
bCompressionSucceeded = bCompressionSucceeded && AsynTask.GetTask().GetCompressionResults(DestMip);
}
if (!bCompressionSucceeded)
{
OutMips.Empty();
}
uint32 EndCycles = FPlatformTime::Cycles();
UE_LOG(LogTextureCompressor,Verbose,TEXT("Compressed %dx%dx%d %s in %fms"),
MipChain[0].SizeX,
MipChain[0].SizeY,
MipChain[0].NumSlices,
*Settings.TextureFormatName.ToString(),
FPlatformTime::ToMilliseconds( EndCycles-StartCycles )
);
return bCompressionSucceeded;
}
else
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Failed to find compressor for texture format '%s'."),
*Settings.TextureFormatName.ToString()
);
return false;
}
}
UE_LOG(LogTextureCompressor, Warning,
TEXT("Failed to load target platform manager module. Unable to compress textures.")
);
return false;
}
// only useful for normal maps, fixed bad input (denormalized normals) and improved quality (quantization artifacts)
static void NormalizeMip(FImage& InOutMip)
{
const uint32 NumPixels = InOutMip.SizeX * InOutMip.SizeY * InOutMip.NumSlices;
FLinearColor* ImageColors = InOutMip.AsRGBA32F();
for(uint32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex)
{
FLinearColor& Color = ImageColors[CurPixelIndex];
FVector Normal = FVector(Color.R * 2.0f - 1.0f, Color.G * 2.0f - 1.0f, Color.B * 2.0f - 1.0f);
Normal = Normal.GetSafeNormal();
Color = FLinearColor(Normal.X * 0.5f + 0.5f, Normal.Y * 0.5f + 0.5f, Normal.Z * 0.5f + 0.5f, Color.A);
}
}
/**
* Texture compression module
*/
class FTextureCompressorModule : public ITextureCompressorModule
{
public:
FTextureCompressorModule()
#if PLATFORM_WINDOWS
: nvTextureToolsHandle(0)
#endif //PLATFORM_WINDOWS
{
}
virtual bool BuildTexture(
const TArray<FImage>& SourceMips,
const TArray<FImage>& AssociatedNormalSourceMips,
const FTextureBuildSettings& BuildSettings,
TArray<FCompressedImage2D>& OutTextureMips
)
{
TArray<FImage> IntermediateMipChain;
if(!BuildTextureMips(SourceMips, BuildSettings, IntermediateMipChain))
{
return false;
}
// apply roughness adjustment depending on normal map variation
if(AssociatedNormalSourceMips.Num())
{
// check AssociatedNormalSourceMips.Format;
TArray<FImage> IntermediateAssociatedNormalSourceMipChain;
FTextureBuildSettings DefaultSettings;
// helps to reduce aliasing further
DefaultSettings.MipSharpening = -4.0f;
DefaultSettings.SharpenMipKernelSize = 4;
DefaultSettings.bApplyKernelToTopMip = true;
// important to make accurate computation with normal length
DefaultSettings.bRenormalizeTopMip = true;
if(!BuildTextureMips(AssociatedNormalSourceMips, DefaultSettings, IntermediateAssociatedNormalSourceMipChain))
{
UE_LOG(LogTexture, Warning, TEXT("Failed to generate texture mips for composite texture"));
}
if(!ApplyCompositeTexture(IntermediateMipChain, IntermediateAssociatedNormalSourceMipChain, BuildSettings.CompositeTextureMode, BuildSettings.CompositePower))
{
UE_LOG(LogTexture, Warning, TEXT("Failed to apply composite texture"));
}
}
// Set the correct biased texture size so that the compressor understands the original source image size
// This is requires for platforms that may need to tile based on the original source texture size
BuildSettings.TopMipSize.X = IntermediateMipChain[0].SizeX;
BuildSettings.TopMipSize.Y = IntermediateMipChain[0].SizeY;
return CompressMipChain(IntermediateMipChain, BuildSettings, OutTextureMips);
}
// IModuleInterface implementation.
void StartupModule()
{
#if PLATFORM_WINDOWS
#if PLATFORM_64BITS
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(TEXT("../../../Engine/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll"));
#else //32-bit platform
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(TEXT("../../../Engine/Binaries/ThirdParty/nvTextureTools/Win32/nvtt_.dll"));
#endif
#endif //PLATFORM_WINDOWS
}
void ShutdownModule()
{
#if PLATFORM_WINDOWS
FPlatformProcess::FreeDllHandle(nvTextureToolsHandle);
nvTextureToolsHandle = 0;
#endif
}
private:
#if PLATFORM_WINDOWS
// Handle to the nvtt dll
void* nvTextureToolsHandle;
#endif //PLATFORM_WINDOWS
bool BuildTextureMips(
const TArray<FImage>& InSourceMips,
const FTextureBuildSettings& BuildSettings,
TArray<FImage>& OutMipChain)
{
check(InSourceMips.Num());
check(InSourceMips[0].SizeX > 0 && InSourceMips[0].SizeY > 0 && InSourceMips[0].NumSlices > 0);
const FTextureFormatCompressorCaps CompressorCaps = GetTextureFormatCaps(BuildSettings);
// Identify long-lat cubemaps.
bool bLongLatCubemap = BuildSettings.bCubemap && InSourceMips[0].NumSlices == 1;
if (BuildSettings.bCubemap && InSourceMips[0].NumSlices != 6 && !bLongLatCubemap)
{
return false;
}
// Determine the maximum possible mip counts for source and dest.
const int32 MaxSourceMipCount = bLongLatCubemap ?
1 + FMath::CeilLogTwo(ComputeLongLatCubemapExtents(InSourceMips[0], BuildSettings.MaxTextureResolution)) :
1 + FMath::CeilLogTwo(FMath::Max(InSourceMips[0].SizeX, InSourceMips[0].SizeY));
const int32 MaxDestMipCount = 1 + FMath::CeilLogTwo(FMath::Min(CompressorCaps.MaxTextureDimension, BuildSettings.MaxTextureResolution));
// Determine the number of mips required by BuildSettings.
int32 NumOutputMips = (BuildSettings.MipGenSettings == TMGS_NoMipmaps) ? 1 : MaxSourceMipCount;
NumOutputMips = FMath::Min(NumOutputMips, MaxDestMipCount);
int32 NumSourceMips = InSourceMips.Num();
if (BuildSettings.MipGenSettings != TMGS_LeaveExistingMips ||
bLongLatCubemap)
{
NumSourceMips = 1;
}
TArray<FImage> PaddedSourceMips;
{
const FImage& FirstSourceMipImage = InSourceMips[0];
int32 TargetTextureSizeX = FirstSourceMipImage.SizeX;
int32 TargetTextureSizeY = FirstSourceMipImage.SizeY;
bool bPadOrStretchTexture = false;
const int32 PowerOfTwoTextureSizeX = FMath::RoundUpToPowerOfTwo(TargetTextureSizeX);
const int32 PowerOfTwoTextureSizeY = FMath::RoundUpToPowerOfTwo(TargetTextureSizeY);
switch (static_cast<const ETexturePowerOfTwoSetting::Type>(BuildSettings.PowerOfTwoMode))
{
case ETexturePowerOfTwoSetting::None:
break;
case ETexturePowerOfTwoSetting::PadToPowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = PowerOfTwoTextureSizeX;
TargetTextureSizeY = PowerOfTwoTextureSizeY;
break;
case ETexturePowerOfTwoSetting::PadToSquarePowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = TargetTextureSizeY = FMath::Max<int32>(PowerOfTwoTextureSizeX, PowerOfTwoTextureSizeY);
break;
default:
checkf(false, TEXT("Unknown entry in ETexturePowerOfTwoSetting::Type"));
break;
}
if (bPadOrStretchTexture)
{
// Want to stretch or pad the texture
bool bSuitableFormat = FirstSourceMipImage.Format == ERawImageFormat::RGBA32F;
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
FirstSourceMipImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
// space for one source mip and one destination mip
const FImage& SourceImage = bSuitableFormat ? FirstSourceMipImage : Temp;
FImage& TargetImage = *new (PaddedSourceMips) FImage(TargetTextureSizeX, TargetTextureSizeY, SourceImage.NumSlices, SourceImage.Format);
FLinearColor FillColor = BuildSettings.PaddingColor;
FLinearColor* TargetPtr = (FLinearColor*)TargetImage.RawData.GetData();
FLinearColor* SourcePtr = (FLinearColor*)SourceImage.RawData.GetData();
check(SourceImage.GetBytesPerPixel() == sizeof(FLinearColor));
check(TargetImage.GetBytesPerPixel() == sizeof(FLinearColor));
const int32 SourceBytesPerLine = SourceImage.SizeX * SourceImage.GetBytesPerPixel();
const int32 DestBytesPerLine = TargetImage.SizeX * TargetImage.GetBytesPerPixel();
for (int32 SliceIndex = 0; SliceIndex < SourceImage.NumSlices; ++SliceIndex)
{
for (int32 Y = 0; Y < TargetTextureSizeY; ++Y)
{
int32 XStart = 0;
if (Y < SourceImage.SizeY)
{
XStart = SourceImage.SizeX;
FMemory::Memcpy(TargetPtr, SourcePtr, SourceImage.SizeX * sizeof(FLinearColor));
SourcePtr += SourceImage.SizeX;
TargetPtr += SourceImage.SizeX;
}
for (int32 XPad = XStart; XPad < TargetImage.SizeX; ++XPad)
{
*TargetPtr++ = FillColor;
}
}
}
}
}
const TArray<FImage>& PostOptionalUpscaleSourceMips = (PaddedSourceMips.Num() > 0) ? PaddedSourceMips : InSourceMips;
// See if the smallest provided mip image is still too large for the current compressor.
int32 LevelsToUsableSource = FMath::Max(0, MaxSourceMipCount - MaxDestMipCount);
int32 StartMip = FMath::Max(0, LevelsToUsableSource);
bool bBuildSourceImage = StartMip > (NumSourceMips - 1);
TArray<FImage> GeneratedSourceMips;
if (bBuildSourceImage)
{
// the source is larger than the compressor allows and no mip image exists to act as a smaller source.
// We must generate a suitable source image:
bool bSuitableFormat = PostOptionalUpscaleSourceMips.Last().Format == ERawImageFormat::RGBA32F;
const FImage& BaseImage = PostOptionalUpscaleSourceMips.Last();
if (BaseImage.SizeX != FMath::RoundUpToPowerOfTwo(BaseImage.SizeX) || BaseImage.SizeY != FMath::RoundUpToPowerOfTwo(BaseImage.SizeY))
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Source image %dx%d (npot) prevents resizing and is too large for compressors max dimension (%d)."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
return false;
}
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
BaseImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
UE_LOG(LogTextureCompressor, Verbose,
TEXT("Source image %dx%d too large for compressors max dimension (%d). Resizing."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
GenerateMipChain(BuildSettings, bSuitableFormat ? BaseImage : Temp, GeneratedSourceMips, LevelsToUsableSource);
check(GeneratedSourceMips.Num() != 0);
// Note: The newly generated mip chain does not include the original top level mip.
StartMip--;
}
const TArray<FImage>& SourceMips = bBuildSourceImage ? GeneratedSourceMips : PostOptionalUpscaleSourceMips;
OutMipChain.Empty(NumOutputMips);
// Copy over base mips.
check(StartMip < SourceMips.Num());
int32 CopyCount = SourceMips.Num() - StartMip;
for (int32 MipIndex = StartMip; MipIndex < StartMip + CopyCount; ++MipIndex)
{
const FImage& Image = SourceMips[MipIndex];
const int32 SrcWidth = Image.SizeX;
const int32 SrcHeight = Image.SizeY;
ERawImageFormat::Type MipFormat = ERawImageFormat::RGBA32F;
// create base for the mip chain
FImage* Mip = new(OutMipChain) FImage();
if (bLongLatCubemap)
{
// Generate the base mip from the long-lat source image.
GenerateBaseCubeMipFromLongitudeLatitude2D(Mip, Image, BuildSettings.MaxTextureResolution);
}
else
{
// copy base source content to the base of the mip chain
if(BuildSettings.bApplyKernelToTopMip)
{
FImage Temp;
Image.CopyTo(Temp, MipFormat, EGammaSpace::Linear);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(Temp);
}
GenerateTopMip(Temp, *Mip, BuildSettings);
}
else
{
Image.CopyTo(*Mip, MipFormat, EGammaSpace::Linear);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(*Mip);
}
}
}
// Apply color adjustments
AdjustImageColors(*Mip, BuildSettings);
if (BuildSettings.bComputeBokehAlpha)
{
// To get the occlusion in the BokehDOF shader working for all Bokeh textures.
ComputeBokehAlpha(*Mip);
}
if (BuildSettings.bFlipGreenChannel)
{
FlipGreenChannel(*Mip);
}
}
// Generate any missing mips in the chain.
if (NumOutputMips > OutMipChain.Num())
{
// Do angular filtering of cubemaps if requested.
if (BuildSettings.bCubemap)
{
GenerateAngularFilteredMips(OutMipChain, NumOutputMips, BuildSettings.DiffuseConvolveMipLevel);
}
else
{
GenerateMipChain(BuildSettings, OutMipChain.Last(), OutMipChain);
}
}
check(OutMipChain.Num() == NumOutputMips);
// Apply post-mip generation adjustments.
if (BuildSettings.bReplicateRed)
{
ReplicateRedChannel(OutMipChain);
}
else if (BuildSettings.bReplicateAlpha)
{
ReplicateAlphaChannel(OutMipChain);
}
return true;
}
// @param CompositeTextureMode original type ECompositeTextureMode
// @return true on success, false on failure. Can fail due to bad mismatched dimensions of incomplete mip chains.
bool ApplyCompositeTexture(TArray<FImage>& RoughnessSourceMips, const TArray<FImage>& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
uint32 MinLevel = FMath::Min(RoughnessSourceMips.Num(), NormalSourceMips.Num());
if( RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeX != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeX ||
RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeY != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeY )
{
//incomplete mip chain or mismatched dimensions so bail
return false;
}
for(uint32 Level = 0; Level < MinLevel; ++Level)
{
::ApplyCompositeTexture(RoughnessSourceMips[RoughnessSourceMips.Num() - 1 - Level], NormalSourceMips[NormalSourceMips.Num() - 1 - Level], CompositeTextureMode, CompositePower);
}
return true;
}
};
IMPLEMENT_MODULE(FTextureCompressorModule, TextureCompressor)