You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
163 lines
7.4 KiB
C++
163 lines
7.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "SlateMaterialShader.h"
|
|
#include "Materials/Material.h"
|
|
#include "ShaderParameterUtils.h"
|
|
|
|
IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderVS);
|
|
IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderPS);
|
|
|
|
FSlateMaterialShaderVS::FSlateMaterialShaderVS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer)
|
|
: FMaterialShader(Initializer)
|
|
{
|
|
ViewProjection.Bind(Initializer.ParameterMap, TEXT("ViewProjection"));
|
|
SwitchVerticalAxisMultiplier.Bind( Initializer.ParameterMap, TEXT("SwitchVerticalAxisMultiplier"));
|
|
}
|
|
|
|
|
|
void FSlateMaterialShaderVS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
// Set defines based on what this shader will be used for
|
|
OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 );
|
|
OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs );
|
|
OutEnvironment.SetDefine(TEXT("HAS_SCREEN_POSITION"), (bool)Parameters.MaterialParameters.bHasVertexPositionOffsetConnected);
|
|
OutEnvironment.SetDefine(TEXT("SCENE_TEXTURES_DISABLED"), 1);
|
|
|
|
FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment );
|
|
}
|
|
|
|
bool FSlateMaterialShaderVS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
|
|
{
|
|
return Parameters.MaterialParameters.MaterialDomain == MD_UI;
|
|
}
|
|
|
|
void FSlateMaterialShaderVS::SetViewProjection(FRHICommandList& RHICmdList, const FMatrix44f& InViewProjection )
|
|
{
|
|
SetShaderValue(RHICmdList, RHICmdList.GetBoundVertexShader(), ViewProjection, InViewProjection );
|
|
}
|
|
|
|
void FSlateMaterialShaderVS::SetMaterialShaderParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material)
|
|
{
|
|
FRHIVertexShader* ShaderRHI = RHICmdList.GetBoundVertexShader();
|
|
SetViewParameters(RHICmdList, ShaderRHI, View, View.ViewUniformBuffer);
|
|
FMaterialShader::SetParameters<FRHIVertexShader>(RHICmdList, ShaderRHI, MaterialRenderProxy, *Material, View);
|
|
}
|
|
|
|
void FSlateMaterialShaderVS::SetVerticalAxisMultiplier(FRHICommandList& RHICmdList, float InMultiplier )
|
|
{
|
|
SetShaderValue(RHICmdList, RHICmdList.GetBoundVertexShader(), SwitchVerticalAxisMultiplier, InMultiplier );
|
|
}
|
|
|
|
bool FSlateMaterialShaderPS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
|
|
{
|
|
return Parameters.MaterialParameters.MaterialDomain == MD_UI;
|
|
}
|
|
|
|
|
|
void FSlateMaterialShaderPS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
// Set defines based on what this shader will be used for
|
|
OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 );
|
|
OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs);
|
|
OutEnvironment.SetDefine( TEXT("SCENE_TEXTURES_DISABLED"), 1);
|
|
|
|
FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment );
|
|
}
|
|
|
|
FSlateMaterialShaderPS::FSlateMaterialShaderPS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer)
|
|
: FMaterialShader(Initializer)
|
|
{
|
|
ShaderParams.Bind(Initializer.ParameterMap, TEXT("ShaderParams"));
|
|
ShaderParams2.Bind(Initializer.ParameterMap, TEXT("ShaderParams2"));
|
|
GammaAndAlphaValues.Bind(Initializer.ParameterMap, TEXT("GammaAndAlphaValues"));
|
|
DrawFlags.Bind(Initializer.ParameterMap, TEXT("DrawFlags"));
|
|
AdditionalTextureParameter.Bind(Initializer.ParameterMap, TEXT("ElementTexture"));
|
|
TextureParameterSampler.Bind(Initializer.ParameterMap, TEXT("ElementTextureSampler"));
|
|
}
|
|
|
|
void FSlateMaterialShaderPS::SetBlendState(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FMaterial* Material)
|
|
{
|
|
EBlendMode BlendMode = Material->GetBlendMode();
|
|
|
|
switch (BlendMode)
|
|
{
|
|
default:
|
|
case BLEND_Opaque:
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
break;
|
|
case BLEND_Masked:
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
break;
|
|
case BLEND_Translucent:
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_InverseDestAlpha, BF_One>::GetRHI();
|
|
break;
|
|
case BLEND_Additive:
|
|
// Add to the existing scene color
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI();
|
|
break;
|
|
case BLEND_Modulate:
|
|
// Modulate with the existing scene color
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_Zero, BF_SourceColor>::GetRHI();
|
|
break;
|
|
case BLEND_AlphaComposite:
|
|
// Blend with existing scene color. New color is already pre-multiplied by alpha.
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_One, BF_InverseSourceAlpha>::GetRHI();
|
|
break;
|
|
case BLEND_AlphaHoldout:
|
|
// Blend by holding out the matte shape of the source alpha
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI();
|
|
break;
|
|
|
|
};
|
|
}
|
|
|
|
void FSlateMaterialShaderPS::SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material, const FShaderParams& InShaderParams)
|
|
{
|
|
FRHIPixelShader* ShaderRHI = RHICmdList.GetBoundPixelShader();
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, ShaderParams, (FVector4f)InShaderParams.PixelParams);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ShaderParams2, (FVector4f)InShaderParams.PixelParams2);
|
|
|
|
SetViewParameters(RHICmdList, ShaderRHI, View, View.ViewUniformBuffer);
|
|
FMaterialShader::SetParameters<FRHIPixelShader>(RHICmdList, ShaderRHI, MaterialRenderProxy, *Material, View);
|
|
}
|
|
|
|
void FSlateMaterialShaderPS::SetAdditionalTexture( FRHICommandList& RHICmdList, FRHITexture* InTexture, const FSamplerStateRHIRef SamplerState )
|
|
{
|
|
SetTextureParameter(RHICmdList, RHICmdList.GetBoundPixelShader(), AdditionalTextureParameter, TextureParameterSampler, SamplerState, InTexture );
|
|
}
|
|
|
|
void FSlateMaterialShaderPS::SetDisplayGammaAndContrast(FRHICommandList& RHICmdList, float InDisplayGamma, float InContrast)
|
|
{
|
|
FVector4f InGammaValues(2.2f / InDisplayGamma, 1.0f / InDisplayGamma, 0.0f, InContrast);
|
|
|
|
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), GammaAndAlphaValues, InGammaValues);
|
|
}
|
|
|
|
void FSlateMaterialShaderPS::SetDrawFlags(FRHICommandList& RHICmdList, bool bDrawDisabledEffect)
|
|
{
|
|
FVector4f InDrawFlags(bDrawDisabledEffect ? 1 : 0, 0, 0, 0);
|
|
|
|
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), DrawFlags, InDrawFlags);
|
|
}
|
|
|
|
|
|
#define IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(bUseInstancing) \
|
|
typedef TSlateMaterialShaderVS<bUseInstancing> TSlateMaterialShaderVS##bUseInstancing; \
|
|
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderVS##bUseInstancing, TEXT("/Engine/Private/SlateVertexShader.usf"), TEXT("Main"), SF_Vertex);
|
|
|
|
/** Instancing vertex shader */
|
|
IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(true);
|
|
/** Non instancing vertex shader */
|
|
IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(false);
|
|
|
|
#define IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ShaderType) \
|
|
typedef TSlateMaterialShaderPS<ESlateShader::ShaderType> TSlateMaterialShaderPS##ShaderType; \
|
|
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderPS##ShaderType, TEXT("/Engine/Private/SlateElementPixelShader.usf"), TEXT("Main"), SF_Pixel);
|
|
|
|
IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Custom)
|
|
IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Default);
|
|
IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Border);
|
|
IMPLEMENT_SLATE_MATERIALSHADER_TYPE(GrayscaleFont);
|
|
IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ColorFont);
|