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151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AutomationScreenshotOptions.generated.h"
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UENUM()
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enum class EComparisonTolerance : uint8
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{
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Zero,
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Low,
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Medium,
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High,
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Custom
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};
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USTRUCT()
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struct FComparisonToleranceAmount
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{
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GENERATED_BODY()
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public:
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FComparisonToleranceAmount()
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: Red(0)
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, Green(0)
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, Blue(0)
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, Alpha(0)
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, MinBrightness(0)
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, MaxBrightness(255)
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{
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}
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FComparisonToleranceAmount(uint8 R, uint8 G, uint8 B, uint8 A, uint8 InMinBrightness, uint8 InMaxBrightness)
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: Red(R)
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, Green(G)
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, Blue(B)
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, Alpha(A)
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, MinBrightness(InMinBrightness)
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, MaxBrightness(InMaxBrightness)
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{
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}
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public:
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Red;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Green;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Blue;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Alpha;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MinBrightness;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MaxBrightness;
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};
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USTRUCT(BlueprintType)
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struct FAutomationScreenshotOptions
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{
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GENERATED_BODY()
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public:
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FAutomationScreenshotOptions();
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/**
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* The desired resolution of the screenshot, if none is provided, it will use the default for the
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* platform setup in the automation settings.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FVector2D Resolution;
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/**
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* The delay before we take the screenshot.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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float Delay;
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/**
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*
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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bool bDisableNoisyRenderingFeatures;
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/**
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* Allows you to screenshot a buffer other than the default final lit scene image. Useful if you're
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* trying to build a test for a specific GBuffer, that may be harder to tell if errors are introduced
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* in it.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FName VisualizeBuffer;
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/**
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* These are quick defaults for tolerance levels, we default to low, because generally there's some
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* constant variability in every pixel's color introduced by TxAA.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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EComparisonTolerance Tolerance;
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/**
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* For each channel and brightness levels you can control a region where the colors are found to be
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* essentially the same. Generally this is necessary as modern rendering techniques tend to introduce
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* noise constantly to hide aliasing.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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FComparisonToleranceAmount ToleranceAmount;
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/**
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* After you've accounted for color tolerance changes, you now need to control for local acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels. Unlike the MaximumGlobalError, the MaximumLocalError works by focusing
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* on a smaller subset of the image. These chunks will have be compared to the local error, in an attempt
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* to locate hot spots of change that are important, that would be ignored by the global error.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumLocalError;
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/**
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* After you've accounted for color tolerance changes, you now need to control for total acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumGlobalError;
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/**
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* If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, is
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* that the pixel shifted a little.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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bool bIgnoreAntiAliasing;
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/**
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* If this is true, all we compare is luminance of the scene.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", AdvancedDisplay)
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bool bIgnoreColors;
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public:
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void SetToleranceAmounts(EComparisonTolerance InTolerance);
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};
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