Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderUtils.h
Jack Porter 8618807af5 Minor comment changes to mobile decals
[CL 2600154 by Jack Porter in Main branch]
2015-06-25 02:49:34 -04:00

300 lines
8.8 KiB
C

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderCore.h"
#include "RenderResource.h"
#include "PackedNormal.h"
/**
* Constructs a basis matrix for the axis vectors and returns the sign of the determinant
*
* @param XAxis - x axis (tangent)
* @param YAxis - y axis (binormal)
* @param ZAxis - z axis (normal)
* @return sign of determinant either -1 or +1
*/
FORCEINLINE float GetBasisDeterminantSign( const FVector& XAxis, const FVector& YAxis, const FVector& ZAxis )
{
FMatrix Basis(
FPlane(XAxis,0),
FPlane(YAxis,0),
FPlane(ZAxis,0),
FPlane(0,0,0,1)
);
return (Basis.Determinant() < 0) ? -1.0f : +1.0f;
}
/**
* Constructs a basis matrix for the axis vectors and returns the sign of the determinant
*
* @param XAxis - x axis (tangent)
* @param YAxis - y axis (binormal)
* @param ZAxis - z axis (normal)
* @return sign of determinant either 0 (-1) or +1 (255)
*/
FORCEINLINE uint8 GetBasisDeterminantSignByte( const FPackedNormal& XAxis, const FPackedNormal& YAxis, const FPackedNormal& ZAxis )
{
return FMath::TruncToInt(GetBasisDeterminantSign(XAxis,YAxis,ZAxis) * 127.5f + 127.5f);
}
/** Information about a pixel format. */
struct FPixelFormatInfo
{
const TCHAR* Name;
int32 BlockSizeX,
BlockSizeY,
BlockSizeZ,
BlockBytes,
NumComponents;
/** Platform specific token, e.g. D3DFORMAT with D3DDrv */
uint32 PlatformFormat;
/** Whether the texture format is supported on the current platform/ rendering combination */
bool Supported;
EPixelFormat UnrealFormat;
};
extern RENDERCORE_API FPixelFormatInfo GPixelFormats[PF_MAX]; // Maps members of EPixelFormat to a FPixelFormatInfo describing the format.
#define NUM_DEBUG_UTIL_COLORS (32)
static const FColor DebugUtilColor[NUM_DEBUG_UTIL_COLORS] =
{
FColor(20,226,64),
FColor(210,21,0),
FColor(72,100,224),
FColor(14,153,0),
FColor(186,0,186),
FColor(54,0,175),
FColor(25,204,0),
FColor(15,189,147),
FColor(23,165,0),
FColor(26,206,120),
FColor(28,163,176),
FColor(29,0,188),
FColor(130,0,50),
FColor(31,0,163),
FColor(147,0,190),
FColor(1,0,109),
FColor(2,126,203),
FColor(3,0,58),
FColor(4,92,218),
FColor(5,151,0),
FColor(18,221,0),
FColor(6,0,131),
FColor(7,163,176),
FColor(8,0,151),
FColor(102,0,216),
FColor(10,0,171),
FColor(11,112,0),
FColor(12,167,172),
FColor(13,189,0),
FColor(16,155,0),
FColor(178,161,0),
FColor(19,25,126)
};
//
// CalculateImageBytes
//
extern RENDERCORE_API SIZE_T CalculateImageBytes(uint32 SizeX,uint32 SizeY,uint32 SizeZ,uint8 Format);
/** A global white texture. */
extern RENDERCORE_API class FTexture* GWhiteTexture;
/** A global black texture. */
extern RENDERCORE_API class FTexture* GBlackTexture;
/** A global black array texture. */
extern RENDERCORE_API class FTexture* GBlackArrayTexture;
/** A global black volume texture. */
extern RENDERCORE_API class FTexture* GBlackVolumeTexture;
/** A global white cube texture. */
extern RENDERCORE_API class FTexture* GWhiteTextureCube;
/** A global black cube texture. */
extern RENDERCORE_API class FTexture* GBlackTextureCube;
/** A global black cube array texture. */
extern RENDERCORE_API class FTexture* GBlackCubeArrayTexture;
/** A global texture that has a different solid color in each mip-level. */
extern RENDERCORE_API class FTexture* GMipColorTexture;
/** Number of mip-levels in 'GMipColorTexture' */
extern RENDERCORE_API int32 GMipColorTextureMipLevels;
// 4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing
extern RENDERCORE_API const uint32 GDiffuseConvolveMipLevel;
/** The indices for drawing a cube. */
extern RENDERCORE_API const uint16 GCubeIndices[12*3];
/**
* Maps from an X,Y,Z cube vertex coordinate to the corresponding vertex index.
*/
inline uint16 GetCubeVertexIndex(uint32 X,uint32 Y,uint32 Z) { return X * 4 + Y * 2 + Z; }
/**
* A 3x1 of xyz(11:11:10) format.
*/
struct FPackedPosition
{
union
{
struct
{
#if PLATFORM_LITTLE_ENDIAN
int32 X : 11;
int32 Y : 11;
int32 Z : 10;
#else
int32 Z : 10;
int32 Y : 11;
int32 X : 11;
#endif
} Vector;
uint32 Packed;
};
// Constructors.
FPackedPosition() : Packed(0) {}
FPackedPosition(const FVector& Other) : Packed(0)
{
Set(Other);
}
// Conversion operators.
FPackedPosition& operator=( FVector Other )
{
Set( Other );
return *this;
}
operator FVector() const;
VectorRegister GetVectorRegister() const;
// Set functions.
void Set( const FVector& InVector );
// Serializer.
friend FArchive& operator<<(FArchive& Ar,FPackedPosition& N);
};
/** Flags that control ConstructTexture2D */
enum EConstructTextureFlags
{
/** Compress RGBA8 to DXT */
CTF_Compress = 0x01,
/** Don't actually compress until the pacakge is saved */
CTF_DeferCompression = 0x02,
/** Enable SRGB on the texture */
CTF_SRGB = 0x04,
/** Generate mipmaps for the texture */
CTF_AllowMips = 0x08,
/** Use DXT1a to get 1 bit alpha but only 4 bits per pixel (note: color of alpha'd out part will be black) */
CTF_ForceOneBitAlpha = 0x10,
/** When rendering a masked material, the depth is in the alpha, and anywhere not rendered will be full depth, which should actually be alpha of 0, and anything else is alpha of 255 */
CTF_RemapAlphaAsMasked = 0x20,
/** Ensure the alpha channel of the texture is opaque white (255). */
CTF_ForceOpaque = 0x40,
/** Default flags (maps to previous defaults to ConstructTexture2D) */
CTF_Default = CTF_Compress | CTF_SRGB,
};
/**
* Calculates the extent of a mip.
*
* @param TextureSizeX Number of horizontal texels (for the base mip-level)
* @param TextureSizeY Number of vertical texels (for the base mip-level)
* @param Format Texture format
* @param MipIndex The index of the mip-map to compute the size of.
*/
RENDERCORE_API FIntPoint CalcMipMapExtent( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex );
/**
* Calculates the amount of memory used for a single mip-map of a texture.
*
* @param TextureSizeX Number of horizontal texels (for the base mip-level)
* @param TextureSizeY Number of vertical texels (for the base mip-level)
* @param Format Texture format
* @param MipIndex The index of the mip-map to compute the size of.
*/
RENDERCORE_API SIZE_T CalcTextureMipMapSize( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex );
/**
* Calculates the amount of memory used for a texture.
*
* @param SizeX Number of horizontal texels (for the base mip-level)
* @param SizeY Number of vertical texels (for the base mip-level)
* @param Format Texture format
* @param MipCount Number of mip-levels (including the base mip-level)
*/
RENDERCORE_API SIZE_T CalcTextureSize( uint32 SizeX, uint32 SizeY, EPixelFormat Format, uint32 MipCount );
/**
* Calculates the amount of memory used for a texture.
*
* @param SizeX Number of horizontal texels (for the base mip-level)
* @param SizeY Number of vertical texels (for the base mip-level)
* @param SizeY Number of depth texels (for the base mip-level)
* @param Format Texture format
* @param MipCount Number of mip-levels (including the base mip-level)
*/
RENDERCORE_API SIZE_T CalcTextureSize3D( uint32 SizeX, uint32 SizeY, uint32 SizeZ, EPixelFormat Format, uint32 MipCount );
/**
* Copies the data for a 2D texture between two buffers with potentially different strides.
* @param Source - The source buffer
* @param Dest - The destination buffer.
* @param SizeY - The height of the texture data to copy in pixels.
* @param Format - The format of the texture being copied.
* @param SourceStride - The stride of the source buffer.
* @param DestStride - The stride of the destination buffer.
*/
RENDERCORE_API void CopyTextureData2D(const void* Source,void* Dest,uint32 SizeY,EPixelFormat Format,uint32 SourceStride,uint32 DestStride);
/**
* enum to string
*
* @return e.g. "PF_B8G8R8A8"
*/
RENDERCORE_API const TCHAR* GetPixelFormatString(EPixelFormat InPixelFormat);
/**
* string to enum (not case sensitive)
*
* @param InPixelFormatStr e.g. "PF_B8G8R8A8", must not not be 0
*/
RENDERCORE_API EPixelFormat GetPixelFormatFromString(const TCHAR* InPixelFormatStr);
/**
* Convert from ECubeFace to text string
* @param Face - ECubeFace type to convert
* @return text string for cube face enum value
*/
RENDERCORE_API const TCHAR* GetCubeFaceName(ECubeFace Face);
/**
* Convert from text string to ECubeFace
* @param Name e.g. RandomNamePosX
* @return CubeFace_MAX if not recognized
*/
RENDERCORE_API ECubeFace GetCubeFaceFromName(const FString& Name);
RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector4();
RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector3();
RENDERCORE_API bool IsSimpleDynamicLightingEnabled();
/** Unit cube vertex buffer (VertexDeclarationFVector4) */
RENDERCORE_API FVertexBufferRHIRef& GetUnitCubeVertexBuffer();
/** Unit cube index buffer */
RENDERCORE_API FIndexBufferRHIRef& GetUnitCubeIndexBuffer();