Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/BakeRenderCaptureTool.cpp
matija kecman cd9f7b5ac9 Initial version of Render Capture Baking tool
#rnx
#jira none
#preflight 19090412
#rb lonnie.li

[CL 19499270 by matija kecman in ue5-main branch]
2022-03-24 14:11:45 -04:00

1112 lines
40 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BakeRenderCaptureTool.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/StaticMeshBackedTarget.h"
#include "ToolTargetManager.h"
#include "DynamicMesh/MeshTransforms.h"
#include "ModelingToolTargetUtil.h"
#include "ModelingObjectsCreationAPI.h"
#include "Sampling/MeshGenericWorldPositionBaker.h"
#include "Image/ImageInfilling.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UBakeRenderCaptureTool"
//
// Implementation details
//
static FName BaseColorTexParamName = FName("BaseColor");
static FName RoughnessTexParamName = FName("Roughness");
static FName MetallicTexParamName = FName("Metallic");
static FName SpecularTexParamName = FName("Specular");
static FName EmissiveTexParamName = FName("Emissive");
static FName NormalTexParamName = FName("NormalMap");
static FName PackedMRSTexParamName = FName("PackedMRS");
class FBakeRenderCaptureOptions
{
public:
enum class ETextureSizePolicy : uint8
{
TextureSize = 0,
TexelDensity = 1
};
/**
* Input options to Actor Approximation process
*/
struct FOptions
{
// Base path for generated assets. Names will be generated by appending strings to this path.
FString BasePackagePath;
//
// Material approximation settings
//
int32 RenderCaptureImageSize = 1024;
// render capture parameters
double FieldOfViewDegrees = 45.0;
double NearPlaneDist = 1.0;
bool bMaximizeBakeParallelism = true; // if true, photocapture is computed at the same time as mesh generation. Faster but requires more memory.
//
// Material output settings
//
// A new MIC derived from this material will be created and assigned to the generated mesh
UMaterialInterface* BakeMaterial = nullptr; // if null, will use /MeshModelingToolsetExp/Materials/FullMaterialBakePreviewMaterial_PackedMRS instead
bool bBakeBaseColor = true;
bool bBakeRoughness = true;
bool bBakeMetallic = true;
bool bBakeSpecular = true;
bool bBakeEmissive = true;
bool bBakeNormalMap = true;
bool bUsePackedMRS = true;
// output texture options
FBakeRenderCaptureOptions::ETextureSizePolicy TextureSizePolicy = FBakeRenderCaptureOptions::ETextureSizePolicy::TextureSize;
int32 TextureImageSize = 1024;
float MeshTexelDensity = 0;
// supersampling parameter
int32 AntiAliasMultiSampling = 0;
//
// Mesh settings
//
// Which UV layer of the Target mesh (the one we're baking to) should be used
int32 TargetUVLayer = 0;
//
// Debug settings
//
// print useful information to the Output Log
bool bVerbose = false;
// create a flattened (ie non-instanced) mesh and save it with _DEBUG suffix. Warning often absolutely enormous!
bool bWriteDebugMesh = false;
};
/**
* Construct an FOptions from the provided FMeshApproximationSettings.
*/
static FOptions ConstructOptions(
const UBakeRenderCaptureToolProperties& UseSettings,
const UBakeRenderCaptureInputToolProperties& InputMeshSettings)
{
//
// Construct options for ApproximateActors operation
//
FOptions Options;
Options.TargetUVLayer = InputMeshSettings.TargetUVLayerNamesList.IndexOfByKey(InputMeshSettings.TargetUVLayer);
// Options.BasePackagePath // @Incomplete
Options.RenderCaptureImageSize = (UseSettings.RenderCaptureResolution == 0) ? Options.TextureImageSize : UseSettings.RenderCaptureResolution;
Options.FieldOfViewDegrees = UseSettings.CaptureFieldOfView;
Options.NearPlaneDist = UseSettings.NearPlaneDist;
//Options.bMaximizeBakeParallelism = true; // @Incomplete
//Options.bBakeBaseColor // @Incomplete
Options.bBakeRoughness = UseSettings.MaterialSettings.bRoughnessMap;
Options.bBakeMetallic = UseSettings.MaterialSettings.bMetallicMap;
Options.bBakeSpecular = UseSettings.MaterialSettings.bSpecularMap;
Options.bBakeEmissive = UseSettings.MaterialSettings.bEmissiveMap;
Options.bBakeNormalMap = UseSettings.MaterialSettings.bNormalMap;
Options.bUsePackedMRS = UseSettings.MaterialSettings.bPackedMRSMap;
//Options.TextureSizePolicy // @Incomplete
Options.TextureImageSize = UseSettings.MaterialSettings.TextureSize;
//Options.MeshTexelDensity // @Incomplete
Options.AntiAliasMultiSampling = FMath::Max(1, UseSettings.MultiSamplingAA);
// @Incomplete
//Options.bGenerateNaniteEnabledMesh
//Options.NaniteProxyTrianglePercent
//Options.bSupportRayTracing
//Options.bAllowDistanceField
//Options.bGenerateLightmapUVs
//Options.bCreatePhysicsBody
//Options.bVerbose
//Options.bWriteDebugMesh
return Options;
}
};
static int32 GetMeshTextureSizeFromTargetTexelDensity(const FDynamicMesh3& Mesh, float TargetTexelDensity)
{
const FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
double Mesh3DArea = 0;
double MeshUVArea = 0;
for (int TriangleID : Mesh.TriangleIndicesItr())
{
// World space area
Mesh3DArea += Mesh.GetTriArea(TriangleID);
FIndex3i UVVertices = UVOverlay->GetTriangle(TriangleID);
FTriangle2d TriangleUV = FTriangle2d(
(FVector2d)UVOverlay->GetElement(UVVertices.A),
(FVector2d)UVOverlay->GetElement(UVVertices.B),
(FVector2d)UVOverlay->GetElement(UVVertices.C));
// UV space area
MeshUVArea += TriangleUV.Area();
}
double TexelRatio = FMath::Sqrt(MeshUVArea / Mesh3DArea) * 100;
// Compute the perfect texture size that would get us to our texture density
// Also compute the nearest power of two sizes (below and above our target)
const int32 SizePerfect = FMath::CeilToInt(TargetTexelDensity / TexelRatio);
const int32 SizeHi = FMath::RoundUpToPowerOfTwo(SizePerfect);
const int32 SizeLo = SizeHi >> 1;
// Compute the texel density we achieve with these two texture sizes
const double TexelDensityLo = SizeLo * TexelRatio;
const double TexelDensityHi = SizeHi * TexelRatio;
// Select best match between low & high res textures.
const double TexelDensityLoDiff = TargetTexelDensity - TexelDensityLo;
const double TexelDensityHiDiff = TexelDensityHi - TargetTexelDensity;
const int32 BestTextureSize = TexelDensityLoDiff < TexelDensityHiDiff ? SizeLo : SizeHi;
return BestTextureSize;
}
static TUniquePtr<FSceneCapturePhotoSet> CapturePhotoSet(
const TArray<TObjectPtr<AActor>>& Actors,
const FBakeRenderCaptureOptions::FOptions& Options
)
{
TRACE_CPUPROFILER_EVENT_SCOPE(CapturePhotoSet);
double FieldOfView = Options.FieldOfViewDegrees;
double NearPlaneDist = Options.NearPlaneDist;
FImageDimensions CaptureDimensions(Options.RenderCaptureImageSize, Options.RenderCaptureImageSize);
TUniquePtr<FSceneCapturePhotoSet> SceneCapture = MakeUnique<FSceneCapturePhotoSet>();
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::BaseColor, Options.bBakeBaseColor);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::WorldNormal, Options.bBakeNormalMap);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Emissive, Options.bBakeEmissive);
bool bMetallic = Options.bBakeMetallic;
bool bRoughness = Options.bBakeRoughness;
bool bSpecular = Options.bBakeSpecular;
// if (Options.bUsePackedMRS && (bMetallic || bRoughness || bSpecular ) )
if (Options.bUsePackedMRS)
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, true);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, false);
}
else
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, bRoughness);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, bMetallic);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, bSpecular);
}
SceneCapture->SetCaptureSceneActors(Actors[0]->GetWorld(), Actors);
// SceneCapture->SetEnableWriteDebugImages(true);
SceneCapture->AddStandardExteriorCapturesFromBoundingBox(
CaptureDimensions, FieldOfView, NearPlaneDist,
true, true, true);
return SceneCapture;
}
static void ImageBuildersFromPhotoSet(
FSceneCapturePhotoSet* SceneCapture,
const FBakeRenderCaptureOptions::FOptions& Options,
const FDynamicMesh3* WorldTargetMesh,
const FMeshTangentsd* MeshTangents,
TUniquePtr<FBakeRenderCaptureResultsBuilder>& Results)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet);
int32 UVLayer = Options.TargetUVLayer;
int32 Supersample = FMath::Max(1, Options.AntiAliasMultiSampling);
if ( (Options.TextureImageSize * Supersample) > 16384)
{
UE_LOG(LogGeometry, Warning, TEXT("Ignoring requested supersampling rate %d because it would require image buffers with resolution %d, please try lower value."), Supersample, Options.TextureImageSize * Supersample);
Supersample = 1;
}
FImageDimensions OutputDimensions(Options.TextureImageSize*Supersample, Options.TextureImageSize*Supersample);
//FScopedSlowTask Progress(8.f, LOCTEXT("BakingTextures", "Baking Textures..."));
//Progress.MakeDialog(true);
//Progress.EnterProgressFrame(1.f, LOCTEXT("BakingSetup", "Setup..."));
FDynamicMeshAABBTree3 Spatial(WorldTargetMesh, true);
FMeshImageBakingCache TempBakeCache;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_MakeCache);
TempBakeCache.SetDetailMesh(WorldTargetMesh, &Spatial);
TempBakeCache.SetBakeTargetMesh(WorldTargetMesh);
TempBakeCache.SetDimensions(OutputDimensions);
TempBakeCache.SetUVLayer(UVLayer);
TempBakeCache.SetThickness(0.1);
TempBakeCache.SetCorrespondenceStrategy(FMeshImageBakingCache::ECorrespondenceStrategy::Identity);
TempBakeCache.ValidateCache();
}
//Progress.EnterProgressFrame(1.f, LOCTEXT("BakingBaseColor", "Baking Base Color..."));
FAxisAlignedBox3d TargetBounds = WorldTargetMesh->GetBounds();
double RayOffsetHackDist = (double)(100.0f * FMathf::ZeroTolerance * TargetBounds.MinDim() );
auto VisibilityFunction = [&Spatial, RayOffsetHackDist](const FVector3d& SurfPos, const FVector3d& ImagePosWorld)
{
FVector3d RayDir = ImagePosWorld - SurfPos;
double Dist = Normalize(RayDir);
FVector3d RayOrigin = SurfPos + RayOffsetHackDist * RayDir;
int32 HitTID = Spatial.FindNearestHitTriangle(FRay3d(RayOrigin, RayDir), IMeshSpatial::FQueryOptions(Dist));
return (HitTID == IndexConstants::InvalidID);
};
FSceneCapturePhotoSet::FSceneSample DefaultSample;
FVector4f InvalidColor(0, -1, 0, 1);
DefaultSample.BaseColor = FVector3f(InvalidColor.X, InvalidColor.Y, InvalidColor.Z);
FMeshGenericWorldPositionColorBaker BaseColorBaker;
BaseColorBaker.SetCache(&TempBakeCache);
BaseColorBaker.ColorSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::BaseColor(),
Position, Normal, VisibilityFunction, Sample);
return Sample.GetValue4f(ERenderCaptureType::BaseColor);
};
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_BakeColor);
BaseColorBaker.Bake();
}
// find "hole" pixels
TArray<FVector2i> MissingPixels;
Results->ColorImage = BaseColorBaker.TakeResult();
TMarchingPixelInfill<FVector4f> Infill;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_ComputeInfill);
TempBakeCache.FindSamplingHoles([&](const FVector2i& Coords)
{
return Results->ColorImage->GetPixel(Coords) == InvalidColor;
}, MissingPixels);
// solve infill for the holes while also caching infill information
Infill.ComputeInfill(*Results->ColorImage, MissingPixels, InvalidColor,
[](FVector4f SumValue, int32 Count) {
float InvSum = (Count == 0) ? 1.0f : (1.0f / Count);
return FVector4f(SumValue.X * InvSum, SumValue.Y * InvSum, SumValue.Z * InvSum, 1.0f);
});
}
// downsample the image if necessary
if (Supersample > 1)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_Downsample);
TImageBuilder<FVector4f> Downsampled = Results->ColorImage->FastDownsample(Supersample, FVector4f::Zero(), [](FVector4f V, int N) { return V / (float)N; });
*Results->ColorImage = MoveTemp(Downsampled);
}
// this lambda is used to process the per-channel images. It does the bake, applies infill, and downsamples if necessary
auto ProcessChannelFunc = [&](ERenderCaptureType CaptureType)
{
FVector4f DefaultValue(0, 0, 0, 0);
FMeshGenericWorldPositionColorBaker ChannelBaker;
ChannelBaker.SetCache(&TempBakeCache);
ChannelBaker.ColorSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::Single(CaptureType), Position, Normal, VisibilityFunction, Sample);
return Sample.GetValue4f(CaptureType);
};
ChannelBaker.Bake();
TUniquePtr<TImageBuilder<FVector4f>> Image = ChannelBaker.TakeResult();
Infill.ApplyInfill(*Image,
[](FVector4f SumValue, int32 Count) {
float InvSum = (Count == 0) ? 1.0f : (1.0f / Count);
return FVector4f(SumValue.X * InvSum, SumValue.Y * InvSum, SumValue.Z * InvSum, 1.0f);
});
if (Supersample > 1)
{
TImageBuilder<FVector4f> Downsampled = Image->FastDownsample(Supersample, FVector4f::Zero(), [](FVector4f V, int N) { return V / (float)N; });
*Image = MoveTemp(Downsampled);
}
return MoveTemp(Image);
};
bool bMetallic = Options.bBakeMetallic;
bool bRoughness = Options.bBakeRoughness;
bool bSpecular = Options.bBakeSpecular;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_OtherChannels);
// if (Options.bUsePackedMRS && (bMetallic || bRoughness || bSpecular))
if (Options.bUsePackedMRS)
{
Results->PackedMRSImage = ProcessChannelFunc(ERenderCaptureType::CombinedMRS);
}
else
{
if (bRoughness)
{
Results->RoughnessImage = ProcessChannelFunc(ERenderCaptureType::Roughness);
}
if (bMetallic)
{
Results->MetallicImage = ProcessChannelFunc(ERenderCaptureType::Metallic);
}
if (bSpecular)
{
Results->SpecularImage = ProcessChannelFunc(ERenderCaptureType::Specular);
}
}
if (Options.bBakeEmissive)
{
Results->EmissiveImage = ProcessChannelFunc(ERenderCaptureType::Emissive);
}
}
//Progress.EnterProgressFrame(1.f, LOCTEXT("BakingNormals", "Baking Normals..."));
if (Options.bBakeNormalMap)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ImageBuildersFromPhotoSet_Textures_NormalMapBake);
// no infill on normal map for now, doesn't make sense to do after mapping to tangent space!
// (should we build baked normal map in world space, and then resample to tangent space??)
FVector4f DefaultNormalValue(0, 0, 1, 1);
FMeshGenericWorldPositionNormalBaker NormalMapBaker;
NormalMapBaker.SetCache(&TempBakeCache);
NormalMapBaker.BaseMeshTangents = MeshTangents;
NormalMapBaker.NormalSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::WorldNormal(),
Position, Normal, VisibilityFunction, Sample);
FVector3f NormalColor = Sample.WorldNormal;
float x = (NormalColor.X - 0.5f) * 2.0f;
float y = (NormalColor.Y - 0.5f) * 2.0f;
float z = (NormalColor.Z - 0.5f) * 2.0f;
return FVector3f(x, y, z);
};
NormalMapBaker.Bake();
Results->NormalImage = NormalMapBaker.TakeResult();
if (Supersample > 1)
{
TImageBuilder<FVector3f> Downsampled = Results->NormalImage->FastDownsample(Supersample, FVector3f::Zero(), [](FVector3f V, int N) { return V / (float)N; });
*Results->NormalImage = MoveTemp(Downsampled);
}
}
// build textures
//Progress.EnterProgressFrame(1.f, LOCTEXT("BuildingTextures", "Building Textures..."));
}
//
// Tool Operators
//
class FRenderCaptureMapBakerOp : public TGenericDataOperator<FBakeRenderCaptureResultsBuilder>
{
public:
TArray<TObjectPtr<AActor>>* Actors;
UE::Geometry::FDynamicMesh3* BaseMesh = nullptr;
TSharedPtr<UE::Geometry::FMeshTangentsd, ESPMode::ThreadSafe> BaseMeshTangents;
FBakeRenderCaptureOptions::FOptions Options;
TObjectPtr<UBakeRenderCaptureInputToolProperties> InputMeshSettings;
FSceneCapturePhotoSet* SceneCapture;
// Begin TGenericDataOperator interface
// @Incomplete Use the Progress thing
virtual void CalculateResult(FProgressCancel* Progress) override
{
check(Actors != nullptr);
check(SceneCapture != nullptr);
FBakeRenderCaptureOptions::FOptions OverridenOptions = Options;
// evaluate required texture size if needed
if (Options.TextureSizePolicy == FBakeRenderCaptureOptions::ETextureSizePolicy::TexelDensity)
{
const int32 MaxTextureSize = 8192;
const int32 BestTextureSize = GetMeshTextureSizeFromTargetTexelDensity(*BaseMesh, Options.MeshTexelDensity);
if (BestTextureSize > MaxTextureSize)
{
UE_LOG(LogGeometry, Warning, TEXT("Mesh would require %dx%d textures, clamping down to maximum (%dx%d)"), BestTextureSize, BestTextureSize, MaxTextureSize, MaxTextureSize);
OverridenOptions.TextureImageSize = MaxTextureSize;
}
else
{
OverridenOptions.TextureImageSize = BestTextureSize;
}
}
// bake textures onto the target mesh by projecting/sampling the set of captured photos
ImageBuildersFromPhotoSet(SceneCapture, OverridenOptions, BaseMesh, BaseMeshTangents.Get(), Result);
}
// End TGenericDataOperator interface
};
//
// Tool Builder
//
const FToolTargetTypeRequirements& UBakeRenderCaptureToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass(),
UStaticMeshBackedTarget::StaticClass(), // FMeshSceneAdapter currently only supports StaticMesh targets
UMaterialProvider::StaticClass()
});
return TypeRequirements;
}
bool UBakeRenderCaptureToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
const int32 NumTargets = SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements());
return (NumTargets > 1);
}
UMultiSelectionMeshEditingTool* UBakeRenderCaptureToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UBakeRenderCaptureTool>(SceneState.ToolManager);
}
//
// Tool
//
void UBakeRenderCaptureTool::Setup()
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeRenderCaptureTool::Setup);
Super::Setup();
InitializePreviewMaterials();
// Initialize base mesh
const FTransformSRT3d BaseToWorld = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
PreviewMesh->ProcessMesh([this, BaseToWorld](const FDynamicMesh3& Mesh)
{
TargetMesh.Copy(Mesh);
TargetMeshTangents = MakeShared<FMeshTangentsd, ESPMode::ThreadSafe>(&TargetMesh);
TargetMeshTangents->CopyTriVertexTangents(Mesh);
// FMeshSceneAdapter operates in world space, so ensure our mesh transformed to world.
MeshTransforms::ApplyTransform(TargetMesh, BaseToWorld);
TargetSpatial.SetMesh(&TargetMesh, true);
});
// Initialize actors
const int NumTargets = Targets.Num();
Actors.Empty(NumTargets - 1);
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
if (AActor* Actor = UE::ToolTarget::GetTargetActor(Targets[Idx]))
{
Actors.Add(Actor);
}
}
UToolTarget* Target = Targets[0];
// Setup tool property sets
Settings = NewObject<UBakeRenderCaptureToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->MapPreview = BaseColorTexParamName.ToString(); // We always bake the base color
Settings->WatchProperty(Settings->MapPreview, [this](FString) { UpdateVisualization(); GetToolManager()->PostInvalidation(); });
Settings->WatchProperty(Settings->MultiSamplingAA, [this](int32) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->RenderCaptureResolution, [this](int32) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->MaterialSettings, [this](FMaterialProxySettingsRC) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->CaptureFieldOfView, [this](float) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->NearPlaneDist, [this](float) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->bPrintDebugMessages, [this](bool) { OpState |= EBakeOpState::Evaluate; }); // @Incomplete Actually make this do something or remove it
InputMeshSettings = NewObject<UBakeRenderCaptureInputToolProperties>(this);
InputMeshSettings->RestoreProperties(this);
AddToolPropertySource(InputMeshSettings);
InputMeshSettings->TargetStaticMesh = GetStaticMeshTarget(Target);
UpdateUVLayerNames(InputMeshSettings->TargetUVLayer, InputMeshSettings->TargetUVLayerNamesList, TargetMesh);
InputMeshSettings->WatchProperty(InputMeshSettings->TargetUVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
{
FBakeRenderCaptureOptions::FOptions Options = FBakeRenderCaptureOptions::ConstructOptions(*Settings, *InputMeshSettings);
Settings->MapPreviewNamesList.Add(NormalTexParamName.ToString());
Settings->MapPreviewNamesList.Add(BaseColorTexParamName.ToString());
Settings->MapPreviewNamesList.Add(RoughnessTexParamName.ToString());
Settings->MapPreviewNamesList.Add(MetallicTexParamName.ToString());
Settings->MapPreviewNamesList.Add(SpecularTexParamName.ToString());
Settings->MapPreviewNamesList.Add(EmissiveTexParamName.ToString());
Settings->MapPreviewNamesList.Add(PackedMRSTexParamName.ToString());
}
ResultSettings = NewObject<UBakeRenderCaptureResults>(this);
ResultSettings->RestoreProperties(this);
AddToolPropertySource(ResultSettings);
SetToolPropertySourceEnabled(ResultSettings, true);
// Hide the render capture meshes since this baker operates solely in world space which will occlude the preview of
// the target mesh.
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
UE::ToolTarget::HideSourceObject(Targets[Idx]);
}
OpState |= EBakeOpState::Evaluate;
SetToolDisplayName(LOCTEXT("ToolName", "Bake Render Capture"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Bake Render Capture. Select Bake Mesh (LowPoly) first, then select Detail Meshes (HiPoly) to bake. Assets will be created on Accept."),
EToolMessageLevel::UserNotification);
PostSetup();
}
void UBakeRenderCaptureTool::OnShutdown(EToolShutdownType ShutdownType)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeRenderCaptureTool::Shutdown);
Super::OnShutdown(ShutdownType);
Settings->SaveProperties(this);
InputMeshSettings->SaveProperties(this);
if (ComputeRC)
{
ComputeRC->Shutdown();
}
// Restore visibility of source meshes
const int NumTargets = Targets.Num();
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
UE::ToolTarget::ShowSourceObject(Targets[Idx]);
}
if (ShutdownType == EToolShutdownType::Accept)
{
IStaticMeshBackedTarget* StaticMeshTarget = Cast<IStaticMeshBackedTarget>(Targets[0]);
UObject* SourceAsset = StaticMeshTarget ? StaticMeshTarget->GetStaticMesh() : nullptr;
const UPrimitiveComponent* SourceComponent = UE::ToolTarget::GetTargetComponent(Targets[0]);
CreateTextureAssetsRC(SourceComponent->GetWorld(), SourceAsset);
}
// Clear actors on shutdown so that their lifetime is not tied to the lifetime of the tool
Actors.Empty();
}
void UBakeRenderCaptureTool::CreateTextureAssetsRC(UWorld* SourceWorld, UObject* SourceAsset)
{
bool bCreatedAssetOK = true;
const FString BaseName = UE::ToolTarget::GetTargetActor(Targets[0])->GetActorNameOrLabel();
auto CreateTextureAsset = [this, &bCreatedAssetOK, &SourceWorld, &SourceAsset](const FString& TexName, FTexture2DBuilder::ETextureType Type, TObjectPtr<UTexture2D> Tex)
{
// See :DeferredPopulateSourceData
FTexture2DBuilder::CopyPlatformDataToSourceData(Tex, Type);
// TODO The original implementation in ApproximateActors also did the following, see WriteTextureLambda in ApproximateActorsImpl.cpp
//if (Type == FTexture2DBuilder::ETextureType::Roughness
// || Type == FTexture2DBuilder::ETextureType::Metallic
// || Type == FTexture2DBuilder::ETextureType::Specular)
//{
// UE::AssetUtils::ConvertToSingleChannel(Texture);
//}
bCreatedAssetOK = bCreatedAssetOK &&
UE::Modeling::CreateTextureObject(
GetToolManager(),
FCreateTextureObjectParams{ 0, SourceWorld, SourceAsset, TexName, Tex }).IsOK();
};
if (ResultSettings->BaseColorMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *BaseColorTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Color, ResultSettings->BaseColorMap);
}
if (Settings->MaterialSettings.bNormalMap && ResultSettings->NormalMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *NormalTexParamName.ToString());
// Use ColorLinear because the baked NormalMap is in world space
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::ColorLinear, ResultSettings->NormalMap);
}
if (Settings->MaterialSettings.bEmissiveMap && ResultSettings->EmissiveMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *EmissiveTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::EmissiveHDR, ResultSettings->EmissiveMap);
}
if (Settings->MaterialSettings.bPackedMRSMap && ResultSettings->PackedMRSMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *PackedMRSTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::ColorLinear, ResultSettings->PackedMRSMap);
}
else
{
if (Settings->MaterialSettings.bMetallicMap && ResultSettings->MetallicMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *MetallicTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Metallic, ResultSettings->MetallicMap);
}
if (Settings->MaterialSettings.bRoughnessMap && ResultSettings->RoughnessMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *RoughnessTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Roughness, ResultSettings->RoughnessMap);
}
if (Settings->MaterialSettings.bSpecularMap && ResultSettings->SpecularMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *SpecularTexParamName.ToString());
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Specular, ResultSettings->SpecularMap);
}
}
ensure(bCreatedAssetOK);
//RecordAnalytics(BakeAnalytics, GetAnalyticsEventName());
}
void UBakeRenderCaptureTool::OnTick(float DeltaTime)
{
if (ComputeRC)
{
ComputeRC->Tick(DeltaTime);
const float ElapsedComputeTime = ComputeRC->GetElapsedComputeTime();
if (!CanAccept() && ElapsedComputeTime > SecondsBeforeWorkingMaterial)
{
UMaterialInstanceDynamic* ProgressMaterial =
static_cast<bool>(OpState & EBakeOpState::Invalid) ? ErrorPreviewMaterial : WorkingPreviewMaterial;
PreviewMesh->SetOverrideRenderMaterial(ProgressMaterial);
}
}
}
bool UBakeRenderCaptureTool::CanAccept() const
{
if ((OpState & EBakeOpState::Invalid) == EBakeOpState::Invalid)
{
return false;
}
if (ResultSettings->BaseColorMap == nullptr)
{
return false;
}
if (Settings->MaterialSettings.bNormalMap && ResultSettings->NormalMap == nullptr)
{
return false;
}
if (Settings->MaterialSettings.bEmissiveMap && ResultSettings->EmissiveMap == nullptr)
{
return false;
}
if (Settings->MaterialSettings.bPackedMRSMap)
{
if (ResultSettings->PackedMRSMap == nullptr)
{
return false;
}
}
else
{
if (Settings->MaterialSettings.bMetallicMap && ResultSettings->MetallicMap == nullptr)
{
return false;
}
if (Settings->MaterialSettings.bRoughnessMap && ResultSettings->RoughnessMap == nullptr)
{
return false;
}
if (Settings->MaterialSettings.bSpecularMap && ResultSettings->SpecularMap == nullptr)
{
return false;
}
}
return true;
}
TUniquePtr<UE::Geometry::TGenericDataOperator<FBakeRenderCaptureResultsBuilder>> UBakeRenderCaptureTool::FComputeFactory::MakeNewOperator()
{
TUniquePtr<FRenderCaptureMapBakerOp> Op = MakeUnique<FRenderCaptureMapBakerOp>();
Op->Actors = &Tool->Actors;
Op->BaseMesh = &Tool->TargetMesh;
Op->BaseMeshTangents = Tool->TargetMeshTangents;
Op->Options = FBakeRenderCaptureOptions::ConstructOptions(*Tool->Settings, *Tool->InputMeshSettings);
Op->SceneCapture = Tool->SceneCapture.Get();
return Op;
}
void UBakeRenderCaptureTool::OnMapsUpdatedRC(const TUniquePtr<FBakeRenderCaptureResultsBuilder>& NewResult)
{
FBakeRenderCaptureOptions::FOptions Options = FBakeRenderCaptureOptions::ConstructOptions(*Settings, *InputMeshSettings);
bool bMetallic = Options.bBakeMetallic;
bool bRoughness = Options.bBakeRoughness;
bool bSpecular = Options.bBakeSpecular;
check(IsInGameThread());
// We do this to defer work I guess, it was like this in the original ApproximateActors implementation :DeferredPopulateSourceData
constexpr bool bPopulateSourceData = false;
{
TRACE_CPUPROFILER_EVENT_SCOPE(BakeRenderCaptureTool_Textures_BuildTextures);
if (Options.bBakeBaseColor && NewResult->ColorImage.IsValid())
{
ResultSettings->BaseColorMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->ColorImage, FTexture2DBuilder::ETextureType::Color, true, bPopulateSourceData);
}
if (Options.bBakeEmissive && NewResult->EmissiveImage.IsValid())
{
ResultSettings->EmissiveMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->EmissiveImage, FTexture2DBuilder::ETextureType::EmissiveHDR, false, bPopulateSourceData);
ResultSettings->EmissiveMap->CompressionSettings = TC_HDR_Compressed;
}
if (Options.bBakeNormalMap && NewResult->NormalImage.IsValid())
{
// Use ColorLinear because the baked NormalMap is in world space
ResultSettings->NormalMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->NormalImage, FTexture2DBuilder::ETextureType::ColorLinear, false, bPopulateSourceData);
}
// if (Options.bUsePackedMRS && (bRoughness || bMetallic || bSpecular) && NewResult->PackedMRSImage.IsValid())
if (Options.bUsePackedMRS && NewResult->PackedMRSImage.IsValid())
{
ResultSettings->PackedMRSMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->PackedMRSImage, FTexture2DBuilder::ETextureType::ColorLinear, false, bPopulateSourceData);
}
else
{
if (bRoughness && NewResult->RoughnessImage.IsValid())
{
ResultSettings->RoughnessMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->RoughnessImage, FTexture2DBuilder::ETextureType::Roughness, false, bPopulateSourceData);
}
if (bMetallic && NewResult->MetallicImage.IsValid())
{
ResultSettings->MetallicMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->MetallicImage, FTexture2DBuilder::ETextureType::Metallic, false, bPopulateSourceData);
}
if (bSpecular && NewResult->SpecularImage.IsValid())
{
ResultSettings->SpecularMap = FTexture2DBuilder::BuildTextureFromImage(*NewResult->SpecularImage, FTexture2DBuilder::ETextureType::Specular, false, bPopulateSourceData);
}
}
}
//GatherAnalytics(*NewResult, CachedBakeSettings, BakeAnalytics);
UpdateVisualization();
GetToolManager()->PostInvalidation();
}
void UBakeRenderCaptureTool::InitializePreviewMaterials()
{
// EmptyColorMapWhite, EmptyColorMapBlack and EmptyNormalMap are defined in the base tool
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::EmissiveHDR, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyEmissiveMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::ColorLinear, FImageDimensions(16, 16));
Builder.Clear(FColor(0,0,0));
Builder.Commit(false);
EmptyPackedMRSMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Roughness, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyRoughnessMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Metallic, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyMetallicMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Specular, FImageDimensions(16, 16));
Builder.Commit(false);
EmptySpecularMap = Builder.GetTexture2D();
}
{
UMaterial* Material = LoadObject<UMaterial>(nullptr, TEXT("/MeshModelingToolsetExp/Materials/BakeRenderCapturePreviewMaterial"));
check(Material);
if (Material != nullptr)
{
PreviewMaterialRC = UMaterialInstanceDynamic::Create(Material, GetToolManager());
PreviewMaterialRC->SetTextureParameterValue(TEXT("BaseColor"), EmptyColorMapWhite);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Roughness"), EmptyRoughnessMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Metallic"), EmptyMetallicMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Specular"), EmptySpecularMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
}
{
UMaterial* Material = LoadObject<UMaterial>(nullptr, TEXT("/MeshModelingToolsetExp/Materials/FullMaterialBakePreviewMaterial_PackedMRS"));
check(Material);
if (Material != nullptr)
{
PreviewMaterialPackedRC = UMaterialInstanceDynamic::Create(Material, GetToolManager());
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("BaseColor"), EmptyColorMapWhite);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("PackedMRS"), EmptyPackedMRSMap);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
}
}
void UBakeRenderCaptureTool::InvalidateComputeRC()
{
if (!ComputeRC)
{
// Initialize background compute
ComputeRC = MakeUnique<TGenericDataBackgroundCompute<FBakeRenderCaptureResultsBuilder>>();
ComputeFactory.Tool = this;
ComputeRC->Setup(&ComputeFactory);
ComputeRC->OnResultUpdated.AddLambda([this](const TUniquePtr<FBakeRenderCaptureResultsBuilder>& NewResult) { OnMapsUpdatedRC(NewResult); });
}
ComputeRC->InvalidateResult();
OpState = EBakeOpState::Clean;
}
void UBakeRenderCaptureTool::UpdateResult()
{
if (OpState == EBakeOpState::Clean)
{
// Evaluation already launched/complete. Note that the ComputeRC background compute updates ResultSettings when
// they are available by calling OnMapsUpdatedRC in its OnResultUpdated delegate.
return;
}
//
// create a set of spatially located render captures of the scene ("photo set").
// @Refactor SceneCapture currently must happen on the game thread, we should try to fix that
//
FBakeRenderCaptureOptions::FOptions Options = FBakeRenderCaptureOptions::ConstructOptions(*Settings, *InputMeshSettings);
for (int Idx = 1; Idx < Targets.Num(); ++Idx)
{
UE::ToolTarget::ShowSourceObject(Targets[Idx]);
}
SceneCapture.Reset();
SceneCapture = CapturePhotoSet(Actors, Options);
for (int Idx = 1; Idx < Targets.Num(); ++Idx)
{
UE::ToolTarget::HideSourceObject(Targets[Idx]);
}
// @Incomplete Clear our invalid bitflag to check for valid inputs.
//OpState &= ~EBakeOpState::Invalid;
//OpState |= CheckValidInputs();
//if (static_cast<bool>(OpState & EBakeOpState::Invalid))
//{
// // Early exit if op input parameters are invalid.
// return;
//}
InvalidateResults();
// This should be the only point of compute invalidation to minimize synchronization issues.
InvalidateComputeRC();
}
void UBakeRenderCaptureTool::UpdateVisualization()
{
if (Settings->MapPreview.IsEmpty())
{
return;
}
FBakeRenderCaptureOptions::FOptions Options = FBakeRenderCaptureOptions::ConstructOptions(*Settings, *InputMeshSettings);
// bool bPackedMRS = Options.bUsePackedMRS && (Options.bBakeRoughness || Options.bBakeMetallic || Options.bBakeSpecular);
bool bPackedMRS = Options.bUsePackedMRS;
if (bPackedMRS)
{
TObjectPtr<UMaterialInstanceDynamic> Material = PreviewMaterialPackedRC;
PreviewMesh->SetOverrideRenderMaterial(Material);
if (VisualizationProps->bPreviewAsMaterial)
{
// We set all textures which were computed in the corresponding texture channels
Material->SetTextureParameterValue(TEXT("BaseColor"), Options.bBakeBaseColor ? ResultSettings->BaseColorMap : EmptyColorMapWhite);
Material->SetTextureParameterValue(TEXT("Emissive"), Options.bBakeEmissive ? ResultSettings->EmissiveMap : EmptyEmissiveMap);
Material->SetTextureParameterValue(TEXT("NormalMap"), Options.bBakeNormalMap ? ResultSettings->NormalMap : EmptyNormalMap);
Material->SetTextureParameterValue(TEXT("PackedMRS"), ResultSettings->PackedMRSMap);
}
else
{
// The BaseColor texture channel will be set according to the selected MapPreview
TObjectPtr<UTexture2D> BaseColorMap = EmptyColorMapWhite;
if (Options.bBakeBaseColor && Settings->MapPreview == BaseColorTexParamName.ToString())
{
BaseColorMap = ResultSettings->BaseColorMap;
}
else if (Options.bBakeEmissive && Settings->MapPreview == EmissiveTexParamName.ToString())
{
BaseColorMap = ResultSettings->EmissiveMap;
}
else if (Options.bBakeNormalMap && Settings->MapPreview == NormalTexParamName.ToString())
{
BaseColorMap = ResultSettings->NormalMap;
}
else if (Settings->MapPreview == PackedMRSTexParamName.ToString())
{
BaseColorMap = ResultSettings->PackedMRSMap;
}
Material->SetTextureParameterValue(TEXT("BaseColor"), BaseColorMap);
Material->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
Material->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
Material->SetTextureParameterValue(TEXT("PackedMRS"), EmptyPackedMRSMap);
}
Material->SetScalarParameterValue(TEXT("UVChannel"), Options.TargetUVLayer);
}
else
{
TObjectPtr<UMaterialInstanceDynamic> Material = PreviewMaterialRC;
PreviewMesh->SetOverrideRenderMaterial(Material);
if (VisualizationProps->bPreviewAsMaterial)
{
// We set all textures which were computed in the corresponding texture channels
Material->SetTextureParameterValue(TEXT("BaseColor"), Options.bBakeBaseColor ? ResultSettings->BaseColorMap : EmptyColorMapWhite);
Material->SetTextureParameterValue(TEXT("Roughness"), Options.bBakeRoughness ? ResultSettings->RoughnessMap : EmptyRoughnessMap);
Material->SetTextureParameterValue(TEXT("Metallic"), Options.bBakeMetallic ? ResultSettings->MetallicMap : EmptyMetallicMap);
Material->SetTextureParameterValue(TEXT("Specular"), Options.bBakeSpecular ? ResultSettings->SpecularMap : EmptySpecularMap);
Material->SetTextureParameterValue(TEXT("Emissive"), Options.bBakeEmissive ? ResultSettings->EmissiveMap : EmptyEmissiveMap);
Material->SetTextureParameterValue(TEXT("NormalMap"), Options.bBakeNormalMap ? ResultSettings->NormalMap : EmptyNormalMap);
}
else
{
// The BaseColor texture channel will be set according to the selected MapPreview
TObjectPtr<UTexture2D> BaseColorMap = EmptyColorMapWhite;
if (Options.bBakeBaseColor && Settings->MapPreview == BaseColorTexParamName.ToString())
{
BaseColorMap = ResultSettings->BaseColorMap;
}
else if (Options.bBakeRoughness && Settings->MapPreview == RoughnessTexParamName.ToString())
{
BaseColorMap = ResultSettings->RoughnessMap;
}
else if (Options.bBakeMetallic && Settings->MapPreview == MetallicTexParamName.ToString())
{
BaseColorMap = ResultSettings->MetallicMap;
}
else if (Options.bBakeSpecular && Settings->MapPreview == SpecularTexParamName.ToString())
{
BaseColorMap = ResultSettings->SpecularMap;
}
else if (Options.bBakeEmissive && Settings->MapPreview == EmissiveTexParamName.ToString())
{
BaseColorMap = ResultSettings->EmissiveMap;
}
else if (Options.bBakeNormalMap && Settings->MapPreview == NormalTexParamName.ToString())
{
BaseColorMap = ResultSettings->NormalMap;
}
Material->SetTextureParameterValue(TEXT("BaseColor"), BaseColorMap);
Material->SetTextureParameterValue(TEXT("Roughness"), EmptyRoughnessMap);
Material->SetTextureParameterValue(TEXT("Metallic"), EmptyMetallicMap);
Material->SetTextureParameterValue(TEXT("Specular"), EmptySpecularMap);
Material->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
Material->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
Material->SetScalarParameterValue(TEXT("UVChannel"), Options.TargetUVLayer);
}
}
void UBakeRenderCaptureTool::GatherAnalytics(FBakeAnalytics::FMeshSettings& Data)
{
}
void UBakeRenderCaptureTool::InvalidateResults()
{
ResultSettings->BaseColorMap = nullptr;
ResultSettings->RoughnessMap = nullptr;
ResultSettings->MetallicMap = nullptr;
ResultSettings->SpecularMap = nullptr;
ResultSettings->PackedMRSMap = nullptr;
ResultSettings->EmissiveMap = nullptr;
ResultSettings->NormalMap = nullptr;
}
#undef LOCTEXT_NAMESPACE