Files
UnrealEngineUWP/Engine/Source/Developer/MaterialUtilities/Private/MaterialUtilities.cpp
jamie hayes ec625768bf Partial backout of 33180448.
The displacement scaling material node doesn't work correctly with material instances that do not create static permutations, and we can't assume that displacement scaling of the material can be known as final during material translation. As a result, we stop trying to determine if a constant displacement could effectively disable tessellation and instead return to disabling displacement when the displacement pin has not been connected, which can still be used (via Material Attributes) to disable displacement based on static switches.

#rb massimo.tristano
#rnx

[CL 33576411 by jamie hayes in ue5-main branch]
2024-05-10 11:24:22 -04:00

2768 lines
114 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MaterialUtilities.h"
#include "EngineDefines.h"
#include "ShowFlags.h"
#include "Materials/MaterialInterface.h"
#include "Materials/Material.h"
#include "Engine/Texture2D.h"
#include "Misc/App.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Modules/ModuleManager.h"
#include "Misc/PackageName.h"
#include "LegacyScreenPercentageDriver.h"
#include "Materials/MaterialAttributeDefinitionMap.h"
#include "Materials/MaterialExpressionConstant.h"
#include "Materials/MaterialExpressionConstant4Vector.h"
#include "Materials/MaterialExpressionMultiply.h"
#include "Materials/MaterialRenderProxy.h"
#include "Engine/TextureCube.h"
#include "Engine/Texture2DArray.h"
#include "SceneView.h"
#include "SceneViewExtension.h"
#include "RendererInterface.h"
#include "EngineModule.h"
#include "ImageUtils.h"
#include "CanvasTypes.h"
#include "Materials/MaterialExpressionTextureSample.h"
#include "MaterialCompiler.h"
#include "MaterialDomain.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Materials/MaterialParameterCollection.h"
#include "LandscapeProxy.h"
#include "LandscapeComponent.h"
#include "Engine/StaticMesh.h"
#include "MeshUtilities.h"
#include "MeshRendering.h"
#include "MeshMergeData.h"
#include "PrimitiveSceneProxy.h"
#include "Templates/UniquePtr.h"
#include "TextureResource.h"
#include "IMaterialBakingModule.h"
#include "MaterialBakingStructures.h"
#include "MaterialOptions.h"
#include "StaticMeshAttributes.h"
#include "TextureCompiler.h"
#include "TriangleTypes.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#if WITH_EDITOR
#include "DeviceProfiles/DeviceProfile.h"
#include "Tests/AutomationEditorCommon.h"
#endif // WITH_EDITOR
IMPLEMENT_MODULE(FMaterialUtilities, MaterialUtilities);
DEFINE_LOG_CATEGORY_STATIC(LogMaterialUtilities, Log, All);
static TAutoConsoleVariable<int32> CVarMaterialUtilitiesWarmupFrames(
TEXT("MaterialUtilities.WarmupFrames"),
10,
TEXT("Number of frames to render before each capture in order to warmup various rendering systems (VT/Nanite/etc)."));
bool FMaterialUtilities::CurrentlyRendering = false;
TArray<UTextureRenderTarget2D*> FMaterialUtilities::RenderTargetPool;
void FMaterialUtilities::StartupModule()
{
FCoreUObjectDelegates::GetPreGarbageCollectDelegate().AddRaw(this, &FMaterialUtilities::OnPreGarbageCollect);
}
void FMaterialUtilities::ShutdownModule()
{
FCoreUObjectDelegates::GetPreGarbageCollectDelegate().RemoveAll(this);
ClearRenderTargetPool();
}
void FMaterialUtilities::OnPreGarbageCollect()
{
ClearRenderTargetPool();
}
UMaterialInterface* FMaterialUtilities::CreateProxyMaterialAndTextures(UPackage* OuterPackage, const FString& AssetName, const FBakeOutput& BakeOutput, const FMeshData& MeshData, const FMaterialData& MaterialData, UMaterialOptions* Options)
{
check(MaterialData.Material);
TArray<EMaterialProperty> SRGBEnabledProperties{ MP_BaseColor, MP_EmissiveColor, MP_SubsurfaceColor };
// Certain material properties use differen compression settings
TMap<EMaterialProperty, TextureCompressionSettings> SpecialCompressionSettingProperties;
SpecialCompressionSettingProperties.Add(MP_Normal, TC_Normalmap);
SpecialCompressionSettingProperties.Add(MP_Opacity, TC_Grayscale);
SpecialCompressionSettingProperties.Add(MP_OpacityMask, TC_Grayscale);
SpecialCompressionSettingProperties.Add(MP_AmbientOcclusion, TC_Grayscale);
UMaterial* BaseMaterial = GEngine->DefaultFlattenMaterial;
check(BaseMaterial);
/** Create Proxy material and populate flags */
UMaterialInstanceConstant* Material = FMaterialUtilities::CreateInstancedMaterial(BaseMaterial, OuterPackage, AssetName, RF_Public | RF_Standalone);
check(Material);
Material->BasePropertyOverrides.TwoSided = MaterialData.Material->IsTwoSided();
Material->BasePropertyOverrides.bOverride_TwoSided = MaterialData.Material->IsTwoSided();
Material->BasePropertyOverrides.bOverride_bIsThinSurface = MaterialData.Material->IsThinSurface();
Material->BasePropertyOverrides.DitheredLODTransition = MaterialData.Material->IsDitheredLODTransition();
Material->BasePropertyOverrides.bOverride_DitheredLODTransition = MaterialData.Material->IsDitheredLODTransition();
if (!IsOpaqueBlendMode(*MaterialData.Material))
{
Material->BasePropertyOverrides.bOverride_BlendMode = true;
Material->BasePropertyOverrides.BlendMode = MaterialData.Material->GetBlendMode();
}
FStaticParameterSet NewStaticParameterSet;
// iterate over each property and its size
for (auto Iterator : BakeOutput.PropertySizes)
{
EMaterialProperty Property = Iterator.Key;
FIntPoint DataSize = Iterator.Value;
// Retrieve pixel data for the current property
const TArray<FColor>& ColorData = BakeOutput.PropertyData.FindChecked(Property);
// Look up the property name string
const UEnum* PropertyEnum = StaticEnum<EMaterialProperty>();
FName PropertyName = PropertyEnum->GetNameByValue(Property);
FString TrimmedPropertyName = PropertyName.ToString();
TrimmedPropertyName.RemoveFromStart(TEXT("MP_"));
// If the pixel data isn't constant create a texture for it
if (ColorData.Num() > 1)
{
FMaterialParameterInfo ParameterInfo(*(TrimmedPropertyName + TEXT("Texture")));
FCreateTexture2DParameters CreateParams;
CreateParams.TextureGroup = TEXTUREGROUP_HierarchicalLOD;
CreateParams.CompressionSettings = SpecialCompressionSettingProperties.Contains(Property) ? SpecialCompressionSettingProperties.FindChecked(Property) : TC_Default;
CreateParams.bSRGB = SRGBEnabledProperties.Contains(Property);
// Make sure the texture is a VT if required by the material sampler
UTexture* DefaultTexture = nullptr;
Material->GetTextureParameterValue(ParameterInfo, DefaultTexture);
if (DefaultTexture)
{
CreateParams.bVirtualTexture = DefaultTexture->VirtualTextureStreaming;
}
UTexture* Texture = FMaterialUtilities::CreateTexture(OuterPackage, TEXT("T_") + AssetName + TEXT("_") + TrimmedPropertyName, DataSize, ColorData, CreateParams, RF_Public | RF_Standalone);
// Set texture parameter value on instance material
Material->SetTextureParameterValueEditorOnly(ParameterInfo, Texture);
FStaticSwitchParameter SwitchParameter;
SwitchParameter.ParameterInfo.Name = *(TEXT("Use") + TrimmedPropertyName);
SwitchParameter.Value = true;
SwitchParameter.bOverride = true;
NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
}
else
{
// Otherwise set either float4 or float constant values on instance material
FMaterialParameterInfo ParameterInfo(*(TrimmedPropertyName + TEXT("Const")));
if (Property == MP_BaseColor || Property == MP_EmissiveColor)
{
Material->SetVectorParameterValueEditorOnly(ParameterInfo, FLinearColor::FromSRGBColor(ColorData[0]));
}
else
{
Material->SetScalarParameterValueEditorOnly(ParameterInfo, FLinearColor::FromSRGBColor(ColorData[0]).R);
}
}
}
// Apply emissive scaling
if (BakeOutput.PropertyData.Contains(MP_EmissiveColor))
{
if (BakeOutput.EmissiveScale != 1.0f)
{
FMaterialParameterInfo ParameterInfo(TEXT("EmissiveScale"));
Material->SetScalarParameterValueEditorOnly(ParameterInfo, BakeOutput.EmissiveScale);
}
}
// If the used texture coordinate was not the default UV0 set the appropriate one on the instance material
if (MeshData.TextureCoordinateIndex != 0)
{
FStaticSwitchParameter SwitchParameter;
SwitchParameter.ParameterInfo.Name = TEXT("UseCustomUV");
SwitchParameter.Value = true;
SwitchParameter.bOverride = true;
NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
SwitchParameter.ParameterInfo.Name = *(TEXT("UseUV") + FString::FromInt(MeshData.TextureCoordinateIndex));
NewStaticParameterSet.StaticSwitchParameters.Add(SwitchParameter);
}
Material->UpdateStaticPermutation(NewStaticParameterSet);
Material->InitStaticPermutation();
Material->PostEditChange();
return Material;
}
UMaterialInterface* FMaterialUtilities::CreateProxyMaterialAndTextures(const FString& PackageName, const FString& AssetName, const FBakeOutput& BakeOutput, const FMeshData& MeshData, const FMaterialData& MaterialData, UMaterialOptions* Options)
{
UPackage* MaterialPackage = CreatePackage( *PackageName);
check(MaterialPackage);
MaterialPackage->FullyLoad();
MaterialPackage->Modify();
return CreateProxyMaterialAndTextures(MaterialPackage, AssetName, BakeOutput, MeshData, MaterialData, Options);
}
/*------------------------------------------------------------------------------
Helper classes for render material to texture
------------------------------------------------------------------------------*/
struct FExportMaterialCompiler : public FProxyMaterialCompiler
{
FExportMaterialCompiler(FMaterialCompiler* InCompiler) :
FProxyMaterialCompiler(InCompiler)
{}
// gets value stored by SetMaterialProperty()
virtual EShaderFrequency GetCurrentShaderFrequency() const override
{
// not used by Lightmass
return SF_Pixel;
}
virtual FMaterialShadingModelField GetMaterialShadingModels() const override
{
// not used by Lightmass
return MSM_MAX;
}
virtual FMaterialShadingModelField GetCompiledShadingModels() const override
{
// not used by Lightmass
return MSM_MAX;
}
virtual int32 WorldPosition(EWorldPositionIncludedOffsets WorldPositionIncludedOffsets) override
{
#if WITH_EDITOR
return Compiler->MaterialBakingWorldPosition();
#else
return Compiler->WorldPosition(WorldPositionIncludedOffsets);
#endif
}
virtual int32 ObjectWorldPosition(EPositionOrigin OriginType) override
{
return Compiler->ObjectWorldPosition(OriginType);
}
virtual int32 DistanceCullFade() override
{
return Compiler->Constant(1.0f);
}
virtual int32 ActorWorldPosition(EPositionOrigin OriginType) override
{
return Compiler->ActorWorldPosition(OriginType);
}
virtual int32 ParticleRelativeTime() override
{
return Compiler->Constant(0.0f);
}
virtual int32 ParticleMotionBlurFade() override
{
return Compiler->Constant(1.0f);
}
virtual int32 PixelNormalWS() override
{
// Current returning vertex normal since pixel normal will contain incorrect data (normal calculated from uv data used as vertex positions to render out the material)
return Compiler->VertexNormal();
}
virtual int32 ParticleRandom() override
{
return Compiler->Constant(0.0f);
}
virtual int32 ParticleDirection() override
{
return Compiler->Constant3(0.0f, 0.0f, 0.0f);
}
virtual int32 ParticleSpeed() override
{
return Compiler->Constant(0.0f);
}
virtual int32 ParticleSize() override
{
return Compiler->Constant2(0.0f,0.0f);
}
virtual int32 ParticleSpriteRotation() override
{
return Compiler->Constant2(0.0f, 0.0f);
}
virtual int32 ObjectRadius() override
{
return Compiler->Constant(500);
}
virtual int32 ObjectBounds() override
{
return Compiler->ObjectBounds();
}
virtual int32 PreSkinnedLocalBounds(int32 OutputIndex) override
{
return Compiler->PreSkinnedLocalBounds(OutputIndex);
}
virtual int32 CameraVector() override
{
return Compiler->Constant3(0.0f, 0.0f, 1.0f);
}
virtual int32 ReflectionAboutCustomWorldNormal(int32 CustomWorldNormal, int32 bNormalizeCustomWorldNormal) override
{
return Compiler->ReflectionAboutCustomWorldNormal(CustomWorldNormal, bNormalizeCustomWorldNormal);
}
virtual int32 VertexColor() override
{
return Compiler->VertexColor();
}
virtual int32 PreSkinnedPosition() override
{
return Compiler->PreSkinnedPosition();
}
virtual int32 PreSkinnedNormal() override
{
return Compiler->PreSkinnedNormal();
}
virtual int32 VertexInterpolator(uint32 InterpolatorIndex) override
{
return Compiler->VertexInterpolator(InterpolatorIndex);
}
virtual int32 LightVector() override
{
return Compiler->LightVector();
}
virtual int32 ReflectionVector() override
{
return Compiler->ReflectionVector();
}
virtual int32 AtmosphericFogColor(int32 WorldPosition, EPositionOrigin PositionOrigin) override
{
return INDEX_NONE;
}
virtual int32 PrecomputedAOMask() override
{
return Compiler->PrecomputedAOMask();
}
#if WITH_EDITOR
virtual int32 MaterialBakingWorldPosition() override
{
return Compiler->MaterialBakingWorldPosition();
}
#endif
virtual int32 AccessCollectionParameter(UMaterialParameterCollection* ParameterCollection, int32 ParameterIndex, int32 ComponentIndex) override
{
if (!ParameterCollection || ParameterIndex == -1)
{
return INDEX_NONE;
}
// Collect names of all parameters
TArray<FName> ParameterNames;
ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ false);
int32 NumScalarParameters = ParameterNames.Num();
ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ true);
// Find a parameter corresponding to ParameterIndex/ComponentIndex pair
int32 Index;
for (Index = 0; Index < ParameterNames.Num(); Index++)
{
FGuid ParameterId = ParameterCollection->GetParameterId(ParameterNames[Index]);
int32 CheckParameterIndex, CheckComponentIndex;
ParameterCollection->GetParameterIndex(ParameterId, CheckParameterIndex, CheckComponentIndex);
if (CheckParameterIndex == ParameterIndex && CheckComponentIndex == ComponentIndex)
{
// Found
break;
}
}
if (Index >= ParameterNames.Num())
{
// Not found, should not happen
return INDEX_NONE;
}
// Create code for parameter
if (Index < NumScalarParameters)
{
const FCollectionScalarParameter* ScalarParameter = ParameterCollection->GetScalarParameterByName(ParameterNames[Index]);
check(ScalarParameter);
return Constant(ScalarParameter->DefaultValue);
}
else
{
const FCollectionVectorParameter* VectorParameter = ParameterCollection->GetVectorParameterByName(ParameterNames[Index]);
check(VectorParameter);
const FLinearColor& Color = VectorParameter->DefaultValue;
return Constant4(Color.R, Color.G, Color.B, Color.A);
}
}
virtual EMaterialCompilerType GetCompilerType() const override { return EMaterialCompilerType::MaterialProxy; }
};
class FExportMaterialProxy : public FMaterial, public FMaterialRenderProxy
{
public:
FExportMaterialProxy()
: FMaterial()
, FMaterialRenderProxy(TEXT("FExportMaterialProxy"))
{
SetQualityLevelProperties(GMaxRHIFeatureLevel);
}
FExportMaterialProxy(UMaterialInterface* InMaterialInterface, EMaterialProperty InPropertyToCompile)
: FMaterial()
, FMaterialRenderProxy(GetPathNameSafe(InMaterialInterface->GetMaterial()))
, MaterialInterface(InMaterialInterface)
, PropertyToCompile(InPropertyToCompile)
{
SetQualityLevelProperties(GMaxRHIFeatureLevel);
Material = InMaterialInterface->GetMaterial();
ReferencedTextures = InMaterialInterface->GetReferencedTextures();
FPlatformMisc::CreateGuid(Id);
FMaterialResource* Resource = InMaterialInterface->GetMaterialResource(GMaxRHIFeatureLevel);
FMaterialShaderMapId ResourceId;
Resource->GetShaderMapId(GMaxRHIShaderPlatform, nullptr, ResourceId);
{
TArray<FShaderType*> ShaderTypes;
TArray<FVertexFactoryType*> VFTypes;
TArray<const FShaderPipelineType*> ShaderPipelineTypes;
GetDependentShaderAndVFTypes(GMaxRHIShaderPlatform, ResourceId.LayoutParams, ShaderTypes, ShaderPipelineTypes, VFTypes);
// Overwrite the shader map Id's dependencies with ones that came from the FMaterial actually being compiled (this)
// This is necessary as we change FMaterial attributes like GetShadingModels(), which factor into the ShouldCache functions that determine dependent shader types
ResourceId.SetShaderDependencies(ShaderTypes, ShaderPipelineTypes, VFTypes, GMaxRHIShaderPlatform);
}
// Override with a special usage so we won't re-use the shader map used by the material for rendering
switch (InPropertyToCompile)
{
case MP_BaseColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportBaseColor; break;
case MP_Specular: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSpecular; break;
case MP_Normal: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportNormal; break;
case MP_Tangent: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportTangent; break;
case MP_Metallic: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportMetallic; break;
case MP_Roughness: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportRoughness; break;
case MP_Anisotropy: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportAnisotropy; break;
case MP_AmbientOcclusion: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportAO; break;
case MP_EmissiveColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportEmissive; break;
case MP_Opacity: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacity; break;
case MP_OpacityMask: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacity; break;
case MP_SubsurfaceColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSubSurfaceColor; break;
default:
ensureMsgf(false, TEXT("ExportMaterial has no usage for property %i. Will likely reuse the normal rendering shader and crash later with a parameter mismatch"), (int32)InPropertyToCompile);
break;
};
CacheShaders(ResourceId, GMaxRHIShaderPlatform);
}
virtual bool IsUsedWithStaticLighting() const { return true; }
/** This override is required otherwise the shaders aren't ready for use when the surface is rendered resulting in a blank image */
virtual bool RequiresSynchronousCompilation() const override { return true; };
/**
* Should the shader for this material with the given platform, shader type and vertex
* factory type combination be compiled
*
* @param Platform The platform currently being compiled for
* @param ShaderType Which shader is being compiled
* @param VertexFactory Which vertex factory is being compiled (can be NULL)
*
* @return true if the shader should be compiled
*/
virtual bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const override
{
// Always cache - decreases performance but avoids missing shaders during exports.
return true;
}
virtual TArrayView<const TObjectPtr<UObject>> GetReferencedTextures() const override
{
return ReferencedTextures;
}
////////////////
// FMaterialRenderProxy interface.
virtual const FMaterial* GetMaterialNoFallback(ERHIFeatureLevel::Type InFeatureLevel) const override
{
if (GetRenderingThreadShaderMap())
{
return this;
}
return nullptr;
}
virtual const FMaterialRenderProxy* GetFallback(ERHIFeatureLevel::Type InFeatureLevel) const override
{
return UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
}
virtual bool GetParameterValue(EMaterialParameterType Type, const FHashedMaterialParameterInfo& ParameterInfo, FMaterialParameterValue& OutValue, const FMaterialRenderContext& Context) const override
{
return MaterialInterface->GetRenderProxy()->GetParameterValue(Type, ParameterInfo, OutValue, Context);
}
// Material properties.
/** Entry point for compiling a specific material property. This must call SetMaterialProperty. */
virtual int32 CompilePropertyAndSetMaterialProperty(EMaterialProperty Property, FMaterialCompiler* Compiler, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime) const override
{
// needs to be called in this function!!
Compiler->SetMaterialProperty(Property, OverrideShaderFrequency, bUsePreviousFrameTime);
int32 Ret = CompilePropertyAndSetMaterialPropertyWithoutCast(Property, Compiler);
return Compiler->ForceCast(Ret, FMaterialAttributeDefinitionMap::GetValueType(Property), MFCF_ExactMatch | MFCF_ReplicateValue);
}
/** helper for CompilePropertyAndSetMaterialProperty() */
int32 CompilePropertyAndSetMaterialPropertyWithoutCast(EMaterialProperty Property, FMaterialCompiler* Compiler) const
{
if (Property == MP_EmissiveColor || Property == MP_SubsurfaceColor)
{
const bool bIsOpaqueOrMasked = IsOpaqueOrMaskedBlendMode(*MaterialInterface);
UMaterial* ProxyMaterial = MaterialInterface->GetMaterial();
check(ProxyMaterial);
FExportMaterialCompiler ProxyCompiler(Compiler);
const uint32 ForceCast_Exact_Replicate = MFCF_ForceCast | MFCF_ExactMatch | MFCF_ReplicateValue;
switch (PropertyToCompile)
{
case MP_EmissiveColor:
// Emissive is ALWAYS returned...
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_EmissiveColor, ForceCast_Exact_Replicate);
case MP_BaseColor:
// Only return for Opaque and Masked...
if (bIsOpaqueOrMasked)
{
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_BaseColor, ForceCast_Exact_Replicate);
}
break;
case MP_Specular:
case MP_Roughness:
case MP_Anisotropy:
case MP_Metallic:
case MP_AmbientOcclusion:
case MP_SubsurfaceColor:
// Only return for Opaque and Masked...
if (bIsOpaqueOrMasked)
{
return MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate);
}
break;
case MP_Normal:
case MP_Tangent:
// Only return for Opaque and Masked...
if (bIsOpaqueOrMasked)
{
return Compiler->Add(
Compiler->Mul(MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate), Compiler->Constant(0.5f)), // [-1,1] * 0.5
Compiler->Constant(0.5f)); // [-0.5,0.5] + 0.5
}
break;
case MP_ShadingModel:
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_ShadingModel);
case MP_SurfaceThickness:
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_SurfaceThickness);
case MP_FrontMaterial:
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_FrontMaterial);
default:
return Compiler->Constant(1.0f);
}
return Compiler->Constant(0.0f);
}
else if (Property == MP_WorldPositionOffset || Property == MP_Displacement)
{
//This property MUST return 0 as a default or during the process of rendering textures out for lightmass to use, pixels will be off by 1.
return Compiler->Constant(0.0f);
}
else if (Property >= MP_CustomizedUVs0 && Property <= MP_CustomizedUVs7)
{
// Pass through customized UVs
return MaterialInterface->CompileProperty(Compiler, Property);
}
else if (Property == MP_ShadingModel)
{
return MaterialInterface->CompileProperty(Compiler, MP_ShadingModel);
}
else if (Property == MP_SurfaceThickness)
{
return MaterialInterface->CompileProperty(Compiler, MP_SurfaceThickness);
}
else if (Property == MP_FrontMaterial)
{
return MaterialInterface->CompileProperty(Compiler, MP_FrontMaterial);
}
else
{
return Compiler->Constant(1.0f);
}
}
virtual FString GetMaterialUsageDescription() const override
{
return FString::Printf(TEXT("ExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL"));
}
virtual EMaterialDomain GetMaterialDomain() const override
{
if (Material)
{
return Material->MaterialDomain;
}
return MD_Surface;
}
virtual bool IsTwoSided() const override
{
if (MaterialInterface)
{
return MaterialInterface->IsTwoSided();
}
return false;
}
virtual bool IsThinSurface() const override
{
if (MaterialInterface)
{
return MaterialInterface->IsThinSurface();
}
return false;
}
virtual bool IsDitheredLODTransition() const override
{
if (MaterialInterface)
{
return MaterialInterface->IsDitheredLODTransition();
}
return false;
}
virtual bool IsLightFunction() const override
{
if (Material)
{
return (Material->MaterialDomain == MD_LightFunction);
}
return false;
}
virtual bool IsDeferredDecal() const override
{
return Material && Material->MaterialDomain == MD_DeferredDecal;
}
virtual bool IsSpecialEngineMaterial() const override
{
if (Material)
{
return (Material->bUsedAsSpecialEngineMaterial == 1);
}
return true;
}
virtual bool IsWireframe() const override
{
if (Material)
{
return (Material->Wireframe == 1);
}
return false;
}
virtual bool IsMasked() const override { return false; }
virtual enum EBlendMode GetBlendMode() const override { return BLEND_Opaque; }
virtual enum ERefractionMode GetRefractionMode() const override { return Material ? (ERefractionMode)Material->RefractionMethod : RM_None; }
virtual bool GetRootNodeOverridesDefaultRefraction()const override { return Material ? Material->bRootNodeOverridesDefaultDistortion : false; }
virtual FMaterialShadingModelField GetShadingModels() const override { return MSM_Unlit; }
virtual bool IsShadingModelFromMaterialExpression() const override { return false; }
virtual float GetOpacityMaskClipValue() const override { return 0.5f; }
virtual bool GetCastDynamicShadowAsMasked() const override { return false; }
virtual FString GetFriendlyName() const override { return FString::Printf(TEXT("FExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL")); }
/**
* Should shaders compiled for this material be saved to disk?
*/
virtual bool IsPersistent() const override { return false; }
virtual FGuid GetMaterialId() const override { return Id; }
virtual UMaterialInterface* GetMaterialInterface() const override
{
return MaterialInterface;
}
friend FArchive& operator<< ( FArchive& Ar, FExportMaterialProxy& V )
{
return Ar << V.MaterialInterface;
}
static bool WillFillData(bool bIsOpaque, EMaterialProperty InMaterialProperty)
{
if (InMaterialProperty == MP_EmissiveColor)
{
return true;
}
if (bIsOpaque)
{
switch (InMaterialProperty)
{
case MP_BaseColor: return true;
case MP_Specular: return true;
case MP_Normal: return true;
case MP_Tangent: return true;
case MP_Metallic: return true;
case MP_Roughness: return true;
case MP_Anisotropy: return true;
case MP_AmbientOcclusion: return true;
}
}
return false;
}
virtual bool IsVolumetricPrimitive() const override
{
return Material && Material->MaterialDomain == MD_Volume;
}
virtual void GatherExpressionsForCustomInterpolators(TArray<UMaterialExpression*>& OutExpressions) const override
{
if(Material)
{
Material->GetAllExpressionsForCustomInterpolators(OutExpressions);
}
}
virtual bool CheckInValidStateForCompilation(class FMaterialCompiler* Compiler) const override
{
return Material && Material->CheckInValidStateForCompilation(Compiler);
}
private:
/** The material interface for this proxy */
UMaterialInterface* MaterialInterface;
UMaterial* Material;
TArray<TObjectPtr<UObject>> ReferencedTextures;
/** The property to compile for rendering the sample */
EMaterialProperty PropertyToCompile;
FGuid Id;
};
/**
* Render the scene to the provided canvas. Will potentially perform the render multiple times, depending on the value of
* the CVarMaterialUtilitiesWarmupFrames CVar. This is needed to ensure various rendering systems are primed properly before capturing
* the scene.
*/
static void PerformSceneRender(FCanvas& Canvas, FSceneViewFamily& ViewFamily, bool bWithWarmup)
{
if (bWithWarmup)
{
for (int32 i = 0; i < CVarMaterialUtilitiesWarmupFrames.GetValueOnGameThread(); i++)
{
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
}
}
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
}
static void RenderSceneToTexture(
FSceneInterface* Scene,
const FName& VisualizationMode,
const FVector& ViewOrigin,
const FMatrix& ViewRotationMatrix,
const FMatrix& ProjectionMatrix,
const TSet<FPrimitiveComponentId>& ShowOnlyPrimitives,
const TSet<FPrimitiveComponentId>& HiddenPrimitives,
FIntPoint TargetSize,
float TargetGamma,
bool bPerformWarmpup,
TArray<FColor>& OutSamples)
{
auto RenderTargetTexture = NewObject<UTextureRenderTarget2D>();
check(RenderTargetTexture);
RenderTargetTexture->AddToRoot();
RenderTargetTexture->ClearColor = FLinearColor::Transparent;
RenderTargetTexture->TargetGamma = TargetGamma;
RenderTargetTexture->InitCustomFormat(TargetSize.X, TargetSize.Y, PF_FloatRGBA, false);
FTextureRenderTargetResource* RenderTargetResource = RenderTargetTexture->GameThread_GetRenderTargetResource();
FSceneViewFamilyContext ViewFamily(
FSceneViewFamily::ConstructionValues(RenderTargetResource, Scene, FEngineShowFlags(ESFIM_Game))
.SetTime(FGameTime::GetTimeSinceAppStart())
);
// To enable visualization mode
ViewFamily.EngineShowFlags.SetPostProcessing(true);
ViewFamily.EngineShowFlags.SetVisualizeBuffer(true);
ViewFamily.EngineShowFlags.SetTonemapper(false);
ViewFamily.EngineShowFlags.SetScreenPercentage(false);
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, TargetSize.X, TargetSize.Y));
ViewInitOptions.ViewFamily = &ViewFamily;
ViewInitOptions.ViewOrigin = ViewOrigin;
ViewInitOptions.ViewRotationMatrix = ViewRotationMatrix;
ViewInitOptions.ProjectionMatrix = ProjectionMatrix;
// If no "show only" primitives are provided, we must pass an unset TOptional - otherwise an empty set will mean no primitive should be visible.
ViewInitOptions.ShowOnlyPrimitives = !ShowOnlyPrimitives.IsEmpty() ? TOptional<TSet<FPrimitiveComponentId>>(ShowOnlyPrimitives) : TOptional<TSet<FPrimitiveComponentId>>();
ViewInitOptions.HiddenPrimitives = HiddenPrimitives;
FSceneView* NewView = new FSceneView(ViewInitOptions);
NewView->CurrentBufferVisualizationMode = VisualizationMode;
ViewFamily.Views.Add(NewView);
ViewFamily.SetScreenPercentageInterface(new FLegacyScreenPercentageDriver(
ViewFamily, /* GlobalResolutionFraction = */ 1.0f));
FCanvas Canvas(RenderTargetResource, NULL, FGameTime::GetTimeSinceAppStart(), Scene->GetFeatureLevel());
Canvas.Clear(FLinearColor::Transparent);
ViewFamily.ViewExtensions = GEngine->ViewExtensions->GatherActiveExtensions(FSceneViewExtensionContext(Scene));
for (const FSceneViewExtensionRef& Extension : ViewFamily.ViewExtensions)
{
Extension->SetupViewFamily(ViewFamily);
Extension->SetupView(ViewFamily, *NewView);
}
PerformSceneRender(Canvas, ViewFamily, bPerformWarmpup);
// Copy the contents of the remote texture to system memory
OutSamples.SetNumUninitialized(TargetSize.X*TargetSize.Y);
FReadSurfaceDataFlags ReadSurfaceDataFlags;
ReadSurfaceDataFlags.SetLinearToGamma(false);
RenderTargetResource->ReadPixelsPtr(OutSamples.GetData(), ReadSurfaceDataFlags, FIntRect(0, 0, TargetSize.X, TargetSize.Y));
RenderTargetTexture->RemoveFromRoot();
RenderTargetTexture = nullptr;
}
static void RenderSceneToTextures(
FSceneInterface* Scene,
const FVector& ViewOrigin,
const FMatrix& ViewRotationMatrix,
const FMatrix& ProjectionMatrix,
const TSet<FPrimitiveComponentId>& ShowOnlyPrimitives,
const TSet<FPrimitiveComponentId>& HiddenPrimitives,
FFlattenMaterial& OutFlattenMaterial)
{
TMap<EFlattenMaterialProperties, TPair<FName, float>> SupportedProperties; // Property -> VisualisationMode|Gamma
SupportedProperties.Add(EFlattenMaterialProperties::Diffuse) = TPair<FName, float>(FName("BaseColor"), true); // BaseColor to gamma space
SupportedProperties.Add(EFlattenMaterialProperties::Normal) = TPair<FName, float>(FName("WorldNormal"), false); // Dump normal texture in linear space
SupportedProperties.Add(EFlattenMaterialProperties::Metallic) = TPair<FName, float>(FName("Metallic"), false); // Dump metallic texture in linear space
SupportedProperties.Add(EFlattenMaterialProperties::Roughness) = TPair<FName, float>(FName("Roughness"), true); // Roughness material powers color by 2.2, transform it back to linear
SupportedProperties.Add(EFlattenMaterialProperties::Specular) = TPair<FName, float>(FName("Specular"), false); // Dump specular texture in linear space
bool bPerformWarmpup = true;
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
const EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
if (OutFlattenMaterial.ShouldGenerateDataForProperty(Property))
{
TPair<FName, float>* PropertyInfo = SupportedProperties.Find(Property);
if (PropertyInfo)
{
TArray<FColor>& Samples = OutFlattenMaterial.GetPropertySamples(Property);
const FIntPoint& Size = OutFlattenMaterial.GetPropertySize(Property);
const FName VisModeName = PropertyInfo->Key;
const float Gamma = PropertyInfo->Value ? 2.2f : 1.0f;
RenderSceneToTexture(Scene, VisModeName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, ShowOnlyPrimitives, HiddenPrimitives, Size, Gamma, bPerformWarmpup, Samples);
bPerformWarmpup = false; // Perform warmup only on first render
}
else
{
UE_LOG(LogMaterialUtilities, Error, TEXT("RenderSceneToTextures - Ignoring unsupported property"));
}
}
}
}
FIntPoint FMaterialUtilities::FindMaxTextureSize(UMaterialInterface* InMaterialInterface, FIntPoint MinimumSize)
{
// static lod settings so that we only initialize them once
UTextureLODSettings* GameTextureLODSettings = UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings();
TArray<UTexture*> MaterialTextures;
InMaterialInterface->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, false, GMaxRHIFeatureLevel, false);
FTextureCompilingManager::Get().FinishCompilation(MaterialTextures);
// find the largest texture in the list (applying it's LOD bias)
FIntPoint MaxSize = MinimumSize;
for (int32 TexIndex = 0; TexIndex < MaterialTextures.Num(); TexIndex++)
{
UTexture* Texture = MaterialTextures[TexIndex];
if (Texture == NULL)
{
continue;
}
// get the max size of the texture
FIntPoint LocalSize(0, 0);
if (Texture->IsA(UTexture2D::StaticClass()))
{
UTexture2D* Tex2D = (UTexture2D*)Texture;
LocalSize = FIntPoint(Tex2D->GetSizeX(), Tex2D->GetSizeY());
}
else if (Texture->IsA(UTextureCube::StaticClass()))
{
UTextureCube* TexCube = (UTextureCube*)Texture;
LocalSize = FIntPoint(TexCube->GetSizeX(), TexCube->GetSizeY());
}
else if (Texture->IsA(UTexture2DArray::StaticClass()))
{
UTexture2DArray* TexArray = (UTexture2DArray*)Texture;
LocalSize = FIntPoint(TexArray->GetSizeX(), TexArray->GetSizeY());
}
int32 LocalBias = GameTextureLODSettings->CalculateLODBias(Texture);
// bias the texture size based on LOD group
FIntPoint BiasedLocalSize(LocalSize.X >> LocalBias, LocalSize.Y >> LocalBias);
MaxSize.X = FMath::Max(BiasedLocalSize.X, MaxSize.X);
MaxSize.Y = FMath::Max(BiasedLocalSize.Y, MaxSize.Y);
}
return MaxSize;
}
bool FMaterialUtilities::SupportsExport(bool bIsOpaque, EMaterialProperty InMaterialProperty)
{
return FExportMaterialProxy::WillFillData(bIsOpaque, InMaterialProperty);
}
bool FMaterialUtilities::SupportsExport(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
{
return FExportMaterialProxy::WillFillData(IsOpaqueBlendMode(InBlendMode), InMaterialProperty);
}
static bool ExportLandscapeMaterial(const ALandscapeProxy* InLandscape, const TSet<FPrimitiveComponentId>& ShowOnlyPrimitives, const TSet<FPrimitiveComponentId>& HiddenPrimitives, FFlattenMaterial& OutFlattenMaterial)
{
check(InLandscape);
FIntRect LandscapeRect = InLandscape->GetBoundingRect();
FVector MidPoint = FVector(LandscapeRect.Min, 0.f) + FVector(LandscapeRect.Size(), 0.f)*0.5f;
FVector LandscapeCenter = InLandscape->GetTransform().TransformPosition(MidPoint);
FVector LandscapeExtent = FVector(LandscapeRect.Size(), 0.f)*InLandscape->GetActorScale()*0.5f;
FVector ViewOrigin = LandscapeCenter;
FMatrix ViewRotationMatrix = FInverseRotationMatrix(InLandscape->GetActorRotation());
ViewRotationMatrix*= FMatrix(FPlane(1, 0, 0, 0),
FPlane(0, -1, 0, 0),
FPlane(0, 0, -1, 0),
FPlane(0, 0, 0, 1));
const FMatrix::FReal ZOffset = UE_OLD_WORLD_MAX;
FMatrix ProjectionMatrix = FReversedZOrthoMatrix(
LandscapeExtent.X,
LandscapeExtent.Y,
0.5f / ZOffset,
ZOffset);
FSceneInterface* Scene = InLandscape->GetWorld()->Scene;
RenderSceneToTextures(Scene, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, ShowOnlyPrimitives, HiddenPrimitives, OutFlattenMaterial);
OutFlattenMaterial.MaterialId = InLandscape->GetLandscapeGuid();
return true;
}
bool FMaterialUtilities::ExportLandscapeMaterial(const ALandscapeProxy* InLandscape, FFlattenMaterial& OutFlattenMaterial)
{
bool bExportSuccess = false;
if (InLandscape)
{
TSet<FPrimitiveComponentId> ShowOnlyPrimitives;
// Include all landscape components scene proxies
for (ULandscapeComponent* LandscapeComponent : InLandscape->LandscapeComponents)
{
if (LandscapeComponent && LandscapeComponent->SceneProxy)
{
ShowOnlyPrimitives.Add(LandscapeComponent->SceneProxy->GetPrimitiveComponentId());
}
}
// Include Nanite landscape scene proxy - these are the ones that are actually visible when rendering LS with Nanite support
if (InLandscape->HasNaniteComponents())
{
ShowOnlyPrimitives.Append(InLandscape->GetNanitePrimitiveComponentIds());
}
bExportSuccess = ::ExportLandscapeMaterial(InLandscape, ShowOnlyPrimitives, {}, OutFlattenMaterial);
}
if (!bExportSuccess)
{
UE_LOG(LogMaterialUtilities, Warning, TEXT("ExportLandscapeMaterial: Failed to export material for the provided ALandcapeProxy (%s)"), InLandscape ? *InLandscape->GetName() : TEXT("<null>"));
}
return bExportSuccess;
}
bool FMaterialUtilities::ExportLandscapeMaterial(const ALandscapeProxy* InLandscape, const TSet<FPrimitiveComponentId>& HiddenPrimitives, FFlattenMaterial& OutFlattenMaterial)
{
return ::ExportLandscapeMaterial(InLandscape, {}, HiddenPrimitives, OutFlattenMaterial);
}
UMaterial* FMaterialUtilities::CreateMaterial(const FFlattenMaterial& InFlattenMaterial, UPackage* InOuter, const FString& BaseName, EObjectFlags Flags, const struct FMaterialProxySettings& MaterialProxySettings, TArray<UObject*>& OutGeneratedAssets, const TextureGroup& InTextureGroup /*= TEXTUREGROUP_World*/)
{
// Base name for a new assets
// In case outer is null BaseName has to be long package name
if (InOuter == nullptr && FPackageName::IsShortPackageName(BaseName))
{
UE_LOG(LogMaterialUtilities, Warning, TEXT("Invalid long package name: '%s'."), *BaseName);
return nullptr;
}
const FString AssetBaseName = FPackageName::GetShortName(BaseName);
const FString AssetBasePath = InOuter ? TEXT("") : FPackageName::GetLongPackagePath(BaseName);
// Create material
const FString MaterialAssetName = TEXT("M_") + AssetBaseName;
UPackage* MaterialOuter = InOuter;
if (MaterialOuter == NULL)
{
MaterialOuter = CreatePackage( *(AssetBasePath / MaterialAssetName));
MaterialOuter->FullyLoad();
MaterialOuter->Modify();
}
UMaterial* Material = NewObject<UMaterial>(MaterialOuter, FName(*MaterialAssetName), Flags);
Material->TwoSided = false;
Material->DitheredLODTransition = InFlattenMaterial.bDitheredLODTransition;
Material->SetShadingModel(MSM_DefaultLit);
OutGeneratedAssets.Add(Material);
UMaterialEditorOnlyData* MaterialEditorOnly = Material->GetEditorOnlyData();
int32 MaterialNodeY = -150;
int32 MaterialNodeStepY = 180;
// BaseColor
const TArray<FColor>& DiffuseSamples = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse);
if (DiffuseSamples.Num() > 1)
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_D");
const FString AssetLongName = AssetBasePath / AssetName;
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetLongName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse), DiffuseSamples, TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto BasecolorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
BasecolorExpression->Texture = Texture;
BasecolorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
BasecolorExpression->MaterialExpressionEditorX = -400;
BasecolorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(BasecolorExpression);
MaterialEditorOnly->BaseColor.Expression = BasecolorExpression;
MaterialNodeY += MaterialNodeStepY;
}
else if (DiffuseSamples.Num() == 1)
{
// Set Roughness to constant
FLinearColor BaseColor = FLinearColor(DiffuseSamples[0]);
auto BaseColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
BaseColorExpression->Constant = BaseColor;
BaseColorExpression->MaterialExpressionEditorX = -400;
BaseColorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(BaseColorExpression);
MaterialEditorOnly->BaseColor.Expression = BaseColorExpression;
MaterialNodeY += MaterialNodeStepY;
}
// Whether or not a material property is baked down
const bool bHasMetallic = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Metallic) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Metallic);
const bool bHasSpecular = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Specular) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Specular);
const bool bHasRoughness = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Roughness) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Roughness);
// Number of material properties baked down to textures
const int BakedMaterialPropertyCount = bHasMetallic + bHasRoughness + bHasSpecular;
// Check for same texture sizes
bool bSameTextureSize = true;
int32 SampleCount = 0;
FIntPoint MergedSize(0,0);
for (int32 PropertyIndex = 0; PropertyIndex < 3; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)(PropertyIndex + (int32)EFlattenMaterialProperties::Metallic);
const bool HasProperty = InFlattenMaterial.DoesPropertyContainData(Property) && !InFlattenMaterial.IsPropertyConstant(Property);
FIntPoint PropertySize = InFlattenMaterial.GetPropertySize(Property);
SampleCount = (bHasMetallic && SampleCount == 0) ? InFlattenMaterial.GetPropertySamples(Property).Num() : SampleCount;
MergedSize = (bHasMetallic && MergedSize.X == 0) ? PropertySize : MergedSize;
}
bSameTextureSize &= bHasMetallic ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num()) : true;
bSameTextureSize &= bHasSpecular ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num()) : true;
bSameTextureSize &= bHasRoughness ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num()) : true;
// Merge values into one texture if more than one material property exists
if (BakedMaterialPropertyCount > 1 && bSameTextureSize)
{
// Metallic = R, Specular = G, Roughness = B
TArray<FColor> MergedSamples;
MergedSamples.AddZeroed(SampleCount);
// R G B masks
const uint32 ColorMask[3] = { 0x00FF0000, 0x0000FF00, 0x000000FF };
for (int32 PropertyIndex = 0; PropertyIndex < 3; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)(PropertyIndex + (int32)EFlattenMaterialProperties::Metallic);
const bool HasProperty = InFlattenMaterial.DoesPropertyContainData(Property) && !InFlattenMaterial.IsPropertyConstant(Property);
if (HasProperty)
{
const TArray<FColor>& PropertySamples = InFlattenMaterial.GetPropertySamples(Property);
// OR masked values (samples initialized to zero, so no random data)
for (int32 SampleIndex = 0; SampleIndex < SampleCount; ++SampleIndex)
{
MergedSamples[SampleIndex].DWColor() |= (PropertySamples[SampleIndex].DWColor() & ColorMask[PropertyIndex]);
}
}
}
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_MSR");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, MergedSize, MergedSamples, TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto MergedExpression = NewObject<UMaterialExpressionTextureSample>(Material);
MergedExpression->Texture = Texture;
MergedExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
MergedExpression->MaterialExpressionEditorX = -400;
MergedExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(MergedExpression);
// Metallic
if (bHasMetallic)
{
MaterialEditorOnly->Metallic.Expression = MergedExpression;
MaterialEditorOnly->Metallic.Mask = MaterialEditorOnly->Metallic.Expression->GetOutputs()[0].Mask;
MaterialEditorOnly->Metallic.MaskR = 1;
MaterialEditorOnly->Metallic.MaskG = 0;
MaterialEditorOnly->Metallic.MaskB = 0;
MaterialEditorOnly->Metallic.MaskA = 0;
}
// Specular
if (bHasSpecular)
{
MaterialEditorOnly->Specular.Expression = MergedExpression;
MaterialEditorOnly->Specular.Mask = MaterialEditorOnly->Specular.Expression->GetOutputs()[0].Mask;
MaterialEditorOnly->Specular.MaskR = 0;
MaterialEditorOnly->Specular.MaskG = 1;
MaterialEditorOnly->Specular.MaskB = 0;
MaterialEditorOnly->Specular.MaskA = 0;
}
// Roughness
if (bHasRoughness)
{
MaterialEditorOnly->Roughness.Expression = MergedExpression;
MaterialEditorOnly->Roughness.Mask = MaterialEditorOnly->Roughness.Expression->GetOutputs()[0].Mask;
MaterialEditorOnly->Roughness.MaskR = 0;
MaterialEditorOnly->Roughness.MaskG = 0;
MaterialEditorOnly->Roughness.MaskB = 1;
MaterialEditorOnly->Roughness.MaskA = 0;
}
MaterialNodeY += MaterialNodeStepY;
}
else
{
// Metallic
if (bHasMetallic && MaterialProxySettings.bMetallicMap)
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_M");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto MetallicExpression = NewObject<UMaterialExpressionTextureSample>(Material);
MetallicExpression->Texture = Texture;
MetallicExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
MetallicExpression->MaterialExpressionEditorX = -400;
MetallicExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(MetallicExpression);
MaterialEditorOnly->Metallic.Expression = MetallicExpression;
MaterialNodeY += MaterialNodeStepY;
}
// Specular
if (bHasSpecular && MaterialProxySettings.bSpecularMap)
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_S");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto SpecularExpression = NewObject<UMaterialExpressionTextureSample>(Material);
SpecularExpression->Texture = Texture;
SpecularExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
SpecularExpression->MaterialExpressionEditorX = -400;
SpecularExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(SpecularExpression);
MaterialEditorOnly->Specular.Expression = SpecularExpression;
MaterialNodeY += MaterialNodeStepY;
}
// Roughness
if (bHasRoughness && MaterialProxySettings.bRoughnessMap)
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_R");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto RoughnessExpression = NewObject<UMaterialExpressionTextureSample>(Material);
RoughnessExpression->Texture = Texture;
RoughnessExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
RoughnessExpression->MaterialExpressionEditorX = -400;
RoughnessExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(RoughnessExpression);
MaterialEditorOnly->Roughness.Expression = RoughnessExpression;
MaterialNodeY += MaterialNodeStepY;
}
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Metallic) || !MaterialProxySettings.bMetallicMap)
{
auto MetallicExpression = NewObject<UMaterialExpressionConstant>(Material);
MetallicExpression->R = MaterialProxySettings.bMetallicMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic)[0]).R : MaterialProxySettings.MetallicConstant;
MetallicExpression->MaterialExpressionEditorX = -400;
MetallicExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(MetallicExpression);
MaterialEditorOnly->Metallic.Expression = MetallicExpression;
MaterialNodeY += MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Specular ) || !MaterialProxySettings.bSpecularMap)
{
// Set Specular to constant
auto SpecularExpression = NewObject<UMaterialExpressionConstant>(Material);
SpecularExpression->R = MaterialProxySettings.bSpecularMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular)[0]).R : MaterialProxySettings.SpecularConstant;
SpecularExpression->MaterialExpressionEditorX = -400;
SpecularExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(SpecularExpression);
MaterialEditorOnly->Specular.Expression = SpecularExpression;
MaterialNodeY += MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Roughness) || !MaterialProxySettings.bRoughnessMap)
{
// Set Roughness to constant
auto RoughnessExpression = NewObject<UMaterialExpressionConstant>(Material);
RoughnessExpression->R = MaterialProxySettings.bRoughnessMap ? FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness)[0]).R : MaterialProxySettings.RoughnessConstant;
RoughnessExpression->MaterialExpressionEditorX = -400;
RoughnessExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(RoughnessExpression);
MaterialEditorOnly->Roughness.Expression = RoughnessExpression;
MaterialNodeY += MaterialNodeStepY;
}
// Normal
if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Normal) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Normal))
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_N");
const bool bSRGB = false;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), TC_Normalmap, (InTextureGroup != TEXTUREGROUP_World) ? InTextureGroup : TEXTUREGROUP_WorldNormalMap, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
auto NormalExpression = NewObject<UMaterialExpressionTextureSample>(Material);
NormalExpression->Texture = Texture;
NormalExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Normal;
NormalExpression->MaterialExpressionEditorX = -400;
NormalExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(NormalExpression);
MaterialEditorOnly->Normal.Expression = NormalExpression;
MaterialNodeY+= MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Emissive))
{
// Set Emissive to constant
FColor EmissiveColor = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive)[0];
// Don't have to deal with black emissive color
if (EmissiveColor != FColor(0, 0, 0, 255))
{
auto EmissiveColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
EmissiveColorExpression->Constant = EmissiveColor.ReinterpretAsLinear() * InFlattenMaterial.EmissiveScale;
EmissiveColorExpression->MaterialExpressionEditorX = -400;
EmissiveColorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(EmissiveColorExpression);
MaterialEditorOnly->EmissiveColor.Expression = EmissiveColorExpression;
MaterialNodeY += MaterialNodeStepY;
}
}
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Emissive) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Emissive))
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_E");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
//Assign emissive color to the material
UMaterialExpressionTextureSample* EmissiveColorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
EmissiveColorExpression->Texture = Texture;
EmissiveColorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
EmissiveColorExpression->MaterialExpressionEditorX = -400;
EmissiveColorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(EmissiveColorExpression);
UMaterialExpressionMultiply* EmissiveColorScale = NewObject<UMaterialExpressionMultiply>(Material);
EmissiveColorScale->A.Expression = EmissiveColorExpression;
EmissiveColorScale->ConstB = InFlattenMaterial.EmissiveScale;
EmissiveColorScale->MaterialExpressionEditorX = -200;
EmissiveColorScale->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(EmissiveColorScale);
MaterialEditorOnly->EmissiveColor.Expression = EmissiveColorScale;
MaterialNodeY += MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Opacity))
{
// Set Opacity to constant
FLinearColor Opacity = FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity)[0]);
auto OpacityExpression = NewObject<UMaterialExpressionConstant>(Material);
OpacityExpression->R = Opacity.R;
OpacityExpression->MaterialExpressionEditorX = -400;
OpacityExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(OpacityExpression);
MaterialEditorOnly->Opacity.Expression = OpacityExpression;
MaterialNodeY += MaterialNodeStepY;
}
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Opacity))
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_O");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
//Assign opacity to the material
UMaterialExpressionTextureSample* OpacityExpression = NewObject<UMaterialExpressionTextureSample>(Material);
OpacityExpression->Texture = Texture;
OpacityExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
OpacityExpression->MaterialExpressionEditorX = -400;
OpacityExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(OpacityExpression);
MaterialEditorOnly->Opacity.Expression = OpacityExpression;
MaterialNodeY += MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::OpacityMask))
{
// Set OpacityMask to constant
FLinearColor OpacityMask = FLinearColor(InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask)[0]);
auto OpacityMaskExpression = NewObject<UMaterialExpressionConstant>(Material);
OpacityMaskExpression->R = OpacityMask.R;
OpacityMaskExpression->MaterialExpressionEditorX = -400;
OpacityMaskExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(OpacityMaskExpression);
MaterialEditorOnly->OpacityMask.Expression = OpacityMaskExpression;
MaterialNodeY += MaterialNodeStepY;
}
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::OpacityMask))
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_OM");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
//Assign opacity to the material
UMaterialExpressionTextureSample* OpacityMaskExpression = NewObject<UMaterialExpressionTextureSample>(Material);
OpacityMaskExpression->Texture = Texture;
OpacityMaskExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
OpacityMaskExpression->MaterialExpressionEditorX = -400;
OpacityMaskExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(OpacityMaskExpression);
MaterialEditorOnly->OpacityMask.Expression = OpacityMaskExpression;
MaterialNodeY += MaterialNodeStepY;
}
if (InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::SubSurface))
{
// Set Emissive to constant
FColor SubSurfaceColor = InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::SubSurface)[0];
// Don't have to deal with black sub surface color
if (SubSurfaceColor != FColor(0, 0, 0, 255))
{
auto SubSurfaceColorExpression = NewObject<UMaterialExpressionConstant4Vector>(Material);
SubSurfaceColorExpression->Constant = (SubSurfaceColor.ReinterpretAsLinear());
SubSurfaceColorExpression->MaterialExpressionEditorX = -400;
SubSurfaceColorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(SubSurfaceColorExpression);
MaterialEditorOnly->SubsurfaceColor.Expression = SubSurfaceColorExpression;
MaterialNodeY += MaterialNodeStepY;
}
Material->SetShadingModel(MSM_Subsurface);
}
else if (InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::SubSurface))
{
const FString AssetName = TEXT("T_") + AssetBaseName + TEXT("_SSC");
const bool bSRGB = true;
UTexture2D* Texture = CreateTexture(InOuter, AssetBasePath / AssetName, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::SubSurface), InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::SubSurface), TC_Default, InTextureGroup, Flags, bSRGB);
OutGeneratedAssets.Add(Texture);
//Assign emissive color to the material
UMaterialExpressionTextureSample* SubSurfaceColorExpression = NewObject<UMaterialExpressionTextureSample>(Material);
SubSurfaceColorExpression->Texture = Texture;
SubSurfaceColorExpression->SamplerType = EMaterialSamplerType::SAMPLERTYPE_Color;
SubSurfaceColorExpression->MaterialExpressionEditorX = -400;
SubSurfaceColorExpression->MaterialExpressionEditorY = MaterialNodeY;
Material->GetExpressionCollection().AddExpression(SubSurfaceColorExpression);
MaterialEditorOnly->SubsurfaceColor.Expression = SubSurfaceColorExpression;
MaterialNodeY += MaterialNodeStepY;
Material->SetShadingModel(MSM_Subsurface);
}
Material->PostEditChange();
return Material;
}
UMaterialInstanceConstant* FMaterialUtilities::CreateInstancedMaterial(UMaterialInterface* BaseMaterial, UPackage* InOuter, const FString& BaseName, EObjectFlags Flags)
{
// Base name for a new assets
// In case outer is null BaseName has to be long package name
if (InOuter == nullptr && FPackageName::IsShortPackageName(BaseName))
{
UE_LOG(LogMaterialUtilities, Warning, TEXT("Invalid long package name: '%s'."), *BaseName);
return nullptr;
}
const FString AssetBaseName = FPackageName::GetShortName(BaseName);
const FString AssetBasePath = InOuter ? TEXT("") : FPackageName::GetLongPackagePath(BaseName);
// Create material
const FString MaterialAssetName = TEXT("MI_") + AssetBaseName;
UPackage* MaterialOuter = InOuter;
if (MaterialOuter == NULL)
{
MaterialOuter = CreatePackage( *(AssetBasePath / MaterialAssetName));
MaterialOuter->FullyLoad();
MaterialOuter->Modify();
}
// We need to check for this due to the change in material object type, this causes a clash of path/type with old assets that were generated, so we delete the old (resident) UMaterial objects
UObject* ExistingPackage = FindObject<UMaterial>(MaterialOuter, *MaterialAssetName);
if (ExistingPackage && !ExistingPackage->IsA<UMaterialInstanceConstant>())
{
#if WITH_AUTOMATION_TESTS
FAutomationEditorCommonUtils::NullReferencesToObject(ExistingPackage);
#endif // WITH_AUTOMATION_TESTS
ExistingPackage->MarkAsGarbage();
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS, true);
}
UMaterialInstanceConstant* MaterialInstance = NewObject<UMaterialInstanceConstant>(MaterialOuter, FName(*MaterialAssetName), Flags);
checkf(MaterialInstance, TEXT("Failed to create instanced material"));
MaterialInstance->Parent = BaseMaterial;
return MaterialInstance;
}
UTexture2D* FMaterialUtilities::CreateTexture(UPackage* Outer, const FString& AssetLongName, FIntPoint Size, const TArray<FColor>& Samples, TextureCompressionSettings CompressionSettings, TextureGroup LODGroup, EObjectFlags Flags, bool bSRGB, const FGuid& SourceGuidHash)
{
FCreateTexture2DParameters TexParams;
TexParams.bUseAlpha = false;
TexParams.CompressionSettings = CompressionSettings;
TexParams.bDeferCompression = true;
TexParams.bSRGB = bSRGB;
TexParams.SourceGuidHash = SourceGuidHash;
TexParams.TextureGroup = LODGroup;
return CreateTexture(Outer, AssetLongName, Size, Samples, TexParams, Flags);
}
UTexture2D* FMaterialUtilities::CreateTexture(UPackage* Outer, const FString& AssetLongName, FIntPoint Size, const TArray<FColor>& Samples, const FCreateTexture2DParameters& CreateParams, EObjectFlags Flags)
{
if (Outer == nullptr)
{
Outer = CreatePackage(*AssetLongName);
Outer->FullyLoad();
Outer->Modify();
}
return FImageUtils::CreateTexture2D(Size.X, Size.Y, Samples, Outer, FPackageName::GetShortName(AssetLongName), Flags, CreateParams);
}
bool FMaterialUtilities::ExportBaseColor(ULandscapeComponent* LandscapeComponent, int32 TextureSize, TArray<FColor>& OutSamples)
{
ALandscapeProxy* LandscapeProxy = LandscapeComponent->GetLandscapeProxy();
FIntPoint ComponentOrigin = LandscapeComponent->GetSectionBase() - LandscapeProxy->LandscapeSectionOffset;
FIntPoint ComponentSize(LandscapeComponent->ComponentSizeQuads, LandscapeComponent->ComponentSizeQuads);
FVector MidPoint = FVector(ComponentOrigin, 0.f) + FVector(ComponentSize, 0.f)*0.5f;
FVector LandscapeCenter = LandscapeProxy->GetTransform().TransformPosition(MidPoint);
FVector LandscapeExtent = FVector(ComponentSize, 0.f)*LandscapeProxy->GetActorScale()*0.5f;
FVector ViewOrigin = LandscapeCenter;
FMatrix ViewRotationMatrix = FInverseRotationMatrix(LandscapeProxy->GetActorRotation());
ViewRotationMatrix *= FMatrix(FPlane(1, 0, 0, 0),
FPlane(0, -1, 0, 0),
FPlane(0, 0, -1, 0),
FPlane(0, 0, 0, 1));
const FMatrix::FReal ZOffset = UE_OLD_WORLD_MAX;
FMatrix ProjectionMatrix = FReversedZOrthoMatrix(
LandscapeExtent.X,
LandscapeExtent.Y,
0.5f / ZOffset,
ZOffset);
FSceneInterface* Scene = LandscapeProxy->GetWorld()->Scene;
// Hide all but the component
TSet<FPrimitiveComponentId> ShowOnlyPrimitives = { LandscapeComponent->SceneProxy->GetPrimitiveComponentId() };
TSet<FPrimitiveComponentId> HiddenPrimitives;
FIntPoint TargetSize(TextureSize, TextureSize);
// Render diffuse texture using BufferVisualizationMode=BaseColor
static const FName BaseColorName("BaseColor");
const float BaseColorGamma = 2.2f;
RenderSceneToTexture(Scene, BaseColorName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, ShowOnlyPrimitives, HiddenPrimitives, TargetSize, BaseColorGamma, true, OutSamples);
return true;
}
FFlattenMaterial FMaterialUtilities::CreateFlattenMaterialWithSettings(const FMaterialProxySettings& InMaterialLODSettings)
{
// Create new material.
FFlattenMaterial Material;
FIntPoint MaximumSize = FIntPoint::ZeroValue;
if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
{
// If the user is manually overriding the texture size, make sure we have the max texture size to render with
MaximumSize = (MaximumSize.X < InMaterialLODSettings.DiffuseTextureSize.X) ? InMaterialLODSettings.DiffuseTextureSize : MaximumSize ;
MaximumSize = (InMaterialLODSettings.bSpecularMap && (MaximumSize.X < InMaterialLODSettings.SpecularTextureSize.X)) ? InMaterialLODSettings.SpecularTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bMetallicMap && (MaximumSize.X < InMaterialLODSettings.MetallicTextureSize.X)) ? InMaterialLODSettings.MetallicTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bRoughnessMap && (MaximumSize.X < InMaterialLODSettings.RoughnessTextureSize.X)) ? InMaterialLODSettings.RoughnessTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bNormalMap && (MaximumSize.X < InMaterialLODSettings.NormalTextureSize.X)) ? InMaterialLODSettings.NormalTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bEmissiveMap && (MaximumSize.X < InMaterialLODSettings.EmissiveTextureSize.X)) ? InMaterialLODSettings.EmissiveTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bOpacityMap && (MaximumSize.X < InMaterialLODSettings.OpacityTextureSize.X)) ? InMaterialLODSettings.OpacityTextureSize : MaximumSize;
MaximumSize = (InMaterialLODSettings.bOpacityMaskMap && (MaximumSize.X < InMaterialLODSettings.OpacityMaskTextureSize.X)) ? InMaterialLODSettings.OpacityMaskTextureSize : MaximumSize;
Material.RenderSize = MaximumSize;
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, InMaterialLODSettings.DiffuseTextureSize);
Material.SetPropertySize(EFlattenMaterialProperties::Specular, InMaterialLODSettings.bSpecularMap ? InMaterialLODSettings.SpecularTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, InMaterialLODSettings.bMetallicMap ? InMaterialLODSettings.MetallicTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, InMaterialLODSettings.bRoughnessMap ? InMaterialLODSettings.RoughnessTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Normal, InMaterialLODSettings.bNormalMap ? InMaterialLODSettings.NormalTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, InMaterialLODSettings.bEmissiveMap ? InMaterialLODSettings.EmissiveTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, InMaterialLODSettings.bOpacityMap ? InMaterialLODSettings.OpacityTextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::OpacityMask, InMaterialLODSettings.bOpacityMaskMap ? InMaterialLODSettings.OpacityMaskTextureSize : FIntPoint::ZeroValue);
}
else if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseAutomaticBiasedSizes)
{
Material.RenderSize = InMaterialLODSettings.TextureSize;
int NormalSize = InMaterialLODSettings.TextureSize.X;
int DiffuseSize = FMath::Max(InMaterialLODSettings.TextureSize.X >> 1, 32);
int OtherSize = FMath::Max(InMaterialLODSettings.TextureSize.X >> 2, 16);
FIntPoint PropertiesSize = FIntPoint(OtherSize, OtherSize);
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, FIntPoint(DiffuseSize, DiffuseSize));
Material.SetPropertySize(EFlattenMaterialProperties::Normal, (InMaterialLODSettings.bNormalMap) ? FIntPoint(NormalSize, NormalSize) : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Specular, (InMaterialLODSettings.bSpecularMap) ? PropertiesSize : FIntPoint::ZeroValue );
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, (InMaterialLODSettings.bMetallicMap) ? PropertiesSize : FIntPoint::ZeroValue );
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, (InMaterialLODSettings.bRoughnessMap) ? PropertiesSize : FIntPoint::ZeroValue );
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, (InMaterialLODSettings.bEmissiveMap) ? PropertiesSize : FIntPoint::ZeroValue );
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, (InMaterialLODSettings.bOpacityMap) ? PropertiesSize : FIntPoint::ZeroValue );
Material.SetPropertySize(EFlattenMaterialProperties::OpacityMask, (InMaterialLODSettings.bOpacityMaskMap) ? PropertiesSize : FIntPoint::ZeroValue);
}
else if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseSingleTextureSize)
{
Material.RenderSize = InMaterialLODSettings.TextureSize;
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, InMaterialLODSettings.TextureSize);
Material.SetPropertySize(EFlattenMaterialProperties::Specular, (InMaterialLODSettings.bSpecularMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Metallic, (InMaterialLODSettings.bMetallicMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Roughness, (InMaterialLODSettings.bRoughnessMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Normal, (InMaterialLODSettings.bNormalMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Emissive, (InMaterialLODSettings.bEmissiveMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::Opacity, (InMaterialLODSettings.bOpacityMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
Material.SetPropertySize(EFlattenMaterialProperties::OpacityMask, (InMaterialLODSettings.bOpacityMaskMap) ? InMaterialLODSettings.TextureSize : FIntPoint::ZeroValue);
}
else
{
UE_LOG(LogMaterialUtilities, Error, TEXT("Unsupported TextureSizingType value. You should resolve the material texture size first with ResolveTextureSize()"));
}
return Material;
}
void FMaterialUtilities::AnalyzeMaterial(UMaterialInterface* InMaterial, const struct FMaterialProxySettings& InMaterialSettings, int32& OutNumTexCoords, bool& OutRequiresVertexData)
{
OutRequiresVertexData = false;
OutNumTexCoords = 0;
bool PropertyBeingBaked[MP_Tangent + 1];
PropertyBeingBaked[MP_BaseColor] = true;
PropertyBeingBaked[MP_Specular] = InMaterialSettings.bSpecularMap;
PropertyBeingBaked[MP_Roughness] = InMaterialSettings.bRoughnessMap;
PropertyBeingBaked[MP_Anisotropy] = InMaterialSettings.bAnisotropyMap;
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bMetallicMap;
PropertyBeingBaked[MP_Normal] = InMaterialSettings.bNormalMap;
PropertyBeingBaked[MP_Tangent] = InMaterialSettings.bTangentMap;
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bOpacityMap;
PropertyBeingBaked[MP_EmissiveColor] = InMaterialSettings.bEmissiveMap;
for (int32 PropertyIndex = 0; PropertyIndex < UE_ARRAY_COUNT(PropertyBeingBaked); ++PropertyIndex)
{
if (PropertyBeingBaked[PropertyIndex])
{
EMaterialProperty Property = (EMaterialProperty)PropertyIndex;
if (PropertyIndex == MP_Opacity)
{
if (IsMaskedBlendMode(*InMaterial))
{
Property = MP_OpacityMask;
}
else if (IsTranslucentBlendMode(*InMaterial))
{
Property = MP_Opacity;
}
else
{
continue;
}
}
// Analyze this material channel.
int32 NumTextureCoordinates = 0;
bool bUseVertexData = false;
InMaterial->AnalyzeMaterialProperty(Property, NumTextureCoordinates, bUseVertexData);
// Accumulate data.
OutNumTexCoords = FMath::Max(NumTextureCoordinates, OutNumTexCoords);
OutRequiresVertexData |= bUseVertexData;
}
}
}
void FMaterialUtilities::AnalyzeMaterial(class UMaterialInterface* InMaterial, const TArray<EMaterialProperty>& Properties, int32& OutNumTexCoords, bool& OutRequiresVertexData)
{
OutRequiresVertexData = false;
OutNumTexCoords = 0;
for (EMaterialProperty Property : Properties)
{
if (Property == MP_Opacity)
{
if (IsMaskedBlendMode(*InMaterial))
{
Property = MP_OpacityMask;
}
else if (IsTranslucentBlendMode(*InMaterial))
{
Property = MP_Opacity;
}
else
{
continue;
}
}
// Analyze this material channel.
int32 NumTextureCoordinates = 0;
bool bUseVertexData = false;
InMaterial->AnalyzeMaterialProperty(Property, NumTextureCoordinates, bUseVertexData);
// Accumulate data.
OutNumTexCoords = FMath::Max(NumTextureCoordinates, OutNumTexCoords);
OutRequiresVertexData |= bUseVertexData;
}
}
void FMaterialUtilities::RemapUniqueMaterialIndices(const TArray<FSectionInfo>& InSections, const TArray<FRawMeshExt>& InMeshData, const TMap<FMeshIdAndLOD, TArray<int32> >& InMaterialMap, const FMaterialProxySettings& InMaterialProxySettings, const bool bBakeVertexData, const bool bMergeMaterials, TArray<bool>& OutMeshShouldBakeVertexData, TMap<FMeshIdAndLOD, TArray<int32> >& OutMaterialMap, TArray<FSectionInfo>& OutSections)
{
// Gather material properties
TMap<UMaterialInterface*, int32> MaterialNumTexCoords;
TMap<UMaterialInterface*, bool> MaterialUseVertexData;
for (int32 SectionIndex = 0; SectionIndex < InSections.Num(); SectionIndex++)
{
const FSectionInfo& Section = InSections[SectionIndex];
if (MaterialNumTexCoords.Find(Section.Material) != nullptr)
{
// This material was already processed.
continue;
}
if (!bBakeVertexData || !bMergeMaterials)
{
// We are not baking vertex data at all, don't analyze materials.
MaterialNumTexCoords.Add(Section.Material, 0);
MaterialUseVertexData.Add(Section.Material, false);
continue;
}
int32 NumTexCoords = 0;
bool bUseVertexData = false;
FMaterialUtilities::AnalyzeMaterial(Section.Material, InMaterialProxySettings, NumTexCoords, bUseVertexData);
MaterialNumTexCoords.Add(Section.Material, NumTexCoords);
MaterialUseVertexData.Add(Section.Material, bUseVertexData);
}
for (int32 MeshIndex = 0; MeshIndex < InMeshData.Num(); MeshIndex++)
{
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
{
TVertexAttributesRef<FVector3f> VertexPositions = InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->GetVertexPositions();
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
{
checkf(VertexPositions.GetNumElements(), TEXT("No vertex data found in mesh LOD"));
const TArray<int32>& MeshMaterialMap = InMaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
int32 NumTexCoords = 0;
bool bUseVertexData = false;
// Accumulate data of all materials.
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
{
UMaterialInterface* Material = InSections[MeshMaterialMap[LocalMaterialIndex]].Material;
NumTexCoords = FMath::Max(NumTexCoords, MaterialNumTexCoords[Material]);
bUseVertexData |= MaterialUseVertexData[Material];
}
// Store data.
OutMeshShouldBakeVertexData[MeshIndex] |= bUseVertexData || (NumTexCoords >= 2);
}
}
}
// Build new material map.
// Structure used to simplify material merging.
struct FMeshMaterialData
{
FSectionInfo SectionInfo;
UStaticMesh* Mesh;
bool bHasVertexColors;
FMeshMaterialData(const FSectionInfo& InSection, UStaticMesh* InMesh, bool bInHasVertexColors)
: SectionInfo(InSection)
, Mesh(InMesh)
, bHasVertexColors(bInHasVertexColors)
{
}
bool operator==(const FMeshMaterialData& Other) const
{
return SectionInfo == Other.SectionInfo && Mesh == Other.Mesh && bHasVertexColors == Other.bHasVertexColors;
}
};
TArray<FMeshMaterialData> MeshMaterialData;
OutMaterialMap.Empty();
for (int32 MeshIndex = 0; MeshIndex < InMeshData.Num(); MeshIndex++)
{
for (int32 LODIndex = 0; LODIndex < MAX_STATIC_MESH_LODS; ++LODIndex)
{
TVertexAttributesRef<FVector3f> VertexPositions = InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->GetVertexPositions();
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
{
checkf(VertexPositions.GetNumElements(), TEXT("No vertex data found in mesh LOD"));
const TArray<int32>& MeshMaterialMap = InMaterialMap[FMeshIdAndLOD(MeshIndex, LODIndex)];
TArray<int32>& NewMeshMaterialMap = OutMaterialMap.Add(FMeshIdAndLOD(MeshIndex, LODIndex));
UStaticMesh* StaticMesh = InMeshData[MeshIndex].SourceStaticMesh;
if (!OutMeshShouldBakeVertexData[MeshIndex])
{
// No vertex data needed - could merge materials with other meshes.
// Set to 'nullptr' if don't need to bake vertex data to be able to merge materials with any meshes
// which don't require vertex data baking too.
StaticMesh = nullptr;
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
{
FMeshMaterialData Data(InSections[MeshMaterialMap[LocalMaterialIndex]], StaticMesh, false);
int32 Index = MeshMaterialData.Find(Data);
if (Index == INDEX_NONE)
{
// Not found, add new entry.
Index = MeshMaterialData.Add(Data);
}
NewMeshMaterialMap.Add(Index);
}
}
else
{
// Mesh with vertex data baking, and with vertex colors - don't share materials at all.
for (int32 LocalMaterialIndex = 0; LocalMaterialIndex < MeshMaterialMap.Num(); LocalMaterialIndex++)
{
FMeshMaterialData Data(InSections[MeshMaterialMap[LocalMaterialIndex]], StaticMesh, true);
int32 Index = MeshMaterialData.Add(Data);
NewMeshMaterialMap.Add(Index);
}
}
}
}
}
// Build new material list - simply extract MeshMaterialData[i].Material.
OutSections.Empty();
OutSections.AddDefaulted(MeshMaterialData.Num());
for (int32 MaterialIndex = 0; MaterialIndex < MeshMaterialData.Num(); MaterialIndex++)
{
OutSections[MaterialIndex] = MeshMaterialData[MaterialIndex].SectionInfo;
}
}
void FMaterialUtilities::OptimizeFlattenMaterial(FFlattenMaterial& InFlattenMaterial)
{
// Try to optimize each individual property sample
for (int32 PropertyIndex = 0; PropertyIndex < (int32)EFlattenMaterialProperties::NumFlattenMaterialProperties; ++PropertyIndex)
{
EFlattenMaterialProperties Property = (EFlattenMaterialProperties)PropertyIndex;
FIntPoint Size = InFlattenMaterial.GetPropertySize(Property);
OptimizeSampleArray(InFlattenMaterial.GetPropertySamples(Property), Size);
InFlattenMaterial.SetPropertySize(Property, Size);
}
}
void FMaterialUtilities::ResizeFlattenMaterial(FFlattenMaterial& InFlattenMaterial, const struct FMeshProxySettings& InMeshProxySettings)
{
const FMaterialProxySettings& MaterialSettings = InMeshProxySettings.MaterialSettings;
if (MaterialSettings.TextureSizingType == TextureSizingType_UseAutomaticBiasedSizes)
{
int NormalSizeX, DiffuseSizeX, PropertiesSizeX;
NormalSizeX = MaterialSettings.TextureSize.X;
DiffuseSizeX = FMath::Max(MaterialSettings.TextureSize.X >> 1, 32);
PropertiesSizeX = FMath::Max(MaterialSettings.TextureSize.X >> 2, 16);
if (InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X != DiffuseSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse), DiffuseSizeX, DiffuseSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, FIntPoint(DiffuseSizeX, DiffuseSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num() && MaterialSettings.bSpecularMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num() && MaterialSettings.bMetallicMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num() && MaterialSettings.bRoughnessMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Num() && MaterialSettings.bNormalMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X != NormalSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), NormalSizeX, NormalSizeX, NewSamples, true);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, FIntPoint(NormalSizeX, NormalSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Num() && MaterialSettings.bEmissiveMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Num() && MaterialSettings.bOpacityMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Num() && MaterialSettings.bOpacityMaskMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask).X != PropertiesSizeX)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask), PropertiesSizeX, PropertiesSizeX, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::OpacityMask, FIntPoint(PropertiesSizeX, PropertiesSizeX));
}
}
else if (MaterialSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
{
if (InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse) != MaterialSettings.DiffuseTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse), MaterialSettings.DiffuseTextureSize.X, MaterialSettings.DiffuseTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, MaterialSettings.DiffuseTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num() && MaterialSettings.bSpecularMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular) != MaterialSettings.SpecularTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular), MaterialSettings.SpecularTextureSize.X, MaterialSettings.SpecularTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, MaterialSettings.SpecularTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Num() && MaterialSettings.bMetallicMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic) != MaterialSettings.MetallicTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic), MaterialSettings.MetallicTextureSize.X, MaterialSettings.MetallicTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, MaterialSettings.MetallicTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num() && MaterialSettings.bRoughnessMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness) != MaterialSettings.RoughnessTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness), MaterialSettings.RoughnessTextureSize.X, MaterialSettings.RoughnessTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, MaterialSettings.RoughnessTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Num() && MaterialSettings.bNormalMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal) != MaterialSettings.NormalTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal), MaterialSettings.NormalTextureSize.X, MaterialSettings.NormalTextureSize.Y, NewSamples, true);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, MaterialSettings.NormalTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Num() && MaterialSettings.bEmissiveMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive) != MaterialSettings.EmissiveTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive), MaterialSettings.EmissiveTextureSize.X, MaterialSettings.EmissiveTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, MaterialSettings.EmissiveTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Num() && MaterialSettings.bOpacityMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity) != MaterialSettings.OpacityTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity), MaterialSettings.OpacityTextureSize.X, MaterialSettings.OpacityTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, MaterialSettings.OpacityTextureSize);
}
if (InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Num() && MaterialSettings.bOpacityMaskMap && InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask) != MaterialSettings.OpacityMaskTextureSize)
{
TArray<FColor> NewSamples;
FImageUtils::ImageResize(InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask).X, InFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::OpacityMask).Y, InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask), MaterialSettings.OpacityMaskTextureSize.X, MaterialSettings.OpacityMaskTextureSize.Y, NewSamples, false);
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Reset(NewSamples.Num());
InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::OpacityMask).Append(NewSamples);
InFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::OpacityMask, MaterialSettings.OpacityMaskTextureSize);
}
}
}
/** Computes the uniform scale from the input scales, if one exists. */
static float GetUniformScale(const TArray<float> Scales)
{
if (Scales.Num())
{
float Average = 0;
float Mean = 0;
for (float V : Scales)
{
Average += V;
}
Average /= (float)Scales.Num();
for (float V : Scales)
{
Mean += FMath::Abs(V - Average);
}
Mean /= (float)Scales.Num();
if (Mean * 15.f < Average) // If they are almost all the same
{
return Average;
}
else // Otherwise do a much more expensive test by counting the number of similar values
{
// Try to find a small range where 80% of values fit within.
const int32 TryThreshold = FMath::CeilToInt(.80f * (float)Scales.Num());
int32 NextTryDomain = Scales.Num();
float NextTryMinV = 1024;
for (float V : Scales)
{
NextTryMinV = FMath::Min<float>(V, NextTryMinV);
}
while (NextTryDomain >= TryThreshold) // Stop the search it is garantied to fail.
{
float TryMinV = NextTryMinV;
float TryMaxV = TryMinV * 1.25f;
int32 TryMatches = 0;
NextTryMinV = 1024;
NextTryDomain = 0;
for (float V : Scales)
{
if (TryMinV <= V && V <= TryMaxV)
{
++TryMatches;
}
if (V > TryMinV)
{
NextTryMinV = FMath::Min<float>(V, NextTryMinV);
++NextTryDomain;
}
}
if (TryMatches >= TryThreshold)
{
return TryMinV;
}
}
}
}
return 0;
}
uint32 GetTypeHash(const FMaterialUtilities::FExportErrorManager::FError& Error)
{
return GetTypeHash(Error.Material);
}
bool FMaterialUtilities::FExportErrorManager::FError::operator==(const FError& Rhs) const
{
return Material == Rhs.Material && RegisterIndex == Rhs.RegisterIndex && ErrorType == Rhs.ErrorType;
}
void FMaterialUtilities::FExportErrorManager::Register(const UMaterialInterface* Material, FName TextureName, int32 RegisterIndex, EErrorType ErrorType)
{
if (!Material || TextureName == NAME_None) return;
FError Error;
Error.Material = Material->GetMaterialResource(FeatureLevel);
if (!Error.Material) return;
Error.RegisterIndex = RegisterIndex;
Error.ErrorType = ErrorType;
FInstance Instance;
Instance.Material = Material;
Instance.TextureName = TextureName;
ErrorInstances.FindOrAdd(Error).Push(Instance);
}
void FMaterialUtilities::FExportErrorManager::OutputToLog()
{
const UMaterialInterface* CurrentMaterial = nullptr;
int32 MaxInstanceCount = 0;
FString TextureErrors;
for (TMap<FError, TArray<FInstance> >::TIterator It(ErrorInstances);; ++It)
{
if (It && !It->Value.Num()) continue;
// Here we pack texture list per material.
if (!It || CurrentMaterial != It->Value[0].Material)
{
// Flush
if (CurrentMaterial)
{
FString SimilarCount(TEXT(""));
if (MaxInstanceCount > 1)
{
SimilarCount = FString::Printf(TEXT(", %d similar"), MaxInstanceCount - 1);
}
if (CurrentMaterial == CurrentMaterial->GetMaterial())
{
UE_LOG(TextureStreamingBuild, Verbose, TEXT("Incomplete texcoord scale analysis for %s%s: %s"), *CurrentMaterial->GetName(), *SimilarCount, *TextureErrors);
}
else
{
UE_LOG(TextureStreamingBuild, Verbose, TEXT("Incomplete texcoord scale analysis for %s, UMaterial=%s%s: %s"), *CurrentMaterial->GetName(), *CurrentMaterial->GetMaterial()->GetName(), *SimilarCount, *TextureErrors);
}
}
// Exit
if (!It)
{
break;
}
// Start new
CurrentMaterial = It->Value[0].Material;
MaxInstanceCount = It->Value.Num();
TextureErrors.Empty();
}
else
{
// Append
MaxInstanceCount = FMath::Max<int32>(MaxInstanceCount, It->Value.Num());
}
const TCHAR* ErrorMsg = TEXT("Unkown Error");
if (It->Key.ErrorType == EET_IncohorentValues)
{
ErrorMsg = TEXT("Incoherent");
}
else if (It->Key.ErrorType == EET_NoValues)
{
ErrorMsg = TEXT("NoValues");
}
TextureErrors.Append(FString::Printf(TEXT("(%s:%d,%s) "), ErrorMsg, It->Key.RegisterIndex, *It->Value[0].TextureName.ToString()));
}
}
bool FMaterialUtilities::ExportMaterialUVDensities(UMaterialInterface* InMaterial, EMaterialQualityLevel::Type QualityLevel, ERHIFeatureLevel::Type FeatureLevel, FExportErrorManager& OutErrors)
{
check(InMaterial);
// Clear the build data.
TArray<FMaterialTextureInfo> TextureStreamingData;
InMaterial->SetTextureStreamingData(TextureStreamingData);
TArray<FFloat16Color> RenderedVectors;
TArray<UTexture*> Textures;
TArray< TArray<int32> > Indices;
InMaterial->GetUsedTexturesAndIndices(Textures, Indices, QualityLevel, FeatureLevel);
FTextureCompilingManager::Get().FinishCompilation(Textures);
check(Textures.Num() >= Indices.Num()); // Can't have indices if no texture.
const int32 SCALE_PRECISION = 64.f;
int32 MaxRegisterIndex = INDEX_NONE;
for (const TArray<int32>& TextureIndices : Indices)
{
for (int32 RegisterIndex : TextureIndices)
{
MaxRegisterIndex = FMath::Max<int32>(RegisterIndex, MaxRegisterIndex);
}
}
if (MaxRegisterIndex == INDEX_NONE)
{
return false;
}
// Find the streaming texture for each material texture register index.
TArray<UTexture2D*> RegisterIndexToTextures;
RegisterIndexToTextures.AddZeroed(MaxRegisterIndex + 1);
for (int32 TextureIndex = 0; TextureIndex < Textures.Num(); ++TextureIndex)
{
UTexture2D* Texture2D = Cast<UTexture2D>(Textures[TextureIndex]);
if (Texture2D) // Don't check IsStreamingTexture() yet as this could change before cooking.
{
for (int32 RegisterIndex : Indices[TextureIndex])
{
RegisterIndexToTextures[RegisterIndex] = Texture2D;
}
}
}
const int32 NumTileX = (MaxRegisterIndex / 4 + 1);
const int32 NumTileY = TEXSTREAM_MAX_NUM_UVCHANNELS;
FIntPoint RenderTargetSize(TEXSTREAM_TILE_RESOLUTION * NumTileX, TEXSTREAM_TILE_RESOLUTION * NumTileY);
// Render the vectors
{
// The rendertarget contain factors stored in XYZW. Every X tile maps to another group : (0, 1, 2, 3), (4, 5, 6, 7), ...
UTextureRenderTarget2D* RenderTarget = CreateRenderTarget(true, false, PF_FloatRGBA, RenderTargetSize);
// Allocate the render output.
RenderedVectors.Empty(RenderTargetSize.X * RenderTargetSize.Y);
FMaterialRenderProxy* MaterialProxy = InMaterial->GetRenderProxy();
if (!MaterialProxy)
{
return false;
}
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
CurrentlyRendering = true;
bool bResult = FMeshRenderer::RenderMaterialTexCoordScales(MaterialData, MaterialProxy, RenderTarget, RenderedVectors);
CurrentlyRendering = false;
if (!bResult)
{
return false;
}
}
// Now compute the scale for each texture index (several indices could map to the same texture)
for (int32 RegisterIndex = 0; RegisterIndex <= MaxRegisterIndex; ++RegisterIndex)
{
UTexture2D* Texture2D = RegisterIndexToTextures[RegisterIndex];
if (!Texture2D) continue; // Only handle streaming textures
int32 TextureTile = RegisterIndex / 4;
int32 ComponentIndex = RegisterIndex % 4;
bool bSuccess = false;
bool bHadAnyValues = false;
for (int32 CoordIndex = 0; CoordIndex < TEXSTREAM_MAX_NUM_UVCHANNELS && !bSuccess; ++CoordIndex)
{
TArray<float> TextureScales;
TextureScales.Empty(TEXSTREAM_TILE_RESOLUTION * TEXSTREAM_TILE_RESOLUTION);
for (int32 TexelX = 0; TexelX < TEXSTREAM_TILE_RESOLUTION; ++TexelX)
{
for (int32 TexelY = 0; TexelY < TEXSTREAM_TILE_RESOLUTION; ++TexelY)
{
int32 TexelIndex = TextureTile * TEXSTREAM_TILE_RESOLUTION + TexelX + (TexelY + CoordIndex * TEXSTREAM_TILE_RESOLUTION) * RenderTargetSize.X;
FFloat16Color& Scale16 = RenderedVectors[TexelIndex];
float TexelScale = 0;
if (ComponentIndex == 0) TexelScale = Scale16.R.GetFloat();
if (ComponentIndex == 1) TexelScale = Scale16.G.GetFloat();
if (ComponentIndex == 2) TexelScale = Scale16.B.GetFloat();
if (ComponentIndex == 3) TexelScale = Scale16.A.GetFloat();
// Quantize scale to converge faster in the TryLogic
TexelScale = FMath::RoundToFloat(TexelScale * SCALE_PRECISION) / SCALE_PRECISION;
if (TexelScale > 0 && TexelScale < TEXSTREAM_INITIAL_GPU_SCALE)
{
TextureScales.Push(TexelScale);
}
}
}
const float SamplingScale = GetUniformScale(TextureScales);
if (SamplingScale > 0)
{
FMaterialTextureInfo TextureInfo;
TextureInfo.SamplingScale = SamplingScale;
TextureInfo.UVChannelIndex = CoordIndex;
TextureInfo.TextureReference = FSoftObjectPath(Texture2D);
TextureInfo.TextureIndex = RegisterIndex;
TextureStreamingData.Add(TextureInfo);
bSuccess = true;
}
else if (TextureScales.Num())
{
bHadAnyValues = true;
}
}
// If we couldn't find the scale, then output a warning detailing which index, texture, material is having an issue.
if (!bSuccess)
{
OutErrors.Register(InMaterial, Texture2D->GetFName(), RegisterIndex, bHadAnyValues ? FExportErrorManager::EErrorType::EET_IncohorentValues : FExportErrorManager::EErrorType::EET_NoValues);
}
}
// Update to the final data.
InMaterial->SetTextureStreamingData(TextureStreamingData);
return true;
}
UTextureRenderTarget2D* FMaterialUtilities::CreateRenderTarget(bool bInForceLinearGamma, bool bNormalMap, EPixelFormat InPixelFormat, FIntPoint& InTargetSize)
{
const FLinearColor ClearColour = bNormalMap ? FLinearColor(0.0f, 0.0f, 0.0f, 0.0f) : FLinearColor(1.0f, 0.0f, 1.0f, 0.0f);
// Find any pooled render target with suitable properties.
for (int32 RTIndex = 0; RTIndex < RenderTargetPool.Num(); RTIndex++)
{
UTextureRenderTarget2D* RenderTarget = RenderTargetPool[RTIndex];
if (RenderTarget->SizeX == InTargetSize.X &&
RenderTarget->SizeY == InTargetSize.Y &&
RenderTarget->OverrideFormat == InPixelFormat &&
RenderTarget->bForceLinearGamma == bInForceLinearGamma &&
RenderTarget->ClearColor == ClearColour )
{
return RenderTarget;
}
}
// Not found - create a new one.
UTextureRenderTarget2D* NewRenderTarget = NewObject<UTextureRenderTarget2D>();
check(NewRenderTarget);
NewRenderTarget->AddToRoot();
NewRenderTarget->ClearColor = ClearColour;
NewRenderTarget->TargetGamma = 0.0f;
NewRenderTarget->InitCustomFormat(InTargetSize.X, InTargetSize.Y, InPixelFormat, bInForceLinearGamma);
RenderTargetPool.Add(NewRenderTarget);
return NewRenderTarget;
}
void FMaterialUtilities::ClearRenderTargetPool()
{
if (CurrentlyRendering)
{
// Just in case - if garbage collection will happen during rendering, don't allow to GC used render target.
return;
}
// Allow garbage collecting of all render targets.
for (int32 RTIndex = 0; RTIndex < RenderTargetPool.Num(); RTIndex++)
{
RenderTargetPool[RTIndex]->RemoveFromRoot();
}
RenderTargetPool.Empty();
}
void FMaterialUtilities::OptimizeSampleArray(TArray<FColor>& InSamples, FIntPoint& InSampleSize)
{
if (InSamples.Num() > 1)
{
TArray<FColor> Colors;
for (const FColor& Sample : InSamples)
{
if (Colors.AddUnique(Sample) != 0)
{
break;
}
}
if (Colors.Num() == 1)
{
InSamples.Empty(1);
InSamples.Add(Colors[0]);
InSampleSize = FIntPoint(1, 1);
}
}
}
FExportMaterialProxyCache::FExportMaterialProxyCache()
{
FMemory::Memzero(Proxies);
}
FExportMaterialProxyCache::~FExportMaterialProxyCache()
{
Release();
}
void FExportMaterialProxyCache::Release()
{
for (int32 PropertyIndex = 0; PropertyIndex < UE_ARRAY_COUNT(Proxies); PropertyIndex++)
{
FMaterialRenderProxy* Proxy = Proxies[PropertyIndex];
if (Proxy)
{
delete Proxy;
Proxies[PropertyIndex] = nullptr;
}
}
}
void FMaterialUtilities::DetermineMaterialImportance(const TArray<UMaterialInterface*>& InMaterials, TArray<float>& OutImportance)
{
TArray<int32> MaterialImportance;
int32 SummedSize = 0;
for (UMaterialInterface* Material : InMaterials)
{
TArray<UObject*> UsedTextures(Material->GetReferencedTextures());
if (UMaterialInstance* MaterialInstance = Cast<UMaterialInstance>(Material))
{
for (const FTextureParameterValue& TextureParameter : MaterialInstance->TextureParameterValues)
{
if (TextureParameter.ParameterValue != nullptr)
{
UsedTextures.Add(TextureParameter.ParameterValue);
}
}
}
int32 MaxSize = 64 * 64;
for (UObject* Texture : UsedTextures)
{
if (UTexture2D* Texture2D = Cast<UTexture2D>(Texture))
{
const int32 MaxResMipBias = Texture2D->GetNumMips() - Texture2D->GetNumMipsAllowed(true);
const int32 MaxResSize = FMath::Max<int32>(Texture2D->GetSizeX() >> MaxResMipBias, 1) * FMath::Max<int32>(Texture2D->GetSizeY() >> MaxResMipBias, 1);
MaxSize = FMath::Max<int32>(MaxSize, MaxResSize);
}
}
MaterialImportance.Add(MaxSize);
SummedSize += MaxSize;
}
float WeightPerPixel = 1.0f / SummedSize;
for (int32 MaterialIndex = 0; MaterialIndex < InMaterials.Num(); ++MaterialIndex)
{
OutImportance.Add((float)MaterialImportance[MaterialIndex] * WeightPerPixel);
}
}
void FMaterialUtilities::GeneratedBinnedTextureSquares(const FVector2D DestinationSize, TArray<float>& InTexureWeights, TArray<FBox2D>& OutGeneratedBoxes)
{
typedef FBox2D FTextureArea;
struct FWeightedTexture
{
FTextureArea Area;
int32 TextureIndex;
float Weight;
};
TArray<FWeightedTexture> WeightedTextures;
const float TotalArea = DestinationSize.X * DestinationSize.Y;
// Generate textures with their size calculated according to their weight
for (int32 WeightIndex = 0; WeightIndex < InTexureWeights.Num(); ++WeightIndex)
{
const float Weight = InTexureWeights[WeightIndex];
FWeightedTexture Texture;
float TextureSize = FMath::Sqrt(TotalArea*Weight);
Texture.Area = FTextureArea( FVector2D(0.0f,0.0f), FVector2D(TextureSize, TextureSize));
Texture.TextureIndex = WeightIndex;
Texture.Weight = Weight;
WeightedTextures.Add(Texture);
}
// Sort textures by their weight (high to low) which influences the insert order
WeightedTextures.Sort([](const FWeightedTexture& One, const FWeightedTexture& Two) { return One.Weight > Two.Weight; });
TArray<FWeightedTexture> InsertedTextures;
typedef FBox2D FUnusedArea;
TArray<FUnusedArea> UnusedAreas;
bool bSuccess = true;
do
{
// Reset state
bSuccess = true;
UnusedAreas.Empty();
InsertedTextures.Empty();
FUnusedArea StartArea(FVector2D(0, 0), DestinationSize);
UnusedAreas.Add(StartArea);
for (const FWeightedTexture& Texture : WeightedTextures)
{
int32 BestAreaIndex = -1;
float RemainingArea = FLT_MAX;
FVector2D TextureSize = Texture.Area.GetSize();
float TextureSurface = TextureSize.X * TextureSize.Y;
// Find best area to insert this texture in (determined by tightest fit)
for (int32 AreaIndex = 0; AreaIndex < UnusedAreas.Num(); ++AreaIndex)
{
const FUnusedArea& UnusedArea = UnusedAreas[AreaIndex];
if (UnusedArea.GetSize().ComponentwiseAllGreaterOrEqual(TextureSize))
{
const float Remainder = UnusedArea.GetArea() - TextureSurface;
if (Remainder < RemainingArea && Remainder >= 0)
{
BestAreaIndex = AreaIndex;
RemainingArea = Remainder;
}
}
}
// Insert the texture in case we found an appropriate area
if (BestAreaIndex != -1)
{
FUnusedArea& UnusedArea = UnusedAreas[BestAreaIndex];
FVector2D UnusedSize = UnusedArea.GetSize();
// Push back texture
FWeightedTexture WeightedTexture;
WeightedTexture.Area = FTextureArea(UnusedArea.Min, UnusedArea.Min + TextureSize);
WeightedTexture.TextureIndex = Texture.TextureIndex;
InsertedTextures.Add(WeightedTexture);
// Generate two new resulting unused areas from splitting up the result
/*
___________
| | |
| | V |
|_____| |
| H | |
|_____|___|
*/
FUnusedArea HorizontalArea, VerticalArea;
HorizontalArea.Min.X = UnusedArea.Min.X;
HorizontalArea.Min.Y = UnusedArea.Min.Y + TextureSize.Y;
HorizontalArea.Max.X = HorizontalArea.Min.X + TextureSize.X;
HorizontalArea.Max.Y = HorizontalArea.Min.Y + (UnusedSize.Y - TextureSize.Y);
VerticalArea.Min.X = UnusedArea.Min.X + TextureSize.X;
VerticalArea.Min.Y = UnusedArea.Min.Y;
VerticalArea.Max.X = VerticalArea.Min.X + (UnusedSize.X - TextureSize.X);
VerticalArea.Max.Y = UnusedSize.Y;
// Append valid new areas to list (replace original one with either one of the new ones)
const bool bValidHorizontal = HorizontalArea.GetArea() > 0.0f;
const bool bValidVertical = VerticalArea.GetArea() > 0.0f;
if (bValidVertical && bValidHorizontal)
{
UnusedAreas[BestAreaIndex] = HorizontalArea;
UnusedAreas.Add(VerticalArea);
}
else if (bValidVertical)
{
UnusedAreas[BestAreaIndex] = VerticalArea;
}
else if (bValidHorizontal)
{
UnusedAreas[BestAreaIndex] = HorizontalArea;
}
else
{
// Make sure we remove the area entry
UnusedAreas.RemoveAtSwap(BestAreaIndex);
}
}
else
{
bSuccess = false;
break;
}
}
// This means we failed to find a fit, in this case we resize the textures and try again until we find one
if (bSuccess == false)
{
for (FWeightedTexture& Texture : WeightedTextures)
{
Texture.Area.Max *= .99f;
}
}
} while (!bSuccess);
// Now generate boxes
OutGeneratedBoxes.Empty(InTexureWeights.Num());
OutGeneratedBoxes.AddZeroed(InTexureWeights.Num());
// Generate boxes according to the inserted textures
for (const FWeightedTexture& Texture : InsertedTextures)
{
FBox2D& Box = OutGeneratedBoxes[Texture.TextureIndex];
Box = Texture.Area;
}
}
float FMaterialUtilities::ComputeRequiredTexelDensityFromScreenSize(const float InScreenSize, float InWorldSpaceRadius)
{
static const float ScreenX = 1920;
float WorldSizeCM = InWorldSpaceRadius * 2;
float WorldSizeMeter = WorldSizeCM / 100;
float ScreenSizePercent = InScreenSize;
float ScreenSizePixel = ScreenSizePercent * ScreenX;
float TexelDensityPerMeter = ScreenSizePixel / WorldSizeMeter;
return TexelDensityPerMeter;
}
float FMaterialUtilities::ComputeRequiredTexelDensityFromDrawDistance(const float InDrawDistance, float InWorldSpaceRadius)
{
// Generate a projection matrix.
static const float ScreenX = 1920;
static const float ScreenY = 1080;
static const float HalfFOVRad = FMath::DegreesToRadians(45.0f);
static const FMatrix ProjectionMatrix = FPerspectiveMatrix(HalfFOVRad, ScreenX, ScreenY, 0.01f);
float WorldSizeCM = InWorldSpaceRadius * 2;
float WorldSizeMeter = WorldSizeCM / 100;
float ScreenSizePercent = ComputeBoundsScreenSize(FVector::ZeroVector, InWorldSpaceRadius, FVector(0.0f, 0.0f, InDrawDistance), ProjectionMatrix);
float ScreenSizePixel = ScreenSizePercent * ScreenX;
float TexelDensityPerMeter = ScreenSizePixel / WorldSizeMeter;
return TexelDensityPerMeter;
}
static int32 ComputeTextureSizeFromTexelRatio(const double TexelRatio, const double TargetTexelDensity)
{
// 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;
}
int32 FMaterialUtilities::GetTextureSizeFromTargetTexelDensity(const UE::Geometry::FDynamicMesh3& Mesh, float InTargetTexelDensity)
{
const UE::Geometry::FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
double Mesh3DArea = 0;
double MeshUVArea = 0;
// If no UVs, assume perfect UV space usage.
const bool bHasUVs = UVOverlay != nullptr;
if (!bHasUVs)
{
MeshUVArea = 1.0;
}
for (int TriangleID : Mesh.TriangleIndicesItr())
{
// World space area
Mesh3DArea += Mesh.GetTriArea(TriangleID);
// UV space area
if (bHasUVs)
{
UE::Geometry::FIndex3i UVVertices = UVOverlay->GetTriangle(TriangleID);
UE::Geometry::FTriangle2d TriangleUV = UE::Geometry::FTriangle2d(
(FVector2d)UVOverlay->GetElement(UVVertices.A),
(FVector2d)UVOverlay->GetElement(UVVertices.B),
(FVector2d)UVOverlay->GetElement(UVVertices.C));
MeshUVArea += TriangleUV.Area();
}
}
return GetTextureSizeFromTargetTexelDensity(Mesh3DArea, MeshUVArea, InTargetTexelDensity);
}
int32 FMaterialUtilities::GetTextureSizeFromTargetTexelDensity(const FMeshDescription& InMesh, float InTargetTexelDensity)
{
FStaticMeshConstAttributes Attributes(InMesh);
TVertexAttributesConstRef<FVector3f> Positions = Attributes.GetVertexPositions();
TUVAttributesConstRef<FVector2f> UVs = Attributes.GetUVCoordinates(0);
double Mesh3DArea = 0;
double MeshUVArea = 0;
// If no UVs, assume perfect UV space usage.
const bool bHasUVs = UVs.IsValid() && UVs.GetNumElements() != 0;
if (!bHasUVs)
{
MeshUVArea = 1.0;
}
for (const FTriangleID TriangleID : InMesh.Triangles().GetElementIDs())
{
// World space area
TArrayView<const FVertexID> TriVertices = InMesh.GetTriangleVertices(TriangleID);
Mesh3DArea += UE::Geometry::VectorUtil::Area(Positions[TriVertices[0]], Positions[TriVertices[1]], Positions[TriVertices[2]]);
// UV space area
if (bHasUVs)
{
TArrayView<const FUVID> TriUVs = InMesh.GetTriangleUVIndices(TriangleID);
MeshUVArea += UE::Geometry::VectorUtil::Area(UVs[0], UVs[1], UVs[2]);
}
}
return GetTextureSizeFromTargetTexelDensity(Mesh3DArea, MeshUVArea, InTargetTexelDensity);
}
int32 FMaterialUtilities::GetTextureSizeFromTargetTexelDensity(double InMesh3DArea, double InMeshUVArea, double InTargetTexelDensity)
{
double TexelRatio = FMath::Sqrt(InMeshUVArea / InMesh3DArea) * 100;
static const int32 MinTextureSize = 16;
static const int32 MaxTextureSize = 8192;
int32 TextureSize = ComputeTextureSizeFromTexelRatio(TexelRatio, InTargetTexelDensity);
if (TextureSize > MaxTextureSize)
{
UE_LOG(LogMaterialUtilities, Warning, TEXT("Mesh would require %d x %d textures, clamping down to maximum (%d x %d)"), TextureSize, TextureSize, MaxTextureSize, MaxTextureSize);
}
return FMath::Clamp(TextureSize, MinTextureSize, MaxTextureSize);
}