Files
UnrealEngineUWP/Engine/Source/Developer/TextureCompressor/Private/TextureCompressorModule.cpp
Ben Marsh 6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00

2159 lines
66 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "TextureCompressorModule.h"
#include "Math/RandomStream.h"
#include "Containers/IndirectArray.h"
#include "Stats/Stats.h"
#include "Async/AsyncWork.h"
#include "Modules/ModuleManager.h"
#include "Engine/Texture.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/ITextureFormat.h"
#include "ImageCore.h"
#if PLATFORM_WINDOWS
#include "WindowsHWrapper.h"
#endif
DEFINE_LOG_CATEGORY_STATIC(LogTextureCompressor, Log, All);
/*------------------------------------------------------------------------------
Mip-Map Generation
------------------------------------------------------------------------------*/
enum EMipGenAddressMode
{
MGTAM_Wrap,
MGTAM_Clamp,
MGTAM_BorderBlack,
};
/**
* 2D view into one slice of an image.
*/
struct FImageView2D
{
/** Pointer to colors in the slice. */
FLinearColor* SliceColors;
/** Width of the slice. */
int32 SizeX;
/** Height of the slice. */
int32 SizeY;
/** Initialization constructor. */
FImageView2D(FImage& Image, int32 SliceIndex)
{
SizeX = Image.SizeX;
SizeY = Image.SizeY;
SliceColors = Image.AsRGBA32F() + SliceIndex * SizeY * SizeX;
}
/** Access a single texel. */
FLinearColor& Access(int32 X, int32 Y)
{
return SliceColors[X + Y * SizeX];
}
/** Const access to a single texel. */
const FLinearColor& Access(int32 X, int32 Y) const
{
return SliceColors[X + Y * SizeX];
}
};
// 2D sample lookup with input conversion
// requires SourceImageData.SizeX and SourceImageData.SizeY to be power of two
template <EMipGenAddressMode AddressMode>
FLinearColor LookupSourceMip(const FImageView2D& SourceImageData, int32 X, int32 Y)
{
if(AddressMode == MGTAM_Wrap)
{
// wrap
X = (int32)((uint32)X) & (SourceImageData.SizeX - 1);
Y = (int32)((uint32)Y) & (SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_Clamp)
{
// clamp
X = FMath::Clamp(X, 0, SourceImageData.SizeX - 1);
Y = FMath::Clamp(Y, 0, SourceImageData.SizeY - 1);
}
else if(AddressMode == MGTAM_BorderBlack)
{
// border color 0
if((uint32)X >= (uint32)SourceImageData.SizeX
|| (uint32)Y >= (uint32)SourceImageData.SizeY)
{
return FLinearColor(0, 0, 0, 0);
}
}
else
{
check(0);
}
//return *(SourceImageData.AsRGBA32F() + X + Y * SourceImageData.SizeX);
return SourceImageData.Access(X,Y);
}
// Kernel class for image filtering operations like image downsampling
// at max MaxKernelExtend x MaxKernelExtend
class FImageKernel2D
{
public:
FImageKernel2D() :FilterTableSize(0)
{
}
// @param TableSize1D 2 for 2x2, 4 for 4x4, 6 for 6x6, 8 for 8x8
// @param SharpenFactor can be negative to blur
// generate normalized 2D Kernel with sharpening
void BuildSeparatableGaussWithSharpen(uint32 TableSize1D, float SharpenFactor = 0.0f)
{
if(TableSize1D > MaxKernelExtend)
{
TableSize1D = MaxKernelExtend;
}
float Table1D[MaxKernelExtend];
float NegativeTable1D[MaxKernelExtend];
FilterTableSize = TableSize1D;
if(SharpenFactor < 0.0f)
{
// blur only
BuildGaussian1D(Table1D, TableSize1D, 1.0f, -SharpenFactor);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
return;
}
else if(TableSize1D == 2)
{
// 2x2 kernel: simple average
KernelWeights[0] = KernelWeights[1] = KernelWeights[2] = KernelWeights[3] = 0.25f;
return;
}
else if(TableSize1D == 4)
{
// 4x4 kernel with sharpen or blur: can alias a bit
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 1);
}
else if(TableSize1D == 6)
{
// 6x6 kernel with sharpen or blur: still can alias
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 2);
}
else if(TableSize1D == 8)
{
//8x8 kernel with sharpen or blur
// * 2 to get similar appearance as for TableSize 6
SharpenFactor = SharpenFactor * 2.0f;
BuildFilterTable1DBase(Table1D, TableSize1D, 1.0f + SharpenFactor);
// positive lobe is blurred a bit for better quality
BlurFilterTable1D(Table1D, TableSize1D, 1);
BuildFilterTable1DBase(NegativeTable1D, TableSize1D, -SharpenFactor);
BlurFilterTable1D(NegativeTable1D, TableSize1D, 3);
}
else
{
// not yet supported
check(0);
}
AddFilterTable1D(Table1D, NegativeTable1D, TableSize1D);
BuildFilterTable2DFrom1D(KernelWeights, Table1D, TableSize1D);
}
inline uint32 GetFilterTableSize() const
{
return FilterTableSize;
}
inline float GetAt(uint32 X, uint32 Y) const
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
inline float& GetRefAt(uint32 X, uint32 Y)
{
checkSlow(X < FilterTableSize);
checkSlow(Y < FilterTableSize);
return KernelWeights[X + Y * FilterTableSize];
}
private:
inline static float NormalDistribution(float X, float Variance)
{
const float StandardDeviation = FMath::Sqrt(Variance);
return FMath::Exp(-FMath::Square(X) / (2.0f * Variance)) / (StandardDeviation * FMath::Sqrt(2.0f * (float)PI));
}
// support even and non even sized filters
static void BuildGaussian1D(float *InOutTable, uint32 TableSize, float Sum, float Variance)
{
float Center = TableSize * 0.5f;
float CurrentSum = 0;
for(uint32 i = 0; i < TableSize; ++i)
{
float Actual = NormalDistribution(i - Center + 0.5f, Variance);
InOutTable[i] = Actual;
CurrentSum += Actual;
}
// Normalize
float InvSum = Sum / CurrentSum;
for(uint32 i = 0; i < TableSize; ++i)
{
InOutTable[i] *= InvSum;
}
}
//
static void BuildFilterTable1DBase(float *InOutTable, uint32 TableSize, float Sum )
{
// we require a even sized filter
check(TableSize % 2 == 0);
float Inner = 0.5f * Sum;
uint32 Center = TableSize / 2;
for(uint32 x = 0; x < TableSize; ++x)
{
if(x == Center || x == Center - 1)
{
// center elements
InOutTable[x] = Inner;
}
else
{
// outer elements
InOutTable[x] = 0.0f;
}
}
}
// InOutTable += InTable
static void AddFilterTable1D( float *InOutTable, float *InTable, uint32 TableSize )
{
for(uint32 x = 0; x < TableSize; ++x)
{
InOutTable[x] += InTable[x];
}
}
// @param Times 1:box, 2:triangle, 3:pow2, 4:pow3, ...
// can be optimized with double buffering but doesn't need to be fast
static void BlurFilterTable1D( float *InOutTable, uint32 TableSize, uint32 Times )
{
check(Times>0);
check(TableSize<32);
float Intermediate[32];
for(uint32 Pass = 0; Pass < Times; ++Pass)
{
for(uint32 x = 0; x < TableSize; ++x)
{
Intermediate[x] = InOutTable[x];
}
for(uint32 x = 0; x < TableSize; ++x)
{
float sum = Intermediate[x];
if(x)
{
sum += Intermediate[x-1];
}
if(x < TableSize - 1)
{
sum += Intermediate[x+1];
}
InOutTable[x] = sum / 3.0f;
}
}
}
static void BuildFilterTable2DFrom1D( float *OutTable2D, float *InTable1D, uint32 TableSize )
{
for(uint32 y = 0; y < TableSize; ++y)
{
for(uint32 x = 0; x < TableSize; ++x)
{
OutTable2D[x + y * TableSize] = InTable1D[y] * InTable1D[x];
}
}
}
// at max we support MaxKernelExtend x MaxKernelExtend kernels
const static uint32 MaxKernelExtend = 12;
// 0 if no kernel was setup yet
uint32 FilterTableSize;
// normalized, means the sum of it should be 1.0f
float KernelWeights[MaxKernelExtend * MaxKernelExtend];
};
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaCoverage(const FVector4& Thresholds, const FVector4& Scales, const FImageView2D& SourceImageData)
{
FVector4 Coverage(0, 0, 0, 0);
for (int32 y = 0; y < SourceImageData.SizeY; ++y)
{
for (int32 x = 0; x < SourceImageData.SizeX; ++x)
{
// Sample channel values at pixel neighborhood
FVector4 PixelValue (LookupSourceMip<AddressMode>(SourceImageData, x, y));
// Calculate coverage for each channel (if being used as an alpha mask)
for (int32 i = 0; i < 4; ++i)
{
// Skip channel if Threshold is 0
if (Thresholds[i] == 0)
{
continue;
}
if (PixelValue[i] * Scales[i] >= Thresholds[i])
{
++Coverage[i];
}
}
}
}
return Coverage / float(SourceImageData.SizeX * SourceImageData.SizeY);
}
template <EMipGenAddressMode AddressMode>
static FVector4 ComputeAlphaScale(const FVector4& Coverages, const FVector4& AlphaThresholds, const FImageView2D& SourceImageData)
{
FVector4 MinAlphaScales (0, 0, 0, 0);
FVector4 MaxAlphaScales (4, 4, 4, 4);
FVector4 AlphaScales (1, 1, 1, 1);
//Binary Search to find Alpha Scale
for (int32 i = 0; i < 8; ++i)
{
FVector4 ComputedCoverages = ComputeAlphaCoverage<AddressMode>(AlphaThresholds, AlphaScales, SourceImageData);
for (int32 j = 0; j < 4; ++j)
{
if (AlphaThresholds[j] == 0 || fabs(ComputedCoverages[j] - Coverages[j]) < KINDA_SMALL_NUMBER)
{
continue;
}
if (ComputedCoverages[j] < Coverages[j])
{
MinAlphaScales[j] = AlphaScales[j];
}
else if (ComputedCoverages[j] > Coverages[j])
{
MaxAlphaScales[j] = AlphaScales[j];
}
AlphaScales[j] = (MinAlphaScales[j] + MaxAlphaScales[j]) * 0.5f;
}
if (ComputedCoverages.Equals(Coverages))
{
break;
}
}
return AlphaScales;
}
/**
* Generates a mip-map for an 2D B8G8R8A8 image using a 4x4 filter with sharpening
* @param SourceImageData - The source image's data.
* @param DestImageData - The destination image's data.
* @param ImageFormat - The format of both the source and destination images.
* @param FilterTable2D - [FilterTableSize * FilterTableSize]
* @param FilterTableSize - >= 2
* @param ScaleFactor 1 / 2:for downsampling
*/
template <EMipGenAddressMode AddressMode>
static void GenerateSharpenedMipB8G8R8A8Templ(
const FImageView2D& SourceImageData,
FImageView2D& DestImageData,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D& Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift )
{
check( SourceImageData.SizeX == ScaleFactor * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SourceImageData.SizeY == ScaleFactor * DestImageData.SizeY || DestImageData.SizeY == 1 );
check( Kernel.GetFilterTableSize() >= 2 );
const int32 KernelCenter = (int32)Kernel.GetFilterTableSize() / 2 - 1;
// Set up a random number stream for dithering.
FRandomStream RandomStream(0);
FVector4 AlphaScale(1, 1, 1, 1);
if (AlphaThresholds != FVector4(0,0,0,0))
{
AlphaScale = ComputeAlphaScale<AddressMode>(AlphaCoverages, AlphaThresholds, SourceImageData);
}
for ( int32 DestY = 0;DestY < DestImageData.SizeY; DestY++ )
{
for ( int32 DestX = 0;DestX < DestImageData.SizeX; DestX++ )
{
const int32 SourceX = DestX * ScaleFactor;
const int32 SourceY = DestY * ScaleFactor;
FLinearColor FilteredColor(0, 0, 0, 0);
if ( bSharpenWithoutColorShift )
{
FLinearColor SharpenedColor(0, 0, 0, 0);
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
SharpenedColor += Weight * Sample;
}
}
float NewLuminance = SharpenedColor.ComputeLuminance();
// simple 2x2 kernel to compute the color
FilteredColor =
( LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 0 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 0, SourceY + 1 )
+ LookupSourceMip<AddressMode>( SourceImageData, SourceX + 1, SourceY + 1 ) ) * 0.25f;
float OldLuminance = FilteredColor.ComputeLuminance();
if ( OldLuminance > 0.001f )
{
float Factor = NewLuminance / OldLuminance;
FilteredColor.R *= Factor;
FilteredColor.G *= Factor;
FilteredColor.B *= Factor;
}
// We also want to sharpen the alpha channel (was missing before)
FilteredColor.A = SharpenedColor.A;
}
else
{
for ( uint32 KernelY = 0; KernelY < Kernel.GetFilterTableSize(); ++KernelY )
{
for ( uint32 KernelX = 0; KernelX < Kernel.GetFilterTableSize(); ++KernelX )
{
float Weight = Kernel.GetAt( KernelX, KernelY );
FLinearColor Sample = LookupSourceMip<AddressMode>( SourceImageData, SourceX + KernelX - KernelCenter, SourceY + KernelY - KernelCenter );
FilteredColor += Weight * Sample;
}
}
}
// Apply computed alpha scales to each channel
FilteredColor.R *= AlphaScale.X;
FilteredColor.G *= AlphaScale.Y;
FilteredColor.B *= AlphaScale.Z;
FilteredColor.A *= AlphaScale.W;
if ( bDitherMipMapAlpha )
{
// Dither the alpha of any pixel which passes an alpha threshold test.
const int32 DitherAlphaThreshold = 5.0f / 255.0f;
const float MinRandomAlpha = 85.0f;
const float MaxRandomAlpha = 255.0f;
if ( FilteredColor.A > DitherAlphaThreshold)
{
FilteredColor.A = FMath::TruncToInt( FMath::Lerp( MinRandomAlpha, MaxRandomAlpha, RandomStream.GetFraction() ) );
}
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
}
}
}
// to switch conveniently between different texture wrapping modes for the mip map generation
// the template can optimize the inner loop using a constant AddressMode
static void GenerateSharpenedMipB8G8R8A8(
const FImageView2D& SourceImageData,
FImageView2D& DestImageData,
EMipGenAddressMode AddressMode,
bool bDitherMipMapAlpha,
FVector4 AlphaCoverages,
FVector4 AlphaThresholds,
const FImageKernel2D &Kernel,
uint32 ScaleFactor,
bool bSharpenWithoutColorShift
)
{
switch(AddressMode)
{
case MGTAM_Wrap:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Wrap>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
case MGTAM_Clamp:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_Clamp>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
case MGTAM_BorderBlack:
GenerateSharpenedMipB8G8R8A8Templ<MGTAM_BorderBlack>(SourceImageData, DestImageData, bDitherMipMapAlpha, AlphaCoverages, AlphaThresholds, Kernel, ScaleFactor, bSharpenWithoutColorShift);
break;
default:
check(0);
}
}
// Update border texels after normal mip map generation to preserve the colors there (useful for particles and decals).
static void GenerateMipBorder(
const FImageView2D& SrcImageData,
FImageView2D& DestImageData
)
{
check( SrcImageData.SizeX == 2 * DestImageData.SizeX || DestImageData.SizeX == 1 );
check( SrcImageData.SizeY == 2 * DestImageData.SizeY || DestImageData.SizeY == 1 );
for ( int32 DestY = 0; DestY < DestImageData.SizeY; DestY++ )
{
for ( int32 DestX = 0; DestX < DestImageData.SizeX; )
{
FLinearColor FilteredColor(0, 0, 0, 0);
{
float WeightSum = 0.0f;
for ( int32 KernelY = 0; KernelY < 2; ++KernelY )
{
for ( int32 KernelX = 0; KernelX < 2; ++KernelX )
{
const int32 SourceX = DestX * 2 + KernelX;
const int32 SourceY = DestY * 2 + KernelY;
// only average the source border
if ( SourceX == 0 ||
SourceX == SrcImageData.SizeX - 1 ||
SourceY == 0 ||
SourceY == SrcImageData.SizeY - 1 )
{
FLinearColor Sample = LookupSourceMip<MGTAM_Wrap>( SrcImageData, SourceX, SourceY );
FilteredColor += Sample;
WeightSum += 1.0f;
}
}
}
FilteredColor /= WeightSum;
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor& DestColor = DestImageData.Access(DestX, DestY);
DestColor = FilteredColor;
++DestX;
if ( DestY > 0 &&
DestY < DestImageData.SizeY - 1 &&
DestX > 0 &&
DestX < DestImageData.SizeX - 1 )
{
// jump over the non border area
DestX += FMath::Max( 1, DestImageData.SizeX - 2 );
}
}
}
}
// how should be treat lookups outside of the image
static EMipGenAddressMode ComputeAdressMode(const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = MGTAM_Wrap;
if(Settings.bPreserveBorder)
{
AddressMode = Settings.bBorderColorBlack ? MGTAM_BorderBlack : MGTAM_Clamp;
}
return AddressMode;
}
static void GenerateTopMip(const FImage& SrcImage, FImage& DestImage, const FTextureBuildSettings& Settings)
{
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
FImageKernel2D KernelDownsample;
// /2 as input resolution is same as output resolution and the settings assumed the output is half resolution
KernelDownsample.BuildSeparatableGaussWithSharpen( FMath::Max( 2u, Settings.SharpenMipKernelSize / 2 ), Settings.MipSharpening );
DestImage.Init(SrcImage.SizeX, SrcImage.SizeY, SrcImage.NumSlices, SrcImage.Format, SrcImage.GammaSpace);
for (int32 SliceIndex = 0; SliceIndex < SrcImage.NumSlices; ++SliceIndex)
{
FImageView2D SrcView((FImage&)SrcImage, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8(
SrcView,
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
FVector4(0, 0, 0, 0),
FVector4(0, 0, 0, 0),
KernelDownsample,
1,
Settings.bSharpenWithoutColorShift
);
}
}
/**
* Generate a full mip chain. The input mip chain must have one or more mips.
* @param Settings - Preprocess settings.
* @param BaseImage - An image that will serve as the source for the generation of the mip chain.
* @param OutMipChain - An array that will contain the resultant mip images. Generated mip levels are appended to the array.
* @param MipChainDepth - number of mip images to produce. Mips chain is finished when either a 1x1 mip is produced or 'MipChainDepth' images have been produced.
*/
static void GenerateMipChain(
const FTextureBuildSettings& Settings,
const FImage& BaseImage,
TArray<FImage> &OutMipChain,
uint32 MipChainDepth = MAX_uint32
)
{
check(BaseImage.Format == ERawImageFormat::RGBA32F);
const FImage& BaseMip = BaseImage;
const int32 SrcWidth = BaseMip.SizeX;
const int32 SrcHeight= BaseMip.SizeY;
const int32 SrcNumSlices = BaseMip.NumSlices;
const ERawImageFormat::Type ImageFormat = ERawImageFormat::RGBA32F;
FVector4 AlphaScales(1, 1, 1, 1);
FVector4 AlphaCoverages(0, 0, 0, 0);
// space for one source mip and one destination mip
FImage IntermediateSrc(SrcWidth, SrcHeight, SrcNumSlices, ImageFormat);
FImage IntermediateDst(FMath::Max<uint32>( 1, SrcWidth >> 1 ), FMath::Max<uint32>( 1, SrcHeight >> 1 ), SrcNumSlices, ImageFormat);
// copy base mip
BaseMip.CopyTo(IntermediateSrc, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
// Filtering kernels.
FImageKernel2D KernelSimpleAverage;
FImageKernel2D KernelDownsample;
KernelSimpleAverage.BuildSeparatableGaussWithSharpen( 2 );
KernelDownsample.BuildSeparatableGaussWithSharpen( Settings.SharpenMipKernelSize, Settings.MipSharpening );
EMipGenAddressMode AddressMode = ComputeAdressMode(Settings);
bool bReDrawBorder = false;
if( Settings.bPreserveBorder )
{
bReDrawBorder = !Settings.bBorderColorBlack;
}
// Calculate alpha coverage value to preserve along mip chain
if (Settings.AlphaCoverageThresholds != FVector4(0,0,0,0))
{
FImageView2D IntermediateSrcView(IntermediateSrc, 0);
switch (AddressMode)
{
case MGTAM_Wrap:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Wrap>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_Clamp:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_Clamp>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
case MGTAM_BorderBlack:
AlphaCoverages = ComputeAlphaCoverage<MGTAM_BorderBlack>(Settings.AlphaCoverageThresholds, AlphaScales, IntermediateSrcView);
break;
default:
check(0);
}
}
// Generate mips
for (; MipChainDepth != 0 ; --MipChainDepth)
{
FImage& DestImage = *new(OutMipChain) FImage(IntermediateDst.SizeX, IntermediateDst.SizeY, SrcNumSlices, ImageFormat);
for (int32 SliceIndex = 0; SliceIndex < SrcNumSlices; ++SliceIndex)
{
FImageView2D IntermediateSrcView(IntermediateSrc, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
DestView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelDownsample,
2,
Settings.bSharpenWithoutColorShift
);
// generate IntermediateDstImage:
if ( Settings.bDownsampleWithAverage )
{
// down sample without sharpening for the next iteration
GenerateSharpenedMipB8G8R8A8(
IntermediateSrcView,
IntermediateDstView,
AddressMode,
Settings.bDitherMipMapAlpha,
AlphaCoverages,
Settings.AlphaCoverageThresholds,
KernelSimpleAverage,
2,
Settings.bSharpenWithoutColorShift
);
}
}
if ( Settings.bDownsampleWithAverage == false )
{
FMemory::Memcpy( IntermediateDst.AsRGBA32F(), DestImage.AsRGBA32F(),
IntermediateDst.SizeX * IntermediateDst.SizeY * SrcNumSlices * sizeof(FLinearColor) );
}
if ( bReDrawBorder )
{
for (int32 SliceIndex = 0; SliceIndex < SrcNumSlices; ++SliceIndex)
{
FImageView2D IntermediateSrcView(IntermediateSrc, SliceIndex);
FImageView2D DestView(DestImage, SliceIndex);
FImageView2D IntermediateDstView(IntermediateDst, SliceIndex);
GenerateMipBorder( IntermediateSrcView, DestView );
GenerateMipBorder( IntermediateSrcView, IntermediateDstView );
}
}
// Once we've created mip-maps down to 1x1, we're done.
if ( IntermediateDst.SizeX == 1 && IntermediateDst.SizeY == 1 )
{
break;
}
// last destination becomes next source
FMemory::Memcpy(IntermediateSrc.AsRGBA32F(), IntermediateDst.AsRGBA32F(),
IntermediateDst.SizeX * IntermediateDst.SizeY * SrcNumSlices * sizeof(FLinearColor));
// Sizes for the next iteration.
IntermediateSrc.SizeX = FMath::Max<uint32>( 1, IntermediateSrc.SizeX >> 1 );
IntermediateSrc.SizeY = FMath::Max<uint32>( 1, IntermediateSrc.SizeY >> 1 );
IntermediateDst.SizeX = FMath::Max<uint32>( 1, IntermediateDst.SizeX >> 1 );
IntermediateDst.SizeY = FMath::Max<uint32>( 1, IntermediateDst.SizeY >> 1 );
}
}
/*------------------------------------------------------------------------------
Angular Filtering for HDR Cubemaps.
------------------------------------------------------------------------------*/
/**
* View in to an image that allows access by converting a direction to longitude and latitude.
*/
struct FImageViewLongLat
{
/** Image colors. */
FLinearColor* ImageColors;
/** Width of the image. */
int32 SizeX;
/** Height of the image. */
int32 SizeY;
/** Initialization constructor. */
explicit FImageViewLongLat(FImage& Image)
{
ImageColors = Image.AsRGBA32F();
SizeX = Image.SizeX;
SizeY = Image.SizeY;
}
/** Wraps X around W. */
static void WrapTo(int32& X, int32 W)
{
X = X % W;
if(X < 0)
{
X += W;
}
}
/** Const access to a texel. */
FLinearColor Access(int32 X, int32 Y) const
{
return ImageColors[X + Y * SizeX];
}
/** Makes a filtered lookup. */
FLinearColor LookupFiltered(float X, float Y) const
{
int32 X0 = (int32)floor(X);
int32 Y0 = (int32)floor(Y);
float FracX = X - X0;
float FracY = Y - Y0;
int32 X1 = X0 + 1;
int32 Y1 = Y0 + 1;
WrapTo(X0, SizeX);
WrapTo(X1, SizeX);
Y0 = FMath::Clamp(Y0, 0, (int32)(SizeY - 1));
Y1 = FMath::Clamp(Y1, 0, (int32)(SizeY - 1));
FLinearColor CornerRGB00 = Access(X0, Y0);
FLinearColor CornerRGB10 = Access(X1, Y0);
FLinearColor CornerRGB01 = Access(X0, Y1);
FLinearColor CornerRGB11 = Access(X1, Y1);
FLinearColor CornerRGB0 = FMath::Lerp(CornerRGB00, CornerRGB10, FracX);
FLinearColor CornerRGB1 = FMath::Lerp(CornerRGB01, CornerRGB11, FracX);
return FMath::Lerp(CornerRGB0, CornerRGB1, FracY);
}
/** Makes a filtered lookup using a direction. */
FLinearColor LookupLongLat(FVector NormalizedDirection) const
{
// see http://gl.ict.usc.edu/Data/HighResProbes
// latitude-longitude panoramic format = equirectangular mapping
float X = (1 + atan2(NormalizedDirection.X, - NormalizedDirection.Z) / PI) / 2 * SizeX;
float Y = acos(NormalizedDirection.Y) / PI * SizeY;
return LookupFiltered(X, Y);
}
};
// transform world space vector to a space relative to the face
static FVector TransformSideToWorldSpace(uint32 CubemapFace, FVector InDirection)
{
float x = InDirection.X, y = InDirection.Y, z = InDirection.Z;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(+z, -y, -x); break;
case 1: Ret = FVector(-z, -y, +x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
// this makes it with the Unreal way (z and y are flipped)
return FVector(Ret.X, Ret.Z, Ret.Y);
}
// transform vector relative to the face to world space
static FVector TransformWorldToSideSpace(uint32 CubemapFace, FVector InDirection)
{
// undo Unreal way (z and y are flipped)
float x = InDirection.X, y = InDirection.Z, z = InDirection.Y;
FVector Ret = FVector(0, 0, 0);
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch(CubemapFace)
{
case 0: Ret = FVector(-z, -y, +x); break;
case 1: Ret = FVector(+z, -y, -x); break;
case 2: Ret = FVector(+x, +z, +y); break;
case 3: Ret = FVector(+x, -z, -y); break;
case 4: Ret = FVector(+x, -y, +z); break;
case 5: Ret = FVector(-x, -y, -z); break;
default:
checkSlow(0);
}
return Ret;
}
FVector ComputeSSCubeDirectionAtTexelCenter(uint32 x, uint32 y, float InvSideExtent)
{
// center of the texels
FVector DirectionSS((x + 0.5f) * InvSideExtent * 2 - 1, (y + 0.5f) * InvSideExtent * 2 - 1, 1);
DirectionSS.Normalize();
return DirectionSS;
}
static FVector ComputeWSCubeDirectionAtTexelCenter(uint32 CubemapFace, uint32 x, uint32 y, float InvSideExtent)
{
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvSideExtent);
FVector DirectionWS = TransformSideToWorldSpace(CubemapFace, DirectionSS);
return DirectionWS;
}
static int32 ComputeLongLatCubemapExtents(const FImage& SrcImage, const int32 MaxCubemapTextureResolution)
{
return FMath::Clamp(1 << FMath::FloorLog2(SrcImage.SizeX / 2), 32, MaxCubemapTextureResolution);
}
/**
* Generates the base cubemap mip from a longitude-latitude 2D image.
* @param OutMip - The output mip.
* @param SrcImage - The source longlat image.
*/
static void GenerateBaseCubeMipFromLongitudeLatitude2D(FImage* OutMip, const FImage& SrcImage, const int32 MaxCubemapTextureResolution)
{
FImage LongLatImage;
SrcImage.CopyTo(LongLatImage, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
FImageViewLongLat LongLatView(LongLatImage);
// TODO_TEXTURE: Expose target size to user.
int32 Extent = ComputeLongLatCubemapExtents(LongLatImage, MaxCubemapTextureResolution);
float InvExtent = 1.0f / Extent;
OutMip->Init(Extent, Extent, 6, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
for(uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D MipView(*OutMip, Face);
for(int32 y = 0; y < Extent; ++y)
{
for(int32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvExtent);
MipView.Access(x, y) = LongLatView.LookupLongLat(DirectionWS);
}
}
}
}
class FTexelProcessor
{
public:
// @param InConeAxisSS - normalized, in side space
// @param TexelAreaArray - precomputed area of each texel for correct weighting
FTexelProcessor(const FVector& InConeAxisSS, float ConeAngle, const FLinearColor* InSideData, const float* InTexelAreaArray, uint32 InFullExtent)
: ConeAxisSS(InConeAxisSS)
, AccumulatedColor(0, 0, 0, 0)
, SideData(InSideData)
, TexelAreaArray(InTexelAreaArray)
, FullExtent(InFullExtent)
{
ConeAngleSin = sinf(ConeAngle);
ConeAngleCos = cosf(ConeAngle);
// *2 as the position is from -1 to 1
// / InFullExtent as x and y is in the range 0..InFullExtent-1
PositionToWorldScale = 2.0f / InFullExtent;
InvFullExtent = 1.0f / FullExtent;
// examples: 0 to diffuse convolution, 0.95f for glossy
DirDot = FMath::Min(FMath::Cos(ConeAngle), 0.9999f);
InvDirOneMinusDot = 1.0f / (1.0f - DirDot);
// precomputed sqrt(2.0f * 2.0f + 2.0f * 2.0f)
float Sqrt8 = 2.8284271f;
RadiusToWorldScale = Sqrt8 / (float)InFullExtent;
}
// @return true: yes, traverse deeper, false: not relevant
bool TestIfRelevant(uint32 x, uint32 y, uint32 LocalExtent) const
{
float HalfExtent = LocalExtent * 0.5f;
float U = (x + HalfExtent) * PositionToWorldScale - 1.0f;
float V = (y + HalfExtent) * PositionToWorldScale - 1.0f;
float SphereRadius = RadiusToWorldScale * LocalExtent;
FVector SpherePos(U, V, 1);
return FMath::SphereConeIntersection(SpherePos, SphereRadius, ConeAxisSS, ConeAngleSin, ConeAngleCos);
}
void Process(uint32 x, uint32 y)
{
const FLinearColor* In = &SideData[x + y * FullExtent];
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter(x, y, InvFullExtent);
float DotValue = ConeAxisSS | DirectionSS;
if(DotValue > DirDot)
{
// 0..1, 0=at kernel border..1=at kernel center
float KernelWeight = 1.0f - (1.0f - DotValue) * InvDirOneMinusDot;
// apply smoothstep function (softer, less linear result)
KernelWeight = KernelWeight * KernelWeight * (3 - 2 * KernelWeight);
float AreaCompensation = TexelAreaArray[x + y * FullExtent];
// AreaCompensation would be need for correctness but seems it has a but
// as it looks much better (no seam) without, the effect is minor so it's deactivated for now.
// float Weight = KernelWeight * AreaCompensation;
float Weight = KernelWeight;
AccumulatedColor.R += Weight * In->R;
AccumulatedColor.G += Weight * In->G;
AccumulatedColor.B += Weight * In->B;
AccumulatedColor.A += Weight;
}
}
// normalized, in side space
FVector ConeAxisSS;
FLinearColor AccumulatedColor;
// cached for better performance
float ConeAngleSin;
float ConeAngleCos;
float PositionToWorldScale;
float RadiusToWorldScale;
float InvFullExtent;
// 0 to diffuse convolution, 0.95f for glossy
float DirDot;
float InvDirOneMinusDot;
/** [x + y * FullExtent] */
const FLinearColor* SideData;
const float* TexelAreaArray;
uint32 FullExtent;
};
template <class TVisitor>
void TCubemapSideRasterizer(TVisitor &TexelProcessor, int32 x, uint32 y, uint32 Extent)
{
if(Extent > 1)
{
if(!TexelProcessor.TestIfRelevant(x, y, Extent))
{
return;
}
Extent /= 2;
TCubemapSideRasterizer(TexelProcessor, x, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y, Extent);
TCubemapSideRasterizer(TexelProcessor, x, y + Extent, Extent);
TCubemapSideRasterizer(TexelProcessor, x + Extent, y + Extent, Extent);
}
else
{
TexelProcessor.Process(x, y);
}
}
static FLinearColor IntegrateAngularArea(FImage& Image, FVector FilterDirectionWS, float ConeAngle, const float* TexelAreaArray)
{
// Alpha channel is used to renormalize later
FLinearColor ret(0, 0, 0, 0);
int32 Extent = Image.SizeX;
for(uint32 Face = 0; Face < 6; ++Face)
{
FImageView2D ImageView(Image, Face);
FVector FilterDirectionSS = TransformWorldToSideSpace(Face, FilterDirectionWS);
FTexelProcessor Processor(FilterDirectionSS, ConeAngle, &ImageView.Access(0,0), TexelAreaArray, Extent);
// recursively split the (0,0)-(Extent-1,Extent-1), tests for intersection and processes only colors inside
TCubemapSideRasterizer(Processor, 0, 0, Extent);
ret += Processor.AccumulatedColor;
}
if(ret.A != 0)
{
float Inv = 1.0f / ret.A;
ret.R *= Inv;
ret.G *= Inv;
ret.B *= Inv;
}
else
{
// should not happen
// checkSlow(0);
}
ret.A = 0;
return ret;
}
// @return 2 * computed triangle area
static inline float TriangleArea2_3D(FVector A, FVector B, FVector C)
{
return ((A-B) ^ (C-B)).Size();
}
static inline float ComputeTexelArea(uint32 x, uint32 y, float InvSideExtentMul2)
{
float fU = x * InvSideExtentMul2 - 1;
float fV = y * InvSideExtentMul2 - 1;
FVector CornerA = FVector(fU, fV, 1);
FVector CornerB = FVector(fU + InvSideExtentMul2, fV, 1);
FVector CornerC = FVector(fU, fV + InvSideExtentMul2, 1);
FVector CornerD = FVector(fU + InvSideExtentMul2, fV + InvSideExtentMul2, 1);
CornerA.Normalize();
CornerB.Normalize();
CornerC.Normalize();
CornerD.Normalize();
return TriangleArea2_3D(CornerA, CornerB, CornerC) + TriangleArea2_3D(CornerC, CornerB, CornerD) * 0.5f;
}
/**
* Generate a mip using angular filtering.
* @param DestMip - The filtered mip.
* @param SrcMip - The source mip which will be filtered.
* @param ConeAngle - The cone angle with which to filter.
*/
static void GenerateAngularFilteredMip(FImage* DestMip, FImage& SrcMip, float ConeAngle)
{
int32 MipExtent = DestMip->SizeX;
float MipInvSideExtent = 1.0f / MipExtent;
TArray<float> TexelAreaArray;
TexelAreaArray.AddUninitialized(SrcMip.SizeX * SrcMip.SizeY);
// precompute the area size for one face (is the same for each face)
for(int32 y = 0; y < SrcMip.SizeY; ++y)
{
for(int32 x = 0; x < SrcMip.SizeX; ++x)
{
TexelAreaArray[x + y * SrcMip.SizeX] = ComputeTexelArea(x, y, MipInvSideExtent * 2);
}
}
// We start getting gains running threaded upwards of sizes >= 128
if (SrcMip.SizeX >= 128)
{
// Quick workaround: Do a thread per mip
struct FAsyncGenerateMipsPerFaceWorker : public FNonAbandonableTask
{
int32 Face;
FImage* DestMip;
int32 Extent;
float ConeAngle;
const float* TexelAreaArray;
FImage* SrcMip;
FAsyncGenerateMipsPerFaceWorker(int32 InFace, FImage* InDestMip, int32 InExtent, float InConeAngle, const float* InTexelAreaArray, FImage* InSrcMip) :
Face(InFace),
DestMip(InDestMip),
Extent(InExtent),
ConeAngle(InConeAngle),
TexelAreaArray(InTexelAreaArray),
SrcMip(InSrcMip)
{
}
void DoWork()
{
const float InvSideExtent = 1.0f / Extent;
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < Extent; ++y)
{
for (int32 x = 0; x < Extent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, InvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(*SrcMip, DirectionWS, ConeAngle, TexelAreaArray);
}
}
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncGenerateMipsPerFaceWorker, STATGROUP_ThreadPoolAsyncTasks);
}
};
typedef FAsyncTask<FAsyncGenerateMipsPerFaceWorker> FAsyncGenerateMipsPerFaceTask;
TIndirectArray<FAsyncGenerateMipsPerFaceTask> AsyncTasks;
for (int32 Face = 0; Face < 6; ++Face)
{
auto* AsyncTask = new(AsyncTasks) FAsyncGenerateMipsPerFaceTask(Face, DestMip, MipExtent, ConeAngle, TexelAreaArray.GetData(), &SrcMip);
AsyncTask->StartBackgroundTask();
}
for (int32 TaskIndex = 0; TaskIndex < AsyncTasks.Num(); ++TaskIndex)
{
auto& AsyncTask = AsyncTasks[TaskIndex];
AsyncTask.EnsureCompletion();
}
}
else
{
for (int32 Face = 0; Face < 6; ++Face)
{
FImageView2D DestMipView(*DestMip, Face);
for (int32 y = 0; y < MipExtent; ++y)
{
for (int32 x = 0; x < MipExtent; ++x)
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter(Face, x, y, MipInvSideExtent);
DestMipView.Access(x, y) = IntegrateAngularArea(SrcMip, DirectionWS, ConeAngle, TexelAreaArray.GetData());
}
}
}
}
}
/**
* Generates angularly filtered mips.
* @param InOutMipChain - The mip chain to angularly filter.
* @param NumMips - The number of mips the chain should have.
* @param DiffuseConvolveMipLevel - The mip level that contains the diffuse convolution.
*/
static void GenerateAngularFilteredMips(TArray<FImage>& InOutMipChain, int32 NumMips, uint32 DiffuseConvolveMipLevel)
{
TArray<FImage> SrcMipChain;
Exchange(SrcMipChain, InOutMipChain);
InOutMipChain.Empty(NumMips);
// Generate simple averaged mips to accelerate angular filtering.
for (int32 MipIndex = SrcMipChain.Num(); MipIndex < NumMips; ++MipIndex)
{
FImage& BaseMip = SrcMipChain[MipIndex - 1];
int32 BaseExtent = BaseMip.SizeX;
int32 MipExtent = FMath::Max(BaseExtent >> 1, 1);
FImage* Mip = new(SrcMipChain) FImage(MipExtent, MipExtent, BaseMip.NumSlices, BaseMip.Format);
for(int32 Face = 0; Face < 6; ++Face)
{
FImageView2D BaseMipView(BaseMip, Face);
FImageView2D MipView(*Mip, Face);
for(int32 y = 0; y < MipExtent; ++y)
{
for(int32 x = 0; x < MipExtent; ++x)
{
FLinearColor Sum = (
BaseMipView.Access(x*2, y*2) +
BaseMipView.Access(x*2+1, y*2) +
BaseMipView.Access(x*2, y*2+1) +
BaseMipView.Access(x*2+1, y*2+1)
) * 0.25f;
MipView.Access(x,y) = Sum;
}
}
}
}
int32 Extent = 1 << (NumMips - 1);
int32 BaseExtent = Extent;
for (int32 i = 0; i < NumMips; ++i)
{
// 0:top mip 1:lowest mip = diffuse convolve
float NormalizedMipLevel = i / (float)(NumMips - DiffuseConvolveMipLevel);
float AdjustedMipLevel = NormalizedMipLevel * NumMips;
float NormalizedWidth = BaseExtent * FMath::Pow(2.0f, -AdjustedMipLevel);
float TexelSize = 1.0f / NormalizedWidth;
// 0.001f:sharp .. PI/2: diffuse convolve
// all lower mips are used for diffuse convolve
// above that the angle blends from sharp to diffuse convolved version
float ConeAngle = PI / 2.0f * TexelSize;
// restrict to reasonable range
ConeAngle = FMath::Clamp(ConeAngle, 0.002f, (float)PI / 2.0f);
UE_LOG(LogTextureCompressor, Verbose, TEXT("GenerateAngularFilteredMips %f %f %f %f %f"), NormalizedMipLevel, AdjustedMipLevel, NormalizedWidth, TexelSize, ConeAngle * 180 / PI);
// 0:normal, -1:4x faster, +1:4 times slower but more precise, -2, 2 ...
float QualityBias = 3.0f;
// defined to result in a area of 1.0f (NormalizedArea)
// optimized = 0.5f * FMath::Sqrt(1.0f / PI);
float SphereRadius = 0.28209478f;
float SegmentHeight = SphereRadius * (1.0f - FMath::Cos(ConeAngle));
// compute SphereSegmentArea
float AreaCoveredInNormalizedArea = 2 * PI * SphereRadius * SegmentHeight;
checkSlow(AreaCoveredInNormalizedArea <= 0.5f);
// unoptimized
// float FloatInputMip = FMath::Log2(FMath::Sqrt(AreaCoveredInNormalizedArea)) + InputMipCount - QualityBias;
// optimized
float FloatInputMip = 0.5f * FMath::Log2(AreaCoveredInNormalizedArea) + NumMips - QualityBias;
uint32 InputMip = FMath::Clamp(FMath::TruncToInt(FloatInputMip), 0, NumMips - 1);
FImage* Mip = new(InOutMipChain) FImage(Extent, Extent, 6, ERawImageFormat::RGBA32F);
GenerateAngularFilteredMip(Mip, SrcMipChain[InputMip], ConeAngle);
Extent = FMath::Max(Extent >> 1, 1);
}
}
/*------------------------------------------------------------------------------
Image Processing.
------------------------------------------------------------------------------*/
/**
* Adjusts the colors of the image using the specified settings
*
* @param Image Image to adjust
* @param InBuildSettings Image build settings
*/
static void AdjustImageColors( FImage& Image, const FTextureBuildSettings& InBuildSettings )
{
const FColorAdjustmentParameters& InParams = InBuildSettings.ColorAdjustment;
check( Image.SizeX > 0 && Image.SizeY > 0 );
if( !FMath::IsNearlyEqual( InParams.AdjustBrightness, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustSaturation, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustVibrance, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustHue, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMinAlpha, 0.0f, (float)KINDA_SMALL_NUMBER ) ||
!FMath::IsNearlyEqual( InParams.AdjustMaxAlpha, 1.0f, (float)KINDA_SMALL_NUMBER ) ||
InBuildSettings.bChromaKeyTexture )
{
const FLinearColor ChromaKeyTarget = InBuildSettings.ChromaKeyColor;
const float ChromaKeyThreshold = InBuildSettings.ChromaKeyThreshold + SMALL_NUMBER;
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
FLinearColor* ImageColors = Image.AsRGBA32F();
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
const FLinearColor OriginalColorRaw = ImageColors[ CurPixelIndex ];
FLinearColor OriginalColor = OriginalColorRaw;
if (InBuildSettings.bChromaKeyTexture && (OriginalColor.Equals(ChromaKeyTarget, ChromaKeyThreshold)))
{
OriginalColor = FLinearColor::Transparent;
}
// Convert to HSV
FLinearColor HSVColor = OriginalColor.LinearRGBToHSV();
float& PixelHue = HSVColor.R;
float& PixelSaturation = HSVColor.G;
float& PixelValue = HSVColor.B;
// Apply brightness adjustment
PixelValue *= InParams.AdjustBrightness;
// Apply brightness power adjustment
if( !FMath::IsNearlyEqual( InParams.AdjustBrightnessCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) && InParams.AdjustBrightnessCurve != 0.0f )
{
// Raise HSV.V to the specified power
PixelValue = FMath::Pow( PixelValue, InParams.AdjustBrightnessCurve );
}
// Apply "vibrance" adjustment
if( !FMath::IsNearlyZero( InParams.AdjustVibrance, (float)KINDA_SMALL_NUMBER ) )
{
const float SatRaisePow = 5.0f;
const float InvSatRaised = FMath::Pow( 1.0f - PixelSaturation, SatRaisePow );
const float ClampedVibrance = FMath::Clamp( InParams.AdjustVibrance, 0.0f, 1.0f );
const float HalfVibrance = ClampedVibrance * 0.5f;
const float SatProduct = HalfVibrance * InvSatRaised;
PixelSaturation += SatProduct;
}
// Apply saturation adjustment
PixelSaturation *= InParams.AdjustSaturation;
// Apply hue adjustment
PixelHue += InParams.AdjustHue;
// Clamp HSV values
{
PixelHue = FMath::Fmod( PixelHue, 360.0f );
if( PixelHue < 0.0f )
{
// Keep the hue value positive as HSVToLinearRGB prefers that
PixelHue += 360.0f;
}
PixelSaturation = FMath::Clamp( PixelSaturation, 0.0f, 1.0f );
PixelValue = FMath::Clamp( PixelValue, 0.0f, 1.0f );
}
// Convert back to a linear color
FLinearColor LinearColor = HSVColor.HSVToLinearRGB();
// Apply RGB curve adjustment (linear space)
if( !FMath::IsNearlyEqual( InParams.AdjustRGBCurve, 1.0f, (float)KINDA_SMALL_NUMBER ) && InParams.AdjustRGBCurve != 0.0f )
{
LinearColor.R = FMath::Pow( LinearColor.R, InParams.AdjustRGBCurve );
LinearColor.G = FMath::Pow( LinearColor.G, InParams.AdjustRGBCurve );
LinearColor.B = FMath::Pow( LinearColor.B, InParams.AdjustRGBCurve );
}
// Remap the alpha channel
LinearColor.A = FMath::Lerp(InParams.AdjustMinAlpha, InParams.AdjustMaxAlpha, OriginalColor.A);
ImageColors[ CurPixelIndex ] = LinearColor;
}
}
}
/**
* Compute the alpha channel how BokehDOF needs it setup
*
* @param Image Image to adjust
*/
static void ComputeBokehAlpha(FImage& Image)
{
check( Image.SizeX > 0 && Image.SizeY > 0 );
const int32 NumPixels = Image.SizeX * Image.SizeY * Image.NumSlices;
FLinearColor* ImageColors = Image.AsRGBA32F();
// compute LinearAverage
FLinearColor LinearAverage;
{
FLinearColor LinearSum(0, 0, 0, 0);
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
LinearSum += ImageColors[ CurPixelIndex ];
}
LinearAverage = LinearSum / (float)NumPixels;
}
FLinearColor Scale(1, 1, 1, 1);
// we want to normalize the image to have 0.5 as average luminance, this is assuming clamping doesn't happen (can happen when using a very small Bokeh shape)
{
float RGBLum = (LinearAverage.R + LinearAverage.G + LinearAverage.B) / 3.0f;
// ideally this would be 1 but then some pixels would need to be >1 which is not supported for the textureformat we want to use.
// The value affects the occlusion computation of the BokehDOF
const float LumGoal = 0.25f;
// clamp to avoid division by 0
Scale *= LumGoal / FMath::Max(RGBLum, 0.001f);
}
{
for( int32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex )
{
const FLinearColor OriginalColor = ImageColors[ CurPixelIndex ];
// Convert to a linear color
FLinearColor LinearColor = OriginalColor * Scale;
float RGBLum = (LinearColor.R + LinearColor.G + LinearColor.B) / 3.0f;
LinearColor.A = FMath::Clamp(RGBLum, 0.0f, 1.0f);
ImageColors[ CurPixelIndex ] = LinearColor;
}
}
}
/**
* Replicates the contents of the red channel to the green, blue, and alpha channels.
*/
static void ReplicateRedChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = SrcMip.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->R, Color->R, Color->R, Color->R );
}
}
}
/**
* Replicates the contents of the alpha channel to the red, green, and blue channels.
*/
static void ReplicateAlphaChannel( TArray<FImage>& InOutMipChain )
{
const uint32 MipCount = InOutMipChain.Num();
for ( uint32 MipIndex = 0; MipIndex < MipCount; ++MipIndex )
{
FImage& SrcMip = InOutMipChain[MipIndex];
FLinearColor* FirstColor = SrcMip.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (SrcMip.SizeX * SrcMip.SizeY * SrcMip.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
*Color = FLinearColor( Color->A, Color->A, Color->A, Color->A );
}
}
}
/**
* Flips the contents of the green channel.
* @param InOutMipChain - The mip chain on which the green channel shall be flipped.
*/
static void FlipGreenChannel( FImage& Image )
{
FLinearColor* FirstColor = Image.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (Image.SizeX * Image.SizeY * Image.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color )
{
Color->G = 1.0f - FMath::Clamp(Color->G, 0.0f, 1.0f);
}
}
/**
* Detects whether or not the image contains an alpha channel where at least one texel is != 255.
*/
static bool DetectAlphaChannel(const FImage& InImage)
{
// Uncompressed data is required to check for an alpha channel.
const FLinearColor* SrcColors = InImage.AsRGBA32F();
const FLinearColor* LastColor = SrcColors + (InImage.SizeX * InImage.SizeY * InImage.NumSlices);
while (SrcColors < LastColor)
{
if (SrcColors->A < (1.0f - SMALL_NUMBER))
{
return true;
}
++SrcColors;
}
return false;
}
float RoughnessToSpecularPower(float Roughness)
{
float Div = FMath::Pow(Roughness, 4);
// Roughness of 0 should result in a high specular power
float MaxSpecPower = 10000000000.0f;
Div = FMath::Max(Div, 2.0f / (MaxSpecPower + 2.0f));
return 2.0f / Div - 2.0f;
}
float SpecularPowerToRoughness(float SpecularPower)
{
float Out = FMath::Pow( SpecularPower * 0.5f + 1.0f, -0.25f );
return Out;
}
// @param CompositeTextureMode original type ECompositeTextureMode
void ApplyCompositeTexture(FImage& RoughnessSourceMips, const FImage& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
check(RoughnessSourceMips.SizeX == NormalSourceMips.SizeX);
check(RoughnessSourceMips.SizeY == NormalSourceMips.SizeY);
FLinearColor* FirstColor = RoughnessSourceMips.AsRGBA32F();
const FLinearColor* NormalColors = NormalSourceMips.AsRGBA32F();
FLinearColor* LastColor = FirstColor + (RoughnessSourceMips.SizeX * RoughnessSourceMips.SizeY * RoughnessSourceMips.NumSlices);
for ( FLinearColor* Color = FirstColor; Color < LastColor; ++Color, ++NormalColors )
{
FVector Normal = FVector(NormalColors->R * 2.0f - 1.0f, NormalColors->G * 2.0f - 1.0f, NormalColors->B * 2.0f - 1.0f);
// to prevent crash for unknown CompositeTextureMode
float Dummy;
float* RefValue = &Dummy;
switch((ECompositeTextureMode)CompositeTextureMode)
{
case CTM_NormalRoughnessToRed:
RefValue = &Color->R;
break;
case CTM_NormalRoughnessToGreen:
RefValue = &Color->G;
break;
case CTM_NormalRoughnessToBlue:
RefValue = &Color->B;
break;
case CTM_NormalRoughnessToAlpha:
RefValue = &Color->A;
break;
default:
checkSlow(0);
}
// Toksvig estimation of variance
float LengthN = FMath::Min( Normal.Size(), 1.0f );
float Variance = ( 1.0f - LengthN ) / LengthN;
Variance = FMath::Max( 0.0f, Variance - 0.00004f );
Variance *= CompositePower;
float Roughness = *RefValue;
#if 0
float Power = RoughnessToSpecularPower( Roughness );
Power = Power / ( 1.0f + Variance * Power );
Roughness = SpecularPowerToRoughness( Power );
#else
// Refactored above to avoid divide by zero
float a = Roughness * Roughness;
float a2 = a * a;
float B = 2.0f * Variance * (a2 - 1.0f);
a2 = ( B - a2 ) / ( B - 1.0f );
Roughness = FMath::Pow( a2, 0.25f );
#endif
*RefValue = Roughness;
}
}
/*------------------------------------------------------------------------------
Image Compression.
------------------------------------------------------------------------------*/
/**
* Asynchronous compression, used for compressing mips simultaneously.
*/
class FAsyncCompressionWorker : public FNonAbandonableTask
{
public:
/**
* Initializes the data and creates the async compression task.
*/
FAsyncCompressionWorker(const ITextureFormat* InTextureFormat, const FImage* InImage, const FTextureBuildSettings& InBuildSettings, bool bInImageHasAlphaChannel)
: TextureFormat(*InTextureFormat)
, SourceImage(*InImage)
, BuildSettings(InBuildSettings)
, bImageHasAlphaChannel(bInImageHasAlphaChannel)
, bCompressionResults(false)
{
}
/**
* Compresses the texture
*/
void DoWork()
{
bCompressionResults = TextureFormat.CompressImage(
SourceImage,
BuildSettings,
bImageHasAlphaChannel,
CompressedImage
);
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FAsyncCompressionWorker, STATGROUP_ThreadPoolAsyncTasks);
}
bool GetCompressionResults(FCompressedImage2D& OutCompressedImage) const
{
OutCompressedImage = CompressedImage;
return bCompressionResults;
}
private:
/** Texture format interface with which to compress. */
const ITextureFormat& TextureFormat;
/** The image to compress. */
const FImage& SourceImage;
/** The resulting compressed image. */
FCompressedImage2D CompressedImage;
/** Build settings. */
FTextureBuildSettings BuildSettings;
/** true if the image has a non-white alpha channel. */
bool bImageHasAlphaChannel;
/** true if compression was successful. */
bool bCompressionResults;
};
typedef FAsyncTask<FAsyncCompressionWorker> FAsyncCompressionTask;
FTextureFormatCompressorCaps GetTextureFormatCaps(const FTextureBuildSettings& Settings)
{
ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
if (TPM)
{
const ITextureFormat* TextureFormat = TPM->FindTextureFormat(Settings.TextureFormatName);
if (TextureFormat != nullptr)
{
return TextureFormat->GetFormatCapabilities();
}
}
return FTextureFormatCompressorCaps();
}
// compress mip-maps in InMipChain and add mips to Texture, might alter the source content
static bool CompressMipChain(
const TArray<FImage>& MipChain,
const FTextureBuildSettings& Settings,
TArray<FCompressedImage2D>& OutMips
)
{
ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
if (TPM)
{
const ITextureFormat* TextureFormat = TPM->FindTextureFormat(Settings.TextureFormatName);
if (TextureFormat)
{
TIndirectArray<FAsyncCompressionTask> AsyncCompressionTasks;
const int32 MipCount = MipChain.Num();
const bool bImageHasAlphaChannel = DetectAlphaChannel(MipChain[0]);
const int32 MinAsyncCompressionSize = 128;
const bool bAllowParallelBuild = TextureFormat->AllowParallelBuild();
bool bCompressionSucceeded = true;
uint32 StartCycles = FPlatformTime::Cycles();
OutMips.Empty(MipCount);
for (int32 MipIndex = 0; MipIndex < MipCount; ++MipIndex)
{
const FImage& SrcMip = MipChain[MipIndex];
FCompressedImage2D& DestMip = *new(OutMips) FCompressedImage2D;
if (bAllowParallelBuild && FMath::Min(SrcMip.SizeX, SrcMip.SizeY) >= MinAsyncCompressionSize)
{
FAsyncCompressionTask* AsyncTask = new(AsyncCompressionTasks) FAsyncCompressionTask(
TextureFormat,
&SrcMip,
Settings,
bImageHasAlphaChannel
);
#if WITH_EDITOR
AsyncTask->StartBackgroundTask(GLargeThreadPool);
#else
AsyncTask->StartBackgroundTask();
#endif
}
else
{
bCompressionSucceeded = bCompressionSucceeded && TextureFormat->CompressImage(
SrcMip,
Settings,
bImageHasAlphaChannel,
DestMip
);
}
}
for (int32 TaskIndex = 0; TaskIndex < AsyncCompressionTasks.Num(); ++TaskIndex)
{
FAsyncCompressionTask& AsynTask = AsyncCompressionTasks[TaskIndex];
AsynTask.EnsureCompletion();
FCompressedImage2D& DestMip = OutMips[TaskIndex];
bCompressionSucceeded = bCompressionSucceeded && AsynTask.GetTask().GetCompressionResults(DestMip);
}
if (!bCompressionSucceeded)
{
OutMips.Empty();
}
uint32 EndCycles = FPlatformTime::Cycles();
UE_LOG(LogTextureCompressor,Verbose,TEXT("Compressed %dx%dx%d %s in %fms"),
MipChain[0].SizeX,
MipChain[0].SizeY,
MipChain[0].NumSlices,
*Settings.TextureFormatName.ToString(),
FPlatformTime::ToMilliseconds( EndCycles-StartCycles )
);
return bCompressionSucceeded;
}
else
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Failed to find compressor for texture format '%s'."),
*Settings.TextureFormatName.ToString()
);
return false;
}
}
UE_LOG(LogTextureCompressor, Warning,
TEXT("Failed to load target platform manager module. Unable to compress textures.")
);
return false;
}
// only useful for normal maps, fixed bad input (denormalized normals) and improved quality (quantization artifacts)
static void NormalizeMip(FImage& InOutMip)
{
const uint32 NumPixels = InOutMip.SizeX * InOutMip.SizeY * InOutMip.NumSlices;
FLinearColor* ImageColors = InOutMip.AsRGBA32F();
for(uint32 CurPixelIndex = 0; CurPixelIndex < NumPixels; ++CurPixelIndex)
{
FLinearColor& Color = ImageColors[CurPixelIndex];
FVector Normal = FVector(Color.R * 2.0f - 1.0f, Color.G * 2.0f - 1.0f, Color.B * 2.0f - 1.0f);
Normal = Normal.GetSafeNormal();
Color = FLinearColor(Normal.X * 0.5f + 0.5f, Normal.Y * 0.5f + 0.5f, Normal.Z * 0.5f + 0.5f, Color.A);
}
}
/**
* Texture compression module
*/
class FTextureCompressorModule : public ITextureCompressorModule
{
public:
FTextureCompressorModule()
#if PLATFORM_WINDOWS
: nvTextureToolsHandle(0)
#endif //PLATFORM_WINDOWS
{
}
virtual bool BuildTexture(
const TArray<FImage>& SourceMips,
const TArray<FImage>& AssociatedNormalSourceMips,
const FTextureBuildSettings& BuildSettings,
TArray<FCompressedImage2D>& OutTextureMips
)
{
TArray<FImage> IntermediateMipChain;
if(!BuildTextureMips(SourceMips, BuildSettings, IntermediateMipChain))
{
return false;
}
// apply roughness adjustment depending on normal map variation
if(AssociatedNormalSourceMips.Num())
{
// check AssociatedNormalSourceMips.Format;
TArray<FImage> IntermediateAssociatedNormalSourceMipChain;
FTextureBuildSettings DefaultSettings;
// helps to reduce aliasing further
DefaultSettings.MipSharpening = -4.0f;
DefaultSettings.SharpenMipKernelSize = 4;
DefaultSettings.bApplyKernelToTopMip = true;
// important to make accurate computation with normal length
DefaultSettings.bRenormalizeTopMip = true;
if(!BuildTextureMips(AssociatedNormalSourceMips, DefaultSettings, IntermediateAssociatedNormalSourceMipChain))
{
UE_LOG(LogTexture, Warning, TEXT("Failed to generate texture mips for composite texture"));
}
if(!ApplyCompositeTexture(IntermediateMipChain, IntermediateAssociatedNormalSourceMipChain, BuildSettings.CompositeTextureMode, BuildSettings.CompositePower))
{
UE_LOG(LogTexture, Warning, TEXT("Failed to apply composite texture"));
}
}
// Set the correct biased texture size so that the compressor understands the original source image size
// This is requires for platforms that may need to tile based on the original source texture size
BuildSettings.TopMipSize.X = IntermediateMipChain[0].SizeX;
BuildSettings.TopMipSize.Y = IntermediateMipChain[0].SizeY;
return CompressMipChain(IntermediateMipChain, BuildSettings, OutTextureMips);
}
// IModuleInterface implementation.
void StartupModule()
{
#if PLATFORM_WINDOWS
#if PLATFORM_64BITS
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(TEXT("../../../Engine/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll"));
#else //32-bit platform
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(TEXT("../../../Engine/Binaries/ThirdParty/nvTextureTools/Win32/nvtt_.dll"));
#endif
#endif //PLATFORM_WINDOWS
}
void ShutdownModule()
{
#if PLATFORM_WINDOWS
FPlatformProcess::FreeDllHandle(nvTextureToolsHandle);
nvTextureToolsHandle = 0;
#endif
}
private:
#if PLATFORM_WINDOWS
// Handle to the nvtt dll
void* nvTextureToolsHandle;
#endif //PLATFORM_WINDOWS
bool BuildTextureMips(
const TArray<FImage>& InSourceMips,
const FTextureBuildSettings& BuildSettings,
TArray<FImage>& OutMipChain)
{
check(InSourceMips.Num());
check(InSourceMips[0].SizeX > 0 && InSourceMips[0].SizeY > 0 && InSourceMips[0].NumSlices > 0);
const FTextureFormatCompressorCaps CompressorCaps = GetTextureFormatCaps(BuildSettings);
// Identify long-lat cubemaps.
bool bLongLatCubemap = BuildSettings.bCubemap && InSourceMips[0].NumSlices == 1;
if (BuildSettings.bCubemap && InSourceMips[0].NumSlices != 6 && !bLongLatCubemap)
{
return false;
}
// Determine the maximum possible mip counts for source and dest.
const int32 MaxSourceMipCount = bLongLatCubemap ?
1 + FMath::CeilLogTwo(ComputeLongLatCubemapExtents(InSourceMips[0], BuildSettings.MaxTextureResolution)) :
1 + FMath::CeilLogTwo(FMath::Max(InSourceMips[0].SizeX, InSourceMips[0].SizeY));
const int32 MaxDestMipCount = 1 + FMath::CeilLogTwo(FMath::Min(CompressorCaps.MaxTextureDimension, BuildSettings.MaxTextureResolution));
// Determine the number of mips required by BuildSettings.
int32 NumOutputMips = (BuildSettings.MipGenSettings == TMGS_NoMipmaps) ? 1 : MaxSourceMipCount;
NumOutputMips = FMath::Min(NumOutputMips, MaxDestMipCount);
int32 NumSourceMips = InSourceMips.Num();
if (BuildSettings.MipGenSettings != TMGS_LeaveExistingMips ||
bLongLatCubemap)
{
NumSourceMips = 1;
}
TArray<FImage> PaddedSourceMips;
{
const FImage& FirstSourceMipImage = InSourceMips[0];
int32 TargetTextureSizeX = FirstSourceMipImage.SizeX;
int32 TargetTextureSizeY = FirstSourceMipImage.SizeY;
bool bPadOrStretchTexture = false;
const int32 PowerOfTwoTextureSizeX = FMath::RoundUpToPowerOfTwo(TargetTextureSizeX);
const int32 PowerOfTwoTextureSizeY = FMath::RoundUpToPowerOfTwo(TargetTextureSizeY);
switch (static_cast<const ETexturePowerOfTwoSetting::Type>(BuildSettings.PowerOfTwoMode))
{
case ETexturePowerOfTwoSetting::None:
break;
case ETexturePowerOfTwoSetting::PadToPowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = PowerOfTwoTextureSizeX;
TargetTextureSizeY = PowerOfTwoTextureSizeY;
break;
case ETexturePowerOfTwoSetting::PadToSquarePowerOfTwo:
bPadOrStretchTexture = true;
TargetTextureSizeX = TargetTextureSizeY = FMath::Max<int32>(PowerOfTwoTextureSizeX, PowerOfTwoTextureSizeY);
break;
default:
checkf(false, TEXT("Unknown entry in ETexturePowerOfTwoSetting::Type"));
break;
}
if (bPadOrStretchTexture)
{
// Want to stretch or pad the texture
bool bSuitableFormat = FirstSourceMipImage.Format == ERawImageFormat::RGBA32F;
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
FirstSourceMipImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
// space for one source mip and one destination mip
const FImage& SourceImage = bSuitableFormat ? FirstSourceMipImage : Temp;
FImage& TargetImage = *new (PaddedSourceMips) FImage(TargetTextureSizeX, TargetTextureSizeY, SourceImage.NumSlices, SourceImage.Format);
FLinearColor FillColor = BuildSettings.PaddingColor;
FLinearColor* TargetPtr = (FLinearColor*)TargetImage.RawData.GetData();
FLinearColor* SourcePtr = (FLinearColor*)SourceImage.RawData.GetData();
check(SourceImage.GetBytesPerPixel() == sizeof(FLinearColor));
check(TargetImage.GetBytesPerPixel() == sizeof(FLinearColor));
const int32 SourceBytesPerLine = SourceImage.SizeX * SourceImage.GetBytesPerPixel();
const int32 DestBytesPerLine = TargetImage.SizeX * TargetImage.GetBytesPerPixel();
for (int32 SliceIndex = 0; SliceIndex < SourceImage.NumSlices; ++SliceIndex)
{
for (int32 Y = 0; Y < TargetTextureSizeY; ++Y)
{
int32 XStart = 0;
if (Y < SourceImage.SizeY)
{
XStart = SourceImage.SizeX;
FMemory::Memcpy(TargetPtr, SourcePtr, SourceImage.SizeX * sizeof(FLinearColor));
SourcePtr += SourceImage.SizeX;
TargetPtr += SourceImage.SizeX;
}
for (int32 XPad = XStart; XPad < TargetImage.SizeX; ++XPad)
{
*TargetPtr++ = FillColor;
}
}
}
}
}
const TArray<FImage>& PostOptionalUpscaleSourceMips = (PaddedSourceMips.Num() > 0) ? PaddedSourceMips : InSourceMips;
// See if the smallest provided mip image is still too large for the current compressor.
int32 LevelsToUsableSource = FMath::Max(0, MaxSourceMipCount - MaxDestMipCount);
int32 StartMip = FMath::Max(0, LevelsToUsableSource);
bool bBuildSourceImage = StartMip > (NumSourceMips - 1);
TArray<FImage> GeneratedSourceMips;
if (bBuildSourceImage)
{
// the source is larger than the compressor allows and no mip image exists to act as a smaller source.
// We must generate a suitable source image:
bool bSuitableFormat = PostOptionalUpscaleSourceMips.Last().Format == ERawImageFormat::RGBA32F;
const FImage& BaseImage = PostOptionalUpscaleSourceMips.Last();
if (BaseImage.SizeX != FMath::RoundUpToPowerOfTwo(BaseImage.SizeX) || BaseImage.SizeY != FMath::RoundUpToPowerOfTwo(BaseImage.SizeY))
{
UE_LOG(LogTextureCompressor, Warning,
TEXT("Source image %dx%d (npot) prevents resizing and is too large for compressors max dimension (%d)."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
return false;
}
FImage Temp;
if (!bSuitableFormat)
{
// convert to RGBA32F
BaseImage.CopyTo(Temp, ERawImageFormat::RGBA32F, EGammaSpace::Linear);
}
UE_LOG(LogTextureCompressor, Verbose,
TEXT("Source image %dx%d too large for compressors max dimension (%d). Resizing."),
BaseImage.SizeX,
BaseImage.SizeY,
CompressorCaps.MaxTextureDimension
);
GenerateMipChain(BuildSettings, bSuitableFormat ? BaseImage : Temp, GeneratedSourceMips, LevelsToUsableSource);
check(GeneratedSourceMips.Num() != 0);
// Note: The newly generated mip chain does not include the original top level mip.
StartMip--;
}
const TArray<FImage>& SourceMips = bBuildSourceImage ? GeneratedSourceMips : PostOptionalUpscaleSourceMips;
OutMipChain.Empty(NumOutputMips);
// Copy over base mips.
check(StartMip < SourceMips.Num());
int32 CopyCount = SourceMips.Num() - StartMip;
for (int32 MipIndex = StartMip; MipIndex < StartMip + CopyCount; ++MipIndex)
{
const FImage& Image = SourceMips[MipIndex];
const int32 SrcWidth = Image.SizeX;
const int32 SrcHeight = Image.SizeY;
ERawImageFormat::Type MipFormat = ERawImageFormat::RGBA32F;
// create base for the mip chain
FImage* Mip = new(OutMipChain) FImage();
if (bLongLatCubemap)
{
// Generate the base mip from the long-lat source image.
GenerateBaseCubeMipFromLongitudeLatitude2D(Mip, Image, BuildSettings.MaxTextureResolution);
}
else
{
// copy base source content to the base of the mip chain
if(BuildSettings.bApplyKernelToTopMip)
{
FImage Temp;
Image.CopyTo(Temp, MipFormat, EGammaSpace::Linear);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(Temp);
}
GenerateTopMip(Temp, *Mip, BuildSettings);
}
else
{
Image.CopyTo(*Mip, MipFormat, EGammaSpace::Linear);
if(BuildSettings.bRenormalizeTopMip)
{
NormalizeMip(*Mip);
}
}
}
// Apply color adjustments
AdjustImageColors(*Mip, BuildSettings);
if (BuildSettings.bComputeBokehAlpha)
{
// To get the occlusion in the BokehDOF shader working for all Bokeh textures.
ComputeBokehAlpha(*Mip);
}
if (BuildSettings.bFlipGreenChannel)
{
FlipGreenChannel(*Mip);
}
}
// Generate any missing mips in the chain.
if (NumOutputMips > OutMipChain.Num())
{
// Do angular filtering of cubemaps if requested.
if (BuildSettings.bCubemap)
{
GenerateAngularFilteredMips(OutMipChain, NumOutputMips, BuildSettings.DiffuseConvolveMipLevel);
}
else
{
GenerateMipChain(BuildSettings, OutMipChain.Last(), OutMipChain);
}
}
check(OutMipChain.Num() == NumOutputMips);
// Apply post-mip generation adjustments.
if (BuildSettings.bReplicateRed)
{
ReplicateRedChannel(OutMipChain);
}
else if (BuildSettings.bReplicateAlpha)
{
ReplicateAlphaChannel(OutMipChain);
}
return true;
}
// @param CompositeTextureMode original type ECompositeTextureMode
// @return true on success, false on failure. Can fail due to bad mismatched dimensions of incomplete mip chains.
bool ApplyCompositeTexture(TArray<FImage>& RoughnessSourceMips, const TArray<FImage>& NormalSourceMips, uint8 CompositeTextureMode, float CompositePower)
{
uint32 MinLevel = FMath::Min(RoughnessSourceMips.Num(), NormalSourceMips.Num());
if( RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeX != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeX ||
RoughnessSourceMips[RoughnessSourceMips.Num() - MinLevel].SizeY != NormalSourceMips[NormalSourceMips.Num() - MinLevel].SizeY )
{
//incomplete mip chain or mismatched dimensions so bail
return false;
}
for(uint32 Level = 0; Level < MinLevel; ++Level)
{
::ApplyCompositeTexture(RoughnessSourceMips[RoughnessSourceMips.Num() - 1 - Level], NormalSourceMips[NormalSourceMips.Num() - 1 - Level], CompositeTextureMode, CompositePower);
}
return true;
}
};
IMPLEMENT_MODULE(FTextureCompressorModule, TextureCompressor)