Files
UnrealEngineUWP/Engine/Source/Developer/MaterialUtilities/Private/MaterialUtilities.cpp
Marcus Wassmer fb641b18e9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none

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

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3154832 on 2016/10/07 by Rolando.Caloca

	DR - vk - Fix crash on framebuffers with missing textures

Change 3154838 on 2016/10/07 by Rolando.Caloca

	DR - vk - Enable clip distance

Change 3154840 on 2016/10/07 by Rolando.Caloca

	DR - Remove branch per codereview

Change 3155118 on 2016/10/07 by Rolando.Caloca

	DR - vk - Compute pipeline fixes

Change 3155129 on 2016/10/07 by Rolando.Caloca

	DR - Added draw events for reflection captures

Change 3155167 on 2016/10/07 by Rolando.Caloca

	DR - Use shader clear for platforms that can't use viewport or scissor

Change 3155168 on 2016/10/07 by Rolando.Caloca

	DR - vk - Added submit gpu
	- Some fixes for Geometry and Compute

Change 3155595 on 2016/10/07 by Rolando.Caloca

	DR - vk - Use new render pass system

Change 3155720 on 2016/10/07 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3155732 on 2016/10/07 by Rolando.Caloca

	DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear

Change 3156787 on 2016/10/10 by Rolando.Caloca

	DR - Fix mem leaks

Change 3156805 on 2016/10/10 by Rolando.Caloca

	DR - Improve check msg per licensee

Change 3156815 on 2016/10/10 by Rolando.Caloca

	DR - Fix infinite recursion

Change 3157041 on 2016/10/10 by Rolando.Caloca

	DR - vk - Fix key access from multiple threads

Change 3158253 on 2016/10/11 by Rolando.Caloca

	DR - Fix comment
	#jira UE-37128
	PR #2852

Change 3158606 on 2016/10/11 by Rolando.Caloca

	DR - vk - Accessors

Change 3160418 on 2016/10/12 by Daniel.Wright

	Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser

Change 3160644 on 2016/10/12 by Arne.Schober

	DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.

Change 3161219 on 2016/10/13 by Luke.Thatcher

	[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.

Change 3161838 on 2016/10/13 by Daniel.Wright

	Fixed level getting added to the dirty list twice when legacy lightmaps are present

Change 3161884 on 2016/10/13 by Arne.Schober

	DR - Fix Mac and DCC build

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3162491 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
	More fixed type-casting on material attributes.
	Swapped compiler::forcecast booleans to flags (and fixed a regression).

Change 3163266 on 2016/10/14 by Daniel.Wright

	Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly

Change 3163524 on 2016/10/14 by Mark.Satterthwaite

	Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.

Change 3163529 on 2016/10/14 by Mark.Satterthwaite

	Move the Metal shader source code and compilation path into the newly enlarged shader optional data.

Change 3163553 on 2016/10/14 by Mark.Satterthwaite

	Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
	#jira FORT-31590

Change 3163562 on 2016/10/14 by Mark.Satterthwaite

	Tidy up and extend the Metal debugging options:
	- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
	- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
	- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
	- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
	- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
	- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
	- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
	- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.

Change 3163752 on 2016/10/14 by Mark.Satterthwaite

	Add missing parenthesis to fix compile error on iOS.

Change 3164151 on 2016/10/16 by Benjamin.Hyder

	Submitting TM-AutoLOD level to QAGame

	#jira UE-29618

Change 3164190 on 2016/10/16 by Uriel.Doyon

	Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
	This data can be disabled through "r.Streaming.UseMaterialData"
	Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
	Simplified component interface for using the texture streaming build framework.
	Removed intermediate texture streaming build data from the static mesh components.
	Fixed shader compilation errors with the decals (from merge with main).

Change 3164636 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix validation spam

Change 3164679 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.

Change 3164705 on 2016/10/17 by Daniel.Wright

	When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches.  This optimization requires a lighting build to compute PrecomputedLightVolume bounds.

Change 3164834 on 2016/10/17 by Daniel.Wright

	Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)

Change 3164870 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.

Change 3164949 on 2016/10/17 by Rolando.Caloca

	DR - vk - First version of pooled occlusion queries

Change 3165100 on 2016/10/17 by Rolando.Caloca

	DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.

Change 3165160 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix for queries not ready

Change 3165230 on 2016/10/17 by Rolando.Caloca

	DR - vk - More fixes for occlusion queries

Change 3165839 on 2016/10/18 by Rolando.Caloca

	DR - hlslcc - Fix default parameters getting wrong values

Change 3166029 on 2016/10/18 by Rolando.Caloca

	DR - Switch some clears to DrawClearQuad()

Change 3166066 on 2016/10/18 by Mark.Satterthwaite

	Update ShaderVersion due to CL #3163524

Change 3166067 on 2016/10/18 by Mark.Satterthwaite

	Update Mac hlslcc for RCO's 3165839.

Change 3166370 on 2016/10/18 by Brian.Karis

	Improved hair AA

Change 3166389 on 2016/10/18 by Uriel.Doyon

	Fixed lightmap having bigger resolutions than the engine can handle
	#jira UE-34737
	#review-3166193 @daniel.wright

Change 3166495 on 2016/10/18 by Rolando.Caloca

	DR - vk - Fix occlusion queries

Change 3166516 on 2016/10/18 by Arne.Schober

	DR - Fix shaderbuild issue

Change 3166650 on 2016/10/18 by Rolando.Caloca

	DR - vk - Enable GRHISupportsFirstInstance

Change 3166799 on 2016/10/18 by Arne.Schober

	DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO

Change 3167855 on 2016/10/19 by Rolando.Caloca

	DR - vk - Implemented texture streaming

Change 3168365 on 2016/10/19 by Rolando.Caloca

	DR - Fix static analysis

Change 3168405 on 2016/10/19 by Mark.Satterthwaite

	Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
	#jira UE-37489

Change 3169467 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.

Change 3169478 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - missing comment

Change 3169845 on 2016/10/20 by Arne.Schober

	DR - UE-35937 - readd Merged out check

Change 3169859 on 2016/10/20 by Rolando.Caloca

	DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database

[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00

2593 lines
108 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MaterialUtilitiesPrivatePCH.h"
#include "Runtime/Engine/Classes/Engine/World.h"
#include "Runtime/Engine/Classes/Materials/MaterialInterface.h"
#include "Runtime/Engine/Classes/Materials/MaterialExpressionConstant.h"
#include "Runtime/Engine/Classes/Materials/MaterialExpressionConstant4Vector.h"
#include "Runtime/Engine/Classes/Materials/MaterialExpressionMultiply.h"
#include "Runtime/Engine/Classes/Engine/TextureRenderTarget2D.h"
#include "Runtime/Engine/Classes/Engine/Texture2D.h"
#include "Runtime/Engine/Classes/Engine/TextureCube.h"
#include "Runtime/Engine/Public/TileRendering.h"
#include "Runtime/Engine/Public/EngineModule.h"
#include "Runtime/Engine/Public/ImageUtils.h"
#include "Runtime/Engine/Public/CanvasTypes.h"
#include "Runtime/Engine/Public/MaterialCompiler.h"
#include "Runtime/Engine/Classes/Engine/TextureLODSettings.h"
#include "Runtime/Engine/Classes/DeviceProfiles/DeviceProfileManager.h"
#include "Runtime/Engine/Classes/Materials/MaterialParameterCollection.h"
#include "RendererInterface.h"
#include "LandscapeProxy.h"
#include "LandscapeComponent.h"
#include "MeshUtilities.h"
#include "MeshRendering.h"
#include "MeshMergeData.h"
#include "Runtime/Engine/Classes/Engine/StaticMesh.h"
#if WITH_EDITOR
#include "UnrealEd.h"
#include "ObjectTools.h"
#include "Tests/AutomationEditorCommon.h"
#endif // WITH_EDITOR
IMPLEMENT_MODULE(FMaterialUtilities, MaterialUtilities);
DEFINE_LOG_CATEGORY_STATIC(LogMaterialUtilities, Log, All);
bool FMaterialUtilities::CurrentlyRendering = false;
TArray<UTextureRenderTarget2D*> FMaterialUtilities::RenderTargetPool;
void FMaterialUtilities::StartupModule()
{
FCoreUObjectDelegates::PreGarbageCollect.AddRaw(this, &FMaterialUtilities::OnPreGarbageCollect);
}
void FMaterialUtilities::ShutdownModule()
{
FCoreUObjectDelegates::PreGarbageCollect.RemoveAll(this);
ClearRenderTargetPool();
}
void FMaterialUtilities::OnPreGarbageCollect()
{
ClearRenderTargetPool();
}
/*------------------------------------------------------------------------------
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 EMaterialShadingModel GetMaterialShadingModel() 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() override
{
return Compiler->ObjectWorldPosition();
}
virtual int32 DistanceCullFade() override
{
return Compiler->Constant(1.0f);
}
virtual int32 ActorWorldPosition() override
{
return Compiler->ActorWorldPosition();
}
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 ObjectRadius() override
{
return Compiler->Constant(500);
}
virtual int32 ObjectBounds() override
{
return Compiler->ObjectBounds();
}
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 LightVector() override
{
return Compiler->LightVector();
}
virtual int32 ReflectionVector() override
{
return Compiler->ReflectionVector();
}
virtual int32 AtmosphericFogColor(int32 WorldPosition) 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 int32 LightmassReplace(int32 Realtime, int32 Lightmass) override { return Realtime; }
virtual int32 MaterialProxyReplace(int32 Realtime, int32 MaterialProxy) override { return MaterialProxy; }
};
class FExportMaterialProxy : public FMaterial, public FMaterialRenderProxy
{
public:
FExportMaterialProxy()
: FMaterial()
{
SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
}
FExportMaterialProxy(UMaterialInterface* InMaterialInterface, EMaterialProperty InPropertyToCompile)
: FMaterial()
, MaterialInterface(InMaterialInterface)
, PropertyToCompile(InPropertyToCompile)
{
SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
Material = InMaterialInterface->GetMaterial();
Material->AppendReferencedTextures(ReferencedTextures);
FPlatformMisc::CreateGuid(Id);
FMaterialResource* Resource = InMaterialInterface->GetMaterialResource(GMaxRHIFeatureLevel);
FMaterialShaderMapId ResourceId;
Resource->GetShaderMapId(GMaxRHIShaderPlatform, ResourceId);
{
TArray<FShaderType*> ShaderTypes;
TArray<FVertexFactoryType*> VFTypes;
TArray<const FShaderPipelineType*> ShaderPipelineTypes;
GetDependentShaderAndVFTypes(GMaxRHIShaderPlatform, 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 GetShadingModel(), which factor into the ShouldCache functions that determine dependent shader types
ResourceId.SetShaderDependencies(ShaderTypes, ShaderPipelineTypes, VFTypes);
}
// 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_Metallic: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportMetallic; break;
case MP_Roughness: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportRoughness; 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_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, 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 const TArray<UTexture*>& GetReferencedTextures() const override
{
return ReferencedTextures;
}
////////////////
// FMaterialRenderProxy interface.
virtual const FMaterial* GetMaterial(ERHIFeatureLevel::Type FeatureLevel) const override
{
if(GetRenderingThreadShaderMap())
{
return this;
}
else
{
return UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy(false)->GetMaterial(FeatureLevel);
}
}
virtual bool GetVectorValue(const FName ParameterName, FLinearColor* OutValue, const FMaterialRenderContext& Context) const override
{
return MaterialInterface->GetRenderProxy(0)->GetVectorValue(ParameterName, OutValue, Context);
}
virtual bool GetScalarValue(const FName ParameterName, float* OutValue, const FMaterialRenderContext& Context) const override
{
return MaterialInterface->GetRenderProxy(0)->GetScalarValue(ParameterName, OutValue, Context);
}
virtual bool GetTextureValue(const FName ParameterName,const UTexture** OutValue, const FMaterialRenderContext& Context) const override
{
return MaterialInterface->GetRenderProxy(0)->GetTextureValue(ParameterName,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));
}
/** helper for CompilePropertyAndSetMaterialProperty() */
int32 CompilePropertyAndSetMaterialPropertyWithoutCast(EMaterialProperty Property, FMaterialCompiler* Compiler) const
{
if (Property == MP_EmissiveColor)
{
UMaterial* ProxyMaterial = MaterialInterface->GetMaterial();
check(ProxyMaterial);
EBlendMode BlendMode = MaterialInterface->GetBlendMode();
EMaterialShadingModel ShadingModel = MaterialInterface->GetShadingModel();
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 (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
{
return MaterialInterface->CompileProperty(&ProxyCompiler, MP_BaseColor, ForceCast_Exact_Replicate);
}
break;
case MP_Specular:
case MP_Roughness:
case MP_Metallic:
case MP_AmbientOcclusion:
// Only return for Opaque and Masked...
if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
{
return MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate);
}
break;
case MP_Normal:
// Only return for Opaque and Masked...
if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
{
return Compiler->Add(
Compiler->Mul(MaterialInterface->CompileProperty(&ProxyCompiler, MP_Normal, ForceCast_Exact_Replicate), Compiler->Constant(0.5f)), // [-1,1] * 0.5
Compiler->Constant(0.5f)); // [-0.5,0.5] + 0.5
}
break;
default:
return Compiler->Constant(1.0f);
}
return Compiler->Constant(0.0f);
}
else if (Property == MP_WorldPositionOffset)
{
//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
{
return Compiler->Constant(1.0f);
}
}
virtual FString GetMaterialUsageDescription() const override
{
return FString::Printf(TEXT("FExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL"));
}
virtual int32 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 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 false;
}
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 EMaterialShadingModel GetShadingModel() const override { return MSM_Unlit; }
virtual float GetOpacityMaskClipValue() const override { return 0.5f; }
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; }
const UMaterialInterface* GetMaterialInterface() const
{
return MaterialInterface;
}
friend FArchive& operator<< ( FArchive& Ar, FExportMaterialProxy& V )
{
return Ar << V.MaterialInterface;
}
/**
* Iterate through all textures used by the material and return the maximum texture resolution used
* (ideally this could be made dependent of the material property)
*
* @param MaterialInterface The material to scan for texture size
*
* @return Size (width and height)
*/
FIntPoint FindMaxTextureSize(UMaterialInterface* InMaterialInterface, FIntPoint MinimumSize = FIntPoint(1, 1)) const
{
// 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);
// 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());
}
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;
}
static bool WillFillData(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
{
if (InMaterialProperty == MP_EmissiveColor)
{
return true;
}
switch (InBlendMode)
{
case BLEND_Opaque:
{
switch (InMaterialProperty)
{
case MP_BaseColor: return true;
case MP_Specular: return true;
case MP_Normal: return true;
case MP_Metallic: return true;
case MP_Roughness: return true;
case MP_AmbientOcclusion: return true;
}
}
break;
}
return false;
}
private:
/** The material interface for this proxy */
UMaterialInterface* MaterialInterface;
UMaterial* Material;
TArray<UTexture*> ReferencedTextures;
/** The property to compile for rendering the sample */
EMaterialProperty PropertyToCompile;
FGuid Id;
};
static void RenderSceneToTexture(
FSceneInterface* Scene,
const FName& VisualizationMode,
const FVector& ViewOrigin,
const FMatrix& ViewRotationMatrix,
const FMatrix& ProjectionMatrix,
const TSet<FPrimitiveComponentId>& HiddenPrimitives,
FIntPoint TargetSize,
float TargetGamma,
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))
.SetWorldTimes(FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime)
);
// To enable visualization mode
ViewFamily.EngineShowFlags.SetPostProcessing(true);
ViewFamily.EngineShowFlags.SetVisualizeBuffer(true);
ViewFamily.EngineShowFlags.SetTonemapper(false);
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, TargetSize.X, TargetSize.Y));
ViewInitOptions.ViewFamily = &ViewFamily;
ViewInitOptions.HiddenPrimitives = HiddenPrimitives;
ViewInitOptions.ViewOrigin = ViewOrigin;
ViewInitOptions.ViewRotationMatrix = ViewRotationMatrix;
ViewInitOptions.ProjectionMatrix = ProjectionMatrix;
FSceneView* NewView = new FSceneView(ViewInitOptions);
NewView->CurrentBufferVisualizationMode = VisualizationMode;
ViewFamily.Views.Add(NewView);
FCanvas Canvas(RenderTargetResource, NULL, FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime, Scene->GetFeatureLevel());
Canvas.Clear(FLinearColor::Transparent);
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
// 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));
FlushRenderingCommands();
RenderTargetTexture->RemoveFromRoot();
RenderTargetTexture = nullptr;
}
bool FMaterialUtilities::SupportsExport(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
{
return FExportMaterialProxy::WillFillData(InBlendMode, InMaterialProperty);
}
bool FMaterialUtilities::ExportMaterialProperty(UWorld* InWorld, UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, UTextureRenderTarget2D* InRenderTarget, TArray<FColor>& OutBMP)
{
TScopedPointer<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
if (MaterialProxy == NULL)
{
return false;
}
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
FIntPoint MaxSize = MaterialProxy->FindMaxTextureSize(InMaterial);
FIntPoint OutSize = MaxSize;
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, MaxSize, OutSize, OutBMP);
}
bool FMaterialUtilities::ExportMaterialProperty(UWorld* InWorld, UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, FIntPoint& OutSize, TArray<FColor>& OutBMP)
{
TScopedPointer<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
if (MaterialProxy == NULL)
{
return false;
}
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
OutSize = MaterialProxy->FindMaxTextureSize(InMaterial);
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, OutSize, OutSize, OutBMP);
}
bool FMaterialUtilities::ExportMaterialProperty(UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, TArray<FColor>& OutBMP, FIntPoint& OutSize)
{
TScopedPointer<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
if (MaterialProxy == NULL)
{
return false;
}
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
OutSize = MaterialProxy->FindMaxTextureSize(InMaterial);
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, OutSize, OutSize, OutBMP);
}
bool FMaterialUtilities::ExportMaterialProperty(UMaterialInterface* InMaterial, EMaterialProperty InMaterialProperty, FIntPoint InSize, TArray<FColor>& OutBMP)
{
TScopedPointer<FExportMaterialProxy> MaterialProxy(new FExportMaterialProxy(InMaterial, InMaterialProperty));
if (MaterialProxy == NULL)
{
return false;
}
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
const bool bForceGamma = (InMaterialProperty == MP_Normal) || (InMaterialProperty == MP_OpacityMask) || (InMaterialProperty == MP_Opacity);
FIntPoint OutSize;
return RenderMaterialPropertyToTexture(MaterialData, InMaterialProperty, bForceGamma, PF_B8G8R8A8, InSize, OutSize, OutBMP);
}
bool FMaterialUtilities::ExportMaterial(UWorld* InWorld, UMaterialInterface* InMaterial, FFlattenMaterial& OutFlattenMaterial)
{
return ExportMaterial(InMaterial, OutFlattenMaterial);
}
bool FMaterialUtilities::ExportMaterial(UMaterialInterface* InMaterial, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
{
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FMaterialMergeData MaterialData(InMaterial, nullptr, nullptr, 0, DummyBounds, EmptyTexCoords);
ExportMaterial(MaterialData, OutFlattenMaterial, ProxyCache);
return true;
}
bool FMaterialUtilities::ExportMaterial(UMaterialInterface* InMaterial, const FRawMesh* InMesh, int32 InMaterialIndex, const FBox2D& InTexcoordBounds, const TArray<FVector2D>& InTexCoords, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
{
FMaterialMergeData MaterialData(InMaterial, InMesh, nullptr, InMaterialIndex, InTexcoordBounds, InTexCoords);
ExportMaterial(MaterialData, OutFlattenMaterial, ProxyCache);
return true;
}
bool FMaterialUtilities::ExportLandscapeMaterial(ALandscapeProxy* InLandscape, 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 float ZOffset = WORLD_MAX;
FMatrix ProjectionMatrix = FReversedZOrthoMatrix(
LandscapeExtent.X,
LandscapeExtent.Y,
0.5f / ZOffset,
ZOffset);
FSceneInterface* Scene = InLandscape->GetWorld()->Scene;
// Render diffuse texture using BufferVisualizationMode=BaseColor
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Diffuse))
{
const FIntPoint& DiffuseSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
static const FName BaseColorName("BaseColor");
const float BaseColorGamma = 2.2f; // BaseColor to gamma space
TArray<FColor>& DiffuseSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse);
RenderSceneToTexture(Scene, BaseColorName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
DiffuseSize, BaseColorGamma, DiffuseSamples);
}
// Render normal map using BufferVisualizationMode=WorldNormal
// Final material should use world space instead of tangent space for normals
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Normal))
{
static const FName WorldNormalName("WorldNormal");
const float NormalColorGamma = 1.0f; // Dump normal texture in linear space
const FIntPoint& NormalSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal);
TArray<FColor>& NormalSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal);
RenderSceneToTexture(Scene, WorldNormalName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
NormalSize, NormalColorGamma, NormalSamples);
}
// Render metallic map using BufferVisualizationMode=Metallic
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Metallic))
{
static const FName MetallicName("Metallic");
const float MetallicColorGamma = 1.0f; // Dump metallic texture in linear space
const FIntPoint& MetallicSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic);
TArray<FColor>& MetallicSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic);
RenderSceneToTexture(Scene, MetallicName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
MetallicSize, MetallicColorGamma, MetallicSamples);
}
// Render roughness map using BufferVisualizationMode=Roughness
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Roughness))
{
static const FName RoughnessName("Roughness");
const float RoughnessColorGamma = 2.2f; // Roughness material powers color by 2.2, transform it back to linear
const FIntPoint& RoughnessSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness);
TArray<FColor>& RoughnessSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness);
RenderSceneToTexture(Scene, RoughnessName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
RoughnessSize, RoughnessColorGamma, RoughnessSamples);
}
// Render specular map using BufferVisualizationMode=Specular
if (OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Specular))
{
static const FName SpecularName("Specular");
const float SpecularColorGamma = 1.0f; // Dump specular texture in linear space
const FIntPoint& SpecularSize = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular);
TArray<FColor>& SpecularSamples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular);
RenderSceneToTexture(Scene, SpecularName, ViewOrigin, ViewRotationMatrix, ProjectionMatrix, HiddenPrimitives,
SpecularSize, SpecularColorGamma, SpecularSamples);
}
OutFlattenMaterial.MaterialId = InLandscape->GetLandscapeGuid();
return true;
}
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) + TEXT("/");
// Create material
const FString MaterialAssetName = TEXT("M_") + AssetBaseName;
UPackage* MaterialOuter = InOuter;
if (MaterialOuter == NULL)
{
MaterialOuter = CreatePackage(NULL, *(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);
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->Expressions.Add(BasecolorExpression);
Material->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->Expressions.Add(BaseColorExpression);
Material->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 bHasRoughness = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Roughness) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Roughness);
const bool bHasSpecular = InFlattenMaterial.DoesPropertyContainData(EFlattenMaterialProperties::Specular) && !InFlattenMaterial.IsPropertyConstant(EFlattenMaterialProperties::Specular);
// 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 &= bHasRoughness ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness).Num()) : true;
bSameTextureSize &= bHasSpecular ? (SampleCount == InFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular).Num()) : true;
// Merge values into one texture if more than one material property exists
if (BakedMaterialPropertyCount > 1 && bSameTextureSize)
{
// Metallic = R, Roughness = G, Specular = B
TArray<FColor> MergedSamples;
MergedSamples.AddZeroed(SampleCount);
// R G B masks
#if PLATFORM_LITTLE_ENDIAN
const uint32 ColorMask[3] = { 0x0000FF00, 0x00FF0000, 0xFF000000 };
#else // PLATFORM_LITTLE_ENDIAN
const uint32 ColorMask[3] = { 0x00FF0000, 0x0000FF00, 0x000000FF };
#endif
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("_MRS");
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->Expressions.Add(MergedExpression);
// Metallic
if (bHasMetallic)
{
Material->Metallic.Expression = MergedExpression;
Material->Metallic.Mask = Material->Metallic.Expression->GetOutputs()[0].Mask;
Material->Metallic.MaskR = 1;
Material->Metallic.MaskG = 0;
Material->Metallic.MaskB = 0;
Material->Metallic.MaskA = 0;
}
// Roughness
if (bHasRoughness)
{
Material->Roughness.Expression = MergedExpression;
Material->Roughness.Mask = Material->Roughness.Expression->GetOutputs()[0].Mask;
Material->Roughness.MaskR = 0;
Material->Roughness.MaskG = 1;
Material->Roughness.MaskB = 0;
Material->Roughness.MaskA = 0;
}
// Specular
if (bHasSpecular)
{
Material->Specular.Expression = MergedExpression;
Material->Specular.Mask = Material->Specular.Expression->GetOutputs()[0].Mask;
Material->Specular.MaskR = 0;
Material->Specular.MaskG = 0;
Material->Specular.MaskB = 1;
Material->Specular.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->Expressions.Add(MetallicExpression);
Material->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->Expressions.Add(SpecularExpression);
Material->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->Expressions.Add(RoughnessExpression);
Material->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->Expressions.Add(MetallicExpression);
Material->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->Expressions.Add(SpecularExpression);
Material->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->Expressions.Add(RoughnessExpression);
Material->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->Expressions.Add(NormalExpression);
Material->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->Expressions.Add(EmissiveColorExpression);
Material->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->Expressions.Add(EmissiveColorExpression);
UMaterialExpressionMultiply* EmissiveColorScale = NewObject<UMaterialExpressionMultiply>(Material);
EmissiveColorScale->A.Expression = EmissiveColorExpression;
EmissiveColorScale->ConstB = InFlattenMaterial.EmissiveScale;
EmissiveColorScale->MaterialExpressionEditorX = -200;
EmissiveColorScale->MaterialExpressionEditorY = MaterialNodeY;
Material->Expressions.Add(EmissiveColorScale);
Material->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->Expressions.Add(OpacityExpression);
Material->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->Expressions.Add(OpacityExpression);
Material->Opacity.Expression = OpacityExpression;
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->Expressions.Add(SubSurfaceColorExpression);
Material->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->Expressions.Add(SubSurfaceColorExpression);
Material->SubsurfaceColor.Expression = SubSurfaceColorExpression;
MaterialNodeY += MaterialNodeStepY;
Material->SetShadingModel(MSM_Subsurface);
}
Material->PostEditChange();
return Material;
}
UMaterialInstanceConstant* FMaterialUtilities::CreateInstancedMaterial(UMaterial* 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) + TEXT("/");
// Create material
const FString MaterialAssetName = TEXT("M_") + AssetBaseName;
UPackage* MaterialOuter = InOuter;
if (MaterialOuter == NULL)
{
MaterialOuter = CreatePackage(NULL, *(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_EDITOR
FAutomationEditorCommonUtils::NullReferencesToObject(ExistingPackage);
#endif // WITH_EDITOR
ExistingPackage->MarkPendingKill();
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;
if (Outer == nullptr)
{
Outer = CreatePackage(NULL, *AssetLongName);
Outer->FullyLoad();
Outer->Modify();
}
UTexture2D* Texture = FImageUtils::CreateTexture2D(Size.X, Size.Y, Samples, Outer, FPackageName::GetShortName(AssetLongName), Flags, TexParams);
Texture->LODGroup = LODGroup;
Texture->PostEditChange();
return Texture;
}
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 float ZOffset = 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> HiddenPrimitives;
for (auto PrimitiveComponentId : Scene->GetScenePrimitiveComponentIds())
{
HiddenPrimitives.Add(PrimitiveComponentId);
}
HiddenPrimitives.Remove(LandscapeComponent->SceneProxy->GetPrimitiveComponentId());
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, HiddenPrimitives, TargetSize, BaseColorGamma, OutSamples);
return true;
}
FFlattenMaterial FMaterialUtilities::CreateFlattenMaterialWithSettings(const FMaterialProxySettings& InMaterialLODSettings)
{
// Create new material.
FFlattenMaterial Material;
// TODO REMOVE THIS FEATURE?
FIntPoint MaximumSize = InMaterialLODSettings.TextureSize;
// If the user is manually overriding the texture size, make sure we have the max texture size to render with
if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
{
MaximumSize = (MaximumSize.X < InMaterialLODSettings.DiffuseTextureSize.X) ? MaximumSize : InMaterialLODSettings.DiffuseTextureSize;
MaximumSize = (InMaterialLODSettings.bSpecularMap && MaximumSize.X < InMaterialLODSettings.SpecularTextureSize.X) ? MaximumSize : InMaterialLODSettings.SpecularTextureSize;
MaximumSize = (InMaterialLODSettings.bMetallicMap && MaximumSize.X < InMaterialLODSettings.MetallicTextureSize.X) ? MaximumSize : InMaterialLODSettings.MetallicTextureSize;
MaximumSize = (InMaterialLODSettings.bRoughnessMap && MaximumSize.X < InMaterialLODSettings.RoughnessTextureSize.X) ? MaximumSize : InMaterialLODSettings.RoughnessTextureSize;
MaximumSize = (InMaterialLODSettings.bNormalMap && MaximumSize.X < InMaterialLODSettings.NormalTextureSize.X) ? MaximumSize : InMaterialLODSettings.NormalTextureSize;
MaximumSize = (InMaterialLODSettings.bEmissiveMap && MaximumSize.X < InMaterialLODSettings.EmissiveTextureSize.X) ? MaximumSize : InMaterialLODSettings.EmissiveTextureSize;
MaximumSize = (InMaterialLODSettings.bOpacityMap && MaximumSize.X < InMaterialLODSettings.OpacityTextureSize.X) ? MaximumSize : InMaterialLODSettings.OpacityTextureSize;
}
if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseManualOverrideTextureSize)
{
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);
}
else if (InMaterialLODSettings.TextureSizingType == TextureSizingType_UseAutomaticBiasedSizes)
{
Material.RenderSize = InMaterialLODSettings.TextureSize;
int NormalSizeX, DiffuseSizeX, PropertiesSizeX;
NormalSizeX = InMaterialLODSettings.TextureSize.X;
DiffuseSizeX = FMath::Max(InMaterialLODSettings.TextureSize.X >> 1, 32);
PropertiesSizeX = FMath::Max(InMaterialLODSettings.TextureSize.X >> 2, 16);
Material.SetPropertySize(EFlattenMaterialProperties::Diffuse, FIntPoint(DiffuseSizeX, DiffuseSizeX));
Material.SetPropertySize(EFlattenMaterialProperties::Normal, (InMaterialLODSettings.bNormalMap) ? FIntPoint(NormalSizeX, NormalSizeX) : FIntPoint::ZeroValue);
FIntPoint PropertiesSize = FIntPoint(PropertiesSizeX, PropertiesSizeX);
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.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);
return Material;
}
void FMaterialUtilities::AnalyzeMaterial(UMaterialInterface* InMaterial, const struct FMaterialProxySettings& InMaterialSettings, int32& OutNumTexCoords, bool& OutRequiresVertexData)
{
OutRequiresVertexData = false;
OutNumTexCoords = 0;
bool PropertyBeingBaked[MP_Normal + 1];
PropertyBeingBaked[MP_BaseColor] = true;
PropertyBeingBaked[MP_Specular] = InMaterialSettings.bSpecularMap;
PropertyBeingBaked[MP_Roughness] = InMaterialSettings.bRoughnessMap;
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bMetallicMap;
PropertyBeingBaked[MP_Normal] = InMaterialSettings.bNormalMap;
PropertyBeingBaked[MP_Metallic] = InMaterialSettings.bOpacityMap;
PropertyBeingBaked[MP_EmissiveColor] = InMaterialSettings.bEmissiveMap;
for (int32 PropertyIndex = 0; PropertyIndex < ARRAY_COUNT(PropertyBeingBaked); ++PropertyIndex)
{
if (PropertyBeingBaked[PropertyIndex])
{
EMaterialProperty Property = (EMaterialProperty)PropertyIndex;
if (PropertyIndex == MP_Opacity)
{
EBlendMode BlendMode = InMaterial->GetBlendMode();
if (BlendMode == BLEND_Masked)
{
Property = MP_OpacityMask;
}
else if (IsTranslucentBlendMode(BlendMode))
{
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)
{
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
{
checkf(InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num(), 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)
{
if (InMeshData[MeshIndex].bShouldExportLOD[LODIndex])
{
checkf(InMeshData[MeshIndex].MeshLODData[LODIndex].RawMesh->VertexPositions.Num(), 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.
if (!OutMeshShouldBakeVertexData[MeshIndex])
{
// 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.AddUninitialized(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));
}
}
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);
}
}
}
/** 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);
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(false, false);
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 = FStringAssetReference(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;
}
bool FMaterialUtilities::ExportMaterial(struct FMaterialMergeData& InMaterialData, FFlattenMaterial& OutFlattenMaterial, struct FExportMaterialProxyCache* ProxyCache)
{
UMaterialInterface* Material = InMaterialData.Material;
UE_LOG(LogMaterialUtilities, Log, TEXT("Flattening material: %s"), *Material->GetName());
if (ProxyCache)
{
// ExportMaterial was called with non-null CompiledMaterial. This means compiled shaders
// should be stored outside, and could be re-used in next call to ExportMaterial.
// FMaterialData already has "proxy cache" fiels, should swap it with CompiledMaterial,
// and swap back before returning from this function.
// Purpose of the following line: use compiled material cached from previous call.
Exchange(ProxyCache, InMaterialData.ProxyCache);
}
// Precache all used textures, otherwise could get everything rendered with low-res textures.
TArray<UTexture*> MaterialTextures;
Material->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, true, GMaxRHIFeatureLevel, true);
for (UTexture* Texture : MaterialTextures)
{
if (Texture != NULL)
{
UTexture2D* Texture2D = Cast<UTexture2D>(Texture);
if (Texture2D)
{
Texture2D->SetForceMipLevelsToBeResident(30.0f, true);
Texture2D->WaitForStreaming();
}
}
}
// Determine whether or not certain properties can be rendered
const bool bRenderNormal = (Material->GetMaterial()->HasNormalConnected() || Material->GetMaterial()->bUseMaterialAttributes) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Normal);
const bool bRenderEmissive = (Material->GetMaterial()->EmissiveColor.IsConnected() || Material->GetMaterial()->bUseMaterialAttributes) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Emissive);
const bool bRenderOpacityMask = Material->IsPropertyActive(MP_OpacityMask) && Material->GetBlendMode() == BLEND_Masked && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Opacity);
const bool bRenderOpacity = Material->IsPropertyActive(MP_Opacity) && IsTranslucentBlendMode(Material->GetBlendMode()) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Opacity);
const bool bRenderSubSurface = Material->IsPropertyActive(MP_SubsurfaceColor) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::SubSurface);
const bool bRenderMetallic = Material->IsPropertyActive(MP_Metallic) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Metallic);
const bool bRenderSpecular = Material->IsPropertyActive(MP_Specular) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Specular);
const bool bRenderRoughness = Material->IsPropertyActive(MP_Roughness) && OutFlattenMaterial.ShouldGenerateDataForProperty(EFlattenMaterialProperties::Roughness);
check(!bRenderOpacity || !bRenderOpacityMask);
FIntPoint Size;
// Compile shaders and render flatten material.
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Diffuse);
RenderMaterialPropertyToTexture(InMaterialData, MP_BaseColor, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Diffuse));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, Size);
if (bRenderMetallic)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Metallic);
RenderMaterialPropertyToTexture(InMaterialData, MP_Metallic, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Metallic));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, Size);
}
if (bRenderSpecular)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Specular);
RenderMaterialPropertyToTexture(InMaterialData, MP_Specular, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Specular));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, Size);
}
if (bRenderRoughness)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Roughness);
RenderMaterialPropertyToTexture(InMaterialData, MP_Roughness, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Roughness));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, Size);
}
if (bRenderNormal)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Normal);
RenderMaterialPropertyToTexture(InMaterialData, MP_Normal, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, Size);
}
else
{
// Make sure we output a default normal value in case the material does not generate one (to prevent issues with combining meshes with and without normal maps being atlassed together)
TArray<FColor>& Samples = OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Normal);
Samples.Add(FColor(128, 128, 255));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, FIntPoint(1,1));
}
if (bRenderOpacityMask)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity);
RenderMaterialPropertyToTexture(InMaterialData, MP_OpacityMask, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, Size);
}
if (bRenderOpacity)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Opacity);
// Number of blend modes, let's UMaterial decide whether it wants this property
RenderMaterialPropertyToTexture(InMaterialData, MP_Opacity, true, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Opacity));
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Opacity, Size);
}
if (bRenderEmissive)
{
Size = OutFlattenMaterial.GetPropertySize(EFlattenMaterialProperties::Emissive);
// PF_FloatRGBA is here to be able to render and read HDR image using ReadFloat16Pixels()
RenderMaterialPropertyToTexture(InMaterialData, MP_EmissiveColor, false, PF_FloatRGBA, OutFlattenMaterial.RenderSize, Size, OutFlattenMaterial.GetPropertySamples(EFlattenMaterialProperties::Emissive));
OutFlattenMaterial.EmissiveScale = InMaterialData.EmissiveScale;
OutFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Emissive, Size);
}
if (bRenderSubSurface)
{
// TODO support rendering out sub surface color property
/*RenderMaterialPropertyToTexture(InMaterialData, MP_SubsurfaceColor, false, PF_B8G8R8A8, OutFlattenMaterial.RenderSize, OutFlattenMaterial.SubSurfaceSize, OutFlattenMaterial.SubSurfaceSamples);*/
}
OutFlattenMaterial.MaterialId = Material->GetLightingGuid();
// Swap back the proxy cache
if (ProxyCache)
{
// Store compiled material to external cache.
Exchange(ProxyCache, InMaterialData.ProxyCache);
}
UE_LOG(LogMaterialUtilities, Log, TEXT("Material flattening done. (%s)"), *Material->GetName());
return true;
}
bool FMaterialUtilities::RenderMaterialPropertyToTexture(struct FMaterialMergeData& InMaterialData, EMaterialProperty InMaterialProperty, bool bInForceLinearGamma, EPixelFormat InPixelFormat, const FIntPoint InTargetSize, FIntPoint& OutSampleSize, TArray<FColor>& OutSamples)
{
if (InTargetSize.X == 0 || InTargetSize.Y == 0)
{
return false;
}
OutSampleSize = InTargetSize;
FMaterialRenderProxy* MaterialProxy = nullptr;
check(InMaterialProperty >= 0 && InMaterialProperty < ARRAY_COUNT(InMaterialData.ProxyCache->Proxies));
if (InMaterialData.ProxyCache->Proxies[InMaterialProperty])
{
MaterialProxy = InMaterialData.ProxyCache->Proxies[InMaterialProperty];
}
else
{
MaterialProxy = InMaterialData.ProxyCache->Proxies[InMaterialProperty] = new FExportMaterialProxy(InMaterialData.Material, InMaterialProperty);
}
if (MaterialProxy == nullptr)
{
return false;
}
// Disallow garbage collection of RenderTarget.
check(CurrentlyRendering == false);
CurrentlyRendering = true;
const bool bNormalMap = (InMaterialProperty == MP_Normal);
UTextureRenderTarget2D* RenderTarget = CreateRenderTarget(bInForceLinearGamma, bNormalMap, InPixelFormat, OutSampleSize);
OutSamples.Empty(InTargetSize.X * InTargetSize.Y);
bool bResult = FMeshRenderer::RenderMaterial(
InMaterialData,
MaterialProxy,
InMaterialProperty,
RenderTarget,
OutSamples);
/** Disabled for now, see comment below */
// Check for uniform value, perhaps this can be determined before rendering the material, see WillGenerateUniformData (LightmassRender)
/*bool bIsUniform = true;
FColor MaxColor(0, 0, 0, 0);
if (bResult)
{
// Find maximal color value
int32 MaxColorValue = 0;
for (int32 Index = 0; Index < OutSamples.Num(); Index++)
{
FColor Color = OutSamples[Index];
int32 ColorValue = Color.R + Color.G + Color.B + Color.A;
if (ColorValue > MaxColorValue)
{
MaxColorValue = ColorValue;
MaxColor = Color;
}
}
// Fill background with maximal color value and render again
RenderTarget->ClearColor = FLinearColor(MaxColor);
TArray<FColor> OutSamples2;
FMeshRenderer::RenderMaterial(
InMaterialData,
MaterialProxy,
InMaterialProperty,
RenderTarget,
OutSamples2);
for (int32 Index = 0; Index < OutSamples2.Num(); Index++)
{
FColor Color = OutSamples2[Index];
if (Color != MaxColor)
{
bIsUniform = false;
break;
}
}
}
// Uniform value
if (bIsUniform)
{
OutSampleSize = FIntPoint(1, 1);
OutSamples.Empty();
OutSamples.Add(MaxColor);
}*/
CurrentlyRendering = false;
return bResult;
}
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::FullyLoadMaterialStatic(UMaterialInterface* Material)
{
FLinkerLoad* Linker = Material->GetLinker();
if (Linker == nullptr)
{
return;
}
// Load material and all expressions.
Linker->LoadAllObjects(true);
Material->ConditionalPostLoad();
// Now load all used textures.
TArray<UTexture*> Textures;
Material->GetUsedTextures(Textures, EMaterialQualityLevel::Num, true, ERHIFeatureLevel::SM5, true);
for (UTexture* Texture : Textures)
{
Linker->Preload(Texture);
}
}
void FMaterialUtilities::OptimizeSampleArray(TArray<FColor>& InSamples, FIntPoint& InSampleSize)
{
if (InSamples.Num() > 1)
{
FColor ColourValue;
for (FColor& Sample : InSamples)
{
if (Sample.A != 0)
{
ColourValue = Sample;
break;
}
}
bool bConstantValue = true;
for (FColor& Sample : InSamples)
{
if ( Sample.A != 0 && Sample != ColourValue)
{
bConstantValue = false;
break;
}
}
if (bConstantValue)
{
InSamples.Empty(1);
InSamples.Add(ColourValue);
InSampleSize = FIntPoint(1, 1);
}
}
}
FExportMaterialProxyCache::FExportMaterialProxyCache()
{
FMemory::Memzero(Proxies);
}
FExportMaterialProxyCache::~FExportMaterialProxyCache()
{
Release();
}
void FExportMaterialProxyCache::Release()
{
for (int32 PropertyIndex = 0; PropertyIndex < 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<UTexture*> UsedTextures;
Material->GetMaterial()->AppendReferencedTextures(UsedTextures);
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 (UTexture* Texture : UsedTextures)
{
if (UTexture2D* Texture2D = Cast<UTexture2D>(Texture))
{
// In game max bias and dimensions
uint32 MaxInGameWidth, MaxInGameHeight;
int32 MipLevel = UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings()->CalculateLODBias(Texture2D);
//Calculate in-game max resolution and store in EffectiveTextureWidth, EffectiveTextureHeight
UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings()->ComputeInGameMaxResolution(MipLevel, *Texture, (uint32 &)MaxInGameWidth, (uint32 &)MaxInGameHeight);
int32 TotalSize = MaxInGameWidth * MaxInGameHeight;
if (TotalSize > MaxSize)
{
MaxSize = TotalSize;
}
}
}
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() >= 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;
}
}