ue4.26 CurveLinearColorAtlas支持非正方形尺寸
默认CurveAtlas只能是正方形
改代码可以让它支持非正方形:
改法如下:
CurveLinearColorAtlas.h
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 | // Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Engine/EngineTypes.h" #include "Engine/Texture.h" #include "Engine/World.h" #include "Engine/Texture2D.h" #include "CurveLinearColorAtlas.generated.h" static FName NAME_GradientTexture = FName(TEXT( "GradientTexture" )); static FName NAME_GradientBias = FName(TEXT( "GradientBias" )); static FName NAME_GradientScale = FName(TEXT( "GradientScale" )); static FName NAME_GradientCount = FName(TEXT( "GradientCount" )); class UCurveLinearColor; class UCurveBase; /** * Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor */ UCLASS() class ENGINE_API UCurveLinearColorAtlas : public UTexture2D { GENERATED_UCLASS_BODY() #if WITH_EDITOR virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) override ; // How many slots are available per texture FORCEINLINE uint32 MaxSlotsPerTexture() { return TextureSize; } // Immediately render a new material to the specified slot index(SlotIndex must be within this section's range) void OnCurveUpdated(UCurveBase* Curve, EPropertyChangeType::Type ChangeType); // Re-render all texture groups void UpdateTextures(); #endif virtual void PostLoad() override ; bool GetCurveIndex(UCurveLinearColor* InCurve, int32& Index); UFUNCTION(BlueprintCallable, Category = "Math|Curves" ) bool GetCurvePosition(UCurveLinearColor* InCurve, float & Position); #if WITH_EDITORONLY_DATA UPROPERTY() uint32 bIsDirty : 1; uint32 bHasAnyDirtyTextures : 1; uint32 bShowDebugColorsForNullGradients : 1; // Renders alternate blue/yellow lines for empty gradients. Good for debugging, but turns off optimization for selective updates to gradients. TArray<FFloat16Color> SrcData; #endif UPROPERTY(EditAnywhere, Category = "Curves" ) uint32 TextureSize; // Size of the lookup textures //yang chao begin UPROPERTY(EditAnywhere, Category = "Curves" ) uint32 TextureSizeX; //yang chao end UPROPERTY(EditAnywhere, Category = "Curves" ) TArray<UCurveLinearColor*> GradientCurves; protected : #if WITH_EDITORONLY_DATA FVector2D SizeXY; #endif }; |
CurveLinearColorAtlas.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 | // Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= UCurveLinearColorAtlas.cpp =============================================================================*/ #include "Curves/CurveLinearColorAtlas.h" #include "Curves/CurveLinearColor.h" #include "Components/MeshComponent.h" #include "Materials/MaterialInstanceDynamic.h" UCurveLinearColorAtlas::UCurveLinearColorAtlas( const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { TextureSize = 256; TextureSizeX = 256; //yang chao #if WITH_EDITORONLY_DATA bHasAnyDirtyTextures = false ; bShowDebugColorsForNullGradients = false ; SizeXY = { ( float )TextureSizeX, 1.0f }; //yang chao modify TextueSize to TextureSizeX MipGenSettings = TMGS_NoMipmaps; #endif Filter = TextureFilter::TF_Bilinear; SRGB = false ; AddressX = TA_Clamp; AddressY = TA_Clamp; CompressionSettings = TC_HDR; } #if WITH_EDITOR void UCurveLinearColorAtlas::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); // Determine whether any property that requires recompression of the texture, or notification to Materials has changed. bool bRequiresNotifyMaterials = false ; if (PropertyChangedEvent.Property != nullptr) { const FName PropertyName(PropertyChangedEvent.Property->GetFName()); // if Resizing if (PropertyName == GET_MEMBER_NAME_CHECKED(UCurveLinearColorAtlas, TextureSize) || PropertyName == GET_MEMBER_NAME_CHECKED(UCurveLinearColorAtlas, TextureSizeX) //yang chao ) { if ((uint32)GradientCurves.Num() > TextureSize) { int32 OldCurveCount = GradientCurves.Num(); GradientCurves.RemoveAt(TextureSize, OldCurveCount - TextureSize); } Source.Init(TextureSizeX, TextureSize, 1, 1, TSF_RGBA16F); //yang chao modify TextueSize to TextureSizeX SizeXY = { ( float )TextureSizeX, 1.0f }; //yang chao modify TextueSize to TextureSizeX UpdateTextures(); bRequiresNotifyMaterials = true ; } if (PropertyName == GET_MEMBER_NAME_CHECKED(UCurveLinearColorAtlas, GradientCurves)) { if ((uint32)GradientCurves.Num() > TextureSize) { int32 OldCurveCount = GradientCurves.Num(); GradientCurves.RemoveAt(TextureSize, OldCurveCount - TextureSize); } else { for (int32 i = 0; i < GradientCurves.Num(); ++i) { if (GradientCurves[i] != nullptr) { GradientCurves[i]->OnUpdateCurve.AddUObject( this , &UCurveLinearColorAtlas::OnCurveUpdated); } } UpdateTextures(); bRequiresNotifyMaterials = true ; } } } // Notify any loaded material instances if changed our compression format if (bRequiresNotifyMaterials) { NotifyMaterials(); } } #endif void UCurveLinearColorAtlas::PostLoad() { #if WITH_EDITOR if (FApp::CanEverRender()) { FinishCachePlatformData(); } for (int32 i = 0; i < GradientCurves.Num(); ++i) { if (GradientCurves[i] != nullptr) { GradientCurves[i]->OnUpdateCurve.AddUObject( this , &UCurveLinearColorAtlas::OnCurveUpdated); } } Source.Init(TextureSizeX, TextureSize, 1, 1, TSF_RGBA16F); //yang chao modify TextueSize to TextureSizeX SizeXY = { ( float )TextureSizeX, 1.0f }; //yang chao modify TextueSize to TextureSizeX UpdateTextures(); #endif Super::PostLoad(); } #if WITH_EDITOR static void RenderGradient(TArray<FFloat16Color>& InSrcData, UObject* Gradient, int32 StartXY, FVector2D SizeXY) { if (Gradient == nullptr) { int32 Start = StartXY; for (uint32 y = 0; y < SizeXY.Y; y++) { // Create base mip for the texture we created. for (uint32 x = 0; x < SizeXY.X; x++) { InSrcData[Start + x + y * SizeXY.X] = FLinearColor::White; } } } else if (Gradient->IsA(UCurveLinearColor::StaticClass())) { // Render a gradient UCurveLinearColor* GradientCurve = CastChecked<UCurveLinearColor>(Gradient); GradientCurve->PushToSourceData(InSrcData, StartXY, SizeXY); } } static void UpdateTexture(UCurveLinearColorAtlas& Atlas) { const int32 TextureDataSize = Atlas.Source.CalcMipSize(0); FGuid MD5Guid; FMD5 MD5; MD5.Update(reinterpret_cast< const uint8*>(Atlas.SrcData.GetData()), TextureDataSize); MD5.Final(reinterpret_cast<uint8*>(&MD5Guid)); uint32* TextureData = reinterpret_cast<uint32*>(Atlas.Source.LockMip(0)); FMemory::Memcpy(TextureData, Atlas.SrcData.GetData(), TextureDataSize); Atlas.Source.UnlockMip(0); Atlas.Source.SetId(MD5Guid, /*bInGuidIsHash*/ true ); Atlas.UpdateResource(); } // Immediately render a new material to the specified slot index (SlotIndex must be within this section's range) void UCurveLinearColorAtlas::OnCurveUpdated(UCurveBase* Curve, EPropertyChangeType::Type ChangeType) { if (ChangeType != EPropertyChangeType::Interactive) { UCurveLinearColor* Gradient = CastChecked<UCurveLinearColor>(Curve); int32 SlotIndex = GradientCurves.Find(Gradient); if (SlotIndex != INDEX_NONE && (uint32)SlotIndex < MaxSlotsPerTexture()) { // Determine the position of the gradient int32 StartXY = SlotIndex * TextureSize; // Render the single gradient to the render target RenderGradient(SrcData, Gradient, StartXY, SizeXY); UpdateTexture(* this ); } } } // Render any textures void UCurveLinearColorAtlas::UpdateTextures() { // Save off the data needed to render each gradient. // Callback into the section owner to get the Gradients array const int32 TextureDataSize = Source.CalcMipSize(0); SrcData.Empty(); SrcData.AddUninitialized(TextureDataSize); int32 NumSlotsToRender = FMath::Min(GradientCurves.Num(), (int32)MaxSlotsPerTexture()); for (int32 i = 0; i < NumSlotsToRender; ++i) { if (GradientCurves[i] != nullptr) { int32 StartXY = i * TextureSizeX; //yang chao modify TextueSize to TextureSizeX RenderGradient(SrcData, GradientCurves[i], StartXY, SizeXY); } } for (uint32 y = 0; y < TextureSizeX; y++) //yang chao modify TextueSize to TextureSizeX { // Create base mip for the texture we created. for (uint32 x = GradientCurves.Num(); x < TextureSize; x++) { SrcData[x*TextureSizeX + y] = FLinearColor::White; //yang chao modify TextueSize to TextureSizeX } } UpdateTexture(* this ); bIsDirty = false ; } #endif bool UCurveLinearColorAtlas::GetCurveIndex(UCurveLinearColor* InCurve, int32& Index) { Index = GradientCurves.Find(InCurve); if (Index != INDEX_NONE) { return true ; } return false ; } bool UCurveLinearColorAtlas::GetCurvePosition(UCurveLinearColor* InCurve, float & Position) { int32 Index = GradientCurves.Find(InCurve); Position = 0.0f; if (Index != INDEX_NONE) { Position = ( float )Index; return true ; } return false ; } |
--补充:
看了下ue5.0的文档,已经支持非正方形了:(面板上有squre resolution勾选,下面有texture height)
Curve Atlases in Unreal Engine Materials | Unreal Engine 5.0 Documentation
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