Shaders module, Interactable screen capturer

This commit is contained in:
Oleg Petruny 2024-05-20 18:06:31 +02:00
parent cbc92f6217
commit 8f702409c7
31 changed files with 558 additions and 57 deletions

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@ -2,9 +2,9 @@
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows10SDK.22000",
"Microsoft.VisualStudio.Component.Windows10SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",

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@ -1,2 +1,5 @@
[/Script/AdvancedPreviewScene.SharedProfiles]
[/Script/UnrealEd.EditorPerformanceProjectSettings]
MaxViewportRenderingResolution=720

Binary file not shown.

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@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "{1596D39D-4A14-8FE8-BC5C-21A6B54321BE}",
"EngineAssociation": "{0DD41C75-443A-77B1-7C02-5F9B73D04B7B}",
"Category": "",
"Description": "",
"Modules": [
@ -14,6 +14,14 @@
"SlateCore",
"UMG"
]
},
{
"Name": "Lost_EdgeShaders",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
@ -342,6 +350,15 @@
{
"Name": "RiderSourceCodeAccess",
"Enabled": false
},
{
"Name": "OpenCV",
"Enabled": true
},
{
"Name": "AutoSizeComments",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/ae89a2c4ab384de0a3f213b23de324f3"
}
],
"TargetPlatforms": [

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@ -0,0 +1,23 @@
// Oleg Petruny proprietary.
#include "/Engine/Public/Platform.ush"
Buffer<unsigned int> Input;
RWBuffer<unsigned int> Output;
[numthreads(THREADGROUPSIZE_X, 1, 1)]
void InteractableScreenCapturerBitMapCS(
uint3 dti : SV_DispatchThreadID)
{
switch (Input[dti.x])
{
case 0xFF00FFFF:
//Output[dti.x / 4] = Output[dti.x / 4] | (0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0xFF
break;
default:
//Output[dti.x / 4] = Output[dti.x / 4] & ~(0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0x00
break;
}
//Output[0] = 1;
}

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@ -1,15 +1,12 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class Lost_EdgeTarget : TargetRules
{
public Lost_EdgeTarget( TargetInfo Target) : base(Target)
{
public class Lost_EdgeTarget : TargetRules {
public Lost_EdgeTarget(TargetInfo Target) : base(Target) {
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Lost_Edge");
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange(new string[] { "Lost_Edge", "Lost_EdgeShaders" });
}
}

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@ -6,15 +6,19 @@ public class Lost_Edge : ModuleRules {
public Lost_Edge(ReadOnlyTargetRules Target) : base(Target) {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OpenCV" }); // "OpenCVHelper"
PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG" }); //"Slate", "SlateCore"
//PrivateIncludePaths.AddRange(new string[] { "OpenCV/Private" });
PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "TextureCompressor" }); // "Slate", "SlateCore"
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Rescaled: %f"), scale));
}
}

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@ -18,6 +18,7 @@ public:
UFUNCTION(BlueprintCallable, Category = Settings)
void ApplyMouseSettings();
UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<class UInteractableComponent>> interactionsCollection;
protected:

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@ -0,0 +1,5 @@
// Oleg Petruny proprietary.
#include "Interactable/InCameraInteractableActivator.h"

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@ -0,0 +1,15 @@
// Oleg Petruny proprietary.
#pragma once
#include "CoreMinimal.h"
#include "InteractableActivator.h"
#include "InCameraInteractableActivator.generated.h"
UCLASS()
class UInCameraInteractableActivator : public UInteractableActivator
{
GENERATED_BODY()
};

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@ -44,13 +44,12 @@ UInteractableActivator::UInteractableActivator(const FObjectInitializer& ObjectI
void UInteractableActivator::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
USceneComponent::TickComponent(DeltaTime, TickType, ThisTickFunction);
switch(TickType)
{
case ELevelTick::LEVELTICK_TimeOnly:
case ELevelTick::LEVELTICK_ViewportsOnly:
case ELevelTick::LEVELTICK_All:
USceneComponent::TickComponent(DeltaTime, TickType, ThisTickFunction);
Scan_Implementation();
break;
default:

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@ -7,9 +7,10 @@
#include "InteractableActivator.generated.h"
DECLARE_DELEGATE(FInteractableActivated);
DECLARE_DELEGATE_OneParam(FInteractableActivated, class AInteractable*);
DECLARE_DELEGATE_OneParam(FInteractableDeactivated, class AInteractable*);
UCLASS(Blueprintable, BlueprintType)
UCLASS(Abstract, Blueprintable, BlueprintType)
class UInteractableActivator : public USceneComponent
{
GENERATED_BODY()
@ -18,6 +19,9 @@ public:
UInteractableActivator(const FObjectInitializer& ObjectInitializer);
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
FInteractableActivated interactableActivatedDelegate;
FInteractableActivated interactableDeactivatedDelegate;
protected:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
inline void Scan();
@ -30,5 +34,4 @@ protected:
class APlayerBase* player;
bool isTrace = true;
enum ECollisionChannel collisionChannel;
FInteractableActivated interactableActivatedDelegate;
};

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@ -3,4 +3,18 @@
#include "InteractableCaller.h"
UInteractableCaller::UInteractableCaller(const FObjectInitializer& ObjectInitializer)
: UActorComponent(ObjectInitializer)
{
if(HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject))
{
return;
}
RegisterComponent();
}
void UInteractableCaller::Init()
{
//GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, GetOwner()->GetName());
}

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@ -7,11 +7,13 @@
#include "InteractableCaller.generated.h"
UCLASS(Abstract, MinimalAPI, Blueprintable, BlueprintType)
UCLASS(Abstract, Blueprintable, BlueprintType)
class UInteractableCaller : public UActorComponent
{
GENERATED_BODY()
public:
UInteractableCaller(const FObjectInitializer& ObjectInitializer);
void Init();
};

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@ -3,4 +3,3 @@
#include "InteractableComponent.h"
// Add default functionality here for any IInteractableInterface functions that are not pure virtual.

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@ -30,7 +30,7 @@ public:
TSubclassOf<UInteractableCaller> caller;
};
UCLASS()
UCLASS(Abstract, Blueprintable, BlueprintType)
class UInteractableComponent : public UActorComponent
{
GENERATED_BODY()
@ -41,11 +41,6 @@ public:
virtual const FString GetName_Implementation()
PURE_VIRTUAL(UInteractableComponent::GetInteractionName_Implementation, return "NONE";);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
const UInputMappingContext* GetInputMapping();
virtual const UInputMappingContext* GetInputMapping_Implementation()
PURE_VIRTUAL(UInteractableComponent::GetInputMapping_Implementation, static UInputMappingContext _inputMapping{}; return &_inputMapping;);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation()

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@ -0,0 +1,234 @@
// Oleg Petruny proprietary.
#include "InteractableScreenCapturer.h"
#include "Engine/Texture.h"
#include "Interactable.h"
#include "Kismet/GameplayStatics.h"
#include "opencv2/imgproc.hpp"
#include "RHIResources.h"
#include "SceneView.h"
#include "TextureCompressorModule.h"
constexpr float tickInterval = 1.0f / 5;
UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer)
: USceneCaptureComponent2D(ObjectInitializer)
{
//TextureTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("TextureTarget"));
//TextureTarget->InitAutoFormat(textureWidth, textureHeight);
//TextureTarget->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA16f;
PrimaryComponentTick.bCanEverTick = false;
PrimaryComponentTick.bStartWithTickEnabled = false;
auto input = LoadObject<UTexture>(nullptr, TEXT("/Game/tempStaff/Input"));
if(!input)
{
return;
}
_capture = input->GetResource()->TextureRHI;
if(!_capture)
{
return;
}
switch(_capture->GetFormat())
{
case EPixelFormat::PF_R8G8B8A8:
case EPixelFormat::PF_B8G8R8A8:
break;
default:
return;
}
_world = GetWorld();
PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_LegacySceneCapture;
bCaptureEveryFrame = 0;
bCaptureOnMovement = 0;
LODDistanceFactor = 100;
bUseRayTracingIfEnabled = false;
CaptureSource = ESceneCaptureSource::SCS_BaseColor;
CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
PostProcessBlendWeight = 0;
bUseCustomProjectionMatrix = false;
bAlwaysPersistRenderingState = true;
ShowFlags = { EShowFlagInitMode::ESFIM_All0 };
ShowFlags.SetBSP(true);
ShowFlags.SetLandscape(true);
ShowFlags.SetSkeletalMeshes(true);
ShowFlags.SetStaticMeshes(true);
ShowFlags.SetInstancedFoliage(true);
ShowFlags.SetInstancedGrass(true);
ShowFlags.SetInstancedStaticMeshes(true);
ShowFlags.SetPaper2DSprites(true);
ShowFlags.SetGame(true);
ShowFlags.SetMaterials(true);
ShowFlags.SetRendering(true);
PrimaryComponentTick.TickInterval = tickInterval;
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
}
void UInteractableScreenCapturer::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
switch(TickType)
{
case ELevelTick::LEVELTICK_TimeOnly:
case ELevelTick::LEVELTICK_ViewportsOnly:
case ELevelTick::LEVELTICK_All:
{
USceneCaptureComponent2D::TickComponent(DeltaTime, TickType, ThisTickFunction);
CaptureScene();
GetCameraView(DeltaTime, _view);
Process();
}
break;
default:
break;
}
}
void UInteractableScreenCapturer::Process()
{
static FThreadSafeBool running = false;
if(!running)
{
running = true;
ENQUEUE_RENDER_COMMAND(GetInteractablesFromScreen)(
[
capture = _capture,
output = _output,
world = _world,
view = _view
]
(FRHICommandListImmediate& RHICmdList)
{
double StartTime = FPlatformTime::Seconds();
static FIntPoint _extent = capture->GetDesc().Extent;
static uint32 _size = _extent.X * _extent.Y;
static TArray<FColor> _capturePixels;
static uint8* _bitMap = new uint8[_size]; // cv::Mat allocation is weird sometimes...
uint32 stride = 0;
FColor* data = (FColor*)RHICmdList.LockTexture2D(
capture,
0,
RLM_ReadOnly,
stride,
false);
for(uint32 i = 0; i < _size; ++i)
{
switch(data[i].R)
{
case 0xFF:
switch(data[i].G)
{
case 0x00:
switch(data[i].B)
{
case 0xFF:
_bitMap[i] = static_cast<uint8>(0xFF);
continue;
default:
break;
}
[[fallthrough]];
default:
break;
}
[[fallthrough]];
default:
_bitMap[i] = static_cast<uint8>(0x00);
break;
}
}
RHICmdList.UnlockTexture2D(capture, 0, false);
cv::Mat componentsMap, componentsStats, componentsCentroids;
static cv::Mat bitMapCVProxy{ _extent.Y, _extent.X, CV_8UC1, _bitMap };
auto components = cv::connectedComponentsWithStats(
bitMapCVProxy,
componentsMap,
componentsStats,
componentsCentroids,
4,
CV_16U
);
//static FVector _oldLocation;
//static FRotator _oldRotation;
//static FMatrix _invProjection;
//if(view.Location != _oldLocation || view.Rotation != _oldRotation)
//{
// _oldLocation = view.Location;
// _oldRotation = view.Rotation;
// _invProjection =
// (FTranslationMatrix(-(view.Location))
// * (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
// * view.CalculateProjectionMatrix())
// .InverseFast();
//}
FMatrix _invProjection =
(FTranslationMatrix(-(view.Location))
* (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
* view.CalculateProjectionMatrix())
.InverseFast();
FVector worldLoc, worldDir;
for(int i = 1; i < components; ++i)
{
FVector2D screenPos = { ((double*)componentsCentroids.data)[i * 2], ((double*)componentsCentroids.data)[i * 2 + 1] };
FSceneView::DeprojectScreenToWorld(screenPos, FIntRect{ {0, 0}, _extent }, _invProjection, worldLoc, worldDir);
//GEngine->AddOnScreenDebugMessage(66 + i, 0.5f, FColor::Yellow, FString::Printf(TEXT("x:%f, y:%f"), screenPos.X, screenPos.Y));
FHitResult result{};
FVector startLocation = view.Location;
FVector endLocation = worldLoc + worldDir * 1000000;
world->LineTraceSingleByChannel(
result,
startLocation,
endLocation,
ECC_GameTraceChannel1
);
static AInteractable* _last = nullptr;
static bool _activated = false;
if(result.bBlockingHit)
{
if(_last != result.GetActor())
{
_activated = true;
if(auto interactable = Cast<AInteractable>(result.GetActor()))
{
_last = interactable;
GEngine->AddOnScreenDebugMessage(10 + i, 0.5f, FColor::Yellow, interactable->GetName());
}
}
DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.5f);
}
else
{
if(_activated)
{
_activated = false;
_last = nullptr;
}
DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.5f);
}
//DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 0, 0.5f);
}
GEngine->AddOnScreenDebugMessage(667, 0.5f, FColor::Yellow, FString::Printf(TEXT("time:%f"), FPlatformTime::Seconds() - StartTime));
running = false;
}
);
}
}

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@ -0,0 +1,27 @@
// Oleg Petruny proprietary.
#pragma once
#include "Components/SceneCaptureComponent2D.h"
#include "CoreMinimal.h"
#include "InteractableScreenCapturer.generated.h"
UCLASS(hidecategories = (Collision, Object, Physics, SceneComponent), ClassGroup = Rendering, editinlinenew, meta = (BlueprintSpawnableComponent), MinimalAPI)
class UInteractableScreenCapturer : public USceneCaptureComponent2D
{
GENERATED_BODY()
public:
UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer);
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
protected:
void Process();
private:
FTextureRHIRef _capture;
FBufferRHIRef _output;
UWorld* _world;
FMinimalViewInfo _view;
};

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@ -6,6 +6,8 @@
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "Interactable.h"
void URaycastInteractableActivator::Scan_Implementation()
{
FHitResult result{};
@ -19,8 +21,37 @@ void URaycastInteractableActivator::Scan_Implementation()
collisionChannel
);
static AInteractable* _last = nullptr;
static bool _activated = false;
if(result.bBlockingHit)
DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 1.0f);
{
if(_last != result.GetActor())
{
_activated = true;
if(auto interactable = Cast<AInteractable>(result.GetActor()))
{
_last = interactable;
if(interactableActivatedDelegate.IsBound())
{
interactableActivatedDelegate.Execute(interactable);
}
}
}
//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 1.0f);
}
else
DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 1.0f);
{
if(_activated)
{
if(interactableDeactivatedDelegate.IsBound())
{
interactableDeactivatedDelegate.Execute(_last);
}
_activated = false;
_last = nullptr;
}
//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 1.0f);
}
}

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@ -12,12 +12,6 @@ const FString UUsableInteractable::GetName_Implementation()
return _name;
}
const UInputMappingContext* UUsableInteractable::GetInputMapping_Implementation()
{
static auto _mapping = UInputMappingContext{};
return &_mapping;
}
const TArray<FActivatorCallerPair> UUsableInteractable::GetActivatorsAndCallers_Implementation()
{
static TArray<FActivatorCallerPair> _array = {

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@ -9,7 +9,7 @@
#include "UsableInteractable.generated.h"
UCLASS()
UCLASS(Blueprintable, BlueprintType)
class UUsableInteractable : public UInteractableComponent
{
GENERATED_BODY()
@ -18,9 +18,6 @@ public:
const FString GetName();
virtual const FString GetName_Implementation() override;
const UInputMappingContext* GetInputMapping();
virtual const UInputMappingContext* GetInputMapping_Implementation() override;
const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation() override;
};

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@ -11,6 +11,7 @@
#include "Kismet/KismetMathLibrary.h"
#include "CustomGameInstanceBase.h"
#include "Interactable/Interactable.h"
#include "Interactable/InteractableActivator.h"
#include "Interactable/InteractableCaller.h"
#include "Interactable/InteractableComponent.h"
@ -144,18 +145,49 @@ void APlayerBase::LoadInteractable()
}
TSet<TSubclassOf<UInteractableActivator>> activators;
TMap<TSubclassOf<UInteractableCaller>, UInteractableCaller*> callers;
for(auto& interaction : GI->interactionsCollection)
{
auto actAndCallArray = interaction->GetDefaultObject<UInteractableComponent>()->GetActivatorsAndCallers_Implementation();
for(auto& actAndCall : actAndCallArray)
{
if(!activators.Contains(actAndCall.activator))
{
activators.Add(actAndCall.activator);
}
auto component = NewObject<UInteractableActivator>(this, actAndCall.activator);
component->AttachToComponent(camera, FAttachmentTransformRules::SnapToTargetIncludingScale);
component->interactableActivatedDelegate.BindUObject(this, &APlayerBase::InteractableActivated);
}
for(auto& activator : activators)
if(!callers.Contains(actAndCall.caller))
{
auto component = NewObject<USceneComponent>(this, activator);
component->AttachToComponent(camera, FAttachmentTransformRules::SnapToTargetIncludingScale);
auto component = NewObject<UInteractableCaller>(this, actAndCall.caller);
this->AddOwnedComponent(component);
component->Init();
callers.Add(actAndCall.caller, component);
AddInteractionCallersMapping(interaction, component);
}
else
{
AddInteractionCallersMapping(interaction, callers[actAndCall.caller]);
}
}
}
}
void APlayerBase::InteractableActivated(AInteractable* interactable)
{
GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Yellow, interactable->GetName());
}
void APlayerBase::AddInteractionCallersMapping(TSubclassOf<UInteractableComponent> interaction, UInteractableCaller* caller)
{
if(!_interactionsToCallers.Contains(interaction))
{
_interactionsToCallers.Add(interaction, { caller });
}
else
{
_interactionsToCallers[interaction].Add(caller);
}
}

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@ -61,4 +61,9 @@ protected:
private:
void LoadInteractable();
void InteractableActivated(class AInteractable* interactable);
void AddInteractionCallersMapping(TSubclassOf<class UInteractableComponent> interaction, class UInteractableCaller* caller);
TMap<TSubclassOf<class UInteractableComponent>, TSet<class UInteractableCaller*>> _interactionsToCallers;
};

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@ -1,15 +1,12 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class Lost_EdgeEditorTarget : TargetRules
{
public Lost_EdgeEditorTarget( TargetInfo Target) : base(Target)
{
public class Lost_EdgeEditorTarget : TargetRules {
public Lost_EdgeEditorTarget(TargetInfo Target) : base(Target) {
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Lost_Edge");
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange(new string[] { "Lost_Edge", "Lost_EdgeShaders" });
}
}

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@ -0,0 +1,17 @@
// Oleg Petruny proprietary.
using UnrealBuildTool;
public class Lost_EdgeShaders : ModuleRules {
public Lost_EdgeShaders(ReadOnlyTargetRules Target) : base(Target) {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { });
PrivateDependencyModuleNames.AddRange(new string[] { "Core",
"CoreUObject",
"Engine",
"Renderer",
"RenderCore",
"RHI",
"Projects" });
}
}

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@ -0,0 +1,6 @@
// Oleg Petruny proprietary.
#include "InteractableScreenCapturerBitMapCS.h"
IMPLEMENT_GLOBAL_SHADER(FInteractableScreenCapturerBitMapCS, "/Lost_EdgeShaders/InteractableScreenCapturerBitMapCS.usf", "InteractableScreenCapturerBitMapCS", SF_Compute);

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@ -0,0 +1,20 @@
// Oleg Petruny proprietary.
#include "Lost_EdgeShaders.h"
#include "GlobalShader.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_GAME_MODULE(FLost_EdgeShaders, Lost_EdgeShaders);
void FLost_EdgeShaders::StartupModule()
{
// Maps virtual shader source directory to actual shaders directory on disk.
FString ShaderDirectory = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders/Private"));
AddShaderSourceDirectoryMapping("/Lost_EdgeShaders", ShaderDirectory);
}
void FLost_EdgeShaders::ShutdownModule()
{}

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@ -0,0 +1,38 @@
// Oleg Petruny proprietary.
#pragma once
#include "CoreMinimal.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "GlobalShader.h"
#include "ShaderParameterStruct.h"
class LOST_EDGESHADERS_API FInteractableScreenCapturerBitMapCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FInteractableScreenCapturerBitMapCS);
SHADER_USE_PARAMETER_STRUCT(FInteractableScreenCapturerBitMapCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_SRV(Buffer<unsigned int>, Input)
SHADER_PARAMETER_UAV(RWBuffer<unsigned int>, Output)
END_SHADER_PARAMETER_STRUCT()
public:
static constexpr int32 shader_threads_per_group_count = 64;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
static inline void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUPSIZE_X"), shader_threads_per_group_count);
}
};

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@ -0,0 +1,26 @@
// Oleg Petruny proprietary.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class FLost_EdgeShaders : public IModuleInterface
{
public:
static inline FLost_EdgeShaders& Get()
{
return FModuleManager::LoadModuleChecked<FLost_EdgeShaders>("Lost_EdgeShaders");
}
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("Lost_EdgeShaders");
}
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};