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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHMD.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessHMD.cpp: Post processing for HMD devices.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "ScreenRendering.h"
#include "SceneFilterRendering.h"
#include "PostProcessHMD.h"
#include "PostProcessing.h"
#include "PostProcessHistogram.h"
#include "PostProcessEyeAdaptation.h"
#include "IHeadMountedDisplay.h"
#include "RHICommandList.h"
#include "SceneUtils.h"
/** The filter vertex declaration resource type. */
class FDistortionVertexDeclaration : public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
/** Destructor. */
virtual ~FDistortionVertexDeclaration() {}
virtual void InitRHI() override
{
uint16 Stride = sizeof(FDistortionVertex);
FVertexDeclarationElementList Elements;
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, Position),VET_Float2,0, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexR), VET_Float2, 1, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexG), VET_Float2, 2, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexB), VET_Float2, 3, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, VignetteFactor), VET_Float1, 4, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TimewarpFactor), VET_Float1, 5, Stride));
VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI() override
{
VertexDeclarationRHI.SafeRelease();
}
};
/** The Distortion vertex declaration. */
TGlobalResource<FDistortionVertexDeclaration> GDistortionVertexDeclaration;
/** Encapsulates the post processing vertex shader. */
template <bool bTimeWarp>
class FPostProcessHMDVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessHMDVS, Global);
// Distortion parameter values
FShaderParameter EyeToSrcUVScale;
FShaderParameter EyeToSrcUVOffset;
// Timewarp-related params
FShaderParameter EyeRotationStart;
FShaderParameter EyeRotationEnd;
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
}
/** Default constructor. */
FPostProcessHMDVS() {}
public:
/** Initialization constructor. */
FPostProcessHMDVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
EyeToSrcUVScale.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVScale"));
EyeToSrcUVOffset.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVOffset"));
if (bTimeWarp)
{
EyeRotationStart.Bind(Initializer.ParameterMap, TEXT("EyeRotationStart"));
EyeRotationEnd.Bind(Initializer.ParameterMap, TEXT("EyeRotationEnd"));
}
}
void SetVS(const FRenderingCompositePassContext& Context, EStereoscopicPass StereoPass)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
check(GEngine->HMDDevice.IsValid());
FVector2D EyeToSrcUVScaleValue;
FVector2D EyeToSrcUVOffsetValue;
GEngine->HMDDevice->GetEyeRenderParams_RenderThread(StereoPass, EyeToSrcUVScaleValue, EyeToSrcUVOffsetValue);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVScale, EyeToSrcUVScaleValue);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVOffset, EyeToSrcUVOffsetValue);
if (bTimeWarp)
{
FMatrix startM, endM;
GEngine->HMDDevice->GetTimewarpMatrices_RenderThread(StereoPass, startM, endM);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeRotationStart, startM);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeRotationEnd, endM);
}
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << EyeToSrcUVScale << EyeToSrcUVOffset;
if (bTimeWarp)
{
Ar << EyeRotationStart << EyeRotationEnd;
}
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(template<>, FPostProcessHMDVS<false>, TEXT("PostProcessHMD"), TEXT("MainVS"), SF_Vertex);
/** Encapsulates the post processing HMD distortion and correction pixel shader. */
template <bool bTimeWarp>
class FPostProcessHMDPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessHMDPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
/** Default constructor. */
FPostProcessHMDPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
/** Initialization constructor. */
FPostProcessHMDPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters;
return bShaderHasOutdatedParameters;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
}
};
IMPLEMENT_SHADER_TYPE(template<>, FPostProcessHMDPS<false>, TEXT("PostProcessHMD"), TEXT("MainPS"), SF_Pixel);
void FRCPassPostProcessHMD::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHMD);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FIntRect SrcRect = View.ViewRect;
const FIntRect DestRect = View.UnscaledViewRect;
const FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
FMatrix QuadTexTransform = FMatrix::Identity;
FMatrix QuadPosTransform = FMatrix::Identity;
check(GEngine->HMDDevice.IsValid());
{
TShaderMapRef<FPostProcessHMDVS<false> > VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessHMDPS<false> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GDistortionVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context, View.StereoPass);
PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
}
GEngine->HMDDevice->DrawDistortionMesh_RenderThread(Context, View, SrcSize);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessHMD::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("HMD");
return Ret;
}