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

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessLensFlares.cpp: Post processing lens fares implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessLensFlares.h"
#include "PostProcessing.h"
#include "SceneUtils.h"
/** Encapsulates a simple copy pixel shader. */
class FPostProcessLensFlareBasePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessLensFlareBasePS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FPostProcessLensFlareBasePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
/** Initialization constructor. */
FPostProcessLensFlareBasePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
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());
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessLensFlareBasePS,TEXT("PostProcessLensFlares"),TEXT("CopyPS"),SF_Pixel);
/** Encapsulates the post processing lens flare pixel shader. */
class FPostProcessLensFlaresPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessLensFlaresPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FPostProcessLensFlaresPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter FlareColor;
FShaderParameter TexScale;
/** Initialization constructor. */
FPostProcessLensFlaresPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
FlareColor.Bind(Initializer.ParameterMap, TEXT("FlareColor"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << FlareColor << TexScale;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context, FVector2D TexScaleValue)
{
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());
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessLensFlaresPS,TEXT("PostProcessLensFlares"),TEXT("MainPS"),SF_Pixel);
FRCPassPostProcessLensFlares::FRCPassPostProcessLensFlares(float InSizeScale)
: SizeScale(InSizeScale)
{
}
void FRCPassPostProcessLensFlares::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, LensFlares);
const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input0);
const FPooledRenderTargetDesc* InputDesc2 = GetInputDesc(ePId_Input1);
if(!InputDesc1 || !InputDesc2)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint TexSize1 = InputDesc1->Extent;
FIntPoint TexSize2 = InputDesc2->Extent;
uint32 ScaleToFullRes1 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize1.X;
uint32 ScaleToFullRes2 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize2.X;
FIntRect ViewRect1 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes1);
FIntRect ViewRect2 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes2);
FIntPoint ViewSize1 = ViewRect1.Size();
FIntPoint ViewSize2 = ViewRect2.Size();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, ViewRect1);
Context.SetViewportAndCallRHI(ViewRect1);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
// setup background (bloom), can be implemented to use additive blending to avoid the read here
{
TShaderMapRef<FPostProcessLensFlareBasePS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
ViewSize1.X, ViewSize1.Y,
ViewRect1.Min.X, ViewRect1.Min.Y,
ViewSize1.X, ViewSize1.Y,
ViewSize1,
TexSize1,
*VertexShader,
EDRF_UseTriangleOptimization);
}
// additive blend
Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());
// add lens flares on top of that
{
TShaderMapRef<FPostProcessLensFlaresPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
FVector2D TexScaleValue = FVector2D(TexSize2) / ViewSize2;
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context, TexScaleValue);
// todo: expose
const uint32 Count = 8;
// we assume the center of the view is the center of the lens (would not be correct for tiled rendering)
FVector2D Center = FVector2D(ViewSize1) * 0.5f;
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
// to get the same brightness with 4x more quads (TileSize=1 in LensBlur)
LensFlareHDRColor.R *= 0.25f;
LensFlareHDRColor.G *= 0.25f;
LensFlareHDRColor.B *= 0.25f;
for(uint32 i = 0; i < Count; ++i)
{
FLinearColor FlareColor = Context.View.FinalPostProcessSettings.LensFlareTints[i % 8];
float NormalizedAlpha = FlareColor.A;
float Alpha = NormalizedAlpha * 7.0f - 3.5f;
// scale to blur outside of the view (only if we use LensBlur)
Alpha *= SizeScale;
// set the individual flare color
SetShaderValue(Context.RHICmdList, PixelShader->GetPixelShader(), PixelShader->FlareColor, FlareColor * LensFlareHDRColor);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
Center.X - 0.5f * ViewSize1.X * Alpha, Center.Y - 0.5f * ViewSize1.Y * Alpha,
ViewSize1.X * Alpha, ViewSize1.Y * Alpha,
ViewRect2.Min.X, ViewRect2.Min.Y,
ViewSize2.X, ViewSize2.Y,
ViewSize1,
TexSize2,
*VertexShader,
EDRF_Default);
}
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessLensFlares::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("LensFlares");
return Ret;
}