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

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMorpheus.cpp: Post processing for Sony Morpheus HMD device.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessMorpheus.h"
#include "PostProcessing.h"
#include "PostProcessHistogram.h"
#include "PostProcessEyeAdaptation.h"
#include "IHeadMountedDisplay.h"
#include "SceneUtils.h"
DEFINE_LOG_CATEGORY_STATIC(LogMorpheusHMDPostProcess, All, All);
#if HAS_MORPHEUS
/** Encapsulates the post processing HMD distortion and correction pixel shader. */
class FPostProcessMorpheusPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessMorpheusPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
// but a user will not necessarily have the Morpheus files
bool bEnableMorpheus = false;
if (GConfig->GetBool(TEXT("/Script/MorpheusEditor.MorpheusRuntimeSettings"), TEXT("bEnableMorpheus"), bEnableMorpheus, GEngineIni))
{
return bEnableMorpheus;
}
return false;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("NEW_MORPHEUS_DISTORTION"), TEXT("1"));
}
/** Default constructor. */
FPostProcessMorpheusPS()
{
}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
// Distortion parameter values
FShaderParameter TextureScale;
FShaderParameter TextureOffset;
FShaderParameter TextureUVOffset;
FShaderResourceParameter DistortionTextureParam;
FShaderResourceParameter DistortionTextureSampler;
/** Initialization constructor. */
FPostProcessMorpheusPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
TextureScale.Bind(Initializer.ParameterMap, TEXT("TextureScale"));
//check(TextureScaleLeft.IsBound());
TextureOffset.Bind(Initializer.ParameterMap, TEXT("TextureOffset"));
//check(TextureOffsetRight.IsBound());
TextureUVOffset.Bind(Initializer.ParameterMap, TEXT("TextureUVOffset"));
//check(TextureUVOffset.IsBound());
DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTextureArray"));
//check(DistortionTextureLeftParam.IsBound());
DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler"));
//check(DistortionTextureSampler.IsBound());
}
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_Border, AM_Border, AM_Border>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
{
check(GEngine->HMDDevice.IsValid());
TSharedPtr< class IHeadMountedDisplay > HMDDevice = GEngine->HMDDevice;
check (StereoPass != eSSP_FULL);
if (StereoPass == eSSP_LEFT_EYE)
{
FTexture* TextureLeft = HMDDevice->GetDistortionTextureLeft();
if (TextureLeft)
{
SetTextureParameter(Context.RHICmdList, ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureLeft->SamplerStateRHI, TextureLeft->TextureRHI);
}
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureScale, HMDDevice->GetTextureScaleLeft());
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetLeft());
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureUVOffset, 0.0f);
}
else
{
FTexture* TextureRight = HMDDevice->GetDistortionTextureRight();
if (TextureRight)
{
SetTextureParameter(Context.RHICmdList, ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureRight->SamplerStateRHI, TextureRight->TextureRHI);
}
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureScale, HMDDevice->GetTextureScaleRight());
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetRight());
SetShaderValue(Context.RHICmdList, ShaderRHI, TextureUVOffset, -0.5f);
}
QuadTexTransform = FMatrix::Identity;
}
}
// FShader interface.
virtual bool Serialize(FArchive& Ar)
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << TextureScale << TextureOffset << TextureUVOffset << DistortionTextureParam << DistortionTextureSampler;
return bShaderHasOutdatedParameters;
}
};
/** Encapsulates the post processing vertex shader. */
class FPostProcessMorpheusVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessMorpheusVS,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
// but a user will not necessarily have the Morpheus files
bool bEnableMorpheus = false;
if (GConfig->GetBool(TEXT("/Script/MorpheusEditor.MorpheusRuntimeSettings"), TEXT("bEnableMorpheus"), bEnableMorpheus, GEngineIni))
{
return bEnableMorpheus;
}
return false;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("NEW_MORPHEUS_DISTORTION"), TEXT("1"));
}
/** Default constructor. */
FPostProcessMorpheusVS() {}
/** to have a similar interface as all other shaders */
void SetParameters(const FRenderingCompositePassContext& Context)
{
FGlobalShader::SetParameters(Context.RHICmdList, GetVertexShader(), Context.View);
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
{
FGlobalShader::SetParameters(RHICmdList, GetVertexShader(), View);
}
public:
/** Initialization constructor. */
FPostProcessMorpheusVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
}
};
IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusVS, TEXT("MorpheusInclude"), TEXT("MainVS"), SF_Vertex);
IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusPS,TEXT("MorpheusInclude"),TEXT("MainPS"),SF_Pixel);
void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessMorpheus);
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);
FIntRect SrcRect = View.ViewRect;
//we should be the last node in the graph, so use the 'unscaled' view rect. aka the one not affected by screenpercentage as we should be
//targetting the final final up/downsampled backbuffer.
FIntRect DestRect = View.UnscaledViewRect; //View.ViewRect; // View.UnscaledViewRect;
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);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
#if MORPHEUS_ENGINE_DISTORTION
TShaderMapRef<FPostProcessMorpheusVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessMorpheusPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
FMatrix QuadTexTransform;
FMatrix QuadPosTransform = FMatrix::Identity;
PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
// Draw a quad mapping scene color to the view's render target
DrawTransformedRectangle(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
QuadPosTransform,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
QuadTexTransform,
DestRect.Size(),
SrcSize
);
#elif PLATFORM_PS4
checkf(false, TEXT("PS4 uses SDK distortion."));
#else
checkf(false, TEXT("Unsupported path. Morpheus should be disabled."));
#endif
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessMorpheus::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.NumSamples = 1; // no MSAA
Ret.Reset();
Ret.DebugName = TEXT("Morpheus");
return Ret;
}
#endif // MORPHEUS_ENGINE_DISTORTION