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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/VisualizeShadingModels.cpp
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeShadingModels.cpp: Post processing VisualizeShadingModels implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "VisualizeShadingModels.h"
#include "PostProcessing.h"
#include "SceneUtils.h"
/** Encapsulates the post processing eye adaptation pixel shader. */
class FPostProcessVisualizeShadingModelsPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVisualizeShadingModelsPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
/** Default constructor. */
FPostProcessVisualizeShadingModelsPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter ShadingModelMaskInView;
/** Initialization constructor. */
FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView"));
}
void SetPS(const FRenderingCompositePassContext& Context, uint16 InShadingModelMaskInView)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
static FLinearColor SoftBits[sizeof(InShadingModelMaskInView) * 8] = {}; // init with 0.0f
for(uint32 i = 0; i < sizeof(InShadingModelMaskInView) * 8; ++i)
{
float& ref = SoftBits[i].R;
ref -= Context.View.Family->DeltaWorldTime;
ref = FMath::Max(0.0f, ref);
if(InShadingModelMaskInView & (1 << i))
{
ref = 1.0f;
}
}
SetShaderValueArray(Context.RHICmdList, ShaderRHI, ShadingModelMaskInView, SoftBits, sizeof(InShadingModelMaskInView) * 8);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << ShadingModelMaskInView;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessVisualizeShadingModelsPS,TEXT("VisualizeShadingModels"),TEXT("MainPS"),SF_Pixel);
FRCPassPostProcessVisualizeShadingModels::FRCPassPostProcessVisualizeShadingModels(FRHICommandList& RHICmdList)
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(RHICmdList, 1);
}
void FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeShadingModels);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
const FSceneView& View = Context.View;
const FViewInfo& ViewInfo = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.ViewRect;
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());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessVisualizeShadingModelsPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetPS(Context, ((FViewInfo&)View).ShadingModelMaskInView);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, 0, 0, 0, Context.GetFeatureLevel());
float X = 30;
float Y = 28;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Visualize ShadingModels (mostly to track down bugs)"), GetStatsFont(), FLinearColor(1, 1, 1));
Y = 160 - YStep - 4;
uint32 Value = ((FViewInfo&)View).ShadingModelMaskInView;
Line = FString::Printf(TEXT("View.ShadingModelMaskInView = 0x%x"), Value);
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Y += YStep;
UEnum* Enum = FindObject<UEnum>(NULL, TEXT("Engine.EMaterialShadingModel"));
check(Enum);
Y += 5;
for(uint32 i = 0; i < MSM_MAX; ++i)
{
FString Name = Enum->GetEnumName(i);
Line = FString::Printf(TEXT("%d. %s"), i, *Name);
bool bThere = (Value & (1 << i)) != 0;
Canvas.DrawShadowedString(X + 30, Y, *Line, GetStatsFont(), bThere ? FLinearColor(1, 1, 1) : FLinearColor(0, 0, 0) );
Y += 20;
}
Line = FString::Printf(TEXT("(On CPU, based on what gets rendered)"));
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Y += YStep;
Canvas.Flush_RenderThread(Context.RHICmdList);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// AdjustGBufferRefCount(1) call is done in constructor
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, -1);
}
FPooledRenderTargetDesc FRCPassPostProcessVisualizeShadingModels::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("VisualizeShadingModels");
return Ret;
}