Commit Graph

84 Commits

Author SHA1 Message Date
Martin Mittring
3ff4d619d4 * added support for MaterialInstances for SubsurfaceProfile
* added VisualizeSSS to debug ScreenSpaceSubsurfaceScattering

[CL 2267686 by Martin Mittring in Main branch]
2014-08-22 14:15:05 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Daniel Wright
ea1d38c1c3 FPrimitiveSceneProxy::PreRenderView / DrawDynamicElements refactored into GetDynamicMeshElements
* Both paths still exist in code during this transition.  The GetDynamicMeshElements path is currently disabled, enable with 'r.UseGetDynamicMeshElements 1'.
* DrawDynamicElements was called once per pass, all sorts of pass-specific cruft had leaked in along with short-term modifications of shared structures (vertex factories and material proxies).  DrawDynamicElements was not const, so a bunch of 'update' type work had leaked in.  Various PreRenderView implementations relied on the view being in the view family.
* GetDynamicMeshElements is called once in InitViews, and the resulting meshes are used in various passes.  GetDynamicMeshElements is const and must not modify the proxy, update work should be pushed to the proxy from the game thread.  GetDynamicMeshElements can be called on views that are not in the view family, which allows a proper view for shadow depth passes.
* View mode override functionality moved out of the individual proxies into a centralized place, ApplyViewModeOverrides
* GPU particles not working yet, FRecastRenderingSceneProxy not implemented

[CL 2253795 by Daniel Wright in Main branch]
2014-08-12 18:24:52 -04:00
Allan Bentham
98da78a389 Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#ttp 318670 - UE4: RENDERING: FORTNITE: Write HighResScreenshots to OpenEXR (ideally PSD as well)
#proj Engine
#branch UE4
#summary Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#Add OpenEXR support (for writing) to ImageWrapper module. (enabled for windows builds only)
#Add added option to highres screenshot code to choose to output as hdr / openexr
#Add 2 new visualisation modes, scene depth world units and custom depth world units.
#add cvar 'r.BufferVisualizationDumpFramesAsHDR' to enable hdr export from console.
#change FRCPassPostProcessMaterial can specify an override output texture format if required.
#add SaveImage function to FHighResScreenshotConfig

[CL 2252882 by Allan Bentham in Main branch]
2014-08-12 08:36:24 -04:00
JJ Hoesing
3c71c436f7 Added basic support for mesh based ES2 stereo HMD distortion passes.
Currently uses the Oculus HMD mesh distortion shader and vert format.

[CL 2250244 by JJ Hoesing in Main branch]
2014-08-10 03:43:19 -04:00
Martin Mittring
c131fdccf4 * fixed TTP 341929 REGRESSION: CRASH: EDITOR: Turning on GBuffer Hints in the main viewport crashes the Editor
[CL 2237421 by Martin Mittring in Main branch]
2014-07-30 15:42:04 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez

[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Nick Whiting
9198c35b96 TTP 340656: Better fix, which doesn't break the non-direct rendering path
[CL 2171525 by Nick Whiting in Main branch]
2014-07-07 21:00:39 -04:00
Nick Whiting
b83b3be99d TTP 340656: Fix for screen percentage breaking when not in stereoscopic mode
[CL 2171180 by Nick Whiting in Main branch]
2014-07-07 18:20:05 -04:00
Nick Whiting
a59f371e8d #vr Integration of Oculus timewarping and SDK rendering
[CL 2133287 by Nick Whiting in Main branch]
2014-07-03 21:55:37 -04:00
Martin Mittring
e656dcd946 * fixed experimental r.SSSS (Screen Space Subsurface Scattering feature)
[CL 2122095 by Martin Mittring in Main branch]
2014-06-30 16:04:47 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Joe Tidmarsh
b51d4179ca Converted ConsoleManager code over to use the new typed TAutoConsoleVariable. Implemented support for auto typed string variables.
Moved console variables to their corresponding cpp files where possible.

#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable

[CL 2116537 by Joe Tidmarsh in Main branch]
2014-06-25 05:47:33 -04:00
Timothy Lottes
5841e3dd31 Correct temporal AA, not this sets all required render state, fixes scene changes. Uses responsive AA for scene changes.
[CL 2109705 by Timothy Lottes in Main branch]
2014-06-18 16:37:53 -04:00
Jaroslaw Palczynski
3a35a8dd0e Deprecate and remove checkAtCompileTime.
#ttp 337754
#codereview Robert.Manuszewski

[CL 2106862 by Jaroslaw Palczynski in Main branch]
2014-06-16 08:04:54 -04:00
Timothy Lottes
b6227a02ed Moved color fringe into the tonemapper removes a round trip to memory just for this pass.
[CL 2104684 by Timothy Lottes in Main branch]
2014-06-13 12:10:06 -04:00
Keith Judge
ffa4e50160 Better fix for eye adaptation overbrightness. Don't calculate the histogram in the min==max case, instead test for isfinite before dividing in the shader.
[CL 2101929 by Keith Judge in Main branch]
2014-06-11 11:48:46 -04:00
Martin Mittring
0bdb7c54ee * fixed TTP 336027 CRITICAL: Regression: RENDERING: Crash: Enabling Depth of Field Layers in a viewport
[CL 2078190 by Martin Mittring in Main branch]
2014-05-19 17:59:23 -04:00
Graeme Thornton
0ca16b3cda #UE4 - Fix ensures in scene render target stuff when enabling buffer visualization and on startup in vehiclegame
#codereview Martin.Mittring

[CL 2077606 by Graeme Thornton in Main branch]
2014-05-19 09:42:34 -04:00
Martin Mittring
b58498e8ae * release GBuffers early during the frame to allow reuse, PostProcessMaterial can hold on to it longer
granularity is all GBuffers, could be per texture but might not be worth the tracking
* disabled RenderTargetPoolEvents tracking for editor rendering to get a more readable output

[CL 2076060 by Martin Mittring in Main branch]
2014-05-16 17:29:16 -04:00
Martin Mittring
887d57d94c * fixed shadercomplexity view mode
[CL 2073208 by Martin Mittring in Main branch]
2014-05-14 14:53:31 -04:00
Keith Judge
0d121b1f08 Revert yesterday's post processing fix, as it causes other issues in some maps.
[CL 2071437 by Keith Judge in Main branch]
2014-05-13 07:54:34 -04:00
Keith Judge
fe3c922af0 Better fix for tonemapping going overbright when min/max brightness are the same. Instead of calculating the histogram regardless, we make the EyeAdaptation not occur if the input is invalid.
[CL 2070399 by Keith Judge in Main branch]
2014-05-12 11:39:17 -04:00