Commit Graph

20 Commits

Author SHA1 Message Date
Marc Audy
42f614c946 Fix shadowed variables
[CL 2478499 by Marc Audy in Main branch]
2015-03-13 10:01:08 -04:00
Marc Audy
037d007078 Fix shadowed variables
[CL 2471506 by Marc Audy in Main branch]
2015-03-06 15:13:38 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Richard TalbotWatkin
2c4a2255a8 High res screenshots now output as png rather than bmp. Slight refactor.
#ttp 348615 - EDITOR: MAC: High resolution screenshot outputs to BMP which mac cant open
#branch UE4
#proj Editor.UnrealEd, Runtime.Engine, Runtime.Core

[CL 2322274 by Richard TalbotWatkin in Main branch]
2014-10-08 02:52:01 -04:00
Martin Mittring
5441765d0f added filtered option to the SceneTextures for PostprocessInput0..6, doesn't work on OpenGL yet
[CL 2316113 by Martin Mittring in Main branch]
2014-10-01 12:14:57 -04:00
Martin Mittring
55d81801d6 removed not needed texture bindings (was needed when we had DX9)
[CL 2315993 by Martin Mittring in Main branch]
2014-10-01 11:09:15 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -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
Graeme Thornton
d0d28c809c Highres screenshot - Fix incorrect test for a capture region existing when saving out buffer visualization targets
[CL 2248613 by Graeme Thornton in Main branch]
2014-08-08 12:28:35 -04:00
Graeme Thornton
488b10f035 TTP 341939 - Fix for crash when taking a high res screenshot from a viewport-locked camera, with custom depth buffer masking enabled.
Several other fixes for high res screenshot issues.

Default behaviour of screenshots with viewport-locked cameras is to only capture the actual viewrect, not including the black bars. Removed button for setting capture region to view rect.

[CL 2235681 by Graeme Thornton in Main branch]
2014-07-29 07:09:41 -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
Brian Karis
1eda5e2e8d Moved FMaterialShaderto renderer public so slate can access it.
[CL 2115613 by Brian Karis in Main branch]
2014-06-24 14:37:21 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Martin Mittring
a3605ed38c #UE4:
* added r.DumpRenderTargetPoolEvents to visualize RenderTargetPool usage over a frame, added mouse hover support

[CL 2051313 by Martin Mittring in Main branch]
2014-04-23 19:52:11 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00