// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessGBufferHints.cpp: Post processing GBufferHints implementation. =============================================================================*/ #include "RendererPrivate.h" #include "ScenePrivate.h" #include "SceneFilterRendering.h" #include "PostProcessGBufferHints.h" #include "PostProcessing.h" #include "PostProcessHistogram.h" #include "PostProcessEyeAdaptation.h" #include "SceneUtils.h" /** Encapsulates the post processing eye adaptation pixel shader. */ class FPostProcessGBufferHintsPS : public FGlobalShader { DECLARE_SHADER_TYPE(FPostProcessGBufferHintsPS, Global); static bool ShouldCache(EShaderPlatform Platform) { return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment); } /** Default constructor. */ FPostProcessGBufferHintsPS() {} public: FPostProcessPassParameters PostprocessParameter; FDeferredPixelShaderParameters DeferredParameters; FShaderParameter EyeAdaptationParams; FShaderResourceParameter MiniFontTexture; /** Initialization constructor. */ FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); } void SetPS(const FRenderingCompositePassContext& Context) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); { FVector4 Temp[3]; FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp); SetShaderValueArray(Context.RHICmdList, ShaderRHI, EyeAdaptationParams, Temp, 3); } SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture); } // FShader interface. virtual bool Serialize(FArchive& Ar) override { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << DeferredParameters << EyeAdaptationParams << MiniFontTexture; return bShaderHasOutdatedParameters; } }; IMPLEMENT_SHADER_TYPE(,FPostProcessGBufferHintsPS,TEXT("PostProcessGBufferHints"),TEXT("MainPS"),SF_Pixel); FRCPassPostProcessGBufferHints::FRCPassPostProcessGBufferHints() { // AdjustGBufferRefCount(-1) call is done when the pass gets executed GSceneRenderTargets.AdjustGBufferRefCount(1); } void FRCPassPostProcessGBufferHints::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, GBufferHints); 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; 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::GetRHI()); TShaderMapRef VertexShader(Context.GetShaderMap()); TShaderMapRef PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetPS(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( Context.RHICmdList, 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, *VertexShader, EDRF_UseTriangleOptimization); // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; const FTexture2DRHIRef Texture; FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture) : View(InView), Texture(InTexture) { } virtual FIntPoint GetSizeXY() const { return View.ViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return Texture; } } TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel()); float X = 30; float Y = 8; const float YStep = 14; const float ColumnWidth = 250; FString Line; Line = FString::Printf(TEXT("GBufferHints")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Y += YStep; Line = FString::Printf(TEXT("Yellow: Unrealistic material (In nature even black materials reflect quite some light)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(0.8f, 0.8f, 0)); Line = FString::Printf(TEXT("Red: Impossive material (this material emits more light than it receives)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 0, 0)); Canvas.Flush_RenderThread(Context.RHICmdList); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); // AdjustGBufferRefCount(1) call is done in constructor GSceneRenderTargets.AdjustGBufferRefCount(-1); } FPooledRenderTargetDesc FRCPassPostProcessGBufferHints::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc; Ret.Reset(); Ret.DebugName = TEXT("GBufferHints"); return Ret; }