// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessVisualizeHDR.cpp: Post processing VisualizeHDR implementation. =============================================================================*/ #include "RendererPrivate.h" #include "ScenePrivate.h" #include "SceneFilterRendering.h" #include "PostProcessVisualizeHDR.h" #include "PostProcessing.h" #include "PostProcessHistogram.h" #include "PostProcessEyeAdaptation.h" #include "PostProcessTonemap.h" #include "SceneUtils.h" /** Encapsulates the post processing eye adaptation pixel shader. */ class FPostProcessVisualizeHDRPS : public FGlobalShader { DECLARE_SHADER_TYPE(FPostProcessVisualizeHDRPS, Global); static bool ShouldCache(EShaderPlatform Platform) { return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), 1); OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), 1); OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), 1); OutEnvironment.SetDefine(TEXT("USE_APPROXIMATE_SRGB"), (uint32)0); } /** Default constructor. */ FPostProcessVisualizeHDRPS() {} public: FPostProcessPassParameters PostprocessParameter; FShaderParameter EyeAdaptationParams; FShaderResourceParameter MiniFontTexture; FShaderParameter InverseGamma; FShaderParameter HistogramParams; FShaderParameter ColorMatrixR_ColorCurveCd1; FShaderParameter ColorMatrixG_ColorCurveCd3Cm3; FShaderParameter ColorMatrixB_ColorCurveCm2; FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3; FShaderParameter ColorCurve_Ch1_Ch2; FShaderParameter ColorShadow_Luma; FShaderParameter ColorShadow_Tint1; FShaderParameter ColorShadow_Tint2; /** Initialization constructor. */ FPostProcessVisualizeHDRPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma")); HistogramParams.Bind(Initializer.ParameterMap,TEXT("HistogramParams")); ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1")); ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3")); ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2")); ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3")); ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2")); ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma")); ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1")); ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2")); } void SetPS(const FRenderingCompositePassContext& Context) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings; const FSceneViewFamily& ViewFamily = *(Context.View.Family); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); { 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); { FIntPoint GatherExtent = FRCPassPostProcessHistogram::ComputeGatherExtent(Context.View); uint32 TexelPerThreadGroupX = FRCPassPostProcessHistogram::ThreadGroupSizeX * FRCPassPostProcessHistogram::LoopCountX; uint32 TexelPerThreadGroupY = FRCPassPostProcessHistogram::ThreadGroupSizeY * FRCPassPostProcessHistogram::LoopCountY; FIntRect Value(GatherExtent, FIntPoint(TexelPerThreadGroupX, TexelPerThreadGroupY)); SetShaderValue(Context.RHICmdList, ShaderRHI, HistogramParams, Value); } { float InvDisplayGammaValue = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma(); SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue); } { FVector4 Constants[8]; FilmPostSetConstants(Constants, ~0, &Context.View.FinalPostProcessSettings, false); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]); SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]); } } // FShader interface. virtual bool Serialize(FArchive& Ar) override { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << EyeAdaptationParams << MiniFontTexture << InverseGamma << HistogramParams << ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2; return bShaderHasOutdatedParameters; } }; IMPLEMENT_SHADER_TYPE(,FPostProcessVisualizeHDRPS,TEXT("PostProcessVisualizeHDR"),TEXT("MainPS"),SF_Pixel); FString LogToString(float LogValue) { if(LogValue > 0) { return FString::Printf(TEXT("%.0f"), FMath::Pow(2.0f, LogValue)); } else { return FString::Printf(TEXT("1/%.0f"), FMath::Pow(2.0f, -LogValue)); } } void FRCPassPostProcessVisualizeHDR::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeHDR); 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, 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); // 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, Context.GetFeatureLevel()); float X = 30; float Y = 8; const float YStep = 14; const float ColumnWidth = 250; FString Line; Line = FString::Printf(TEXT("HDR Histogram (Logarithmic, max of RGB)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Y += 160; float MinX = 64 + 10; float MaxY = View.ViewRect.Max.Y - 64; float SizeX = View.ViewRect.Size().X - 64 * 2 - 20; for(uint32 i = 0; i <= 4; ++i) { int XAdd = (int)(i * SizeX / 4); float HistogramPosition = i / 4.0f; float LogValue = FMath::Lerp(View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax, HistogramPosition); Line = FString::Printf(TEXT("%.2g"), LogValue); Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = LogToString(LogValue); Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY + YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); } Y += 3 * YStep; Line = FString::Printf(TEXT("%g%% .. %g%%"), View.FinalPostProcessSettings.AutoExposureLowPercent, View.FinalPostProcessSettings.AutoExposureHighPercent); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationPercent Low/High:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Line = FString::Printf(TEXT("%g .. %g"), View.FinalPostProcessSettings.AutoExposureMinBrightness, View.FinalPostProcessSettings.AutoExposureMaxBrightness); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationBrightness Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); Line = FString::Printf(TEXT("%g / %g"), View.FinalPostProcessSettings.AutoExposureSpeedUp, View.FinalPostProcessSettings.AutoExposureSpeedDown); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptionSpeed Up/Down:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Line = FString::Printf(TEXT("%g"), View.FinalPostProcessSettings.AutoExposureBias); Canvas.DrawShadowedString( X, Y += YStep, TEXT("Exposure Offset: "), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = FString::Printf(TEXT("%g .. %g (log2)"), View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax); Canvas.DrawShadowedString( X, Y += YStep, TEXT("HistogramLog Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = FString::Printf(TEXT("%s .. %s (Value)"), *LogToString(View.FinalPostProcessSettings.HistogramLogMin), *LogToString(View.FinalPostProcessSettings.HistogramLogMax)); Canvas.DrawShadowedString( X + ColumnWidth, Y+= YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); Canvas.Flush_RenderThread(Context.RHICmdList); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); } FPooledRenderTargetDesc FRCPassPostProcessVisualizeHDR::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc; Ret.Reset(); Ret.DebugName = TEXT("VisualizeHDR"); return Ret; }