Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessMorpheus.cpp
Marcus Wassmer 2f39d126a0 #ue4 Port reference Morpheus distortion shader. Fix D3D11 crash when creating texture arrays.
#codereview nick.whiting,nick.penwarden

[CL 2051174 by Marcus Wassmer in Main branch]
2014-04-23 19:51:07 -04:00

232 lines
7.9 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMorpheus.cpp: Post processing for Sony Morpheus HMD device.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessMorpheus.h"
#include "PostProcessing.h"
#include "PostProcessHistogram.h"
#include "PostProcessEyeAdaptation.h"
#include "IHeadMountedDisplay.h"
DEFINE_LOG_CATEGORY_STATIC(LogMorpheusHMDPostProcess, All, All);
#if HAS_MORPHEUS
/** Encapsulates the post processing HMD distortion and correction pixel shader. */
class FPostProcessMorpheusPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessMorpheusPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
// but a user will not necessarily have the Morpheus files
bool bEnableMorpheus = false;
if (GConfig->GetBool(TEXT("Morpheus.Settings"), TEXT("EnableMorpheus"), bEnableMorpheus, GEngineIni))
{
return bEnableMorpheus;
}
return false;
}
/** Default constructor. */
FPostProcessMorpheusPS()
{
}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
// Distortion parameter values
FShaderParameter TextureScale;
FShaderParameter TextureOffset;
FShaderParameter TextureUVOffset;
FShaderResourceParameter DistortionTextureParam;
FShaderResourceParameter DistortionTextureSampler;
/** Initialization constructor. */
FPostProcessMorpheusPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
TextureScale.Bind(Initializer.ParameterMap, TEXT("TextureScale"));
//check(TextureScaleLeft.IsBound());
TextureOffset.Bind(Initializer.ParameterMap, TEXT("TextureOffset"));
//check(TextureOffsetRight.IsBound());
TextureUVOffset.Bind(Initializer.ParameterMap, TEXT("TextureUVOffset"));
//check(TextureUVOffset.IsBound());
DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTextureArray"));
//check(DistortionTextureLeftParam.IsBound());
DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler"));
//check(DistortionTextureSampler.IsBound());
}
void SetPS(const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
DeferredParameters.Set(ShaderRHI, Context.View);
{
check(GEngine->HMDDevice.IsValid());
TSharedPtr< class IHeadMountedDisplay > HMDDevice = GEngine->HMDDevice;
check (StereoPass != eSSP_FULL);
if (StereoPass == eSSP_LEFT_EYE)
{
FTexture* TextureLeft = HMDDevice->GetDistortionTextureLeft();
SetTextureParameter(ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureLeft->SamplerStateRHI, TextureLeft->TextureRHI);
SetShaderValue(ShaderRHI, TextureScale, HMDDevice->GetTextureScaleLeft());
SetShaderValue(ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetLeft());
SetShaderValue(ShaderRHI, TextureUVOffset, 0.0f);
}
else
{
FTexture* TextureRight = HMDDevice->GetDistortionTextureRight();
SetTextureParameter(ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureRight->SamplerStateRHI, TextureRight->TextureRHI);
SetShaderValue(ShaderRHI, TextureScale, HMDDevice->GetTextureScaleRight());
SetShaderValue(ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetRight());
SetShaderValue(ShaderRHI, TextureUVOffset, -0.5f);
}
QuadTexTransform = FMatrix::Identity;
}
}
// FShader interface.
virtual bool Serialize(FArchive& Ar)
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << TextureScale << TextureOffset << TextureUVOffset << DistortionTextureParam << DistortionTextureSampler;
return bShaderHasOutdatedParameters;
}
};
/** Encapsulates the post processing vertex shader. */
class FPostProcessMorpheusVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessMorpheusVS,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
// but a user will not necessarily have the Morpheus files
bool bEnableMorpheus = false;
if (GConfig->GetBool(TEXT("Morpheus.Settings"), TEXT("EnableMorpheus"), bEnableMorpheus, GEngineIni))
{
return bEnableMorpheus;
}
return false;
}
/** Default constructor. */
FPostProcessMorpheusVS() {}
/** to have a similar interface as all other shaders */
void SetParameters(const FRenderingCompositePassContext& Context)
{
FGlobalShader::SetParameters(GetVertexShader(), Context.View);
}
void SetParameters(const FSceneView& View)
{
FGlobalShader::SetParameters(GetVertexShader(), View);
}
public:
/** Initialization constructor. */
FPostProcessMorpheusVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
}
};
IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusVS, TEXT("MorpheusInclude"), TEXT("MainVS"), SF_Vertex);
IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusPS,TEXT("MorpheusInclude"),TEXT("MainPS"),SF_Pixel);
void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(PostProcessMorpheus, DEC_SCENE_ITEMS);
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.UnscaledViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// set the state
RHISetBlendState(TStaticBlendState<>::GetRHI());
RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
TShaderMapRef<FPostProcessMorpheusVS> VertexShader(GetGlobalShaderMap());
TShaderMapRef<FPostProcessMorpheusPS> PixelShader(GetGlobalShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
FMatrix QuadTexTransform;
FMatrix QuadPosTransform = FMatrix::Identity;
PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
// Draw a quad mapping scene color to the view's render target
DrawTransformedRectangle(
0, 0,
DestRect.Width(), DestRect.Height(),
QuadPosTransform,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
QuadTexTransform,
DestRect.Size(),
SrcSize
);
RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessMorpheus::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
Ret.NumSamples = 1; // no MSAA
Ret.DebugName = TEXT("Morpheus");
return Ret;
}
#endif // HAS_MORPHEUS