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Add permutation for planar reflections #rb none #preflight 627c81e8425237a5e3048852 [CL 20159419 by Dmitriy Dyomin in ue5-main branch]
943 lines
43 KiB
C++
943 lines
43 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MobileDeferredShadingPass.h"
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#include "SceneView.h"
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#include "ScenePrivate.h"
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#include "PostProcess/PostProcessing.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PipelineStateCache.h"
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#include "PlanarReflectionRendering.h"
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#include "LocalLightSceneProxy.h"
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int32 GMobileUseClusteredDeferredShading = 0;
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static FAutoConsoleVariableRef CVarMobileUseClusteredDeferredShading(
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TEXT("r.Mobile.UseClusteredDeferredShading"),
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GMobileUseClusteredDeferredShading,
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TEXT("Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on"),
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ECVF_RenderThreadSafe
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);
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int32 GMobileUseLightStencilCulling = 1;
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static FAutoConsoleVariableRef CVarMobileUseLightStencilCulling(
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TEXT("r.Mobile.UseLightStencilCulling"),
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GMobileUseLightStencilCulling,
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TEXT("Whether to use stencil to cull local lights. 0 is off, 1 is on (default)"),
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ECVF_RenderThreadSafe
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);
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BEGIN_SHADER_PARAMETER_STRUCT(FMobileDeferredPassParameters, )
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FMobileSceneTextureUniformParameters, MobileSceneTextures)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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class FMobileDirectionalLightFunctionPS : public FMaterialShader
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{
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DECLARE_SHADER_TYPE(FMobileDirectionalLightFunctionPS, Material);
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FMobileDirectionalLightFunctionPS, FMaterialShader)
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class FEnableShadingModelSupport : SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
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class FEnableClustredLights : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_LIGHTS");
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class FEnableClustredReflection : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_REFLECTION");
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class FEnablePlanarReflection : SHADER_PERMUTATION_BOOL("ENABLE_PLANAR_REFLECTION");
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class FEnableSkyLight : SHADER_PERMUTATION_BOOL("ENABLE_SKY_LIGHT");
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class FEnableCSM : SHADER_PERMUTATION_BOOL("ENABLE_MOBILE_CSM");
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class FShadowQuality : SHADER_PERMUTATION_RANGE_INT("MOBILE_SHADOW_QUALITY", 1, 3); // not using Quality=0
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using FPermutationDomain = TShaderPermutationDomain<
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FEnableShadingModelSupport,
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FEnableClustredLights,
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FEnableClustredReflection,
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FEnablePlanarReflection,
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FEnableSkyLight,
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FEnableCSM,
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FShadowQuality>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FMobileDirectionalLightShaderParameters, MobileDirectionalLight)
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SHADER_PARAMETER_STRUCT_REF(FMobileReflectionCaptureShaderData, MobileReflectionCaptureData)
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SHADER_PARAMETER(FMatrix44f, TranslatedWorldToLight)
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SHADER_PARAMETER(FVector4f, LightFunctionParameters)
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SHADER_PARAMETER(FVector3f, LightFunctionParameters2)
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SHADER_PARAMETER_TEXTURE(Texture2D, ScreenSpaceShadowMaskTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, ScreenSpaceShadowMaskSampler)
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END_SHADER_PARAMETER_STRUCT()
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
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OutEnvironment.SetDefine(TEXT(PREPROCESSOR_TO_STRING(MAX_MOBILE_SHADOWCASCADES)), GetMobileMaxShadowCascades());
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OutEnvironment.SetDefine(TEXT("USE_LIGHT_FUNCTION"), Parameters.MaterialParameters.bIsDefaultMaterial ? 0 : 1);
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OutEnvironment.SetDefine(TEXT("USE_SHADOWMASKTEXTURE"), MobileUsesShadowMaskTexture(Parameters.Platform) ? 1u : 0u);
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OutEnvironment.SetDefine(TEXT("MATERIAL_SHADER"), 1);
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}
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static FPermutationDomain RemapPermutationVector(FPermutationDomain PermutationVector, EShaderPlatform Platform)
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{
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if (MobileUsesShadowMaskTexture(Platform))
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{
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PermutationVector.Set<FEnableCSM>(false);
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}
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if (PermutationVector.Get<FEnableCSM>() == false)
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{
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PermutationVector.Set<FShadowQuality>(1);
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}
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if (!MobileUsesGBufferCustomData(Platform))
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{
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PermutationVector.Set<FEnableShadingModelSupport>(false);
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}
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return PermutationVector;
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}
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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if (Parameters.MaterialParameters.MaterialDomain != MD_LightFunction ||
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!IsMobilePlatform(Parameters.Platform) ||
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!IsMobileDeferredShadingEnabled(Parameters.Platform))
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{
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return false;
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}
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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// Compile out the shader if this permutation gets remapped.
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if (RemapPermutationVector(PermutationVector, Parameters.Platform) != PermutationVector)
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{
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return false;
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}
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return true;
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}
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static FPermutationDomain BuildPermutationVector(const FViewInfo& View, bool bInlineReflectionAndSky, bool bShadingModelSupport, bool bDynamicShadows, bool bSkyLight, bool bPlanarReflection)
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{
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bool bUseClusteredLights = GMobileUseClusteredDeferredShading != 0;
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bool bClustredReflection = bInlineReflectionAndSky && (View.NumBoxReflectionCaptures + View.NumSphereReflectionCaptures) > 0;
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bool bEnableSkyLight = bInlineReflectionAndSky && bSkyLight;
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const bool bMobileUsesShadowMaskTexture = MobileUsesShadowMaskTexture(View.GetShaderPlatform());
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int32 ShadowQuality = bDynamicShadows && !bMobileUsesShadowMaskTexture ? (int32)GetShadowQuality() : 0;
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FPermutationDomain PermutationVector;
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableShadingModelSupport>(bShadingModelSupport);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableClustredLights>(bUseClusteredLights);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableClustredReflection>(bClustredReflection);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnablePlanarReflection>(bPlanarReflection);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableSkyLight>(bEnableSkyLight);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableCSM>(ShadowQuality > 0);
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PermutationVector.Set<FMobileDirectionalLightFunctionPS::FShadowQuality>(FMath::Clamp(ShadowQuality, 1, 3));
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return PermutationVector;
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}
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static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FMobileDirectionalLightFunctionPS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
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{
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FMaterialShader* MaterialShader = Shader.GetShader();
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FRHIPixelShader* ShaderRHI = Shader.GetPixelShader();
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MaterialShader->SetParameters(RHICmdList, ShaderRHI, Proxy, Material, View);
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SetShaderParameters(RHICmdList, Shader, ShaderRHI, Parameters);
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}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(, FMobileDirectionalLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileDirectionalLightPS"), SF_Pixel);
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/**
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* A pixel shader for projecting a light function onto the scene.
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*/
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class FMobileRadialLightFunctionPS : public FMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FMobileRadialLightFunctionPS,Material);
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FMobileRadialLightFunctionPS, FMaterialShader)
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class FEnableShadingModelSupport: SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
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class FSpotLightDim : SHADER_PERMUTATION_BOOL("IS_SPOT_LIGHT");
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class FIESProfileDim : SHADER_PERMUTATION_BOOL("USE_IES_PROFILE");
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class FSpotLightShadowDim : SHADER_PERMUTATION_BOOL("SUPPORT_SPOTLIGHTS_SHADOW");
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using FPermutationDomain = TShaderPermutationDomain<FEnableShadingModelSupport, FSpotLightDim, FIESProfileDim, FSpotLightShadowDim>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FMatrix44f, TranslatedWorldToLight)
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SHADER_PARAMETER(FVector4f, LightFunctionParameters)
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SHADER_PARAMETER(FVector3f, LightFunctionParameters2)
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SHADER_PARAMETER_STRUCT_REF(FDeferredLightUniformStruct, DeferredLightUniforms)
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SHADER_PARAMETER_STRUCT_INCLUDE(FMobileMovableLocalLightShadowParameters, MobileMovableLocalLightShadow)
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SHADER_PARAMETER_TEXTURE(Texture2D, IESTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, IESTextureSampler)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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if (Parameters.MaterialParameters.MaterialDomain != MD_LightFunction ||
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!IsMobilePlatform(Parameters.Platform) ||
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!IsMobileDeferredShadingEnabled(Parameters.Platform))
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{
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return false;
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}
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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// Compile out the shader if this permutation gets remapped.
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if (RemapPermutationVector(PermutationVector, Parameters.Platform) != PermutationVector)
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{
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return false;
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}
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return true;
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}
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static FPermutationDomain RemapPermutationVector(FPermutationDomain PermutationVector, EShaderPlatform Platform)
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{
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if (!IsMobileMovableSpotlightShadowsEnabled(Platform))
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{
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PermutationVector.Set<FSpotLightShadowDim>(false);
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}
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if (!MobileUsesGBufferCustomData(Platform))
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{
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PermutationVector.Set<FEnableShadingModelSupport>(false);
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}
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return PermutationVector;
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("USE_LIGHT_FUNCTION"), Parameters.MaterialParameters.bIsDefaultMaterial ? 0 : 1);
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OutEnvironment.SetDefine(TEXT("MATERIAL_SHADER"), 1);
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OutEnvironment.SetDefine(TEXT("USE_SHADOWMASKTEXTURE"), 0);
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OutEnvironment.SetDefine(TEXT("ENABLE_CLUSTERED_LIGHTS"), 0);
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}
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static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FMobileRadialLightFunctionPS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
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{
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FMaterialShader* MaterialShader = Shader.GetShader();
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FRHIPixelShader* ShaderRHI = Shader.GetPixelShader();
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MaterialShader->SetViewParameters(RHICmdList, ShaderRHI, View, View.ViewUniformBuffer);
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MaterialShader->SetParameters(RHICmdList, ShaderRHI, Proxy, Material, View);
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SetShaderParameters(RHICmdList, Shader, ShaderRHI, Parameters);
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}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(,FMobileRadialLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileRadialLightPS"), SF_Pixel);
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/**
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* A pixel shader for reflection env and sky lighting.
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*/
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class FMobileReflectionEnvironmentSkyLightingPS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMobileReflectionEnvironmentSkyLightingPS);
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SHADER_USE_PARAMETER_STRUCT(FMobileReflectionEnvironmentSkyLightingPS, FGlobalShader);
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class FEnableShadingModelSupport : SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
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class FEnableClustredReflection : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_REFLECTION");
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class FEnablePlanarReflection : SHADER_PERMUTATION_BOOL("ENABLE_PLANAR_REFLECTION");
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class FEnableSkyLight : SHADER_PERMUTATION_BOOL("ENABLE_SKY_LIGHT");
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using FPermutationDomain = TShaderPermutationDomain<
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FEnableShadingModelSupport,
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FEnableClustredReflection,
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FEnablePlanarReflection,
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FEnableSkyLight
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>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT_REF(FMobileReflectionCaptureShaderData, MobileReflectionCaptureData)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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if (!IsMobilePlatform(Parameters.Platform) ||
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!IsMobileDeferredShadingEnabled(Parameters.Platform))
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{
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return false;
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}
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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if (!MobileUsesGBufferCustomData(Parameters.Platform) && PermutationVector.Get<FEnableShadingModelSupport>())
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{
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return false;
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}
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return true;
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FMobileReflectionEnvironmentSkyLightingPS, "/Engine/Private/MobileDeferredShading.usf", "MobileReflectionEnvironmentSkyLightingPS", SF_Pixel);
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extern uint8 GetMobileShadingModelStencilValue(FMaterialShadingModelField ShadingModel);
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constexpr uint32 GetLightingChannel(uint32 LightingChannelMask)
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{
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return (LightingChannelMask & 0x1) ? 0u : ((LightingChannelMask & 0x2) ? 1u : 2u);
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}
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constexpr uint8 GetLightingChannelStencilValue(uint32 LightingChannel)
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{
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// LightingChannel_0 has an inverted bit in the stencil. 0 - means LightingChannel_0 is enabled. See FPrimitiveSceneProxy::GetLightingChannelStencilValue()
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return (LightingChannel == 0u ? 0u : (1u << LightingChannel));
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}
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struct FCachedLightMaterial
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{
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const FMaterial* Material;
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const FMaterialRenderProxy* MaterialProxy;
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};
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template<class ShaderType>
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static void GetLightMaterial(const FCachedLightMaterial& DefaultLightMaterial, const FMaterialRenderProxy* MaterialProxy, int32 PermutationId, FCachedLightMaterial& OutLightMaterial, TShaderRef<ShaderType>& OutShader)
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{
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FMaterialShaderTypes ShaderTypes;
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ShaderTypes.AddShaderType<ShaderType>(PermutationId);
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FMaterialShaders Shaders;
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if (MaterialProxy)
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{
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const FMaterial* Material = MaterialProxy->GetMaterialNoFallback(ERHIFeatureLevel::ES3_1);
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if (Material && Material->IsLightFunction())
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{
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OutLightMaterial.Material = Material;
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OutLightMaterial.MaterialProxy = MaterialProxy;
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if (Material->TryGetShaders(ShaderTypes, nullptr, Shaders))
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{
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Shaders.TryGetPixelShader(OutShader);
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return;
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}
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}
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}
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// use default material
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OutLightMaterial.Material = DefaultLightMaterial.Material;
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OutLightMaterial.MaterialProxy = DefaultLightMaterial.MaterialProxy;
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const FMaterialShaderMap* MaterialShaderMap = OutLightMaterial.Material->GetRenderingThreadShaderMap();
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OutShader = MaterialShaderMap->GetShader<ShaderType>(PermutationId);
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}
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void RenderReflectionEnvironmentSkyLighting(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View)
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{
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// Skylights with static lighting already had their diffuse contribution baked into lightmaps
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const bool bSkyLight = Scene.SkyLight && !Scene.SkyLight->bHasStaticLighting && View.Family->EngineShowFlags.SkyLighting;
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const bool bClustredReflection = (View.NumBoxReflectionCaptures + View.NumSphereReflectionCaptures) > 0;
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const bool bPlanarReflection = Scene.GetForwardPassGlobalPlanarReflection() != nullptr;
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if (!(bSkyLight || bClustredReflection || bPlanarReflection))
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{
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return;
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}
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SCOPED_DRAW_EVENT(RHICmdList, ReflectionEnvironmentSkyLighting);
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FGraphicsPipelineStateInitializer GraphicsPSOInit;
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RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
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// Add to emissive in SceneColor
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GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI();
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GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
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false, CF_Always,
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true, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
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false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
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GET_STENCIL_MOBILE_SM_MASK(0xff), 0x00>::GetRHI();
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FMobileReflectionEnvironmentSkyLightingPS::FParameters PassParameters;
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PassParameters.View = GetShaderBinding(View.ViewUniformBuffer);
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PassParameters.MobileReflectionCaptureData = GetShaderBinding(View.MobileReflectionCaptureUniformBuffer);
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TShaderMapRef<FPostProcessVS> VertexShader(View.ShaderMap);
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// Do two passes, first masking DefautLit, second masking all other shading models
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int32 NumPasses = MobileUsesGBufferCustomData(Scene.GetShaderPlatform()) ? 2 : 1;
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uint8 PassShadingModelStencilValue[2] =
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{
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GetMobileShadingModelStencilValue(MSM_DefaultLit),
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GetMobileShadingModelStencilValue(FMaterialShadingModelField())
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};
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for (int32 PassIndex = 0; PassIndex < NumPasses; PassIndex++)
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{
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const bool bEnableShadingModelSupport = (PassIndex > 0);
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FMobileReflectionEnvironmentSkyLightingPS::FPermutationDomain PermutationVector;
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PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableShadingModelSupport>(bEnableShadingModelSupport);
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PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableClustredReflection>(bClustredReflection);
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PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnablePlanarReflection>(bPlanarReflection);
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PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableSkyLight>(bSkyLight);
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TShaderMapRef<FMobileReflectionEnvironmentSkyLightingPS> PixelShader(View.ShaderMap, PermutationVector);
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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uint8 StencilRef = GET_STENCIL_MOBILE_SM_MASK(PassShadingModelStencilValue[PassIndex]);
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
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SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), PassParameters);
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const FIntPoint TargetSize = View.GetSceneTexturesConfig().Extent;
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DrawRectangle(
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RHICmdList,
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0, 0,
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View.ViewRect.Width(), View.ViewRect.Height(),
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View.ViewRect.Min.X, View.ViewRect.Min.Y,
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View.ViewRect.Width(), View.ViewRect.Height(),
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FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
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TargetSize,
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VertexShader);
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}
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}
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template<uint32 LightingChannelIdx>
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static void SetDirectionalLightDepthStencilState(FGraphicsPipelineStateInitializer& GraphicsPSOInit)
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{
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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
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false, CF_Always,
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true, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
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false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
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GET_STENCIL_MOBILE_SM_MASK(0xff) | STENCIL_LIGHTING_CHANNELS_MASK(1u << LightingChannelIdx), 0x00>::GetRHI();
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}
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static void RenderDirectionalLight(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View, const FCachedLightMaterial& DefaultLightMaterial, const FLightSceneInfo& DirectionalLight, uint32 LightingChannel, bool bInlineReflectionAndSky)
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{
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FString LightNameWithLevel;
|
|
FSceneRenderer::GetLightNameForDrawEvent(DirectionalLight.Proxy, LightNameWithLevel);
|
|
SCOPED_DRAW_EVENTF(RHICmdList, DirectionalLight, TEXT("%s"), *LightNameWithLevel);
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
// Add to emissive in SceneColor
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
|
|
uint8 LightingChannelStencilValue = GetLightingChannelStencilValue(LightingChannel);
|
|
if (LightingChannel == 1u)
|
|
{
|
|
SetDirectionalLightDepthStencilState<1u>(GraphicsPSOInit);
|
|
}
|
|
else if (LightingChannel == 2u)
|
|
{
|
|
SetDirectionalLightDepthStencilState<2u>(GraphicsPSOInit);
|
|
}
|
|
else
|
|
{
|
|
SetDirectionalLightDepthStencilState<0u>(GraphicsPSOInit);
|
|
}
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(View.ShaderMap);
|
|
|
|
const FMaterialRenderProxy* LightFunctionMaterialProxy = nullptr;
|
|
if (View.Family->EngineShowFlags.LightFunctions)
|
|
{
|
|
LightFunctionMaterialProxy = DirectionalLight.Proxy->GetLightFunctionMaterial();
|
|
}
|
|
|
|
FMobileDirectionalLightFunctionPS::FParameters PassParameters;
|
|
PassParameters.MobileDirectionalLight = Scene.UniformBuffers.MobileDirectionalLightUniformBuffers[LightingChannel + 1];
|
|
PassParameters.MobileReflectionCaptureData = GetShaderBinding(View.MobileReflectionCaptureUniformBuffer);
|
|
PassParameters.LightFunctionParameters = FVector4f(1.0f, 1.0f, 0.0f, 0.0f);
|
|
|
|
const bool bMobileUsesShadowMaskTexture = MobileUsesShadowMaskTexture(View.GetShaderPlatform());
|
|
|
|
if (bMobileUsesShadowMaskTexture && GScreenSpaceShadowMaskTextureMobileOutputs.ScreenSpaceShadowMaskTextureMobile.IsValid())
|
|
{
|
|
PassParameters.ScreenSpaceShadowMaskTexture = GScreenSpaceShadowMaskTextureMobileOutputs.ScreenSpaceShadowMaskTextureMobile->GetRHI();
|
|
PassParameters.ScreenSpaceShadowMaskSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
}
|
|
else
|
|
{
|
|
PassParameters.ScreenSpaceShadowMaskTexture = GSystemTextures.WhiteDummy->GetRHI();
|
|
PassParameters.ScreenSpaceShadowMaskSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
}
|
|
|
|
{
|
|
const bool bUseMovableLight = !DirectionalLight.Proxy->HasStaticShadowing();
|
|
PassParameters.LightFunctionParameters2 = FVector3f(DirectionalLight.Proxy->GetLightFunctionFadeDistance(), DirectionalLight.Proxy->GetLightFunctionDisabledBrightness(), bUseMovableLight ? 1.0f : 0.0f);
|
|
const FVector Scale = DirectionalLight.Proxy->GetLightFunctionScale();
|
|
// Switch x and z so that z of the user specified scale affects the distance along the light direction
|
|
const FVector InverseScale = FVector(1.f / Scale.Z, 1.f / Scale.Y, 1.f / Scale.X);
|
|
const FMatrix WorldToLight = DirectionalLight.Proxy->GetWorldToLight() * FScaleMatrix(FVector(InverseScale));
|
|
PassParameters.TranslatedWorldToLight = FMatrix44f(FTranslationMatrix(-View.ViewMatrices.GetPreViewTranslation()) * WorldToLight);
|
|
}
|
|
|
|
// Skylights with static lighting already had their diffuse contribution baked into lightmaps
|
|
const bool bSkyLight = Scene.SkyLight && !Scene.SkyLight->bHasStaticLighting && View.Family->EngineShowFlags.SkyLighting;
|
|
const bool bDynamicShadows = DirectionalLight.Proxy->CastsDynamicShadow() && (LightingChannel == 0u) && View.Family->EngineShowFlags.DynamicShadows;
|
|
const bool bPlanarReflection = Scene.GetForwardPassGlobalPlanarReflection() != nullptr;
|
|
|
|
// Do two passes, first masking DefautLit, second masking all other shading models
|
|
int32 NumPasses = MobileUsesGBufferCustomData(Scene.GetShaderPlatform()) ? 2 : 1;
|
|
uint8 PassShadingModelStencilValue[2] =
|
|
{
|
|
GetMobileShadingModelStencilValue(MSM_DefaultLit),
|
|
GetMobileShadingModelStencilValue(FMaterialShadingModelField())
|
|
};
|
|
|
|
for (int32 PassIndex = 0; PassIndex < NumPasses; ++PassIndex)
|
|
{
|
|
const bool bEnableShadingModelSupport = (PassIndex > 0);
|
|
|
|
FMobileDirectionalLightFunctionPS::FPermutationDomain PermutationVector = FMobileDirectionalLightFunctionPS::BuildPermutationVector(
|
|
View,
|
|
bInlineReflectionAndSky,
|
|
bEnableShadingModelSupport,
|
|
bDynamicShadows,
|
|
bSkyLight,
|
|
bPlanarReflection
|
|
);
|
|
FCachedLightMaterial LightMaterial;
|
|
TShaderRef<FMobileDirectionalLightFunctionPS> PixelShader;
|
|
GetLightMaterial(DefaultLightMaterial, LightFunctionMaterialProxy, PermutationVector.ToDimensionValueId(), LightMaterial, PixelShader);
|
|
|
|
uint8 StencilRef =
|
|
GET_STENCIL_MOBILE_SM_MASK(PassShadingModelStencilValue[PassIndex]) |
|
|
STENCIL_LIGHTING_CHANNELS_MASK(LightingChannelStencilValue);
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
|
|
|
|
FMobileDirectionalLightFunctionPS::SetParameters(RHICmdList, PixelShader, View, LightMaterial.MaterialProxy, *LightMaterial.Material, PassParameters);
|
|
|
|
const FIntPoint TargetSize = View.GetSceneTexturesConfig().Extent;
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
0, 0,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
View.ViewRect.Min.X, View.ViewRect.Min.Y,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
|
|
TargetSize,
|
|
VertexShader);
|
|
}
|
|
}
|
|
|
|
static void RenderDirectionalLights(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View, const FCachedLightMaterial& DefaultLightMaterial)
|
|
{
|
|
uint32 NumLights = 0;
|
|
for (uint32 ChannelIdx = 0; ChannelIdx < UE_ARRAY_COUNT(Scene.MobileDirectionalLights); ChannelIdx++)
|
|
{
|
|
NumLights += (Scene.MobileDirectionalLights[ChannelIdx] ? 1 : 0);
|
|
}
|
|
// We can merge reflection and skylight pass with a sole directional light pass
|
|
const bool bInlineReflectionAndSky = (NumLights == 1);
|
|
|
|
for (uint32 ChannelIdx = 0; ChannelIdx < UE_ARRAY_COUNT(Scene.MobileDirectionalLights); ChannelIdx++)
|
|
{
|
|
FLightSceneInfo* DirectionalLight = Scene.MobileDirectionalLights[ChannelIdx];
|
|
if (DirectionalLight)
|
|
{
|
|
RenderDirectionalLight(RHICmdList, Scene, View, DefaultLightMaterial, *DirectionalLight, ChannelIdx, bInlineReflectionAndSky);
|
|
}
|
|
}
|
|
|
|
if (!bInlineReflectionAndSky)
|
|
{
|
|
RenderReflectionEnvironmentSkyLighting(RHICmdList, Scene, View);
|
|
}
|
|
}
|
|
|
|
template<uint32 LightingChannel, bool bWithStencilCulling>
|
|
static void SetLocalLightRasterizerAndDepthState(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FViewInfo& View, const FSphere& LightBounds)
|
|
{
|
|
if (bWithStencilCulling)
|
|
{
|
|
// Render backfaces with depth and stencil tests
|
|
// and clear stencil to zero for next light mask
|
|
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_LessEqual,
|
|
false, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
|
|
true, CF_Equal, SO_Zero, SO_Keep, SO_Zero,
|
|
GET_STENCIL_MOBILE_SM_MASK(0xff) | STENCIL_LIGHTING_CHANNELS_MASK(1u << LightingChannel) | STENCIL_SANDBOX_MASK,
|
|
STENCIL_SANDBOX_MASK
|
|
>::GetRHI();
|
|
}
|
|
else
|
|
{
|
|
|
|
const bool bCameraInsideLightGeometry = ((FVector)View.ViewMatrices.GetViewOrigin() - LightBounds.Center).SizeSquared() < FMath::Square(LightBounds.W * 1.05f + View.NearClippingDistance * 2.0f)
|
|
// Always draw backfaces in ortho
|
|
//@todo - accurate ortho camera / light intersection
|
|
|| !View.IsPerspectiveProjection();
|
|
|
|
if (bCameraInsideLightGeometry)
|
|
{
|
|
// Render backfaces with depth tests disabled since the camera is inside (or close to inside) the light geometry
|
|
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_Always,
|
|
true, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
GET_STENCIL_MOBILE_SM_MASK(0xff) | STENCIL_LIGHTING_CHANNELS_MASK(1u << LightingChannel), 0x00>::GetRHI();
|
|
}
|
|
else
|
|
{
|
|
// Render frontfaces with depth tests on to get the speedup from HiZ since the camera is outside the light geometry
|
|
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_DepthNearOrEqual,
|
|
true, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
GET_STENCIL_MOBILE_SM_MASK(0xff) | STENCIL_LIGHTING_CHANNELS_MASK(1u << LightingChannel), 0x00>::GetRHI();
|
|
}
|
|
}
|
|
}
|
|
|
|
template<uint32 LightingChannel>
|
|
static void SetLocalLightRasterizerAndDepthState(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FViewInfo& View, const FSphere& LightBounds)
|
|
{
|
|
if (GMobileUseLightStencilCulling != 0)
|
|
{
|
|
SetLocalLightRasterizerAndDepthState<LightingChannel, true>(GraphicsPSOInit, View, LightBounds);
|
|
}
|
|
else
|
|
{
|
|
SetLocalLightRasterizerAndDepthState<LightingChannel, false>(GraphicsPSOInit, View, LightBounds);
|
|
}
|
|
}
|
|
|
|
static void RenderLocalLight_StencilMask(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View, const FLightSceneInfo& LightSceneInfo)
|
|
{
|
|
const uint8 LightType = LightSceneInfo.Proxy->GetLightType();
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI();
|
|
// set stencil to 1 where depth test fails
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_DepthNearOrEqual,
|
|
true, CF_Always, SO_Keep, SO_Replace, SO_Keep,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
0x00, STENCIL_SANDBOX_MASK>::GetRHI();
|
|
|
|
FDeferredLightVS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FDeferredLightVS::FRadialLight>(true);
|
|
TShaderMapRef<FDeferredLightVS> VertexShader(View.ShaderMap, PermutationVector);
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = nullptr;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 1);
|
|
|
|
FDeferredLightVS::FParameters ParametersVS = FDeferredLightVS::GetParameters(View, &LightSceneInfo);
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ParametersVS);
|
|
|
|
if (LightType == LightType_Point)
|
|
{
|
|
StencilingGeometry::DrawSphere(RHICmdList);
|
|
}
|
|
else // LightType_Spot
|
|
{
|
|
StencilingGeometry::DrawCone(RHICmdList);
|
|
}
|
|
}
|
|
|
|
static void RenderLocalLight(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FScene& Scene,
|
|
const FViewInfo& View,
|
|
const FLightSceneInfo& LightSceneInfo,
|
|
const FCachedLightMaterial& DefaultLightMaterial,
|
|
const TArray<FVisibleLightInfo, SceneRenderingAllocator>& VisibleLightInfos)
|
|
{
|
|
uint8 LightingChannelMask = LightSceneInfo.Proxy->GetLightingChannelMask();
|
|
if (!LightSceneInfo.ShouldRenderLight(View) || LightingChannelMask == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const uint8 LightType = LightSceneInfo.Proxy->GetLightType();
|
|
const bool bIsSpotLight = LightType == LightType_Spot;
|
|
const bool bIsPointLight = LightType == LightType_Point;
|
|
if (!bIsSpotLight && !bIsPointLight)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FString LightNameWithLevel;
|
|
FSceneRenderer::GetLightNameForDrawEvent(LightSceneInfo.Proxy, LightNameWithLevel);
|
|
SCOPED_DRAW_EVENTF(RHICmdList, LocalLight, TEXT("%s"), *LightNameWithLevel);
|
|
check(LightSceneInfo.Proxy->IsLocalLight());
|
|
|
|
if (GMobileUseLightStencilCulling != 0)
|
|
{
|
|
RenderLocalLight_StencilMask(RHICmdList, Scene, View, LightSceneInfo);
|
|
}
|
|
|
|
bool bUseIESTexture = false;
|
|
FTexture* IESTextureResource = GWhiteTexture;
|
|
if (View.Family->EngineShowFlags.TexturedLightProfiles && LightSceneInfo.Proxy->GetIESTextureResource())
|
|
{
|
|
IESTextureResource = LightSceneInfo.Proxy->GetIESTextureResource();
|
|
bUseIESTexture = true;
|
|
}
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI();
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
const FSphere LightBounds = LightSceneInfo.Proxy->GetBoundingSphere();
|
|
|
|
uint32 LightingChannel = GetLightingChannel(LightingChannelMask);
|
|
uint8 LightingChannelStencilValue = GetLightingChannelStencilValue(LightingChannel);
|
|
|
|
// TODO: support multi-channel ligths?
|
|
if (LightingChannel == 1u)
|
|
{
|
|
SetLocalLightRasterizerAndDepthState<1u>(GraphicsPSOInit, View, LightBounds);
|
|
}
|
|
else if (LightingChannel == 2u)
|
|
{
|
|
SetLocalLightRasterizerAndDepthState<2u>(GraphicsPSOInit, View, LightBounds);
|
|
}
|
|
else
|
|
{
|
|
SetLocalLightRasterizerAndDepthState<0u>(GraphicsPSOInit, View, LightBounds);
|
|
}
|
|
|
|
FDeferredLightVS::FPermutationDomain PermutationVectorVS;
|
|
PermutationVectorVS.Set<FDeferredLightVS::FRadialLight>(true);
|
|
TShaderMapRef<FDeferredLightVS> VertexShader(View.ShaderMap, PermutationVectorVS);
|
|
FDeferredLightVS::FParameters ParametersVS = FDeferredLightVS::GetParameters(View, &LightSceneInfo);
|
|
|
|
const FMaterialRenderProxy* LightFunctionMaterialProxy = nullptr;
|
|
if (View.Family->EngineShowFlags.LightFunctions)
|
|
{
|
|
LightFunctionMaterialProxy = LightSceneInfo.Proxy->GetLightFunctionMaterial();
|
|
}
|
|
|
|
FMobileRadialLightFunctionPS::FParameters PassParameters;
|
|
const bool bShouldCastShadow = LightSceneInfo.SetupMobileMovableLocalLightShadowParameters(View, VisibleLightInfos, PassParameters.MobileMovableLocalLightShadow);
|
|
|
|
PassParameters.DeferredLightUniforms = TUniformBufferRef<FDeferredLightUniformStruct>::CreateUniformBufferImmediate(GetDeferredLightParameters(View, LightSceneInfo), EUniformBufferUsage::UniformBuffer_SingleFrame);
|
|
PassParameters.IESTexture = IESTextureResource->TextureRHI;
|
|
PassParameters.IESTextureSampler = IESTextureResource->SamplerStateRHI;
|
|
const float TanOuterAngle = bIsSpotLight ? FMath::Tan(LightSceneInfo.Proxy->GetOuterConeAngle()) : 1.0f;
|
|
PassParameters.LightFunctionParameters = FVector4f(TanOuterAngle, 1.0f /*ShadowFadeFraction*/, bIsSpotLight ? 1.0f : 0.0f, bIsPointLight ? 1.0f : 0.0f);
|
|
PassParameters.LightFunctionParameters2 = FVector3f(LightSceneInfo.Proxy->GetLightFunctionFadeDistance(), LightSceneInfo.Proxy->GetLightFunctionDisabledBrightness(), IsMobileMovableSpotlightShadowsEnabled(Scene.GetShaderPlatform()) ? 1.0f : 0.0f);
|
|
const FVector Scale = LightSceneInfo.Proxy->GetLightFunctionScale();
|
|
// Switch x and z so that z of the user specified scale affects the distance along the light direction
|
|
const FVector InverseScale = FVector(1.f / Scale.Z, 1.f / Scale.Y, 1.f / Scale.X);
|
|
const FMatrix WorldToLight = LightSceneInfo.Proxy->GetWorldToLight() * FScaleMatrix(FVector(InverseScale));
|
|
PassParameters.TranslatedWorldToLight = FMatrix44f(FTranslationMatrix(-View.ViewMatrices.GetPreViewTranslation()) * WorldToLight);
|
|
|
|
// Do two passes, first masking DefautLit, second masking all other shading models
|
|
int32 NumPasses = MobileUsesGBufferCustomData(Scene.GetShaderPlatform()) ? 2 : 1;
|
|
uint8 PassShadingModelStencilValue[2] =
|
|
{
|
|
GetMobileShadingModelStencilValue(MSM_DefaultLit),
|
|
GetMobileShadingModelStencilValue(FMaterialShadingModelField())
|
|
};
|
|
|
|
for (int32 PassIndex = 0; PassIndex < NumPasses; PassIndex++)
|
|
{
|
|
const bool bEnableShadingModelSupport = (PassIndex > 0);
|
|
|
|
FMobileRadialLightFunctionPS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FEnableShadingModelSupport>(bEnableShadingModelSupport);
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FSpotLightDim>(bIsSpotLight);
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FIESProfileDim>(bUseIESTexture);
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FSpotLightShadowDim>(bShouldCastShadow);
|
|
FCachedLightMaterial LightMaterial;
|
|
TShaderRef<FMobileRadialLightFunctionPS> PixelShader;
|
|
GetLightMaterial(DefaultLightMaterial, LightFunctionMaterialProxy, PermutationVector.ToDimensionValueId(), LightMaterial, PixelShader);
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
|
|
uint8 StencilRef =
|
|
GET_STENCIL_MOBILE_SM_MASK(PassShadingModelStencilValue[PassIndex]) |
|
|
STENCIL_LIGHTING_CHANNELS_MASK(LightingChannelStencilValue);
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
|
|
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ParametersVS);
|
|
FMobileRadialLightFunctionPS::SetParameters(RHICmdList, PixelShader, View, LightMaterial.MaterialProxy, *LightMaterial.Material, PassParameters);
|
|
|
|
if (LightType == LightType_Point)
|
|
{
|
|
StencilingGeometry::DrawSphere(RHICmdList);
|
|
}
|
|
else // LightType_Spot
|
|
{
|
|
StencilingGeometry::DrawCone(RHICmdList);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void RenderSimpleLights(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FScene& Scene,
|
|
int32 ViewIndex,
|
|
int32 NumViews,
|
|
const FViewInfo& View,
|
|
const FSortedLightSetSceneInfo &SortedLightSet,
|
|
const FCachedLightMaterial& DefaultMaterial)
|
|
{
|
|
const FSimpleLightArray& SimpleLights = SortedLightSet.SimpleLights;
|
|
if (SimpleLights.InstanceData.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SCOPED_DRAW_EVENT(RHICmdList, SimpleLights);
|
|
|
|
FDeferredLightVS::FPermutationDomain PermutationVectorVS;
|
|
PermutationVectorVS.Set<FDeferredLightVS::FRadialLight>(true);
|
|
TShaderMapRef<FDeferredLightVS> VertexShader(View.ShaderMap, PermutationVectorVS);
|
|
|
|
// Setup stencil mask PSO
|
|
FGraphicsPipelineStateInitializer GraphicsPSOLightMask;
|
|
{
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOLightMask);
|
|
GraphicsPSOLightMask.PrimitiveType = PT_TriangleList;
|
|
GraphicsPSOLightMask.BlendState = TStaticBlendStateWriteMask<CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE, CW_NONE>::GetRHI();
|
|
GraphicsPSOLightMask.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI();
|
|
// set stencil to 1 where depth test fails
|
|
GraphicsPSOLightMask.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_DepthNearOrEqual,
|
|
true, CF_Always, SO_Keep, SO_Replace, SO_Keep,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
0x00, STENCIL_SANDBOX_MASK>::GetRHI();
|
|
GraphicsPSOLightMask.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
|
|
GraphicsPSOLightMask.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOLightMask.BoundShaderState.PixelShaderRHI = nullptr;
|
|
}
|
|
|
|
const FMaterialShaderMap* MaterialShaderMap = DefaultMaterial.Material->GetRenderingThreadShaderMap();
|
|
|
|
// Setup PSOs we going to use for light rendering
|
|
// Do two passes, first masking DefautLit, second masking all other shading models
|
|
int32 NumPasses = MobileUsesGBufferCustomData(Scene.GetShaderPlatform()) ? 2 : 1;
|
|
uint8 PassShadingModelStencilValue[2] =
|
|
{
|
|
GetMobileShadingModelStencilValue(MSM_DefaultLit),
|
|
GetMobileShadingModelStencilValue(FMaterialShadingModelField())
|
|
};
|
|
TShaderRef<FMobileRadialLightFunctionPS> PassPixelShaders[2];
|
|
FGraphicsPipelineStateInitializer GraphicsPSOLight[2];
|
|
|
|
for (int32 PassIndex = 0; PassIndex < NumPasses; ++PassIndex)
|
|
{
|
|
const bool bEnableShadingModelSupport = (PassIndex > 0);
|
|
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOLight[PassIndex]);
|
|
// Use additive blending for color
|
|
GraphicsPSOLight[PassIndex].BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI();
|
|
GraphicsPSOLight[PassIndex].PrimitiveType = PT_TriangleList;
|
|
GraphicsPSOLight[PassIndex].BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
|
|
GraphicsPSOLight[PassIndex].BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
SetLocalLightRasterizerAndDepthState<0u, true>(GraphicsPSOLight[PassIndex], View, FSphere());
|
|
|
|
TShaderRef<FMobileRadialLightFunctionPS> PixelShader;
|
|
FMobileRadialLightFunctionPS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FEnableShadingModelSupport>(bEnableShadingModelSupport);
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FSpotLightDim>(false);
|
|
PermutationVector.Set<FMobileRadialLightFunctionPS::FIESProfileDim>(false);
|
|
PassPixelShaders[PassIndex] = MaterialShaderMap->GetShader<FMobileRadialLightFunctionPS>(PermutationVector);
|
|
GraphicsPSOLight[PassIndex].BoundShaderState.PixelShaderRHI = PassPixelShaders[PassIndex].GetPixelShader();
|
|
}
|
|
|
|
for (int32 LightIndex = 0; LightIndex < SimpleLights.InstanceData.Num(); LightIndex++)
|
|
{
|
|
const FSimpleLightEntry& SimpleLight = SimpleLights.InstanceData[LightIndex];
|
|
const FSimpleLightPerViewEntry& SimpleLightPerViewData = SimpleLights.GetViewDependentData(LightIndex, ViewIndex, NumViews);
|
|
const FSphere LightBounds(SimpleLightPerViewData.Position, SimpleLight.Radius);
|
|
|
|
if (NumViews > 1)
|
|
{
|
|
// set viewports only we we have more than one
|
|
// otherwise it is set at the start of the pass
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
|
|
}
|
|
|
|
// Render light mask
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOLightMask, 1);
|
|
FDeferredLightVS::FParameters ParametersVS = FDeferredLightVS::GetParameters(View, LightBounds);
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ParametersVS);
|
|
StencilingGeometry::DrawSphere(RHICmdList);
|
|
|
|
// Render light
|
|
FMobileRadialLightFunctionPS::FParameters PassParameters;
|
|
FDeferredLightUniformStruct DeferredLightUniformsValue = GetSimpleDeferredLightParameters(View, SimpleLight, SimpleLightPerViewData);
|
|
PassParameters.DeferredLightUniforms = TUniformBufferRef<FDeferredLightUniformStruct>::CreateUniformBufferImmediate(DeferredLightUniformsValue, EUniformBufferUsage::UniformBuffer_SingleFrame);
|
|
PassParameters.IESTexture = GWhiteTexture->TextureRHI;
|
|
PassParameters.IESTextureSampler = GWhiteTexture->SamplerStateRHI;
|
|
|
|
for (int32 PassIndex = 0; PassIndex < NumPasses; ++PassIndex)
|
|
{
|
|
uint8 StencilRef = GET_STENCIL_MOBILE_SM_MASK(PassShadingModelStencilValue[PassIndex]);
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOLight[PassIndex], StencilRef);
|
|
FMobileRadialLightFunctionPS::SetParameters(RHICmdList, PassPixelShaders[PassIndex], View, DefaultMaterial.MaterialProxy, *DefaultMaterial.Material, PassParameters);
|
|
|
|
// Apply the point or spot light with some approximately bounding geometry,
|
|
// So we can get speedups from depth testing and not processing pixels outside of the light's influence.
|
|
StencilingGeometry::DrawSphere(RHICmdList);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MobileDeferredShadingPass(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
int32 ViewIndex,
|
|
int32 NumViews,
|
|
const FViewInfo& View,
|
|
const FScene& Scene,
|
|
const FSortedLightSetSceneInfo& SortedLightSet,
|
|
const TArray<FVisibleLightInfo, SceneRenderingAllocator>& VisibleLightInfos)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, DeferredShading);
|
|
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
|
|
|
|
// Default material for light rendering
|
|
FCachedLightMaterial DefaultMaterial;
|
|
DefaultMaterial.MaterialProxy = UMaterial::GetDefaultMaterial(MD_LightFunction)->GetRenderProxy();
|
|
DefaultMaterial.Material = DefaultMaterial.MaterialProxy->GetMaterialNoFallback(ERHIFeatureLevel::ES3_1);
|
|
check(DefaultMaterial.Material);
|
|
|
|
RenderDirectionalLights(RHICmdList, Scene, View, DefaultMaterial);
|
|
|
|
if (GMobileUseClusteredDeferredShading == 0)
|
|
{
|
|
// Render non-clustered simple lights
|
|
RenderSimpleLights(RHICmdList, Scene, ViewIndex, NumViews, View, SortedLightSet, DefaultMaterial);
|
|
}
|
|
|
|
// Render non-clustered local lights
|
|
int32 NumLights = SortedLightSet.SortedLights.Num();
|
|
const int32 UnbatchedLightStart = SortedLightSet.UnbatchedLightStart;
|
|
int32 StandardDeferredStart = SortedLightSet.SimpleLightsEnd;
|
|
if (GMobileUseClusteredDeferredShading != 0)
|
|
{
|
|
StandardDeferredStart = SortedLightSet.ClusteredSupportedEnd;
|
|
}
|
|
|
|
// Draw non-shadowed non-light function lights
|
|
for (int32 LightIdx = StandardDeferredStart; LightIdx < UnbatchedLightStart; ++LightIdx)
|
|
{
|
|
const FSortedLightSceneInfo& SortedLight = SortedLightSet.SortedLights[LightIdx];
|
|
const FLightSceneInfo& LightSceneInfo = *SortedLight.LightSceneInfo;
|
|
RenderLocalLight(RHICmdList, Scene, View, LightSceneInfo, DefaultMaterial, VisibleLightInfos);
|
|
}
|
|
|
|
// Draw shadowed and light function lights
|
|
for (int32 LightIdx = UnbatchedLightStart; LightIdx < NumLights; ++LightIdx)
|
|
{
|
|
const FSortedLightSceneInfo& SortedLight = SortedLightSet.SortedLights[LightIdx];
|
|
const FLightSceneInfo& LightSceneInfo = *SortedLight.LightSceneInfo;
|
|
RenderLocalLight(RHICmdList, Scene, View, LightSceneInfo, DefaultMaterial, VisibleLightInfos);
|
|
}
|
|
} |