Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/MobileDeferredShadingPass.cpp
Dmitriy Dyomin 94ea89b806 Limit dynamic shadow quality to a 1-3 range for a mobile deferred path
Add permutation for planar reflections
#rb none
#preflight 627c81e8425237a5e3048852

[CL 20159419 by Dmitriy Dyomin in ue5-main branch]
2022-05-12 00:00:22 -04:00

943 lines
43 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MobileDeferredShadingPass.h"
#include "SceneView.h"
#include "ScenePrivate.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PipelineStateCache.h"
#include "PlanarReflectionRendering.h"
#include "LocalLightSceneProxy.h"
int32 GMobileUseClusteredDeferredShading = 0;
static FAutoConsoleVariableRef CVarMobileUseClusteredDeferredShading(
TEXT("r.Mobile.UseClusteredDeferredShading"),
GMobileUseClusteredDeferredShading,
TEXT("Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on"),
ECVF_RenderThreadSafe
);
int32 GMobileUseLightStencilCulling = 1;
static FAutoConsoleVariableRef CVarMobileUseLightStencilCulling(
TEXT("r.Mobile.UseLightStencilCulling"),
GMobileUseLightStencilCulling,
TEXT("Whether to use stencil to cull local lights. 0 is off, 1 is on (default)"),
ECVF_RenderThreadSafe
);
BEGIN_SHADER_PARAMETER_STRUCT(FMobileDeferredPassParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FMobileSceneTextureUniformParameters, MobileSceneTextures)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FMobileDirectionalLightFunctionPS : public FMaterialShader
{
DECLARE_SHADER_TYPE(FMobileDirectionalLightFunctionPS, Material);
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FMobileDirectionalLightFunctionPS, FMaterialShader)
class FEnableShadingModelSupport : SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
class FEnableClustredLights : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_LIGHTS");
class FEnableClustredReflection : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_REFLECTION");
class FEnablePlanarReflection : SHADER_PERMUTATION_BOOL("ENABLE_PLANAR_REFLECTION");
class FEnableSkyLight : SHADER_PERMUTATION_BOOL("ENABLE_SKY_LIGHT");
class FEnableCSM : SHADER_PERMUTATION_BOOL("ENABLE_MOBILE_CSM");
class FShadowQuality : SHADER_PERMUTATION_RANGE_INT("MOBILE_SHADOW_QUALITY", 1, 3); // not using Quality=0
using FPermutationDomain = TShaderPermutationDomain<
FEnableShadingModelSupport,
FEnableClustredLights,
FEnableClustredReflection,
FEnablePlanarReflection,
FEnableSkyLight,
FEnableCSM,
FShadowQuality>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FMobileDirectionalLightShaderParameters, MobileDirectionalLight)
SHADER_PARAMETER_STRUCT_REF(FMobileReflectionCaptureShaderData, MobileReflectionCaptureData)
SHADER_PARAMETER(FMatrix44f, TranslatedWorldToLight)
SHADER_PARAMETER(FVector4f, LightFunctionParameters)
SHADER_PARAMETER(FVector3f, LightFunctionParameters2)
SHADER_PARAMETER_TEXTURE(Texture2D, ScreenSpaceShadowMaskTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ScreenSpaceShadowMaskSampler)
END_SHADER_PARAMETER_STRUCT()
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT(PREPROCESSOR_TO_STRING(MAX_MOBILE_SHADOWCASCADES)), GetMobileMaxShadowCascades());
OutEnvironment.SetDefine(TEXT("USE_LIGHT_FUNCTION"), Parameters.MaterialParameters.bIsDefaultMaterial ? 0 : 1);
OutEnvironment.SetDefine(TEXT("USE_SHADOWMASKTEXTURE"), MobileUsesShadowMaskTexture(Parameters.Platform) ? 1u : 0u);
OutEnvironment.SetDefine(TEXT("MATERIAL_SHADER"), 1);
}
static FPermutationDomain RemapPermutationVector(FPermutationDomain PermutationVector, EShaderPlatform Platform)
{
if (MobileUsesShadowMaskTexture(Platform))
{
PermutationVector.Set<FEnableCSM>(false);
}
if (PermutationVector.Get<FEnableCSM>() == false)
{
PermutationVector.Set<FShadowQuality>(1);
}
if (!MobileUsesGBufferCustomData(Platform))
{
PermutationVector.Set<FEnableShadingModelSupport>(false);
}
return PermutationVector;
}
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
if (Parameters.MaterialParameters.MaterialDomain != MD_LightFunction ||
!IsMobilePlatform(Parameters.Platform) ||
!IsMobileDeferredShadingEnabled(Parameters.Platform))
{
return false;
}
FPermutationDomain PermutationVector(Parameters.PermutationId);
// Compile out the shader if this permutation gets remapped.
if (RemapPermutationVector(PermutationVector, Parameters.Platform) != PermutationVector)
{
return false;
}
return true;
}
static FPermutationDomain BuildPermutationVector(const FViewInfo& View, bool bInlineReflectionAndSky, bool bShadingModelSupport, bool bDynamicShadows, bool bSkyLight, bool bPlanarReflection)
{
bool bUseClusteredLights = GMobileUseClusteredDeferredShading != 0;
bool bClustredReflection = bInlineReflectionAndSky && (View.NumBoxReflectionCaptures + View.NumSphereReflectionCaptures) > 0;
bool bEnableSkyLight = bInlineReflectionAndSky && bSkyLight;
const bool bMobileUsesShadowMaskTexture = MobileUsesShadowMaskTexture(View.GetShaderPlatform());
int32 ShadowQuality = bDynamicShadows && !bMobileUsesShadowMaskTexture ? (int32)GetShadowQuality() : 0;
FPermutationDomain PermutationVector;
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableShadingModelSupport>(bShadingModelSupport);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableClustredLights>(bUseClusteredLights);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableClustredReflection>(bClustredReflection);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnablePlanarReflection>(bPlanarReflection);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableSkyLight>(bEnableSkyLight);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FEnableCSM>(ShadowQuality > 0);
PermutationVector.Set<FMobileDirectionalLightFunctionPS::FShadowQuality>(FMath::Clamp(ShadowQuality, 1, 3));
return PermutationVector;
}
static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FMobileDirectionalLightFunctionPS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
{
FMaterialShader* MaterialShader = Shader.GetShader();
FRHIPixelShader* ShaderRHI = Shader.GetPixelShader();
MaterialShader->SetParameters(RHICmdList, ShaderRHI, Proxy, Material, View);
SetShaderParameters(RHICmdList, Shader, ShaderRHI, Parameters);
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(, FMobileDirectionalLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileDirectionalLightPS"), SF_Pixel);
/**
* A pixel shader for projecting a light function onto the scene.
*/
class FMobileRadialLightFunctionPS : public FMaterialShader
{
public:
DECLARE_SHADER_TYPE(FMobileRadialLightFunctionPS,Material);
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FMobileRadialLightFunctionPS, FMaterialShader)
class FEnableShadingModelSupport: SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
class FSpotLightDim : SHADER_PERMUTATION_BOOL("IS_SPOT_LIGHT");
class FIESProfileDim : SHADER_PERMUTATION_BOOL("USE_IES_PROFILE");
class FSpotLightShadowDim : SHADER_PERMUTATION_BOOL("SUPPORT_SPOTLIGHTS_SHADOW");
using FPermutationDomain = TShaderPermutationDomain<FEnableShadingModelSupport, FSpotLightDim, FIESProfileDim, FSpotLightShadowDim>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FMatrix44f, TranslatedWorldToLight)
SHADER_PARAMETER(FVector4f, LightFunctionParameters)
SHADER_PARAMETER(FVector3f, LightFunctionParameters2)
SHADER_PARAMETER_STRUCT_REF(FDeferredLightUniformStruct, DeferredLightUniforms)
SHADER_PARAMETER_STRUCT_INCLUDE(FMobileMovableLocalLightShadowParameters, MobileMovableLocalLightShadow)
SHADER_PARAMETER_TEXTURE(Texture2D, IESTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, IESTextureSampler)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
if (Parameters.MaterialParameters.MaterialDomain != MD_LightFunction ||
!IsMobilePlatform(Parameters.Platform) ||
!IsMobileDeferredShadingEnabled(Parameters.Platform))
{
return false;
}
FPermutationDomain PermutationVector(Parameters.PermutationId);
// Compile out the shader if this permutation gets remapped.
if (RemapPermutationVector(PermutationVector, Parameters.Platform) != PermutationVector)
{
return false;
}
return true;
}
static FPermutationDomain RemapPermutationVector(FPermutationDomain PermutationVector, EShaderPlatform Platform)
{
if (!IsMobileMovableSpotlightShadowsEnabled(Platform))
{
PermutationVector.Set<FSpotLightShadowDim>(false);
}
if (!MobileUsesGBufferCustomData(Platform))
{
PermutationVector.Set<FEnableShadingModelSupport>(false);
}
return PermutationVector;
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("USE_LIGHT_FUNCTION"), Parameters.MaterialParameters.bIsDefaultMaterial ? 0 : 1);
OutEnvironment.SetDefine(TEXT("MATERIAL_SHADER"), 1);
OutEnvironment.SetDefine(TEXT("USE_SHADOWMASKTEXTURE"), 0);
OutEnvironment.SetDefine(TEXT("ENABLE_CLUSTERED_LIGHTS"), 0);
}
static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FMobileRadialLightFunctionPS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
{
FMaterialShader* MaterialShader = Shader.GetShader();
FRHIPixelShader* ShaderRHI = Shader.GetPixelShader();
MaterialShader->SetViewParameters(RHICmdList, ShaderRHI, View, View.ViewUniformBuffer);
MaterialShader->SetParameters(RHICmdList, ShaderRHI, Proxy, Material, View);
SetShaderParameters(RHICmdList, Shader, ShaderRHI, Parameters);
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(,FMobileRadialLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileRadialLightPS"), SF_Pixel);
/**
* A pixel shader for reflection env and sky lighting.
*/
class FMobileReflectionEnvironmentSkyLightingPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FMobileReflectionEnvironmentSkyLightingPS);
SHADER_USE_PARAMETER_STRUCT(FMobileReflectionEnvironmentSkyLightingPS, FGlobalShader);
class FEnableShadingModelSupport : SHADER_PERMUTATION_BOOL("ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED");
class FEnableClustredReflection : SHADER_PERMUTATION_BOOL("ENABLE_CLUSTERED_REFLECTION");
class FEnablePlanarReflection : SHADER_PERMUTATION_BOOL("ENABLE_PLANAR_REFLECTION");
class FEnableSkyLight : SHADER_PERMUTATION_BOOL("ENABLE_SKY_LIGHT");
using FPermutationDomain = TShaderPermutationDomain<
FEnableShadingModelSupport,
FEnableClustredReflection,
FEnablePlanarReflection,
FEnableSkyLight
>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT_REF(FMobileReflectionCaptureShaderData, MobileReflectionCaptureData)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
if (!IsMobilePlatform(Parameters.Platform) ||
!IsMobileDeferredShadingEnabled(Parameters.Platform))
{
return false;
}
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (!MobileUsesGBufferCustomData(Parameters.Platform) && PermutationVector.Get<FEnableShadingModelSupport>())
{
return false;
}
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
};
IMPLEMENT_GLOBAL_SHADER(FMobileReflectionEnvironmentSkyLightingPS, "/Engine/Private/MobileDeferredShading.usf", "MobileReflectionEnvironmentSkyLightingPS", SF_Pixel);
extern uint8 GetMobileShadingModelStencilValue(FMaterialShadingModelField ShadingModel);
constexpr uint32 GetLightingChannel(uint32 LightingChannelMask)
{
return (LightingChannelMask & 0x1) ? 0u : ((LightingChannelMask & 0x2) ? 1u : 2u);
}
constexpr uint8 GetLightingChannelStencilValue(uint32 LightingChannel)
{
// LightingChannel_0 has an inverted bit in the stencil. 0 - means LightingChannel_0 is enabled. See FPrimitiveSceneProxy::GetLightingChannelStencilValue()
return (LightingChannel == 0u ? 0u : (1u << LightingChannel));
}
struct FCachedLightMaterial
{
const FMaterial* Material;
const FMaterialRenderProxy* MaterialProxy;
};
template<class ShaderType>
static void GetLightMaterial(const FCachedLightMaterial& DefaultLightMaterial, const FMaterialRenderProxy* MaterialProxy, int32 PermutationId, FCachedLightMaterial& OutLightMaterial, TShaderRef<ShaderType>& OutShader)
{
FMaterialShaderTypes ShaderTypes;
ShaderTypes.AddShaderType<ShaderType>(PermutationId);
FMaterialShaders Shaders;
if (MaterialProxy)
{
const FMaterial* Material = MaterialProxy->GetMaterialNoFallback(ERHIFeatureLevel::ES3_1);
if (Material && Material->IsLightFunction())
{
OutLightMaterial.Material = Material;
OutLightMaterial.MaterialProxy = MaterialProxy;
if (Material->TryGetShaders(ShaderTypes, nullptr, Shaders))
{
Shaders.TryGetPixelShader(OutShader);
return;
}
}
}
// use default material
OutLightMaterial.Material = DefaultLightMaterial.Material;
OutLightMaterial.MaterialProxy = DefaultLightMaterial.MaterialProxy;
const FMaterialShaderMap* MaterialShaderMap = OutLightMaterial.Material->GetRenderingThreadShaderMap();
OutShader = MaterialShaderMap->GetShader<ShaderType>(PermutationId);
}
void RenderReflectionEnvironmentSkyLighting(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View)
{
// 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 bClustredReflection = (View.NumBoxReflectionCaptures + View.NumSphereReflectionCaptures) > 0;
const bool bPlanarReflection = Scene.GetForwardPassGlobalPlanarReflection() != nullptr;
if (!(bSkyLight || bClustredReflection || bPlanarReflection))
{
return;
}
SCOPED_DRAW_EVENT(RHICmdList, ReflectionEnvironmentSkyLighting);
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();
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), 0x00>::GetRHI();
FMobileReflectionEnvironmentSkyLightingPS::FParameters PassParameters;
PassParameters.View = GetShaderBinding(View.ViewUniformBuffer);
PassParameters.MobileReflectionCaptureData = GetShaderBinding(View.MobileReflectionCaptureUniformBuffer);
TShaderMapRef<FPostProcessVS> VertexShader(View.ShaderMap);
// 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);
FMobileReflectionEnvironmentSkyLightingPS::FPermutationDomain PermutationVector;
PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableShadingModelSupport>(bEnableShadingModelSupport);
PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableClustredReflection>(bClustredReflection);
PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnablePlanarReflection>(bPlanarReflection);
PermutationVector.Set<FMobileReflectionEnvironmentSkyLightingPS::FEnableSkyLight>(bSkyLight);
TShaderMapRef<FMobileReflectionEnvironmentSkyLightingPS> PixelShader(View.ShaderMap, PermutationVector);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
uint8 StencilRef = GET_STENCIL_MOBILE_SM_MASK(PassShadingModelStencilValue[PassIndex]);
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), 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);
}
}
template<uint32 LightingChannelIdx>
static void SetDirectionalLightDepthStencilState(FGraphicsPipelineStateInitializer& GraphicsPSOInit)
{
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 << LightingChannelIdx), 0x00>::GetRHI();
}
static void RenderDirectionalLight(FRHICommandListImmediate& RHICmdList, const FScene& Scene, const FViewInfo& View, const FCachedLightMaterial& DefaultLightMaterial, const FLightSceneInfo& DirectionalLight, uint32 LightingChannel, bool bInlineReflectionAndSky)
{
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);
}
}