Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VisualizeVolumetricLightmap.cpp
jason hoerner b19bb6be2f UE5_MAIN: Multi-view-family scene renderer refactor, part 1. Major structural change to allow scene renderer to accept multiple view families, with otherwise negligible changes in internal behavior.
* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families.  Original "BeginRenderingViewFamily" falls through to this.
* FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family.
* Swap ViewFamily to ActiveViewFamily.
* Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions.
* FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions.
* Some frame setup and cleanup logic outside the render graph runs once.
* Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior.
* Display Cluster (Virtual Production) uses new API.

Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig).  Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems.

#jira none
#rnx
#rb zach.bethel
#preflight 625df821b21bb49791d377c9

[CL 19813996 by jason hoerner in ue5-main branch]
2022-04-19 14:45:26 -04:00

178 lines
7.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VolumetricLightmap.cpp
=============================================================================*/
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "RHI.h"
#include "RenderResource.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "SceneRenderTargetParameters.h"
#include "DeferredShadingRenderer.h"
#include "PipelineStateCache.h"
#include "ClearQuad.h"
#include "ScenePrivate.h"
#include "SpriteIndexBuffer.h"
#include "SceneFilterRendering.h"
#include "PrecomputedVolumetricLightmap.h"
float GVolumetricLightmapVisualizationRadiusScale = .01f;
FAutoConsoleVariableRef CVarVolumetricLightmapVisualizationRadiusScale(
TEXT("r.VolumetricLightmap.VisualizationRadiusScale"),
GVolumetricLightmapVisualizationRadiusScale,
TEXT("Scales the size of the spheres used to visualize volumetric lightmap samples."),
ECVF_RenderThreadSafe
);
float GVolumetricLightmapVisualizationMinScreenFraction = .001f;
FAutoConsoleVariableRef CVarVolumetricLightmapVisualizationMinScreenFraction(
TEXT("r.VolumetricLightmap.VisualizationMinScreenFraction"),
GVolumetricLightmapVisualizationMinScreenFraction,
TEXT("Minimum screen size of a volumetric lightmap visualization sphere"),
ECVF_RenderThreadSafe
);
// Nvidia has lower vertex throughput when only processing a few verts per instance
const int32 GQuadsPerVisualizeInstance = 8;
TGlobalResource<FSpriteIndexBuffer<GQuadsPerVisualizeInstance>> GVisualizeQuadIndexBuffer;
BEGIN_SHADER_PARAMETER_STRUCT(FVisualizeVolumetricLightmapParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER(FVector3f, DiffuseColor)
SHADER_PARAMETER(float, VisualizationRadiusScale)
SHADER_PARAMETER(float, VisualizationMinScreenFraction)
END_SHADER_PARAMETER_STRUCT()
class FVisualizeVolumetricLightmapVS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeVolumetricLightmapVS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeVolumetricLightmapVS, FGlobalShader);
using FParameters = FVisualizeVolumetricLightmapParameters;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("QUADS_PER_INSTANCE"), GQuadsPerVisualizeInstance);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeVolumetricLightmapVS, "/Engine/Private/VisualizeVolumetricLightmap.usf" , "VisualizeVolumetricLightmapVS", SF_Vertex);
class FVisualizeVolumetricLightmapPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeVolumetricLightmapPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeVolumetricLightmapPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FVisualizeVolumetricLightmapParameters, Common)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeVolumetricLightmapPS, "/Engine/Private/VisualizeVolumetricLightmap.usf", "VisualizeVolumetricLightmapPS", SF_Pixel);
void FDeferredShadingSceneRenderer::VisualizeVolumetricLightmap(
FRDGBuilder& GraphBuilder,
const FSceneTextures& SceneTextures)
{
if (!ActiveViewFamily->EngineShowFlags.VisualizeVolumetricLightmap)
{
return;
}
const FPrecomputedVolumetricLightmap* VolumetricLightmap = Scene->VolumetricLightmapSceneData.GetLevelVolumetricLightmap();
if (!VolumetricLightmap)
{
return;
}
const FPrecomputedVolumetricLightmapData* VolumetricLightmapData = Scene->VolumetricLightmapSceneData.GetLevelVolumetricLightmap()->Data;
check(VolumetricLightmapData);
if (VolumetricLightmapData->IndirectionTextureDimensions.GetMin() <= 0)
{
return;
}
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeVolumetricLightmap");
for (const FViewInfo& View : Views)
{
auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeVolumetricLightmapPS::FParameters>();
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthWrite_StencilWrite);
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.Color.Target, ERenderTargetLoadAction::ELoad);
if (SceneTextures.GBufferB)
{
PassParameters->RenderTargets[1] = FRenderTargetBinding(SceneTextures.GBufferB, ERenderTargetLoadAction::ELoad);
}
PassParameters->Common.View = View.ViewUniformBuffer;
PassParameters->Common.VisualizationRadiusScale = GVolumetricLightmapVisualizationRadiusScale;
PassParameters->Common.VisualizationMinScreenFraction = GVolumetricLightmapVisualizationMinScreenFraction;
{
FVector3f DiffuseColorValue(.18f, .18f, .18f);
if (!ActiveViewFamily->EngineShowFlags.Materials)
{
DiffuseColorValue = FVector3f(GEngine->LightingOnlyBrightness);
}
PassParameters->Common.DiffuseColor = DiffuseColorValue;
}
TShaderMapRef<FVisualizeVolumetricLightmapVS> VertexShader(View.ShaderMap);
TShaderMapRef<FVisualizeVolumetricLightmapPS> PixelShader(View.ShaderMap);
GraphBuilder.AddPass(
RDG_EVENT_NAME("VisualizeVolumetricLightmap"),
PassParameters,
ERDGPassFlags::Raster,
[this, VertexShader, PixelShader, &View, VolumetricLightmapData, PassParameters](FRHICommandList& RHICmdList)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_RGB, CW_RGBA>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GEmptyVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), PassParameters->Common);
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
const int32 BrickSize = VolumetricLightmapData->BrickSize;
const uint32 NumQuads = VolumetricLightmapData->IndirectionTextureDimensions.X * VolumetricLightmapData->IndirectionTextureDimensions.Y * VolumetricLightmapData->IndirectionTextureDimensions.Z * BrickSize * BrickSize * BrickSize;
RHICmdList.SetStreamSource(0, nullptr, 0);
RHICmdList.DrawIndexedPrimitive(GVisualizeQuadIndexBuffer.IndexBufferRHI, 0, 0, 4 * GQuadsPerVisualizeInstance, 0, 2 * GQuadsPerVisualizeInstance, FMath::DivideAndRoundUp(FMath::Min(NumQuads, 0x7FFFFFFFu / 4), (uint32)GQuadsPerVisualizeInstance));
});
}
}