Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironment.cpp
Gil Gribb 93047290bb Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3045482 on 2016/07/11 by Zabir.Hoque

	DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.

Change 3045929 on 2016/07/12 by Simon.Tovey

	Removing some deprecated node types from Niagara

Change 3045951 on 2016/07/12 by Ben.Woodhouse

	D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)

Change 3046019 on 2016/07/12 by Chris.Bunner

	Fixed typo in material input name.
	#jira UE-5575

Change 3046053 on 2016/07/12 by Rolando.Caloca

	DR - Fix GL4 shutdown
	#jira UE-32799

Change 3046055 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix NumInstances=0

Change 3046063 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added flat to uint layouts per glslang
	- Fix bad extension on dumped shaders

Change 3046067 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix check when not using color RT
	- Added queue submit & present counters

Change 3046088 on 2016/07/12 by Ben.Woodhouse

	Live GPU stats
	A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
	Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
	The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
	Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
	Tested on PC, XB1, PS4

Change 3046128 on 2016/07/12 by Olaf.Piesche

	Max draw distance and fade range for lights, requested by JonL

Change 3046183 on 2016/07/12 by Ben.Woodhouse

	PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)

Change 3046223 on 2016/07/12 by Luke.Thatcher

	Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.

	#jira UE-32345

Change 3046228 on 2016/07/12 by Marc.Olano

	Add Voronoi noise to Noise material node.

	Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.

	Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.

Change 3046269 on 2016/07/12 by Rolando.Caloca

	DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)

Change 3046294 on 2016/07/12 by Rolando.Caloca

	DR - Fix static analyisis
	warning C6326: Potential comparison of a constant with another constant.

Change 3046295 on 2016/07/12 by Rolando.Caloca

	DR - Fix the previous fix

Change 3046731 on 2016/07/12 by Marc.Olano

	Fix typo in shader random number constant: repeated extra digit made it too big.

Change 3046796 on 2016/07/12 by Uriel.Doyon

	The texture streaming manager now keeps a set of all valid textures.
	This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
	#jira UE-33048

Change 3046800 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added create image & renderpass dump

Change 3046845 on 2016/07/12 by John.Billon

	Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.

Change 3047023 on 2016/07/12 by Olaf.Piesche

	Niagara:
	-a bit of cleanup
	-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
	-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
	-some code simplification
	-removed some deprecated structs and code used only by old content

Change 3047052 on 2016/07/12 by Zabir.Hoque

	Unshelved from pending changelist '3044062':

	PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)

Change 3047727 on 2016/07/13 by Luke.Thatcher

	Fix Scene Capture Components only updating every other frame.
	#jira UE-32581

Change 3047919 on 2016/07/13 by Olaf.Piesche

	CMask decode, use in deferred decals, for PS4

Change 3047921 on 2016/07/13 by Uriel.Doyon

	"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
	Also, several texture messages are packed on the same line if they relate to the same material.

Change 3047952 on 2016/07/13 by Rolando.Caloca

	DR - vk - Initial prep pass for separating combined images & samplers

Change 3048648 on 2016/07/13 by Marcus.Wassmer

	Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame

Change 3049058 on 2016/07/13 by Rolando.Caloca

	DR - vk - timestamps

Change 3049725 on 2016/07/14 by Marcus.Wassmer

	Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection

Change 3049742 on 2016/07/14 by Rolando.Caloca

	DR - Fix warning

Change 3049902 on 2016/07/14 by Rolando.Caloca

	DR - Fix typo

Change 3050345 on 2016/07/14 by Olaf.Piesche

	UE-23925
	Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).

Change 3050409 on 2016/07/14 by Olaf.Piesche

	Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash

Change 3050809 on 2016/07/14 by Rolando.Caloca

	DR - vk - Remove redundant validation layers

Change 3051319 on 2016/07/15 by Ben.Woodhouse

	Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
	The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
	#jira UE-31976

Change 3051692 on 2016/07/15 by Rolando.Caloca

	DR - vk - Enable RHI thread by default

Change 3052103 on 2016/07/15 by Uriel.Doyon

	Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
	#jira UE-32765

Change 3052140 on 2016/07/15 by Rolando.Caloca

	DR - vk - Fix shader snafu

Change 3052495 on 2016/07/15 by Rolando.Caloca

	DR - Fix for Win32 compile
	#jira UE-33349

Change 3052536 on 2016/07/15 by Uriel.Doyon

	Fixed texture streaming overbudget warning when using per texture bias.

[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00

1304 lines
54 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Reflection Environment - feature that provides HDR glossy reflections on any surfaces, leveraging precomputation to prefilter cubemaps of the scene
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessing.h"
#include "UniformBuffer.h"
#include "ShaderParameters.h"
#include "ScreenRendering.h"
#include "ScreenSpaceReflections.h"
#include "PostProcessTemporalAA.h"
#include "PostProcessDownsample.h"
#include "ReflectionEnvironment.h"
#include "ShaderParameterUtils.h"
#include "LightRendering.h"
#include "SceneUtils.h"
#include "LightPropagationVolumeBlendable.h"
DECLARE_FLOAT_COUNTER_STAT(TEXT("Reflection Environment"), Stat_GPU_ReflectionEnvironment, STATGROUP_GPU);
/** Tile size for the reflection environment compute shader, tweaked for 680 GTX. */
const int32 GReflectionEnvironmentTileSizeX = 16;
const int32 GReflectionEnvironmentTileSizeY = 16;
extern TAutoConsoleVariable<int32> CVarLPVMixing;
static TAutoConsoleVariable<int32> CVarDiffuseFromCaptures(
TEXT("r.DiffuseFromCaptures"),
0,
TEXT("Apply indirect diffuse lighting from captures instead of lightmaps.\n")
TEXT(" 0 is off (default), 1 is on"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarReflectionEnvironment(
TEXT("r.ReflectionEnvironment"),
1,
TEXT("Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors.\n")
TEXT(" 0: off\n")
TEXT(" 1: on and blend with scene (default)")
TEXT(" 2: on and overwrite scene (only in non-shipping builds)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarDoTiledReflections(
TEXT("r.DoTiledReflections"),
1,
TEXT("Compute Reflection Environment with Tiled compute shader..\n")
TEXT(" 0: off\n")
TEXT(" 1: on (default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarSkySpecularOcclusionStrength(
TEXT("r.SkySpecularOcclusionStrength"),
1,
TEXT("Strength of skylight specular occlusion from DFAO (default is 1.0)"),
ECVF_RenderThreadSafe);
// to avoid having direct access from many places
static int GetReflectionEnvironmentCVar()
{
int32 RetVal = CVarReflectionEnvironment.GetValueOnAnyThread();
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Disabling the debug part of this CVar when in shipping
if (RetVal == 2)
{
RetVal = 1;
}
#endif
return RetVal;
}
bool IsReflectionEnvironmentAvailable(ERHIFeatureLevel::Type InFeatureLevel)
{
return (InFeatureLevel >= ERHIFeatureLevel::SM4) && (GetReflectionEnvironmentCVar() != 0);
}
bool IsReflectionCaptureAvailable()
{
static IConsoleVariable* AllowStaticLightingVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.AllowStaticLighting"));
return (!AllowStaticLightingVar || AllowStaticLightingVar->GetInt() != 0);
}
void FReflectionEnvironmentCubemapArray::InitDynamicRHI()
{
if (GetFeatureLevel() >= ERHIFeatureLevel::SM5)
{
const int32 NumReflectionCaptureMips = FMath::CeilLogTwo(CubemapSize) + 1;
ReleaseCubeArray();
FPooledRenderTargetDesc Desc(
FPooledRenderTargetDesc::CreateCubemapDesc(
CubemapSize,
// Alpha stores sky mask
PF_FloatRGBA,
FClearValueBinding::None,
TexCreate_None,
TexCreate_None,
false,
// Cubemap array of 1 produces a regular cubemap, so guarantee it will be allocated as an array
FMath::Max<uint32>(MaxCubemaps, 2),
NumReflectionCaptureMips
)
);
Desc.AutoWritable = false;
FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
// Allocate TextureCubeArray for the scene's reflection captures
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ReflectionEnvs, TEXT("ReflectionEnvs"));
}
}
void FReflectionEnvironmentCubemapArray::ReleaseCubeArray()
{
// it's unlikely we can reuse the TextureCubeArray so when we release it we want to really remove it
GRenderTargetPool.FreeUnusedResource(ReflectionEnvs);
}
void FReflectionEnvironmentCubemapArray::ReleaseDynamicRHI()
{
ReleaseCubeArray();
}
void FReflectionEnvironmentCubemapArray::UpdateMaxCubemaps(uint32 InMaxCubemaps, int32 InCubemapSize)
{
MaxCubemaps = InMaxCubemaps;
CubemapSize = InCubemapSize;
// Reallocate the cubemap array
if (IsInitialized())
{
UpdateRHI();
}
else
{
InitResource();
}
}
class FDistanceFieldAOSpecularOcclusionParameters
{
public:
void Bind(const FShaderParameterMap& ParameterMap)
{
BentNormalAOTexture.Bind(ParameterMap, TEXT("BentNormalAOTexture"));
BentNormalAOSampler.Bind(ParameterMap, TEXT("BentNormalAOSampler"));
ApplyBentNormalAO.Bind(ParameterMap, TEXT("ApplyBentNormalAO"));
InvSkySpecularOcclusionStrength.Bind(ParameterMap, TEXT("InvSkySpecularOcclusionStrength"));
OcclusionTintAndMinOcclusion.Bind(ParameterMap, TEXT("OcclusionTintAndMinOcclusion"));
}
template<typename ShaderRHIParamRef, typename TRHICmdList>
void SetParameters(TRHICmdList& RHICmdList, const ShaderRHIParamRef& ShaderRHI, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO, float SkySpecularOcclusionStrength, const FVector4& OcclusionTintAndMinOcclusionValue)
{
FTextureRHIParamRef BentNormalAO = GWhiteTexture->TextureRHI;
bool bApplyBentNormalAO = false;
if (DynamicBentNormalAO)
{
BentNormalAO = DynamicBentNormalAO->GetRenderTargetItem().ShaderResourceTexture;
bApplyBentNormalAO = true;
}
SetTextureParameter(RHICmdList, ShaderRHI, BentNormalAOTexture, BentNormalAOSampler, TStaticSamplerState<SF_Point>::GetRHI(), BentNormalAO);
SetShaderValue(RHICmdList, ShaderRHI, ApplyBentNormalAO, bApplyBentNormalAO ? 1.0f : 0.0f);
SetShaderValue(RHICmdList, ShaderRHI, InvSkySpecularOcclusionStrength, 1.0f / FMath::Max(SkySpecularOcclusionStrength, .1f));
SetShaderValue(RHICmdList, ShaderRHI, OcclusionTintAndMinOcclusion, OcclusionTintAndMinOcclusionValue);
}
friend FArchive& operator<<(FArchive& Ar,FDistanceFieldAOSpecularOcclusionParameters& P)
{
Ar << P.BentNormalAOTexture << P.BentNormalAOSampler << P.ApplyBentNormalAO << P.InvSkySpecularOcclusionStrength << P.OcclusionTintAndMinOcclusion;
return Ar;
}
private:
FShaderResourceParameter BentNormalAOTexture;
FShaderResourceParameter BentNormalAOSampler;
FShaderParameter ApplyBentNormalAO;
FShaderParameter InvSkySpecularOcclusionStrength;
FShaderParameter OcclusionTintAndMinOcclusion;
};
struct FReflectionCaptureSortData
{
uint32 Guid;
int32 CaptureIndex;
FVector4 PositionAndRadius;
FVector4 CaptureProperties;
FMatrix BoxTransform;
FVector4 BoxScales;
FVector4 CaptureOffset;
FTexture* SM4FullHDRCubemap;
bool operator < (const FReflectionCaptureSortData& Other) const
{
if( PositionAndRadius.W != Other.PositionAndRadius.W )
{
return PositionAndRadius.W < Other.PositionAndRadius.W;
}
else
{
return Guid < Other.Guid;
}
}
};
/** Per-reflection capture data needed by the shader. */
BEGIN_UNIFORM_BUFFER_STRUCT(FReflectionCaptureData,)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_ARRAY(FVector4,PositionAndRadius,[GMaxNumReflectionCaptures])
// R is brightness, G is array index, B is shape
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_ARRAY(FVector4,CaptureProperties,[GMaxNumReflectionCaptures])
// Stores the box transform for a box shape, other data is packed for other shapes
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_ARRAY(FMatrix,BoxTransform,[GMaxNumReflectionCaptures])
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_ARRAY(FVector4,CaptureOffset,[GMaxNumReflectionCaptures])
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_ARRAY(FVector4,BoxScales,[GMaxNumReflectionCaptures])
END_UNIFORM_BUFFER_STRUCT(FReflectionCaptureData)
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FReflectionCaptureData,TEXT("ReflectionCapture"));
/** Compute shader that does tiled deferred culling of reflection captures, then sorts and composites them. */
class FReflectionEnvironmentTiledDeferredCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FReflectionEnvironmentTiledDeferredCS,Global)
public:
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GReflectionEnvironmentTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GReflectionEnvironmentTileSizeY);
OutEnvironment.SetDefine(TEXT("MAX_CAPTURES"), GMaxNumReflectionCaptures);
OutEnvironment.SetDefine(TEXT("TILED_DEFERRED_CULL_SHADER"), 1);
OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
}
FReflectionEnvironmentTiledDeferredCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
DeferredParameters.Bind(Initializer.ParameterMap);
ReflectionEnvironmentColorTexture.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvironmentColorTexture"));
ReflectionEnvironmentColorSampler.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvironmentColorSampler"));
ScreenSpaceReflections.Bind(Initializer.ParameterMap, TEXT("ScreenSpaceReflections"));
InSceneColor.Bind(Initializer.ParameterMap, TEXT("InSceneColor"));
OutSceneColor.Bind(Initializer.ParameterMap, TEXT("OutSceneColor"));
NumCaptures.Bind(Initializer.ParameterMap, TEXT("NumCaptures"));
ViewDimensionsParameter.Bind(Initializer.ParameterMap, TEXT("ViewDimensions"));
PreIntegratedGF.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGF"));
PreIntegratedGFSampler.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGFSampler"));
SkyLightParameters.Bind(Initializer.ParameterMap);
SpecularOcclusionParameters.Bind(Initializer.ParameterMap);
}
FReflectionEnvironmentTiledDeferredCS()
{
}
void SetParameters(
FRHIAsyncComputeCommandListImmediate& RHICmdList,
const FSceneView& View,
FTextureRHIParamRef SSRTexture,
TArray<FReflectionCaptureSortData>& SortData,
FUnorderedAccessViewRHIParamRef OutSceneColorUAV,
const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO
)
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
FScene* Scene = (FScene*)View.Family->Scene;
check(Scene->ReflectionSceneData.CubemapArray.IsValid());
check(Scene->ReflectionSceneData.CubemapArray.GetRenderTarget().IsValid());
FSceneRenderTargetItem& CubemapArray = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget();
SetTextureParameter(
RHICmdList,
ShaderRHI,
ReflectionEnvironmentColorTexture,
ReflectionEnvironmentColorSampler,
TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
CubemapArray.ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceReflections, SSRTexture );
SetTextureParameter(RHICmdList, ShaderRHI, InSceneColor, FSceneRenderTargets::Get(RHICmdList).GetSceneColor()->GetRenderTargetItem().ShaderResourceTexture );
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, OutSceneColorUAV);
OutSceneColor.SetTexture(RHICmdList, ShaderRHI, NULL, OutSceneColorUAV);
SetShaderValue(RHICmdList, ShaderRHI, ViewDimensionsParameter, View.ViewRect);
FReflectionCaptureData SamplePositionsBuffer;
for (int32 CaptureIndex = 0; CaptureIndex < SortData.Num(); CaptureIndex++)
{
SamplePositionsBuffer.PositionAndRadius[CaptureIndex] = SortData[CaptureIndex].PositionAndRadius;
SamplePositionsBuffer.CaptureProperties[CaptureIndex] = SortData[CaptureIndex].CaptureProperties;
SamplePositionsBuffer.BoxTransform[CaptureIndex] = SortData[CaptureIndex].BoxTransform;
SamplePositionsBuffer.CaptureOffset[CaptureIndex] = SortData[CaptureIndex].CaptureOffset;
SamplePositionsBuffer.BoxScales[CaptureIndex] = SortData[CaptureIndex].BoxScales;
}
SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FReflectionCaptureData>(), SamplePositionsBuffer);
SetShaderValue(RHICmdList, ShaderRHI, NumCaptures, SortData.Num());
SetTextureParameter(RHICmdList, ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture);
SkyLightParameters.SetParameters(RHICmdList, ShaderRHI, Scene, View.Family->EngineShowFlags.SkyLighting);
const float MinOcclusion = Scene->SkyLight ? Scene->SkyLight->MinOcclusion : 0;
const FVector OcclusionTint = Scene->SkyLight ? (const FVector&)Scene->SkyLight->OcclusionTint : FVector::ZeroVector;
SpecularOcclusionParameters.SetParameters(RHICmdList, ShaderRHI, DynamicBentNormalAO, CVarSkySpecularOcclusionStrength.GetValueOnRenderThread(), FVector4(OcclusionTint, MinOcclusion));
}
void UnsetParameters(FRHIAsyncComputeCommandListImmediate& RHICmdList, FUnorderedAccessViewRHIParamRef OutSceneColorUAV)
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
OutSceneColor.UnsetUAV(RHICmdList, ShaderRHI);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << DeferredParameters;
Ar << ReflectionEnvironmentColorTexture;
Ar << ReflectionEnvironmentColorSampler;
Ar << ScreenSpaceReflections;
Ar << InSceneColor;
Ar << OutSceneColor;
Ar << NumCaptures;
Ar << ViewDimensionsParameter;
Ar << PreIntegratedGF;
Ar << PreIntegratedGFSampler;
Ar << SkyLightParameters;
Ar << SpecularOcclusionParameters;
return bShaderHasOutdatedParameters;
}
private:
FDeferredPixelShaderParameters DeferredParameters;
FShaderResourceParameter ReflectionEnvironmentColorTexture;
FShaderResourceParameter ReflectionEnvironmentColorSampler;
FShaderResourceParameter ScreenSpaceReflections;
FShaderResourceParameter InSceneColor;
FRWShaderParameter OutSceneColor;
FShaderParameter NumCaptures;
FShaderParameter ViewDimensionsParameter;
FShaderResourceParameter PreIntegratedGF;
FShaderResourceParameter PreIntegratedGFSampler;
FSkyLightReflectionParameters SkyLightParameters;
FDistanceFieldAOSpecularOcclusionParameters SpecularOcclusionParameters;
};
template< uint32 bUseLightmaps, uint32 bHasSkyLight, uint32 bBoxCapturesOnly, uint32 bSphereCapturesOnly, uint32 bSupportDFAOIndirectOcclusion >
class TReflectionEnvironmentTiledDeferredCS : public FReflectionEnvironmentTiledDeferredCS
{
DECLARE_SHADER_TYPE(TReflectionEnvironmentTiledDeferredCS, Global);
/** Default constructor. */
TReflectionEnvironmentTiledDeferredCS() {}
public:
TReflectionEnvironmentTiledDeferredCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FReflectionEnvironmentTiledDeferredCS(Initializer)
{}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FReflectionEnvironmentTiledDeferredCS::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("USE_LIGHTMAPS"), bUseLightmaps);
OutEnvironment.SetDefine(TEXT("HAS_SKYLIGHT"), bHasSkyLight);
OutEnvironment.SetDefine(TEXT("HAS_BOX_CAPTURES"), bBoxCapturesOnly);
OutEnvironment.SetDefine(TEXT("HAS_SPHERE_CAPTURES"), bSphereCapturesOnly);
OutEnvironment.SetDefine(TEXT("SUPPORT_DFAO_INDIRECT_OCCLUSION"), bSupportDFAOIndirectOcclusion);
}
};
// Typedef is necessary because the C preprocessor thinks the comma in the template parameter list is a comma in the macro parameter list.
#define IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(A, B, C, D, E) \
typedef TReflectionEnvironmentTiledDeferredCS<A,B,C,D,E> TReflectionEnvironmentTiledDeferredCS##A##B##C##D##E; \
IMPLEMENT_SHADER_TYPE(template<>,TReflectionEnvironmentTiledDeferredCS##A##B##C##D##E,TEXT("ReflectionEnvironmentComputeShaders"),TEXT("ReflectionEnvironmentTiledDeferredMain"),SF_Compute)
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 0, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 0, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 1, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 1, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 0, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 0, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 1, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 1, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 0, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 0, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 1, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 1, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 0, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 0, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 1, 0, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 1, 1, 0);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 0, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 0, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 1, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 0, 1, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 0, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 0, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 1, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(0, 1, 1, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 0, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 0, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 1, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 0, 1, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 0, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 0, 1, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 1, 0, 1);
IMPLEMENT_REFLECTION_COMPUTESHADER_TYPE(1, 1, 1, 1, 1);
template< uint32 bSSR, uint32 bReflectionEnv, uint32 bSkylight, uint32 bSupportDFAOIndirectOcclusion >
class FReflectionApplyPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FReflectionApplyPS, Global);
public:
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("APPLY_SSR"), bSSR);
OutEnvironment.SetDefine(TEXT("APPLY_REFLECTION_ENV"), bReflectionEnv);
OutEnvironment.SetDefine(TEXT("APPLY_SKYLIGHT"), bSkylight);
OutEnvironment.SetDefine(TEXT("SUPPORT_DFAO_INDIRECT_OCCLUSION"), bSupportDFAOIndirectOcclusion);
}
/** Default constructor. */
FReflectionApplyPS() {}
/** Initialization constructor. */
FReflectionApplyPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
DeferredParameters.Bind(Initializer.ParameterMap);
SkyLightParameters.Bind(Initializer.ParameterMap);
ReflectionEnvTexture.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvTexture"));
ReflectionEnvSampler.Bind(Initializer.ParameterMap,TEXT("ReflectionEnvSampler"));
ScreenSpaceReflectionsTexture.Bind(Initializer.ParameterMap,TEXT("ScreenSpaceReflectionsTexture"));
ScreenSpaceReflectionsSampler.Bind(Initializer.ParameterMap,TEXT("ScreenSpaceReflectionsSampler"));
PreIntegratedGF.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGF"));
PreIntegratedGFSampler.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGFSampler"));
SpecularOcclusionParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, FTextureRHIParamRef ReflectionEnv, FTextureRHIParamRef ScreenSpaceReflections, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
SkyLightParameters.SetParameters(RHICmdList, ShaderRHI, (FScene*)View.Family->Scene, true);
SetTextureParameter(RHICmdList, ShaderRHI, ReflectionEnvTexture, ReflectionEnvSampler, TStaticSamplerState<SF_Point>::GetRHI(), ReflectionEnv );
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceReflectionsTexture, ScreenSpaceReflectionsSampler, TStaticSamplerState<SF_Point>::GetRHI(), ScreenSpaceReflections );
SetTextureParameter(RHICmdList, ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture );
FScene* Scene = (FScene*)View.Family->Scene;
const float MinOcclusion = Scene->SkyLight ? Scene->SkyLight->MinOcclusion : 0;
const FVector OcclusionTint = Scene->SkyLight ? (const FVector&)Scene->SkyLight->OcclusionTint : FVector::ZeroVector;
SpecularOcclusionParameters.SetParameters(RHICmdList, ShaderRHI, DynamicBentNormalAO, CVarSkySpecularOcclusionStrength.GetValueOnRenderThread(), FVector4(OcclusionTint, MinOcclusion));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << DeferredParameters;
Ar << SkyLightParameters;
Ar << ReflectionEnvTexture;
Ar << ReflectionEnvSampler;
Ar << ScreenSpaceReflectionsTexture;
Ar << ScreenSpaceReflectionsSampler;
Ar << PreIntegratedGF;
Ar << PreIntegratedGFSampler;
Ar << SpecularOcclusionParameters;
return bShaderHasOutdatedParameters;
}
private:
FDeferredPixelShaderParameters DeferredParameters;
FSkyLightReflectionParameters SkyLightParameters;
FShaderResourceParameter ReflectionEnvTexture;
FShaderResourceParameter ReflectionEnvSampler;
FShaderResourceParameter ScreenSpaceReflectionsTexture;
FShaderResourceParameter ScreenSpaceReflectionsSampler;
FShaderResourceParameter PreIntegratedGF;
FShaderResourceParameter PreIntegratedGFSampler;
FDistanceFieldAOSpecularOcclusionParameters SpecularOcclusionParameters;
};
// Typedef is necessary because the C preprocessor thinks the comma in the template parameter list is a comma in the macro parameter list.
#define IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(A, B, C, D) \
typedef FReflectionApplyPS<A,B,C,D> FReflectionApplyPS##A##B##C##D; \
IMPLEMENT_SHADER_TYPE(template<>,FReflectionApplyPS##A##B##C##D,TEXT("ReflectionEnvironmentShaders"),TEXT("ReflectionApplyPS"),SF_Pixel);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,0,0,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,0,1,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,1,0,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,1,1,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,0,0,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,0,1,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,1,0,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,1,1,0);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,0,0,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,0,1,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,1,0,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(0,1,1,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,0,0,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,0,1,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,1,0,1);
IMPLEMENT_REFLECTION_APPLY_PIXELSHADER_TYPE(1,1,1,1);
class FReflectionCaptureSpecularBouncePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FReflectionCaptureSpecularBouncePS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
}
/** Default constructor. */
FReflectionCaptureSpecularBouncePS() {}
public:
FDeferredPixelShaderParameters DeferredParameters;
/** Initialization constructor. */
FReflectionCaptureSpecularBouncePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
DeferredParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << DeferredParameters;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FReflectionCaptureSpecularBouncePS,TEXT("ReflectionEnvironmentShaders"),TEXT("SpecularBouncePS"),SF_Pixel);
template<bool bSphereCapture>
class TStandardDeferredReflectionPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TStandardDeferredReflectionPS, Global);
public:
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SPHERE_CAPTURE"), (uint32)bSphereCapture);
OutEnvironment.SetDefine(TEXT("BOX_CAPTURE"), (uint32)!bSphereCapture);
}
/** Default constructor. */
TStandardDeferredReflectionPS() {}
/** Initialization constructor. */
TStandardDeferredReflectionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
CapturePositionAndRadius.Bind(Initializer.ParameterMap, TEXT("CapturePositionAndRadius"));
CaptureProperties.Bind(Initializer.ParameterMap, TEXT("CaptureProperties"));
CaptureBoxTransform.Bind(Initializer.ParameterMap, TEXT("CaptureBoxTransform"));
CaptureBoxScales.Bind(Initializer.ParameterMap, TEXT("CaptureBoxScales"));
CaptureOffset.Bind(Initializer.ParameterMap, TEXT("CaptureOffset"));
CaptureArrayIndex.Bind(Initializer.ParameterMap, TEXT("CaptureArrayIndex"));
ReflectionEnvironmentColorTexture.Bind(Initializer.ParameterMap, TEXT("ReflectionEnvironmentColorTexture"));
ReflectionEnvironmentColorTextureArray.Bind(Initializer.ParameterMap, TEXT("ReflectionEnvironmentColorTextureArray"));
ReflectionEnvironmentColorSampler.Bind(Initializer.ParameterMap, TEXT("ReflectionEnvironmentColorSampler"));
DeferredParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FReflectionCaptureSortData& SortData)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
if (View.GetFeatureLevel() >= ERHIFeatureLevel::SM5)
{
FScene* Scene = (FScene*)View.Family->Scene;
check(Scene->ReflectionSceneData.CubemapArray.IsValid());
check(Scene->ReflectionSceneData.CubemapArray.GetRenderTarget().IsValid());
FSceneRenderTargetItem& CubemapArray = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget();
SetTextureParameter(RHICmdList, ShaderRHI, ReflectionEnvironmentColorTextureArray, ReflectionEnvironmentColorSampler, TStaticSamplerState<SF_Trilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), CubemapArray.ShaderResourceTexture);
SetShaderValue(RHICmdList, ShaderRHI, CaptureArrayIndex, SortData.CaptureIndex);
}
else
{
SetTextureParameter(RHICmdList, ShaderRHI, ReflectionEnvironmentColorTexture, ReflectionEnvironmentColorSampler, TStaticSamplerState<SF_Trilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), SortData.SM4FullHDRCubemap->TextureRHI);
}
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
SetShaderValue(RHICmdList, ShaderRHI, CapturePositionAndRadius, SortData.PositionAndRadius);
SetShaderValue(RHICmdList, ShaderRHI, CaptureProperties, SortData.CaptureProperties);
SetShaderValue(RHICmdList, ShaderRHI, CaptureBoxTransform, SortData.BoxTransform);
SetShaderValue(RHICmdList, ShaderRHI, CaptureBoxScales, SortData.BoxScales);
SetShaderValue(RHICmdList, ShaderRHI, CaptureOffset, FVector(SortData.CaptureOffset));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << CapturePositionAndRadius;
Ar << CaptureProperties;
Ar << CaptureBoxTransform;
Ar << CaptureBoxScales;
Ar << CaptureOffset;
Ar << CaptureArrayIndex;
Ar << ReflectionEnvironmentColorTexture;
Ar << ReflectionEnvironmentColorTextureArray;
Ar << ReflectionEnvironmentColorSampler;
Ar << DeferredParameters;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter CapturePositionAndRadius;
FShaderParameter CaptureProperties;
FShaderParameter CaptureBoxTransform;
FShaderParameter CaptureBoxScales;
FShaderParameter CaptureOffset;
FShaderParameter CaptureArrayIndex;
FShaderResourceParameter ReflectionEnvironmentColorTexture;
FShaderResourceParameter ReflectionEnvironmentColorTextureArray;
FShaderResourceParameter ReflectionEnvironmentColorSampler;
FDeferredPixelShaderParameters DeferredParameters;
};
IMPLEMENT_SHADER_TYPE(template<>,TStandardDeferredReflectionPS<true>,TEXT("ReflectionEnvironmentShaders"),TEXT("StandardDeferredReflectionPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,TStandardDeferredReflectionPS<false>,TEXT("ReflectionEnvironmentShaders"),TEXT("StandardDeferredReflectionPS"),SF_Pixel);
void FDeferredShadingSceneRenderer::RenderReflectionCaptureSpecularBounceForAllViews(FRHICommandListImmediate& RHICmdList)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SceneContext.BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EUninitializedColorExistingDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
RHICmdList.SetRasterizerState(TStaticRasterizerState< FM_Solid, CM_None >::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState< false, CF_Always >::GetRHI());
RHICmdList.SetBlendState(TStaticBlendState< CW_RGB, BO_Add, BF_One, BF_One >::GetRHI());
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef< FPostProcessVS > VertexShader(ShaderMap);
TShaderMapRef< FReflectionCaptureSpecularBouncePS > PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
PixelShader->SetParameters(RHICmdList, View);
DrawRectangle(
RHICmdList,
0, 0,
View.ViewRect.Width(), View.ViewRect.Height(),
0, 0,
View.ViewRect.Width(), View.ViewRect.Height(),
FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
SceneContext.GetBufferSizeXY(),
*VertexShader,
EDRF_UseTriangleOptimization);
}
SceneContext.FinishRenderingSceneColor(RHICmdList);
}
bool FDeferredShadingSceneRenderer::ShouldDoReflectionEnvironment() const
{
const ERHIFeatureLevel::Type SceneFeatureLevel = Scene->GetFeatureLevel();
return IsReflectionEnvironmentAvailable(SceneFeatureLevel)
&& Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num()
&& ViewFamily.EngineShowFlags.ReflectionEnvironment
&& (SceneFeatureLevel == ERHIFeatureLevel::SM4 || Scene->ReflectionSceneData.CubemapArray.IsValid());
}
void GatherAndSortReflectionCaptures(const FScene* Scene, TArray<FReflectionCaptureSortData>& OutSortData, int32& OutNumBoxCaptures, int32& OutNumSphereCaptures)
{
OutSortData.Reset(Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num());
OutNumBoxCaptures = 0;
OutNumSphereCaptures = 0;
const int32 MaxCubemaps = Scene->ReflectionSceneData.CubemapArray.GetMaxCubemaps();
// Pack only visible reflection captures into the uniform buffer, each with an index to its cubemap array entry
for (int32 ReflectionProxyIndex = 0; ReflectionProxyIndex < Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num() && OutSortData.Num() < GMaxNumReflectionCaptures; ReflectionProxyIndex++)
{
FReflectionCaptureProxy* CurrentCapture = Scene->ReflectionSceneData.RegisteredReflectionCaptures[ReflectionProxyIndex];
// Find the cubemap index this component was allocated with
const FCaptureComponentSceneState* ComponentStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(CurrentCapture->Component);
if (ComponentStatePtr)
{
int32 CubemapIndex = ComponentStatePtr->CaptureIndex;
check(CubemapIndex < MaxCubemaps);
FReflectionCaptureSortData NewSortEntry;
NewSortEntry.CaptureIndex = CubemapIndex;
NewSortEntry.SM4FullHDRCubemap = NULL;
NewSortEntry.Guid = CurrentCapture->Guid;
NewSortEntry.PositionAndRadius = FVector4(CurrentCapture->Position, CurrentCapture->InfluenceRadius);
float ShapeTypeValue = (float)CurrentCapture->Shape;
NewSortEntry.CaptureProperties = FVector4(CurrentCapture->Brightness, CubemapIndex, ShapeTypeValue, 0);
NewSortEntry.CaptureOffset = FVector4(CurrentCapture->CaptureOffset, 0);
if (CurrentCapture->Shape == EReflectionCaptureShape::Plane)
{
//planes count as boxes in the compute shader.
++OutNumBoxCaptures;
NewSortEntry.BoxTransform = FMatrix(
FPlane(CurrentCapture->ReflectionPlane),
FPlane(CurrentCapture->ReflectionXAxisAndYScale),
FPlane(0, 0, 0, 0),
FPlane(0, 0, 0, 0));
NewSortEntry.BoxScales = FVector4(0);
}
else if (CurrentCapture->Shape == EReflectionCaptureShape::Sphere)
{
++OutNumSphereCaptures;
}
else
{
++OutNumBoxCaptures;
NewSortEntry.BoxTransform = CurrentCapture->BoxTransform;
NewSortEntry.BoxScales = FVector4(CurrentCapture->BoxScales, CurrentCapture->BoxTransitionDistance);
}
OutSortData.Add(NewSortEntry);
}
}
OutSortData.Sort();
}
template<bool bSuportDFAOIndirectOcclusion>
FReflectionEnvironmentTiledDeferredCS* SelectReflectionEnvironmentTiledDeferredCSInner(TShaderMap<FGlobalShaderType>* ShaderMap, bool bUseLightmaps, bool bHasSkyLight, bool bHasBoxCaptures, bool bHasSphereCaptures)
{
FReflectionEnvironmentTiledDeferredCS* ComputeShader = nullptr;
if (bUseLightmaps)
{
if (bHasSkyLight)
{
if (bHasBoxCaptures && bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 1, 1, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasBoxCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 1, 1, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 1, 0, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 1, 0, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
}
else
{
if (bHasBoxCaptures && bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 0, 1, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasBoxCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 0, 1, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 0, 0, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<1, 0, 0, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
}
}
else
{
if (bHasSkyLight)
{
if (bHasBoxCaptures && bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 1, 1, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasBoxCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 1, 1, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 1, 0, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 1, 0, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
}
else
{
if (bHasBoxCaptures && bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 0, 1, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasBoxCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 0, 1, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else if (bHasSphereCaptures)
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 0, 0, 1, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
else
{
ComputeShader = *TShaderMapRef< TReflectionEnvironmentTiledDeferredCS<0, 0, 0, 0, bSuportDFAOIndirectOcclusion> >(ShaderMap);
}
}
}
check(ComputeShader);
return ComputeShader;
}
FReflectionEnvironmentTiledDeferredCS* SelectReflectionEnvironmentTiledDeferredCS(TShaderMap<FGlobalShaderType>* ShaderMap, bool bUseLightmaps, bool bHasSkyLight, bool bHasBoxCaptures, bool bHasSphereCaptures, bool bSuportDFAOIndirectOcclusion)
{
if (bSuportDFAOIndirectOcclusion)
{
return SelectReflectionEnvironmentTiledDeferredCSInner<true>(ShaderMap, bUseLightmaps, bHasSkyLight, bHasBoxCaptures, bHasSphereCaptures);
}
else
{
return SelectReflectionEnvironmentTiledDeferredCSInner<false>(ShaderMap, bUseLightmaps, bHasSkyLight, bHasBoxCaptures, bHasSphereCaptures);
}
}
void FDeferredShadingSceneRenderer::RenderTiledDeferredImageBasedReflections(FRHICommandListImmediate& RHICmdList, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bUseLightmaps = (AllowStaticLightingVar->GetValueOnRenderThread() == 1) && (CVarDiffuseFromCaptures.GetValueOnRenderThread() == 0);
TRefCountPtr<IPooledRenderTarget> NewSceneColor;
{
SceneContext.ResolveSceneColor(RHICmdList, FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY));
FPooledRenderTargetDesc Desc = SceneContext.GetSceneColor()->GetDesc();
Desc.TargetableFlags |= TexCreate_UAV;
Desc.TargetableFlags |= TexCreate_NoFastClear;
Desc.ClearValue = FClearValueBinding::None;
// we don't create a new name to make it easier to use "vis SceneColor" and get the last HDRSceneColor
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, NewSceneColor, TEXT("SceneColor") );
}
// If we are in SM5, use the compute shader gather method
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
const uint32 bSSR = ShouldRenderScreenSpaceReflections(Views[ViewIndex]);
TRefCountPtr<IPooledRenderTarget> SSROutput = GSystemTextures.BlackDummy;
if( bSSR )
{
RenderScreenSpaceReflections(RHICmdList, View, SSROutput);
}
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_ReflectionEnvironment)
RenderDeferredPlanarReflections(RHICmdList, false, SSROutput);
// ReflectionEnv is assumed to be on when going into this method
{
SetRenderTarget(RHICmdList, NULL, NULL);
FReflectionEnvironmentTiledDeferredCS* ComputeShader = NULL;
// Render the reflection environment with tiled deferred culling
TArray<FReflectionCaptureSortData> SortData;
int32 NumBoxCaptures = 0;
int32 NumSphereCaptures = 0;
GatherAndSortReflectionCaptures(Scene, SortData, NumBoxCaptures, NumSphereCaptures);
bool bHasBoxCaptures = (NumBoxCaptures > 0);
bool bHasSphereCaptures = (NumSphereCaptures > 0);
bool bHasSkyLight = Scene && Scene->SkyLight && !Scene->SkyLight->bHasStaticLighting;
static const FName TiledReflBeginComputeName(TEXT("ReflectionEnvBeginComputeFence"));
static const FName TiledReflEndComputeName(TEXT("ReflectionEnvEndComputeFence"));
FComputeFenceRHIRef ReflectionBeginFence = RHICmdList.CreateComputeFence(TiledReflBeginComputeName);
FComputeFenceRHIRef ReflectionEndFence = RHICmdList.CreateComputeFence(TiledReflEndComputeName);
//Grab the async compute commandlist.
FRHIAsyncComputeCommandListImmediate& RHICmdListComputeImmediate = FRHICommandListExecutor::GetImmediateAsyncComputeCommandList();
{
SCOPED_COMPUTE_EVENTF(RHICmdListComputeImmediate, ReflectionEnvironment, TEXT("ReflectionEnvironment ComputeShader %dx%d Tile:%dx%d Box:%d Sphere:%d SkyLight:%d"),
View.ViewRect.Width(), View.ViewRect.Height(), GReflectionEnvironmentTileSizeX, GReflectionEnvironmentTileSizeY,
NumBoxCaptures, NumSphereCaptures, bHasSkyLight);
ComputeShader = SelectReflectionEnvironmentTiledDeferredCS(View.ShaderMap, bUseLightmaps, bHasSkyLight, bHasBoxCaptures, bHasSphereCaptures, DynamicBentNormalAO != NULL);
//Really we should write this fence where we transition the final depedency for the reflections. We may add an RHI command just for writing fences if this
//can't be done in the general case. In the meantime, hack this command a bit to write the fence.
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EGfxToCompute, nullptr, 0, ReflectionBeginFence);
//we must wait on the fence written from the Gfx pipe to let us know all our dependencies are ready.
RHICmdListComputeImmediate.WaitComputeFence(ReflectionBeginFence);
//standard compute setup, but on the async commandlist.
RHICmdListComputeImmediate.SetComputeShader(ComputeShader->GetComputeShader());
FUnorderedAccessViewRHIParamRef OutUAV = NewSceneColor->GetRenderTargetItem().UAV;
ComputeShader->SetParameters(RHICmdListComputeImmediate, View, SSROutput->GetRenderTargetItem().ShaderResourceTexture, SortData, OutUAV, DynamicBentNormalAO);
uint32 GroupSizeX = (View.ViewRect.Size().X + GReflectionEnvironmentTileSizeX - 1) / GReflectionEnvironmentTileSizeX;
uint32 GroupSizeY = (View.ViewRect.Size().Y + GReflectionEnvironmentTileSizeY - 1) / GReflectionEnvironmentTileSizeY;
DispatchComputeShader(RHICmdListComputeImmediate, ComputeShader, GroupSizeX, GroupSizeY, 1);
ComputeShader->UnsetParameters(RHICmdListComputeImmediate, OutUAV);
//transition the output to readable and write the fence to allow the Gfx pipe to carry on.
RHICmdListComputeImmediate.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, &OutUAV, 1, ReflectionEndFence);
}
//immediately dispatch our async compute commands to the RHI thread to be submitted to the GPU as soon as possible.
//dispatch after the scope so the drawevent pop is inside the dispatch
FRHIAsyncComputeCommandListImmediate::ImmediateDispatch(RHICmdListComputeImmediate);
//Gfx pipe must wait for the async compute reflection job to complete.
RHICmdList.WaitComputeFence(ReflectionEndFence);
}
}
SceneContext.SetSceneColor(NewSceneColor);
check(SceneContext.GetSceneColor());
}
void FDeferredShadingSceneRenderer::RenderStandardDeferredImageBasedReflections(FRHICommandListImmediate& RHICmdList, bool bReflectionEnv, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO)
{
if(!ViewFamily.EngineShowFlags.Lighting)
{
return;
}
const bool bSkyLight = Scene->SkyLight
&& Scene->SkyLight->ProcessedTexture
&& !Scene->SkyLight->bHasStaticLighting
&& ViewFamily.EngineShowFlags.SkyLighting;
static TArray<FReflectionCaptureSortData> SortData;
if (bReflectionEnv)
{
// shared for multiple views
SortData.Reset(Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num());
// Gather visible reflection capture data
for (int32 ReflectionProxyIndex = 0; ReflectionProxyIndex < Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num() && SortData.Num() < GMaxNumReflectionCaptures; ReflectionProxyIndex++)
{
FReflectionCaptureProxy* CurrentCapture = Scene->ReflectionSceneData.RegisteredReflectionCaptures[ReflectionProxyIndex];
FReflectionCaptureSortData NewSortEntry;
NewSortEntry.CaptureIndex = -1;
if (FeatureLevel >= ERHIFeatureLevel::SM5)
{
const FCaptureComponentSceneState* ComponentStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(CurrentCapture->Component);
NewSortEntry.CaptureIndex = ComponentStatePtr ? ComponentStatePtr->CaptureIndex : -1;
}
NewSortEntry.SM4FullHDRCubemap = CurrentCapture->SM4FullHDRCubemap;
NewSortEntry.Guid = CurrentCapture->Guid;
NewSortEntry.PositionAndRadius = FVector4(CurrentCapture->Position, CurrentCapture->InfluenceRadius);
float ShapeTypeValue = (float)CurrentCapture->Shape;
NewSortEntry.CaptureProperties = FVector4(CurrentCapture->Brightness, 0, ShapeTypeValue, 0);
NewSortEntry.CaptureOffset = FVector4(CurrentCapture->CaptureOffset);
if (CurrentCapture->Shape == EReflectionCaptureShape::Plane)
{
NewSortEntry.BoxTransform = FMatrix(
FPlane(CurrentCapture->ReflectionPlane),
FPlane(CurrentCapture->ReflectionXAxisAndYScale),
FPlane(0, 0, 0, 0),
FPlane(0, 0, 0, 0));
NewSortEntry.BoxScales = FVector4(0);
}
else
{
NewSortEntry.BoxTransform = CurrentCapture->BoxTransform;
NewSortEntry.BoxScales = FVector4(CurrentCapture->BoxScales, CurrentCapture->BoxTransitionDistance);
}
SortData.Add(NewSortEntry);
}
SortData.Sort();
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Use standard deferred shading to composite reflection capture contribution
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FSceneViewState* ViewState = (FSceneViewState*)View.State;
bool bLPV = false;
if(ViewState && ViewState->GetLightPropagationVolume(View.GetFeatureLevel()))
{
const FLightPropagationVolumeSettings& LPVSettings = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();
bLPV = LPVSettings.LPVIntensity > 0.0f;
}
bool bAmbient = View.FinalPostProcessSettings.ContributingCubemaps.Num() > 0;
bool bMixing = bLPV && (CVarLPVMixing.GetValueOnRenderThread() != 0);
bool bEnvironmentMixing = bMixing && (bAmbient || bLPV);
bool bRequiresApply = bSkyLight
// If Reflection Environment is active and mixed with indirect lighting (Ambient + LPV), apply is required!
|| (View.Family->EngineShowFlags.ReflectionEnvironment && (bReflectionEnv || bEnvironmentMixing) );
const bool bSSR = ShouldRenderScreenSpaceReflections(View);
TRefCountPtr<IPooledRenderTarget> SSROutput = GSystemTextures.BlackDummy;
if (bSSR)
{
bRequiresApply = true;
RenderScreenSpaceReflections(RHICmdList, View, SSROutput);
}
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_ReflectionEnvironment)
bool bApplyFromSSRTexture = bSSR;
if (RenderDeferredPlanarReflections(RHICmdList, true, SSROutput))
{
bRequiresApply = true;
bApplyFromSSRTexture = true;
}
/* Light Accumulation moved to SceneRenderTargets */
TRefCountPtr<IPooledRenderTarget> LightAccumulation = SceneContext.LightAccumulation;
if (!LightAccumulation)
{
// should never be used but during debugging it can happen
ensureMsgf(LightAccumulation, TEXT("White dummy system texture about to be corrupted."));
LightAccumulation = GSystemTextures.WhiteDummy;
}
if (bReflectionEnv)
{
bRequiresApply = true;
SCOPED_DRAW_EVENTF(RHICmdList, ReflectionEnvironment, TEXT("ReflectionEnvironment PixelShader"));
{
// Clear to no reflection contribution, alpha of 1 indicates full background contribution
ESimpleRenderTargetMode SimpleRenderTargetMode = ESimpleRenderTargetMode::EExistingColorAndDepth;
// If Reflection Environment is mixed with indirect lighting (Ambient + LPV), skip clear!
if (!bMixing)
{
SimpleRenderTargetMode = ESimpleRenderTargetMode::EClearColorExistingDepth;
}
SetRenderTarget(RHICmdList, LightAccumulation->GetRenderTargetItem().TargetableTexture, NULL, SimpleRenderTargetMode);
}
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
// rgb accumulates reflection contribution front to back, alpha accumulates (1 - alpha0) * (1 - alpha 1)...
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_DestAlpha, BF_One, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI());
for (int32 ReflectionCaptureIndex = 0; ReflectionCaptureIndex < SortData.Num(); ReflectionCaptureIndex++)
{
const FReflectionCaptureSortData& ReflectionCapture = SortData[ReflectionCaptureIndex];
if (FeatureLevel >= ERHIFeatureLevel::SM5 || ReflectionCapture.SM4FullHDRCubemap)
{
const FSphere LightBounds(ReflectionCapture.PositionAndRadius, ReflectionCapture.PositionAndRadius.W);
TShaderMapRef<TDeferredLightVS<true> > VertexShader(View.ShaderMap);
// Use the appropriate shader for the capture shape
if (ReflectionCapture.CaptureProperties.Z == 0)
{
TShaderMapRef<TStandardDeferredReflectionPS<true> > PixelShader(View.ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, View, ReflectionCapture);
}
else
{
TShaderMapRef<TStandardDeferredReflectionPS<false> > PixelShader(View.ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, View, ReflectionCapture);
}
SetBoundingGeometryRasterizerAndDepthState(RHICmdList, View, LightBounds);
VertexShader->SetSimpleLightParameters(RHICmdList, View, LightBounds);
StencilingGeometry::DrawSphere(RHICmdList);
}
}
RHICmdList.CopyToResolveTarget(LightAccumulation->GetRenderTargetItem().TargetableTexture, LightAccumulation->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, LightAccumulation);
}
if (bRequiresApply)
{
// Apply reflections to screen
SCOPED_DRAW_EVENT(RHICmdList, ReflectionApply);
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_ReflectionEnvironment);
SceneContext.BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EUninitializedColorExistingDepth, FExclusiveDepthStencil::DepthRead_StencilWrite, true);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
if (GetReflectionEnvironmentCVar() == 2)
{
// override scene color for debugging
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
}
else
{
// additive to scene color
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
}
TShaderMapRef< FPostProcessVS > VertexShader(View.ShaderMap);
// Activate Reflection Environment if we choose to mix it with indirect lighting (Ambient + LPV)
// todo: refactor (we abuse another boolean to pass the data through)
bReflectionEnv = bReflectionEnv || bEnvironmentMixing;
const bool bSupportDFAOIndirectShadowing = DynamicBentNormalAO != NULL;
#define CASE(A,B,C,D) \
case ((A << 3) | (B << 2) | (C << 1) | D) : \
{ \
TShaderMapRef< FReflectionApplyPS<A, B, C, D> > PixelShader(View.ShaderMap); \
static FGlobalBoundShaderState BoundShaderState; \
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); \
PixelShader->SetParameters(RHICmdList, View, LightAccumulation->GetRenderTargetItem().ShaderResourceTexture, SSROutput->GetRenderTargetItem().ShaderResourceTexture, DynamicBentNormalAO); \
}; \
break
switch (((uint32)bApplyFromSSRTexture << 3) | ((uint32)bReflectionEnv << 2) | ((uint32)bSkyLight << 1) | (uint32)bSupportDFAOIndirectShadowing)
{
CASE(0, 0, 0, 0);
CASE(0, 0, 1, 0);
CASE(0, 1, 0, 0);
CASE(0, 1, 1, 0);
CASE(1, 0, 0, 0);
CASE(1, 0, 1, 0);
CASE(1, 1, 0, 0);
CASE(1, 1, 1, 0);
CASE(0, 0, 0, 1);
CASE(0, 0, 1, 1);
CASE(0, 1, 0, 1);
CASE(0, 1, 1, 1);
CASE(1, 0, 0, 1);
CASE(1, 0, 1, 1);
CASE(1, 1, 0, 1);
CASE(1, 1, 1, 1);
}
#undef CASE
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()),
SceneContext.GetBufferSizeXY(),
*VertexShader);
SceneContext.FinishRenderingSceneColor(RHICmdList);
}
}
}
void FDeferredShadingSceneRenderer::RenderDeferredReflections(FRHICommandListImmediate& RHICmdList, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO)
{
if (ViewFamily.EngineShowFlags.VisualizeLightCulling)
{
return;
}
bool bAnyViewIsReflectionCapture = false;
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
bAnyViewIsReflectionCapture = bAnyViewIsReflectionCapture || View.bIsReflectionCapture;
}
// If we're currently capturing a reflection capture, output SpecularColor * IndirectIrradiance for metals so they are not black in reflections,
// Since we don't have multiple bounce specular reflections
if (bAnyViewIsReflectionCapture)
{
RenderReflectionCaptureSpecularBounceForAllViews(RHICmdList);
}
else
{
const uint32 bDoTiledReflections = CVarDoTiledReflections.GetValueOnRenderThread() != 0;
const bool bReflectionEnvironment = ShouldDoReflectionEnvironment();
const bool bReflectionsWithCompute = bDoTiledReflections && (FeatureLevel >= ERHIFeatureLevel::SM5) && bReflectionEnvironment && Scene->ReflectionSceneData.CubemapArray.IsValid();
if (bReflectionsWithCompute)
{
RenderTiledDeferredImageBasedReflections(RHICmdList, DynamicBentNormalAO);
}
else
{
RenderStandardDeferredImageBasedReflections(RHICmdList, bReflectionEnvironment, DynamicBentNormalAO);
}
}
}