Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessLensFlares.cpp
Marcus Wassmer a084868df7 Remove SM4
#rb rolando.caloca

[CL 7993270 by Marcus Wassmer in Dev-Rendering branch]
2019-08-13 13:51:12 -04:00

307 lines
11 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessLensFlares.cpp: Post processing lens fares implementation.
=============================================================================*/
#include "PostProcess/PostProcessLensFlares.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessing.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
/** Encapsulates a simple copy pixel shader. */
template <bool bClearRegion = false>
class TPostProcessLensFlareBasePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessLensFlareBasePS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
/** Default constructor. */
TPostProcessLensFlareBasePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter CompositeBloomParameter;
/** Initialization constructor. */
TPostProcessLensFlareBasePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
// FShader interface.
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
if (bClearRegion)
{
OutEnvironment.SetDefine(TEXT("CLEAR_REGION"), 1);
}
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
template <typename TRHICmdList>
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
{
FRHIPixelShader* ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
};
#define IMPLEMENT_LENSE_FLARE_BASE(_bClearRegion) \
typedef TPostProcessLensFlareBasePS< _bClearRegion > FPostProcessLensFlareBasePS##_bClearRegion ;\
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessLensFlareBasePS##_bClearRegion ,TEXT("/Engine/Private/PostProcessLensFlares.usf"),TEXT("CopyPS"),SF_Pixel);
IMPLEMENT_LENSE_FLARE_BASE(true)
IMPLEMENT_LENSE_FLARE_BASE(false)
#undef IMPLEMENT_LENSE_FLARE_BASE
/** Encapsulates the post processing lens flare pixel shader. */
class FPostProcessLensFlaresPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessLensFlaresPS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
/** Default constructor. */
FPostProcessLensFlaresPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter FlareColor;
FShaderParameter TexScale;
/** Initialization constructor. */
FPostProcessLensFlaresPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
FlareColor.Bind(Initializer.ParameterMap, TEXT("FlareColor"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << FlareColor << TexScale;
return bShaderHasOutdatedParameters;
}
template <typename TRHICmdList>
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context, FVector2D TexScaleValue)
{
FRHIPixelShader* ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SetShaderValue(RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessLensFlaresPS,TEXT("/Engine/Private/PostProcessLensFlares.usf"),TEXT("MainPS"),SF_Pixel);
FRCPassPostProcessLensFlares::FRCPassPostProcessLensFlares(float InSizeScale, bool InbCompositeBloom)
: SizeScale(InSizeScale), bCompositeBloom(InbCompositeBloom)
{
}
void FRCPassPostProcessLensFlares::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, LensFlares);
const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input0);
const FPooledRenderTargetDesc* InputDesc2 = GetInputDesc(ePId_Input1);
if(!InputDesc1 || !InputDesc2)
{
// input is not hooked up correctly
return;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::DontLoad_Store);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("PassPostProcessLensFlares"));
{
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint TexSize1 = InputDesc1->Extent;
FIntPoint TexSize2 = InputDesc2->Extent;
uint32 ScaleToFullRes1 = Context.ReferenceBufferSize.X / TexSize1.X;
uint32 ScaleToFullRes2 = Context.ReferenceBufferSize.X / TexSize2.X;
FIntRect ViewRect1 = FIntRect::DivideAndRoundUp(Context.SceneColorViewRect, ScaleToFullRes1);
FIntRect ViewRect2 = FIntRect::DivideAndRoundUp(Context.SceneColorViewRect, ScaleToFullRes2);
FIntPoint ViewSize1 = ViewRect1.Size();
FIntPoint ViewSize2 = ViewRect2.Size();
Context.SetViewportAndCallRHI(ViewRect1);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
// setup background (bloom), can be implemented to use additive blending to avoid the read here
if (bCompositeBloom)
{
TShaderMapRef<TPostProcessLensFlareBasePS<false>> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context.RHICmdList, Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
ViewSize1.X, ViewSize1.Y,
ViewRect1.Min.X, ViewRect1.Min.Y,
ViewSize1.X, ViewSize1.Y,
ViewSize1,
TexSize1,
*VertexShader,
EDRF_UseTriangleOptimization);
}
else
{
TShaderMapRef<TPostProcessLensFlareBasePS<true>> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context.RHICmdList, Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
ViewSize1.X, ViewSize1.Y,
ViewRect1.Min.X, ViewRect1.Min.Y,
ViewSize1.X, ViewSize1.Y,
ViewSize1,
TexSize1,
*VertexShader,
EDRF_UseTriangleOptimization);
}
// additive blend
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI();
// add lens flares on top of that
{
TShaderMapRef<FPostProcessLensFlaresPS> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
FVector2D TexScaleValue = FVector2D(TexSize2) / ViewSize2;
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context.RHICmdList, Context, TexScaleValue);
// todo: expose
const uint32 Count = 8;
// we assume the center of the view is the center of the lens (would not be correct for tiled rendering)
FVector2D Center = FVector2D(ViewSize1) * 0.5f;
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
// to get the same brightness with 4x more quads (TileSize=1 in LensBlur)
LensFlareHDRColor.R *= 0.25f;
LensFlareHDRColor.G *= 0.25f;
LensFlareHDRColor.B *= 0.25f;
for (uint32 i = 0; i < Count; ++i)
{
FLinearColor FlareColor = Context.View.FinalPostProcessSettings.LensFlareTints[i % 8];
float NormalizedAlpha = FlareColor.A;
float Alpha = NormalizedAlpha * 7.0f - 3.5f;
// scale to blur outside of the view (only if we use LensBlur)
Alpha *= SizeScale;
// set the individual flare color
SetShaderValue(Context.RHICmdList, PixelShader->GetPixelShader(), PixelShader->FlareColor, FlareColor * LensFlareHDRColor);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
Center.X - 0.5f * ViewSize1.X * Alpha, Center.Y - 0.5f * ViewSize1.Y * Alpha,
ViewSize1.X * Alpha, ViewSize1.Y * Alpha,
ViewRect2.Min.X, ViewRect2.Min.Y,
ViewSize2.X, ViewSize2.Y,
ViewSize1,
TexSize2,
*VertexShader,
EDRF_Default);
}
}
}
Context.RHICmdList.EndRenderPass();
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessLensFlares::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("LensFlares");
return Ret;
}