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835 lines
30 KiB
C++
835 lines
30 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessBokehDOF.cpp: Post processing lens blur implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessPassThrough.h"
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#include "PostProcessing.h"
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#include "PostProcessBokehDOF.h"
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#include "SceneUtils.h"
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/**
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* Indexing style for DOF
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*/
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enum EBokehIndexStyle
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{
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BIS_Fast = 0, /* Default fast, packed indexing mode */
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BIS_Slow = 1 /* Slower, unwound indexing mode, used to avoid driver bugs on OSX/NV */
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};
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/**
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* Index buffer for drawing an individual sprite.
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*/
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template<EBokehIndexStyle DOFIndexStyle>
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class TBokehIndexBuffer : public FIndexBuffer
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{
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public:
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virtual void InitRHI() override
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{
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const uint32 Size = sizeof(uint16) * 6 * 8;
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const uint32 Stride = sizeof(uint16);
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FRHIResourceCreateInfo CreateInfo;
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IndexBufferRHI = RHICreateIndexBuffer( Stride, Size, BUF_Static, CreateInfo);
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uint16* Indices = (uint16*)RHILockIndexBuffer( IndexBufferRHI, 0, Size, RLM_WriteOnly );
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if(DOFIndexStyle == BIS_Fast)
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{
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for (uint32 SpriteIndex = 0; SpriteIndex < 8; ++SpriteIndex)
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{
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Indices[SpriteIndex*6 + 0] = SpriteIndex*4 + 0;
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Indices[SpriteIndex*6 + 1] = SpriteIndex*4 + 3;
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Indices[SpriteIndex*6 + 2] = SpriteIndex*4 + 2;
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Indices[SpriteIndex*6 + 3] = SpriteIndex*4 + 0;
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Indices[SpriteIndex*6 + 4] = SpriteIndex*4 + 1;
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Indices[SpriteIndex*6 + 5] = SpriteIndex*4 + 3;
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}
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}
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else
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{
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for (uint32 SpriteIndex = 0; SpriteIndex < 8; ++SpriteIndex)
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{
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Indices[SpriteIndex*6 + 0] = SpriteIndex*6 + 0;
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Indices[SpriteIndex*6 + 1] = SpriteIndex*6 + 1;
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Indices[SpriteIndex*6 + 2] = SpriteIndex*6 + 2;
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Indices[SpriteIndex*6 + 3] = SpriteIndex*6 + 3;
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Indices[SpriteIndex*6 + 4] = SpriteIndex*6 + 4;
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Indices[SpriteIndex*6 + 5] = SpriteIndex*6 + 5;
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}
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}
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RHIUnlockIndexBuffer( IndexBufferRHI );
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}
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};
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/** Global Bokeh index buffer. */
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TGlobalResource< TBokehIndexBuffer<BIS_Fast> > GBokehIndexBuffer;
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TGlobalResource< TBokehIndexBuffer<BIS_Slow> > GBokehSlowIndexBuffer;
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/** Encapsulates the post processing depth of field setup pixel shader. */
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class PostProcessVisualizeDOFPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(PostProcessVisualizeDOFPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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}
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/** Default constructor. */
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PostProcessVisualizeDOFPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter DepthOfFieldParams;
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FShaderParameter VisualizeColors;
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/** Initialization constructor. */
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PostProcessVisualizeDOFPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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DepthOfFieldParams.Bind(Initializer.ParameterMap, TEXT("DepthOfFieldParams"));
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VisualizeColors.Bind(Initializer.ParameterMap, TEXT("VisualizeColors"));
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << DepthOfFieldParams << VisualizeColors;
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(const FRenderingCompositePassContext& Context, const FDepthOfFieldStats& DepthOfFieldStats)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
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{
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FVector4 DepthOfFieldParamValues[2];
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// in rendertarget pixels (half res to scene color)
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FRenderingCompositeOutput* Output = Context.Pass->GetOutput(ePId_Output0);
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FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
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SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
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}
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{
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FLinearColor Colors[2] = { FLinearColor(0.1f, 0.1f, 0.1f, 0), FLinearColor(0.1f, 0.1f, 0.1f, 0) };
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if(DepthOfFieldStats.bNear)
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{
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Colors[0] = FLinearColor(0, 0.8f, 0, 0);
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}
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if(DepthOfFieldStats.bFar)
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{
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Colors[1] = FLinearColor(0, 0, 0.8f, 0);
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}
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SetShaderValueArray(Context.RHICmdList, ShaderRHI, VisualizeColors, Colors, 2);
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}
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessBokehDOF");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("VisualizeDOFPS");
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}
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};
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IMPLEMENT_SHADER_TYPE3(PostProcessVisualizeDOFPS, SF_Pixel);
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void FRCPassPostProcessVisualizeDOF::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeDOF);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
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FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
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FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
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// can be optimized (don't clear areas we overwrite, don't clear when full screen),
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// needed when a camera (matinee) has black borders or with multiple viewports
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// focal distance depth is stored in the alpha channel to avoid DOF artifacts
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Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, View.FinalPostProcessSettings.DepthOfFieldFocalDistance), false, 0.0f, false, 0, DestRect);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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// setup shader
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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{
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TShaderMapRef<PostProcessVisualizeDOFPS> PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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VertexShader->SetParameters(Context);
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PixelShader->SetParameters(Context, DepthOfFieldStats);
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}
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// Draw a quad mapping scene color to the view's render target
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DrawRectangle(
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Context.RHICmdList,
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DestRect.Min.X, DestRect.Min.Y,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestSize,
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SrcSize,
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*VertexShader,
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EDRF_UseTriangleOptimization);
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{
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// this is a helper class for FCanvas to be able to get screen size
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class FRenderTargetTemp : public FRenderTarget
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{
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public:
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const FSceneView& View;
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const FTexture2DRHIRef Texture;
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FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
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: View(InView), Texture(InTexture)
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{
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}
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virtual FIntPoint GetSizeXY() const
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{
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return View.ViewRect.Size();
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};
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virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
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{
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return Texture;
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}
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} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
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FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
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float X = 30;
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float Y = 8;
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const float YStep = 14;
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const float ColumnWidth = 250;
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FString Line;
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Line = FString::Printf(TEXT("Near:%d Far:%d"), DepthOfFieldStats.bNear ? 1 : 0, DepthOfFieldStats.bFar ? 1 : 0);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Y += YStep;
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Line = FString::Printf(TEXT("FocalDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalDistance);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("FocalRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalRegion);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("NearTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldNearTransitionRegion);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("FarTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFarTransitionRegion);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("Scale: %.2f"), View.FinalPostProcessSettings.DepthOfFieldScale);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("NearBlurSize: %.2f"), View.FinalPostProcessSettings.DepthOfFieldNearBlurSize);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("FarBlurSize: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFarBlurSize);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("Method: %d"), (uint32)View.FinalPostProcessSettings.DepthOfFieldMethod.GetValue());
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("Occlusion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldOcclusion);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("ColorThreshold: %.2f"), View.FinalPostProcessSettings.DepthOfFieldColorThreshold);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("SizeThreshold: %.2f"), View.FinalPostProcessSettings.DepthOfFieldSizeThreshold);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Line = FString::Printf(TEXT("SkyFocusDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldSkyFocusDistance);
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Canvas.Flush_RenderThread(Context.RHICmdList);
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}
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessVisualizeDOF::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.Extent /= 2;
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Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
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Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
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Ret.Format = PF_B8G8R8A8;
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Ret.DebugName = TEXT("VisualizeDOF");
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return Ret;
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}
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/** Encapsulates the post processing depth of field setup pixel shader. */
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class PostProcessBokehDOFSetupPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(PostProcessBokehDOFSetupPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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}
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/** Default constructor. */
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PostProcessBokehDOFSetupPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter DepthOfFieldParams;
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/** Initialization constructor. */
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PostProcessBokehDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << DepthOfFieldParams;
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(const FRenderingCompositePassContext& Context)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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{
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FVector4 DepthOfFieldParamValues[2];
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// in rendertarget pixels (half res to scene color)
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FRenderingCompositeOutput* Output = Context.Pass->GetOutput(ePId_Output0);
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FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
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SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
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}
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessBokehDOF");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("MainSetupPS");
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}
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};
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IMPLEMENT_SHADER_TYPE3(PostProcessBokehDOFSetupPS, SF_Pixel);
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void FRCPassPostProcessBokehDOFSetup::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, BokehDOFSetup);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
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FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
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FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
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// can be optimized (don't clear areas we overwrite, don't clear when full screen),
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// needed when a camera (matinee) has black borders or with multiple viewports
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// focal distance depth is stored in the alpha channel to avoid DOF artifacts
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Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, View.FinalPostProcessSettings.DepthOfFieldFocalDistance), false, 0.0f, false, 0, DestRect);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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// setup shader
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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{
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TShaderMapRef<PostProcessBokehDOFSetupPS> PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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VertexShader->SetParameters(Context);
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PixelShader->SetParameters(Context);
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}
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// Draw a quad mapping scene color to the view's render target
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DrawRectangle(
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Context.RHICmdList,
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DestRect.Min.X, DestRect.Min.Y,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestSize,
|
|
SrcSize,
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessBokehDOFSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.Extent /= 2;
|
|
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
|
|
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
|
|
Ret.Format = PF_FloatRGBA;
|
|
Ret.DebugName = TEXT("BokehDOFSetup");
|
|
|
|
return Ret;
|
|
}
|
|
|
|
/** Encapsulates the post processing vertex shader. */
|
|
template <uint32 DOFMethod, uint32 DOFIndexStyle>
|
|
class FPostProcessBokehDOFVS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessBokehDOFVS,Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("DOF_METHOD"), DOFMethod);
|
|
OutEnvironment.SetDefine(TEXT("DOF_INDEX_STYLE"), DOFIndexStyle);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessBokehDOFVS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter TileCountAndSize;
|
|
FShaderParameter KernelSize;
|
|
FShaderParameter DepthOfFieldParams;
|
|
FShaderParameter DepthOfFieldThresholds;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessBokehDOFVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
TileCountAndSize.Bind(Initializer.ParameterMap, TEXT("TileCountAndSize"));
|
|
KernelSize.Bind(Initializer.ParameterMap, TEXT("KernelSize"));
|
|
DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
|
|
DepthOfFieldThresholds.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldThresholds"));
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << TileCountAndSize << KernelSize << DepthOfFieldParams << DepthOfFieldThresholds << DeferredParameters;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
/** to have a similar interface as all other shaders */
|
|
void SetParameters(const FRenderingCompositePassContext& Context, FIntPoint TileCountValue, uint32 TileSize, float PixelKernelSize, FIntPoint LeftTop)
|
|
{
|
|
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
|
|
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
// PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
{
|
|
FIntRect TileCountAndSizeValue(TileCountValue, FIntPoint(TileSize, TileSize));
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TileCountAndSize, TileCountAndSizeValue);
|
|
}
|
|
|
|
{
|
|
FVector4 KernelSizeValue(PixelKernelSize, PixelKernelSize, LeftTop.X, LeftTop.Y);
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, KernelSize, KernelSizeValue);
|
|
}
|
|
|
|
{
|
|
FVector4 Value(
|
|
Context.View.FinalPostProcessSettings.DepthOfFieldColorThreshold,
|
|
Context.View.FinalPostProcessSettings.DepthOfFieldSizeThreshold,0);
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, DepthOfFieldThresholds, Value);
|
|
}
|
|
|
|
{
|
|
FVector4 DepthOfFieldParamValues[2];
|
|
|
|
FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
|
|
|
|
SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessBokehDOF");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainVS");
|
|
}
|
|
};
|
|
|
|
/** Encapsulates a simple copy pixel shader. */
|
|
class FPostProcessBokehDOFPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessBokehDOFPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessBokehDOFPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderResourceParameter LensTexture;
|
|
FShaderResourceParameter LensTextureSampler;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessBokehDOFPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
LensTexture.Bind(Initializer.ParameterMap,TEXT("LensTexture"));
|
|
LensTextureSampler.Bind(Initializer.ParameterMap,TEXT("LensTextureSampler"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << LensTexture << LensTextureSampler;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context, float PixelKernelSize)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
// PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
{
|
|
FTextureRHIParamRef TextureRHI = GWhiteTexture->TextureRHI;
|
|
|
|
if(GEngine->DefaultBokehTexture)
|
|
{
|
|
TextureRHI = GEngine->DefaultBokehTexture->Resource->TextureRHI;
|
|
}
|
|
|
|
if(Context.View.FinalPostProcessSettings.DepthOfFieldBokehShape)
|
|
{
|
|
TextureRHI = Context.View.FinalPostProcessSettings.DepthOfFieldBokehShape->Resource->TextureRHI;
|
|
}
|
|
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, LensTexture, LensTextureSampler, TStaticSamplerState<SF_Trilinear, AM_Border, AM_Border, AM_Clamp>::GetRHI(), TextureRHI);
|
|
}
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessBokehDOFPS,TEXT("PostProcessBokehDOF"),TEXT("MainPS"),SF_Pixel);
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION1(A, B) typedef FPostProcessBokehDOFVS<A, B> FPostProcessBokehDOFVS##A##B; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessBokehDOFVS##A##B, SF_Vertex);
|
|
|
|
VARIATION1(0,0) VARIATION1(1,0) VARIATION1(2,0)
|
|
VARIATION1(0,1) VARIATION1(1,1) VARIATION1(2,1)
|
|
#undef VARIATION1
|
|
|
|
template <uint32 DOFMethod, uint32 DOFIndexStyle>
|
|
void FRCPassPostProcessBokehDOF::SetShaderTempl(const FRenderingCompositePassContext& Context, FIntPoint LeftTop, FIntPoint TileCount, uint32 TileSize, float PixelKernelSize)
|
|
{
|
|
TShaderMapRef<FPostProcessBokehDOFVS<DOFMethod, DOFIndexStyle> > VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef<FPostProcessBokehDOFPS> PixelShader(Context.GetShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GEmptyVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(Context, TileCount, TileSize, PixelKernelSize, LeftTop);
|
|
PixelShader->SetParameters(Context, PixelKernelSize);
|
|
}
|
|
|
|
void FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(const FRenderingCompositePassContext& Context, FVector4 Out[2])
|
|
{
|
|
uint32 FullRes = GSceneRenderTargets.GetBufferSizeXY().Y;
|
|
uint32 HalfRes = FMath::DivideAndRoundUp(FullRes, (uint32)2);
|
|
uint32 BokehLayerSizeY = HalfRes * 2 + SafetyBorder;
|
|
|
|
float SkyFocusDistance = Context.View.FinalPostProcessSettings.DepthOfFieldSkyFocusDistance;
|
|
|
|
Out[0] = FVector4(
|
|
(SkyFocusDistance > 0) ? SkyFocusDistance : 100000000.0f, // very large if <0 to not mask out skybox, can be optimized to disable feature completely
|
|
0,
|
|
0,
|
|
Context.View.FinalPostProcessSettings.DepthOfFieldOcclusion);
|
|
|
|
FIntPoint ViewSize = Context.View.ViewRect.Size();
|
|
|
|
float MaxBokehSizeInPixel = FMath::Max(0.0f, Context.View.FinalPostProcessSettings.DepthOfFieldMaxBokehSize) / 100.0f * ViewSize.X;
|
|
|
|
// Scale and offset to put two views in one texture with safety border
|
|
float UsedYDivTextureY = HalfRes / (float)BokehLayerSizeY;
|
|
float YOffsetInPixel = HalfRes + SafetyBorder;
|
|
float YOffsetInUV = (HalfRes + SafetyBorder) / (float)BokehLayerSizeY;
|
|
|
|
Out[1] = FVector4(MaxBokehSizeInPixel, YOffsetInUV, UsedYDivTextureY, YOffsetInPixel);
|
|
}
|
|
|
|
|
|
static TAutoConsoleVariable<int32> CVarBokehDOFIndexStyle(
|
|
TEXT("r.BokehDOFIndexStyle"),
|
|
#if PLATFORM_MAC // Avoid a driver bug on OSX/NV cards that causes driver to generate an unwound index buffer
|
|
1,
|
|
#else
|
|
0,
|
|
#endif
|
|
TEXT("Controls whether to use a packed or unwound index buffer for Bokeh DOF.\n")
|
|
TEXT("0: Use packed index buffer (faster) (default)\n")
|
|
TEXT("1: Use unwound index buffer (slower)"),
|
|
ECVF_ReadOnly | ECVF_RenderThreadSafe);
|
|
|
|
|
|
void FRCPassPostProcessBokehDOF::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessBokehDOF);
|
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
|
|
FIntPoint TexSize = InputDesc->Extent;
|
|
|
|
// usually 1, 2, 4 or 8
|
|
uint32 ScaleToFullRes = GSceneRenderTargets.GetBufferSizeXY().X / TexSize.X;
|
|
|
|
// don't use DivideAndRoundUp as this could cause cause lookups into areas we don't have setup
|
|
FIntRect LocalViewRect = View.ViewRect / ScaleToFullRes;
|
|
|
|
// contract by one half res pixel to avoid using samples outside of the input (SV runs at quarter resolution with 4 quads at once)
|
|
// this can lead to missing content - if needed this can be made less conservative
|
|
LocalViewRect.InflateRect(-2);
|
|
|
|
FIntPoint LocalViewSize = LocalViewRect.Size();
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
|
|
|
|
// This clean is required to make the accumulation working
|
|
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());
|
|
|
|
// we need to output to the whole rendertarget
|
|
Context.SetViewportAndCallRHI(0, 0, 0.0f, PassOutputs[0].RenderTargetDesc.Extent.X, PassOutputs[0].RenderTargetDesc.Extent.Y, 1.0f);
|
|
|
|
// set the state (additive blending)
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
|
|
check(CVar);
|
|
int32 DOFQuality = CVar->GetValueOnRenderThread();
|
|
check( DOFQuality > 0 );
|
|
|
|
bool bHighQuality = DOFQuality > 1;
|
|
|
|
// 1: one quad per 1 half res texel
|
|
// 2: one quad per 4 half res texel (faster, can alias - need to verify that with bilinear filtering)
|
|
uint32 TileSize = bHighQuality ? 1 : 2;
|
|
|
|
// input is half res, don't process last pixel line where we don't have input
|
|
LocalViewSize.X &= ~1;
|
|
LocalViewSize.Y &= ~1;
|
|
|
|
FIntPoint TileCount = LocalViewSize / TileSize;
|
|
|
|
float PixelKernelSize = Context.View.FinalPostProcessSettings.DepthOfFieldMaxBokehSize / 100.0f * LocalViewSize.X;
|
|
|
|
FIntPoint LeftTop = LocalViewRect.Min;
|
|
|
|
static EBokehIndexStyle IndexStyle = (EBokehIndexStyle)CVarBokehDOFIndexStyle.GetValueOnRenderThread();
|
|
|
|
if(bHighQuality)
|
|
{
|
|
if(View.Family->EngineShowFlags.VisualizeAdaptiveDOF)
|
|
{
|
|
// high quality, visualize in red and green where we spend more performance
|
|
if(IndexStyle == BIS_Fast)
|
|
{
|
|
SetShaderTempl<2, 0>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
else
|
|
{
|
|
SetShaderTempl<2, 1>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// high quality
|
|
if(IndexStyle == BIS_Fast)
|
|
{
|
|
SetShaderTempl<1, 0>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
else
|
|
{
|
|
SetShaderTempl<1, 1>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// low quality
|
|
if(IndexStyle == BIS_Fast)
|
|
{
|
|
SetShaderTempl<0, 0>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
else
|
|
{
|
|
SetShaderTempl<0, 1>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
|
|
}
|
|
}
|
|
|
|
// needs to be the same on shader side (faster on NVIDIA and AMD)
|
|
int32 QuadsPerInstance = 8;
|
|
|
|
Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
|
|
if(IndexStyle == BIS_Fast)
|
|
{
|
|
Context.RHICmdList.DrawIndexedPrimitive(GBokehIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
|
|
}
|
|
else
|
|
{
|
|
Context.RHICmdList.DrawIndexedPrimitive(GBokehSlowIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
|
|
}
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessBokehDOF::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
// more precision for additive blending
|
|
Ret.Format = PF_FloatRGBA;
|
|
|
|
uint32 FullRes = GSceneRenderTargets.GetBufferSizeXY().Y;
|
|
uint32 HalfRes = FMath::DivideAndRoundUp(FullRes, (uint32)2);
|
|
|
|
// we need space for the front part and the back part
|
|
Ret.Extent.Y = HalfRes * 2 + SafetyBorder;
|
|
Ret.DebugName = TEXT("BokehDOF");
|
|
|
|
return Ret;
|
|
}
|