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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
197 lines
6.2 KiB
C++
197 lines
6.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessBokehDOFRecombine.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 "PostProcessBokehDOFRecombine.h"
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#include "PostProcessBokehDOF.h"
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#include "SceneUtils.h"
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/**
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* Encapsulates a shader to combined Depth of field and separate translucency layers.
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* @param Method 1:DOF, 2:SeparateTranslucency, 3:DOF+SeparateTranslucency
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*/
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template <uint32 Method>
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class FPostProcessBokehDOFRecombinePS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessBokehDOFRecombinePS, 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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OutEnvironment.SetDefine(TEXT("RECOMBINE_METHOD"), Method);
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}
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/** Default constructor. */
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FPostProcessBokehDOFRecombinePS() {}
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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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FPostProcessBokehDOFRecombinePS(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 << DepthOfFieldParams << DeferredParameters;
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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_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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{
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FVector4 DepthOfFieldParamValues[2];
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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("MainRecombinePS");
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}
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};
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// #define avoids a lot of code duplication
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#define VARIATION1(A) typedef FPostProcessBokehDOFRecombinePS<A> FPostProcessBokehDOFRecombinePS##A; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessBokehDOFRecombinePS##A, SF_Pixel);
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VARIATION1(1) VARIATION1(2) VARIATION1(3)
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#undef VARIATION1
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template <uint32 Method>
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void FRCPassPostProcessBokehDOFRecombine::SetShader(const FRenderingCompositePassContext& Context)
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{
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessBokehDOFRecombinePS<Method> > 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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PixelShader->SetParameters(Context);
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VertexShader->SetParameters(Context);
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}
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void FRCPassPostProcessBokehDOFRecombine::Process(FRenderingCompositePassContext& Context)
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{
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uint32 Method = 2;
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if(GetInput(ePId_Input1)->GetPass())
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{
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if(GetInput(ePId_Input2)->GetPass())
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{
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Method = 3;
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}
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else
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{
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Method = 1;
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}
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}
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else
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{
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check(GetInput(ePId_Input2)->GetPass());
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}
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SCOPED_DRAW_EVENTF(Context.RHICmdList, BokehDOFRecombine, TEXT("BokehDOFRecombine#%d"), Method);
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const FPooledRenderTargetDesc* InputDesc0 = GetInputDesc(ePId_Input0);
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const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input1);
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const FSceneView& View = Context.View;
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FIntPoint TexSize = InputDesc1 ? InputDesc1->Extent : InputDesc0->Extent;
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// usually 1, 2, 4 or 8
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uint32 ScaleToFullRes = GSceneRenderTargets.GetBufferSizeXY().X / TexSize.X;
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FIntRect HalfResViewRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes);
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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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// is optimized away if possible (RT size=view size, )
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Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);
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Context.SetViewportAndCallRHI(View.ViewRect);
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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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switch(Method)
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{
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case 1: SetShader<1>(Context); break;
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case 2: SetShader<2>(Context); break;
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case 3: SetShader<3>(Context); break;
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default:
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check(0);
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}
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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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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0, 0,
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View.ViewRect.Width(), View.ViewRect.Height(),
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HalfResViewRect.Min.X, HalfResViewRect.Min.Y,
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HalfResViewRect.Width(), HalfResViewRect.Height(),
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View.ViewRect.Size(),
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TexSize,
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*VertexShader,
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EDRF_UseTriangleOptimization);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessBokehDOFRecombine::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.DebugName = TEXT("BokehDOFRecombine");
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return Ret;
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}
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