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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]
244 lines
8.3 KiB
C++
244 lines
8.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessHMD.cpp: Post processing for HMD devices.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessHMD.h"
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#include "PostProcessing.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessEyeAdaptation.h"
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#include "IHeadMountedDisplay.h"
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#include "RHICommandList.h"
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#include "SceneUtils.h"
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/** The filter vertex declaration resource type. */
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class FDistortionVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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/** Destructor. */
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virtual ~FDistortionVertexDeclaration() {}
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virtual void InitRHI() override
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{
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uint16 Stride = sizeof(FDistortionVertex);
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FVertexDeclarationElementList Elements;
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, Position),VET_Float2,0, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexR), VET_Float2, 1, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexG), VET_Float2, 2, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexB), VET_Float2, 3, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, VignetteFactor), VET_Float1, 4, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TimewarpFactor), VET_Float1, 5, Stride));
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VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
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}
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virtual void ReleaseRHI() override
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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/** The Distortion vertex declaration. */
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TGlobalResource<FDistortionVertexDeclaration> GDistortionVertexDeclaration;
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/** Encapsulates the post processing vertex shader. */
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template <bool bTimeWarp>
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class FPostProcessHMDVS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessHMDVS, Global);
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// Distortion parameter values
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FShaderParameter EyeToSrcUVScale;
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FShaderParameter EyeToSrcUVOffset;
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// Timewarp-related params
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FShaderParameter EyeRotationStart;
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FShaderParameter EyeRotationEnd;
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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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("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
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}
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/** Default constructor. */
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FPostProcessHMDVS() {}
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public:
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/** Initialization constructor. */
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FPostProcessHMDVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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EyeToSrcUVScale.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVScale"));
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EyeToSrcUVOffset.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVOffset"));
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if (bTimeWarp)
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{
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EyeRotationStart.Bind(Initializer.ParameterMap, TEXT("EyeRotationStart"));
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EyeRotationEnd.Bind(Initializer.ParameterMap, TEXT("EyeRotationEnd"));
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}
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}
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void SetVS(const FRenderingCompositePassContext& Context, EStereoscopicPass StereoPass)
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{
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const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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check(GEngine->HMDDevice.IsValid());
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FVector2D EyeToSrcUVScaleValue;
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FVector2D EyeToSrcUVOffsetValue;
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GEngine->HMDDevice->GetEyeRenderParams_RenderThread(StereoPass, EyeToSrcUVScaleValue, EyeToSrcUVOffsetValue);
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SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVScale, EyeToSrcUVScaleValue);
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SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVOffset, EyeToSrcUVOffsetValue);
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if (bTimeWarp)
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{
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FMatrix startM, endM;
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GEngine->HMDDevice->GetTimewarpMatrices_RenderThread(StereoPass, startM, endM);
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SetShaderValue(Context.RHICmdList, ShaderRHI, EyeRotationStart, startM);
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SetShaderValue(Context.RHICmdList, ShaderRHI, EyeRotationEnd, endM);
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}
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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 << EyeToSrcUVScale << EyeToSrcUVOffset;
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if (bTimeWarp)
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{
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Ar << EyeRotationStart << EyeRotationEnd;
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}
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return bShaderHasOutdatedParameters;
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}
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};
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IMPLEMENT_SHADER_TYPE(template<>, FPostProcessHMDVS<false>, TEXT("PostProcessHMD"), TEXT("MainVS"), SF_Vertex);
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/** Encapsulates the post processing HMD distortion and correction pixel shader. */
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template <bool bTimeWarp>
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class FPostProcessHMDPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessHMDPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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/** Default constructor. */
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FPostProcessHMDPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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/** Initialization constructor. */
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FPostProcessHMDPS(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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}
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void SetPS(const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
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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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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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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;
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return bShaderHasOutdatedParameters;
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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("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
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}
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};
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IMPLEMENT_SHADER_TYPE(template<>, FPostProcessHMDPS<false>, TEXT("PostProcessHMD"), TEXT("MainPS"), SF_Pixel);
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void FRCPassPostProcessHMD::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHMD);
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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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const FIntRect SrcRect = View.ViewRect;
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const FIntRect DestRect = View.UnscaledViewRect;
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const FIntPoint SrcSize = InputDesc->Extent;
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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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Context.SetViewportAndCallRHI(DestRect);
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Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
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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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FMatrix QuadTexTransform = FMatrix::Identity;
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FMatrix QuadPosTransform = FMatrix::Identity;
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check(GEngine->HMDDevice.IsValid());
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{
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TShaderMapRef<FPostProcessHMDVS<false> > VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessHMDPS<false> > PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GDistortionVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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VertexShader->SetVS(Context, View.StereoPass);
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PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
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}
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GEngine->HMDDevice->DrawDistortionMesh_RenderThread(Context, View, SrcSize);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessHMD::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
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Ret.Reset();
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Ret.DebugName = TEXT("HMD");
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return Ret;
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}
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