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1831 lines
77 KiB
C++
1831 lines
77 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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TranslucentLighting.cpp: Translucent lighting implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "OneColorShader.h"
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#include "LightRendering.h"
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#include "SceneFilterRendering.h"
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#include "ScreenRendering.h"
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#include "AmbientCubemapParameters.h"
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#include "SceneUtils.h"
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class FMaterial;
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/** Whether to allow rendering translucency shadow depths. */
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bool GUseTranslucencyShadowDepths = true;
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int32 GUseTranslucentLightingVolumes = 1;
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FAutoConsoleVariableRef CVarUseTranslucentLightingVolumes(
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TEXT("r.TranslucentLightingVolume"),
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GUseTranslucentLightingVolumes,
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TEXT("Whether to allow updating the translucent lighting volumes.\n")
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TEXT("0:off, otherwise on, default is 1"),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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float GTranslucentVolumeMinFOV = 45;
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static FAutoConsoleVariableRef CVarTranslucentVolumeMinFOV(
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TEXT("r.TranslucentVolumeMinFOV"),
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GTranslucentVolumeMinFOV,
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TEXT("Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in."),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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float GTranslucentVolumeFOVSnapFactor = 10;
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static FAutoConsoleVariableRef CTranslucentVolumeFOVSnapFactor(
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TEXT("r.TranslucentVolumeFOVSnapFactor"),
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GTranslucentVolumeFOVSnapFactor,
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TEXT("FOV will be snapped to a factor of this before computing volume bounds."),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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int32 GUseTranslucencyVolumeBlur = 1;
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FAutoConsoleVariableRef CVarUseTranslucentLightingVolumeBlur(
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TEXT("r.TranslucencyVolumeBlur"),
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GUseTranslucencyVolumeBlur,
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TEXT("Whether to blur the translucent lighting volumes.\n")
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TEXT("0:off, otherwise on, default is 1"),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GTranslucencyLightingVolumeDim = 64;
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FAutoConsoleVariableRef CVarTranslucencyLightingVolumeDim(
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TEXT("r.TranslucencyLightingVolumeDim"),
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GTranslucencyLightingVolumeDim,
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TEXT("Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<float> CVarTranslucencyLightingVolumeInnerDistance(
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TEXT("r.TranslucencyLightingVolumeInnerDistance"),
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1500.0f,
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TEXT("Distance from the camera that the first volume cascade should end"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarTranslucencyLightingVolumeOuterDistance(
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TEXT("r.TranslucencyLightingVolumeOuterDistance"),
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5000.0f,
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TEXT("Distance from the camera that the second volume cascade should end"),
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ECVF_RenderThreadSafe);
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void FViewInfo::CalcTranslucencyLightingVolumeBounds(FBox* InOutCascadeBoundsArray, int32 NumCascades) const
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{
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for (int32 CascadeIndex = 0; CascadeIndex < NumCascades; CascadeIndex++)
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{
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float InnerDistance = CVarTranslucencyLightingVolumeInnerDistance.GetValueOnRenderThread();
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float OuterDistance = CVarTranslucencyLightingVolumeOuterDistance.GetValueOnRenderThread();
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const float FrustumStartDistance = CascadeIndex == 0 ? 0 : InnerDistance;
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const float FrustumEndDistance = CascadeIndex == 0 ? InnerDistance : OuterDistance;
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float FOV = PI / 4.0f;
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float AspectRatio = 1.0f;
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if (IsPerspectiveProjection())
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{
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// Derive FOV and aspect ratio from the perspective projection matrix
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FOV = FMath::Atan(1.0f / ShadowViewMatrices.ProjMatrix.M[0][0]);
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// Clamp to prevent shimmering when zooming in
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FOV = FMath::Max(FOV, GTranslucentVolumeMinFOV * (float)PI / 180.0f);
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const float RoundFactorRadians = GTranslucentVolumeFOVSnapFactor * (float)PI / 180.0f;
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// Round up to a fixed factor
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// This causes the volume lighting to make discreet jumps as the FOV animates, instead of slowly crawling over a long period
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FOV = FOV + RoundFactorRadians - FMath::Fmod(FOV, RoundFactorRadians);
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AspectRatio = ShadowViewMatrices.ProjMatrix.M[1][1] / ShadowViewMatrices.ProjMatrix.M[0][0];
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}
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const float StartHorizontalLength = FrustumStartDistance * FMath::Tan(FOV);
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const FVector StartCameraRightOffset = ShadowViewMatrices.ViewMatrix.GetColumn(0) * StartHorizontalLength;
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const float StartVerticalLength = StartHorizontalLength / AspectRatio;
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const FVector StartCameraUpOffset = ShadowViewMatrices.ViewMatrix.GetColumn(1) * StartVerticalLength;
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const float EndHorizontalLength = FrustumEndDistance * FMath::Tan(FOV);
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const FVector EndCameraRightOffset = ShadowViewMatrices.ViewMatrix.GetColumn(0) * EndHorizontalLength;
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const float EndVerticalLength = EndHorizontalLength / AspectRatio;
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const FVector EndCameraUpOffset = ShadowViewMatrices.ViewMatrix.GetColumn(1) * EndVerticalLength;
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FVector SplitVertices[8];
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SplitVertices[0] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumStartDistance + StartCameraRightOffset + StartCameraUpOffset;
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SplitVertices[1] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumStartDistance + StartCameraRightOffset - StartCameraUpOffset;
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SplitVertices[2] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumStartDistance - StartCameraRightOffset + StartCameraUpOffset;
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SplitVertices[3] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumStartDistance - StartCameraRightOffset - StartCameraUpOffset;
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SplitVertices[4] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumEndDistance + EndCameraRightOffset + EndCameraUpOffset;
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SplitVertices[5] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumEndDistance + EndCameraRightOffset - EndCameraUpOffset;
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SplitVertices[6] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumEndDistance - EndCameraRightOffset + EndCameraUpOffset;
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SplitVertices[7] = ShadowViewMatrices.ViewOrigin + GetViewDirection() * FrustumEndDistance - EndCameraRightOffset - EndCameraUpOffset;
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FVector Center(0,0,0);
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// Weight the far vertices more so that the bounding sphere will be further from the camera
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// This minimizes wasted shadowmap space behind the viewer
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const float FarVertexWeightScale = 10.0f;
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for (int32 VertexIndex = 0; VertexIndex < 8; VertexIndex++)
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{
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const float Weight = VertexIndex > 3 ? 1 / (4.0f + 4.0f / FarVertexWeightScale) : 1 / (4.0f + 4.0f * FarVertexWeightScale);
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Center += SplitVertices[VertexIndex] * Weight;
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}
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float RadiusSquared = 0;
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for (int32 VertexIndex = 0; VertexIndex < 8; VertexIndex++)
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{
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RadiusSquared = FMath::Max(RadiusSquared, (Center - SplitVertices[VertexIndex]).SizeSquared());
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}
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FSphere SphereBounds(Center, FMath::Sqrt(RadiusSquared));
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// Snap the center to a multiple of the volume dimension for stability
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SphereBounds.Center.X = SphereBounds.Center.X - FMath::Fmod(SphereBounds.Center.X, SphereBounds.W * 2 / GTranslucencyLightingVolumeDim);
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SphereBounds.Center.Y = SphereBounds.Center.Y - FMath::Fmod(SphereBounds.Center.Y, SphereBounds.W * 2 / GTranslucencyLightingVolumeDim);
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SphereBounds.Center.Z = SphereBounds.Center.Z - FMath::Fmod(SphereBounds.Center.Z, SphereBounds.W * 2 / GTranslucencyLightingVolumeDim);
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InOutCascadeBoundsArray[CascadeIndex] = FBox(SphereBounds.Center - SphereBounds.W, SphereBounds.Center + SphereBounds.W);
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}
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}
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/**
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* Vertex shader used to render shadow maps for translucency.
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*/
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class FTranslucencyShadowDepthVS : public FMeshMaterialShader
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{
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DECLARE_SHADER_TYPE(FTranslucencyShadowDepthVS,MeshMaterial);
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public:
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static bool ShouldCache(EShaderPlatform Platform,const FMaterial* Material,const FVertexFactoryType* VertexFactoryType)
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{
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return IsTranslucentBlendMode(Material->GetBlendMode()) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
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}
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FTranslucencyShadowDepthVS() {}
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FTranslucencyShadowDepthVS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer) :
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FMeshMaterialShader(Initializer)
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{
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ShadowParameters.Bind(Initializer.ParameterMap);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FMeshMaterialShader::Serialize(Ar);
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Ar << ShadowParameters;
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FMaterialRenderProxy* MaterialRenderProxy,
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const FSceneView& View,
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const FProjectedShadowInfo* ShadowInfo
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)
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{
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FMeshMaterialShader::SetParameters(RHICmdList, GetVertexShader(), MaterialRenderProxy, *MaterialRenderProxy->GetMaterial(View.GetFeatureLevel()), View, ESceneRenderTargetsMode::DontSet);
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ShadowParameters.SetVertexShader(RHICmdList, this, View, ShadowInfo, MaterialRenderProxy);
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}
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void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FSceneView& View,const FPrimitiveSceneProxy* Proxy,const FMeshBatchElement& BatchElement, float DitheredLODTransitionValue)
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{
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FMeshMaterialShader::SetMesh(RHICmdList, GetVertexShader(),VertexFactory,View,Proxy,BatchElement,DitheredLODTransitionValue);
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}
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private:
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FShadowDepthShaderParameters ShadowParameters;
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};
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enum ETranslucencyShadowDepthShaderMode
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{
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TranslucencyShadowDepth_PerspectiveCorrect,
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TranslucencyShadowDepth_Standard,
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};
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template <ETranslucencyShadowDepthShaderMode ShaderMode>
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class TTranslucencyShadowDepthVS : public FTranslucencyShadowDepthVS
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{
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DECLARE_SHADER_TYPE(TTranslucencyShadowDepthVS,MeshMaterial);
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public:
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TTranslucencyShadowDepthVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FTranslucencyShadowDepthVS(Initializer)
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{
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}
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TTranslucencyShadowDepthVS() {}
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static void ModifyCompilationEnvironment( EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
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{
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FTranslucencyShadowDepthVS::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("PERSPECTIVE_CORRECT_DEPTH"), (uint32)(ShaderMode == TranslucencyShadowDepth_PerspectiveCorrect ? 1 : 0));
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}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthVS<TranslucencyShadowDepth_PerspectiveCorrect>,TEXT("TranslucentShadowDepthShaders"),TEXT("MainVS"),SF_Vertex);
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IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthVS<TranslucencyShadowDepth_Standard>,TEXT("TranslucentShadowDepthShaders"),TEXT("MainVS"),SF_Vertex);
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/**
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* Pixel shader used for accumulating translucency layer densities
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*/
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class FTranslucencyShadowDepthPS : public FMeshMaterialShader
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{
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DECLARE_SHADER_TYPE(FTranslucencyShadowDepthPS,MeshMaterial);
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public:
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static bool ShouldCache(EShaderPlatform Platform,const FMaterial* Material,const FVertexFactoryType* VertexFactoryType)
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{
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return IsTranslucentBlendMode(Material->GetBlendMode()) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
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}
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FTranslucencyShadowDepthPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FMeshMaterialShader(Initializer)
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{
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TranslInvMaxSubjectDepth.Bind(Initializer.ParameterMap,TEXT("TranslInvMaxSubjectDepth"));
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TranslucentShadowStartOffset.Bind(Initializer.ParameterMap,TEXT("TranslucentShadowStartOffset"));
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TranslucencyProjectionParameters.Bind(Initializer.ParameterMap);
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}
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FTranslucencyShadowDepthPS() {}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FMaterialRenderProxy* MaterialRenderProxy,
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const FSceneView& View,
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const FProjectedShadowInfo* ShadowInfo
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)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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const auto FeatureLevel = View.GetFeatureLevel();
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//@todo - scene depth can be bound by the material for use in depth fades
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// This is incorrect when rendering a shadowmap as it's not from the camera's POV
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// Set the scene depth texture to something safe when rendering shadow depths
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FMeshMaterialShader::SetParameters(RHICmdList, ShaderRHI, MaterialRenderProxy, *MaterialRenderProxy->GetMaterial(FeatureLevel), View, ESceneRenderTargetsMode::NonSceneAlignedPass);
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SetShaderValue(RHICmdList, ShaderRHI, TranslInvMaxSubjectDepth, ShadowInfo->InvMaxSubjectDepth);
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const float LocalToWorldScale = ShadowInfo->GetParentSceneInfo()->Proxy->GetLocalToWorld().GetScaleVector().GetMax();
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const float TranslucentShadowStartOffsetValue = MaterialRenderProxy->GetMaterial(FeatureLevel)->GetTranslucentShadowStartOffset() * LocalToWorldScale;
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SetShaderValue(RHICmdList, ShaderRHI,TranslucentShadowStartOffset, TranslucentShadowStartOffsetValue / (ShadowInfo->MaxSubjectZ - ShadowInfo->MinSubjectZ));
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TranslucencyProjectionParameters.Set(RHICmdList, this);
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}
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void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FSceneView& View,const FPrimitiveSceneProxy* Proxy,const FMeshBatchElement& BatchElement, float DitheredLODTransitionValue)
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{
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FMeshMaterialShader::SetMesh(RHICmdList, GetPixelShader(),VertexFactory,View,Proxy,BatchElement,DitheredLODTransitionValue);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FMeshMaterialShader::Serialize(Ar);
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Ar << TranslInvMaxSubjectDepth;
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Ar << TranslucentShadowStartOffset;
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Ar << TranslucencyProjectionParameters;
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return bShaderHasOutdatedParameters;
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}
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private:
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FShaderParameter TranslInvMaxSubjectDepth;
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FShaderParameter TranslucentShadowStartOffset;
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FTranslucencyShadowProjectionShaderParameters TranslucencyProjectionParameters;
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};
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template <ETranslucencyShadowDepthShaderMode ShaderMode>
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class TTranslucencyShadowDepthPS : public FTranslucencyShadowDepthPS
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{
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DECLARE_SHADER_TYPE(TTranslucencyShadowDepthPS,MeshMaterial);
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public:
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TTranslucencyShadowDepthPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FTranslucencyShadowDepthPS(Initializer)
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{
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}
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TTranslucencyShadowDepthPS() {}
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static void ModifyCompilationEnvironment( EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
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{
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FTranslucencyShadowDepthPS::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("PERSPECTIVE_CORRECT_DEPTH"), (uint32)(ShaderMode == TranslucencyShadowDepth_PerspectiveCorrect ? 1 : 0));
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}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthPS<TranslucencyShadowDepth_PerspectiveCorrect>,TEXT("TranslucentShadowDepthShaders"),TEXT("MainOpacityPS"),SF_Pixel);
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IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthPS<TranslucencyShadowDepth_Standard>,TEXT("TranslucentShadowDepthShaders"),TEXT("MainOpacityPS"),SF_Pixel);
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/**
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* Drawing policy used to create Fourier opacity maps
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*/
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class FTranslucencyShadowDepthDrawingPolicy : public FMeshDrawingPolicy
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{
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public:
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struct ContextDataType : public FMeshDrawingPolicy::ContextDataType
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{
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const FProjectedShadowInfo* ShadowInfo;
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explicit ContextDataType(const FProjectedShadowInfo* InShadowInfo)
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: ShadowInfo(InShadowInfo)
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{}
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};
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FTranslucencyShadowDepthDrawingPolicy(
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const FVertexFactory* InVertexFactory,
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const FMaterialRenderProxy* InMaterialRenderProxy,
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const FMaterial& InMaterialResource,
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bool bInDirectionalLight
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):
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FMeshDrawingPolicy(InVertexFactory,InMaterialRenderProxy,InMaterialResource,false,false)
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{
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const bool bUsePerspectiveCorrectShadowDepths = !bInDirectionalLight;
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if (bUsePerspectiveCorrectShadowDepths)
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{
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VertexShader = InMaterialResource.GetShader<TTranslucencyShadowDepthVS<TranslucencyShadowDepth_PerspectiveCorrect> >(InVertexFactory->GetType());
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PixelShader = InMaterialResource.GetShader<TTranslucencyShadowDepthPS<TranslucencyShadowDepth_PerspectiveCorrect> >(InVertexFactory->GetType());
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}
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else
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{
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VertexShader = InMaterialResource.GetShader<TTranslucencyShadowDepthVS<TranslucencyShadowDepth_Standard> >(InVertexFactory->GetType());
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PixelShader = InMaterialResource.GetShader<TTranslucencyShadowDepthPS<TranslucencyShadowDepth_Standard> >(InVertexFactory->GetType());
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}
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}
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void SetSharedState(FRHICommandList& RHICmdList, const FSceneView* View, const ContextDataType PolicyContext) const
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{
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// Set the shared mesh resources.
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FMeshDrawingPolicy::SetSharedState(RHICmdList, View, PolicyContext);
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VertexShader->SetParameters(RHICmdList, MaterialRenderProxy, *View, PolicyContext.ShadowInfo);
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PixelShader->SetParameters(RHICmdList, MaterialRenderProxy, *View, PolicyContext.ShadowInfo);
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}
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/**
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* Create bound shader state using the vertex decl from the mesh draw policy
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* as well as the shaders needed to draw the mesh
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* @return new bound shader state object
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*/
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FBoundShaderStateInput GetBoundShaderStateInput(ERHIFeatureLevel::Type InFeatureLevel)
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{
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return FBoundShaderStateInput(
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FMeshDrawingPolicy::GetVertexDeclaration(),
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VertexShader->GetVertexShader(),
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NULL,
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NULL,
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PixelShader->GetPixelShader(),
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NULL);
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}
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void SetMeshRenderState(
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FRHICommandList& RHICmdList,
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const FSceneView& View,
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const FPrimitiveSceneProxy* PrimitiveSceneProxy,
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const FMeshBatch& Mesh,
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int32 BatchElementIndex,
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bool bBackFace,
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float DitheredLODTransitionValue,
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const ElementDataType& ElementData,
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const ContextDataType PolicyContext
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) const
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{
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const FMeshBatchElement& BatchElement = Mesh.Elements[BatchElementIndex];
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VertexShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);
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PixelShader->SetMesh(RHICmdList, VertexFactory,View,PrimitiveSceneProxy,BatchElement,DitheredLODTransitionValue);
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FMeshDrawingPolicy::SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace, DitheredLODTransitionValue,ElementData,PolicyContext);
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}
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private:
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FTranslucencyShadowDepthVS* VertexShader;
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FTranslucencyShadowDepthPS* PixelShader;
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};
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class FTranslucencyShadowDepthDrawingPolicyFactory
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{
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public:
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enum { bAllowSimpleElements = false };
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struct ContextType
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{
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ContextType(const FProjectedShadowInfo* InShadowInfo, bool bInDirectionalLight)
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: ShadowInfo(InShadowInfo)
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, bDirectionalLight(bInDirectionalLight)
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{}
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const FProjectedShadowInfo* ShadowInfo;
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bool bDirectionalLight;
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};
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static bool DrawDynamicMesh(
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FRHICommandList& RHICmdList,
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const FSceneView& View,
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ContextType DrawingContext,
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const FMeshBatch& Mesh,
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bool bBackFace,
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bool bPreFog,
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const FPrimitiveSceneProxy* PrimitiveSceneProxy,
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FHitProxyId HitProxyId
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)
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{
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bool bDirty = false;
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const auto FeatureLevel = View.GetFeatureLevel();
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if (Mesh.CastShadow)
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{
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const FMaterialRenderProxy* MaterialRenderProxy = Mesh.MaterialRenderProxy;
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const EBlendMode BlendMode = MaterialRenderProxy->GetMaterial(FeatureLevel)->GetBlendMode();
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// Only render translucent meshes into the Fourier opacity maps
|
|
if (IsTranslucentBlendMode(BlendMode))
|
|
{
|
|
FTranslucencyShadowDepthDrawingPolicy DrawingPolicy(Mesh.VertexFactory, MaterialRenderProxy, *MaterialRenderProxy->GetMaterial(FeatureLevel), DrawingContext.bDirectionalLight);
|
|
RHICmdList.BuildAndSetLocalBoundShaderState(DrawingPolicy.GetBoundShaderStateInput(View.GetFeatureLevel()));
|
|
DrawingPolicy.SetSharedState(RHICmdList, &View, FTranslucencyShadowDepthDrawingPolicy::ContextDataType(DrawingContext.ShadowInfo));
|
|
|
|
for (int32 BatchElementIndex = 0; BatchElementIndex < Mesh.Elements.Num(); BatchElementIndex++)
|
|
{
|
|
DrawingPolicy.SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace,Mesh.DitheredLODTransitionAlpha,
|
|
FTranslucencyShadowDepthDrawingPolicy::ElementDataType(),
|
|
FTranslucencyShadowDepthDrawingPolicy::ContextDataType(DrawingContext.ShadowInfo)
|
|
);
|
|
DrawingPolicy.DrawMesh(RHICmdList, Mesh,BatchElementIndex);
|
|
}
|
|
bDirty = true;
|
|
}
|
|
}
|
|
|
|
return bDirty;
|
|
}
|
|
|
|
static bool DrawStaticMesh(
|
|
FRHICommandList& RHICmdList,
|
|
const FViewInfo& View,
|
|
ContextType DrawingContext,
|
|
const FStaticMesh& StaticMesh,
|
|
bool bPreFog,
|
|
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
|
|
FHitProxyId HitProxyId
|
|
)
|
|
{
|
|
bool bDirty = false;
|
|
|
|
bDirty |= DrawDynamicMesh(
|
|
RHICmdList,
|
|
View,
|
|
DrawingContext,
|
|
StaticMesh,
|
|
false,
|
|
bPreFog,
|
|
PrimitiveSceneProxy,
|
|
HitProxyId
|
|
);
|
|
|
|
return bDirty;
|
|
}
|
|
};
|
|
|
|
/** Renders shadow maps for translucent primitives. */
|
|
void FProjectedShadowInfo::RenderTranslucencyDepths(FRHICommandList& RHICmdList, FDeferredShadingSceneRenderer* SceneRenderer)
|
|
{
|
|
|
|
checkSlow(!bWholeSceneShadow);
|
|
SCOPE_CYCLE_COUNTER(STAT_RenderWholeSceneShadowDepthsTime);
|
|
|
|
// Choose an arbitrary view where this shadow's subject is relevant.
|
|
FViewInfo* FoundView = NULL;
|
|
for(int32 ViewIndex = 0;ViewIndex < SceneRenderer->Views.Num();ViewIndex++)
|
|
{
|
|
FViewInfo* CheckView = &SceneRenderer->Views[ViewIndex];
|
|
const FVisibleLightViewInfo& VisibleLightViewInfo = CheckView->VisibleLightInfos[LightSceneInfo->Id];
|
|
FPrimitiveViewRelevance ViewRel = VisibleLightViewInfo.ProjectedShadowViewRelevanceMap[ShadowId];
|
|
if (ViewRel.bShadowRelevance)
|
|
{
|
|
FoundView = CheckView;
|
|
break;
|
|
}
|
|
}
|
|
check(FoundView && IsInRenderingThread());
|
|
|
|
// Backup properties of the view that we will override
|
|
TUniformBufferRef<FViewUniformShaderParameters> OriginalUniformBuffer = FoundView->UniformBuffer;
|
|
FMatrix OriginalViewMatrix = FoundView->ViewMatrices.ViewMatrix;
|
|
|
|
// Override the view matrix so that billboarding primitives will be aligned to the light
|
|
FoundView->ViewMatrices.ViewMatrix = ShadowViewMatrix;
|
|
FBox VolumeBounds[TVC_MAX];
|
|
FoundView->UniformBuffer = FoundView->CreateUniformBuffer(
|
|
nullptr,
|
|
ShadowViewMatrix,
|
|
ShadowViewMatrix.Inverse(),
|
|
VolumeBounds,
|
|
TVC_MAX);
|
|
|
|
// Prevent materials from getting overridden during shadow casting and in viewmodes like lighting only
|
|
// Lighting only should only affect the material used with direct lighting, not the indirect lighting
|
|
FoundView->bForceShowMaterials = true;
|
|
|
|
{
|
|
#if WANTS_DRAW_MESH_EVENTS
|
|
FString EventName;
|
|
GetShadowTypeNameForDrawEvent(EventName);
|
|
SCOPED_DRAW_EVENTF(RHICmdList, EventShadowDepthActor, *EventName);
|
|
#endif
|
|
|
|
FTextureRHIParamRef ShadowTransmission0 = GSceneRenderTargets.TranslucencyShadowTransmission[0]->GetRenderTargetItem().TargetableTexture;
|
|
FTextureRHIParamRef ShadowTransmission1 = GSceneRenderTargets.TranslucencyShadowTransmission[1]->GetRenderTargetItem().TargetableTexture;
|
|
FTextureRHIParamRef RenderTargets[2] =
|
|
{
|
|
ShadowTransmission0,
|
|
ShadowTransmission1
|
|
};
|
|
SetRenderTargets(RHICmdList, ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIParamRef(), 0, NULL);
|
|
|
|
// Clear the shadow and its border
|
|
RHICmdList.SetViewport(
|
|
X,
|
|
Y,
|
|
0.0f,
|
|
(X + SHADOW_BORDER*2 + ResolutionX),
|
|
(Y + SHADOW_BORDER*2 + ResolutionY),
|
|
1.0f
|
|
);
|
|
|
|
FLinearColor ClearColors[2] = {FLinearColor(0,0,0,0), FLinearColor(0,0,0,0)};
|
|
DrawClearQuadMRT(RHICmdList, SceneRenderer->FeatureLevel, true, ARRAY_COUNT(ClearColors), ClearColors, false, 1.0f, false, 0);
|
|
|
|
// Set the viewport for the shadow.
|
|
RHICmdList.SetViewport(
|
|
(X + SHADOW_BORDER),
|
|
(Y + SHADOW_BORDER),
|
|
0.0f,
|
|
(X + SHADOW_BORDER + ResolutionX),
|
|
(Y + SHADOW_BORDER + ResolutionY),
|
|
1.0f
|
|
);
|
|
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<
|
|
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
|
|
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
|
|
FTranslucencyShadowDepthDrawingPolicyFactory::ContextType DrawingContext(this,bDirectionalLight);
|
|
|
|
for (int32 MeshBatchIndex = 0; MeshBatchIndex < DynamicSubjectTranslucentMeshElements.Num(); MeshBatchIndex++)
|
|
{
|
|
const FMeshBatchAndRelevance& MeshBatchAndRelevance = DynamicSubjectTranslucentMeshElements[MeshBatchIndex];
|
|
const FMeshBatch& MeshBatch = *MeshBatchAndRelevance.Mesh;
|
|
FTranslucencyShadowDepthDrawingPolicyFactory::DrawDynamicMesh(RHICmdList, *FoundView, DrawingContext, MeshBatch, false, true, MeshBatchAndRelevance.PrimitiveSceneProxy, MeshBatch.BatchHitProxyId);
|
|
}
|
|
|
|
for (int32 PrimitiveIndex = 0; PrimitiveIndex < SubjectTranslucentPrimitives.Num(); PrimitiveIndex++)
|
|
{
|
|
const FPrimitiveSceneInfo* PrimitiveSceneInfo = SubjectTranslucentPrimitives[PrimitiveIndex];
|
|
int32 PrimitiveId = PrimitiveSceneInfo->GetIndex();
|
|
FPrimitiveViewRelevance ViewRelevance = FoundView->PrimitiveViewRelevanceMap[PrimitiveId];
|
|
|
|
if (!ViewRelevance.bInitializedThisFrame)
|
|
{
|
|
// Compute the subject primitive's view relevance since it wasn't cached
|
|
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(FoundView);
|
|
}
|
|
|
|
if (ViewRelevance.bDrawRelevance && ViewRelevance.bStaticRelevance)
|
|
{
|
|
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
|
|
{
|
|
FTranslucencyShadowDepthDrawingPolicyFactory::DrawStaticMesh(
|
|
RHICmdList,
|
|
*FoundView,
|
|
DrawingContext,
|
|
PrimitiveSceneInfo->StaticMeshes[MeshIndex],
|
|
true,
|
|
PrimitiveSceneInfo->Proxy,
|
|
FHitProxyId());
|
|
}
|
|
}
|
|
}
|
|
|
|
FResolveParams ResolveParams;
|
|
RHICmdList.CopyToResolveTarget(ShadowTransmission0, ShadowTransmission0, true, ResolveParams);
|
|
RHICmdList.CopyToResolveTarget(ShadowTransmission1, ShadowTransmission0, true, ResolveParams);
|
|
}
|
|
|
|
// Restore overridden properties
|
|
FoundView->bForceShowMaterials = false;
|
|
FoundView->UniformBuffer = OriginalUniformBuffer;
|
|
FoundView->ViewMatrices.ViewMatrix = OriginalViewMatrix;
|
|
}
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FWriteToSliceGS,TEXT("TranslucentLightingShaders"),TEXT("WriteToSliceMainGS"),SF_Geometry);
|
|
IMPLEMENT_SHADER_TYPE(,FWriteToSliceVS,TEXT("TranslucentLightingShaders"),TEXT("WriteToSliceMainVS"),SF_Vertex);
|
|
|
|
/** Pixel shader used to filter a single volume lighting cascade. */
|
|
class FFilterTranslucentVolumePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FFilterTranslucentVolumePS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
FFilterTranslucentVolumePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
TexelSize.Bind(Initializer.ParameterMap, TEXT("TexelSize"));
|
|
TranslucencyLightingVolumeAmbient.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeAmbient"));
|
|
TranslucencyLightingVolumeAmbientSampler.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeAmbientSampler"));
|
|
TranslucencyLightingVolumeDirectional.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeDirectional"));
|
|
TranslucencyLightingVolumeDirectionalSampler.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeDirectionalSampler"));
|
|
}
|
|
FFilterTranslucentVolumePS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, int32 VolumeCascadeIndex)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, TexelSize, 1.0f / GTranslucencyLightingVolumeDim);
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
TranslucencyLightingVolumeAmbient,
|
|
TranslucencyLightingVolumeAmbientSampler,
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
|
|
GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex]->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
TranslucencyLightingVolumeDirectional,
|
|
TranslucencyLightingVolumeDirectionalSampler,
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
|
|
GSceneRenderTargets.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex]->GetRenderTargetItem().ShaderResourceTexture);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << TexelSize;
|
|
Ar << TranslucencyLightingVolumeAmbient;
|
|
Ar << TranslucencyLightingVolumeAmbientSampler;
|
|
Ar << TranslucencyLightingVolumeDirectional;
|
|
Ar << TranslucencyLightingVolumeDirectionalSampler;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FShaderParameter TexelSize;
|
|
FShaderResourceParameter TranslucencyLightingVolumeAmbient;
|
|
FShaderResourceParameter TranslucencyLightingVolumeAmbientSampler;
|
|
FShaderResourceParameter TranslucencyLightingVolumeDirectional;
|
|
FShaderResourceParameter TranslucencyLightingVolumeDirectionalSampler;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FFilterTranslucentVolumePS,TEXT("TranslucentLightingShaders"),TEXT("FilterMainPS"),SF_Pixel);
|
|
|
|
/** Shader parameters needed to inject direct lighting into a volume. */
|
|
class FTranslucentInjectParameters
|
|
{
|
|
public:
|
|
|
|
void Bind(const FShaderParameterMap& ParameterMap)
|
|
{
|
|
WorldToShadowMatrix.Bind(ParameterMap,TEXT("WorldToShadowMatrix"));
|
|
ShadowmapMinMax.Bind(ParameterMap,TEXT("ShadowmapMinMax"));
|
|
VolumeCascadeIndex.Bind(ParameterMap,TEXT("VolumeCascadeIndex"));
|
|
}
|
|
|
|
template<typename ShaderRHIParamRef>
|
|
void Set(
|
|
FRHICommandList& RHICmdList,
|
|
const ShaderRHIParamRef ShaderRHI,
|
|
FShader* Shader,
|
|
const FViewInfo& View,
|
|
const FLightSceneInfo* LightSceneInfo,
|
|
const FProjectedShadowInfo* ShadowMap,
|
|
uint32 VolumeCascadeIndexValue,
|
|
bool bDynamicallyShadowed) const
|
|
{
|
|
SetDeferredLightParameters(RHICmdList, ShaderRHI, Shader->GetUniformBufferParameter<FDeferredLightUniformStruct>(), LightSceneInfo, View);
|
|
|
|
if (bDynamicallyShadowed)
|
|
{
|
|
FVector4 ShadowmapMinMaxValue;
|
|
FMatrix WorldToShadowMatrixValue = ShadowMap->GetWorldToShadowMatrix(ShadowmapMinMaxValue);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, WorldToShadowMatrix, WorldToShadowMatrixValue);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ShadowmapMinMax, ShadowmapMinMaxValue);
|
|
}
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, VolumeCascadeIndex, VolumeCascadeIndexValue);
|
|
}
|
|
|
|
/** Serializer. */
|
|
friend FArchive& operator<<(FArchive& Ar,FTranslucentInjectParameters& P)
|
|
{
|
|
Ar << P.WorldToShadowMatrix;
|
|
Ar << P.ShadowmapMinMax;
|
|
Ar << P.VolumeCascadeIndex;
|
|
return Ar;
|
|
}
|
|
|
|
private:
|
|
|
|
FShaderParameter WorldToShadowMatrix;
|
|
FShaderParameter ShadowmapMinMax;
|
|
FShaderParameter VolumeCascadeIndex;
|
|
};
|
|
|
|
/** Pixel shader used to accumulate per-object translucent shadows into a volume texture. */
|
|
class FTranslucentObjectShadowingPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FTranslucentObjectShadowingPS,Global);
|
|
public:
|
|
|
|
static void ModifyCompilationEnvironment( EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment )
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("INJECTION_PIXEL_SHADER"), 1);
|
|
}
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
FTranslucentObjectShadowingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
TranslucencyProjectionParameters.Bind(Initializer.ParameterMap);
|
|
TranslucentInjectParameters.Bind(Initializer.ParameterMap);
|
|
}
|
|
FTranslucentObjectShadowingPS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FLightSceneInfo* LightSceneInfo, const FProjectedShadowInfo* ShadowMap, uint32 VolumeCascadeIndex)
|
|
{
|
|
FGlobalShader::SetParameters(RHICmdList, GetPixelShader(), View);
|
|
TranslucencyProjectionParameters.Set(RHICmdList, this);
|
|
TranslucentInjectParameters.Set(RHICmdList, GetPixelShader(), this, View, LightSceneInfo, ShadowMap, VolumeCascadeIndex, true);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << TranslucencyProjectionParameters;
|
|
Ar << TranslucentInjectParameters;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FTranslucencyShadowProjectionShaderParameters TranslucencyProjectionParameters;
|
|
FTranslucentInjectParameters TranslucentInjectParameters;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FTranslucentObjectShadowingPS,TEXT("TranslucentLightingShaders"),TEXT("PerObjectShadowingMainPS"),SF_Pixel);
|
|
|
|
/** Shader that adds direct lighting contribution from the given light to the current volume lighting cascade. */
|
|
template<ELightComponentType InjectionType, bool bDynamicallyShadowed, bool bApplyLightFunction, bool bInverseSquared>
|
|
class TTranslucentLightingInjectPS : public FMaterialShader
|
|
{
|
|
DECLARE_SHADER_TYPE(TTranslucentLightingInjectPS,Material);
|
|
public:
|
|
|
|
static void ModifyCompilationEnvironment( EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
|
|
{
|
|
FMaterialShader::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("RADIAL_ATTENUATION"), (uint32)(InjectionType != LightType_Directional));
|
|
OutEnvironment.SetDefine(TEXT("INJECTION_PIXEL_SHADER"), 1);
|
|
OutEnvironment.SetDefine(TEXT("DYNAMICALLY_SHADOWED"), (uint32)bDynamicallyShadowed);
|
|
OutEnvironment.SetDefine(TEXT("APPLY_LIGHT_FUNCTION"), (uint32)bApplyLightFunction);
|
|
OutEnvironment.SetDefine(TEXT("INVERSE_SQUARED_FALLOFF"), (uint32)bInverseSquared);
|
|
}
|
|
|
|
/**
|
|
* Makes sure only shaders for materials that are explicitly flagged
|
|
* as 'UsedAsLightFunction' in the Material Editor gets compiled into
|
|
* the shader cache.
|
|
*/
|
|
static bool ShouldCache(EShaderPlatform Platform, const FMaterial* Material)
|
|
{
|
|
return (Material->IsLightFunction() || Material->IsSpecialEngineMaterial()) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
TTranslucentLightingInjectPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FMaterialShader(Initializer)
|
|
{
|
|
DepthBiasParameters.Bind(Initializer.ParameterMap, TEXT("DepthBiasParameters"));
|
|
CascadeBounds.Bind(Initializer.ParameterMap, TEXT("CascadeBounds"));
|
|
InnerCascadeBounds.Bind(Initializer.ParameterMap, TEXT("InnerCascadeBounds"));
|
|
ClippingPlanes.Bind(Initializer.ParameterMap, TEXT("ClippingPlanes"));
|
|
ShadowInjectParams.Bind(Initializer.ParameterMap, TEXT("ShadowInjectParams"));
|
|
SpotlightMask.Bind(Initializer.ParameterMap, TEXT("SpotlightMask"));
|
|
ShadowDepthTexture.Bind(Initializer.ParameterMap, TEXT("ShadowDepthTexture"));
|
|
ShadowDepthTextureSampler.Bind(Initializer.ParameterMap, TEXT("ShadowDepthTextureSampler"));
|
|
OnePassShadowParameters.Bind(Initializer.ParameterMap);
|
|
LightFunctionParameters.Bind(Initializer.ParameterMap);
|
|
TranslucentInjectParameters.Bind(Initializer.ParameterMap);
|
|
LightFunctionWorldToLight.Bind(Initializer.ParameterMap, TEXT("LightFunctionWorldToLight"));
|
|
bStaticallyShadowed.Bind(Initializer.ParameterMap, TEXT("bStaticallyShadowed"));
|
|
StaticShadowDepthTexture.Bind(Initializer.ParameterMap, TEXT("StaticShadowDepthTexture"));
|
|
StaticShadowDepthTextureSampler.Bind(Initializer.ParameterMap, TEXT("StaticShadowDepthTextureSampler"));
|
|
WorldToStaticShadowMatrix.Bind(Initializer.ParameterMap, TEXT("WorldToStaticShadowMatrix"));
|
|
}
|
|
TTranslucentLightingInjectPS() {}
|
|
|
|
// @param InnerSplitIndex which CSM shadow map level, INDEX_NONE if no directional light
|
|
// @param VolumeCascadeIndexValue which volume we render to
|
|
void SetParameters(
|
|
FRHICommandList& RHICmdList,
|
|
const FViewInfo& View,
|
|
const FLightSceneInfo* LightSceneInfo,
|
|
const FMaterialRenderProxy* MaterialProxy,
|
|
const FProjectedShadowInfo* ShadowMap,
|
|
int32 InnerSplitIndex,
|
|
int32 VolumeCascadeIndexValue)
|
|
{
|
|
check(ShadowMap || !bDynamicallyShadowed);
|
|
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FMaterialShader::SetParameters(RHICmdList, ShaderRHI, MaterialProxy, *MaterialProxy->GetMaterial(View.GetFeatureLevel()), View, false, ESceneRenderTargetsMode::SetTextures);
|
|
|
|
FSphere ShadowBounds = ShadowMap ? ShadowMap->ShadowBounds : FSphere(FVector(0,0,0), HALF_WORLD_MAX);
|
|
SetShaderValue(RHICmdList, ShaderRHI, CascadeBounds, ShadowBounds);
|
|
|
|
FSphere InnerBounds(0);
|
|
// default to ignore the plane
|
|
FVector4 Planes[2] = { FVector4(0, 0, 0, -1), FVector4(0, 0, 0, -1) };
|
|
// .zw:DistanceFadeMAD to use MAD for efficiency in the shader, default to ignore the plane
|
|
FVector4 ShadowInjectParamValue(1, 1, 0, 0);
|
|
|
|
if (InnerSplitIndex >= 0)
|
|
{
|
|
FShadowCascadeSettings ShadowCascadeSettings;
|
|
|
|
// todo: optimize, not all computed data is needed
|
|
InnerBounds = LightSceneInfo->Proxy->GetShadowSplitBounds(View, (uint32)InnerSplitIndex, LightSceneInfo->IsPrecomputedLightingValid(), &ShadowCascadeSettings);
|
|
|
|
// near cascade plane
|
|
{
|
|
ShadowInjectParamValue.X = ShadowCascadeSettings.SplitNearFadeRegion == 0 ? 1.0f : 1.0f / ShadowCascadeSettings.SplitNearFadeRegion;
|
|
Planes[0] = FVector4((FVector)(ShadowCascadeSettings.NearFrustumPlane), -ShadowCascadeSettings.NearFrustumPlane.W);
|
|
}
|
|
|
|
uint32 CascadeCount = LightSceneInfo->Proxy->GetNumViewDependentWholeSceneShadows(View, LightSceneInfo->IsPrecomputedLightingValid());
|
|
|
|
// far cascade plane
|
|
if(InnerSplitIndex != CascadeCount - 1)
|
|
{
|
|
ShadowInjectParamValue.Y = 1.0f / ShadowCascadeSettings.SplitFarFadeRegion;
|
|
Planes[1] = FVector4((FVector)(ShadowCascadeSettings.FarFrustumPlane), -ShadowCascadeSettings.FarFrustumPlane.W);
|
|
}
|
|
|
|
const FVector2D FadeParams = LightSceneInfo->Proxy->GetDirectionalLightDistanceFadeParameters(View.GetFeatureLevel(), LightSceneInfo->IsPrecomputedLightingValid());
|
|
|
|
// setup constants for the MAD in shader
|
|
ShadowInjectParamValue.Z = FadeParams.Y;
|
|
ShadowInjectParamValue.W = -FadeParams.X * FadeParams.Y;
|
|
}
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, ShadowInjectParams, ShadowInjectParamValue);
|
|
SetShaderValue(RHICmdList, ShaderRHI, InnerCascadeBounds, InnerBounds);
|
|
|
|
SetShaderValueArray(RHICmdList, ShaderRHI, ClippingPlanes, Planes, ARRAY_COUNT(Planes));
|
|
|
|
|
|
//@todo - needs to be a permutation to reduce shadow filtering work
|
|
SetShaderValue(RHICmdList, ShaderRHI, SpotlightMask, (LightSceneInfo->Proxy->GetLightType() == LightType_Spot ? 1.0f : 0.0f));
|
|
|
|
if (bDynamicallyShadowed)
|
|
{
|
|
SetShaderValue(RHICmdList, ShaderRHI, DepthBiasParameters, FVector2D(ShadowMap->GetShaderDepthBias(), 1.0f / (ShadowMap->MaxSubjectZ - ShadowMap->MinSubjectZ)));
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
ShadowDepthTexture,
|
|
ShadowDepthTextureSampler,
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
GSceneRenderTargets.GetShadowDepthZTexture()
|
|
);
|
|
}
|
|
|
|
if (bDynamicallyShadowed && InjectionType == LightType_Point)
|
|
{
|
|
OnePassShadowParameters.Set(RHICmdList, ShaderRHI, ShadowMap);
|
|
}
|
|
|
|
LightFunctionParameters.Set(RHICmdList, ShaderRHI, LightSceneInfo, 1);
|
|
TranslucentInjectParameters.Set(RHICmdList, ShaderRHI, this, View, LightSceneInfo, ShadowMap, VolumeCascadeIndexValue, bDynamicallyShadowed);
|
|
|
|
if (LightFunctionWorldToLight.IsBound())
|
|
{
|
|
const FVector Scale = LightSceneInfo->Proxy->GetLightFunctionScale();
|
|
// Switch x and z so that z of the user specified scale affects the distance along the light direction
|
|
const FVector InverseScale = FVector( 1.f / Scale.Z, 1.f / Scale.Y, 1.f / Scale.X );
|
|
const FMatrix WorldToLight = LightSceneInfo->Proxy->GetWorldToLight() * FScaleMatrix(FVector(InverseScale));
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, LightFunctionWorldToLight, WorldToLight);
|
|
}
|
|
|
|
const FStaticShadowDepthMap* StaticShadowDepthMap = LightSceneInfo->Proxy->GetStaticShadowDepthMap();
|
|
const uint32 bStaticallyShadowedValue = LightSceneInfo->IsPrecomputedLightingValid() && StaticShadowDepthMap && StaticShadowDepthMap->TextureRHI ? 1 : 0;
|
|
FTextureRHIParamRef StaticShadowDepthMapTexture = bStaticallyShadowedValue ? StaticShadowDepthMap->TextureRHI : GWhiteTexture->TextureRHI;
|
|
const FMatrix WorldToStaticShadow = bStaticallyShadowedValue ? StaticShadowDepthMap->WorldToLight : FMatrix::Identity;
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, bStaticallyShadowed, bStaticallyShadowedValue);
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
StaticShadowDepthTexture,
|
|
StaticShadowDepthTextureSampler,
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
StaticShadowDepthMapTexture
|
|
);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, WorldToStaticShadowMatrix, WorldToStaticShadow);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FMaterialShader::Serialize(Ar);
|
|
Ar << DepthBiasParameters;
|
|
Ar << CascadeBounds;
|
|
Ar << InnerCascadeBounds;
|
|
Ar << ClippingPlanes;
|
|
Ar << ShadowInjectParams;
|
|
Ar << SpotlightMask;
|
|
Ar << ShadowDepthTexture;
|
|
Ar << ShadowDepthTextureSampler;
|
|
Ar << OnePassShadowParameters;
|
|
Ar << LightFunctionParameters;
|
|
Ar << TranslucentInjectParameters;
|
|
Ar << LightFunctionWorldToLight;
|
|
Ar << bStaticallyShadowed;
|
|
Ar << StaticShadowDepthTexture;
|
|
Ar << StaticShadowDepthTextureSampler;
|
|
Ar << WorldToStaticShadowMatrix;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FShaderParameter DepthBiasParameters;
|
|
FShaderParameter CascadeBounds;
|
|
FShaderParameter InnerCascadeBounds;
|
|
FShaderParameter ClippingPlanes;
|
|
FShaderParameter ShadowInjectParams;
|
|
FShaderParameter SpotlightMask;
|
|
FShaderResourceParameter ShadowDepthTexture;
|
|
FShaderResourceParameter ShadowDepthTextureSampler;
|
|
FOnePassPointShadowProjectionShaderParameters OnePassShadowParameters;
|
|
FLightFunctionSharedParameters LightFunctionParameters;
|
|
FTranslucentInjectParameters TranslucentInjectParameters;
|
|
FShaderParameter LightFunctionWorldToLight;
|
|
FShaderParameter bStaticallyShadowed;
|
|
FShaderResourceParameter StaticShadowDepthTexture;
|
|
FShaderResourceParameter StaticShadowDepthTextureSampler;
|
|
FShaderParameter WorldToStaticShadowMatrix;
|
|
};
|
|
|
|
#define IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType,bDynamicallyShadowed,bApplyLightFunction,bInverseSquared) \
|
|
typedef TTranslucentLightingInjectPS<LightType,bDynamicallyShadowed,bApplyLightFunction,bInverseSquared> TTranslucentLightingInjectPS##LightType##bDynamicallyShadowed##bApplyLightFunction##bInverseSquared; \
|
|
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucentLightingInjectPS##LightType##bDynamicallyShadowed##bApplyLightFunction##bInverseSquared,TEXT("TranslucentLightInjectionShaders"),TEXT("InjectMainPS"),SF_Pixel);
|
|
|
|
/** Versions with a light function. */
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,true,true,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,false,true,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,true,true);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,true,true);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,true,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,true,false);
|
|
|
|
/** Versions without a light function. */
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,true,false,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,false,false,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,false,true);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,false,true);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,false,false);
|
|
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,false,false);
|
|
|
|
/** Vertex buffer used for rendering into a volume texture. */
|
|
class FVolumeRasterizeVertexBuffer : public FVertexBuffer
|
|
{
|
|
public:
|
|
|
|
virtual void InitRHI() override
|
|
{
|
|
// Used as a non-indexed triangle strip, so 4 vertices per quad
|
|
const uint32 Size = 4 * sizeof(FScreenVertex);
|
|
FRHIResourceCreateInfo CreateInfo;
|
|
VertexBufferRHI = RHICreateVertexBuffer(Size, BUF_Static, CreateInfo);
|
|
void* Buffer = RHILockVertexBuffer(VertexBufferRHI, 0, Size, RLM_WriteOnly);
|
|
FScreenVertex* DestVertex = (FScreenVertex*)Buffer;
|
|
|
|
// Setup a full - render target quad
|
|
// A viewport and UVScaleBias will be used to implement rendering to a sub region
|
|
DestVertex[0].Position = FVector2D(1, -GProjectionSignY);
|
|
DestVertex[0].UV = FVector2D(1, 1);
|
|
DestVertex[1].Position = FVector2D(1, GProjectionSignY);
|
|
DestVertex[1].UV = FVector2D(1, 0);
|
|
DestVertex[2].Position = FVector2D(-1, -GProjectionSignY);
|
|
DestVertex[2].UV = FVector2D(0, 1);
|
|
DestVertex[3].Position = FVector2D(-1, GProjectionSignY);
|
|
DestVertex[3].UV = FVector2D(0, 0);
|
|
|
|
RHIUnlockVertexBuffer(VertexBufferRHI);
|
|
}
|
|
};
|
|
|
|
TGlobalResource<FVolumeRasterizeVertexBuffer> GVolumeRasterizeVertexBuffer;
|
|
|
|
/** Draws a quad per volume texture slice to the subregion of the volume texture specified. */
|
|
void RasterizeToVolumeTexture(FRHICommandList& RHICmdList, FVolumeBounds VolumeBounds)
|
|
{
|
|
// Setup the viewport to only render to the given bounds
|
|
RHICmdList.SetViewport(VolumeBounds.MinX, VolumeBounds.MinY, 0, VolumeBounds.MaxX, VolumeBounds.MaxY, 0);
|
|
RHICmdList.SetStreamSource(0, GVolumeRasterizeVertexBuffer.VertexBufferRHI, sizeof(FScreenVertex), 0);
|
|
const int32 NumInstances = VolumeBounds.MaxZ - VolumeBounds.MinZ;
|
|
// Render a quad per slice affected by the given bounds
|
|
RHICmdList.DrawPrimitive(PT_TriangleStrip, 0, 2, NumInstances);
|
|
}
|
|
|
|
/** Helper function that clears the given volume texture render targets. */
|
|
template<int32 NumRenderTargets>
|
|
void ClearVolumeTextures(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, const FTextureRHIParamRef* RenderTargets, const FLinearColor* ClearColors)
|
|
{
|
|
SetRenderTargets(RHICmdList, NumRenderTargets, RenderTargets, FTextureRHIRef(), 0, NULL);
|
|
|
|
static FGlobalBoundShaderState VolumeClearBoundShaderState;
|
|
|
|
|
|
|
|
|
|
#if PLATFORM_XBOXONE
|
|
// ClearMRT is faster on Xbox
|
|
if (true)
|
|
#else
|
|
// Currently using a manual clear, which is ~10x faster than a hardware clear of the volume textures on AMD PC GPU's
|
|
if (false)
|
|
#endif
|
|
{
|
|
RHICmdList.ClearMRT(true, NumRenderTargets, ClearColors, false, 0, false, 0, FIntRect());
|
|
}
|
|
else
|
|
{
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
const FVolumeBounds VolumeBounds(GTranslucencyLightingVolumeDim);
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
|
|
TShaderMapRef<TOneColorPixelShaderMRT<NumRenderTargets> > PixelShader(ShaderMap);
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, VolumeClearBoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
|
|
GeometryShader->SetParameters(RHICmdList, VolumeBounds);
|
|
|
|
FLinearColor ShaderClearColors[MaxSimultaneousRenderTargets];
|
|
FMemory::Memzero(ShaderClearColors);
|
|
|
|
for (int32 i = 0; i < NumRenderTargets; i++)
|
|
{
|
|
ShaderClearColors[i] = ClearColors[i];
|
|
}
|
|
|
|
SetShaderValueArray(RHICmdList, PixelShader->GetPixelShader(), PixelShader->ColorParameter, ShaderClearColors, NumRenderTargets);
|
|
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
}
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearTranslucentVolumeLighting);
|
|
|
|
// Clear all volume textures in the same draw with MRT, which is faster than individually
|
|
|
|
static_assert(TVC_MAX == 2, "Only expecting two translucency lighting cascades.");
|
|
FTextureRHIParamRef RenderTargets[4];
|
|
RenderTargets[0] = GSceneRenderTargets.TranslucencyLightingVolumeAmbient[0]->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[1] = GSceneRenderTargets.TranslucencyLightingVolumeDirectional[0]->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[2] = GSceneRenderTargets.TranslucencyLightingVolumeAmbient[1]->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[3] = GSceneRenderTargets.TranslucencyLightingVolumeDirectional[1]->GetRenderTargetItem().TargetableTexture;
|
|
|
|
FLinearColor ClearColors[4];
|
|
ClearColors[0] = FLinearColor(0, 0, 0, 0);
|
|
ClearColors[1] = FLinearColor(0, 0, 0, 0);
|
|
ClearColors[2] = FLinearColor(0, 0, 0, 0);
|
|
ClearColors[3] = FLinearColor(0, 0, 0, 0);
|
|
|
|
ClearVolumeTextures<ARRAY_COUNT(RenderTargets)>(RHICmdList, FeatureLevel, RenderTargets, ClearColors);
|
|
}
|
|
}
|
|
|
|
|
|
/** Encapsulates a pixel shader that is adding ambient cubemap to the volume. */
|
|
class FInjectAmbientCubemapPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FInjectAmbientCubemapPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FInjectAmbientCubemapPS() {}
|
|
|
|
public:
|
|
FCubemapShaderParameters CubemapShaderParameters;
|
|
|
|
/** Initialization constructor. */
|
|
FInjectAmbientCubemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
CubemapShaderParameters.Bind(Initializer.ParameterMap);
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << CubemapShaderParameters;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FFinalPostProcessSettings::FCubemapEntry& CubemapEntry)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
|
|
|
|
CubemapShaderParameters.SetParameters(RHICmdList, ShaderRHI, CubemapEntry);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FInjectAmbientCubemapPS,TEXT("TranslucentLightingShaders"),TEXT("InjectAmbientCubemapMainPS"),SF_Pixel);
|
|
|
|
void FDeferredShadingSceneRenderer::InjectAmbientCubemapTranslucentVolumeLighting(FRHICommandList& RHICmdList)
|
|
{
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering && View.FinalPostProcessSettings.ContributingCubemaps.Num() && !IsSimpleDynamicLightingEnabled())
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, InjectAmbientCubemapTranslucentVolumeLighting);
|
|
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
|
|
const FVolumeBounds VolumeBounds(GTranslucencyLightingVolumeDim);
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
// we don't update the directional volume (could be a HQ option)
|
|
SetRenderTarget(RHICmdList, GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex]->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
|
|
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
|
|
TShaderMapRef<FInjectAmbientCubemapPS> PixelShader(ShaderMap);
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
|
|
GeometryShader->SetParameters(RHICmdList, VolumeBounds);
|
|
|
|
uint32 Count = View.FinalPostProcessSettings.ContributingCubemaps.Num();
|
|
for(uint32 i = 0; i < Count; ++i)
|
|
{
|
|
const FFinalPostProcessSettings::FCubemapEntry& CubemapEntry = View.FinalPostProcessSettings.ContributingCubemaps[i];
|
|
|
|
PixelShader->SetParameters(RHICmdList, View, CubemapEntry);
|
|
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
}
|
|
|
|
RHICmdList.CopyToResolveTarget(GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex]->GetRenderTargetItem().TargetableTexture,
|
|
GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex]->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::ClearTranslucentVolumePerObjectShadowing(FRHICommandList& RHICmdList)
|
|
{
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearTranslucentVolumePerLightShadowing);
|
|
|
|
static_assert(TVC_MAX == 2, "Only expecting two translucency lighting cascades.");
|
|
FTextureRHIParamRef RenderTargets[2];
|
|
RenderTargets[0] = GSceneRenderTargets.GetTranslucencyVolumeAmbient(TVC_Inner)->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[1] = GSceneRenderTargets.GetTranslucencyVolumeDirectional(TVC_Inner)->GetRenderTargetItem().TargetableTexture;
|
|
|
|
FLinearColor ClearColors[2];
|
|
ClearColors[0] = FLinearColor(1, 1, 1, 1);
|
|
ClearColors[1] = FLinearColor(1, 1, 1, 1);
|
|
|
|
ClearVolumeTextures<ARRAY_COUNT(RenderTargets)>(RHICmdList, FeatureLevel, RenderTargets, ClearColors);
|
|
}
|
|
}
|
|
|
|
/** Calculates volume texture bounds for the given light in the given translucent lighting volume cascade. */
|
|
FVolumeBounds CalculateLightVolumeBounds(const FSphere& LightBounds, const FViewInfo& View, uint32 VolumeCascadeIndex, bool bDirectionalLight)
|
|
{
|
|
FVolumeBounds VolumeBounds;
|
|
|
|
if (bDirectionalLight)
|
|
{
|
|
VolumeBounds = FVolumeBounds(GTranslucencyLightingVolumeDim);
|
|
}
|
|
else
|
|
{
|
|
// Determine extents in the volume texture
|
|
const FVector MinPosition = (LightBounds.Center - LightBounds.W - View.TranslucencyLightingVolumeMin[VolumeCascadeIndex]) / View.TranslucencyVolumeVoxelSize[VolumeCascadeIndex];
|
|
const FVector MaxPosition = (LightBounds.Center + LightBounds.W - View.TranslucencyLightingVolumeMin[VolumeCascadeIndex]) / View.TranslucencyVolumeVoxelSize[VolumeCascadeIndex];
|
|
|
|
VolumeBounds.MinX = FMath::Max(FMath::TruncToInt(MinPosition.X), 0);
|
|
VolumeBounds.MinY = FMath::Max(FMath::TruncToInt(MinPosition.Y), 0);
|
|
VolumeBounds.MinZ = FMath::Max(FMath::TruncToInt(MinPosition.Z), 0);
|
|
|
|
VolumeBounds.MaxX = FMath::Min(FMath::TruncToInt(MaxPosition.X) + 1, GTranslucencyLightingVolumeDim);
|
|
VolumeBounds.MaxY = FMath::Min(FMath::TruncToInt(MaxPosition.Y) + 1, GTranslucencyLightingVolumeDim);
|
|
VolumeBounds.MaxZ = FMath::Min(FMath::TruncToInt(MaxPosition.Z) + 1, GTranslucencyLightingVolumeDim);
|
|
}
|
|
|
|
return VolumeBounds;
|
|
}
|
|
|
|
FGlobalBoundShaderState ObjectShadowingBoundShaderState;
|
|
|
|
void FDeferredShadingSceneRenderer::AccumulateTranslucentVolumeObjectShadowing(FRHICommandList& RHICmdList, const FProjectedShadowInfo* InProjectedShadowInfo, bool bClearVolume)
|
|
{
|
|
const FLightSceneInfo* LightSceneInfo = &InProjectedShadowInfo->GetLightSceneInfo();
|
|
|
|
if (bClearVolume)
|
|
{
|
|
ClearTranslucentVolumePerObjectShadowing(RHICmdList);
|
|
}
|
|
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, AccumulateTranslucentVolumeShadowing);
|
|
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
// Modulate the contribution of multiple object shadows in rgb
|
|
RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero>::GetRHI());
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
// Inject into each volume cascade
|
|
for (uint32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
const bool bDirectionalLight = LightSceneInfo->Proxy->GetLightType() == LightType_Directional;
|
|
const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightSceneInfo->Proxy->GetBoundingSphere(), View, VolumeCascadeIndex, bDirectionalLight);
|
|
|
|
if (VolumeBounds.IsValid())
|
|
{
|
|
FTextureRHIParamRef RenderTarget;
|
|
|
|
if (VolumeCascadeIndex == 0)
|
|
{
|
|
RenderTarget = GSceneRenderTargets.GetTranslucencyVolumeAmbient(TVC_Inner)->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
else
|
|
{
|
|
RenderTarget = GSceneRenderTargets.GetTranslucencyVolumeDirectional(TVC_Inner)->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
SetRenderTarget(RHICmdList, RenderTarget, FTextureRHIRef());
|
|
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
|
|
TShaderMapRef<FTranslucentObjectShadowingPS> PixelShader(ShaderMap);
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, ObjectShadowingBoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
|
|
VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
|
|
GeometryShader->SetParameters(RHICmdList, VolumeBounds);
|
|
PixelShader->SetParameters(RHICmdList, View, LightSceneInfo, InProjectedShadowInfo, VolumeCascadeIndex);
|
|
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
|
|
RHICmdList.CopyToResolveTarget(GSceneRenderTargets.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex)->GetRenderTargetItem().TargetableTexture,
|
|
GSceneRenderTargets.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex)->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Helper function for finding and setting the right version of TTranslucentLightingInjectPS given template parameters.
|
|
* @param MaterialProxy must not be 0
|
|
* @param InnerSplitIndex todo: get from ShadowMap, INDEX_NONE if no directional light
|
|
*/
|
|
template<ELightComponentType InjectionType, bool bDynamicallyShadowed>
|
|
void SetInjectionShader(
|
|
FRHICommandList& RHICmdList,
|
|
const FViewInfo& View,
|
|
const FMaterialRenderProxy* MaterialProxy,
|
|
const FLightSceneInfo* LightSceneInfo,
|
|
const FProjectedShadowInfo* ShadowMap,
|
|
int32 InnerSplitIndex,
|
|
int32 VolumeCascadeIndexValue,
|
|
FWriteToSliceVS* VertexShader,
|
|
FWriteToSliceGS* GeometryShader,
|
|
bool bApplyLightFunction,
|
|
bool bInverseSquared)
|
|
{
|
|
check(ShadowMap || !bDynamicallyShadowed);
|
|
|
|
const FMaterialShaderMap* MaterialShaderMap = MaterialProxy->GetMaterial(View.GetFeatureLevel())->GetRenderingThreadShaderMap();
|
|
FMaterialShader* PixelShader = NULL;
|
|
|
|
const bool Directional = InjectionType == LightType_Directional;
|
|
|
|
if (bApplyLightFunction)
|
|
{
|
|
if( bInverseSquared )
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, true && !Directional> >();
|
|
|
|
check(InjectionPixelShader);
|
|
PixelShader = InjectionPixelShader;
|
|
}
|
|
else
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, false> >();
|
|
|
|
check(InjectionPixelShader);
|
|
PixelShader = InjectionPixelShader;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bInverseSquared )
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, true && !Directional> >();
|
|
|
|
check(InjectionPixelShader);
|
|
PixelShader = InjectionPixelShader;
|
|
}
|
|
else
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, false> >();
|
|
|
|
check(InjectionPixelShader);
|
|
PixelShader = InjectionPixelShader;
|
|
}
|
|
}
|
|
|
|
FBoundShaderStateRHIRef& BoundShaderState = LightSceneInfo->TranslucentInjectBoundShaderState[InjectionType][bDynamicallyShadowed][bApplyLightFunction][bInverseSquared];
|
|
const FMaterialShaderMap*& CachedShaderMap = LightSceneInfo->TranslucentInjectCachedShaderMaps[InjectionType][bDynamicallyShadowed][bApplyLightFunction][bInverseSquared];
|
|
|
|
// Recreate the bound shader state if the shader map has changed since the last cache
|
|
// This can happen due to async shader compiling
|
|
|
|
if (!IsValidRef(BoundShaderState) || CachedShaderMap != MaterialShaderMap)
|
|
{
|
|
CachedShaderMap = MaterialShaderMap;
|
|
check(IsInRenderingThread()); // I didn't know quite how to deal with this caching. It won't work with threads.
|
|
BoundShaderState =
|
|
RHICreateBoundShaderState(
|
|
GScreenVertexDeclaration.VertexDeclarationRHI, VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), GeometryShader->GetGeometryShader());
|
|
}
|
|
|
|
RHICmdList.SetBoundShaderState(BoundShaderState);
|
|
|
|
// Now shader is set, bind parameters
|
|
if (bApplyLightFunction)
|
|
{
|
|
if( bInverseSquared )
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, true && !Directional> >();
|
|
check(InjectionPixelShader);
|
|
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
|
|
}
|
|
else
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, false> >();
|
|
check(InjectionPixelShader);
|
|
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bInverseSquared )
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, true && !Directional> >();
|
|
check(InjectionPixelShader);
|
|
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
|
|
}
|
|
else
|
|
{
|
|
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, false> >();
|
|
check(InjectionPixelShader);
|
|
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Information about a light to be injected.
|
|
* Cached in this struct to avoid recomputing multiple times (multiple cascades).
|
|
*/
|
|
struct FTranslucentLightInjectionData
|
|
{
|
|
// must not be 0
|
|
const FLightSceneInfo* LightSceneInfo;
|
|
// can be 0
|
|
const FProjectedShadowInfo* ProjectedShadowInfo;
|
|
//
|
|
bool bApplyLightFunction;
|
|
// must not be 0
|
|
const FMaterialRenderProxy* LightFunctionMaterialProxy;
|
|
};
|
|
|
|
/**
|
|
* Adds a light to LightInjectionData if it should be injected into the translucent volume, and caches relevant information in a FTranslucentLightInjectionData.
|
|
* @param InProjectedShadowInfo is 0 for unshadowed lights
|
|
*/
|
|
static void AddLightForInjection(
|
|
FDeferredShadingSceneRenderer& SceneRenderer,
|
|
const FLightSceneInfo& LightSceneInfo,
|
|
const FProjectedShadowInfo* InProjectedShadowInfo,
|
|
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator>& LightInjectionData)
|
|
{
|
|
if (LightSceneInfo.Proxy->AffectsTranslucentLighting())
|
|
{
|
|
const FVisibleLightInfo& VisibleLightInfo = SceneRenderer.VisibleLightInfos[LightSceneInfo.Id];
|
|
|
|
const ERHIFeatureLevel::Type FeatureLevel = SceneRenderer.Scene->GetFeatureLevel();
|
|
|
|
const bool bApplyLightFunction = (SceneRenderer.ViewFamily.EngineShowFlags.LightFunctions &&
|
|
LightSceneInfo.Proxy->GetLightFunctionMaterial() &&
|
|
LightSceneInfo.Proxy->GetLightFunctionMaterial()->GetMaterial(FeatureLevel)->IsLightFunction());
|
|
|
|
const FMaterialRenderProxy* MaterialProxy = bApplyLightFunction ?
|
|
LightSceneInfo.Proxy->GetLightFunctionMaterial() :
|
|
UMaterial::GetDefaultMaterial(MD_LightFunction)->GetRenderProxy(false);
|
|
|
|
// Skip rendering if the DefaultLightFunctionMaterial isn't compiled yet
|
|
if (MaterialProxy->GetMaterial(FeatureLevel)->IsLightFunction())
|
|
{
|
|
FTranslucentLightInjectionData InjectionData;
|
|
InjectionData.LightSceneInfo = &LightSceneInfo;
|
|
InjectionData.ProjectedShadowInfo = InProjectedShadowInfo;
|
|
InjectionData.bApplyLightFunction = bApplyLightFunction;
|
|
InjectionData.LightFunctionMaterialProxy = MaterialProxy;
|
|
LightInjectionData.Add(InjectionData);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Injects all the lights in LightInjectionData into the translucent lighting volume textures. */
|
|
static void InjectTranslucentLightArray(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const TArray<FTranslucentLightInjectionData, SceneRenderingAllocator>& LightInjectionData)
|
|
{
|
|
INC_DWORD_STAT_BY(STAT_NumLightsInjectedIntoTranslucency, LightInjectionData.Num());
|
|
|
|
// Inject into each volume cascade
|
|
// Operate on one cascade at a time to reduce render target switches
|
|
for (uint32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
const IPooledRenderTarget* RT0 = GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex];
|
|
const IPooledRenderTarget* RT1 = GSceneRenderTargets.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex];
|
|
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT0);
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT1);
|
|
|
|
FTextureRHIParamRef RenderTargets[2];
|
|
RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
|
|
|
|
SetRenderTargets(RHICmdList, ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIRef(), 0, NULL);
|
|
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
for (int32 LightIndex = 0; LightIndex < LightInjectionData.Num(); LightIndex++)
|
|
{
|
|
const FTranslucentLightInjectionData& InjectionData = LightInjectionData[LightIndex];
|
|
const FLightSceneInfo* const LightSceneInfo = InjectionData.LightSceneInfo;
|
|
const bool bInverseSquared = LightSceneInfo->Proxy->IsInverseSquared();
|
|
const bool bDirectionalLight = LightSceneInfo->Proxy->GetLightType() == LightType_Directional;
|
|
const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightSceneInfo->Proxy->GetBoundingSphere(), View, VolumeCascadeIndex, bDirectionalLight);
|
|
|
|
if (VolumeBounds.IsValid())
|
|
{
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
|
|
|
|
if (bDirectionalLight)
|
|
{
|
|
// Accumulate the contribution of multiple lights
|
|
// Directional lights write their shadowing into alpha of the ambient texture
|
|
RHICmdList.SetBlendState(TStaticBlendState<
|
|
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
|
|
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
|
|
if (InjectionData.ProjectedShadowInfo)
|
|
{
|
|
// shadows, restricting light contribution to the cascade bounds (except last cascade far to get light functions and no shadows there)
|
|
SetInjectionShader<LightType_Directional, true>(RHICmdList, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
|
|
InjectionData.ProjectedShadowInfo, InjectionData.ProjectedShadowInfo->CascadeSettings.ShadowSplitIndex, VolumeCascadeIndex,
|
|
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, false);
|
|
}
|
|
else
|
|
{
|
|
// no shadows
|
|
SetInjectionShader<LightType_Directional, false>(RHICmdList, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
|
|
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
|
|
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Accumulate the contribution of multiple lights
|
|
RHICmdList.SetBlendState(TStaticBlendState<
|
|
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One,
|
|
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI());
|
|
|
|
if (InjectionData.ProjectedShadowInfo)
|
|
{
|
|
SetInjectionShader<LightType_Point, true>(RHICmdList, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
|
|
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
|
|
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, bInverseSquared);
|
|
}
|
|
else
|
|
{
|
|
SetInjectionShader<LightType_Point, false>(RHICmdList, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
|
|
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
|
|
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, bInverseSquared);
|
|
}
|
|
}
|
|
|
|
VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
|
|
GeometryShader->SetParameters(RHICmdList, VolumeBounds);
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
}
|
|
}
|
|
|
|
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
RHICmdList.CopyToResolveTarget(RT1->GetRenderTargetItem().TargetableTexture, RT1->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::InjectTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList, const FLightSceneInfo& LightSceneInfo, const FProjectedShadowInfo* InProjectedShadowInfo)
|
|
{
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
|
|
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
|
|
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator> LightInjectionData;
|
|
|
|
AddLightForInjection(*this, LightSceneInfo, InProjectedShadowInfo, LightInjectionData);
|
|
|
|
// shadowed or unshadowed (InProjectedShadowInfo==0)
|
|
InjectTranslucentLightArray(RHICmdList, View, LightInjectionData);
|
|
}
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::InjectTranslucentVolumeLightingArray(FRHICommandListImmediate& RHICmdList, const TArray<FSortedLightSceneInfo, SceneRenderingAllocator>& SortedLights, int32 NumLights)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
|
|
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
|
|
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator> LightInjectionData;
|
|
LightInjectionData.Empty(NumLights);
|
|
|
|
for (int32 LightIndex = 0; LightIndex < NumLights; LightIndex++)
|
|
{
|
|
const FSortedLightSceneInfo& SortedLightInfo = SortedLights[LightIndex];
|
|
const FLightSceneInfoCompact& LightSceneInfoCompact = SortedLightInfo.SceneInfo;
|
|
const FLightSceneInfo* const LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
|
|
|
|
AddLightForInjection(*this, *LightSceneInfo, NULL, LightInjectionData);
|
|
}
|
|
|
|
// non-shadowed, non-light function lights
|
|
InjectTranslucentLightArray(RHICmdList, View, LightInjectionData);
|
|
}
|
|
|
|
/** Pixel shader used to inject simple lights into the translucent lighting volume */
|
|
class FSimpleLightTranslucentLightingInjectPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FSimpleLightTranslucentLightingInjectPS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
FSimpleLightTranslucentLightingInjectPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
VolumeCascadeIndex.Bind(Initializer.ParameterMap, TEXT("VolumeCascadeIndex"));
|
|
SimpleLightPositionAndRadius.Bind(Initializer.ParameterMap, TEXT("SimpleLightPositionAndRadius"));
|
|
SimpleLightColorAndExponent.Bind(Initializer.ParameterMap, TEXT("SimpleLightColorAndExponent"));
|
|
}
|
|
FSimpleLightTranslucentLightingInjectPS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FSimpleLightEntry& SimpleLight, const FSimpleLightPerViewEntry& SimpleLightPerViewData, int32 VolumeCascadeIndexValue)
|
|
{
|
|
FGlobalShader::SetParameters(RHICmdList, GetPixelShader(), View);
|
|
|
|
FVector4 PositionAndRadius(SimpleLightPerViewData.Position, SimpleLight.Radius);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), VolumeCascadeIndex, VolumeCascadeIndexValue);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), SimpleLightPositionAndRadius, PositionAndRadius);
|
|
|
|
FVector4 LightColorAndExponent(SimpleLight.Color, SimpleLight.Exponent);
|
|
|
|
if (SimpleLight.Exponent == 0)
|
|
{
|
|
// Correction for lumen units
|
|
LightColorAndExponent.X *= 16.0f;
|
|
LightColorAndExponent.Y *= 16.0f;
|
|
LightColorAndExponent.Z *= 16.0f;
|
|
}
|
|
|
|
SetShaderValue(RHICmdList, GetPixelShader(), SimpleLightColorAndExponent, LightColorAndExponent);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << VolumeCascadeIndex;
|
|
Ar << SimpleLightPositionAndRadius;
|
|
Ar << SimpleLightColorAndExponent;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FShaderParameter VolumeCascadeIndex;
|
|
FShaderParameter SimpleLightPositionAndRadius;
|
|
FShaderParameter SimpleLightColorAndExponent;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FSimpleLightTranslucentLightingInjectPS,TEXT("TranslucentLightInjectionShaders"),TEXT("SimpleLightInjectMainPS"),SF_Pixel);
|
|
|
|
FGlobalBoundShaderState InjectSimpleLightBoundShaderState;
|
|
|
|
void FDeferredShadingSceneRenderer::InjectSimpleTranslucentVolumeLightingArray(FRHICommandListImmediate& RHICmdList, const FSimpleLightArray& SimpleLights)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
|
|
|
|
int32 NumLightsToInject = 0;
|
|
|
|
for (int32 LightIndex = 0; LightIndex < SimpleLights.InstanceData.Num(); LightIndex++)
|
|
{
|
|
if (SimpleLights.InstanceData[LightIndex].bAffectTranslucency)
|
|
{
|
|
NumLightsToInject++;
|
|
}
|
|
}
|
|
|
|
if (NumLightsToInject > 0)
|
|
{
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
const int32 ViewIndex = 0;
|
|
|
|
INC_DWORD_STAT_BY(STAT_NumLightsInjectedIntoTranslucency, NumLightsToInject);
|
|
|
|
// Inject into each volume cascade
|
|
// Operate on one cascade at a time to reduce render target switches
|
|
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
const IPooledRenderTarget* RT0 = GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex];
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const IPooledRenderTarget* RT1 = GSceneRenderTargets.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex];
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GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT0);
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GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT1);
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FTextureRHIParamRef RenderTargets[2];
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RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
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RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
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SetRenderTargets(RHICmdList, ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIRef(), 0, NULL);
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RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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|
|
|
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for (int32 LightIndex = 0; LightIndex < SimpleLights.InstanceData.Num(); LightIndex++)
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{
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const FSimpleLightEntry& SimpleLight = SimpleLights.InstanceData[LightIndex];
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const FSimpleLightPerViewEntry& SimpleLightPerViewData = SimpleLights.GetViewDependentData(LightIndex, ViewIndex, Views.Num());
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|
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if (SimpleLight.bAffectTranslucency)
|
|
{
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const FSphere LightBounds(SimpleLightPerViewData.Position, SimpleLight.Radius);
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const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightBounds, View, VolumeCascadeIndex, false);
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|
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if (VolumeBounds.IsValid())
|
|
{
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TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
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TShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
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TShaderMapRef<FSimpleLightTranslucentLightingInjectPS> PixelShader(View.ShaderMap);
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, InjectSimpleLightBoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
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|
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VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
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GeometryShader->SetParameters(RHICmdList, VolumeBounds);
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PixelShader->SetParameters(RHICmdList, View, SimpleLight, SimpleLightPerViewData, VolumeCascadeIndex);
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|
|
|
// Accumulate the contribution of multiple lights
|
|
RHICmdList.SetBlendState(TStaticBlendState<
|
|
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One,
|
|
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI());
|
|
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
}
|
|
}
|
|
}
|
|
|
|
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
RHICmdList.CopyToResolveTarget(RT1->GetRenderTargetItem().TargetableTexture, RT1->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
}
|
|
}
|
|
|
|
FGlobalBoundShaderState FilterBoundShaderState;
|
|
|
|
void FDeferredShadingSceneRenderer::FilterTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
|
|
{
|
|
// textures have to be finalized before reading.
|
|
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
const IPooledRenderTarget* RT0 = GSceneRenderTargets.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex];
|
|
const IPooledRenderTarget* RT1 = GSceneRenderTargets.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex];
|
|
FTextureRHIRef TargetTexture0 = RT0->GetRenderTargetItem().TargetableTexture;
|
|
FTextureRHIRef TargetTexture1 = RT1->GetRenderTargetItem().TargetableTexture;
|
|
RHICmdList.CopyToResolveTarget(TargetTexture0, TargetTexture0, true, FResolveParams());
|
|
RHICmdList.CopyToResolveTarget(TargetTexture1, TargetTexture1, true, FResolveParams());
|
|
}
|
|
|
|
if (GUseTranslucencyVolumeBlur)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FilterTranslucentVolume);
|
|
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
// Filter each cascade
|
|
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
|
|
{
|
|
const IPooledRenderTarget* RT0 = GSceneRenderTargets.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex);
|
|
const IPooledRenderTarget* RT1 = GSceneRenderTargets.GetTranslucencyVolumeDirectional((ETranslucencyVolumeCascade)VolumeCascadeIndex);
|
|
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT0);
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RT1);
|
|
|
|
FTextureRHIParamRef RenderTargets[2];
|
|
RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
|
|
RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
|
|
|
|
SetRenderTargets(RHICmdList, ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIRef(), 0, NULL);
|
|
|
|
//@todo - support multiple views
|
|
const FViewInfo& View = Views[0];
|
|
|
|
const FVolumeBounds VolumeBounds(GTranslucencyLightingVolumeDim);
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
|
|
TShaderMapRef<FFilterTranslucentVolumePS> PixelShader(View.ShaderMap);
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, FilterBoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, VolumeBounds, GTranslucencyLightingVolumeDim);
|
|
GeometryShader->SetParameters(RHICmdList, VolumeBounds);
|
|
PixelShader->SetParameters(RHICmdList, View, VolumeCascadeIndex);
|
|
|
|
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
|
|
|
|
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
RHICmdList.CopyToResolveTarget(RT1->GetRenderTargetItem().TargetableTexture, RT1->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
}
|
|
}
|
|
}
|