You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
210 lines
9.3 KiB
C++
210 lines
9.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "PostProcess/PostProcessVisualizeHDR.h"
|
|
#include "PostProcess/PostProcessTonemap.h"
|
|
#include "Curves/CurveFloat.h"
|
|
|
|
extern float GetBasicAutoExposureFocus();
|
|
|
|
extern bool IsExtendLuminanceRangeEnabled();
|
|
|
|
class FVisualizeHDRPS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FVisualizeHDRPS);
|
|
SHADER_USE_PARAMETER_STRUCT(FVisualizeHDRPS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
|
|
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FMobileFilmTonemapParameters, MobileTonemap)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapperOutputDeviceParameters, OutputDevice)
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HDRSceneColorTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HistogramTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EyeAdaptationTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, HDRSceneColorSampler)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
|
|
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
|
|
RENDER_TARGET_BINDING_SLOTS()
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), 1);
|
|
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), 1);
|
|
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), 1);
|
|
OutEnvironment.SetDefine(TEXT("USE_APPROXIMATE_SRGB"), (uint32)0);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FVisualizeHDRPS, "/Engine/Private/PostProcessVisualizeHDR.usf", "MainPS", SF_Pixel);
|
|
|
|
FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs)
|
|
{
|
|
check(Inputs.SceneColor.IsValid());
|
|
check(Inputs.SceneColorBeforeTonemap.IsValid());
|
|
check(Inputs.HistogramTexture);
|
|
check(Inputs.EyeAdaptationTexture);
|
|
check(Inputs.EyeAdaptationParameters);
|
|
|
|
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
|
|
|
|
if (!Output.IsValid())
|
|
{
|
|
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeHDR"));
|
|
}
|
|
|
|
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
|
|
const FScreenPassTextureViewport OutputViewport(Output);
|
|
|
|
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
FVisualizeHDRPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeHDRPS::FParameters>();
|
|
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
|
|
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
|
|
PassParameters->SceneColorTexture = Inputs.SceneColor.Texture;
|
|
PassParameters->SceneColorSampler = BilinearClampSampler;
|
|
PassParameters->HDRSceneColorTexture = Inputs.SceneColorBeforeTonemap.Texture;
|
|
PassParameters->HDRSceneColorSampler = BilinearClampSampler;
|
|
PassParameters->HistogramTexture = Inputs.HistogramTexture;
|
|
PassParameters->EyeAdaptationTexture = Inputs.EyeAdaptationTexture;
|
|
PassParameters->EyeAdaptation = *Inputs.EyeAdaptationParameters;
|
|
PassParameters->OutputDevice = GetTonemapperOutputDeviceParameters(*View.Family);
|
|
PassParameters->MobileTonemap = GetMobileFilmTonemapParameters(
|
|
View.FinalPostProcessSettings,
|
|
/* UseColorMatrix = */ true,
|
|
/* UseShadowTint = */ true,
|
|
/* UseContrast = */ true);
|
|
PassParameters->MiniFontTexture = GetMiniFontTexture();
|
|
|
|
TShaderMapRef<FVisualizeHDRPS> PixelShader(View.ShaderMap);
|
|
|
|
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeComplexity");
|
|
|
|
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, OutputViewport, InputViewport, *PixelShader, PassParameters);
|
|
|
|
Output.LoadAction = ERenderTargetLoadAction::ELoad;
|
|
|
|
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output,
|
|
[Output, &View](FCanvas& Canvas)
|
|
{
|
|
const EAutoExposureMethod AutoExposureMethod = GetAutoExposureMethod(View);
|
|
const bool bExtendedLuminanceRange = IsExtendLuminanceRangeEnabled();
|
|
|
|
const float LuminanceMax = LuminanceMaxFromLensAttenuation();
|
|
|
|
float X = Output.ViewRect.Min.X + 30;
|
|
float Y = Output.ViewRect.Min.Y + 28;
|
|
const float YStep = 14;
|
|
const float ColumnWidth = 250;
|
|
|
|
FString Line;
|
|
|
|
Line = FString::Printf(TEXT("HDR Histogram (EV100, max of RGB)"));
|
|
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
|
|
Y += 160;
|
|
|
|
float MinX = Output.ViewRect.Min.X + 64 + 10;
|
|
float MaxY = Output.ViewRect.Max.Y - 64;
|
|
float SizeX = Output.ViewRect.Size().X - 64 * 2 - 20;
|
|
|
|
for (uint32 i = 0; i <= 4; ++i)
|
|
{
|
|
int XAdd = (int)(i * SizeX / 4);
|
|
float HistogramPosition = i / 4.0f;
|
|
float EV100Value = FMath::Lerp(View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax, HistogramPosition);
|
|
if (!bExtendedLuminanceRange)
|
|
{
|
|
// In this case the post process settings are actually Log2 values.
|
|
EV100Value = Log2ToEV100(LuminanceMax,EV100Value);
|
|
}
|
|
|
|
Line = FString::Printf(TEXT("%.2g"), EV100Value);
|
|
Canvas.DrawShadowedString(MinX + XAdd - 5, MaxY + YStep, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
|
|
}
|
|
Y += 3 * YStep;
|
|
switch (AutoExposureMethod)
|
|
{
|
|
case EAutoExposureMethod::AEM_Basic:
|
|
Line = FString::Printf(TEXT("Basic"));
|
|
break;
|
|
case EAutoExposureMethod::AEM_Histogram:
|
|
Line = FString::Printf(TEXT("Histogram"));
|
|
break;
|
|
case EAutoExposureMethod::AEM_Manual:
|
|
Line = FString::Printf(TEXT("Manual"));
|
|
break;
|
|
default:
|
|
Line = FString::Printf(TEXT("Unknown"));
|
|
break;
|
|
}
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Auto Exposure Method:"), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
|
|
Line = FString::Printf(TEXT("%g%% .. %g%%"), View.FinalPostProcessSettings.AutoExposureLowPercent, View.FinalPostProcessSettings.AutoExposureHighPercent);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Percent Low/High:"), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
|
|
if (bExtendedLuminanceRange)
|
|
{
|
|
Line = FString::Printf(TEXT("%.1f .. %.1f"), View.FinalPostProcessSettings.AutoExposureMinBrightness, View.FinalPostProcessSettings.AutoExposureMaxBrightness);
|
|
}
|
|
else
|
|
{
|
|
Line = FString::Printf(TEXT("%.1f .. %.1f"), LuminanceToEV100(LuminanceMax,View.FinalPostProcessSettings.AutoExposureMinBrightness), LuminanceToEV100(LuminanceMax,View.FinalPostProcessSettings.AutoExposureMaxBrightness));
|
|
}
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("EV100 Min/Max"), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
|
|
|
|
Line = FString::Printf(TEXT("%g / %g"), View.FinalPostProcessSettings.AutoExposureSpeedUp, View.FinalPostProcessSettings.AutoExposureSpeedDown);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Speed Up/Down:"), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
|
|
float AutoExposureBias = View.FinalPostProcessSettings.AutoExposureBias;
|
|
if (View.FinalPostProcessSettings.AutoExposureBiasCurve)
|
|
{
|
|
float AverageSceneLuminance = View.GetLastAverageSceneLuminance();
|
|
if (AverageSceneLuminance > 0)
|
|
{
|
|
AutoExposureBias += View.FinalPostProcessSettings.AutoExposureBiasCurve->GetFloatValue(LuminanceToEV100(LuminanceMax,AverageSceneLuminance));
|
|
}
|
|
}
|
|
|
|
Line = FString::Printf(TEXT("%.2g"), AutoExposureBias);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Exposure Compensation: "), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
|
|
|
|
if (bExtendedLuminanceRange)
|
|
{
|
|
Line = FString::Printf(TEXT("%.1f .. %.1f"), View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax);
|
|
}
|
|
else
|
|
{
|
|
Line = FString::Printf(TEXT("%.1f .. %.1f"), Log2ToEV100(LuminanceMax,View.FinalPostProcessSettings.HistogramLogMin), Log2ToEV100(LuminanceMax,View.FinalPostProcessSettings.HistogramLogMax));
|
|
}
|
|
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Histogram EV100 Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
|
|
|
|
if (AutoExposureMethod == EAutoExposureMethod::AEM_Basic)
|
|
{
|
|
Line = FString::Printf(TEXT("%g"), GetBasicAutoExposureFocus());
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Weighting Focus: "), GetStatsFont(), FLinearColor(1, 1, 1));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
|
|
}
|
|
});
|
|
|
|
return MoveTemp(Output);
|
|
} |