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#jira UE-151653 #review eric.renaudhoude #preflight 63359102b84cbb36d52db178 [CL 22295626 by benjamin rouveyrol in ue5-main branch]
266 lines
12 KiB
C++
266 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#if WITH_EDITOR
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#include "PostProcess/PostProcessSelectionOutline.h"
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#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
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#include "EditorPrimitivesRendering.h"
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#include "SceneTextureParameters.h"
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#include "CanvasTypes.h"
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#include "RenderTargetTemp.h"
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#include "ClearQuad.h"
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#include "ScenePrivate.h"
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#include "PostProcess/SceneRenderTargets.h"
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namespace
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{
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class FSelectionOutlinePS : public FEditorPrimitiveShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FSelectionOutlinePS);
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SHADER_USE_PARAMETER_STRUCT(FSelectionOutlinePS, FEditorPrimitiveShader);
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class FSelectionOutlineHDRDim : SHADER_PERMUTATION_BOOL("SELECTION_OUTLINE_HDR");
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using FPermutationDomain = TShaderPermutationDomain< FEditorPrimitiveShader::FPermutationDomain, FSelectionOutlineHDRDim>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Depth)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EditorPrimitivesDepth)
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SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, EditorPrimitivesStencil)
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SHADER_PARAMETER(FScreenTransform, ColorToDepth)
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SHADER_PARAMETER(FVector3f, OutlineColor)
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SHADER_PARAMETER(float, SelectionHighlightIntensity)
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SHADER_PARAMETER(FVector3f, SubduedOutlineColor)
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SHADER_PARAMETER(float, BSPSelectionIntensity)
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SHADER_PARAMETER(float, UILuminanceAndIsSCRGB)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool SupportHDR(const EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
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}
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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FPermutationDomain CurrentPermutation(Parameters.PermutationId);
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FEditorPrimitiveShader::FPermutationDomain EditorPrimitiveShaderDomain = CurrentPermutation.Get<FEditorPrimitiveShader::FPermutationDomain>();
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bool bIsHDR = CurrentPermutation.Get<FSelectionOutlineHDRDim>();
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if (bIsHDR && !SupportHDR(Parameters.Platform))
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{
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return false;
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}
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return FEditorPrimitiveShader::ShouldCompilePermutation(EditorPrimitiveShaderDomain, Parameters.Platform);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FSelectionOutlinePS, "/Engine/Private/PostProcessSelectionOutline.usf", "MainPS", SF_Pixel);
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} //! namespace
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BEGIN_SHADER_PARAMETER_STRUCT(FSelectionOutlinePassParameters, )
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//SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureShaderParameters, SceneTextures)
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SHADER_PARAMETER_STRUCT_INCLUDE(FNaniteSelectionOutlineParameters, NaniteSelectionOutlineParameters)
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SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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FScreenPassTexture AddSelectionOutlinePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSelectionOutlineInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults)
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{
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check(Inputs.SceneColor.IsValid());
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check(Inputs.SceneDepth.IsValid());
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const bool bNaniteEnabled = NaniteRasterResults != nullptr;
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RDG_EVENT_SCOPE(GraphBuilder, "EditorSelectionOutlines");
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RDG_GPU_STAT_SCOPE(GraphBuilder, EditorPrimitives);
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const uint32 NumSamples = View.GetSceneTexturesConfig().NumSamples;
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// Patch uniform buffers with updated state for rendering the outline mesh draw commands.
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const FViewInfo* EditorView = CreateEditorPrimitiveView(View, Inputs.SceneColor.ViewRect, NumSamples);
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FRDGTextureRef DepthStencilTexture = nullptr;
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// Generate custom depth / stencil for outline shapes.
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{
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{
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FRDGTextureDesc DepthStencilDesc = Inputs.SceneColor.Texture->Desc;
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DepthStencilDesc.Reset();
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DepthStencilDesc.Format = PF_DepthStencil;
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// This is a reversed Z depth surface, so 0.0f is the far plane.
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DepthStencilDesc.ClearValue = FClearValueBinding((float)ERHIZBuffer::FarPlane, 0);
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DepthStencilDesc.Flags = TexCreate_DepthStencilTargetable | TexCreate_ShaderResource;
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DepthStencilDesc.NumSamples = NumSamples;
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DepthStencilTexture = GraphBuilder.CreateTexture(DepthStencilDesc, TEXT("Editor.SelectionOutline"));
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}
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auto* PassParameters = GraphBuilder.AllocParameters<FSelectionOutlinePassParameters>();
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FScene* Scene = View.Family->Scene->GetRenderScene();
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const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
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if (bNaniteEnabled)
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{
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Nanite::GetEditorSelectionPassParameters(GraphBuilder, *Scene, View, SceneColorViewport.Rect, NaniteRasterResults, &PassParameters->NaniteSelectionOutlineParameters);
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}
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PassParameters->NaniteSelectionOutlineParameters.View = EditorView->ViewUniformBuffer;
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PassParameters->SceneTextures = Inputs.SceneTextures;
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PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(
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DepthStencilTexture,
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ERenderTargetLoadAction::EClear,
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ERenderTargetLoadAction::EClear,
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FExclusiveDepthStencil::DepthWrite_StencilWrite);
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const_cast<FViewInfo&>(View).ParallelMeshDrawCommandPasses[EMeshPass::EditorSelection].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("OutlineDepth %dx%d", SceneColorViewport.Rect.Width(), SceneColorViewport.Rect.Height()),
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PassParameters,
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ERDGPassFlags::Raster,
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[&View, SceneColorViewport, DepthStencilTexture, NaniteRasterResults, PassParameters, bNaniteEnabled](FRHICommandListImmediate& RHICmdList)
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{
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RHICmdList.SetViewport(SceneColorViewport.Rect.Min.X, SceneColorViewport.Rect.Min.Y, 0.0f, SceneColorViewport.Rect.Max.X, SceneColorViewport.Rect.Max.Y, 1.0f);
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{
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SCOPED_DRAW_EVENT(RHICmdList, EditorSelection);
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// Run selection pass on static elements
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View.ParallelMeshDrawCommandPasses[EMeshPass::EditorSelection].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
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}
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// Render Nanite mesh outlines after regular mesh outline, but before borders
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if (bNaniteEnabled)
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{
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Nanite::DrawEditorSelection(RHICmdList, View, SceneColorViewport.Rect, PassParameters->NaniteSelectionOutlineParameters);
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}
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// to get an outline around the objects if it's partly outside of the screen
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{
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SCOPED_DRAW_EVENT(RHICmdList, DrawOutlineBorder);
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FIntRect InnerRect = SceneColorViewport.Rect;
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// 1 as we have an outline that is that thick
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InnerRect.InflateRect(-1);
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// top
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RHICmdList.SetScissorRect(true, SceneColorViewport.Rect.Min.X, SceneColorViewport.Rect.Min.Y, SceneColorViewport.Rect.Max.X, InnerRect.Min.Y);
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DrawClearQuad(RHICmdList, false, FLinearColor(), true, (float)ERHIZBuffer::FarPlane, true, 0, SceneColorViewport.Extent, FIntRect());
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// bottom
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RHICmdList.SetScissorRect(true, SceneColorViewport.Rect.Min.X, InnerRect.Max.Y, SceneColorViewport.Rect.Max.X, SceneColorViewport.Rect.Max.Y);
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DrawClearQuad(RHICmdList, false, FLinearColor(), true, (float)ERHIZBuffer::FarPlane, true, 0, SceneColorViewport.Extent, FIntRect());
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// left
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RHICmdList.SetScissorRect(true, SceneColorViewport.Rect.Min.X, SceneColorViewport.Rect.Min.Y, InnerRect.Min.X, SceneColorViewport.Rect.Max.Y);
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DrawClearQuad(RHICmdList, false, FLinearColor(), true, (float)ERHIZBuffer::FarPlane, true, 0, SceneColorViewport.Extent, FIntRect());
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// right
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RHICmdList.SetScissorRect(true, InnerRect.Max.X, SceneColorViewport.Rect.Min.Y, SceneColorViewport.Rect.Max.X, SceneColorViewport.Rect.Max.Y);
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DrawClearQuad(RHICmdList, false, FLinearColor(), true, (float)ERHIZBuffer::FarPlane, true, 0, SceneColorViewport.Extent, FIntRect());
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RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
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}
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});
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// Render HairStrands outlines
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if (HairStrands::HasViewHairStrandsData(View))
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{
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HairStrands::DrawEditorSelection(GraphBuilder, View, SceneColorViewport.Rect, DepthStencilTexture);
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}
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}
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FScreenPassRenderTarget Output = Inputs.OverrideOutput;
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if (!Output.IsValid())
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{
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Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("SelectionOutlineColor"));
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}
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// Render selection outlines.
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{
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const FScreenPassTextureViewport OutputViewport(Output);
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const FScreenPassTextureViewport ColorViewport(Inputs.SceneColor);
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const FScreenPassTextureViewport DepthViewport(Inputs.SceneDepth);
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FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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FSelectionOutlinePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSelectionOutlinePS::FParameters>();
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PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
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PassParameters->View = View.ViewUniformBuffer;
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PassParameters->Color = GetScreenPassTextureViewportParameters(ColorViewport);
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PassParameters->Depth = GetScreenPassTextureViewportParameters(DepthViewport);
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PassParameters->ColorToDepth = FScreenTransform::ChangeTextureUVCoordinateFromTo(ColorViewport, DepthViewport);
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PassParameters->ColorTexture = Inputs.SceneColor.Texture;
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PassParameters->ColorSampler = PointClampSampler;
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PassParameters->DepthTexture = Inputs.SceneDepth.Texture;
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PassParameters->DepthSampler = PointClampSampler;
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PassParameters->EditorPrimitivesDepth = DepthStencilTexture;
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PassParameters->EditorPrimitivesStencil = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(DepthStencilTexture, PF_X24_G8));
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PassParameters->OutlineColor = FVector3f(View.SelectionOutlineColor);
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PassParameters->SelectionHighlightIntensity = GEngine->SelectionHighlightIntensity;
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PassParameters->SubduedOutlineColor = FVector3f(View.SubduedSelectionOutlineColor);
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PassParameters->BSPSelectionIntensity = GEngine->BSPSelectionHighlightIntensity;
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EDisplayOutputFormat DisplayOutputFormat = View.Family->RenderTarget->GetDisplayOutputFormat();
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bool bIsHDR = false;
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bool bIsSCRGB = false;
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if (FSelectionOutlinePS::SupportHDR(GetFeatureLevelShaderPlatform(GMaxRHIFeatureLevel)))
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{
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switch (DisplayOutputFormat)
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{
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case EDisplayOutputFormat::HDR_ACES_1000nit_ScRGB:
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case EDisplayOutputFormat::HDR_ACES_2000nit_ScRGB:
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bIsHDR = true;
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bIsSCRGB = true;
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break;
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case EDisplayOutputFormat::HDR_ACES_1000nit_ST2084:
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case EDisplayOutputFormat::HDR_ACES_2000nit_ST2084:
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bIsHDR = true;
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break;
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case EDisplayOutputFormat::SDR_sRGB:
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case EDisplayOutputFormat::SDR_Rec709:
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case EDisplayOutputFormat::SDR_ExplicitGammaMapping:
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case EDisplayOutputFormat::HDR_LinearEXR:
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case EDisplayOutputFormat::HDR_LinearNoToneCurve:
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case EDisplayOutputFormat::HDR_LinearWithToneCurve:
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break;
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default:
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checkNoEntry();
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break;
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}
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}
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static const auto CVarHDRUILuminance = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.HDR.UI.Luminance"));
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float UILuminance = CVarHDRUILuminance ? CVarHDRUILuminance->GetValueOnRenderThread() : 300.0f;
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PassParameters->UILuminanceAndIsSCRGB = bIsSCRGB ? UILuminance : -UILuminance;
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FSelectionOutlinePS::FPermutationDomain PermutationVector;
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FEditorPrimitiveShader::FPermutationDomain PermutationVectorBase;
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PermutationVectorBase.Set<FSelectionOutlinePS::FSampleCountDimension>(NumSamples);
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PermutationVector.Set<FEditorPrimitiveShader::FPermutationDomain>(PermutationVectorBase);
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PermutationVector.Set<FSelectionOutlinePS::FSelectionOutlineHDRDim>(bIsHDR);
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TShaderMapRef<FSelectionOutlinePS> PixelShader(View.ShaderMap, PermutationVector);
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AddDrawScreenPass(
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GraphBuilder,
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RDG_EVENT_NAME("OutlineColor %dx%d", OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
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View,
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OutputViewport,
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ColorViewport,
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PixelShader,
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PassParameters);
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}
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return MoveTemp(Output);
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}
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#endif
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