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216 lines
7.1 KiB
C++
216 lines
7.1 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ForwardShadingRenderer.cpp: Scene rendering code for the ES2 feature level.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "Engine.h"
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#include "ScenePrivate.h"
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#include "FXSystem.h"
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#include "PostProcessing.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessMobile.h"
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#include "SceneUtils.h"
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uint32 GetShadowQuality();
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FForwardShadingSceneRenderer::FForwardShadingSceneRenderer(const FSceneViewFamily* InViewFamily,FHitProxyConsumer* HitProxyConsumer)
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: FSceneRenderer(InViewFamily, HitProxyConsumer)
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{
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}
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/**
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* Initialize scene's views.
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* Check visibility, sort translucent items, etc.
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*/
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void FForwardShadingSceneRenderer::InitViews(FRHICommandListImmediate& RHICmdList)
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{
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SCOPED_DRAW_EVENT(RHICmdList, InitViews);
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SCOPE_CYCLE_COUNTER(STAT_InitViewsTime);
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PreVisibilityFrameSetup(RHICmdList);
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ComputeViewVisibility(RHICmdList);
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PostVisibilityFrameSetup();
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bool bDynamicShadows = ViewFamily.EngineShowFlags.DynamicShadows && GetShadowQuality() > 0;
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if (bDynamicShadows && !IsSimpleDynamicLightingEnabled())
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{
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// Setup dynamic shadows.
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InitDynamicShadows(RHICmdList);
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}
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// initialize per-view uniform buffer. Pass in shadow info as necessary.
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>* DirectionalLightShadowInfo = nullptr;
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FViewInfo& ViewInfo = Views[ViewIndex];
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FScene* Scene = (FScene*)ViewInfo.Family->Scene;
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if (bDynamicShadows && Scene->SimpleDirectionalLight)
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{
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int32 LightId = Scene->SimpleDirectionalLight->Id;
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if (VisibleLightInfos.IsValidIndex(LightId))
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{
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const FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightId];
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if (VisibleLightInfo.AllProjectedShadows.Num() > 0)
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{
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DirectionalLightShadowInfo = &VisibleLightInfo.AllProjectedShadows;
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}
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}
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}
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// Initialize the view's RHI resources.
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Views[ViewIndex].InitRHIResources(DirectionalLightShadowInfo);
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}
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OnStartFrame();
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}
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/**
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* Renders the view family.
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*/
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void FForwardShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList)
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{
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if(!ViewFamily.EngineShowFlags.Rendering)
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{
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return;
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}
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auto FeatureLevel = ViewFamily.GetFeatureLevel();
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// Initialize global system textures (pass-through if already initialized).
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GSystemTextures.InitializeTextures(RHICmdList, FeatureLevel);
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// Allocate the maximum scene render target space for the current view family.
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GSceneRenderTargets.Allocate(ViewFamily);
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// Find the visible primitives.
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InitViews(RHICmdList);
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RenderShadowDepthMaps(RHICmdList);
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// Notify the FX system that the scene is about to be rendered.
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if (Scene->FXSystem)
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{
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Scene->FXSystem->PreRender(RHICmdList);
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}
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GRenderTargetPool.VisualizeTexture.OnStartFrame(Views[0]);
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// Dynamic vertex and index buffers need to be committed before rendering.
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FGlobalDynamicVertexBuffer::Get().Commit();
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FGlobalDynamicIndexBuffer::Get().Commit();
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const bool bGammaSpace = !IsMobileHDR();
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if( bGammaSpace )
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{
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SetRenderTarget(RHICmdList, ViewFamily.RenderTarget->GetRenderTargetTexture(), GSceneRenderTargets.GetSceneDepthTexture());
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}
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else
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{
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// Begin rendering to scene color
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GSceneRenderTargets.BeginRenderingSceneColor(RHICmdList, false);
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}
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// Clear color and depth buffer
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// Note, this is a reversed Z depth surface, so 0.0f is the far plane.
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RHICmdList.Clear(true, FLinearColor::Black, true, 0.0f, true, 0, FIntRect());
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RenderForwardShadingBasePass(RHICmdList);
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// Make a copy of the scene depth if the current hardware doesn't support reading and writing to the same depth buffer
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GSceneRenderTargets.ResolveSceneDepthToAuxiliaryTexture(RHICmdList);
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// Notify the FX system that opaque primitives have been rendered.
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if (Scene->FXSystem)
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{
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Scene->FXSystem->PostRenderOpaque(RHICmdList);
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}
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// Draw translucency.
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if (ViewFamily.EngineShowFlags.Translucency)
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{
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SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);
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// Note: Forward pass has no SeparateTranslucency, so refraction effect order with Transluency is different.
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// Having the distortion applied between two different translucency passes would make it consistent with the deferred pass.
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// This is not done yet.
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if (ViewFamily.EngineShowFlags.Refraction)
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{
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// to apply refraction effect by distorting the scene color
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RenderDistortion(RHICmdList);
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}
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RenderTranslucency(RHICmdList);
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}
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if( !bGammaSpace )
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{
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// This might eventually be a problem with multiple views.
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// Using only view 0 to check to do on-chip transform of alpha.
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FViewInfo& View = Views[0];
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static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
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bool bOnChipSunMask =
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GSupportsRenderTargetFormat_PF_FloatRGBA &&
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GSupportsShaderFramebufferFetch &&
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ViewFamily.EngineShowFlags.PostProcessing &&
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((View.bLightShaftUse) || (View.FinalPostProcessSettings.DepthOfFieldScale > 0.0) ||
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((ViewFamily.GetShaderPlatform() == SP_METAL) && (CVarMobileMSAA ? CVarMobileMSAA->GetValueOnAnyThread() > 1 : false))
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);
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// Convert alpha from depth to circle of confusion with sunshaft intensity.
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// This is done before resolve on hardware with framebuffer fetch.
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if(bOnChipSunMask)
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{
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// This will break when PrePostSourceViewportSize is not full size.
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FIntPoint PrePostSourceViewportSize = GSceneRenderTargets.GetBufferSizeXY();
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FMemMark Mark(FMemStack::Get());
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FRenderingCompositePassContext CompositeContext(RHICmdList, View);
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FRenderingCompositePass* PostProcessSunMask = CompositeContext.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(PrePostSourceViewportSize, true));
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CompositeContext.Root->AddDependency(FRenderingCompositeOutputRef(PostProcessSunMask));
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CompositeContext.Process(TEXT("OnChipAlphaTransform"));
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}
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// Resolve the scene color for post processing.
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GSceneRenderTargets.ResolveSceneColor(RHICmdList, FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY));
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// Drop depth and stencil before post processing to avoid export.
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RHICmdList.DiscardRenderTargets(true, true, 0);
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// Finish rendering for each view, or the full stereo buffer if enabled
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if (ViewFamily.bResolveScene)
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{
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if (GEngine->IsStereoscopic3D())
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{
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check(Views.Num() > 1);
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//@todo ES2 stereo post: until we get proper stereo postprocessing for ES2, process the stereo buffer as one view
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FIntPoint OriginalMax0 = Views[0].ViewRect.Max;
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Views[0].ViewRect.Max = Views[1].ViewRect.Max;
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GPostProcessing.ProcessES2(RHICmdList, Views[0], bOnChipSunMask);
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Views[0].ViewRect.Max = OriginalMax0;
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}
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else
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{
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SCOPED_DRAW_EVENT(RHICmdList, PostProcessing);
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SCOPE_CYCLE_COUNTER(STAT_FinishRenderViewTargetTime);
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for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
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{
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SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
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GPostProcessing.ProcessES2(RHICmdList, Views[ViewIndex], bOnChipSunMask);
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}
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}
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}
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}
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RenderFinish(RHICmdList);
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}
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