Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironment.cpp
Marc Audy 01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00

328 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Reflection Environment - feature that provides HDR glossy reflections on any surfaces, leveraging precomputation to prefilter cubemaps of the scene
=============================================================================*/
#include "ReflectionEnvironment.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "RHI.h"
#include "UniformBuffer.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "SceneRenderTargetParameters.h"
#include "DeferredShadingRenderer.h"
#include "BasePassRendering.h"
#include "ScenePrivate.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "LightRendering.h"
#include "PipelineStateCache.h"
#include "DistanceFieldAmbientOcclusion.h"
#include "SceneTextureParameters.h"
#include "ScreenSpaceDenoise.h"
#include "ScreenSpaceRayTracing.h"
#include "RayTracing/RaytracingOptions.h"
#include "RenderGraph.h"
#include "PixelShaderUtils.h"
#include "SceneTextureParameters.h"
#include "HairStrands/HairStrandsRendering.h"
static TAutoConsoleVariable<int32> CVarReflectionEnvironment(
TEXT("r.ReflectionEnvironment"),
1,
TEXT("Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors.\n")
TEXT(" 0: off\n")
TEXT(" 1: on and blend with scene (default)")
TEXT(" 2: on and overwrite scene (only in non-shipping builds)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
int32 GReflectionEnvironmentLightmapMixing = 1;
FAutoConsoleVariableRef CVarReflectionEnvironmentLightmapMixing(
TEXT("r.ReflectionEnvironmentLightmapMixing"),
GReflectionEnvironmentLightmapMixing,
TEXT("Whether to mix indirect specular from reflection captures with indirect diffuse from lightmaps for rough surfaces."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GReflectionEnvironmentLightmapMixBasedOnRoughness = 1;
FAutoConsoleVariableRef CVarReflectionEnvironmentLightmapMixBasedOnRoughness(
TEXT("r.ReflectionEnvironmentLightmapMixBasedOnRoughness"),
GReflectionEnvironmentLightmapMixBasedOnRoughness,
TEXT("Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
float GReflectionEnvironmentBeginMixingRoughness = .1f;
FAutoConsoleVariableRef CVarReflectionEnvironmentBeginMixingRoughness(
TEXT("r.ReflectionEnvironmentBeginMixingRoughness"),
GReflectionEnvironmentBeginMixingRoughness,
TEXT("Min roughness value at which to begin mixing reflection captures with lightmap indirect diffuse."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
float GReflectionEnvironmentEndMixingRoughness = .3f;
FAutoConsoleVariableRef CVarReflectionEnvironmentEndMixingRoughness(
TEXT("r.ReflectionEnvironmentEndMixingRoughness"),
GReflectionEnvironmentEndMixingRoughness,
TEXT("Min roughness value at which to end mixing reflection captures with lightmap indirect diffuse."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GReflectionEnvironmentLightmapMixLargestWeight = 10000;
FAutoConsoleVariableRef CVarReflectionEnvironmentLightmapMixLargestWeight(
TEXT("r.ReflectionEnvironmentLightmapMixLargestWeight"),
GReflectionEnvironmentLightmapMixLargestWeight,
TEXT("When set to 1 can be used to clamp lightmap mixing such that only darkening from lightmaps are applied to reflection captures."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarDoTiledReflections(
TEXT("r.DoTiledReflections"),
1,
TEXT("Compute Reflection Environment with Tiled compute shader..\n")
TEXT(" 0: off\n")
TEXT(" 1: on (default)"),
ECVF_RenderThreadSafe);
// to avoid having direct access from many places
int GetReflectionEnvironmentCVar()
{
int32 RetVal = CVarReflectionEnvironment.GetValueOnAnyThread();
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Disabling the debug part of this CVar when in shipping
if (RetVal == 2)
{
RetVal = 1;
}
#endif
return RetVal;
}
FVector GetReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight()
{
float RoughnessMixingRange = 1.0f / FMath::Max(GReflectionEnvironmentEndMixingRoughness - GReflectionEnvironmentBeginMixingRoughness, .001f);
if (GReflectionEnvironmentLightmapMixing == 0)
{
return FVector(0, 0, GReflectionEnvironmentLightmapMixLargestWeight);
}
if (GReflectionEnvironmentEndMixingRoughness == 0.0f && GReflectionEnvironmentBeginMixingRoughness == 0.0f)
{
// Make sure a Roughness of 0 results in full mixing when disabling roughness-based mixing
return FVector(0, 1, GReflectionEnvironmentLightmapMixLargestWeight);
}
if (!GReflectionEnvironmentLightmapMixBasedOnRoughness)
{
return FVector(0, 1, GReflectionEnvironmentLightmapMixLargestWeight);
}
return FVector(RoughnessMixingRange, -GReflectionEnvironmentBeginMixingRoughness * RoughnessMixingRange, GReflectionEnvironmentLightmapMixLargestWeight);
}
bool IsReflectionEnvironmentAvailable(ERHIFeatureLevel::Type InFeatureLevel)
{
return (SupportsTextureCubeArray(InFeatureLevel)) && (GetReflectionEnvironmentCVar() != 0);
}
bool IsReflectionCaptureAvailable()
{
static IConsoleVariable* AllowStaticLightingVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.AllowStaticLighting"));
return (!AllowStaticLightingVar || AllowStaticLightingVar->GetInt() != 0);
}
void FReflectionEnvironmentCubemapArray::InitDynamicRHI()
{
if (SupportsTextureCubeArray(GetFeatureLevel()))
{
check(MaxCubemaps > 0);
check(CubemapSize > 0);
const int32 NumReflectionCaptureMips = FMath::CeilLogTwo(CubemapSize) + 1;
ReleaseCubeArray();
FPooledRenderTargetDesc Desc(
FPooledRenderTargetDesc::CreateCubemapDesc(
CubemapSize,
// Alpha stores sky mask
PF_FloatRGBA,
FClearValueBinding::None,
TexCreate_None,
TexCreate_None,
false,
// Cubemap array of 1 produces a regular cubemap, so guarantee it will be allocated as an array
FMath::Max<uint32>(MaxCubemaps, 2),
NumReflectionCaptureMips
)
);
Desc.AutoWritable = false;
FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
// Allocate TextureCubeArray for the scene's reflection captures
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ReflectionEnvs, TEXT("ReflectionEnvs"));
}
}
void FReflectionEnvironmentCubemapArray::ReleaseCubeArray()
{
// it's unlikely we can reuse the TextureCubeArray so when we release it we want to really remove it
GRenderTargetPool.FreeUnusedResource(ReflectionEnvs);
}
void FReflectionEnvironmentCubemapArray::ReleaseDynamicRHI()
{
ReleaseCubeArray();
}
void FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU(uint32 InMaxCubemaps, int32 InCubemapSize)
{
check(IsInRenderingThread());
// If the cubemap array isn't setup yet then no copying/reallocation is necessary. Just go through the old path
if (!CubemapArray.IsInitialized())
{
CubemapArraySlotsUsed.Init(false, InMaxCubemaps);
CubemapArray.UpdateMaxCubemaps(InMaxCubemaps, InCubemapSize);
return;
}
// Generate a remapping table for the elements
TArray<int32> IndexRemapping;
int32 Count = 0;
for (int i = 0; i < CubemapArray.GetMaxCubemaps(); i++)
{
bool bUsed = i < CubemapArraySlotsUsed.Num() ? CubemapArraySlotsUsed[i] : false;
if (bUsed)
{
IndexRemapping.Add(Count);
Count++;
}
else
{
IndexRemapping.Add(-1);
}
}
// Reset the CubemapArraySlotsUsed array (we'll recompute it below)
CubemapArraySlotsUsed.Init(false, InMaxCubemaps);
// Spin through the AllocatedReflectionCaptureState map and remap the indices based on the LUT
TArray<const UReflectionCaptureComponent*> Components;
AllocatedReflectionCaptureState.GetKeys(Components);
int32 UsedCubemapCount = 0;
for (int32 i=0; i<Components.Num(); i++ )
{
FCaptureComponentSceneState* ComponentStatePtr = AllocatedReflectionCaptureState.Find(Components[i]);
check(ComponentStatePtr->CubemapIndex < IndexRemapping.Num());
int32 NewIndex = IndexRemapping[ComponentStatePtr->CubemapIndex];
CubemapArraySlotsUsed[NewIndex] = true;
ComponentStatePtr->CubemapIndex = NewIndex;
check(ComponentStatePtr->CubemapIndex > -1);
UsedCubemapCount = FMath::Max(UsedCubemapCount, ComponentStatePtr->CubemapIndex + 1);
}
// Clear elements in the remapping array which are outside the range of the used components (these were allocated but not used)
for (int i = 0; i < IndexRemapping.Num(); i++)
{
if (IndexRemapping[i] >= UsedCubemapCount)
{
IndexRemapping[i] = -1;
}
}
CubemapArray.ResizeCubemapArrayGPU(InMaxCubemaps, InCubemapSize, IndexRemapping);
}
void FReflectionEnvironmentCubemapArray::ResizeCubemapArrayGPU(uint32 InMaxCubemaps, int32 InCubemapSize, const TArray<int32>& IndexRemapping)
{
check(InMaxCubemaps > 0);
check(InCubemapSize > 0);
check(IsInRenderingThread());
check(IsInitialized());
check(InCubemapSize == CubemapSize);
// Take a reference to the old cubemap array and then release it to prevent it getting destroyed during InitDynamicRHI
TRefCountPtr<IPooledRenderTarget> OldReflectionEnvs = ReflectionEnvs;
ReflectionEnvs = nullptr;
int OldMaxCubemaps = MaxCubemaps;
MaxCubemaps = InMaxCubemaps;
InitDynamicRHI();
FTextureRHIRef TexRef = OldReflectionEnvs->GetRenderTargetItem().TargetableTexture;
FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
const int32 NumMips = FMath::CeilLogTwo(InCubemapSize) + 1;
{
SCOPED_DRAW_EVENT(RHICmdList, ReflectionEnvironment_ResizeCubemapArray);
//SCOPED_GPU_STAT(RHICmdList, ReflectionEnvironment)
// Copy the cubemaps, remapping the elements as necessary
FResolveParams ResolveParams;
ResolveParams.Rect = FResolveRect();
for (int32 SourceCubemapIndex = 0; SourceCubemapIndex < OldMaxCubemaps; SourceCubemapIndex++)
{
int32 DestCubemapIndex = IndexRemapping[SourceCubemapIndex];
if (DestCubemapIndex != -1)
{
ResolveParams.SourceArrayIndex = SourceCubemapIndex;
ResolveParams.DestArrayIndex = DestCubemapIndex;
check(SourceCubemapIndex < OldMaxCubemaps);
check(DestCubemapIndex < (int32)MaxCubemaps);
for (int Face = 0; Face < 6; Face++)
{
ResolveParams.CubeFace = (ECubeFace)Face;
for (int Mip = 0; Mip < NumMips; Mip++)
{
ResolveParams.MipIndex = Mip;
//@TODO: We should use an explicit copy method for this rather than CopyToResolveTarget, but that doesn't exist right now.
// For now, we'll just do this on RHIs where we know CopyToResolveTarget does the right thing. In future we should look to
// add a a new RHI method
check(GRHISupportsResolveCubemapFaces);
RHICmdList.CopyToResolveTarget(OldReflectionEnvs->GetRenderTargetItem().ShaderResourceTexture, ReflectionEnvs->GetRenderTargetItem().ShaderResourceTexture, ResolveParams);
}
}
}
}
}
GRenderTargetPool.FreeUnusedResource(OldReflectionEnvs);
}
void FReflectionEnvironmentCubemapArray::UpdateMaxCubemaps(uint32 InMaxCubemaps, int32 InCubemapSize)
{
check(InMaxCubemaps > 0);
check(InCubemapSize > 0);
MaxCubemaps = InMaxCubemaps;
CubemapSize = InCubemapSize;
// Reallocate the cubemap array
if (IsInitialized())
{
UpdateRHI();
}
else
{
InitResource();
}
}
IMPLEMENT_STATIC_UNIFORM_BUFFER_SLOT(ReflectionCapture);
IMPLEMENT_STATIC_AND_SHADER_UNIFORM_BUFFER_STRUCT(FReflectionCaptureShaderData, "ReflectionCapture", ReflectionCapture);