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277 lines
10 KiB
C++
277 lines
10 KiB
C++
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMorpheus.cpp: Post processing for Sony Morpheus HMD device.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessMorpheus.h"
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#include "PostProcessing.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessEyeAdaptation.h"
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#include "IHeadMountedDisplay.h"
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DEFINE_LOG_CATEGORY_STATIC(LogMorpheusHMDPostProcess, All, All);
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#if HAS_MORPHEUS
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/** Encapsulates the post processing HMD distortion and correction pixel shader. */
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class FPostProcessMorpheusPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessMorpheusPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
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// but a user will not necessarily have the Morpheus files
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bool bEnableMorpheus = false;
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if (GConfig->GetBool(TEXT("Morpheus.Settings"), TEXT("EnableMorpheus"), bEnableMorpheus, GEngineIni))
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{
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return bEnableMorpheus;
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}
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return false;
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}
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/** Default constructor. */
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FPostProcessMorpheusPS()
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{
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DistortionTexture = NULL;
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}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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// Distortion parameter values
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FShaderParameter LensCenter;
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FShaderParameter ScreenCenter;
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FShaderParameter Scale;
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FShaderParameter HMDWarpParam;
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FShaderParameter CAWarpParam;
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FShaderResourceParameter DistortionTextureParam;
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FShaderResourceParameter DistortionTextureSampler;
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const FTexture* DistortionTexture;
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/** Initialization constructor. */
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FPostProcessMorpheusPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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LensCenter.Bind(Initializer.ParameterMap, TEXT("LensCenter"));
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ScreenCenter.Bind(Initializer.ParameterMap, TEXT("ScreenCenter"));
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Scale.Bind(Initializer.ParameterMap, TEXT("Scale"));
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HMDWarpParam.Bind(Initializer.ParameterMap, TEXT("HMDWarpParam"));
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CAWarpParam.Bind(Initializer.ParameterMap, TEXT("CAWarpParam"));
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DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTexture"));
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check(DistortionTextureParam.IsBound());
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DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler"));
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check(DistortionTextureSampler.IsBound());
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DistortionTexture = NULL;
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}
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void SetPS(const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(ShaderRHI, Context.View);
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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DeferredParameters.Set(ShaderRHI, Context.View);
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{
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check(GEngine->HMDDevice.IsValid());
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const FIntPoint SrcSize = SrcRect.Size();
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const float BufferRatioX = float(SrcSize.X)/float(SrcBufferSize.X);
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const float BufferRatioY = float(SrcSize.Y)/float(SrcBufferSize.Y);
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const float w = float(SrcSize.X)/float(SrcBufferSize.X);
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const float h = float(SrcSize.Y)/float(SrcBufferSize.Y);
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const float x = float(SrcRect.Min.X)/float(SrcBufferSize.X);
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const float y = float(SrcRect.Min.Y)/float(SrcBufferSize.Y);
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float DistortionCenterOffsetX = 0, DistortionCenterOffsetY = 0;
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GEngine->HMDDevice->GetDistortionCenterOffset(DistortionCenterOffsetX, DistortionCenterOffsetY);
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const float XCenterOffset = (StereoPass == eSSP_RIGHT_EYE) ? -DistortionCenterOffsetX : DistortionCenterOffsetX;
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const float YCenterOffset = DistortionCenterOffsetY;
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const float AspectRatio = (float)SrcSize.X / (float)SrcSize.Y;
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const float ScaleFactor = GEngine->HMDDevice->GetDistortionScalingFactor();
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if(DistortionTexture == NULL)
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{
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check(IsInRenderingThread());
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DistortionTexture = GEngine->HMDDevice->GetDistortionTexture();
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check(DistortionTexture != NULL);
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}
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SetTextureParameter(ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), DistortionTexture->TextureRHI);
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// Shifts texture coordinates to the center of the distortion function around the center of the lens
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FVector2D ViewLensCenter;
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ViewLensCenter.X = x + (0.5f + XCenterOffset) * w;
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ViewLensCenter.Y = y + (0.5f + YCenterOffset) * h;
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SetShaderValue(ShaderRHI, LensCenter, ViewLensCenter);
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// Texture coordinate for the center of the half scene texture, used to clamp sampling
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FVector2D ViewScreenCenter;
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ViewScreenCenter.X = x + w * 0.5f;
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ViewScreenCenter.Y = y + h * 0.5f;
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SetShaderValue(ShaderRHI, ScreenCenter, ViewScreenCenter);
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// Rescale output (sample) coordinates back to texture range and increase scale to support rendering outside the the screen
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FVector2D ViewScale;
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ViewScale.X = (w/2) * ScaleFactor;
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ViewScale.Y = (h/2) * ScaleFactor * AspectRatio;
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SetShaderValue(ShaderRHI, Scale, ViewScale);
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// Distortion coefficients
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FVector4 DistortionValues;
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GEngine->HMDDevice->GetDistortionWarpValues(DistortionValues);
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SetShaderValue(ShaderRHI, HMDWarpParam, DistortionValues);
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// CNN - Morpheus changes
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// CA correction values
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FVector4 CAValues;
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GEngine->HMDDevice->GetChromaAbCorrectionValues(CAValues);
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SetShaderValue(ShaderRHI, CAWarpParam, CAValues);
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// Rescale the texture coordinates to [-1,1] unit range and corrects aspect ratio
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FVector2D ViewScaleIn;
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ViewScaleIn.X = (2/w);
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ViewScaleIn.Y = (2/h) / AspectRatio;
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QuadTexTransform = FMatrix::Identity;
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QuadTexTransform *= FTranslationMatrix(FVector(-ViewLensCenter.X * SrcBufferSize.X, -ViewLensCenter.Y * SrcBufferSize.Y, 0));
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QuadTexTransform *= FMatrix(FPlane(ViewScaleIn.X,0,0,0), FPlane(0,ViewScaleIn.Y,0,0), FPlane(0,0,0,0), FPlane(0,0,0,1));
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}
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar)
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << LensCenter << ScreenCenter << Scale << HMDWarpParam << CAWarpParam << DistortionTextureParam << DistortionTextureSampler;
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return bShaderHasOutdatedParameters;
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}
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};
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/** Encapsulates the post processing vertex shader. */
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class FPostProcessMorpheusVS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessMorpheusVS,Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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// we must use a run time check for this because the builds the build machines create will have Morpheus defined,
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// but a user will not necessarily have the Morpheus files
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bool bEnableMorpheus = false;
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if (GConfig->GetBool(TEXT("Morpheus.Settings"), TEXT("EnableMorpheus"), bEnableMorpheus, GEngineIni))
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{
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return bEnableMorpheus;
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}
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return false;
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}
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/** Default constructor. */
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FPostProcessMorpheusVS() {}
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/** to have a similar interface as all other shaders */
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void SetParameters(const FRenderingCompositePassContext& Context)
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{
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FGlobalShader::SetParameters(GetVertexShader(), Context.View);
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}
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void SetParameters(const FSceneView& View)
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{
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FGlobalShader::SetParameters(GetVertexShader(), View);
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}
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public:
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/** Initialization constructor. */
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FPostProcessMorpheusVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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}
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};
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IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusVS, TEXT("MorpheusInclude"), TEXT("MainVS"), SF_Vertex);
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IMPLEMENT_SHADER_TYPE(, FPostProcessMorpheusPS,TEXT("MorpheusInclude"),TEXT("MainPS"),SF_Pixel);
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void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(PostProcessMorpheus, DEC_SCENE_ITEMS);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntRect SrcRect = View.ViewRect;
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FIntRect DestRect = View.UnscaledViewRect;
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FIntPoint SrcSize = InputDesc->Extent;
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
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Context.SetViewportAndCallRHI(DestRect);
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// set the state
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RHISetBlendState(TStaticBlendState<>::GetRHI());
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RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
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RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
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TShaderMapRef<FPostProcessMorpheusVS> VertexShader(GetGlobalShaderMap());
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TShaderMapRef<FPostProcessMorpheusPS> PixelShader(GetGlobalShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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FMatrix QuadTexTransform;
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FMatrix QuadPosTransform = FMatrix::Identity;
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PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
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// Draw a quad mapping scene color to the view's render target
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DrawTransformedRectangle(
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0, 0,
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DestRect.Width(), DestRect.Height(),
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QuadPosTransform,
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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QuadTexTransform,
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DestRect.Size(),
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SrcSize
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);
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RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessMorpheus::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
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Ret.NumSamples = 1; // no MSAA
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Ret.DebugName = TEXT("Morpheus");
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return Ret;
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}
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#endif // HAS_MORPHEUS
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