Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/SystemTextures.cpp
marcus wassmer b259f65406 Copying //UE4/Dev-Rendering[at]4854522 to Dev-Main (//UE4/Dev-Main)
#rb none

#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: marcus.wassmer
#ROBOMERGE-SOURCE: CL 4854553 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 4854570 by marcus wassmer in Dev-VR branch]
2019-01-30 21:24:04 -05:00

585 lines
25 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SystemTextures.cpp: System textures implementation.
=============================================================================*/
#include "SystemTextures.h"
#include "Math/RandomStream.h"
#include "RenderTargetPool.h"
#include "ClearQuad.h"
#include "LTC.h"
/*-----------------------------------------------------------------------------
SystemTextures
-----------------------------------------------------------------------------*/
/** The global render targets used for scene rendering. */
TGlobalResource<FSystemTextures> GSystemTextures;
void FSystemTextures::InitializeCommonTextures(FRHICommandListImmediate& RHICmdList)
{
// First initialize textures that are common to all feature levels. This is always done the first time we come into this function, as doesn't care about the
// requested feature level
// Create a WhiteDummy texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_B8G8R8A8, FClearValueBinding::White, TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, WhiteDummy, TEXT("WhiteDummy"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(WhiteDummy->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("WhiteDummy"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(WhiteDummy->GetRenderTargetItem().TargetableTexture, WhiteDummy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
WhiteDummySRV = RHICreateShaderResourceView((FRHITexture2D*)WhiteDummy->GetRenderTargetItem().ShaderResourceTexture.GetReference(), 0);
}
// Create a BlackDummy texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_B8G8R8A8, FClearValueBinding::Transparent, TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, BlackDummy, TEXT("BlackDummy"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(BlackDummy->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("BlackDummy"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(BlackDummy->GetRenderTargetItem().TargetableTexture, BlackDummy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
// Create a BlackAlphaOneDummy texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_B8G8R8A8, FClearValueBinding::Black, TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, BlackAlphaOneDummy, TEXT("BlackAlphaOneDummy"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(BlackAlphaOneDummy->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("BlackAlphaOneDummy"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(BlackAlphaOneDummy->GetRenderTargetItem().TargetableTexture, BlackAlphaOneDummy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
// Create a GreenDummy texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_B8G8R8A8, FClearValueBinding::Green, TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GreenDummy, TEXT("GreenDummy"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(GreenDummy->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("GreenDummy"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(GreenDummy->GetRenderTargetItem().TargetableTexture, GreenDummy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
// Create a DefaultNormal8Bit texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DefaultNormal8Bit, TEXT("DefaultNormal8Bit"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(DefaultNormal8Bit->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("DefaultNormal8Bit"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(DefaultNormal8Bit->GetRenderTargetItem().TargetableTexture, DefaultNormal8Bit->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
// Create the PerlinNoiseGradient texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(128, 128), PF_B8G8R8A8, FClearValueBinding::None, TexCreate_HideInVisualizeTexture, TexCreate_None | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, PerlinNoiseGradient, TEXT("PerlinNoiseGradient"), true, ERenderTargetTransience::NonTransient);
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)PerlinNoiseGradient->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
// seed the pseudo random stream with a good value
FRandomStream RandomStream(12345);
// Values represent float3 values in the -1..1 range.
// The vectors are the edge mid point of a cube from -1 .. 1
static uint32 gradtable[] =
{
0x88ffff, 0xff88ff, 0xffff88,
0x88ff00, 0xff8800, 0xff0088,
0x8800ff, 0x0088ff, 0x00ff88,
0x880000, 0x008800, 0x000088,
};
for (int32 y = 0; y < Desc.Extent.Y; ++y)
{
for (int32 x = 0; x < Desc.Extent.X; ++x)
{
uint32* Dest = (uint32*)(DestBuffer + x * sizeof(uint32) + y * DestStride);
// pick a random direction (hacky way to overcome the quality issues FRandomStream has)
*Dest = gradtable[(uint32)(RandomStream.GetFraction() * 11.9999999f)];
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)PerlinNoiseGradient->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
if (!GSupportsShaderFramebufferFetch && GPixelFormats[PF_FloatRGBA].Supported)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_FloatRGBA, FClearValueBinding(FLinearColor(65000.0f, 65000.0f, 65000.0f, 65000.0f)), TexCreate_HideInVisualizeTexture, TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, MaxFP16Depth, TEXT("MaxFP16Depth"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(MaxFP16Depth->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Clear_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("MaxFP16Depth"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(MaxFP16Depth->GetRenderTargetItem().TargetableTexture, MaxFP16Depth->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
// Create dummy 1x1 depth texture
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DepthDummy, TEXT("DepthDummy"), true, ERenderTargetTransience::NonTransient);
FRHIRenderPassInfo RPInfo(DepthDummy->GetRenderTargetItem().TargetableTexture, EDepthStencilTargetActions::ClearDepthStencil_StoreDepthStencil, nullptr, FExclusiveDepthStencil::DepthWrite_StencilWrite);
RHICmdList.BeginRenderPass(RPInfo, TEXT("DepthDummy"));
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(DepthDummy->GetRenderTargetItem().TargetableTexture, DepthDummy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
void FSystemTextures::InitializeFeatureLevelDependentTextures(FRHICommandListImmediate& RHICmdList, const ERHIFeatureLevel::Type InFeatureLevel)
{
// this function will be called every time the feature level will be updated and some textures require a minimum feature level to exist
// the below declared variable (CurrentFeatureLevel) will guard against reinitialization of those textures already created in a previous call
// if FeatureLevelInitializedTo has its default value (ERHIFeatureLevel::Num) it means that setup was never performed and all textures are invalid
// thus CurrentFeatureLevel will be set to ERHIFeatureLevel::ES2 to validate all 'is valid' branching conditions below
// this should change if we add any ERHIFeatureLevel::ES2 dependent textures here!
ERHIFeatureLevel::Type CurrentFeatureLevel = FeatureLevelInitializedTo == ERHIFeatureLevel::Num ? ERHIFeatureLevel::ES2 : FeatureLevelInitializedTo;
// Create the SobolSampling texture
if (CurrentFeatureLevel < ERHIFeatureLevel::ES3_1 && InFeatureLevel >= ERHIFeatureLevel::ES3_1 && GPixelFormats[PF_R16_UINT].Supported)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(32, 16), PF_R16_UINT, FClearValueBinding::None, TexCreate_HideInVisualizeTexture, TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SobolSampling, TEXT("SobolSampling"));
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)SobolSampling->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
uint16 Result, *Dest;
for (int y = 0; y < 16; ++y)
{
Dest = (uint16*)(DestBuffer + y * DestStride);
// 16x16 block starting at 0,0 = Sobol X,Y from bottom 4 bits of cell X,Y
for (int x = 0; x < 16; ++x, ++Dest)
{
Result = (x & 0x001) ? 0xf68e : 0;
Result ^= (x & 0x002) ? 0x8e56 : 0;
Result ^= (x & 0x004) ? 0x1135 : 0;
Result ^= (x & 0x008) ? 0x220a : 0;
Result ^= (y & 0x001) ? 0x94c4 : 0;
Result ^= (y & 0x002) ? 0x4ac2 : 0;
Result ^= (y & 0x004) ? 0xfb57 : 0;
Result ^= (y & 0x008) ? 0x0454 : 0;
*Dest = Result;
}
// 16x16 block starting at 16,0 = Sobol X,Y from 2nd 4 bits of cell X,Y
for (int x = 0; x < 16; ++x, ++Dest)
{
Result = (x & 0x010) ? 0x4414 : 0;
Result ^= (x & 0x020) ? 0x8828 : 0;
Result ^= (x & 0x040) ? 0xe69e : 0;
Result ^= (x & 0x080) ? 0xae76 : 0;
Result ^= (y & 0x010) ? 0xa28a : 0;
Result ^= (y & 0x020) ? 0x265e : 0;
Result ^= (y & 0x040) ? 0xe69e : 0;
Result ^= (y & 0x080) ? 0xae76 : 0;
*Dest = Result;
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)SobolSampling->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
// Create a VolumetricBlackDummy texture
if (CurrentFeatureLevel < ERHIFeatureLevel::SM4 && InFeatureLevel >= ERHIFeatureLevel::SM4)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::CreateVolumeDesc(1, 1, 1, PF_B8G8R8A8, FClearValueBinding::Transparent, TexCreate_HideInVisualizeTexture, TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, VolumetricBlackDummy, TEXT("VolumetricBlackDummy"), true, ERenderTargetTransience::NonTransient);
const uint8 BlackBytes[4] = { 0, 0, 0, 0 };
FUpdateTextureRegion3D Region(0, 0, 0, 0, 0, 0, Desc.Extent.X, Desc.Extent.Y, Desc.Depth);
RHICmdList.UpdateTexture3D(
(FTexture3DRHIRef&)VolumetricBlackDummy->GetRenderTargetItem().ShaderResourceTexture,
0,
Region,
Desc.Extent.X * sizeof(BlackBytes),
Desc.Extent.X * Desc.Extent.Y * sizeof(BlackBytes),
BlackBytes);
}
if (CurrentFeatureLevel < ERHIFeatureLevel::SM4 && InFeatureLevel >= ERHIFeatureLevel::SM4)
{
// Create the PerlinNoise3D texture (similar to http://prettyprocs.wordpress.com/2012/10/20/fast-perlin-noise/)
{
uint32 Extent = 16;
const uint32 Square = Extent * Extent;
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::CreateVolumeDesc(Extent, Extent, Extent, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_ShaderResource | TexCreate_HideInVisualizeTexture | TexCreate_NoTiling, TexCreate_None, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, PerlinNoise3D, TEXT("PerlinNoise3D"), true, ERenderTargetTransience::NonTransient);
// Write the contents of the texture.
TArray<uint32> DestBuffer;
DestBuffer.AddZeroed(Extent * Extent * Extent);
// seed the pseudo random stream with a good value
FRandomStream RandomStream(0x1234);
// Values represent float3 values in the -1..1 range.
// The vectors are the edge mid point of a cube from -1 .. 1
// -1:0 0:7f 1:fe, can be reconstructed with * 512/254 - 1
// * 2 - 1 cannot be used because 0 would not be mapped
static uint32 gradtable[] =
{
0x7ffefe, 0xfe7ffe, 0xfefe7f,
0x7ffe00, 0xfe7f00, 0xfe007f,
0x7f00fe, 0x007ffe, 0x00fe7f,
0x7f0000, 0x007f00, 0x00007f,
};
// set random directions
{
for (uint32 z = 0; z < Extent - 1; ++z)
{
for (uint32 y = 0; y < Extent - 1; ++y)
{
for (uint32 x = 0; x < Extent - 1; ++x)
{
uint32& Value = DestBuffer[x + y * Extent + z * Square];
// pick a random direction (hacky way to overcome the quality issues FRandomStream has)
Value = gradtable[(uint32)(RandomStream.GetFraction() * 11.9999999f)];
}
}
}
}
// replicate a border for filtering
{
uint32 Last = Extent - 1;
for (uint32 z = 0; z < Extent; ++z)
{
for (uint32 y = 0; y < Extent; ++y)
{
DestBuffer[Last + y * Extent + z * Square] = DestBuffer[0 + y * Extent + z * Square];
}
}
for (uint32 z = 0; z < Extent; ++z)
{
for (uint32 x = 0; x < Extent; ++x)
{
DestBuffer[x + Last * Extent + z * Square] = DestBuffer[x + 0 * Extent + z * Square];
}
}
for (uint32 y = 0; y < Extent; ++y)
{
for (uint32 x = 0; x < Extent; ++x)
{
DestBuffer[x + y * Extent + Last * Square] = DestBuffer[x + y * Extent + 0 * Square];
}
}
}
// precompute gradients
{
uint32* Dest = DestBuffer.GetData();
for (uint32 z = 0; z < Desc.Depth; ++z)
{
for (uint32 y = 0; y < (uint32)Desc.Extent.Y; ++y)
{
for (uint32 x = 0; x < (uint32)Desc.Extent.X; ++x)
{
uint32 Value = *Dest;
// todo: check if rgb order is correct
int32 r = Value >> 16;
int32 g = (Value >> 8) & 0xff;
int32 b = Value & 0xff;
int nx = (r / 0x7f) - 1;
int ny = (g / 0x7f) - 1;
int nz = (b / 0x7f) - 1;
int32 d = nx * x + ny * y + nz * z;
// compress in 8bit
uint32 a = d + 127;
*Dest++ = Value | (a << 24);
}
}
}
}
FUpdateTextureRegion3D Region(0, 0, 0, 0, 0, 0, Desc.Extent.X, Desc.Extent.Y, Desc.Depth);
RHICmdList.UpdateTexture3D(
(FTexture3DRHIRef&)PerlinNoise3D->GetRenderTargetItem().ShaderResourceTexture,
0,
Region,
Desc.Extent.X * sizeof(uint32),
Desc.Extent.X * Desc.Extent.Y * sizeof(uint32),
(const uint8*)DestBuffer.GetData());
} // end Create the PerlinNoise3D texture
// Create the SSAO randomization texture
{
{
float g_AngleOff1 = 127;
float g_AngleOff2 = 198;
float g_AngleOff3 = 23;
FColor Bases[16];
for (int32 Pos = 0; Pos < 16; ++Pos)
{
// distribute rotations over 4x4 pattern
// int32 Reorder[16] = { 0, 8, 2, 10, 12, 6, 14, 4, 3, 11, 1, 9, 15, 5, 13, 7 };
int32 Reorder[16] = { 0, 11, 7, 3, 10, 4, 15, 12, 6, 8, 1, 14, 13, 2, 9, 5 };
int32 w = Reorder[Pos];
// ordered sampling of the rotation basis (*2 is missing as we use mirrored samples)
float ww = w / 16.0f * PI;
// randomize base scale
float lenm = 1.0f - (FMath::Sin(g_AngleOff2 * w * 0.01f) * 0.5f + 0.5f) * g_AngleOff3 * 0.01f;
float s = FMath::Sin(ww) * lenm;
float c = FMath::Cos(ww) * lenm;
Bases[Pos] = FColor(FMath::Quantize8SignedByte(c), FMath::Quantize8SignedByte(s), 0, 0);
}
{
// could be PF_V8U8 to save shader instructions but that doesn't work on all hardware
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(64, 64), PF_R8G8, FClearValueBinding::None, TexCreate_HideInVisualizeTexture, TexCreate_None | TexCreate_NoFastClear, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SSAORandomization, TEXT("SSAORandomization"), true, ERenderTargetTransience::NonTransient);
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)SSAORandomization->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
for(int32 y = 0; y < Desc.Extent.Y; ++y)
{
for(int32 x = 0; x < Desc.Extent.X; ++x)
{
uint8* Dest = (uint8*)(DestBuffer + x * sizeof(uint16) + y * DestStride);
uint32 Index = (x % 4) + (y % 4) * 4;
Dest[0] = Bases[Index].R;
Dest[1] = Bases[Index].G;
}
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)SSAORandomization->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
{
// for testing, with 128x128 R8G8 we are very close to the reference (if lower res is needed we might have to add an offset to counter the 0.5f texel shift)
const bool bReference = false;
EPixelFormat Format = PF_R8G8;
// for low roughness we would get banding with PF_R8G8 but for low spec it could be used, for now we don't do this optimization
if (GPixelFormats[PF_G16R16].Supported)
{
Format = PF_G16R16;
}
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(128, 32), Format, FClearValueBinding::None, 0, TexCreate_None, false));
Desc.AutoWritable = false;
if (bReference)
{
Desc.Extent.X = 128;
Desc.Extent.Y = 128;
}
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, PreintegratedGF, TEXT("PreintegratedGF"), true, ERenderTargetTransience::NonTransient);
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
// x is NoV, y is roughness
for (int32 y = 0; y < Desc.Extent.Y; y++)
{
float Roughness = (float)(y + 0.5f) / Desc.Extent.Y;
float m = Roughness * Roughness;
float m2 = m * m;
for (int32 x = 0; x < Desc.Extent.X; x++)
{
float NoV = (float)(x + 0.5f) / Desc.Extent.X;
FVector V;
V.X = FMath::Sqrt(1.0f - NoV * NoV); // sin
V.Y = 0.0f;
V.Z = NoV; // cos
float A = 0.0f;
float B = 0.0f;
float C = 0.0f;
const uint32 NumSamples = 128;
for (uint32 i = 0; i < NumSamples; i++)
{
float E1 = (float)i / NumSamples;
float E2 = (double)ReverseBits(i) / (double)0x100000000LL;
{
float Phi = 2.0f * PI * E1;
float CosPhi = FMath::Cos(Phi);
float SinPhi = FMath::Sin(Phi);
float CosTheta = FMath::Sqrt((1.0f - E2) / (1.0f + (m2 - 1.0f) * E2));
float SinTheta = FMath::Sqrt(1.0f - CosTheta * CosTheta);
FVector H(SinTheta * FMath::Cos(Phi), SinTheta * FMath::Sin(Phi), CosTheta);
FVector L = 2.0f * (V | H) * H - V;
float NoL = FMath::Max(L.Z, 0.0f);
float NoH = FMath::Max(H.Z, 0.0f);
float VoH = FMath::Max(V | H, 0.0f);
if (NoL > 0.0f)
{
float Vis_SmithV = NoL * (NoV * (1 - m) + m);
float Vis_SmithL = NoV * (NoL * (1 - m) + m);
float Vis = 0.5f / (Vis_SmithV + Vis_SmithL);
float NoL_Vis_PDF = NoL * Vis * (4.0f * VoH / NoH);
float Fc = 1.0f - VoH;
Fc *= FMath::Square(Fc*Fc);
A += NoL_Vis_PDF * (1.0f - Fc);
B += NoL_Vis_PDF * Fc;
}
}
{
float Phi = 2.0f * PI * E1;
float CosPhi = FMath::Cos(Phi);
float SinPhi = FMath::Sin(Phi);
float CosTheta = FMath::Sqrt(E2);
float SinTheta = FMath::Sqrt(1.0f - CosTheta * CosTheta);
FVector L(SinTheta * FMath::Cos(Phi), SinTheta * FMath::Sin(Phi), CosTheta);
FVector H = (V + L).GetUnsafeNormal();
float NoL = FMath::Max(L.Z, 0.0f);
float NoH = FMath::Max(H.Z, 0.0f);
float VoH = FMath::Max(V | H, 0.0f);
float FD90 = 0.5f + 2.0f * VoH * VoH * Roughness;
float FdV = 1.0f + (FD90 - 1.0f) * pow(1.0f - NoV, 5);
float FdL = 1.0f + (FD90 - 1.0f) * pow(1.0f - NoL, 5);
C += FdV * FdL;// * ( 1.0f - 0.3333f * Roughness );
}
}
A /= NumSamples;
B /= NumSamples;
C /= NumSamples;
if (Desc.Format == PF_A16B16G16R16)
{
uint16* Dest = (uint16*)(DestBuffer + x * 8 + y * DestStride);
Dest[0] = (int32)(FMath::Clamp(A, 0.0f, 1.0f) * 65535.0f + 0.5f);
Dest[1] = (int32)(FMath::Clamp(B, 0.0f, 1.0f) * 65535.0f + 0.5f);
Dest[2] = (int32)(FMath::Clamp(C, 0.0f, 1.0f) * 65535.0f + 0.5f);
}
else if (Desc.Format == PF_G16R16)
{
uint16* Dest = (uint16*)(DestBuffer + x * 4 + y * DestStride);
Dest[0] = (int32)(FMath::Clamp(A, 0.0f, 1.0f) * 65535.0f + 0.5f);
Dest[1] = (int32)(FMath::Clamp(B, 0.0f, 1.0f) * 65535.0f + 0.5f);
}
else
{
check(Desc.Format == PF_R8G8);
uint8* Dest = (uint8*)(DestBuffer + x * 2 + y * DestStride);
Dest[0] = (int32)(FMath::Clamp(A, 0.0f, 1.0f) * 255.9999f);
Dest[1] = (int32)(FMath::Clamp(B, 0.0f, 1.0f) * 255.9999f);
}
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(LTC_Size, LTC_Size), PF_FloatRGBA, FClearValueBinding::None, TexCreate_FastVRAM, TexCreate_None, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LTCMat, TEXT("LTCMat"));
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)LTCMat->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
for (int32 y = 0; y < Desc.Extent.Y; ++y)
{
for (int32 x = 0; x < Desc.Extent.X; ++x)
{
uint16* Dest = (uint16*)(DestBuffer + x * 4 * sizeof(uint16) + y * DestStride);
for (int k = 0; k < 4; k++)
Dest[k] = FFloat16(LTC_Mat[4 * (x + y * LTC_Size) + k]).Encoded;
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)LTCMat->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(LTC_Size, LTC_Size), PF_G16R16F, FClearValueBinding::None, TexCreate_FastVRAM, TexCreate_None, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LTCAmp, TEXT("LTCAmp"));
// Write the contents of the texture.
uint32 DestStride;
uint8* DestBuffer = (uint8*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)LTCAmp->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, DestStride, false);
for (int32 y = 0; y < Desc.Extent.Y; ++y)
{
for (int32 x = 0; x < Desc.Extent.X; ++x)
{
uint16* Dest = (uint16*)(DestBuffer + x * 2 * sizeof(uint16) + y * DestStride);
for (int k = 0; k < 2; k++)
Dest[k] = FFloat16(LTC_Amp[4 * (x + y * LTC_Size) + k]).Encoded;
}
}
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)LTCAmp->GetRenderTargetItem().ShaderResourceTexture, 0, false);
}
} // end Create the SSAO randomization texture
} // end if (FeatureLevelInitializedTo < ERHIFeatureLevel::SM4 && InFeatureLevel >= ERHIFeatureLevel::SM4)
// Initialize textures only once.
FeatureLevelInitializedTo = InFeatureLevel;
}
void FSystemTextures::ReleaseDynamicRHI()
{
WhiteDummySRV.SafeRelease();
WhiteDummy.SafeRelease();
BlackDummy.SafeRelease();
BlackAlphaOneDummy.SafeRelease();
PerlinNoiseGradient.SafeRelease();
PerlinNoise3D.SafeRelease();
SobolSampling.SafeRelease();
SSAORandomization.SafeRelease();
PreintegratedGF.SafeRelease();
LTCMat.SafeRelease();
LTCAmp.SafeRelease();
MaxFP16Depth.SafeRelease();
DepthDummy.SafeRelease();
GreenDummy.SafeRelease();
DefaultNormal8Bit.SafeRelease();
VolumetricBlackDummy.SafeRelease();
GRenderTargetPool.FreeUnusedResources();
// Indicate that textures will need to be reinitialized.
FeatureLevelInitializedTo = ERHIFeatureLevel::Num;
}