Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/TranslucentLighting.cpp
mickael gilabert 6ca9971c40 Replaced global frame minimal graphic pipeline state TSet to a TSet per DynamicPassMeshDrawListContext. This remove RW lock contention when global TSet was accessed by multiple threads
[at]krzysztof.narkowicz
[FYI] marcus.wassmer, ben.woodhouse
#jira UE-73448
#rnx

#ROBOMERGE-VERSION: 348-6547088
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 6536065 via CL 6537948 via CL 6538157
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 6577065 by mickael gilabert in Dev-VR branch]
2019-05-20 13:37:50 -04:00

1860 lines
82 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
TranslucentLighting.cpp: Translucent lighting implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "EngineDefines.h"
#include "RHI.h"
#include "RenderResource.h"
#include "HitProxies.h"
#include "FinalPostProcessSettings.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "PrimitiveViewRelevance.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "SceneManagement.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Components/LightComponent.h"
#include "Materials/Material.h"
#include "PostProcess/SceneRenderTargets.h"
#include "LightSceneInfo.h"
#include "GlobalShader.h"
#include "MaterialShaderType.h"
#include "MaterialShader.h"
#include "MeshMaterialShaderType.h"
#include "MeshMaterialShader.h"
#include "ShadowRendering.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "TranslucentRendering.h"
#include "ClearQuad.h"
#include "ScenePrivate.h"
#include "OneColorShader.h"
#include "LightRendering.h"
#include "ScreenRendering.h"
#include "AmbientCubemapParameters.h"
#include "VolumeRendering.h"
#include "VolumeLighting.h"
#include "PipelineStateCache.h"
#include "VisualizeTexture.h"
#include "MeshPassProcessor.inl"
class FMaterial;
/** Whether to allow rendering translucency shadow depths. */
bool GUseTranslucencyShadowDepths = true;
DECLARE_GPU_STAT_NAMED(TranslucentLighting, TEXT("Translucent Lighting"));
int32 GUseTranslucentLightingVolumes = 1;
FAutoConsoleVariableRef CVarUseTranslucentLightingVolumes(
TEXT("r.TranslucentLightingVolume"),
GUseTranslucentLightingVolumes,
TEXT("Whether to allow updating the translucent lighting volumes.\n")
TEXT("0:off, otherwise on, default is 1"),
ECVF_RenderThreadSafe
);
float GTranslucentVolumeMinFOV = 45;
static FAutoConsoleVariableRef CVarTranslucentVolumeMinFOV(
TEXT("r.TranslucentVolumeMinFOV"),
GTranslucentVolumeMinFOV,
TEXT("Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in."),
ECVF_RenderThreadSafe
);
float GTranslucentVolumeFOVSnapFactor = 10;
static FAutoConsoleVariableRef CTranslucentVolumeFOVSnapFactor(
TEXT("r.TranslucentVolumeFOVSnapFactor"),
GTranslucentVolumeFOVSnapFactor,
TEXT("FOV will be snapped to a factor of this before computing volume bounds."),
ECVF_RenderThreadSafe
);
int32 GUseTranslucencyVolumeBlur = 1;
FAutoConsoleVariableRef CVarUseTranslucentLightingVolumeBlur(
TEXT("r.TranslucencyVolumeBlur"),
GUseTranslucencyVolumeBlur,
TEXT("Whether to blur the translucent lighting volumes.\n")
TEXT("0:off, otherwise on, default is 1"),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GTranslucencyLightingVolumeDim = 64;
FAutoConsoleVariableRef CVarTranslucencyLightingVolumeDim(
TEXT("r.TranslucencyLightingVolumeDim"),
GTranslucencyLightingVolumeDim,
TEXT("Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarTranslucencyLightingVolumeInnerDistance(
TEXT("r.TranslucencyLightingVolumeInnerDistance"),
1500.0f,
TEXT("Distance from the camera that the first volume cascade should end"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarTranslucencyLightingVolumeOuterDistance(
TEXT("r.TranslucencyLightingVolumeOuterDistance"),
5000.0f,
TEXT("Distance from the camera that the second volume cascade should end"),
ECVF_RenderThreadSafe);
void FViewInfo::CalcTranslucencyLightingVolumeBounds(FBox* InOutCascadeBoundsArray, int32 NumCascades) const
{
for (int32 CascadeIndex = 0; CascadeIndex < NumCascades; CascadeIndex++)
{
float InnerDistance = CVarTranslucencyLightingVolumeInnerDistance.GetValueOnRenderThread();
float OuterDistance = CVarTranslucencyLightingVolumeOuterDistance.GetValueOnRenderThread();
const float FrustumStartDistance = CascadeIndex == 0 ? 0 : InnerDistance;
const float FrustumEndDistance = CascadeIndex == 0 ? InnerDistance : OuterDistance;
float FieldOfView = PI / 4.0f;
float AspectRatio = 1.0f;
if (IsPerspectiveProjection())
{
// Derive FOV and aspect ratio from the perspective projection matrix
FieldOfView = FMath::Atan(1.0f / ShadowViewMatrices.GetProjectionMatrix().M[0][0]);
// Clamp to prevent shimmering when zooming in
FieldOfView = FMath::Max(FieldOfView, GTranslucentVolumeMinFOV * (float)PI / 180.0f);
const float RoundFactorRadians = GTranslucentVolumeFOVSnapFactor * (float)PI / 180.0f;
// Round up to a fixed factor
// This causes the volume lighting to make discreet jumps as the FOV animates, instead of slowly crawling over a long period
FieldOfView = FieldOfView + RoundFactorRadians - FMath::Fmod(FieldOfView, RoundFactorRadians);
AspectRatio = ShadowViewMatrices.GetProjectionMatrix().M[1][1] / ShadowViewMatrices.GetProjectionMatrix().M[0][0];
}
const float StartHorizontalLength = FrustumStartDistance * FMath::Tan(FieldOfView);
const FVector StartCameraRightOffset = ShadowViewMatrices.GetViewMatrix().GetColumn(0) * StartHorizontalLength;
const float StartVerticalLength = StartHorizontalLength / AspectRatio;
const FVector StartCameraUpOffset = ShadowViewMatrices.GetViewMatrix().GetColumn(1) * StartVerticalLength;
const float EndHorizontalLength = FrustumEndDistance * FMath::Tan(FieldOfView);
const FVector EndCameraRightOffset = ShadowViewMatrices.GetViewMatrix().GetColumn(0) * EndHorizontalLength;
const float EndVerticalLength = EndHorizontalLength / AspectRatio;
const FVector EndCameraUpOffset = ShadowViewMatrices.GetViewMatrix().GetColumn(1) * EndVerticalLength;
FVector SplitVertices[8];
const FVector ShadowViewOrigin = ShadowViewMatrices.GetViewOrigin();
SplitVertices[0] = ShadowViewOrigin + GetViewDirection() * FrustumStartDistance + StartCameraRightOffset + StartCameraUpOffset;
SplitVertices[1] = ShadowViewOrigin + GetViewDirection() * FrustumStartDistance + StartCameraRightOffset - StartCameraUpOffset;
SplitVertices[2] = ShadowViewOrigin + GetViewDirection() * FrustumStartDistance - StartCameraRightOffset + StartCameraUpOffset;
SplitVertices[3] = ShadowViewOrigin + GetViewDirection() * FrustumStartDistance - StartCameraRightOffset - StartCameraUpOffset;
SplitVertices[4] = ShadowViewOrigin + GetViewDirection() * FrustumEndDistance + EndCameraRightOffset + EndCameraUpOffset;
SplitVertices[5] = ShadowViewOrigin + GetViewDirection() * FrustumEndDistance + EndCameraRightOffset - EndCameraUpOffset;
SplitVertices[6] = ShadowViewOrigin + GetViewDirection() * FrustumEndDistance - EndCameraRightOffset + EndCameraUpOffset;
SplitVertices[7] = ShadowViewOrigin + GetViewDirection() * FrustumEndDistance - EndCameraRightOffset - EndCameraUpOffset;
FVector Center(0,0,0);
// Weight the far vertices more so that the bounding sphere will be further from the camera
// This minimizes wasted shadowmap space behind the viewer
const float FarVertexWeightScale = 10.0f;
for (int32 VertexIndex = 0; VertexIndex < 8; VertexIndex++)
{
const float Weight = VertexIndex > 3 ? 1 / (4.0f + 4.0f / FarVertexWeightScale) : 1 / (4.0f + 4.0f * FarVertexWeightScale);
Center += SplitVertices[VertexIndex] * Weight;
}
float RadiusSquared = 0;
for (int32 VertexIndex = 0; VertexIndex < 8; VertexIndex++)
{
RadiusSquared = FMath::Max(RadiusSquared, (Center - SplitVertices[VertexIndex]).SizeSquared());
}
FSphere SphereBounds(Center, FMath::Sqrt(RadiusSquared));
// Snap the center to a multiple of the volume dimension for stability
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
SphereBounds.Center.X = SphereBounds.Center.X - FMath::Fmod(SphereBounds.Center.X, SphereBounds.W * 2 / TranslucencyLightingVolumeDim);
SphereBounds.Center.Y = SphereBounds.Center.Y - FMath::Fmod(SphereBounds.Center.Y, SphereBounds.W * 2 / TranslucencyLightingVolumeDim);
SphereBounds.Center.Z = SphereBounds.Center.Z - FMath::Fmod(SphereBounds.Center.Z, SphereBounds.W * 2 / TranslucencyLightingVolumeDim);
InOutCascadeBoundsArray[CascadeIndex] = FBox(SphereBounds.Center - SphereBounds.W, SphereBounds.Center + SphereBounds.W);
}
}
/** Shader parameters for rendering the depth of a mesh for shadowing. */
class FShadowDepthShaderParameters
{
public:
void Bind(const FShaderParameterMap& ParameterMap)
{
ProjectionMatrix.Bind(ParameterMap,TEXT("ProjectionMatrix"));
ShadowParams.Bind(ParameterMap,TEXT("ShadowParams"));
ClampToNearPlane.Bind(ParameterMap,TEXT("bClampToNearPlane"));
}
template<typename ShaderRHIParamRef>
void Set(FRHICommandList& RHICmdList, ShaderRHIParamRef ShaderRHI, const FSceneView& View, const FProjectedShadowInfo* ShadowInfo, const FMaterialRenderProxy* MaterialRenderProxy)
{
SetShaderValue(
RHICmdList,
ShaderRHI,
ProjectionMatrix,
FTranslationMatrix(ShadowInfo->PreShadowTranslation - View.ViewMatrices.GetPreViewTranslation()) * ShadowInfo->SubjectAndReceiverMatrix
);
SetShaderValue(RHICmdList, ShaderRHI, ShadowParams, FVector2D(ShadowInfo->GetShaderDepthBias(), ShadowInfo->InvMaxSubjectDepth));
// Only clamp vertices to the near plane when rendering whole scene directional light shadow depths or preshadows from directional lights
const bool bClampToNearPlaneValue = ShadowInfo->IsWholeSceneDirectionalShadow() || (ShadowInfo->bPreShadow && ShadowInfo->bDirectionalLight);
SetShaderValue(RHICmdList, ShaderRHI,ClampToNearPlane,bClampToNearPlaneValue ? 1.0f : 0.0f);
}
/** Set the vertex shader parameter values. */
void SetVertexShader(FRHICommandList& RHICmdList, FShader* VertexShader, const FSceneView& View, const FProjectedShadowInfo* ShadowInfo, const FMaterialRenderProxy* MaterialRenderProxy)
{
Set(RHICmdList, VertexShader->GetVertexShader(), View, ShadowInfo, MaterialRenderProxy);
}
/** Set the domain shader parameter values. */
void SetDomainShader(FRHICommandList& RHICmdList, FShader* DomainShader, const FSceneView& View, const FProjectedShadowInfo* ShadowInfo, const FMaterialRenderProxy* MaterialRenderProxy)
{
Set(RHICmdList, DomainShader->GetDomainShader(), View, ShadowInfo, MaterialRenderProxy);
}
/** Serializer. */
friend FArchive& operator<<(FArchive& Ar,FShadowDepthShaderParameters& P)
{
Ar << P.ProjectionMatrix;
Ar << P.ShadowParams;
Ar << P.ClampToNearPlane;
return Ar;
}
private:
FShaderParameter ProjectionMatrix;
FShaderParameter ShadowParams;
FShaderParameter ClampToNearPlane;
};
class FTranslucencyDepthShaderElementData : public FMeshMaterialShaderElementData
{
public:
float TranslucentShadowStartOffset;
};
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FTranslucencyDepthPassUniformParameters,)
SHADER_PARAMETER_STRUCT(FSceneTexturesUniformParameters, SceneTextures)
SHADER_PARAMETER(FMatrix, ProjectionMatrix)
SHADER_PARAMETER(float, bClampToNearPlane)
SHADER_PARAMETER(float, InvMaxSubjectDepth)
SHADER_PARAMETER_STRUCT(FTranslucentSelfShadowUniformParameters, TranslucentSelfShadow)
END_GLOBAL_SHADER_PARAMETER_STRUCT()
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FTranslucencyDepthPassUniformParameters, "TranslucentDepthPass");
void SetupTranslucencyDepthPassUniformBuffer(
const FProjectedShadowInfo* ShadowInfo,
FRHICommandList& RHICmdList,
const FViewInfo& View,
FTranslucencyDepthPassUniformParameters& TranslucencyDepthPassParameters)
{
// Note - scene depth can be bound by the material for use in depth fades
// This is incorrect when rendering a shadowmap as it's not from the camera's POV
// Set the scene depth texture to something safe when rendering shadow depths
FSceneRenderTargets& SceneRenderTargets = FSceneRenderTargets::Get(RHICmdList);
SetupSceneTextureUniformParameters(SceneRenderTargets, View.FeatureLevel, ESceneTextureSetupMode::None, TranslucencyDepthPassParameters.SceneTextures);
TranslucencyDepthPassParameters.ProjectionMatrix = FTranslationMatrix(ShadowInfo->PreShadowTranslation - View.ViewMatrices.GetPreViewTranslation()) * ShadowInfo->SubjectAndReceiverMatrix;
// Only clamp vertices to the near plane when rendering whole scene directional light shadow depths or preshadows from directional lights
const bool bClampToNearPlaneValue = ShadowInfo->IsWholeSceneDirectionalShadow() || (ShadowInfo->bPreShadow && ShadowInfo->bDirectionalLight);
TranslucencyDepthPassParameters.bClampToNearPlane = bClampToNearPlaneValue ? 1.0f : 0.0f;
TranslucencyDepthPassParameters.InvMaxSubjectDepth = ShadowInfo->InvMaxSubjectDepth;
SetupTranslucentSelfShadowUniformParameters(ShadowInfo, TranslucencyDepthPassParameters.TranslucentSelfShadow);
}
/**
* Vertex shader used to render shadow maps for translucency.
*/
class FTranslucencyShadowDepthVS : public FMeshMaterialShader
{
DECLARE_SHADER_TYPE(FTranslucencyShadowDepthVS, MeshMaterial);
public:
static bool ShouldCompilePermutation(EShaderPlatform Platform, const FMaterial* Material, const FVertexFactoryType* VertexFactoryType)
{
return IsTranslucentBlendMode(Material->GetBlendMode()) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
FTranslucencyShadowDepthVS() {}
FTranslucencyShadowDepthVS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer) :
FMeshMaterialShader(Initializer)
{
PassUniformBuffer.Bind(Initializer.ParameterMap, FTranslucencyDepthPassUniformParameters::StaticStructMetadata.GetShaderVariableName());
}
};
enum ETranslucencyShadowDepthShaderMode
{
TranslucencyShadowDepth_PerspectiveCorrect,
TranslucencyShadowDepth_Standard,
};
template <ETranslucencyShadowDepthShaderMode ShaderMode>
class TTranslucencyShadowDepthVS : public FTranslucencyShadowDepthVS
{
DECLARE_SHADER_TYPE(TTranslucencyShadowDepthVS, MeshMaterial);
public:
TTranslucencyShadowDepthVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FTranslucencyShadowDepthVS(Initializer)
{
}
TTranslucencyShadowDepthVS() {}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
FTranslucencyShadowDepthVS::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
OutEnvironment.SetDefine(TEXT("PERSPECTIVE_CORRECT_DEPTH"), (uint32)(ShaderMode == TranslucencyShadowDepth_PerspectiveCorrect ? 1 : 0));
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthVS<TranslucencyShadowDepth_PerspectiveCorrect>,TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"),TEXT("MainVS"),SF_Vertex);
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthVS<TranslucencyShadowDepth_Standard>,TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"),TEXT("MainVS"),SF_Vertex);
/**
* Pixel shader used for accumulating translucency layer densities
*/
class FTranslucencyShadowDepthPS : public FMeshMaterialShader
{
DECLARE_SHADER_TYPE(FTranslucencyShadowDepthPS,MeshMaterial);
public:
static bool ShouldCompilePermutation(EShaderPlatform Platform,const FMaterial* Material,const FVertexFactoryType* VertexFactoryType)
{
return IsTranslucentBlendMode(Material->GetBlendMode()) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
FTranslucencyShadowDepthPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FMeshMaterialShader(Initializer)
{
PassUniformBuffer.Bind(Initializer.ParameterMap, FTranslucencyDepthPassUniformParameters::StaticStructMetadata.GetShaderVariableName());
TranslucentShadowStartOffset.Bind(Initializer.ParameterMap, TEXT("TranslucentShadowStartOffset"));
}
FTranslucencyShadowDepthPS() {}
void GetShaderBindings(
const FScene* Scene,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMaterialRenderProxy& MaterialRenderProxy,
const FMaterial& Material,
const FMeshPassProcessorRenderState& DrawRenderState,
const FTranslucencyDepthShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings) const
{
FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings);
ShaderBindings.Add(TranslucentShadowStartOffset, ShaderElementData.TranslucentShadowStartOffset);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FMeshMaterialShader::Serialize(Ar);
Ar << TranslucentShadowStartOffset;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter TranslucentShadowStartOffset;
};
template <ETranslucencyShadowDepthShaderMode ShaderMode>
class TTranslucencyShadowDepthPS : public FTranslucencyShadowDepthPS
{
DECLARE_SHADER_TYPE(TTranslucencyShadowDepthPS,MeshMaterial);
public:
TTranslucencyShadowDepthPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FTranslucencyShadowDepthPS(Initializer)
{
}
TTranslucencyShadowDepthPS() {}
static void ModifyCompilationEnvironment( EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
{
FTranslucencyShadowDepthPS::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
OutEnvironment.SetDefine(TEXT("PERSPECTIVE_CORRECT_DEPTH"), (uint32)(ShaderMode == TranslucencyShadowDepth_PerspectiveCorrect ? 1 : 0));
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthPS<TranslucencyShadowDepth_PerspectiveCorrect>,TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"),TEXT("MainOpacityPS"),SF_Pixel);
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucencyShadowDepthPS<TranslucencyShadowDepth_Standard>,TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"),TEXT("MainOpacityPS"),SF_Pixel);
class FTranslucencyDepthPassMeshProcessor : public FMeshPassProcessor
{
public:
FTranslucencyDepthPassMeshProcessor(const FScene* Scene,
const FSceneView* InViewIfDynamicMeshCommand,
const FMeshPassProcessorRenderState& InPassDrawRenderState,
const FProjectedShadowInfo* InShadowInfo,
FMeshPassDrawListContext* InDrawListContext);
virtual void AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId = -1) override final;
private:
template<ETranslucencyShadowDepthShaderMode ShaderMode>
void Process(
const FMeshBatch& MeshBatch,
uint64 BatchElementMask,
int32 StaticMeshId,
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
const FMaterial& RESTRICT MaterialResource,
float MaterialTranslucentShadowStartOffset,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode);
FMeshPassProcessorRenderState PassDrawRenderState;
const FProjectedShadowInfo* ShadowInfo;
FShadowDepthType ShadowDepthType;
const bool bDirectionalLight;
};
FTranslucencyDepthPassMeshProcessor::FTranslucencyDepthPassMeshProcessor(const FScene* Scene,
const FSceneView* InViewIfDynamicMeshCommand,
const FMeshPassProcessorRenderState& InPassDrawRenderState,
const FProjectedShadowInfo* InShadowInfo,
FMeshPassDrawListContext* InDrawListContext)
: FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext)
, PassDrawRenderState(InPassDrawRenderState)
, ShadowInfo(InShadowInfo)
, ShadowDepthType(InShadowInfo->GetShadowDepthType())
, bDirectionalLight(InShadowInfo->bDirectionalLight)
{
}
template<ETranslucencyShadowDepthShaderMode ShaderMode>
void FTranslucencyDepthPassMeshProcessor::Process(
const FMeshBatch& RESTRICT MeshBatch,
uint64 BatchElementMask,
int32 StaticMeshId,
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
const FMaterial& RESTRICT MaterialResource,
float MaterialTranslucentShadowStartOffset,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode)
{
const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
TMeshProcessorShaders<
TTranslucencyShadowDepthVS<ShaderMode>,
FMeshMaterialShader,
FMeshMaterialShader,
TTranslucencyShadowDepthPS<ShaderMode>> PassShaders;
PassShaders.VertexShader = MaterialResource.GetShader<TTranslucencyShadowDepthVS<ShaderMode> >(VertexFactory->GetType());
PassShaders.PixelShader = MaterialResource.GetShader<TTranslucencyShadowDepthPS<ShaderMode> >(VertexFactory->GetType());
FMeshPassProcessorRenderState DrawRenderState(PassDrawRenderState);
FTranslucencyDepthShaderElementData ShaderElementData;
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
const float LocalToWorldScale = ShadowInfo->GetParentSceneInfo()->Proxy->GetLocalToWorld().GetScaleVector().GetMax();
const float TranslucentShadowStartOffsetValue = MaterialTranslucentShadowStartOffset * LocalToWorldScale;
ShaderElementData.TranslucentShadowStartOffset = TranslucentShadowStartOffsetValue / (ShadowInfo->MaxSubjectZ - ShadowInfo->MinSubjectZ);
const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(PassShaders.VertexShader, PassShaders.PixelShader);
BuildMeshDrawCommands(
MeshBatch,
BatchElementMask,
PrimitiveSceneProxy,
MaterialRenderProxy,
MaterialResource,
DrawRenderState,
PassShaders,
MeshFillMode,
MeshCullMode,
SortKey,
EMeshPassFeatures::Default,
ShaderElementData);
}
void FTranslucencyDepthPassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
if (MeshBatch.CastShadow)
{
// Determine the mesh's material and blend mode.
const FMaterialRenderProxy* FallbackMaterialRenderProxyPtr = nullptr;
const FMaterial& Material = MeshBatch.MaterialRenderProxy->GetMaterialWithFallback(FeatureLevel, FallbackMaterialRenderProxyPtr);
const FMaterialRenderProxy& MaterialRenderProxy = FallbackMaterialRenderProxyPtr ? *FallbackMaterialRenderProxyPtr : *MeshBatch.MaterialRenderProxy;
const EBlendMode BlendMode = Material.GetBlendMode();
const float MaterialTranslucentShadowStartOffset = Material.GetTranslucentShadowStartOffset();
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material);
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material);
const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode);
// Only render translucent meshes into the Fourier opacity maps
if (bIsTranslucent && ShouldIncludeDomainInMeshPass(Material.GetMaterialDomain()))
{
if (bDirectionalLight)
{
Process<TranslucencyShadowDepth_Standard>(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, MaterialRenderProxy, Material, MaterialTranslucentShadowStartOffset, MeshFillMode, MeshCullMode);
}
else
{
Process<TranslucencyShadowDepth_PerspectiveCorrect>(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, MaterialRenderProxy, Material, MaterialTranslucentShadowStartOffset, MeshFillMode, MeshCullMode);
}
}
}
}
void FProjectedShadowInfo::RenderTranslucencyDepths(FRHICommandList& RHICmdList, FSceneRenderer* SceneRenderer)
{
check(RHICmdList.IsInsideRenderPass());
check(IsInRenderingThread());
checkSlow(!bWholeSceneShadow);
SCOPE_CYCLE_COUNTER(STAT_RenderPerObjectShadowDepthsTime);
FTranslucencyDepthPassUniformParameters TranslucencyDepthPassParameters;
SetupTranslucencyDepthPassUniformBuffer(this, RHICmdList, *ShadowDepthView, TranslucencyDepthPassParameters);
TUniformBufferRef<FTranslucencyDepthPassUniformParameters> PassUniformBuffer = TUniformBufferRef<FTranslucencyDepthPassUniformParameters>::CreateUniformBufferImmediate(TranslucencyDepthPassParameters, UniformBuffer_SingleFrame, EUniformBufferValidation::None);
FMeshPassProcessorRenderState DrawRenderState(*ShadowDepthView, PassUniformBuffer);
{
#if WANTS_DRAW_MESH_EVENTS
FString EventName;
if (GetEmitDrawEvents())
{
GetShadowTypeNameForDrawEvent(EventName);
}
SCOPED_DRAW_EVENTF(RHICmdList, EventShadowDepthActor, *EventName);
#endif
// Clear the shadow and its border
RHICmdList.SetViewport(
X,
Y,
0.0f,
(X + BorderSize * 2 + ResolutionX),
(Y + BorderSize * 2 + ResolutionY),
1.0f
);
FLinearColor ClearColors[2] = {FLinearColor(0,0,0,0), FLinearColor(0,0,0,0)};
DrawClearQuadMRT(RHICmdList, true, ARRAY_COUNT(ClearColors), ClearColors, false, 1.0f, false, 0);
// Set the viewport for the shadow.
RHICmdList.SetViewport(
(X + BorderSize),
(Y + BorderSize),
0.0f,
(X + BorderSize + ResolutionX),
(Y + BorderSize + ResolutionY),
1.0f
);
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
DrawRenderState.SetBlendState(TStaticBlendState<
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
FMeshCommandOneFrameArray VisibleMeshDrawCommands;
FDynamicPassMeshDrawListContext TranslucencyDepthContext(DynamicMeshDrawCommandStorage, VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet);
FTranslucencyDepthPassMeshProcessor TranslucencyDepthPassMeshProcessor(
SceneRenderer->Scene,
ShadowDepthView,
DrawRenderState,
this,
&TranslucencyDepthContext);
for (int32 MeshBatchIndex = 0; MeshBatchIndex < DynamicSubjectTranslucentMeshElements.Num(); MeshBatchIndex++)
{
const FMeshBatchAndRelevance& MeshAndRelevance = DynamicSubjectTranslucentMeshElements[MeshBatchIndex];
check(!MeshAndRelevance.Mesh->bRequiresPerElementVisibility);
const uint64 BatchElementMask = ~0ull;
TranslucencyDepthPassMeshProcessor.AddMeshBatch(*MeshAndRelevance.Mesh, BatchElementMask, MeshAndRelevance.PrimitiveSceneProxy);
}
for (int32 PrimitiveIndex = 0; PrimitiveIndex < SubjectTranslucentPrimitives.Num(); PrimitiveIndex++)
{
const FPrimitiveSceneInfo* PrimitiveSceneInfo = SubjectTranslucentPrimitives[PrimitiveIndex];
int32 PrimitiveId = PrimitiveSceneInfo->GetIndex();
FPrimitiveViewRelevance ViewRelevance = ShadowDepthView->PrimitiveViewRelevanceMap[PrimitiveId];
if (!ViewRelevance.bInitializedThisFrame)
{
// Compute the subject primitive's view relevance since it wasn't cached
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(ShadowDepthView);
}
if (ViewRelevance.bDrawRelevance && ViewRelevance.bStaticRelevance)
{
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
const FStaticMeshBatch& StaticMeshBatch = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
const uint64 BatchElementMask = StaticMeshBatch.bRequiresPerElementVisibility ? ShadowDepthView->StaticMeshBatchVisibility[StaticMeshBatch.BatchVisibilityId] : ~0ull;
TranslucencyDepthPassMeshProcessor.AddMeshBatch(StaticMeshBatch, BatchElementMask, StaticMeshBatch.PrimitiveSceneInfo->Proxy, StaticMeshBatch.Id);
}
}
}
if (VisibleMeshDrawCommands.Num() > 0)
{
const bool bDynamicInstancing = IsDynamicInstancingEnabled(ShadowDepthView->FeatureLevel);
FVertexBufferRHIParamRef PrimitiveIdVertexBuffer = nullptr;
ApplyViewOverridesToMeshDrawCommands(*ShadowDepthView, VisibleMeshDrawCommands);
SortAndMergeDynamicPassMeshDrawCommands(SceneRenderer->FeatureLevel, VisibleMeshDrawCommands, DynamicMeshDrawCommandStorage, PrimitiveIdVertexBuffer, 1);
SubmitMeshDrawCommands(VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet, PrimitiveIdVertexBuffer, 0, bDynamicInstancing, 1, RHICmdList);
}
}
}
/** Pixel shader used to filter a single volume lighting cascade. */
class FFilterTranslucentVolumePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FFilterTranslucentVolumePS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4) && (RHISupportsGeometryShaders(Parameters.Platform) || RHISupportsVertexShaderLayer(Parameters.Platform));
}
FFilterTranslucentVolumePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
TexelSize.Bind(Initializer.ParameterMap, TEXT("TexelSize"));
TranslucencyLightingVolumeAmbient.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeAmbient"));
TranslucencyLightingVolumeAmbientSampler.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeAmbientSampler"));
TranslucencyLightingVolumeDirectional.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeDirectional"));
TranslucencyLightingVolumeDirectionalSampler.Bind(Initializer.ParameterMap, TEXT("TranslucencyLightingVolumeDirectionalSampler"));
}
FFilterTranslucentVolumePS() {}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, int32 VolumeCascadeIndex, const int32 ViewIndex)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
SetShaderValue(RHICmdList, ShaderRHI, TexelSize, 1.0f / TranslucencyLightingVolumeDim);
SetTextureParameter(
RHICmdList,
ShaderRHI,
TranslucencyLightingVolumeAmbient,
TranslucencyLightingVolumeAmbientSampler,
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex]->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(
RHICmdList,
ShaderRHI,
TranslucencyLightingVolumeDirectional,
TranslucencyLightingVolumeDirectionalSampler,
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(),
SceneContext.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex]->GetRenderTargetItem().ShaderResourceTexture);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << TexelSize;
Ar << TranslucencyLightingVolumeAmbient;
Ar << TranslucencyLightingVolumeAmbientSampler;
Ar << TranslucencyLightingVolumeDirectional;
Ar << TranslucencyLightingVolumeDirectionalSampler;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter TexelSize;
FShaderResourceParameter TranslucencyLightingVolumeAmbient;
FShaderResourceParameter TranslucencyLightingVolumeAmbientSampler;
FShaderResourceParameter TranslucencyLightingVolumeDirectional;
FShaderResourceParameter TranslucencyLightingVolumeDirectionalSampler;
};
IMPLEMENT_SHADER_TYPE(,FFilterTranslucentVolumePS,TEXT("/Engine/Private/TranslucentLightingShaders.usf"),TEXT("FilterMainPS"),SF_Pixel);
/** Shader parameters needed to inject direct lighting into a volume. */
class FTranslucentInjectParameters
{
public:
void Bind(const FShaderParameterMap& ParameterMap)
{
WorldToShadowMatrix.Bind(ParameterMap,TEXT("WorldToShadowMatrix"));
ShadowmapMinMax.Bind(ParameterMap,TEXT("ShadowmapMinMax"));
VolumeCascadeIndex.Bind(ParameterMap,TEXT("VolumeCascadeIndex"));
}
template<typename ShaderRHIParamRef>
void Set(
FRHICommandList& RHICmdList,
const ShaderRHIParamRef ShaderRHI,
FShader* Shader,
const FViewInfo& View,
const FLightSceneInfo* LightSceneInfo,
const FProjectedShadowInfo* ShadowMap,
uint32 VolumeCascadeIndexValue,
bool bDynamicallyShadowed) const
{
SetDeferredLightParameters(RHICmdList, ShaderRHI, Shader->GetUniformBufferParameter<FDeferredLightUniformStruct>(), LightSceneInfo, View);
if (bDynamicallyShadowed)
{
FVector4 ShadowmapMinMaxValue;
FMatrix WorldToShadowMatrixValue = ShadowMap->GetWorldToShadowMatrix(ShadowmapMinMaxValue);
SetShaderValue(RHICmdList, ShaderRHI, WorldToShadowMatrix, WorldToShadowMatrixValue);
SetShaderValue(RHICmdList, ShaderRHI, ShadowmapMinMax, ShadowmapMinMaxValue);
}
SetShaderValue(RHICmdList, ShaderRHI, VolumeCascadeIndex, VolumeCascadeIndexValue);
}
/** Serializer. */
friend FArchive& operator<<(FArchive& Ar,FTranslucentInjectParameters& P)
{
Ar << P.WorldToShadowMatrix;
Ar << P.ShadowmapMinMax;
Ar << P.VolumeCascadeIndex;
return Ar;
}
private:
FShaderParameter WorldToShadowMatrix;
FShaderParameter ShadowmapMinMax;
FShaderParameter VolumeCascadeIndex;
};
/** Pixel shader used to accumulate per-object translucent shadows into a volume texture. */
class FTranslucentObjectShadowingPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FTranslucentObjectShadowingPS,Global);
public:
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("INJECTION_PIXEL_SHADER"), 1);
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4) && (RHISupportsGeometryShaders(Parameters.Platform) || RHISupportsVertexShaderLayer(Parameters.Platform));
}
FTranslucentObjectShadowingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
TranslucentInjectParameters.Bind(Initializer.ParameterMap);
}
FTranslucentObjectShadowingPS() {}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FLightSceneInfo* LightSceneInfo, const FProjectedShadowInfo* ShadowMap, uint32 VolumeCascadeIndex)
{
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, GetPixelShader(), View.ViewUniformBuffer);
TranslucentInjectParameters.Set(RHICmdList, GetPixelShader(), this, View, LightSceneInfo, ShadowMap, VolumeCascadeIndex, true);
FTranslucentSelfShadowUniformParameters TranslucentSelfShadowUniformParameters;
SetupTranslucentSelfShadowUniformParameters(ShadowMap, TranslucentSelfShadowUniformParameters);
SetUniformBufferParameterImmediate(RHICmdList, GetPixelShader(), GetUniformBufferParameter<FTranslucentSelfShadowUniformParameters>(), TranslucentSelfShadowUniformParameters);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << TranslucentInjectParameters;
return bShaderHasOutdatedParameters;
}
private:
FTranslucentInjectParameters TranslucentInjectParameters;
};
IMPLEMENT_SHADER_TYPE(,FTranslucentObjectShadowingPS,TEXT("/Engine/Private/TranslucentLightingShaders.usf"),TEXT("PerObjectShadowingMainPS"),SF_Pixel);
/** Shader that adds direct lighting contribution from the given light to the current volume lighting cascade. */
template<ELightComponentType InjectionType, bool bDynamicallyShadowed, bool bApplyLightFunction, bool bInverseSquared>
class TTranslucentLightingInjectPS : public FMaterialShader
{
DECLARE_SHADER_TYPE(TTranslucentLightingInjectPS,Material);
public:
static void ModifyCompilationEnvironment( EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
{
FMaterialShader::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
OutEnvironment.SetDefine(TEXT("RADIAL_ATTENUATION"), (uint32)(InjectionType != LightType_Directional));
OutEnvironment.SetDefine(TEXT("INJECTION_PIXEL_SHADER"), 1);
OutEnvironment.SetDefine(TEXT("DYNAMICALLY_SHADOWED"), (uint32)bDynamicallyShadowed);
OutEnvironment.SetDefine(TEXT("APPLY_LIGHT_FUNCTION"), (uint32)bApplyLightFunction);
OutEnvironment.SetDefine(TEXT("INVERSE_SQUARED_FALLOFF"), (uint32)bInverseSquared);
}
/**
* Makes sure only shaders for materials that are explicitly flagged
* as 'UsedAsLightFunction' in the Material Editor gets compiled into
* the shader cache.
*/
static bool ShouldCompilePermutation(EShaderPlatform Platform, const FMaterial* Material)
{
return (Material->IsLightFunction() || Material->IsSpecialEngineMaterial()) && (IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && (RHISupportsGeometryShaders(Platform) || RHISupportsVertexShaderLayer(Platform)));
}
TTranslucentLightingInjectPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FMaterialShader(Initializer)
{
VolumeShadowingParameters.Bind(Initializer.ParameterMap);
SpotlightMask.Bind(Initializer.ParameterMap, TEXT("SpotlightMask"));
LightFunctionParameters.Bind(Initializer.ParameterMap);
TranslucentInjectParameters.Bind(Initializer.ParameterMap);
LightFunctionWorldToLight.Bind(Initializer.ParameterMap, TEXT("LightFunctionWorldToLight"));
}
TTranslucentLightingInjectPS() {}
// @param InnerSplitIndex which CSM shadow map level, INDEX_NONE if no directional light
// @param VolumeCascadeIndexValue which volume we render to
void SetParameters(
FRHICommandList& RHICmdList,
const FViewInfo& View,
const FLightSceneInfo* LightSceneInfo,
const FMaterialRenderProxy* MaterialProxy,
const FProjectedShadowInfo* ShadowMap,
int32 InnerSplitIndex,
int32 VolumeCascadeIndexValue)
{
check(ShadowMap || !bDynamicallyShadowed);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FMaterialShader::SetParameters(RHICmdList, ShaderRHI, MaterialProxy, *MaterialProxy->GetMaterial(View.GetFeatureLevel()), View, View.ViewUniformBuffer, ESceneTextureSetupMode::All);
VolumeShadowingParameters.Set(RHICmdList, ShaderRHI, View, LightSceneInfo, ShadowMap, InnerSplitIndex, bDynamicallyShadowed);
bool bIsSpotlight = LightSceneInfo->Proxy->GetLightType() == LightType_Spot;
//@todo - needs to be a permutation to reduce shadow filtering work
SetShaderValue(RHICmdList, ShaderRHI, SpotlightMask, (bIsSpotlight ? 1.0f : 0.0f));
LightFunctionParameters.Set(RHICmdList, ShaderRHI, LightSceneInfo, 1);
TranslucentInjectParameters.Set(RHICmdList, ShaderRHI, this, View, LightSceneInfo, ShadowMap, VolumeCascadeIndexValue, bDynamicallyShadowed);
if (LightFunctionWorldToLight.IsBound())
{
const FVector Scale = LightSceneInfo->Proxy->GetLightFunctionScale();
// Switch x and z so that z of the user specified scale affects the distance along the light direction
const FVector InverseScale = FVector( 1.f / Scale.Z, 1.f / Scale.Y, 1.f / Scale.X );
const FMatrix WorldToLight = LightSceneInfo->Proxy->GetWorldToLight() * FScaleMatrix(FVector(InverseScale));
SetShaderValue(RHICmdList, ShaderRHI, LightFunctionWorldToLight, WorldToLight);
}
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FMaterialShader::Serialize(Ar);
Ar << VolumeShadowingParameters;
Ar << SpotlightMask;
Ar << LightFunctionParameters;
Ar << TranslucentInjectParameters;
Ar << LightFunctionWorldToLight;
return bShaderHasOutdatedParameters;
}
private:
FVolumeShadowingParameters VolumeShadowingParameters;
FShaderParameter SpotlightMask;
FLightFunctionSharedParameters LightFunctionParameters;
FTranslucentInjectParameters TranslucentInjectParameters;
FShaderParameter LightFunctionWorldToLight;
};
#define IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType,bDynamicallyShadowed,bApplyLightFunction,bInverseSquared) \
typedef TTranslucentLightingInjectPS<LightType,bDynamicallyShadowed,bApplyLightFunction,bInverseSquared> TTranslucentLightingInjectPS##LightType##bDynamicallyShadowed##bApplyLightFunction##bInverseSquared; \
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TTranslucentLightingInjectPS##LightType##bDynamicallyShadowed##bApplyLightFunction##bInverseSquared,TEXT("/Engine/Private/TranslucentLightInjectionShaders.usf"),TEXT("InjectMainPS"),SF_Pixel);
/** Versions with a light function. */
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,true,true,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,false,true,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,true,true);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,true,true);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,true,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,true,false);
/** Versions without a light function. */
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,true,false,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Directional,false,false,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,false,true);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,false,true);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,true,false,false);
IMPLEMENT_INJECTION_PIXELSHADER_TYPE(LightType_Point,false,false,false);
void FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList, int32 ViewIndex)
{
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
{
SCOPED_DRAW_EVENT(RHICmdList, ClearTranslucentVolumeLighting);
SCOPED_GPU_STAT(RHICmdList, TranslucentLighting);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SceneContext.ClearTranslucentVolumeLighting(RHICmdList, ViewIndex);
}
}
class FClearTranslucentLightingVolumeCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FClearTranslucentLightingVolumeCS, Global)
public:
static const int32 CLEAR_BLOCK_SIZE = 4;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("CLEAR_COMPUTE_SHADER"), 1);
OutEnvironment.SetDefine(TEXT("CLEAR_BLOCK_SIZE"), CLEAR_BLOCK_SIZE);
}
FClearTranslucentLightingVolumeCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
Ambient0.Bind(Initializer.ParameterMap, TEXT("Ambient0"));
Directional0.Bind(Initializer.ParameterMap, TEXT("Directional0"));
Ambient1.Bind(Initializer.ParameterMap, TEXT("Ambient1"));
Directional1.Bind(Initializer.ParameterMap, TEXT("Directional1"));
}
FClearTranslucentLightingVolumeCS()
{
}
void SetParameters(
FRHIAsyncComputeCommandListImmediate& RHICmdList,
FUnorderedAccessViewRHIParamRef* VolumeUAVs,
int32 NumUAVs
)
{
check(NumUAVs == 4);
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
Ambient0.SetTexture(RHICmdList, ShaderRHI, NULL, VolumeUAVs[0]);
Directional0.SetTexture(RHICmdList, ShaderRHI, NULL, VolumeUAVs[1]);
Ambient1.SetTexture(RHICmdList, ShaderRHI, NULL, VolumeUAVs[2]);
Directional1.SetTexture(RHICmdList, ShaderRHI, NULL, VolumeUAVs[3]);
}
void UnsetParameters(FRHIAsyncComputeCommandListImmediate& RHICmdList)
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
Ambient0.UnsetUAV(RHICmdList, ShaderRHI);
Directional0.UnsetUAV(RHICmdList, ShaderRHI);
Ambient1.UnsetUAV(RHICmdList, ShaderRHI);
Directional1.UnsetUAV(RHICmdList, ShaderRHI);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << Ambient0;
Ar << Directional0;
Ar << Ambient1;
Ar << Directional1;
return bShaderHasOutdatedParameters;
}
private:
FRWShaderParameter Ambient0;
FRWShaderParameter Directional0;
FRWShaderParameter Ambient1;
FRWShaderParameter Directional1;
};
IMPLEMENT_SHADER_TYPE(, FClearTranslucentLightingVolumeCS, TEXT("/Engine/Private/TranslucentLightInjectionShaders.usf"), TEXT("ClearTranslucentLightingVolumeCS"), SF_Compute)
void FDeferredShadingSceneRenderer::ClearTranslucentVolumeLightingAsyncCompute(FRHICommandListImmediate& RHICmdList)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
const int32 NumUAVs = 4;
for(int i = 0; i < Views.Num(); ++i)
{
FUnorderedAccessViewRHIParamRef VolumeUAVs[4] = {
SceneContext.TranslucencyLightingVolumeAmbient[(i * NumTranslucentVolumeRenderTargetSets)]->GetRenderTargetItem().UAV,
SceneContext.TranslucencyLightingVolumeDirectional[(i * NumTranslucentVolumeRenderTargetSets)]->GetRenderTargetItem().UAV,
SceneContext.TranslucencyLightingVolumeAmbient[(i * NumTranslucentVolumeRenderTargetSets) + 1]->GetRenderTargetItem().UAV,
SceneContext.TranslucencyLightingVolumeDirectional[(i * NumTranslucentVolumeRenderTargetSets) + 1]->GetRenderTargetItem().UAV
};
FClearTranslucentLightingVolumeCS* ComputeShader = *TShaderMapRef<FClearTranslucentLightingVolumeCS>(GetGlobalShaderMap(FeatureLevel));
static const FName EndComputeFenceName(TEXT("TranslucencyLightingVolumeClearEndComputeFence"));
TranslucencyLightingVolumeClearEndFence = RHICmdList.CreateComputeFence(EndComputeFenceName);
static const FName BeginComputeFenceName(TEXT("TranslucencyLightingVolumeClearBeginComputeFence"));
FComputeFenceRHIRef ClearBeginFence = RHICmdList.CreateComputeFence(BeginComputeFenceName);
//write fence on the Gfx pipe so the async clear compute shader won't clear until the Gfx pipe is caught up.
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, VolumeUAVs, NumUAVs, ClearBeginFence);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
//Grab the async compute commandlist.
FRHIAsyncComputeCommandListImmediate& RHICmdListComputeImmediate = FRHICommandListExecutor::GetImmediateAsyncComputeCommandList();
{
SCOPED_COMPUTE_EVENTF(RHICmdListComputeImmediate, ClearTranslucencyLightingVolume, TEXT("ClearTranslucencyLightingVolumeCompute %d"), TranslucencyLightingVolumeDim);
//we must wait on the fence written from the Gfx pipe to let us know all our dependencies are ready.
RHICmdListComputeImmediate.WaitComputeFence(ClearBeginFence);
//standard compute setup, but on the async commandlist.
RHICmdListComputeImmediate.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdListComputeImmediate, VolumeUAVs, NumUAVs);
int32 GroupsPerDim = TranslucencyLightingVolumeDim / FClearTranslucentLightingVolumeCS::CLEAR_BLOCK_SIZE;
DispatchComputeShader(RHICmdListComputeImmediate, ComputeShader, GroupsPerDim, GroupsPerDim, GroupsPerDim);
ComputeShader->UnsetParameters(RHICmdListComputeImmediate);
//transition the output to readable and write the fence to allow the Gfx pipe to carry on.
RHICmdListComputeImmediate.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, VolumeUAVs, NumUAVs, TranslucencyLightingVolumeClearEndFence);
}
//immediately dispatch our async compute commands to the RHI thread to be submitted to the GPU as soon as possible.
//dispatch after the scope so the drawevent pop is inside the dispatch
FRHIAsyncComputeCommandListImmediate::ImmediateDispatch(RHICmdListComputeImmediate);
}
}
/** Encapsulates a pixel shader that is adding ambient cubemap to the volume. */
class FInjectAmbientCubemapPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FInjectAmbientCubemapPS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FInjectAmbientCubemapPS() {}
public:
FCubemapShaderParameters CubemapShaderParameters;
/** Initialization constructor. */
FInjectAmbientCubemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
CubemapShaderParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << CubemapShaderParameters;
return bShaderHasOutdatedParameters;
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FFinalPostProcessSettings::FCubemapEntry& CubemapEntry)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
CubemapShaderParameters.SetParameters(RHICmdList, ShaderRHI, CubemapEntry);
}
};
IMPLEMENT_SHADER_TYPE(,FInjectAmbientCubemapPS,TEXT("/Engine/Private/TranslucentLightingShaders.usf"),TEXT("InjectAmbientCubemapMainPS"),SF_Pixel);
void FDeferredShadingSceneRenderer::InjectAmbientCubemapTranslucentVolumeLighting(FRHICommandList& RHICmdList, const FViewInfo& View, int32 ViewIndex)
{
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering && View.FinalPostProcessSettings.ContributingCubemaps.Num())
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SCOPED_DRAW_EVENT(RHICmdList, InjectAmbientCubemapTranslucentVolumeLighting);
SCOPED_GPU_STAT(RHICmdList, TranslucentLighting);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
const FVolumeBounds VolumeBounds(TranslucencyLightingVolumeDim);
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI();
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
//Checks to detect/prevent UE-31578
const IPooledRenderTarget* RT0 = SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
// we don't update the directional volume (could be a HQ option)
FRHIRenderPassInfo RPInfo(RT0->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::Load_Store);
TransitionRenderPassTargets(RHICmdList, RPInfo);
RHICmdList.BeginRenderPass(RPInfo, TEXT("InjectAmbientCubemapTranslucentVolumeLighting"));
{
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
TShaderMapRef<FInjectAmbientCubemapPS> PixelShader(ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
GraphicsPSOInit.BoundShaderState.GeometryShaderRHI = GETSAFERHISHADER_GEOMETRY(*GeometryShader);
#endif
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, VolumeBounds, FIntVector(TranslucencyLightingVolumeDim));
if(GeometryShader.IsValid())
{
GeometryShader->SetParameters(RHICmdList, VolumeBounds.MinZ);
}
uint32 Count = View.FinalPostProcessSettings.ContributingCubemaps.Num();
for(uint32 i = 0; i < Count; ++i)
{
const FFinalPostProcessSettings::FCubemapEntry& CubemapEntry = View.FinalPostProcessSettings.ContributingCubemaps[i];
PixelShader->SetParameters(RHICmdList, View, CubemapEntry);
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
}
}
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
}
void FDeferredShadingSceneRenderer::ClearTranslucentVolumePerObjectShadowing(FRHICommandList& RHICmdList, const int32 ViewIndex)
{
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SCOPED_DRAW_EVENT(RHICmdList, ClearTranslucentVolumePerLightShadowing);
SCOPED_GPU_STAT(RHICmdList, TranslucentLighting);
static_assert(TVC_MAX == 2, "Only expecting two translucency lighting cascades.");
FTextureRHIParamRef RenderTargets[2];
RenderTargets[0] = SceneContext.GetTranslucencyVolumeAmbient(TVC_Inner, ViewIndex)->GetRenderTargetItem().TargetableTexture;
RenderTargets[1] = SceneContext.GetTranslucencyVolumeDirectional(TVC_Inner, ViewIndex)->GetRenderTargetItem().TargetableTexture;
FLinearColor ClearColors[2];
ClearColors[0] = FLinearColor(1, 1, 1, 1);
ClearColors[1] = FLinearColor(1, 1, 1, 1);
FSceneRenderTargets::ClearVolumeTextures<ARRAY_COUNT(RenderTargets)>(RHICmdList, FeatureLevel, RenderTargets, ClearColors);
}
}
/** Calculates volume texture bounds for the given light in the given translucent lighting volume cascade. */
FVolumeBounds CalculateLightVolumeBounds(const FSphere& LightBounds, const FViewInfo& View, uint32 VolumeCascadeIndex, bool bDirectionalLight)
{
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
FVolumeBounds VolumeBounds;
if (bDirectionalLight)
{
VolumeBounds = FVolumeBounds(TranslucencyLightingVolumeDim);
}
else
{
// Determine extents in the volume texture
const FVector MinPosition = (LightBounds.Center - LightBounds.W - View.TranslucencyLightingVolumeMin[VolumeCascadeIndex]) / View.TranslucencyVolumeVoxelSize[VolumeCascadeIndex];
const FVector MaxPosition = (LightBounds.Center + LightBounds.W - View.TranslucencyLightingVolumeMin[VolumeCascadeIndex]) / View.TranslucencyVolumeVoxelSize[VolumeCascadeIndex];
VolumeBounds.MinX = FMath::Max(FMath::TruncToInt(MinPosition.X), 0);
VolumeBounds.MinY = FMath::Max(FMath::TruncToInt(MinPosition.Y), 0);
VolumeBounds.MinZ = FMath::Max(FMath::TruncToInt(MinPosition.Z), 0);
VolumeBounds.MaxX = FMath::Min(FMath::TruncToInt(MaxPosition.X) + 1, TranslucencyLightingVolumeDim);
VolumeBounds.MaxY = FMath::Min(FMath::TruncToInt(MaxPosition.Y) + 1, TranslucencyLightingVolumeDim);
VolumeBounds.MaxZ = FMath::Min(FMath::TruncToInt(MaxPosition.Z) + 1, TranslucencyLightingVolumeDim);
}
return VolumeBounds;
}
void FDeferredShadingSceneRenderer::AccumulateTranslucentVolumeObjectShadowing(FRHICommandList& RHICmdList, const FProjectedShadowInfo* InProjectedShadowInfo, bool bClearVolume, const FViewInfo& View, const int32 ViewIndex)
{
const FLightSceneInfo* LightSceneInfo = &InProjectedShadowInfo->GetLightSceneInfo();
if (bClearVolume)
{
ClearTranslucentVolumePerObjectShadowing(RHICmdList, ViewIndex);
}
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
{
SCOPED_DRAW_EVENT(RHICmdList, AccumulateTranslucentVolumeShadowing);
SCOPED_GPU_STAT(RHICmdList, TranslucentLighting);
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Inject into each volume cascade
for (uint32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
const bool bDirectionalLight = LightSceneInfo->Proxy->GetLightType() == LightType_Directional;
const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightSceneInfo->Proxy->GetBoundingSphere(), View, VolumeCascadeIndex, bDirectionalLight);
if (VolumeBounds.IsValid())
{
FTextureRHIParamRef RenderTarget;
if (VolumeCascadeIndex == 0)
{
RenderTarget = SceneContext.GetTranslucencyVolumeAmbient(TVC_Inner, ViewIndex)->GetRenderTargetItem().TargetableTexture;
}
else
{
RenderTarget = SceneContext.GetTranslucencyVolumeDirectional(TVC_Inner, ViewIndex)->GetRenderTargetItem().TargetableTexture;
}
FRHIRenderPassInfo RPInfo(RenderTarget, ERenderTargetActions::Load_Store);
RHICmdList.BeginRenderPass(RPInfo, TEXT("AccumulateVolumeObjectShadowing"));
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
// Modulate the contribution of multiple object shadows in rgb
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero>::GetRHI();
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
TShaderMapRef<FTranslucentObjectShadowingPS> PixelShader(ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
GraphicsPSOInit.BoundShaderState.GeometryShaderRHI = GETSAFERHISHADER_GEOMETRY(*GeometryShader);
#endif
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
VertexShader->SetParameters(RHICmdList, VolumeBounds, FIntVector(TranslucencyLightingVolumeDim));
if(GeometryShader.IsValid())
{
GeometryShader->SetParameters(RHICmdList, VolumeBounds.MinZ);
}
PixelShader->SetParameters(RHICmdList, View, LightSceneInfo, InProjectedShadowInfo, VolumeCascadeIndex);
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
}
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(SceneContext.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex, ViewIndex)->GetRenderTargetItem().TargetableTexture,
SceneContext.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex, ViewIndex)->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
}
}
/**
* Helper function for finding and setting the right version of TTranslucentLightingInjectPS given template parameters.
* @param MaterialProxy must not be 0
* @param InnerSplitIndex todo: get from ShadowMap, INDEX_NONE if no directional light
*/
template<ELightComponentType InjectionType, bool bDynamicallyShadowed>
void SetInjectionShader(
FRHICommandList& RHICmdList,
FGraphicsPipelineStateInitializer& GraphicsPSOInit,
const FViewInfo& View,
const FMaterialRenderProxy* MaterialProxy,
const FLightSceneInfo* LightSceneInfo,
const FProjectedShadowInfo* ShadowMap,
int32 InnerSplitIndex,
int32 VolumeCascadeIndexValue,
FWriteToSliceVS* VertexShader,
FWriteToSliceGS* GeometryShader,
bool bApplyLightFunction,
bool bInverseSquared)
{
check(ShadowMap || !bDynamicallyShadowed);
const FMaterialShaderMap* MaterialShaderMap = MaterialProxy->GetMaterial(View.GetFeatureLevel())->GetRenderingThreadShaderMap();
FMaterialShader* PixelShader = NULL;
const bool Directional = InjectionType == LightType_Directional;
if (bApplyLightFunction)
{
if( bInverseSquared )
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, true && !Directional> >();
check(InjectionPixelShader);
PixelShader = InjectionPixelShader;
}
else
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, false> >();
check(InjectionPixelShader);
PixelShader = InjectionPixelShader;
}
}
else
{
if( bInverseSquared )
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, true && !Directional> >();
check(InjectionPixelShader);
PixelShader = InjectionPixelShader;
}
else
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, false> >();
check(InjectionPixelShader);
PixelShader = InjectionPixelShader;
}
}
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(VertexShader);
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
GraphicsPSOInit.BoundShaderState.GeometryShaderRHI = GETSAFERHISHADER_GEOMETRY(GeometryShader);
#endif
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader);
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
// Now shader is set, bind parameters
if (bApplyLightFunction)
{
if( bInverseSquared )
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, true && !Directional> >();
check(InjectionPixelShader);
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
}
else
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, true, false> >();
check(InjectionPixelShader);
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
}
}
else
{
if( bInverseSquared )
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, true && !Directional> >();
check(InjectionPixelShader);
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
}
else
{
auto InjectionPixelShader = MaterialShaderMap->GetShader< TTranslucentLightingInjectPS<InjectionType, bDynamicallyShadowed, false, false> >();
check(InjectionPixelShader);
InjectionPixelShader->SetParameters(RHICmdList, View, LightSceneInfo, MaterialProxy, ShadowMap, InnerSplitIndex, VolumeCascadeIndexValue);
}
}
}
/**
* Information about a light to be injected.
* Cached in this struct to avoid recomputing multiple times (multiple cascades).
*/
struct FTranslucentLightInjectionData
{
// must not be 0
const FLightSceneInfo* LightSceneInfo;
// can be 0
const FProjectedShadowInfo* ProjectedShadowInfo;
//
bool bApplyLightFunction;
// must not be 0
const FMaterialRenderProxy* LightFunctionMaterialProxy;
};
/**
* Adds a light to LightInjectionData if it should be injected into the translucent volume, and caches relevant information in a FTranslucentLightInjectionData.
* @param InProjectedShadowInfo is 0 for unshadowed lights
*/
static void AddLightForInjection(
FDeferredShadingSceneRenderer& SceneRenderer,
const FLightSceneInfo& LightSceneInfo,
const FProjectedShadowInfo* InProjectedShadowInfo,
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator>& LightInjectionData)
{
if (LightSceneInfo.Proxy->AffectsTranslucentLighting())
{
const FVisibleLightInfo& VisibleLightInfo = SceneRenderer.VisibleLightInfos[LightSceneInfo.Id];
const ERHIFeatureLevel::Type FeatureLevel = SceneRenderer.Scene->GetFeatureLevel();
const bool bApplyLightFunction = (SceneRenderer.ViewFamily.EngineShowFlags.LightFunctions &&
LightSceneInfo.Proxy->GetLightFunctionMaterial() &&
LightSceneInfo.Proxy->GetLightFunctionMaterial()->GetMaterial(FeatureLevel)->IsLightFunction());
const FMaterialRenderProxy* MaterialProxy = bApplyLightFunction ?
LightSceneInfo.Proxy->GetLightFunctionMaterial() :
UMaterial::GetDefaultMaterial(MD_LightFunction)->GetRenderProxy();
// Skip rendering if the DefaultLightFunctionMaterial isn't compiled yet
if (MaterialProxy->GetMaterial(FeatureLevel)->IsLightFunction())
{
FTranslucentLightInjectionData InjectionData;
InjectionData.LightSceneInfo = &LightSceneInfo;
InjectionData.ProjectedShadowInfo = InProjectedShadowInfo;
InjectionData.bApplyLightFunction = bApplyLightFunction;
InjectionData.LightFunctionMaterialProxy = MaterialProxy;
LightInjectionData.Add(InjectionData);
}
}
}
/** Injects all the lights in LightInjectionData into the translucent lighting volume textures. */
static void InjectTranslucentLightArray(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const TArray<FTranslucentLightInjectionData, SceneRenderingAllocator>& LightInjectionData, int32 ViewIndex)
{
check(RHICmdList.IsOutsideRenderPass());
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
INC_DWORD_STAT_BY(STAT_NumLightsInjectedIntoTranslucency, LightInjectionData.Num());
// Inject into each volume cascade
// Operate on one cascade at a time to reduce render target switches
for (uint32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
const IPooledRenderTarget* RT0 = SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
const IPooledRenderTarget* RT1 = SceneContext.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
GVisualizeTexture.SetCheckPoint(RHICmdList, RT0);
GVisualizeTexture.SetCheckPoint(RHICmdList, RT1);
FTextureRHIParamRef RenderTargets[2];
RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
FRHIRenderPassInfo RPInfo(ARRAY_COUNT(RenderTargets), RenderTargets, ERenderTargetActions::Load_Store);
TransitionRenderPassTargets(RHICmdList, RPInfo);
RHICmdList.BeginRenderPass(RPInfo, TEXT("InjectTranslucentLightArray"));
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
for (int32 LightIndex = 0; LightIndex < LightInjectionData.Num(); LightIndex++)
{
const FTranslucentLightInjectionData& InjectionData = LightInjectionData[LightIndex];
const FLightSceneInfo* const LightSceneInfo = InjectionData.LightSceneInfo;
const bool bInverseSquared = LightSceneInfo->Proxy->IsInverseSquared();
const bool bDirectionalLight = LightSceneInfo->Proxy->GetLightType() == LightType_Directional;
const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightSceneInfo->Proxy->GetBoundingSphere(), View, VolumeCascadeIndex, bDirectionalLight);
if (VolumeBounds.IsValid())
{
TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
if (bDirectionalLight)
{
// Accumulate the contribution of multiple lights
// Directional lights write their shadowing into alpha of the ambient texture
GraphicsPSOInit.BlendState = TStaticBlendState<
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI();
if (InjectionData.ProjectedShadowInfo)
{
// shadows, restricting light contribution to the cascade bounds (except last cascade far to get light functions and no shadows there)
SetInjectionShader<LightType_Directional, true>(RHICmdList, GraphicsPSOInit, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
InjectionData.ProjectedShadowInfo, InjectionData.ProjectedShadowInfo->CascadeSettings.ShadowSplitIndex, VolumeCascadeIndex,
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, false);
}
else
{
// no shadows
SetInjectionShader<LightType_Directional, false>(RHICmdList, GraphicsPSOInit, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, false);
}
}
else
{
// Accumulate the contribution of multiple lights
GraphicsPSOInit.BlendState = TStaticBlendState<
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One,
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI();
if (InjectionData.ProjectedShadowInfo)
{
SetInjectionShader<LightType_Point, true>(RHICmdList, GraphicsPSOInit, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, bInverseSquared);
}
else
{
SetInjectionShader<LightType_Point, false>(RHICmdList, GraphicsPSOInit, View, InjectionData.LightFunctionMaterialProxy, LightSceneInfo,
InjectionData.ProjectedShadowInfo, -1, VolumeCascadeIndex,
*VertexShader, *GeometryShader, InjectionData.bApplyLightFunction, bInverseSquared);
}
}
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
VertexShader->SetParameters(RHICmdList, VolumeBounds, FIntVector(TranslucencyLightingVolumeDim));
if(GeometryShader.IsValid())
{
GeometryShader->SetParameters(RHICmdList, VolumeBounds.MinZ);
}
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
}
}
}
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
RHICmdList.CopyToResolveTarget(RT1->GetRenderTargetItem().TargetableTexture, RT1->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
void FDeferredShadingSceneRenderer::InjectTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList, const FLightSceneInfo& LightSceneInfo, const FProjectedShadowInfo* InProjectedShadowInfo, const FViewInfo& View, int32 ViewIndex)
{
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
{
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator> LightInjectionData;
AddLightForInjection(*this, LightSceneInfo, InProjectedShadowInfo, LightInjectionData);
// shadowed or unshadowed (InProjectedShadowInfo==0)
InjectTranslucentLightArray(RHICmdList, View, LightInjectionData, ViewIndex);
}
}
void FDeferredShadingSceneRenderer::InjectTranslucentVolumeLightingArray(FRHICommandListImmediate& RHICmdList, const TArray<FSortedLightSceneInfo, SceneRenderingAllocator>& SortedLights, int32 NumLights)
{
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
TArray<FTranslucentLightInjectionData, SceneRenderingAllocator> *LightInjectionData = new TArray<FTranslucentLightInjectionData, SceneRenderingAllocator>[Views.Num()];
for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
LightInjectionData[ViewIndex].Empty(NumLights);
}
for (int32 LightIndex = 0; LightIndex < NumLights; LightIndex++)
{
const FSortedLightSceneInfo& SortedLightInfo = SortedLights[LightIndex];
const FLightSceneInfo* const LightSceneInfo = SortedLightInfo.LightSceneInfo;
for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if(LightSceneInfo->ShouldRenderLight(Views[ViewIndex]))
{
AddLightForInjection(*this, *LightSceneInfo, NULL, LightInjectionData[ViewIndex]);
}
}
}
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
// non-shadowed, non-light function lights
InjectTranslucentLightArray(RHICmdList, Views[ViewIndex], LightInjectionData[ViewIndex], ViewIndex);
}
delete[] LightInjectionData;
}
/** Pixel shader used to inject simple lights into the translucent lighting volume */
class FSimpleLightTranslucentLightingInjectPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FSimpleLightTranslucentLightingInjectPS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4) && (RHISupportsGeometryShaders(Parameters.Platform) || RHISupportsVertexShaderLayer(Parameters.Platform));
}
FSimpleLightTranslucentLightingInjectPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
VolumeCascadeIndex.Bind(Initializer.ParameterMap, TEXT("VolumeCascadeIndex"));
SimpleLightPositionAndRadius.Bind(Initializer.ParameterMap, TEXT("SimpleLightPositionAndRadius"));
SimpleLightColorAndExponent.Bind(Initializer.ParameterMap, TEXT("SimpleLightColorAndExponent"));
}
FSimpleLightTranslucentLightingInjectPS() {}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FSimpleLightEntry& SimpleLight, const FSimpleLightPerViewEntry& SimpleLightPerViewData, int32 VolumeCascadeIndexValue)
{
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, GetPixelShader(), View.ViewUniformBuffer);
FVector4 PositionAndRadius(SimpleLightPerViewData.Position, SimpleLight.Radius);
SetShaderValue(RHICmdList, GetPixelShader(), VolumeCascadeIndex, VolumeCascadeIndexValue);
SetShaderValue(RHICmdList, GetPixelShader(), SimpleLightPositionAndRadius, PositionAndRadius);
FVector4 LightColorAndExponent(SimpleLight.Color, SimpleLight.Exponent);
SetShaderValue(RHICmdList, GetPixelShader(), SimpleLightColorAndExponent, LightColorAndExponent);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << VolumeCascadeIndex;
Ar << SimpleLightPositionAndRadius;
Ar << SimpleLightColorAndExponent;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter VolumeCascadeIndex;
FShaderParameter SimpleLightPositionAndRadius;
FShaderParameter SimpleLightColorAndExponent;
};
IMPLEMENT_SHADER_TYPE(,FSimpleLightTranslucentLightingInjectPS,TEXT("/Engine/Private/TranslucentLightInjectionShaders.usf"),TEXT("SimpleLightInjectMainPS"),SF_Pixel);
void FDeferredShadingSceneRenderer::InjectSimpleTranslucentVolumeLightingArray(FRHICommandListImmediate& RHICmdList, const FSimpleLightArray& SimpleLights, const FViewInfo& View, const int32 ViewIndex)
{
check(RHICmdList.IsOutsideRenderPass());
SCOPE_CYCLE_COUNTER(STAT_TranslucentInjectTime);
int32 NumLightsToInject = 0;
for (int32 LightIndex = 0; LightIndex < SimpleLights.InstanceData.Num(); LightIndex++)
{
if (SimpleLights.InstanceData[LightIndex].bAffectTranslucency)
{
NumLightsToInject++;
}
}
if (NumLightsToInject > 0)
{
INC_DWORD_STAT_BY(STAT_NumLightsInjectedIntoTranslucency, NumLightsToInject);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Inject into each volume cascade
// Operate on one cascade at a time to reduce render target switches
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
const IPooledRenderTarget* RT0 = SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
const IPooledRenderTarget* RT1 = SceneContext.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
GVisualizeTexture.SetCheckPoint(RHICmdList, RT0);
GVisualizeTexture.SetCheckPoint(RHICmdList, RT1);
FTextureRHIParamRef RenderTargets[2];
RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
FRHIRenderPassInfo RPInfo(ARRAY_COUNT(RenderTargets), RenderTargets, ERenderTargetActions::Load_Store);
TransitionRenderPassTargets(RHICmdList, RPInfo);
RHICmdList.BeginRenderPass(RPInfo, TEXT("InjectSimpleTranslucentVolumeLightingArray"));
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
// Accumulate the contribution of multiple lights
GraphicsPSOInit.BlendState = TStaticBlendState<
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One,
CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
for (int32 LightIndex = 0; LightIndex < SimpleLights.InstanceData.Num(); LightIndex++)
{
const FSimpleLightEntry& SimpleLight = SimpleLights.InstanceData[LightIndex];
const FSimpleLightPerViewEntry& SimpleLightPerViewData = SimpleLights.GetViewDependentData(LightIndex, ViewIndex, Views.Num());
if (SimpleLight.bAffectTranslucency)
{
const FSphere LightBounds(SimpleLightPerViewData.Position, SimpleLight.Radius);
const FVolumeBounds VolumeBounds = CalculateLightVolumeBounds(LightBounds, View, VolumeCascadeIndex, false);
if (VolumeBounds.IsValid())
{
TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
TShaderMapRef<FSimpleLightTranslucentLightingInjectPS> PixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
GraphicsPSOInit.BoundShaderState.GeometryShaderRHI = GETSAFERHISHADER_GEOMETRY(*GeometryShader);
#endif
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
VertexShader->SetParameters(RHICmdList, VolumeBounds, FIntVector(TranslucencyLightingVolumeDim));
if(GeometryShader.IsValid())
{
GeometryShader->SetParameters(RHICmdList, VolumeBounds.MinZ);
}
PixelShader->SetParameters(RHICmdList, View, SimpleLight, SimpleLightPerViewData, VolumeCascadeIndex);
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
}
}
}
}
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(RT0->GetRenderTargetItem().TargetableTexture, RT0->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
RHICmdList.CopyToResolveTarget(RT1->GetRenderTargetItem().TargetableTexture, RT1->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
}
void FDeferredShadingSceneRenderer::FilterTranslucentVolumeLighting(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const int32 ViewIndex)
{
if (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
#if 0
// textures have to be finalized before reading.
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
const IPooledRenderTarget* RT0 = SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex];
const IPooledRenderTarget* RT1 = SceneContext.TranslucencyLightingVolumeDirectional[VolumeCascamdeIndex];
FTextureRHIRef TargetTexture0 = RT0->GetRenderTargetItem().TargetableTexture;
FTextureRHIRef TargetTexture1 = RT1->GetRenderTargetItem().TargetableTexture;
RHICmdList.CopyToResolveTarget(TargetTexture0, TargetTexture0, FResolveParams());
RHICmdList.CopyToResolveTarget(TargetTexture1, TargetTexture1, FResolveParams());
}
#endif
if (GUseTranslucencyVolumeBlur)
{
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
SCOPED_DRAW_EVENTF(RHICmdList, FilterTranslucentVolume, TEXT("FilterTranslucentVolume %dx%dx%d Cascades:%d"),
TranslucencyLightingVolumeDim, TranslucencyLightingVolumeDim, TranslucencyLightingVolumeDim, TVC_MAX);
SCOPED_GPU_STAT(RHICmdList, TranslucentLighting);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
bool bTransitionedToWriteable = (GUseTranslucentLightingVolumes && GSupportsVolumeTextureRendering && View.FinalPostProcessSettings.ContributingCubemaps.Num());
// Filter each cascade
for (int32 VolumeCascadeIndex = 0; VolumeCascadeIndex < TVC_MAX; VolumeCascadeIndex++)
{
const IPooledRenderTarget* RT0 = SceneContext.GetTranslucencyVolumeAmbient((ETranslucencyVolumeCascade)VolumeCascadeIndex, ViewIndex);
const IPooledRenderTarget* RT1 = SceneContext.GetTranslucencyVolumeDirectional((ETranslucencyVolumeCascade)VolumeCascadeIndex, ViewIndex);
const IPooledRenderTarget* Input0 = SceneContext.TranslucencyLightingVolumeAmbient[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
const IPooledRenderTarget* Input1 = SceneContext.TranslucencyLightingVolumeDirectional[VolumeCascadeIndex + NumTranslucentVolumeRenderTargetSets * ViewIndex];
GVisualizeTexture.SetCheckPoint(RHICmdList, RT0);
GVisualizeTexture.SetCheckPoint(RHICmdList, RT1);
FTextureRHIParamRef RenderTargets[2];
RenderTargets[0] = RT0->GetRenderTargetItem().TargetableTexture;
RenderTargets[1] = RT1->GetRenderTargetItem().TargetableTexture;
FTextureRHIParamRef Inputs[2];
Inputs[0] = Input0->GetRenderTargetItem().TargetableTexture;
Inputs[1] = Input1->GetRenderTargetItem().TargetableTexture;
static_assert(TVC_MAX == 2, "Final transition logic should change");
//the volume textures should still be writable from the injection phase on the first loop.
if (!bTransitionedToWriteable || VolumeCascadeIndex > 0)
{
RHICmdList.TransitionResources(EResourceTransitionAccess::EWritable, RenderTargets, 2);
}
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, Inputs, 2);
FRHIRenderPassInfo RPInfo(ARRAY_COUNT(RenderTargets), RenderTargets, ERenderTargetActions::Load_Store);
TransitionRenderPassTargets(RHICmdList, RPInfo);
RHICmdList.BeginRenderPass(RPInfo, TEXT("FilterTranslucentVolumeLighting"));
{
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
const FVolumeBounds VolumeBounds(TranslucencyLightingVolumeDim);
TShaderMapRef<FWriteToSliceVS> VertexShader(View.ShaderMap);
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
TShaderMapRef<FFilterTranslucentVolumePS> PixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
GraphicsPSOInit.BoundShaderState.GeometryShaderRHI = GETSAFERHISHADER_GEOMETRY(*GeometryShader);
#endif
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, VolumeBounds, FIntVector(TranslucencyLightingVolumeDim));
if(GeometryShader.IsValid())
{
GeometryShader->SetParameters(RHICmdList, VolumeBounds.MinZ);
}
PixelShader->SetParameters(RHICmdList, View, VolumeCascadeIndex, ViewIndex);
RasterizeToVolumeTexture(RHICmdList, VolumeBounds);
}
RHICmdList.EndRenderPass();
//only do readable transition on the final loop since the other ones will do this up front.
//if (VolumeCascadeIndex == TVC_MAX - 1)
{
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, RenderTargets, 2);
}
}
}
}
}