Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Public/OculusShaders.h
2025-05-18 13:04:45 +08:00

129 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GlobalShader.h"
#include "HAL/Platform.h"
#include "RHICommandList.h"
#include "RenderResource.h"
#include "Serialization/MemoryLayout.h"
#include "Shader.h"
#include "ShaderParameterUtils.h"
#include "ShaderParameters.h"
class FPointerTableBase;
class FRHISamplerState;
class FRHITexture;
class FTexture;
class FOculusVertexShader : public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FOculusVertexShader, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; }
FOculusVertexShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{}
FOculusVertexShader() {}
};
class FOculusWhiteShader : public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FOculusWhiteShader, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; }
FOculusWhiteShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
}
FOculusWhiteShader() {}
};
class FOculusBlackShader : public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FOculusBlackShader, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; }
FOculusBlackShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
}
FOculusBlackShader() {}
};
class FOculusAlphaInverseShader : public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FOculusAlphaInverseShader, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; }
FOculusAlphaInverseShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
InTexture.Bind(Initializer.ParameterMap, TEXT("InTexture"), SPF_Mandatory);
InTextureSampler.Bind(Initializer.ParameterMap, TEXT("InTextureSampler"));
}
FOculusAlphaInverseShader() {}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FTexture* Texture)
{
SetTextureParameter(BatchedParameters, InTexture, InTextureSampler, Texture);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, FRHISamplerState* SamplerStateRHI, FRHITexture* TextureRHI)
{
SetTextureParameter(BatchedParameters, InTexture, InTextureSampler, SamplerStateRHI, TextureRHI);
}
private:
LAYOUT_FIELD(FShaderResourceParameter, InTexture);
LAYOUT_FIELD(FShaderResourceParameter, InTextureSampler);
};
/**
* A pixel shader for rendering a textured screen element.
*/
class FOculusCubemapPS : public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FOculusCubemapPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; }
FOculusCubemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
InTexture.Bind(Initializer.ParameterMap, TEXT("InTextureCube"), SPF_Mandatory);
InTextureSampler.Bind(Initializer.ParameterMap, TEXT("InTextureSampler"));
InFaceIndexParameter.Bind(Initializer.ParameterMap, TEXT("CubeFaceIndex"));
}
FOculusCubemapPS() {}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FTexture* Texture, int FaceIndex)
{
SetTextureParameter(BatchedParameters, InTexture, InTextureSampler, Texture);
SetShaderValue(BatchedParameters, InFaceIndexParameter, FaceIndex);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, FRHISamplerState* SamplerStateRHI, FRHITexture* TextureRHI, int FaceIndex)
{
SetTextureParameter(BatchedParameters, InTexture, InTextureSampler, SamplerStateRHI, TextureRHI);
SetShaderValue(BatchedParameters, InFaceIndexParameter, FaceIndex);
}
private:
LAYOUT_FIELD(FShaderResourceParameter, InTexture);
LAYOUT_FIELD(FShaderResourceParameter, InTextureSampler);
LAYOUT_FIELD(FShaderParameter, InFaceIndexParameter);
};