Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBokehDOF.cpp
2025-05-18 13:04:45 +08:00

145 lines
6.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessBokehDOF.h"
#include "PostProcess/PostProcessDOF.h"
#include "CanvasTypes.h"
#include "PostProcess/DiaphragmDOF.h"
#include "SceneRendering.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "UnrealEngine.h"
class FVisualizeDOFPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeDOFPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeDOFPS, FGlobalShader);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
SHADER_PARAMETER(FScreenTransform, SvPositionToColorUV)
SHADER_PARAMETER(FScreenTransform, SvPositionToDepthUV)
SHADER_PARAMETER(FVector4f, DepthOfFieldParams)
SHADER_PARAMETER(FVector4f, NearColor)
SHADER_PARAMETER(FVector4f, FarColor)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeDOFPS, "/Engine/Private/PostProcessVisualizeDOF.usf", "VisualizeDOFPS", SF_Pixel);
FScreenPassTexture AddVisualizeDOFPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeDOFInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.SceneDepth.IsValid());
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeDOF"));
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FVisualizeDOFPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeDOFPS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->ColorTexture = Inputs.SceneColor.Texture;
PassParameters->DepthTexture = Inputs.SceneDepth.Texture;
PassParameters->ColorSampler = PointClampSampler;
PassParameters->DepthSampler = PointClampSampler;
{
FScreenTransform SvPositionToViewportUV = FScreenTransform::SvPositionToViewportUV(Output.ViewRect);
PassParameters->SvPositionToColorUV =
SvPositionToViewportUV *
FScreenTransform::ChangeTextureBasisFromTo(
InputViewport, FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);
PassParameters->SvPositionToDepthUV =
SvPositionToViewportUV *
FScreenTransform::ChangeTextureBasisFromTo(
FScreenPassTextureViewport(Inputs.SceneDepth), FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);
}
PassParameters->DepthOfFieldParams = GetDepthOfFieldParameters(View.FinalPostProcessSettings);
PassParameters->NearColor = FLinearColor(0, 0.8f, 0, 0);
PassParameters->FarColor = FLinearColor(0, 0, 0.8f, 0);
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
TShaderMapRef<FVisualizeDOFPS> PixelShader(View.ShaderMap);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeDOF");
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, FScreenPassTextureViewport(Output), InputViewport, PixelShader, PassParameters);
Output.LoadAction = ERenderTargetLoadAction::ELoad;
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output, [&View](FCanvas& Canvas)
{
const float DPIScale = Canvas.GetDPIScale();
Canvas.SetBaseTransform(FMatrix(FScaleMatrix(DPIScale) * Canvas.CalcBaseTransform2D(Canvas.GetViewRect().Width(), Canvas.GetViewRect().Height())));
auto DrawShadowedString = [&](float X, float Y, FStringView Text, const FLinearColor& Color = FLinearColor::White)
{
Canvas.DrawShadowedString(X / DPIScale, Y / DPIScale, Text, GetStatsFont(), Color);
};
float X = 30;
float Y = 18;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Line = FString::Printf(TEXT("Visualize Depth of Field"));
DrawShadowedString(20, Y += YStep, Line, FLinearColor(1, 1, 0));
Y += YStep;
Line = FString::Printf(TEXT("Cinematic DOF (blue is far, green is near, black is in focus, cross hair shows Depth and CoC radius in pixel)"));
DrawShadowedString(X, Y += YStep, Line);
Y += YStep;
Line = FString::Printf(TEXT("FocalDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalDistance);
DrawShadowedString(X, Y += YStep, Line);
Line = FString::Printf(TEXT("Aperture F-stop: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFstop);
DrawShadowedString(X, Y += YStep, Line);
Line = FString::Printf(TEXT("Aperture: f/%.2f"), View.FinalPostProcessSettings.DepthOfFieldFstop);
DrawShadowedString(X, Y += YStep, Line);
Y += YStep;
Line = FString::Printf(TEXT("DepthBlur (not related to Depth of Field, due to light traveling long distances in atmosphere)"));
DrawShadowedString(X, Y += YStep, Line);
Line = FString::Printf(TEXT(" km for 50%%: %.2f"), View.FinalPostProcessSettings.DepthOfFieldDepthBlurAmount);
DrawShadowedString(X, Y += YStep, Line);
Line = FString::Printf(TEXT(" Radius (pixels in 1920x): %.2f"), View.FinalPostProcessSettings.DepthOfFieldDepthBlurRadius);
DrawShadowedString(X, Y += YStep, Line);
Y += YStep;
const FVector2D Fov = View.ViewMatrices.ComputeHalfFieldOfViewPerAxis();
DiaphragmDOF::FPhysicalCocModel CocModel;
CocModel.Compile(View);
const float UUToMM = 10.0f;
Line = FString::Printf(TEXT("Field Of View in deg.: %.1f x %.1f"), FMath::RadiansToDegrees(Fov.X) * 2.0f, FMath::RadiansToDegrees(Fov.Y) * 2.0f);
DrawShadowedString(X, Y += YStep, Line, FLinearColor(0.5, 0.5, 1));
Line = FString::Printf(TEXT("Focal Length: %.1f mm"), UUToMM * CocModel.VerticalFocalLength);
DrawShadowedString(X, Y += YStep, Line, FLinearColor(0.5, 0.5, 1));
Line = FString::Printf(TEXT("Squeeze Factor: %.1f"), CocModel.Squeeze);
DrawShadowedString(X, Y += YStep, Line, FLinearColor(0.5, 0.5, 1));
Line = FString::Printf(TEXT("Sensor: %.1f x %.1f mm"), UUToMM * CocModel.SensorWidth, UUToMM * CocModel.SensorHeight);
DrawShadowedString(X, Y += YStep, Line, FLinearColor(0.5, 0.5, 1));
});
return MoveTemp(Output);
}