149 lines
5.7 KiB
C++
149 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PostProcess/PostProcessHMD.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "IHeadMountedDisplay.h"
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#include "IXRTrackingSystem.h"
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#include "SceneRendering.h"
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/** The filter vertex declaration resource type. */
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class FDistortionVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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/** Destructor. */
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virtual ~FDistortionVertexDeclaration() {}
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virtual void InitRHI(FRHICommandListBase& RHICmdList) override
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{
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uint16 Stride = sizeof(FDistortionVertex);
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FVertexDeclarationElementList Elements;
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, Position),VET_Float2,0, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexR), VET_Float2, 1, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexG), VET_Float2, 2, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexB), VET_Float2, 3, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, VignetteFactor), VET_Float1, 4, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TimewarpFactor), VET_Float1, 5, Stride));
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VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
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}
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virtual void ReleaseRHI() override
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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/** The Distortion vertex declaration. */
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TGlobalResource<FDistortionVertexDeclaration> GDistortionVertexDeclaration;
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BEGIN_SHADER_PARAMETER_STRUCT(FHMDDistortionParameters, )
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
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SHADER_PARAMETER(FVector2f, EyeToSrcUVScale)
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SHADER_PARAMETER(FVector2f, EyeToSrcUVOffset)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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class FHMDDistortionPS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FHMDDistortionPS);
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SHADER_USE_PARAMETER_STRUCT(FHMDDistortionPS, FGlobalShader);
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using FParameters = FHMDDistortionParameters;
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return true;
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FHMDDistortionPS, "/Engine/Private/PostProcessHMD.usf", "MainPS", SF_Pixel);
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class FHMDDistortionVS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FHMDDistortionVS);
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SHADER_USE_PARAMETER_STRUCT(FHMDDistortionVS, FGlobalShader);
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using FParameters = FHMDDistortionParameters;
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return true;
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FHMDDistortionVS, "/Engine/Private/PostProcessHMD.usf", "MainVS", SF_Vertex);
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FScreenPassTexture AddDefaultHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs)
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{
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check(Inputs.SceneColor.IsValid());
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FScreenPassRenderTarget Output = Inputs.OverrideOutput;
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if (!Output.IsValid())
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{
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Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, ERenderTargetLoadAction::EClear, TEXT("HMD Distortion"));
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}
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FHMDDistortionParameters* PassParameters = GraphBuilder.AllocParameters<FHMDDistortionParameters>();
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PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
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PassParameters->InputTexture = Inputs.SceneColor.Texture;
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PassParameters->InputSampler = TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
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check(GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice());
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IHeadMountedDisplay* HMDDevice = GEngine->XRSystem->GetHMDDevice();
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{
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FHeadMountedDisplayPassContext PassContext(GraphBuilder.RHICmdList, View);
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FVector2D EyeToSrcUVScaleValue;
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FVector2D EyeToSrcUVOffsetValue;
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HMDDevice->GetEyeRenderParams_RenderThread(PassContext, EyeToSrcUVScaleValue, EyeToSrcUVOffsetValue);
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PassParameters->EyeToSrcUVScale = FVector2f(EyeToSrcUVScaleValue); // LWC_TODO: Precision loss
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PassParameters->EyeToSrcUVOffset = FVector2f(EyeToSrcUVOffsetValue); // LWC_TODO: Precision loss
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}
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TShaderMapRef<FHMDDistortionVS> VertexShader(View.ShaderMap);
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TShaderMapRef<FHMDDistortionPS> PixelShader(View.ShaderMap);
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const FIntRect OutputViewRect(Output.ViewRect);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("HMDDistortion"),
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PassParameters,
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ERDGPassFlags::Raster,
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[VertexShader, PixelShader, PassParameters, OutputViewRect, &View, HMDDevice](FRHICommandListImmediate& RHICmdList)
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{
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RHICmdList.SetViewport(OutputViewRect.Min.X, OutputViewRect.Min.Y, 0.0f, OutputViewRect.Max.X, OutputViewRect.Max.Y, 1.0f);
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FScreenPassPipelineState PipelineState(VertexShader,PixelShader);
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PipelineState.VertexDeclaration = GDistortionVertexDeclaration.VertexDeclarationRHI;
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SetScreenPassPipelineState(RHICmdList, PipelineState);
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SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), *PassParameters);
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SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
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FHeadMountedDisplayPassContext PassContext(RHICmdList, View);
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HMDDevice->DrawDistortionMesh_RenderThread(PassContext, PassParameters->InputTexture->Desc.Extent);
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});
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return MoveTemp(Output);
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}
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FScreenPassTexture AddHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs)
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{
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check(GEngine && GEngine->XRSystem.IsValid());
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checkf(GEngine->XRSystem->GetHMDDevice(), TEXT("EngineShowFlags.HMDDistortion can not be true when IXRTrackingSystem::GetHMDDevice returns null"));
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// First attempt to use a pass from the HMD system.
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FScreenPassTexture Output;
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GEngine->XRSystem->GetHMDDevice()->CreateHMDPostProcessPass_RenderThread(GraphBuilder, View, Inputs, Output);
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if (!Output.IsValid())
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{
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Output = AddDefaultHMDDistortionPass(GraphBuilder, View, Inputs);
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}
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return Output;
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} |