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

97 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessTestImage.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "CanvasTypes.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "SceneRendering.h"
#include "UnrealEngine.h"
class FTestImagePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FTestImagePS);
SHADER_USE_PARAMETER_STRUCT(FTestImagePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_STRUCT_INCLUDE(FColorRemapParameters, ColorRemap)
SHADER_PARAMETER(uint32, FrameNumber)
SHADER_PARAMETER(float, FrameTime)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FTestImagePS, "/Engine/Private/PostProcessTestImage.usf", "MainPS", SF_Pixel);
void AddTestImagePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture Output)
{
check(Output.IsValid());
RDG_EVENT_SCOPE(GraphBuilder, "TestImage");
FRDGTextureRef OutputTexture = Output.Texture;
const FScreenPassTextureViewport Viewport(Output);
const FSceneViewFamily& ViewFamily = *(View.Family);
FTestImagePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTestImagePS::FParameters>();
PassParameters->Output = GetScreenPassTextureViewportParameters(Viewport);
PassParameters->ColorRemap = GetColorRemapParameters();
PassParameters->FrameNumber = ViewFamily.FrameNumber;
PassParameters->FrameTime = ViewFamily.Time.GetRealTimeSeconds();
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::EClear);
TShaderMapRef<FTestImagePS> PixelShader(View.ShaderMap);
AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, PixelShader, PassParameters);
FScreenPassRenderTarget CanvasOutput(Output, ERenderTargetLoadAction::ELoad);
AddDrawCanvasPass(GraphBuilder, {}, View, FScreenPassRenderTarget(Output, ERenderTargetLoadAction::ELoad),
[](FCanvas& Canvas)
{
float X = 30;
float Y = 8;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Line = FString::Printf(TEXT("Top bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Moving bars using FrameTime"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Black and white raster, Pixel sized, Watch for Moire pattern"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Black and white raster, 2x2 block sized"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Bottom bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 8 bars near white, 4 right bars should appear as one (HDTV)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 8 bars near black, 4 left bars should appear as one (HDTV)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Linear Greyscale in sRGB from 0 to 255"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Color bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Red, Green, Blue"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Outside:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Moving bars using FrameNumber, Tearing without VSync"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Circles:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Should be round and centered"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Border:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 4 white pixel sized lines (only visible without overscan)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
});
}