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

293 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessVisualizeHDR.h"
#include "PostProcess/PostProcessTonemap.h"
#include "Curves/CurveFloat.h"
#include "UnrealEngine.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "SceneRendering.h"
TAutoConsoleVariable<float> CVarEyeAdaptationVisualizeLuminanceScale(
TEXT("r.EyeAdaptation.VisualizeLuminanceScale"),
1.0f,
TEXT("Scale applied to output when visualizing luminance.\n"),
ECVF_RenderThreadSafe);
extern bool IsExtendLuminanceRangeEnabled();
class FVisualizeHDRPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeHDRPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeHDRPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapperOutputDeviceParameters, OutputDevice)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HDRSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HistogramTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LuminanceTexture)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, EyeAdaptationBuffer)
SHADER_PARAMETER_SAMPLER(SamplerState, HDRSceneColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, LuminanceSampler)
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
SHADER_PARAMETER(float, FilmSlope)
SHADER_PARAMETER(float, FilmToe)
SHADER_PARAMETER(float, FilmShoulder)
SHADER_PARAMETER(float, FilmBlackClip)
SHADER_PARAMETER(float, FilmWhiteClip)
SHADER_PARAMETER(FScreenTransform, ColorUVToLuminanceUV)
SHADER_PARAMETER(float, IlluminanceMeterEnabled)
SHADER_PARAMETER(float, UsingIlluminance)
SHADER_PARAMETER(float, LuminanceScale)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
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("USE_COLOR_MATRIX"), 1);
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), 1);
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), 1);
OutEnvironment.SetDefine(TEXT("USE_APPROXIMATE_SRGB"), (uint32)0);
// This shader takes a very long time to compile with FXC, so we pre-compile it with DXC first and then forward the optimized HLSL to FXC.
OutEnvironment.CompilerFlags.Add(CFLAG_PrecompileWithDXC);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeHDRPS, "/Engine/Private/PostProcessVisualizeHDR.usf", "MainPS", SF_Pixel);
bool IsIlluminanceMeterSupportedByView(const FViewInfo& View)
{
return !IsForwardShadingEnabled(View.GetShaderPlatform()) && !View.Family->EngineShowFlags.PathTracing;
}
FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.SceneColorBeforeTonemap.IsValid());
check(Inputs.HistogramTexture);
check(Inputs.EyeAdaptationBuffer);
check(Inputs.EyeAdaptationParameters);
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeHDR"));
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
const FScreenPassTextureViewport OutputViewport(Output);
const FScreenPassTextureViewport LuminanceViewport = Inputs.Luminance.IsValid() ? FScreenPassTextureViewport(Inputs.Luminance) : FScreenPassTextureViewport();
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FRHISamplerState* PointSampler = TStaticSamplerState<SF_Point>::GetRHI();
const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
FVisualizeHDRPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeHDRPS::FParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->SceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->SceneColorSampler = BilinearClampSampler;
PassParameters->HDRSceneColorTexture = Inputs.SceneColorBeforeTonemap.Texture;
PassParameters->HDRSceneColorSampler = BilinearClampSampler;
PassParameters->LuminanceTexture = Inputs.Luminance.IsValid() ? Inputs.Luminance.Texture : GSystemTextures.GetBlackDummy(GraphBuilder);
PassParameters->LuminanceSampler = PointSampler;
PassParameters->HistogramTexture = Inputs.HistogramTexture;
PassParameters->EyeAdaptationBuffer = GraphBuilder.CreateSRV(Inputs.EyeAdaptationBuffer);
PassParameters->EyeAdaptation = *Inputs.EyeAdaptationParameters;
PassParameters->OutputDevice = GetTonemapperOutputDeviceParameters(*View.Family);
PassParameters->MiniFontTexture = GetMiniFontTexture();
PassParameters->FilmSlope = Settings.FilmSlope;
PassParameters->FilmToe = Settings.FilmToe;
PassParameters->FilmShoulder = Settings.FilmShoulder;
PassParameters->FilmBlackClip = Settings.FilmBlackClip;
PassParameters->FilmWhiteClip = Settings.FilmWhiteClip;
PassParameters->ColorUVToLuminanceUV = FScreenTransform::ChangeTextureUVCoordinateFromTo(InputViewport, LuminanceViewport);
PassParameters->IlluminanceMeterEnabled = IsIlluminanceMeterSupportedByView(View) ? 1.0f : 0.0f;
PassParameters->UsingIlluminance = IsAutoExposureUsingIlluminanceEnabled(View) ? 1.0f : 0.0f;
PassParameters->LuminanceScale = CVarEyeAdaptationVisualizeLuminanceScale.GetValueOnRenderThread();
TShaderMapRef<FVisualizeHDRPS> PixelShader(View.ShaderMap);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeComplexity");
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, OutputViewport, InputViewport, PixelShader, PassParameters);
Output.LoadAction = ERenderTargetLoadAction::ELoad;
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output,
[Output, &View](FCanvas& Canvas)
{
const float DPIScale = Canvas.GetDPIScale();
const EAutoExposureMethod AutoExposureMethod = GetAutoExposureMethod(View);
const bool bExtendedLuminanceRange = IsExtendLuminanceRangeEnabled();
const float LuminanceMax = LuminanceMaxFromLensAttenuation();
float X = Output.ViewRect.Min.X + 30;
float Y = Output.ViewRect.Min.Y + 28;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Line = FString::Printf(TEXT("HDR Histogram (EV100, max of RGB)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += 160;
switch (AutoExposureMethod)
{
case EAutoExposureMethod::AEM_Basic:
Line = FString::Printf(TEXT("Basic"));
break;
case EAutoExposureMethod::AEM_Histogram:
Line = FString::Printf(TEXT("Histogram"));
break;
case EAutoExposureMethod::AEM_Manual:
Line = FString::Printf(TEXT("Manual"));
break;
default:
Line = FString::Printf(TEXT("Unknown"));
break;
}
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Auto Exposure Method:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("%g%% .. %g%%"), View.FinalPostProcessSettings.AutoExposureLowPercent, View.FinalPostProcessSettings.AutoExposureHighPercent);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Percent Low/High:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
if (bExtendedLuminanceRange)
{
Line = FString::Printf(TEXT("%.1f .. %.1f"), View.FinalPostProcessSettings.AutoExposureMinBrightness, View.FinalPostProcessSettings.AutoExposureMaxBrightness);
}
else
{
Line = FString::Printf(TEXT("%.1f .. %.1f"), LuminanceToEV100(LuminanceMax,View.FinalPostProcessSettings.AutoExposureMinBrightness), LuminanceToEV100(LuminanceMax,View.FinalPostProcessSettings.AutoExposureMaxBrightness));
}
Canvas.DrawShadowedString(X, Y += YStep, TEXT("EV100 Min/Max"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
Line = FString::Printf(TEXT("%g / %g"), View.FinalPostProcessSettings.AutoExposureSpeedUp, View.FinalPostProcessSettings.AutoExposureSpeedDown);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Speed Up/Down:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
float AutoExposureBias = View.FinalPostProcessSettings.AutoExposureBias;
{
float AverageSceneLuminance = View.GetLastAverageSceneLuminance();
float CurveExposureBias = 0.0f;
float AverageSceneLuminanceEV100 = 0.0f;
if (AverageSceneLuminance > 0)
{
// We need the Log2(0.18) to convert from average luminance to saturation luminance
AverageSceneLuminanceEV100 = LuminanceToEV100(LuminanceMax, AverageSceneLuminance) + FMath::Log2(1.0f / 0.18f);
if (View.FinalPostProcessSettings.AutoExposureBiasCurve)
{
CurveExposureBias = View.FinalPostProcessSettings.AutoExposureBiasCurve->GetFloatValue(AverageSceneLuminanceEV100);
}
}
Line = FString::Printf(TEXT("%.3g"), AverageSceneLuminanceEV100);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Average Scene EV100:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("%.3g"), AutoExposureBias);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Exposure Compensation (Settings):"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("%.3g"), CurveExposureBias);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Exposure Compensation (Curve):"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
const float ScreenCenterX = Output.ViewRect.Min.X + Output.ViewRect.Width() * 0.5f;
const float ScreenCenterY = Output.ViewRect.Min.Y + Output.ViewRect.Height() * 0.5f;
const float IlluminanceMeterTextX = (ScreenCenterX - 10.0f) / DPIScale;
const float IlluminanceMeterTextY = (ScreenCenterY - 140.0f) / DPIScale;
if(IsIlluminanceMeterSupportedByView(View))
{
Canvas.DrawShadowedString(IlluminanceMeterTextX, IlluminanceMeterTextY , TEXT("Illuminance meter - over the hemisphere of the surface patch"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(IlluminanceMeterTextX, IlluminanceMeterTextY+15, TEXT(" (Forced to be a perfect white diffuse only surface)"), GetStatsFont(), FLinearColor(1, 1, 1));
}
else
{
Canvas.DrawShadowedString(IlluminanceMeterTextX, IlluminanceMeterTextY, TEXT("Illuminance meter - not available with Forward Shading"), GetStatsFont(), FLinearColor(1, 1, 1));
}
const float LuminanceMeterTextX = (ScreenCenterX - 10.0f) / DPIScale;
const float LuminanceMeterTextY = (ScreenCenterY - 40.0f) / DPIScale;
Canvas.DrawShadowedString(LuminanceMeterTextX, LuminanceMeterTextY, TEXT("Luminance meter"), GetStatsFont(), FLinearColor(1, 1, 1));
AutoExposureBias += CurveExposureBias;
}
// Draw EV100 values at the bottom of the histogram
{
const float MinX = Output.ViewRect.Min.X + 64 + 8;
const float MaxY = Output.ViewRect.Max.Y - 68;
const float SizeX = Output.ViewRect.Width() - 64 * 2 - 20;
for (uint32 i = 0; i <= 4; ++i)
{
int XAdd = (int)(i * SizeX / 4);
float HistogramPosition = i / 4.0f;
float EV100Value = FMath::Lerp(View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax, HistogramPosition);
if (!bExtendedLuminanceRange)
{
// In this case the post process settings are actually Log2 values.
EV100Value = Log2ToEV100(LuminanceMax, EV100Value);
}
Line = FString::Printf(TEXT("%.2g"), EV100Value);
const float PosX = (MinX + XAdd - 5) / DPIScale;
const float PosY = (MaxY + YStep) / DPIScale;
Canvas.DrawShadowedString(PosX, PosY, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
}
}
Line = FString::Printf(TEXT("%.3g"), AutoExposureBias);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Exposure Compensation (All): "), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
if (bExtendedLuminanceRange)
{
Line = FString::Printf(TEXT("%.1f .. %.1f"), View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax);
}
else
{
Line = FString::Printf(TEXT("%.1f .. %.1f"), Log2ToEV100(LuminanceMax,View.FinalPostProcessSettings.HistogramLogMin), Log2ToEV100(LuminanceMax,View.FinalPostProcessSettings.HistogramLogMax));
}
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Histogram EV100 Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
Line = FString::Printf(TEXT("%.5g"), View.PreExposure);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("PreExposure Value:"), GetStatsFont(), FLinearColor(1, 1, 1));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
});
return MoveTemp(Output);
}