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

177 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_EDITOR
#include "PostProcess/PostProcessVisualizeLevelInstance.h"
#include "PostProcess/PostProcessCompositePrimitivesCommon.h"
#include "SceneRendering.h"
#include "SceneTextureParameters.h"
#include "CanvasTypes.h"
#include "ClearQuad.h"
#include "ScenePrivate.h"
namespace
{
class FVisualizeLevelInstancePS : public FCompositePrimitiveShaderBase
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeLevelInstancePS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeLevelInstancePS, FCompositePrimitiveShaderBase);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Depth)
SHADER_PARAMETER(FScreenTransform, ColorToDepth)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EditorPrimitivesDepth)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, EditorPrimitivesStencil)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeLevelInstancePS, "/Engine/Private/PostProcessVisualizeLevelInstance.usf", "MainPS", SF_Pixel);
} //! namespace
BEGIN_SHADER_PARAMETER_STRUCT(FVisualizeLevelInstancePassParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureShaderParameters, SceneTextures)
SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
FScreenPassTexture AddVisualizeLevelInstancePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FSceneUniformBuffer &SceneUniformBuffer,
const FVisualizeLevelInstanceInputs& Inputs,
const Nanite::FRasterResults* NaniteRasterResults
)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.SceneDepth.IsValid());
const bool bNaniteEnabled = DoesPlatformSupportNanite(GMaxRHIShaderPlatform); // TODO: Respect r.Nanite
RDG_EVENT_SCOPE(GraphBuilder, "EditorVisualizeLevelInstance");
const uint32 NumSamples = View.GetSceneTexturesConfig().NumSamples;
// Patch uniform buffers with updated state for rendering the outline mesh draw commands.
const FViewInfo* EditorView = CreateCompositePrimitiveView(View, Inputs.SceneColor.ViewRect, NumSamples);
FRDGTextureRef DepthStencilTexture = nullptr;
// Generate custom depth / stencil for outline shapes.
{
const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
RDG_EVENT_SCOPE(GraphBuilder, "LevelInstanceDepth %dx%d", SceneColorViewport.Rect.Width(), SceneColorViewport.Rect.Height());
FScene* Scene = View.Family->Scene->GetRenderScene();
{
FRDGTextureDesc DepthStencilDesc = Inputs.SceneColor.Texture->Desc;
DepthStencilDesc.Reset();
DepthStencilDesc.Format = PF_DepthStencil;
// This is a reversed Z depth surface, so 0.0f is the far plane.
DepthStencilDesc.ClearValue = FClearValueBinding((float)ERHIZBuffer::FarPlane, 0);
DepthStencilDesc.Flags = TexCreate_DepthStencilTargetable | TexCreate_ShaderResource;
DepthStencilDesc.NumSamples = NumSamples;
DepthStencilTexture = GraphBuilder.CreateTexture(DepthStencilDesc, TEXT("LevelInstanceDepth"));
}
{
auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeLevelInstancePassParameters>();
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(
DepthStencilTexture,
ERenderTargetLoadAction::EClear,
ERenderTargetLoadAction::EClear,
FExclusiveDepthStencil::DepthWrite_StencilWrite);
auto* Pass = const_cast<FViewInfo&>(View).ParallelMeshDrawCommandPasses[EMeshPass::EditorLevelInstance];
if (Pass)
{
PassParameters->View = EditorView->GetShaderParameters();
PassParameters->SceneTextures = Inputs.SceneTextures;
Pass->BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
}
// Pass always added due to clear action.
GraphBuilder.AddPass(
RDG_EVENT_NAME("EditorLevelInstance"),
PassParameters,
ERDGPassFlags::Raster,
[Pass, SceneColorViewport, PassParameters](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
if (Pass)
{
RHICmdList.SetViewport(SceneColorViewport.Rect.Min.X, SceneColorViewport.Rect.Min.Y, 0.0f, SceneColorViewport.Rect.Max.X, SceneColorViewport.Rect.Max.Y, 1.0f);
// Run LevelInstance pass on static elements
Pass->Draw(RHICmdList, &PassParameters->InstanceCullingDrawParams);
}
});
}
if (bNaniteEnabled)
{
Nanite::DrawEditorVisualizeLevelInstance(GraphBuilder, DepthStencilTexture, *Scene, View, *EditorView, SceneUniformBuffer, NaniteRasterResults);
}
}
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("LevelInstanceColor"));
}
// Render grey-post process effect.
{
const FScreenPassTextureViewport OutputViewport(Output);
const FScreenPassTextureViewport ColorViewport(Inputs.SceneColor);
const FScreenPassTextureViewport DepthViewport(Inputs.SceneDepth);
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FVisualizeLevelInstancePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeLevelInstancePS::FParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->Color = GetScreenPassTextureViewportParameters(ColorViewport);
PassParameters->Depth = GetScreenPassTextureViewportParameters(DepthViewport);
PassParameters->ColorToDepth = FScreenTransform::ChangeTextureUVCoordinateFromTo(ColorViewport, DepthViewport);
PassParameters->ColorTexture = Inputs.SceneColor.Texture;
PassParameters->ColorSampler = PointClampSampler;
PassParameters->DepthTexture = Inputs.SceneDepth.Texture;
PassParameters->DepthSampler = BilinearClampSampler;
PassParameters->EditorPrimitivesDepth = DepthStencilTexture;
PassParameters->EditorPrimitivesStencil = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(DepthStencilTexture, PF_X24_G8));
FVisualizeLevelInstancePS::FPermutationDomain PermutationVector;
PermutationVector.Set<FVisualizeLevelInstancePS::FSampleCountDimension>(NumSamples);
TShaderMapRef<FVisualizeLevelInstancePS> PixelShader(View.ShaderMap, PermutationVector);
AddDrawScreenPass(
GraphBuilder,
RDG_EVENT_NAME("LevelInstanceColor %dx%d", OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
View,
OutputViewport,
ColorViewport,
PixelShader,
PassParameters);
}
return MoveTemp(Output);
}
#endif