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

232 lines
9.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessVisualizeLocalExposure.h"
#include "PostProcess/PostProcessTonemap.h"
#include "PostProcess/PostProcessLocalExposure.h"
#include "PostProcess/PostProcessVisualizeBuffer.h"
#include "UnrealEngine.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "SceneRendering.h"
TAutoConsoleVariable<int> CVarLocalExposureVisualizationMode(
TEXT("r.LocalExposure.VisualizationMode"),
0,
TEXT("When enabling Show->Visualize->Local Exposure is enabled, this cvar controls which mode to use.\n")
TEXT(" 0: Overview\n")
TEXT(" 1: Local Exposure\n")
TEXT(" 2: Thresholds\n")
TEXT(" 3: Base Luminance\n")
TEXT(" 4: Detail Luminance\n")
TEXT(" 5: Valid Bilateral Grid Lookup\n")
TEXT(" 6: Fusion - Base Exposure\n")
TEXT(" 7: Fusion - Shadows Exposure\n")
TEXT(" 8: Fusion - Highlights Exposure\n")
TEXT(" 9: Fusion - Weights\n"),
ECVF_RenderThreadSafe);
class FVisualizeLocalExposurePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeLocalExposurePS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeLocalExposurePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
SHADER_PARAMETER_STRUCT(FLocalExposureParameters, LocalExposure)
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_BUFFER_SRV(StructuredBuffer<float4>, EyeAdaptationBuffer)
SHADER_PARAMETER_RDG_TEXTURE(Texture3D, LumBilateralGrid)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BlurredLogLum)
SHADER_PARAMETER(FScreenTransform, ColorToExposureFusion)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, ExposureFusion)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ExposureFusionTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ExposuresTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, WeightsTexture)
SHADER_PARAMETER(float, FilmSlope)
SHADER_PARAMETER(float, FilmToe)
SHADER_PARAMETER(float, FilmShoulder)
SHADER_PARAMETER(float, FilmBlackClip)
SHADER_PARAMETER(float, FilmWhiteClip)
SHADER_PARAMETER_SAMPLER(SamplerState, BilinearClampSampler)
SHADER_PARAMETER(uint32, DebugMode)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FExposureFusion : SHADER_PERMUTATION_BOOL("EXPOSURE_FUSION");
using FPermutationDomain = TShaderPermutationDomain<FExposureFusion>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeLocalExposurePS, "/Engine/Private/PostProcessVisualizeLocalExposure.usf", "MainPS", SF_Pixel);
FScreenPassTexture AddVisualizeLocalExposurePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLocalExposureInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.HDRSceneColor.IsValid());
check(Inputs.EyeAdaptationBuffer);
check(Inputs.EyeAdaptationParameters);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeLocalExposure");
enum class EVisualizeId : int32
{
Overview = 0,
LocalExposure = 1,
Thresholds = 2,
BaseLuminance = 3,
DetailLuminance = 4,
ValidLookup = 5,
FusionBase = 6,
FusionShadows = 7,
FusionHighlights = 8,
FusionWeights = 9,
MAX,
};
static const TCHAR* kVisualizationName[] = {
TEXT(""),
TEXT("LocalExposure"),
TEXT("Thresholds"),
TEXT("BaseLuminance"),
TEXT("DetailLuminance"),
TEXT("ValidLookup"),
TEXT("FusionBase"),
TEXT("FusionShadows"),
TEXT("FusionHighlights"),
TEXT("FusionWeights"),
};
static_assert(UE_ARRAY_COUNT(kVisualizationName) == int32(EVisualizeId::MAX), "kVisualizationName doesn't match EVisualizeId");
const EVisualizeId Visualization = EVisualizeId(FMath::Clamp(CVarLocalExposureVisualizationMode.GetValueOnRenderThread(), 0, int32(EVisualizeId::MAX) - 1));
const bool bIsOverviewVisualize = Visualization == EVisualizeId::Overview;
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeLocalExposure"));
}
auto Visualize = [&](EVisualizeId VisualizeId, FString Label, FScreenPassRenderTarget OverrideOutput = FScreenPassRenderTarget())
{
FScreenPassRenderTarget TmpOutput = OverrideOutput;
if (!TmpOutput.IsValid())
{
FIntPoint TmpOutputExtent = FIntPoint::DivideAndRoundUp(Inputs.SceneColor.ViewRect.Size(), 4);
FIntRect TmpOutputViewRect = FIntRect(FIntPoint(0, 0), TmpOutputExtent);
FRDGTextureDesc TmpOutputDesc = Inputs.SceneColor.Texture->Desc;
TmpOutputDesc.Extent = TmpOutputExtent;
TmpOutputDesc.Flags |= TexCreate_UAV | TexCreate_RenderTargetable;
TmpOutput = FScreenPassRenderTarget(GraphBuilder.CreateTexture(TmpOutputDesc, TEXT("VisualizeLumenScene")), TmpOutputViewRect, ERenderTargetLoadAction::ENoAction);
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
const FScreenPassTextureViewport OutputViewport(TmpOutput);
const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
auto PassParameters = GraphBuilder.AllocParameters<FVisualizeLocalExposurePS::FParameters>();
PassParameters->RenderTargets[0] = TmpOutput.GetRenderTargetBinding();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->EyeAdaptation = *Inputs.EyeAdaptationParameters;
PassParameters->LocalExposure = *Inputs.LocalExposureParameters;
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->HDRSceneColorTexture = Inputs.HDRSceneColor.Texture;
PassParameters->SceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->EyeAdaptationBuffer = GraphBuilder.CreateSRV(Inputs.EyeAdaptationBuffer);
PassParameters->LumBilateralGrid = Inputs.LumBilateralGridTexture;
PassParameters->BlurredLogLum = Inputs.BlurredLumTexture;
if (Inputs.ExposureFusionData != nullptr)
{
const FScreenPassTextureViewport ExposureFusionViewport(Inputs.ExposureFusionData->Result);
PassParameters->ColorToExposureFusion = FScreenTransform::ChangeTextureUVCoordinateFromTo(InputViewport, ExposureFusionViewport);
PassParameters->ExposureFusion = GetScreenPassTextureViewportParameters(ExposureFusionViewport);
PassParameters->ExposureFusionTexture = Inputs.ExposureFusionData->Result.Texture;
PassParameters->ExposuresTexture = Inputs.ExposureFusionData->Exposures.Texture;
PassParameters->WeightsTexture = Inputs.ExposureFusionData->Weights.Texture;
}
PassParameters->FilmSlope = Settings.FilmSlope;
PassParameters->FilmToe = Settings.FilmToe;
PassParameters->FilmShoulder = Settings.FilmShoulder;
PassParameters->FilmBlackClip = Settings.FilmBlackClip;
PassParameters->FilmWhiteClip = Settings.FilmWhiteClip;
PassParameters->BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->DebugMode = uint32(VisualizeId);
FVisualizeLocalExposurePS::FPermutationDomain PermutationVector;
PermutationVector.Set<FVisualizeLocalExposurePS::FExposureFusion>(Inputs.ExposureFusionData != nullptr);
auto PixelShader = View.ShaderMap->GetShader<FVisualizeLocalExposurePS>(PermutationVector);
FRDGEventName PassName = RDG_EVENT_NAME("LocalExposure Visualize(%s) %dx%d", kVisualizationName[int32(VisualizeId)], OutputViewport.Rect.Width(), OutputViewport.Rect.Height());
AddDrawScreenPass(GraphBuilder, MoveTemp(PassName), View, OutputViewport, InputViewport, PixelShader, PassParameters);
FVisualizeBufferTile Tile;
Tile.Input = TmpOutput;
Tile.Label = Label;
return Tile;
};
if (bIsOverviewVisualize)
{
TArray<FVisualizeBufferTile> Tiles;
Tiles.SetNum(16);
if (Visualization == EVisualizeId::Overview)
{
Tiles[4 * 0 + 0] = Visualize(EVisualizeId::LocalExposure, FString::Printf(TEXT("Local Exposure (H=%.2f / S=%.2f)"), Inputs.LocalExposureParameters->HighlightContrastScale, Inputs.LocalExposureParameters->ShadowContrastScale));
Tiles[4 * 0 + 3] = Visualize(EVisualizeId::Thresholds, FString::Printf(TEXT("Thresholds (H=%.2f / S=%.2f)"), Inputs.LocalExposureParameters->HighlightThreshold, Inputs.LocalExposureParameters->ShadowThreshold));
if (Inputs.ExposureFusionData != nullptr)
{
Tiles[4 * 3 + 0] = Visualize(EVisualizeId::FusionShadows, TEXT("Shadows"));
Tiles[4 * 3 + 1] = Visualize(EVisualizeId::FusionBase, TEXT("Base"));
Tiles[4 * 3 + 2] = Visualize(EVisualizeId::FusionHighlights, TEXT("Highlights"));
Tiles[4 * 3 + 3] = Visualize(EVisualizeId::FusionWeights, TEXT("Weights"));
}
else
{
Tiles[4 * 3 + 0] = Visualize(EVisualizeId::BaseLuminance, TEXT("Base Luminance"));
Tiles[4 * 3 + 1] = Visualize(EVisualizeId::DetailLuminance, TEXT("Detail Luminance"));
}
}
else
{
unimplemented();
}
{
FVisualizeBufferInputs VisualizeBufferInputs;
VisualizeBufferInputs.OverrideOutput = Output;
VisualizeBufferInputs.SceneColor = FScreenPassTexture::CopyFromSlice(GraphBuilder, FScreenPassTextureSlice::CreateFromScreenPassTexture(GraphBuilder, Inputs.SceneColor));
VisualizeBufferInputs.Tiles = Tiles;
AddVisualizeBufferPass(GraphBuilder, View, VisualizeBufferInputs);
}
}
else
{
Visualize(Visualization, TEXT(""), Output);
}
return MoveTemp(Output);
}