151 lines
6.0 KiB
C++
151 lines
6.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PostProcess/PostProcessVisualizeNanite.h"
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#include "NaniteVisualizationData.h"
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#include "UnrealEngine.h"
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#include "RHIStaticStates.h"
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#include "SceneRendering.h"
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class FVisualizeNanitePS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FVisualizeNanitePS);
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SHADER_USE_PARAMETER_STRUCT(FVisualizeNanitePS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
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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(FLinearColor, SelectionColor)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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};
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IMPLEMENT_GLOBAL_SHADER(FVisualizeNanitePS, "/Engine/Private/PostProcessVisualizeBuffer.usf", "MainPS", SF_Pixel);
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void AddVisualizeNanitePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture Output, const Nanite::FRasterResults& RasterResults)
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{
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const FNaniteVisualizationData& VisualizationData = GetNaniteVisualizationData();
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if (VisualizationData.IsActive())
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{
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const bool bSingleVisualization = VisualizationData.GetActiveModeID() > 0;
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const bool bOverviewVisualization = VisualizationData.GetActiveModeID() == 0;
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// Any individual mode
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if (bSingleVisualization)
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{
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if (ensure(RasterResults.Visualizations.Num() == 1))
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{
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const Nanite::FVisualizeResult& Visualization = RasterResults.Visualizations[0];
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FRHIBlendState* BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_One, BF_Zero>::GetRHI();
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FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters<FCopyRectPS::FParameters>();
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Parameters->InputTexture = Visualization.ModeOutput;
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Parameters->InputSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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Parameters->RenderTargets[0] = FRenderTargetBinding(Output.Texture, ERenderTargetLoadAction::ELoad);
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const FScreenPassTextureViewport InputViewport(Visualization.ModeOutput->Desc.Extent, View.ViewRect);
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const FScreenPassTextureViewport OutputViewport(Output);
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TShaderMapRef<FScreenPassVS> VertexShader(View.ShaderMap);
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TShaderMapRef<FCopyRectPS> PixelShader(View.ShaderMap);
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AddDrawScreenPass(
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GraphBuilder,
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RDG_EVENT_NAME("DrawTexture"),
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View,
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OutputViewport,
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InputViewport,
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VertexShader,
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PixelShader,
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BlendState,
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Parameters,
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EScreenPassDrawFlags::None);
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}
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}
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// Overview mode
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else if (bOverviewVisualization)
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{
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struct FTileLabel
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{
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FString Label;
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FIntPoint Location;
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};
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TArray<FTileLabel> TileLabels;
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TileLabels.Reserve(RasterResults.Visualizations.Num());
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// Use the unscaled view so that dynamic resolution scaling doesn't scale the Nanite visualization tile(s).
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const FIntRect& UnscaledViewRect = View.UnscaledViewRect;
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const int32 MaxTilesX = 4;
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const int32 MaxTilesY = 4;
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const int32 TileWidth = UnscaledViewRect.Width() / MaxTilesX;
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const int32 TileHeight = UnscaledViewRect.Height() / MaxTilesY;
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FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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FScreenPassRenderTarget OutputTarget(Output.Texture, UnscaledViewRect, ERenderTargetLoadAction::ELoad);
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for (int32 TileIndex = 0; TileIndex < RasterResults.Visualizations.Num(); ++TileIndex)
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{
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const Nanite::FVisualizeResult& Visualization = RasterResults.Visualizations[TileIndex];
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// The list can contain invalid entries to keep the indices static.
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if (Visualization.bSkippedTile)
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{
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continue;
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}
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const int32 TileX = TileIndex % MaxTilesX;
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const int32 TileY = TileIndex / MaxTilesX;
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FScreenPassTextureViewport OutputViewport(OutputTarget);
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OutputViewport.Rect.Min = UnscaledViewRect.Min + FIntPoint(TileX * TileWidth, TileY * TileHeight);
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OutputViewport.Rect.Max = OutputViewport.Rect.Min + FIntPoint(TileWidth, TileHeight);
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const FLinearColor SelectionColor = FLinearColor::Transparent;
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FVisualizeNanitePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeNanitePS::FParameters>();
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PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
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PassParameters->RenderTargets[0] = OutputTarget.GetRenderTargetBinding();
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PassParameters->InputTexture = Visualization.ModeOutput;
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PassParameters->InputSampler = BilinearClampSampler;
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PassParameters->SelectionColor = SelectionColor;
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FScreenPassTexture InputTexture(Visualization.ModeOutput);
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InputTexture.ViewRect = View.ViewRect;
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const FScreenPassTextureViewport InputViewport(InputTexture);
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TShaderMapRef<FScreenPassVS> VertexShader(View.ShaderMap);
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TShaderMapRef<FVisualizeNanitePS> PixelShader(View.ShaderMap);
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FRHIBlendState* BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI();
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const FText DisplayText = VisualizationData.GetModeDisplayName(Visualization.ModeName);
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const FString& DisplayName = DisplayText.ToString();
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AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Tile: %s", *DisplayName), View, OutputViewport, InputViewport, VertexShader, PixelShader, BlendState, PassParameters);
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FTileLabel TileLabel;
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TileLabel.Label = DisplayName;
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TileLabel.Location.X = 8 + TileX * TileWidth;
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TileLabel.Location.Y = (TileY + 1) * TileHeight - 19;
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TileLabels.Add(TileLabel);
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}
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AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Labels"), View, OutputTarget, [LocalTileLabels = MoveTemp(TileLabels)](FCanvas& Canvas)
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{
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const float DPIScale = Canvas.GetDPIScale();
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Canvas.SetBaseTransform(FMatrix(FScaleMatrix(DPIScale)* Canvas.CalcBaseTransform2D(Canvas.GetViewRect().Width(), Canvas.GetViewRect().Height())));
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const FLinearColor LabelColor(1, 1, 0);
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for (const FTileLabel& TileLabel : LocalTileLabels)
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{
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FIntPoint ScreenPos(TileLabel.Location.X, TileLabel.Location.Y);
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Canvas.DrawShadowedString(ScreenPos.X / DPIScale, ScreenPos.Y / DPIScale, *TileLabel.Label, GetStatsFont(), LabelColor);
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}
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});
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}
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}
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} |