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

1871 lines
74 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Functionality for capturing the scene into reflection capture cubemaps, and prefiltering
=============================================================================*/
#include "ReflectionEnvironmentCapture.h"
#include "Misc/FeedbackContext.h"
#include "RenderingThread.h"
#include "RenderResource.h"
#include "ShowFlags.h"
#include "UnrealClient.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "RHIStaticStates.h"
#include "SceneView.h"
#include "SceneViewExtension.h"
#include "LegacyScreenPercentageDriver.h"
#include "Shader.h"
#include "TextureResource.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "PrimitiveDrawingUtils.h"
#include "Components/SkyLightComponent.h"
#include "Components/ReflectionCaptureComponent.h"
#include "Engine/TextureCube.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "SceneRenderTargetParameters.h"
#include "SceneRendering.h"
#include "SceneViewExtension.h"
#include "ScenePrivate.h"
#include "SceneProxies/ReflectionCaptureProxy.h"
#include "SceneProxies/SkyLightSceneProxy.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessing.h"
#include "ScreenRendering.h"
#include "ReflectionEnvironment.h"
#include "OneColorShader.h"
#include "PipelineStateCache.h"
#include "MobileReflectionEnvironmentCapture.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Engine/Texture2D.h"
#include "EngineUtils.h"
#include "UObject/UObjectIterator.h"
#include "EngineModule.h"
#include "ClearQuad.h"
#include "VolumetricCloudRendering.h"
#include "VolumetricCloudProxy.h"
#include "RenderGraphUtils.h"
#include "PixelShaderUtils.h"
#include "Materials/MaterialRenderProxy.h"
#include "UnrealEngine.h"
#include "SceneRenderBuilder.h"
/** Near plane to use when capturing the scene. */
float GReflectionCaptureNearPlane = 5;
constexpr int32 MinSupersampleCaptureFactor = 1;
constexpr int32 MaxSupersampleCaptureFactor = 8;
int32 GSupersampleCaptureFactor = 1;
static FAutoConsoleVariableRef CVarGSupersampleCaptureFactor(
TEXT("r.ReflectionCaptureSupersampleFactor"),
GSupersampleCaptureFactor,
TEXT("Super sample factor when rendering reflection captures.\n")
TEXT("Default = 1, no super sampling\n")
TEXT("Maximum clamped to 8."),
ECVF_RenderThreadSafe
);
float GSkylightCaptureLODDistanceScale = 1.f;
static FAutoConsoleVariableRef CVarSkylightCaptureLODDistanceScale(
TEXT("r.SkylightCapture.LODDistanceScale"),
GSkylightCaptureLODDistanceScale,
TEXT("LODDistanceScale for the Sky Light Capture. Default is 1")
TEXT("Negative values will be clamped to 1"),
ECVF_Scalability);
/**
* Mip map used by a Roughness of 0, counting down from the lowest resolution mip (MipCount - 1).
* This has been tweaked along with ReflectionCaptureRoughnessMipScale to make good use of the resolution in each mip, especially the highest resolution mips.
* This value is duplicated in ReflectionEnvironmentShared.usf!
*/
float ReflectionCaptureRoughestMip = 1;
/**
* Scales the log2 of Roughness when computing which mip to use for a given roughness.
* Larger values make the higher resolution mips sharper.
* This has been tweaked along with ReflectionCaptureRoughnessMipScale to make good use of the resolution in each mip, especially the highest resolution mips.
* This value is duplicated in ReflectionEnvironmentShared.usf!
*/
float ReflectionCaptureRoughnessMipScale = 1.2f;
// Chaos addition
static TAutoConsoleVariable<int32> CVarReflectionCaptureStaticSceneOnly(
TEXT("r.chaos.ReflectionCaptureStaticSceneOnly"),
1,
TEXT("")
TEXT(" 0 is off, 1 is on (default)"),
ECVF_ReadOnly);
/**
* This CVar might affect the quality and performance for:
* (1) Captured reflection: Increase volume and light function quality and the cost at lighting build time.
* (2) Sky light scene capture (non real time): Increase quality and the cost at the start of a level when the scene is captured.
* (3) Real time sky light capture: this one does not render volumetric fog or anything that reads a light function. It increases the cost only.
*
* It might also create mismatch when light function is time dependent (e.g., sun light simulating time-varying cloud shadows). Different level building can look inconsistent builds after builds.
*/
static int32 GReflectionCaptureEnableLightFunctions = 0;
static FAutoConsoleVariableRef CVarReflectionCaptureEnableLightFunctions(
TEXT("r.ReflectionCapture.EnableLightFunctions"),
GReflectionCaptureEnableLightFunctions,
TEXT("0. Disable light functions in reflection/sky light capture (default).\n")
TEXT("Others. Enable light functions."));
BEGIN_SHADER_PARAMETER_STRUCT(FCubeShaderParameters, )
SHADER_PARAMETER_RDG_TEXTURE_SRV(TextureCube, SourceCubemapTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SourceCubemapSampler)
SHADER_PARAMETER(FVector2f, SvPositionToUVScale)
SHADER_PARAMETER(int32, CubeFace)
SHADER_PARAMETER(int32, MipIndex)
SHADER_PARAMETER(int32, NumMips)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
/** Pixel shader used for filtering a mip. */
class FCubeDownsamplePS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FCubeDownsamplePS);
SHADER_USE_PARAMETER_STRUCT(FCubeDownsamplePS, FGlobalShader);
using FParameters = FCubeShaderParameters;
};
IMPLEMENT_GLOBAL_SHADER(FCubeDownsamplePS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "DownsamplePS", SF_Pixel);
class FCubeDownsampleMaxPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FCubeDownsampleMaxPS);
SHADER_USE_PARAMETER_STRUCT(FCubeDownsampleMaxPS, FGlobalShader);
using FParameters = FCubeShaderParameters;
};
IMPLEMENT_GLOBAL_SHADER(FCubeDownsampleMaxPS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "DownsampleMaxPS", SF_Pixel);
class FCubeFilterPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FCubeFilterPS);
SHADER_USE_PARAMETER_STRUCT(FCubeFilterPS, FGlobalShader);
using FParameters = FCubeShaderParameters;
};
IMPLEMENT_GLOBAL_SHADER(FCubeFilterPS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "FilterPS", SF_Pixel);
BEGIN_SHADER_PARAMETER_STRUCT(FCubeFinalGatherPS, )
SHADER_PARAMETER_RDG_TEXTURE(TextureCube, ReflectionEnvironmentColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ReflectionEnvironmentColorSampler)
SHADER_PARAMETER(int32, NumCaptureArrayMips)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
/** Computes the average brightness of a 1x1 mip of a cubemap. */
class FComputeBrightnessPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FComputeBrightnessPS);
SHADER_USE_PARAMETER_STRUCT(FComputeBrightnessPS, FGlobalShader);
using FParameters = FCubeFinalGatherPS;
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("COMPUTEBRIGHTNESS_PIXELSHADER"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FComputeBrightnessPS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "ComputeBrightnessMain", SF_Pixel);
class FComputeCubeMaxLuminancePS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FComputeCubeMaxLuminancePS);
SHADER_USE_PARAMETER_STRUCT(FComputeCubeMaxLuminancePS, FGlobalShader);
using FParameters = FCubeFinalGatherPS;
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("COMPUTEMAXLUMINANCE_PIXELSHADER"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FComputeCubeMaxLuminancePS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "ComputeCubeMaxLuminancePS", SF_Pixel);
/** Vertex shader used when writing to a cubemap. */
class FCopyToCubeFaceVS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FCopyToCubeFaceVS);
FCopyToCubeFaceVS() = default;
FCopyToCubeFaceVS(const CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{}
};
IMPLEMENT_GLOBAL_SHADER(FCopyToCubeFaceVS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "CopyToCubeFaceVS", SF_Vertex);
/** Pixel shader used when copying scene color from a scene render into a face of a reflection capture cubemap. */
class FCopySceneColorToCubeFacePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FCopySceneColorToCubeFacePS);
SHADER_USE_PARAMETER_STRUCT(FCopySceneColorToCubeFacePS, FGlobalShader);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
if (IsMobilePlatform(Parameters.Platform))
{
// SceneDepth is memoryless on mobile
OutEnvironment.SetDefine(TEXT("SCENE_TEXTURES_DISABLED"), 1u);
}
}
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneDepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneDepthSampler)
SHADER_PARAMETER(FVector4f, SkyLightCaptureParameters)
SHADER_PARAMETER(FVector4f, LowerHemisphereColor)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FCopySceneColorToCubeFacePS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "CopySceneColorToCubeFaceColorPS", SF_Pixel);
/** Pixel shader used when copying a cubemap into a face of a reflection capture cubemap. */
class FCopyCubemapToCubeFacePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FCopyCubemapToCubeFacePS);
SHADER_USE_PARAMETER_STRUCT(FCopyCubemapToCubeFacePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_TEXTURE(TextureCube, SourceCubemapTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SourceCubemapSampler)
SHADER_PARAMETER(FVector4f, SkyLightCaptureParameters)
SHADER_PARAMETER(FVector4f, LowerHemisphereColor)
SHADER_PARAMETER(FVector4f, ColorAlphaMultiplier)
SHADER_PARAMETER(FVector2f, SinCosSourceCubemapRotation)
SHADER_PARAMETER(FVector2f, SvPositionToUVScale)
SHADER_PARAMETER(int32, CubeFace)
SHADER_PARAMETER(float, ClampToFP16)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FCopyCubemapToCubeFacePS, "/Engine/Private/ReflectionEnvironmentShaders.usf", "CopyCubemapToCubeFaceColorPS", SF_Pixel);
class FReflectionCubemapTexture : public FRenderThreadStructBase
{
public:
FReflectionCubemapTexture(uint32 InCubemapSize)
: CubemapSize(InCubemapSize)
{
check(GSupportsRenderTargetFormat_PF_FloatRGBA);
}
void InitRHI(FRHICommandListImmediate& RHICmdList)
{
const int32 NumReflectionCaptureMips = GetNumMips(CubemapSize);
const FRDGTextureDesc TextureDesc = FRDGTextureDesc::CreateCube(
CubemapSize, PF_FloatRGBA, FClearValueBinding(FLinearColor(0, 10000, 0, 0)), TexCreate_RenderTargetable | TexCreate_TargetArraySlicesIndependently | TexCreate_DisableDCC, NumReflectionCaptureMips);
RenderTarget = AllocatePooledTexture(TextureDesc, TEXT("ReflectionCubeTexture"));
FRDGBuilder GraphBuilder(RHICmdList);
{
RDG_EVENT_SCOPE(GraphBuilder, "ClearReflectionCubemap");
FRDGTextureRef OutputTexture = GetRDG(GraphBuilder);
for (int32 MipIndex = 0; MipIndex < NumReflectionCaptureMips; MipIndex++)
{
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
FRenderTargetParameters* PassParameters = GraphBuilder.AllocParameters<FRenderTargetParameters>();
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::EClear, MipIndex, CubeFace);
GraphBuilder.AddPass(
RDG_EVENT_NAME("Clear (Mip: %d, Face : %d)", MipIndex, CubeFace),
PassParameters,
ERDGPassFlags::Raster,
[](FRDGAsyncTask, FRHICommandList&) {});
}
}
}
GraphBuilder.Execute();
}
FRDGTexture* GetRDG(FRDGBuilder& GraphBuilder) const
{
return GraphBuilder.RegisterExternalTexture(RenderTarget);
}
private:
TRefCountPtr<IPooledRenderTarget> RenderTarget;
uint32 CubemapSize;
};
void CreateCubeMips(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture)
{
RDG_EVENT_SCOPE(GraphBuilder, "CreateCubeMips");
TShaderMapRef<FCubeDownsamplePS> PixelShader(ShaderMap);
const int32 NumMips = CubemapTexture->Desc.NumMips;
// Downsample all the mips, each one reads from the mip above it
for (int32 MipIndex = 1; MipIndex < NumMips; MipIndex++)
{
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const FIntRect ViewRect(0, 0, MipSize, MipSize);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FCubeDownsamplePS::FParameters>();
PassParameters->SourceCubemapTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(CubemapTexture, MipIndex - 1));
PassParameters->SourceCubemapSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->CubeFace = CubeFace;
PassParameters->MipIndex = MipIndex;
PassParameters->NumMips = NumMips;
PassParameters->SvPositionToUVScale = FVector2f(1.0f / MipSize, 1.0f / MipSize);
PassParameters->RenderTargets[0] = FRenderTargetBinding(CubemapTexture, ERenderTargetLoadAction::ENoAction, MipIndex, CubeFace);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("CreateCubeMips (Mip: %d, Face: %d)", MipIndex, CubeFace),
PixelShader,
PassParameters,
ViewRect);
}
}
}
void ComputeSingleAverageBrightnessFromCubemap(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness)
{
RDG_EVENT_SCOPE(GraphBuilder, "ComputeSingleAverageBrightnessFromCubemap");
FRDGTexture* ReflectionBrightnessTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(FIntPoint(1, 1), PF_FloatRGBA, FClearValueBinding::None, TexCreate_RenderTargetable), TEXT("ReflectionBrightness"));
auto* PassParameters = GraphBuilder.AllocParameters<FComputeBrightnessPS::FParameters>();
PassParameters->ReflectionEnvironmentColorTexture = CubemapTexture;
PassParameters->ReflectionEnvironmentColorSampler = TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->NumCaptureArrayMips = CubemapTexture->Desc.NumMips;
PassParameters->RenderTargets[0] = FRenderTargetBinding(ReflectionBrightnessTexture, ERenderTargetLoadAction::ENoAction);
TShaderMapRef<FComputeBrightnessPS> PixelShader(ShaderMap);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("ReflectionBrightness"),
PixelShader,
PassParameters,
FIntRect(FIntPoint::ZeroValue, FIntPoint(1, 1)));
AddReadbackTexturePass(GraphBuilder, RDG_EVENT_NAME("ReadbackTexture"), ReflectionBrightnessTexture, [ReflectionBrightnessTexture, OutAverageBrightness](FRHICommandListImmediate& RHICmdList)
{
TArray<FFloat16Color> SurfaceData;
RHICmdList.ReadSurfaceFloatData(ReflectionBrightnessTexture->GetRHI(), FIntRect(0, 0, 1, 1), SurfaceData, CubeFace_PosX, 0, 0);
// Shader outputs luminance to R
*OutAverageBrightness = SurfaceData[0].R.GetFloat();
});
}
void ComputeAverageBrightness(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness)
{
CreateCubeMips(GraphBuilder, ShaderMap, CubemapTexture);
ComputeSingleAverageBrightnessFromCubemap(GraphBuilder, ShaderMap, CubemapTexture, OutAverageBrightness);
}
FRDGTexture* FilterCubeMap(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* SourceTexture)
{
RDG_EVENT_SCOPE(GraphBuilder, "FilterCubeMap");
FRDGTexture* FilteredCubemapTexture = GraphBuilder.CreateTexture(SourceTexture->Desc, TEXT("FilteredCubemapTexture"));
const int32 NumMips = SourceTexture->Desc.NumMips;
TShaderMapRef<FCubeFilterPS> PixelShader(ShaderMap);
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const FIntRect ViewRect(0, 0, MipSize, MipSize);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FCubeFilterPS::FParameters>();
PassParameters->SourceCubemapTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(SourceTexture));
PassParameters->SourceCubemapSampler = TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->CubeFace = CubeFace;
PassParameters->MipIndex = MipIndex;
PassParameters->NumMips = NumMips;
PassParameters->SvPositionToUVScale = FVector2f(1.0f / MipSize, 1.0f / MipSize);
PassParameters->RenderTargets[0] = FRenderTargetBinding(FilteredCubemapTexture, ERenderTargetLoadAction::ENoAction, MipIndex, CubeFace);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("FilterCubeMap (Mip: %d, CubeFace: %d)", MipIndex, CubeFace),
PixelShader,
PassParameters,
ViewRect);
}
}
return FilteredCubemapTexture;
}
void ConvolveCubeMap(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, uint32 CubeMipStart, uint32 CubeMipEnd, uint32 FaceStart, uint32 FaceCount, FRDGTexture* RDGSrcRenderTarget, FRDGTexture* RDGDstRenderTarget)
{
TShaderMapRef<FCubeFilterPS> PixelShader(ShaderMap);
const int32 NumMips = RDGSrcRenderTarget->Desc.NumMips;
for (uint32 MipIndex = CubeMipStart; MipIndex <= CubeMipEnd; MipIndex++)
{
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const FIntRect ViewRect(0, 0, MipSize, MipSize);
for (uint32 CubeFace = FaceStart; CubeFace < FaceStart+FaceCount; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FCubeFilterPS::FParameters>();
PassParameters->SourceCubemapTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(RDGSrcRenderTarget));
PassParameters->SourceCubemapSampler = TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->CubeFace = CubeFace;
PassParameters->MipIndex = MipIndex;
PassParameters->NumMips = NumMips;
PassParameters->SvPositionToUVScale = FVector2f(1.0f / MipSize, 1.0f / MipSize);
PassParameters->RenderTargets[0] = FRenderTargetBinding(RDGDstRenderTarget, ERenderTargetLoadAction::ENoAction, MipIndex, CubeFace);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("ConvolveCubeMap (Mip: %u, CubeFace: %u)", MipIndex, CubeFace),
PixelShader,
PassParameters,
ViewRect);
}
}
}
// Premultiply alpha in-place using alpha blending
void PremultiplyCubeMipAlpha(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, int32 MipIndex)
{
const int32 NumMips = CubemapTexture->Desc.NumMips;
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const FIntRect ViewRect(0, 0, MipSize, MipSize);
for (uint32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FOneColorPS::FParameters>();
PassParameters->DrawColorMRT[0] = FLinearColor::Black;
PassParameters->RenderTargets[0] = FRenderTargetBinding(CubemapTexture, ERenderTargetLoadAction::ELoad, MipIndex, CubeFace);
TShaderMapRef<FOneColorPS> PixelShader(ShaderMap);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("PremultipliedAlpha (Mip: %d, Face %d", MipIndex, CubeFace),
PixelShader,
PassParameters,
ViewRect,
TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_DestAlpha, BO_Add, BF_Zero, BF_One>::GetRHI());
}
}
/** Generates mips for glossiness and filters the cubemap for a given reflection. */
FRDGTexture* FilterReflectionEnvironment(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, FSHVectorRGB3* OutIrradianceEnvironmentMap)
{
RDG_EVENT_SCOPE(GraphBuilder, "FilterReflectionEnvironment");
PremultiplyCubeMipAlpha(GraphBuilder, ShaderMap, CubemapTexture, 0);
CreateCubeMips(GraphBuilder, ShaderMap, CubemapTexture);
if (OutIrradianceEnvironmentMap)
{
ComputeDiffuseIrradiance(GraphBuilder, ShaderMap, CubemapTexture, OutIrradianceEnvironmentMap);
}
return FilterCubeMap(GraphBuilder, ShaderMap, CubemapTexture);
}
int32 FindOrAllocateCubemapIndex(FScene* Scene, const UReflectionCaptureComponent* Component)
{
int32 CubemapIndex = -1;
// Try to find an existing capture index for this component
const FCaptureComponentSceneState* CaptureSceneStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.AddReference(Component);
if (CaptureSceneStatePtr)
{
CubemapIndex = CaptureSceneStatePtr->CubemapIndex;
}
else
{
// Reuse a freed index if possible
CubemapIndex = Scene->ReflectionSceneData.CubemapArraySlotsUsed.FindAndSetFirstZeroBit();
if (CubemapIndex == INDEX_NONE)
{
// If we didn't find a free index, allocate a new one from the CubemapArraySlotsUsed bitfield
CubemapIndex = Scene->ReflectionSceneData.CubemapArraySlotsUsed.Num();
Scene->ReflectionSceneData.CubemapArraySlotsUsed.Add(true);
}
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Add(Component, FCaptureComponentSceneState(CubemapIndex));
Scene->ReflectionSceneData.AllocatedReflectionCaptureStateHasChanged = true;
check(CubemapIndex < GetMaxNumReflectionCaptures(Scene->GetShaderPlatform()));
}
check(CubemapIndex >= 0);
return CubemapIndex;
}
/** Captures the scene for a reflection capture by rendering the scene multiple times and copying into a cubemap texture. */
void CaptureSceneToScratchCubemap(
FRDGBuilder& GraphBuilder,
FSceneRenderer* SceneRenderer,
FSceneRenderUpdateInputs* SceneUpdateInputs,
const FReflectionCubemapTexture& ReflectionCubemapTexture,
ECubeFace CubeFace,
int32 CubemapSize,
bool bCapturingForSkyLight,
bool bLowerHemisphereIsBlack,
const FLinearColor& LowerHemisphereColor,
bool bCapturingForMobile)
{
const ERHIFeatureLevel::Type FeatureLevel = SceneRenderer->FeatureLevel;
UE_CLOG(FSceneCaptureLogUtils::bEnableSceneCaptureLogging, LogSceneCapture, Log, TEXT("Starting CaptureSceneToScratchCubemap Face: %d, Size: %d, bCapturingForSkylight: %d"), CubeFace, CubemapSize, (int32) bCapturingForSkyLight);
// Render the scene normally for one face of the cubemap
SceneRenderer->Render(GraphBuilder, SceneUpdateInputs);
AddPass(GraphBuilder, RDG_EVENT_NAME("FlushGPU"), [](FRHICommandListImmediate& InRHICmdList)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_CaptureSceneToScratchCubemap_Flush);
InRHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread);
// some platforms may not be able to keep enqueueing commands like crazy, this will
// allow them to restart their command buffers
InRHICmdList.SubmitCommandsAndFlushGPU();
});
const FViewInfo& View = SceneRenderer->Views[0];
FRDGTextureRef OutputTexture = ReflectionCubemapTexture.GetRDG(GraphBuilder);
auto* PassParameters = GraphBuilder.AllocParameters<FCopySceneColorToCubeFacePS::FParameters>();
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::ENoAction, 0, CubeFace);
PassParameters->LowerHemisphereColor = LowerHemisphereColor;
{
FVector4f SkyLightParametersValue(ForceInitToZero);
FScene* Scene = SceneRenderer->Scene;
if (bCapturingForSkyLight)
{
// When capturing reflection captures, support forcing all low hemisphere lighting to be black
SkyLightParametersValue = FVector4f(0, 0, bLowerHemisphereIsBlack ? 1.0f : 0.0f, 0);
}
else if (!bCapturingForMobile && Scene->SkyLight && !Scene->SkyLight->bHasStaticLighting)
{
// Mobile renderer can't blend reflections with a sky at runtime, so we dont use this path when capturing for a mobile renderer
// When capturing reflection captures and there's a stationary sky light, mask out any pixels whose depth classify it as part of the sky
// This will allow changing the stationary sky light at runtime
SkyLightParametersValue = FVector4f(1, Scene->SkyLight->SkyDistanceThreshold, 0, 0);
}
else
{
// When capturing reflection captures and there's no sky light, or only a static sky light, capture all depth ranges
SkyLightParametersValue = FVector4f(2, 0, 0, 0);
}
PassParameters->SkyLightCaptureParameters = SkyLightParametersValue;
UE_CLOG(FSceneCaptureLogUtils::bEnableSceneCaptureLogging, LogSceneCapture, Log, TEXT("Ending CaptureSceneToScratchCubemap Face: %d, Size: %d, bCapturingForSkylight: %d"), CubeFace, CubemapSize, (int32) bCapturingForSkyLight);
}
const FMinimalSceneTextures& SceneTextures = View.GetSceneTextures();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->SceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->SceneColorTexture = SceneTextures.Color.Resolve;
if (!IsMobilePlatform(SceneRenderer->ShaderPlatform))
{
PassParameters->SceneDepthSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->SceneDepthTexture = SceneTextures.Depth.Resolve;
}
const int32 EffectiveSize = CubemapSize;
const FIntPoint SceneTextureExtent = SceneTextures.Config.Extent;
GraphBuilder.AddPass(
RDG_EVENT_NAME("CopySceneToCubeFace"),
PassParameters,
ERDGPassFlags::Raster,
[EffectiveSize, SceneTextureExtent, FeatureLevel, PassParameters](FRDGAsyncTask, FRHICommandList& InRHICmdList)
{
const FIntRect ViewRect(0, 0, EffectiveSize, EffectiveSize);
InRHICmdList.SetViewport(0.0f, 0.0f, 0.0f, (float)EffectiveSize, (float)EffectiveSize, 1.0f);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
InRHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
TShaderMapRef<FCopyToCubeFaceVS> VertexShader(GetGlobalShaderMap(FeatureLevel));
TShaderMapRef<FCopySceneColorToCubeFacePS> PixelShader(GetGlobalShaderMap(FeatureLevel));
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(InRHICmdList, GraphicsPSOInit, 0);
SetShaderParameters(InRHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
const int32 SupersampleCaptureFactor = FMath::Clamp(GSupersampleCaptureFactor, MinSupersampleCaptureFactor, MaxSupersampleCaptureFactor);
DrawRectangle(
InRHICmdList,
ViewRect.Min.X, ViewRect.Min.Y,
ViewRect.Width(), ViewRect.Height(),
ViewRect.Min.X, ViewRect.Min.Y,
ViewRect.Width() * SupersampleCaptureFactor, ViewRect.Height() * SupersampleCaptureFactor,
FIntPoint(ViewRect.Width(), ViewRect.Height()),
SceneTextureExtent,
VertexShader);
});
}
static void CopyCubemapToScratchCubemapInner(
FRDGBuilder& GraphBuilder,
FGlobalShaderMap* ShaderMap,
const FTexture* SourceCubemapResource,
FRDGTextureRef OutputTexture,
int32 CubemapSize,
bool bIsSkyLight,
bool bLowerHemisphereIsBlack,
float SourceCubemapRotation,
const FLinearColor& LowerHemisphereColorValue,
const FLinearColor& ColorAlphaMultiplier,
const bool bClampToFP16)
{
RDG_EVENT_SCOPE(GraphBuilder, "CopyCubemapToScratchCubemap");
TShaderMapRef<FCopyCubemapToCubeFacePS> PixelShader(ShaderMap);
for (uint32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FCopyCubemapToCubeFacePS::FParameters>();
PassParameters->SourceCubemapSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->SourceCubemapTexture = SourceCubemapResource->TextureRHI;
PassParameters->LowerHemisphereColor = LowerHemisphereColorValue;
PassParameters->SkyLightCaptureParameters = FVector3f(bIsSkyLight ? 1.0f : 0.0f, 0.0f, bLowerHemisphereIsBlack ? 1.0f : 0.0f);
PassParameters->SinCosSourceCubemapRotation = FVector2f(FMath::Sin(SourceCubemapRotation), FMath::Cos(SourceCubemapRotation));
PassParameters->SvPositionToUVScale = FVector2f(1.0f / CubemapSize, 1.0f / CubemapSize);
PassParameters->CubeFace = CubeFace;
PassParameters->ColorAlphaMultiplier = ColorAlphaMultiplier;
PassParameters->ClampToFP16 = bClampToFP16 ? 1.0f : 0.0f;
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::ENoAction, 0, CubeFace);
const FIntRect ViewRect(0, 0, CubemapSize, CubemapSize);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("CopyCubemapToCubeFace"),
PixelShader,
PassParameters,
ViewRect);
}
}
void CopyCubemapToScratchCubemap(
FRHICommandListImmediate& RHICmdList,
ERHIFeatureLevel::Type FeatureLevel,
UTextureCube* SourceCubemap,
const FReflectionCubemapTexture& ReflectionCubemapTexture,
int32 CubemapSize,
bool bIsSkyLight,
bool bLowerHemisphereIsBlack,
float SourceCubemapRotation,
const FLinearColor& LowerHemisphereColorValue,
const FLinearColor& ColorAlphaMultiplier)
{
check(SourceCubemap);
const FTexture* SourceCubemapResource = SourceCubemap->GetResource();
if (SourceCubemapResource == nullptr)
{
UE_LOG(LogEngine, Warning, TEXT("Unable to copy from cubemap %s, it's RHI resource is null"), *SourceCubemap->GetPathName());
return;
}
FRDGBuilder GraphBuilder(RHICmdList);
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
FRDGTextureRef OutputTexture = ReflectionCubemapTexture.GetRDG(GraphBuilder);
const bool bClampToFP16 = true; // Rendering into an FP16 texture.
CopyCubemapToScratchCubemapInner(
GraphBuilder,
ShaderMap,
SourceCubemapResource,
OutputTexture,
CubemapSize,
bIsSkyLight,
bLowerHemisphereIsBlack,
SourceCubemapRotation,
LowerHemisphereColorValue,
ColorAlphaMultiplier,
bClampToFP16);
GraphBuilder.Execute();
}
const int32 MinCapturesForSlowTask = 20;
void BeginReflectionCaptureSlowTask(int32 NumCaptures, const TCHAR* CaptureReason)
{
if (NumCaptures > MinCapturesForSlowTask)
{
FText Status;
if (CaptureReason)
{
Status = FText::Format(NSLOCTEXT("Engine", "UpdateReflectionCapturesForX", "Building reflection captures for {0}"), FText::FromString(FString(CaptureReason)));
}
else
{
Status = FText(NSLOCTEXT("Engine", "UpdateReflectionCaptures", "Building reflection captures..."));
}
GWarn->BeginSlowTask(Status, true);
GWarn->StatusUpdate(0, NumCaptures, Status);
}
}
void UpdateReflectionCaptureSlowTask(int32 CaptureIndex, int32 NumCaptures)
{
const int32 UpdateDivisor = FMath::Max(NumCaptures / 5, 1);
if (NumCaptures > MinCapturesForSlowTask && (CaptureIndex % UpdateDivisor) == 0)
{
GWarn->UpdateProgress(CaptureIndex, NumCaptures);
}
}
void EndReflectionCaptureSlowTask(int32 NumCaptures)
{
if (NumCaptures > MinCapturesForSlowTask)
{
GWarn->EndSlowTask();
}
}
static int32 GetMaxReflectionCapturesAtSize(int32 CaptureSize)
{
FRHITextureDesc RHITexDesc(
ETextureDimension::TextureCube,
ETextureCreateFlags::None,
PF_FloatRGBA,
FClearValueBinding::Black,
FIntPoint(CaptureSize, CaptureSize),
1, // Depth
1, // ArraySize
FMath::CeilLogTwo(CaptureSize) + 1, // InNumMips
1, // Samples
0);
SIZE_T TexMemRequiredPerCapture = RHICalcTexturePlatformSize(RHITexDesc).Size;
// Attempt to limit the resource size to within percentage (3/4) of total video memory to give consistent stable results.
// Also limit max size to 4 GB (technically 4 GB minus one), as D3D12 allocation fails for individual resources 4 GB or over,
// and we'll assume the same is true for other platforms.
FTextureMemoryStats TextureMemStats;
RHIGetTextureMemoryStats(TextureMemStats);
SIZE_T DedicatedVideoMemoryLimit = ((SIZE_T)TextureMemStats.DedicatedVideoMemory * (SIZE_T)3) / (SIZE_T)4;
if (!DedicatedVideoMemoryLimit)
{
DedicatedVideoMemoryLimit = (SIZE_T)UINT_MAX;
}
const SIZE_T MaxResourceVideoMemoryFootprint = FMath::Min(DedicatedVideoMemoryLimit, (SIZE_T)UINT_MAX);
return MaxResourceVideoMemoryFootprint / TexMemRequiredPerCapture;
}
int32 NumUniqueReflectionCaptures(const TSparseArray<UReflectionCaptureComponent*>& CaptureComponents)
{
TSet<FGuid> Guids;
for (TSparseArray<UReflectionCaptureComponent*>::TConstIterator It(CaptureComponents); It; ++It)
{
Guids.Add((*It)->MapBuildDataId);
}
return Guids.Num();
}
/**
* Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene.
* Existing captures will only be uploaded. Must be called from the game thread.
*/
void FScene::AllocateReflectionCaptures(const TArray<UReflectionCaptureComponent*>& NewCaptures, const TCHAR* CaptureReason, bool bVerifyOnlyCapturing, bool bCapturingForMobile, bool bInsideTick)
{
if (NewCaptures.Num() > 0)
{
if (SupportsTextureCubeArray(GetFeatureLevel()))
{
int32_t PlatformMaxNumReflectionCaptures = FMath::Min(FMath::FloorToInt(GMaxTextureArrayLayers / 6.0f), GetMaxNumReflectionCaptures(GetShaderPlatform()));
for (int32 CaptureIndex = 0; CaptureIndex < NewCaptures.Num(); CaptureIndex++)
{
bool bAlreadyExists = false;
// Try to find an existing allocation
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
{
UReflectionCaptureComponent* OtherComponent = *It;
if (OtherComponent == NewCaptures[CaptureIndex])
{
bAlreadyExists = true;
}
}
// Add the capture to the allocated list
if (!bAlreadyExists && ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num() < PlatformMaxNumReflectionCaptures)
{
ReflectionSceneData.AllocatedReflectionCapturesGameThread.Add(NewCaptures[CaptureIndex]);
}
}
// Request the exact amount and size needed by default
int32 DesiredMaxCubemaps = NumUniqueReflectionCaptures(ReflectionSceneData.AllocatedReflectionCapturesGameThread);
int32 DesiredCaptureSize = UReflectionCaptureComponent::GetReflectionCaptureSize();
int32 ReflectionCaptureSize = DesiredCaptureSize;
DesiredMaxCubemaps = FMath::Min(DesiredMaxCubemaps, PlatformMaxNumReflectionCaptures);
#if WITH_EDITOR
// Reduce the capture size (resolution) until we can fit all the captures we need in a single texture cube array resource
int32 MaxCapturesAtSize;
for (MaxCapturesAtSize = GetMaxReflectionCapturesAtSize(ReflectionCaptureSize);
MaxCapturesAtSize < DesiredMaxCubemaps;
MaxCapturesAtSize = GetMaxReflectionCapturesAtSize(ReflectionCaptureSize))
{
ReflectionCaptureSize >>= 1;
}
if (ReflectionCaptureSize != DesiredCaptureSize)
{
UE_LOG(LogEngine, Error, TEXT("Requested reflection capture cube size of %d with %d elements results in too large a resource for host machine, limiting reflection capture cube size to %d"), DesiredCaptureSize, DesiredMaxCubemaps, ReflectionCaptureSize);
}
#else
// When not in editor, let the code proceed with the desired size and number, but warn the user an OOM failure is likely and why
int32 MaxCapturesAtSize = GetMaxReflectionCapturesAtSize(ReflectionCaptureSize);
if (MaxCapturesAtSize < DesiredMaxCubemaps)
{
UE_LOG(LogEngine, Error, TEXT("Reflection capture of size %d with %d elements exceeds estimated GPU memory limit of %d elements, OOM likely"), DesiredCaptureSize, DesiredMaxCubemaps, MaxCapturesAtSize);
// We expect an OOM, but set the limit to the exact number desired to give the best chance of it succeeding anyway
MaxCapturesAtSize = DesiredMaxCubemaps;
}
#endif
if (DesiredMaxCubemaps > 0)
{
// In the editor, some captures might have been marked dirty and requested new guids
// So remove any probes that can no longer be referenced from the cache
TSet<FGuid> ToKeep;
ToKeep.Reserve(DesiredMaxCubemaps);
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
{
if (IsValid(*It) && (*It)->MapBuildDataId.IsValid())
{
ToKeep.Add((*It)->MapBuildDataId);
}
}
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(PruneReflectionCaptures)(
[Scene, ToKeep = MoveTemp(ToKeep)](FRHICommandListImmediate& RHICmdList)
{
TArray<int32> ReleasedIndices;
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Prune(ToKeep, ReleasedIndices);
for (int32 Index : ReleasedIndices)
{
Scene->ReflectionSceneData.CubemapArraySlotsUsed[Index] = false;
}
});
}
// If this is not the first time the scene has allocated the cubemap array, include slack to reduce reallocations
const float MaxCubemapsRoundUpBase = 1.5f;
if (ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread > 0)
{
float Exponent = FMath::LogX(MaxCubemapsRoundUpBase, DesiredMaxCubemaps);
// Round up to the next integer exponent to provide stability and reduce reallocations
DesiredMaxCubemaps = FMath::Pow(MaxCubemapsRoundUpBase, FMath::TruncToInt(Exponent) + 1);
}
// After slack calculation, need to clamp again at our hard limits.
DesiredMaxCubemaps = FMath::Min3(DesiredMaxCubemaps, PlatformMaxNumReflectionCaptures, MaxCapturesAtSize);
bool bNeedsUpdateAllCaptures = ReflectionSceneData.DoesAllocatedDataNeedUpdate(DesiredMaxCubemaps, ReflectionCaptureSize);
if (bNeedsUpdateAllCaptures)
{
// If we're not in the editor, we discard the CPU-side reflection capture data after loading to save memory, so we can't resize if the resolution changes. If this happens, we assert
check(GIsEditor || ReflectionCaptureSize == ReflectionSceneData.CubemapArray.GetCubemapSize() || ReflectionSceneData.CubemapArray.GetCubemapSize() == 0);
if (ReflectionCaptureSize == ReflectionSceneData.CubemapArray.GetCubemapSize())
{
// We can do a fast GPU copy to realloc the array, so we don't need to update all captures
ReflectionSceneData.SetGameThreadTrackingData(DesiredMaxCubemaps, ReflectionCaptureSize, DesiredCaptureSize);
FScene* Scene = this;
uint32 MaxSize = ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread;
ENQUEUE_RENDER_COMMAND(GPUResizeArrayCommand)(
[Scene, MaxSize, ReflectionCaptureSize](FRHICommandListImmediate& RHICmdList)
{
// Update the scene's cubemap array, preserving the original contents with a GPU-GPU copy
Scene->ReflectionSceneData.ResizeCubemapArrayGPU(MaxSize, ReflectionCaptureSize);
});
bNeedsUpdateAllCaptures = false;
}
}
if (bNeedsUpdateAllCaptures)
{
ReflectionSceneData.SetGameThreadTrackingData(DesiredMaxCubemaps, ReflectionCaptureSize, DesiredCaptureSize);
FScene* Scene = this;
uint32 MaxSize = ReflectionSceneData.MaxAllocatedReflectionCubemapsGameThread;
ENQUEUE_RENDER_COMMAND(ResizeArrayCommand)(
[Scene, MaxSize, ReflectionCaptureSize](FRHICommandListImmediate& RHICmdList)
{
// Update the scene's cubemap array, which will reallocate it, so we no longer have the contents of existing entries
Scene->ReflectionSceneData.CubemapArray.UpdateMaxCubemaps(MaxSize, ReflectionCaptureSize);
});
// Recapture all reflection captures now that we have reallocated the cubemap array
UpdateAllReflectionCaptures(CaptureReason, ReflectionCaptureSize, bVerifyOnlyCapturing, bCapturingForMobile, bInsideTick);
}
else
{
const int32 NumCapturesForStatus = bVerifyOnlyCapturing ? NewCaptures.Num() : 0;
BeginReflectionCaptureSlowTask(NumCapturesForStatus, CaptureReason);
// No teardown of the cubemap array was needed, just update the captures that were requested
for (int32 CaptureIndex = 0; CaptureIndex < NewCaptures.Num(); CaptureIndex++)
{
UReflectionCaptureComponent* CurrentComponent = NewCaptures[CaptureIndex];
UpdateReflectionCaptureSlowTask(CaptureIndex, NumCapturesForStatus);
bool bAllocated = false;
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
{
if (*It == CurrentComponent)
{
bAllocated = true;
}
}
if (bAllocated)
{
CaptureOrUploadReflectionCapture(CurrentComponent, ReflectionCaptureSize, bVerifyOnlyCapturing, bCapturingForMobile, bInsideTick);
}
}
EndReflectionCaptureSlowTask(NumCapturesForStatus);
}
}
for (int32 CaptureIndex = 0; CaptureIndex < NewCaptures.Num(); CaptureIndex++)
{
UReflectionCaptureComponent* Component = NewCaptures[CaptureIndex];
Component->SetCaptureCompleted();
if (Component->SceneProxy)
{
// Update the transform of the reflection capture
// This is not done earlier by the reflection capture when it detects that it is dirty,
// To ensure that the RT sees both the new transform and the new contents on the same frame.
Component->SendRenderTransform_Concurrent();
}
}
}
}
/** Updates the contents of all reflection captures in the scene. Must be called from the game thread. */
void FScene::UpdateAllReflectionCaptures(const TCHAR* CaptureReason, int32 ReflectionCaptureSize, bool bVerifyOnlyCapturing, bool bCapturingForMobile, bool bInsideTick)
{
if (IsReflectionEnvironmentAvailable(GetFeatureLevel()))
{
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(CaptureCommand)(
[Scene](FRHICommandListImmediate& RHICmdList)
{
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Empty();
Scene->ReflectionSceneData.CubemapArraySlotsUsed.Reset();
});
// Only display status during building reflection captures, otherwise we may interrupt a editor widget manipulation of many captures
const int32 NumCapturesForStatus = bVerifyOnlyCapturing ? ReflectionSceneData.AllocatedReflectionCapturesGameThread.Num() : 0;
BeginReflectionCaptureSlowTask(NumCapturesForStatus, CaptureReason);
int32 CaptureIndex = 0;
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
{
UpdateReflectionCaptureSlowTask(CaptureIndex, NumCapturesForStatus);
CaptureIndex++;
UReflectionCaptureComponent* CurrentComponent = *It;
CaptureOrUploadReflectionCapture(CurrentComponent, ReflectionCaptureSize, bVerifyOnlyCapturing, bCapturingForMobile, bInsideTick);
}
EndReflectionCaptureSlowTask(NumCapturesForStatus);
}
}
void FScene::ResetReflectionCaptures(bool bOnlyIfOOM)
{
if (bOnlyIfOOM == false || ReflectionSceneData.ReflectionCaptureSizeGameThread != ReflectionSceneData.DesiredReflectionCaptureSizeGameThread)
{
ReflectionSceneData.Reset(this);
}
}
void GetReflectionCaptureData_RenderingThread(FRHICommandListImmediate& RHICmdList, FScene* Scene, const UReflectionCaptureComponent* Component, FReflectionCaptureData* OutCaptureData)
{
const FCaptureComponentSceneState* ComponentStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(Component);
if (ComponentStatePtr)
{
FRHITexture* EffectiveDest = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget()->GetRHI();
const int32 CubemapIndex = ComponentStatePtr->CubemapIndex;
const int32 NumMips = EffectiveDest->GetNumMips();
const int32 EffectiveTopMipSize = FMath::Pow(2.f, NumMips - 1);
int32 CaptureDataSize = 0;
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
CaptureDataSize += MipSize * MipSize * sizeof(FFloat16Color);
}
}
OutCaptureData->FullHDRCapturedData.Empty(CaptureDataSize);
OutCaptureData->FullHDRCapturedData.AddZeroed(CaptureDataSize);
int32 MipBaseIndex = 0;
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
check(EffectiveDest->GetFormat() == PF_FloatRGBA);
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const int32 CubeFaceBytes = MipSize * MipSize * sizeof(FFloat16Color);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
TArray<FFloat16Color> SurfaceData;
// Read each mip face
//@todo - do this without blocking the GPU so many times
//@todo - pool the temporary textures in RHIReadSurfaceFloatData instead of always creating new ones
RHICmdList.ReadSurfaceFloatData(EffectiveDest, FIntRect(0, 0, MipSize, MipSize), SurfaceData, (ECubeFace)CubeFace, CubemapIndex, MipIndex);
const int32 DestIndex = MipBaseIndex + CubeFace * CubeFaceBytes;
uint8* FaceData = &OutCaptureData->FullHDRCapturedData[DestIndex];
check(SurfaceData.Num() * SurfaceData.GetTypeSize() == CubeFaceBytes);
FMemory::Memcpy(FaceData, SurfaceData.GetData(), CubeFaceBytes);
}
MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
}
OutCaptureData->CubemapSize = EffectiveTopMipSize;
OutCaptureData->AverageBrightness = ComponentStatePtr->AverageBrightness;
}
}
void FScene::GetReflectionCaptureData(UReflectionCaptureComponent* Component, FReflectionCaptureData& OutCaptureData)
{
check(GetFeatureLevel() >= ERHIFeatureLevel::SM5);
FScene* Scene = this;
FReflectionCaptureData* OutCaptureDataPtr = &OutCaptureData;
ENQUEUE_RENDER_COMMAND(GetReflectionDataCommand)(
[Scene, Component, OutCaptureDataPtr](FRHICommandListImmediate& RHICmdList)
{
GetReflectionCaptureData_RenderingThread(RHICmdList, Scene, Component, OutCaptureDataPtr);
});
// Necessary since the RT is writing to OutDerivedData directly
FlushRenderingCommands();
}
void UploadReflectionCapture_RenderingThread(FScene* Scene, const FReflectionCaptureData* CaptureData, const UReflectionCaptureComponent* CaptureComponent)
{
// Due to memory limitations, it's possible for the in-memory size to be smaller than the originally captured size.
const int32 EffectiveTopMipSize = Scene->ReflectionSceneData.CubemapArray.GetCubemapSize();
const int32 NumMipsSource = FMath::CeilLogTwo(CaptureData->CubemapSize) + 1;
const int32 NumMipsDest = FMath::CeilLogTwo(EffectiveTopMipSize) + 1;
const int32 CaptureIndex = FindOrAllocateCubemapIndex(Scene, CaptureComponent);
check(CaptureData->CubemapSize >= Scene->ReflectionSceneData.CubemapArray.GetCubemapSize());
check(CaptureIndex < Scene->ReflectionSceneData.CubemapArray.GetMaxCubemaps());
FRHITexture* CubeMapArray = Scene->ReflectionSceneData.CubemapArray.GetRenderTarget()->GetRHI();
check(CubeMapArray->GetFormat() == PF_FloatRGBA);
int32 MipBaseIndex = 0;
// Skip over mips in originally captured data, based on what we can fit in memory.
for (int32 MipIndex = 0; MipIndex < NumMipsSource - NumMipsDest; MipIndex++)
{
const int32 MipSize = 1 << (NumMipsSource - MipIndex - 1);
const int32 CubeFaceBytes = MipSize * MipSize * sizeof(FFloat16Color);
MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
}
for (int32 MipIndex = 0; MipIndex < NumMipsDest; MipIndex++)
{
const int32 MipSize = 1 << (NumMipsDest - MipIndex - 1);
const int32 CubeFaceBytes = MipSize * MipSize * sizeof(FFloat16Color);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
uint32 DestStride = 0;
uint8* DestBuffer = (uint8*)RHILockTextureCubeFace(CubeMapArray, CubeFace, CaptureIndex, MipIndex, RLM_WriteOnly, DestStride, false);
// Handle DestStride by copying each row
for (int32 Y = 0; Y < MipSize; Y++)
{
FFloat16Color* DestPtr = (FFloat16Color*)((uint8*)DestBuffer + Y * DestStride);
const int32 SourceIndex = MipBaseIndex + CubeFace * CubeFaceBytes + Y * MipSize * sizeof(FFloat16Color);
const uint8* SourcePtr = &CaptureData->FullHDRCapturedData[SourceIndex];
FMemory::Memcpy(DestPtr, SourcePtr, MipSize * sizeof(FFloat16Color));
}
RHIUnlockTextureCubeFace(CubeMapArray, CubeFace, CaptureIndex, MipIndex, false);
}
MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
}
FCaptureComponentSceneState& FoundState = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.FindChecked(CaptureComponent);
FoundState.AverageBrightness = CaptureData->AverageBrightness;
}
/** Creates a transformation for a cubemap face, following the D3D cubemap layout. */
FMatrix CalcCubeFaceViewRotationMatrix(ECubeFace Face)
{
FMatrix Result(FMatrix::Identity);
static const FVector XAxis(1.f,0.f,0.f);
static const FVector YAxis(0.f,1.f,0.f);
static const FVector ZAxis(0.f,0.f,1.f);
// vectors we will need for our basis
FVector vUp(YAxis);
FVector vDir;
switch( Face )
{
case CubeFace_PosX:
vDir = XAxis;
break;
case CubeFace_NegX:
vDir = -XAxis;
break;
case CubeFace_PosY:
vUp = -ZAxis;
vDir = YAxis;
break;
case CubeFace_NegY:
vUp = ZAxis;
vDir = -YAxis;
break;
case CubeFace_PosZ:
vDir = ZAxis;
break;
case CubeFace_NegZ:
vDir = -ZAxis;
break;
}
// derive right vector
FVector vRight( vUp ^ vDir );
// create matrix from the 3 axes
Result = FBasisVectorMatrix( vRight, vUp, vDir, FVector::ZeroVector );
return Result;
}
FMatrix GetCubeProjectionMatrix(float HalfFovDeg, float CubeMapSize, float NearPlane)
{
if ((bool)ERHIZBuffer::IsInverted)
{
return FReversedZPerspectiveMatrix(HalfFovDeg * float(PI) / 180.0f, CubeMapSize, CubeMapSize, NearPlane);
}
return FPerspectiveMatrix(HalfFovDeg, CubeMapSize, CubeMapSize, NearPlane);
}
void CaptureSceneIntoScratchCubemap(
FScene* Scene,
const FReflectionCubemapTexture& ReflectionCubemapTexture,
FVector CapturePosition,
int32 CubemapSize,
bool bCapturingForSkyLight,
bool bStaticSceneOnly,
float SkyLightNearPlane,
bool bLowerHemisphereIsBlack,
bool bCaptureEmissiveOnly,
const FLinearColor& LowerHemisphereColor,
bool bCapturingForMobile,
bool bInsideTick
)
{
int32 SupersampleCaptureFactor = FMath::Clamp(GSupersampleCaptureFactor, MinSupersampleCaptureFactor, MaxSupersampleCaptureFactor);
class FDummyRenderTarget final : public FRenderTarget, public FRenderThreadStructBase
{
public:
FDummyRenderTarget() = default;
const FTextureRHIRef& GetRenderTargetTexture() const override
{
static FTextureRHIRef DummyTexture;
return DummyTexture;
}
void SetSize(int32 TargetSize) { Size = TargetSize; }
FIntPoint GetSizeXY() const override { return FIntPoint(Size, Size); }
float GetDisplayGamma() const override { return 1.0f; }
private:
int32 Size = 0;
};
TRenderThreadStruct<FDummyRenderTarget> DummyRenderTarget;
if (!bCapturingForSkyLight && !bInsideTick)
{
ENQUEUE_RENDER_COMMAND(BeginCubemapCapture)([] (FRHICommandListImmediate&)
{
GFrameNumberRenderThread++;
});
}
FSceneRenderBuilder SceneRenderBuilder(Scene);
ON_SCOPE_EXIT
{
SceneRenderBuilder.Execute();
if (!bCapturingForSkyLight && !bInsideTick)
{
ENQUEUE_RENDER_COMMAND(EndCubemapCapture)([] (FRHICommandListImmediate& RHICmdList)
{
RHICmdList.EndFrame();
});
}
};
SCENE_RENDER_GROUP_SCOPE(SceneRenderBuilder, TEXT("CubemapCapture"), ESceneRenderGroupFlags::None);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
DummyRenderTarget->SetSize(CubemapSize);
auto ViewFamilyInit = FSceneViewFamily::ConstructionValues(
DummyRenderTarget.Get(),
Scene,
FEngineShowFlags(ESFIM_Game)
)
.SetResolveScene(false);
if( bStaticSceneOnly )
{
ViewFamilyInit.SetTime(FGameTime());
}
FSceneViewFamilyContext ViewFamily( ViewFamilyInit );
// Disable features that are not desired when capturing the scene
ViewFamily.EngineShowFlags.PostProcessing = 0;
ViewFamily.EngineShowFlags.MotionBlur = 0;
ViewFamily.EngineShowFlags.SetOnScreenDebug(false);
ViewFamily.EngineShowFlags.HMDDistortion = 0;
// Conditionally exclude particles and light functions as they are usually dynamic, and can't be captured well
ViewFamily.EngineShowFlags.Particles = 0;
ViewFamily.EngineShowFlags.LightFunctions = abs(GReflectionCaptureEnableLightFunctions) ? 1 : 0;
ViewFamily.EngineShowFlags.SetCompositeEditorPrimitives(false);
// These are highly dynamic and can't be captured effectively
ViewFamily.EngineShowFlags.LightShafts = 0;
// Don't apply sky lighting diffuse when capturing the sky light source, or we would have feedback
ViewFamily.EngineShowFlags.SkyLighting = !bCapturingForSkyLight;
// Skip lighting for emissive only
ViewFamily.EngineShowFlags.Lighting = !bCaptureEmissiveOnly;
// Never do screen percentage in reflection environment capture.
ViewFamily.EngineShowFlags.ScreenPercentage = false;
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.ViewFamily = &ViewFamily;
ViewInitOptions.BackgroundColor = FLinearColor::Black;
ViewInitOptions.OverlayColor = FLinearColor::Black;
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, CubemapSize * SupersampleCaptureFactor, CubemapSize * SupersampleCaptureFactor));
const float NearPlane = bCapturingForSkyLight ? SkyLightNearPlane : GReflectionCaptureNearPlane;
// Projection matrix based on the fov, near / far clip settings
// Each face always uses a 90 degree field of view
ViewInitOptions.ProjectionMatrix = GetCubeProjectionMatrix(45.0f, (float)CubemapSize * SupersampleCaptureFactor, NearPlane);
ViewInitOptions.ViewOrigin = CapturePosition;
ViewInitOptions.ViewRotationMatrix = CalcCubeFaceViewRotationMatrix((ECubeFace)CubeFace);
ViewInitOptions.bIsReflectionCapture = true;
FSceneView* View = new FSceneView(ViewInitOptions);
// Force all surfaces diffuse
View->RoughnessOverrideParameter = FVector2f(1.0f, 0.0f);
if (bCaptureEmissiveOnly)
{
View->DiffuseOverrideParameter = FVector4f(0, 0, 0, 0);
View->SpecularOverrideParameter = FVector4f(0, 0, 0, 0);
}
View->bStaticSceneOnly = bStaticSceneOnly;
View->StartFinalPostprocessSettings(CapturePosition);
View->EndFinalPostprocessSettings(ViewInitOptions);
if (bCapturingForSkyLight)
{
const float SkylightCaptureLODDistanceScale = GSkylightCaptureLODDistanceScale > 0.f ? GSkylightCaptureLODDistanceScale : 1.f;
View->LODDistanceFactor *= SkylightCaptureLODDistanceScale;
}
ViewFamily.Views.Add(View);
ViewFamily.SetScreenPercentageInterface(new FLegacyScreenPercentageDriver(
ViewFamily, /* GlobalResolutionFraction = */ 1.0f));
FSceneViewExtensionContext ViewExtensionContext(Scene);
ViewFamily.ViewExtensions = GEngine->ViewExtensions->GatherActiveExtensions(ViewExtensionContext);
for (const FSceneViewExtensionRef& Extension : ViewFamily.ViewExtensions)
{
Extension->SetupViewFamily(ViewFamily);
Extension->SetupView(ViewFamily, *View);
}
FSceneRenderer* SceneRenderer = SceneRenderBuilder.CreateSceneRenderer(&ViewFamily);
SceneRenderBuilder.AddRenderer(SceneRenderer,
[
&ReflectionCubemapTexture
, CubeFace
, CubemapSize
, bCapturingForSkyLight
, bLowerHemisphereIsBlack
, LowerHemisphereColor
, bCapturingForMobile
, bInsideTick
] (FRDGBuilder& GraphBuilder, const FSceneRenderFunctionInputs& Inputs)
{
CaptureSceneToScratchCubemap(GraphBuilder, Inputs.Renderer, Inputs.SceneUpdateInputs, ReflectionCubemapTexture, (ECubeFace)CubeFace, CubemapSize, bCapturingForSkyLight, bLowerHemisphereIsBlack, LowerHemisphereColor, bCapturingForMobile);
return true;
});
}
}
void CopyToSceneArray(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* FilteredCubeTexture, FReflectionCaptureProxy* ReflectionProxy, int32 CaptureIndex)
{
RDG_EVENT_SCOPE(GraphBuilder, "CopyToSceneArray");
const int32 NumMips = GetNumMips(Scene->ReflectionSceneData.CubemapArray.GetCubemapSize());
FRDGTexture* DestCubeTexture = GraphBuilder.RegisterExternalTexture(Scene->ReflectionSceneData.CubemapArray.GetRenderTarget());
// GPU copy back to the scene's texture array, which is not a render target
for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
FRHICopyTextureInfo CopyInfo;
CopyInfo.SourceMipIndex = MipIndex;
CopyInfo.DestMipIndex = MipIndex;
CopyInfo.SourceSliceIndex = CubeFace;
CopyInfo.DestSliceIndex = CaptureIndex * CubeFace_MAX + CubeFace;
AddCopyTexturePass(GraphBuilder, FilteredCubeTexture, DestCubeTexture, CopyInfo);
}
}
}
/**
* Updates the contents of the given reflection capture by rendering the scene.
* This must be called on the game thread.
*/
void FScene::CaptureOrUploadReflectionCapture(UReflectionCaptureComponent* CaptureComponent, int32 ReflectionCaptureSize, bool bVerifyOnlyCapturing, bool bCapturingForMobile, bool bInsideTick)
{
if (IsReflectionEnvironmentAvailable(GetFeatureLevel()))
{
FReflectionCaptureData* CaptureData = CaptureComponent->GetMapBuildData();
// Upload existing derived data if it exists, instead of capturing
if (CaptureData)
{
// Safety check during the reflection capture build, there should not be any map build data
ensure(!bVerifyOnlyCapturing);
check(SupportsTextureCubeArray(GetFeatureLevel()));
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(UploadCaptureCommand)
([Scene, CaptureData, CaptureComponent](FRHICommandListImmediate& RHICmdList)
{
// After the final upload we cannot upload again because we tossed the source MapBuildData,
// After uploading it into the scene's texture array, to guaratee there's only one copy in memory.
// This means switching between LightingScenarios only works if the scenario level is reloaded (not simply made hidden / visible again)
if (!CaptureData->HasBeenUploadedFinal())
{
UploadReflectionCapture_RenderingThread(Scene, CaptureData, CaptureComponent);
CaptureData->OnDataUploadedToGPUFinal();
}
else
{
const FCaptureComponentSceneState* CaptureSceneStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(CaptureComponent);
if (!CaptureSceneStatePtr)
{
ensureMsgf(CaptureSceneStatePtr, TEXT("Reflection capture %s uploaded twice without reloading its lighting scenario level. The Lighting scenario level must be loaded once for each time the reflection capture is uploaded."), *CaptureComponent->GetPathName());
}
}
});
}
// Capturing only supported in the editor. Game can only use built reflection captures.
else if (bIsEditorScene)
{
if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::SpecifiedCubemap && !CaptureComponent->Cubemap)
{
return;
}
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogEngine, Warning, TEXT("No built data for %s, skipping generation in cooked build."), *CaptureComponent->GetPathName());
return;
}
UE::RenderCommandPipe::FSyncScope SyncScope;
// Prefetch all virtual textures so that we have content available
if (UseVirtualTexturing(GetShaderPlatform()))
{
const ERHIFeatureLevel::Type InFeatureLevel = FeatureLevel;
const FVector2D ScreenSpaceSize(ReflectionCaptureSize, ReflectionCaptureSize);
ENQUEUE_RENDER_COMMAND(LoadTiles)(
[InFeatureLevel, ScreenSpaceSize](FRHICommandListImmediate& RHICmdList)
{
GetRendererModule().RequestVirtualTextureTiles(ScreenSpaceSize, -1);
GetRendererModule().LoadPendingVirtualTextureTiles(RHICmdList, InFeatureLevel);
});
FlushRenderingCommands();
}
TRenderThreadStruct<FReflectionCubemapTexture> ReflectionCubemapTexture(ReflectionCaptureSize);
if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::CapturedScene)
{
const bool bAllowStaticLighting = IsStaticLightingAllowed();
// Reflection Captures are a form of static lighting, so only capture scene elements that are static
// However if the project has static lighting disabled, Reflection Captures can still be made to work by capturing Movable lights
bool const bCaptureStaticSceneOnly = CVarReflectionCaptureStaticSceneOnly.GetValueOnGameThread() != 0 && bAllowStaticLighting;
CaptureSceneIntoScratchCubemap(this, *ReflectionCubemapTexture, CaptureComponent->GetComponentLocation() + CaptureComponent->CaptureOffset, ReflectionCaptureSize, false, bCaptureStaticSceneOnly, 0, false, false, FLinearColor(), bCapturingForMobile, bInsideTick);
}
else if (CaptureComponent->ReflectionSourceType == EReflectionSourceType::SpecifiedCubemap)
{
UTextureCube* SourceCubemap = CaptureComponent->Cubemap;
float SourceCubemapRotation = CaptureComponent->SourceCubemapAngle * (PI / 180.f);
ENQUEUE_RENDER_COMMAND(CopyCubemapCommand)(
[FeatureLevel = FeatureLevel, SourceCubemap, ReflectionCubemapTexture = ReflectionCubemapTexture.Get(), ReflectionCaptureSize, SourceCubemapRotation](FRHICommandListImmediate& RHICmdList)
{
CopyCubemapToScratchCubemap(RHICmdList, FeatureLevel, SourceCubemap, *ReflectionCubemapTexture, ReflectionCaptureSize, false, false, SourceCubemapRotation, FLinearColor(), FLinearColor::White);
});
}
else
{
check(!TEXT("Unknown reflection source type"));
}
// Create a proxy to represent the reflection capture to the rendering thread
// The rendering thread will be responsible for deleting this when done with the filtering operation
// We can't use the component's SceneProxy here because the component may not be registered with the scene
FReflectionCaptureProxy* ReflectionProxy = new FReflectionCaptureProxy(CaptureComponent);
ENQUEUE_RENDER_COMMAND(FilterCommand)(
[Scene = this, FeatureLevel = FeatureLevel, ReflectionCubemapTexture = ReflectionCubemapTexture.Get(), ReflectionCaptureSize, CaptureComponent, ReflectionProxy](FRHICommandListImmediate& RHICmdList)
{
const int32 CubemapIndex = FindOrAllocateCubemapIndex(Scene, CaptureComponent);
FCaptureComponentSceneState& FoundState = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.FindChecked(CaptureComponent);
FRDGBuilder GraphBuilder(RHICmdList);
auto* ShaderMap = GetGlobalShaderMap(FeatureLevel);
FRDGTexture* SceneCubemapTexture = ReflectionCubemapTexture->GetRDG(GraphBuilder);
ComputeAverageBrightness(GraphBuilder, ShaderMap, SceneCubemapTexture, &FoundState.AverageBrightness);
FRDGTexture* FilteredSceneCubemapTexture = FilterReflectionEnvironment(GraphBuilder, ShaderMap, SceneCubemapTexture, nullptr);
if (FeatureLevel >= ERHIFeatureLevel::SM5)
{
CopyToSceneArray(GraphBuilder, Scene, FilteredSceneCubemapTexture, ReflectionProxy, CubemapIndex);
}
GraphBuilder.Execute();
// Clean up the proxy now that the rendering thread is done with it
delete ReflectionProxy;
});
}
}
}
void ReadbackRadianceMap(FRDGBuilder& GraphBuilder, FRDGTexture* InputTexture, TArray<FFloat16Color>* OutRadianceMap)
{
check(InputTexture->Desc.Format == PF_FloatRGBA);
AddReadbackTexturePass(GraphBuilder, RDG_EVENT_NAME("ReadbackRadianceMap"), InputTexture, [InputTexture, &OutRadianceMap = *OutRadianceMap](FRHICommandListImmediate& RHICmdList)
{
const FIntPoint Extent = InputTexture->Desc.Extent;
const int32 MipIndex = 0;
const int32 CubeFaceBytes = Extent.X * Extent.Y * OutRadianceMap.GetTypeSize();
OutRadianceMap.Empty(Extent.X* Extent.Y * 6);
OutRadianceMap.AddZeroed(Extent.X* Extent.Y * 6);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
TArray<FFloat16Color> SurfaceData;
// Read each mip face
RHICmdList.ReadSurfaceFloatData(InputTexture->GetRHI(), FIntRect(FIntPoint::ZeroValue, Extent), SurfaceData, (ECubeFace)CubeFace, 0, MipIndex);
const int32 DestIndex = CubeFace * Extent.X * Extent.Y;
FFloat16Color* FaceData = &OutRadianceMap[DestIndex];
check(SurfaceData.Num() * SurfaceData.GetTypeSize() == CubeFaceBytes);
FMemory::Memcpy(FaceData, SurfaceData.GetData(), CubeFaceBytes);
}
});
}
void CopyToSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* InputTexture, FTexture* ProcessedTexture)
{
if (ProcessedTexture->TextureRHI)
{
RDG_EVENT_SCOPE(GraphBuilder, "CopyToSkyTexture");
FRDGTexture* OutputTexture = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(ProcessedTexture->TextureRHI, TEXT("SkyTexture")));
// GPU copy back to the skylight's texture, which is not a render target
FRHICopyTextureInfo CopyInfo;
CopyInfo.Size.X = InputTexture->Desc.Extent.X;
CopyInfo.Size.Y = InputTexture->Desc.Extent.Y;
CopyInfo.NumSlices = 6;
CopyInfo.NumMips = GetNumMips(ProcessedTexture->GetSizeX());
AddCopyTexturePass(GraphBuilder, InputTexture, OutputTexture, CopyInfo);
GraphBuilder.UseExternalAccessMode(OutputTexture, ERHIAccess::SRVMask, ERHIPipeline::All);
}
}
void ComputeSpecifiedCubemapColorScale(
FRDGBuilder& GraphBuilder,
FGlobalShaderMap* ShaderMap,
UTextureCube* SourceCubemap,
int32 CubemapSize,
bool bIsSkyLight,
bool bLowerHemisphereIsBlack,
float SourceCubemapRotation,
const FLinearColor& LowerHemisphereColorValue,
float& MaxFloatLuminance)
{
const FTexture* SourceCubemapResource = SourceCubemap->GetResource();
if (SourceCubemapResource == nullptr)
{
UE_LOG(LogEngine, Warning, TEXT("Unable to copy from cubemap %s, it's RHI resource is null"), *SourceCubemap->GetPathName());
return;
}
;
const int32 NumReflectionCaptureMips = GetNumMips(CubemapSize);
const FRDGTextureDesc TextureDesc = FRDGTextureDesc::CreateCube(
CubemapSize, PF_A32B32G32R32F, FClearValueBinding(FLinearColor(0, 10000, 0, 0)), TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_TargetArraySlicesIndependently | TexCreate_DisableDCC, NumReflectionCaptureMips);
FRDGTextureRef ReflectionMaxLuminanceCubeTexture = GraphBuilder.CreateTexture(TextureDesc, TEXT("ReflectionMaxLuminanceCubeTexture"));
// Copy the source texture into the first mip level of each faces of the cubemap.
{
RDG_EVENT_SCOPE(GraphBuilder, "CopyCubeTextureToFP32CubemapMip0");
const bool bClampToFP16 = false; // Rendering into an FP32 texture.
CopyCubemapToScratchCubemapInner(
GraphBuilder,
ShaderMap,
SourceCubemapResource,
ReflectionMaxLuminanceCubeTexture,
CubemapSize,
bIsSkyLight,
bLowerHemisphereIsBlack,
SourceCubemapRotation,
LowerHemisphereColorValue,
FLinearColor::White,
bClampToFP16);
}
// Generate all the mips of the texture, each time storing the maximum luminance value.
{
RDG_EVENT_SCOPE(GraphBuilder, "CreateFP32CubeMipsAsMaxLuminance");
TShaderMapRef<FCubeDownsampleMaxPS> PixelShader(ShaderMap);
const int32 NumMips = ReflectionMaxLuminanceCubeTexture->Desc.NumMips;
// Downsample all the mips, each one reads from the mip above it
for (int32 MipIndex = 1; MipIndex < NumMips; MipIndex++)
{
const int32 MipSize = 1 << (NumMips - MipIndex - 1);
const FIntRect ViewRect(0, 0, MipSize, MipSize);
for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
{
auto* PassParameters = GraphBuilder.AllocParameters<FCubeDownsampleMaxPS::FParameters>();
PassParameters->SourceCubemapTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(ReflectionMaxLuminanceCubeTexture, MipIndex - 1));
PassParameters->SourceCubemapSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->CubeFace = CubeFace;
PassParameters->MipIndex = MipIndex;
PassParameters->NumMips = NumMips;
PassParameters->SvPositionToUVScale = FVector2f(1.0f / MipSize, 1.0f / MipSize);
PassParameters->RenderTargets[0] = FRenderTargetBinding(ReflectionMaxLuminanceCubeTexture, ERenderTargetLoadAction::ENoAction, MipIndex, CubeFace);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("CreateCubeMips (Mip: %d, Face: %d)", MipIndex, CubeFace),
PixelShader,
PassParameters,
ViewRect);
}
}
}
// Fetch the maximum luminance (acounting for each face) from GPU to CPU.
{
RDG_EVENT_SCOPE(GraphBuilder, "FetchFP32CubeMaxLuminance");
FRDGTexture* MaxLuminanceTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(FIntPoint(1, 1), PF_A32B32G32R32F, FClearValueBinding::None, TexCreate_RenderTargetable), TEXT("ReflectionBrightness"));
auto* PassParameters = GraphBuilder.AllocParameters<FComputeCubeMaxLuminancePS::FParameters>();
PassParameters->ReflectionEnvironmentColorTexture = ReflectionMaxLuminanceCubeTexture;
PassParameters->ReflectionEnvironmentColorSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->NumCaptureArrayMips = ReflectionMaxLuminanceCubeTexture->Desc.NumMips;
PassParameters->RenderTargets[0] = FRenderTargetBinding(MaxLuminanceTexture, ERenderTargetLoadAction::ENoAction);
TShaderMapRef<FComputeCubeMaxLuminancePS> PixelShader(ShaderMap);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("ReflectionBrightness"),
PixelShader,
PassParameters,
FIntRect(FIntPoint::ZeroValue, FIntPoint(1, 1)));
float* MaxFloatLuminancePtr = &MaxFloatLuminance;
AddReadbackTexturePass(GraphBuilder, RDG_EVENT_NAME("ReadbackTexture"), MaxLuminanceTexture, [MaxLuminanceTexture, MaxFloatLuminancePtr](FRHICommandListImmediate& RHICmdList)
{
FReadSurfaceDataFlags ReadDataFlags(RCM_MinMax);
ReadDataFlags.SetLinearToGamma(false);
FIntRect SourceRect = FIntRect(0, 0, 1, 1);
TArray<FLinearColor> RawPixels;
RawPixels.SetNum(SourceRect.Width() * SourceRect.Height());
RHICmdList.ReadSurfaceData(MaxLuminanceTexture->GetRHI(), SourceRect, RawPixels, ReadDataFlags);
// Shader outputs luminance to R
*MaxFloatLuminancePtr = RawPixels[0].R;
});
}
}
// Warning: returns before writes to OutIrradianceEnvironmentMap have completed, as they are queued on the rendering thread
void FScene::UpdateSkyCaptureContents(
const USkyLightComponent* CaptureComponent,
bool bCaptureEmissiveOnly,
UTextureCube* SourceCubemap,
FTexture* OutProcessedTexture,
float& OutAverageBrightness,
FSHVectorRGB3& OutIrradianceEnvironmentMap,
TArray<FFloat16Color>* OutRadianceMap,
FLinearColor* SpecifiedCubemapColorScale)
{
if (GSupportsRenderTargetFormat_PF_FloatRGBA || FeatureLevel >= ERHIFeatureLevel::SM5)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateSkyCaptureContents);
World = GetWorld();
if (World)
{
//guarantee that all render proxies are up to date before kicking off this render
World->SendAllEndOfFrameUpdates();
}
const int32 CubemapResolution = CaptureComponent->CubemapResolution;
const bool bLowerHemisphereIsBlack = CaptureComponent->bLowerHemisphereIsBlack;
const FLinearColor LowerHemisphereColor = CaptureComponent->LowerHemisphereColor;
// For FP32 textures, we are going to compute the maximum luminance accross each pixels and components, to rescale the luminance to fit in the FP16 range.
// Later when fetched, SpecifiedCubemapColorScale will be used to rescale the sky light to the correct original luminance.
const bool bSkySpecifiedCubemapUses32bitFloat = SpecifiedCubemapColorScale != nullptr && CaptureComponent->SourceType == SLS_SpecifiedCubemap && CaptureComponent->Cubemap->GetPixelFormat() == PF_A32B32G32R32F;
TRenderThreadStruct<FReflectionCubemapTexture> ReflectionCubemapTexture(CubemapResolution);
UE::RenderCommandPipe::FSyncScope SyncScope;
if (CaptureComponent->SourceType == SLS_CapturedScene)
{
const bool bStaticSceneOnly = CaptureComponent->Mobility == EComponentMobility::Static;
const bool bCapturingForMobile = false;
CaptureSceneIntoScratchCubemap(this, *ReflectionCubemapTexture, CaptureComponent->GetComponentLocation(), CubemapResolution, true, bStaticSceneOnly, CaptureComponent->SkyDistanceThreshold, bLowerHemisphereIsBlack, bCaptureEmissiveOnly, LowerHemisphereColor, bCapturingForMobile, false);
}
else if (CaptureComponent->SourceType == SLS_SpecifiedCubemap)
{
const float SourceCubemapRotation = CaptureComponent->SourceCubemapAngle * (PI / 180.f);
ENQUEUE_RENDER_COMMAND(CopyCubemapCommand)(
[FeatureLevel = FeatureLevel, SourceCubemap, ReflectionCubemapTexture = ReflectionCubemapTexture.Get(), CubemapResolution, bLowerHemisphereIsBlack,
SourceCubemapRotation, LowerHemisphereColor, bSkySpecifiedCubemapUses32bitFloat, SpecifiedCubemapColorScale](FRHICommandListImmediate& RHICmdList)
{
float MaxFloatLuminance = 1.0f;
if (bSkySpecifiedCubemapUses32bitFloat)
{
FRDGBuilder GraphBuilder(RHICmdList);
FRDGTexture* SceneCubemapTexture = ReflectionCubemapTexture->GetRDG(GraphBuilder);
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
ComputeSpecifiedCubemapColorScale(GraphBuilder, ShaderMap, SourceCubemap, CubemapResolution, true, bLowerHemisphereIsBlack, SourceCubemapRotation, LowerHemisphereColor, MaxFloatLuminance);
GraphBuilder.Execute(); // Execute the graph to actually fetch MaxFloatLuminance from the GPU processed texture.
}
// Now copy into the scratch cubemap and rescale so that the maximum values is MaxFP16,
// because our runtime cubemap ReflectionCubemapTexture only uses FP16 for performance sake.
FLinearColor CubeLuminanceScale = FLinearColor(1.0f, 1.0f, 1.0f, 1.0f);
if (bSkySpecifiedCubemapUses32bitFloat && MaxFloatLuminance > FFloat16::MaxF16Float)
{
const float LuminanceScale = FFloat16::MaxF16Float / MaxFloatLuminance;
CubeLuminanceScale = FLinearColor(LuminanceScale, LuminanceScale, LuminanceScale, 1.0f);
}
CopyCubemapToScratchCubemap(RHICmdList, FeatureLevel, SourceCubemap, *ReflectionCubemapTexture, CubemapResolution, true, bLowerHemisphereIsBlack, SourceCubemapRotation, LowerHemisphereColor, CubeLuminanceScale);
// Now update SpecifiedCubemapColorScale so that it can expand a rescaled FP16 texture into its original FP32 range.
if (bSkySpecifiedCubemapUses32bitFloat && MaxFloatLuminance > FFloat16::MaxF16Float)
{
check(SpecifiedCubemapColorScale);
const float LuminanceScale = MaxFloatLuminance / FFloat16::MaxF16Float;
*SpecifiedCubemapColorScale = FLinearColor(LuminanceScale, LuminanceScale, LuminanceScale, 1.0);
}
// Now that we have rescale an FP32 input texture to fit in an FP16 range, the rest of the process is unchanged.
});
}
else if (CaptureComponent->IsRealTimeCaptureEnabled())
{
ensureMsgf(false, TEXT("A sky light with RealTimeCapture enabled cannot be scheduled for a cubemap update. This will be done dynamically each frame by the renderer."));
return;
}
else
{
checkNoEntry();
}
ENQUEUE_RENDER_COMMAND(UpdateCaptureContents)(
[Scene = this, FeatureLevel = FeatureLevel, ReflectionCubemapTexture = ReflectionCubemapTexture.Get(), OutAverageBrightness = &OutAverageBrightness, OutIrradianceEnvironmentMap = &OutIrradianceEnvironmentMap,
OutProcessedTexture, OutRadianceMap](FRHICommandListImmediate& RHICmdList)
{
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
FRDGBuilder GraphBuilder(RHICmdList);
FRDGTexture* SceneCubemapTexture = ReflectionCubemapTexture->GetRDG(GraphBuilder);
if (OutRadianceMap)
{
ReadbackRadianceMap(GraphBuilder, SceneCubemapTexture, OutRadianceMap);
}
FRDGTexture* FilteredSceneCubemapTexture;
if (FeatureLevel <= ERHIFeatureLevel::ES3_1)
{
MobileReflectionEnvironmentCapture::ComputeAverageBrightness(GraphBuilder, ShaderMap, SceneCubemapTexture, OutAverageBrightness);
FilteredSceneCubemapTexture = MobileReflectionEnvironmentCapture::FilterReflectionEnvironment(GraphBuilder, ShaderMap, SceneCubemapTexture, OutIrradianceEnvironmentMap);
}
else
{
ComputeAverageBrightness(GraphBuilder, ShaderMap, SceneCubemapTexture, OutAverageBrightness);
FilteredSceneCubemapTexture = FilterReflectionEnvironment(GraphBuilder, ShaderMap, SceneCubemapTexture, OutIrradianceEnvironmentMap);
}
if (OutProcessedTexture)
{
CopyToSkyTexture(GraphBuilder, Scene, FilteredSceneCubemapTexture, OutProcessedTexture);
}
GraphBuilder.Execute();
Scene->PathTracingSkylightTexture = nullptr;
Scene->PathTracingSkylightPdf = nullptr;
});
}
}