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C++ SCOPED_DRAW_EVENT函数代码示例

本文整理汇总了C++中SCOPED_DRAW_EVENT函数的典型用法代码示例。如果您正苦于以下问题:C++ SCOPED_DRAW_EVENT函数的具体用法?C++ SCOPED_DRAW_EVENT怎么用?C++ SCOPED_DRAW_EVENT使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了SCOPED_DRAW_EVENT函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: StencilDecalMask

/** Draws a full view quad that sets stencil to 1 anywhere that decals should not be projected. */
void StencilDecalMask(const FSceneView& View)
{
	SCOPED_DRAW_EVENT(StencilDecalMask, DEC_SCENE_ITEMS);
	RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI());
	RHISetBlendState(TStaticBlendState<CW_NONE>::GetRHI());
	RHISetRenderTarget(NULL, GSceneRenderTargets.GetSceneDepthSurface());
	RHISetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);

	// Write 1 to highest bit of stencil to areas that should not receive decals
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always,true,CF_Always,SO_Replace,SO_Replace,SO_Replace>::GetRHI(), 0x80);

	TShaderMapRef<FScreenVS> ScreenVertexShader(GetGlobalShaderMap());
	TShaderMapRef<FStencilDecalMaskPS> PixelShader(GetGlobalShaderMap());
	
	SetGlobalBoundShaderState(StencilDecalMaskBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader);

	PixelShader->SetParameters(View);

	DrawRectangle( 
		0, 0, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
		GSceneRenderTargets.GetBufferSizeXY(),
		EDRF_UseTriangleOptimization);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,代码来源:PostProcessDeferredDecals.cpp

示例2: check

void FCompositionLighting::ProcessBeforeBasePass(FRHICommandListImmediate& RHICmdList, FViewInfo& View)
{
	check(IsInRenderingThread());

	// so that the passes can register themselves to the graph
	{
		FMemMark Mark(FMemStack::Get());
		FRenderingCompositePassContext CompositeContext(RHICmdList, View);

		FPostprocessContext Context(CompositeContext.Graph, View);

		// Add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ----------

		// decals are before AmbientOcclusion so the decal can output a normal that AO is affected by
		if (Context.View.Family->EngineShowFlags.Decals &&
			!Context.View.Family->EngineShowFlags.ShaderComplexity &&
			IsDBufferEnabled()) 
		{
			FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDeferredDecals(DRS_BeforeBasePass));
			Pass->SetInput(ePId_Input0, Context.FinalOutput);

			Context.FinalOutput = FRenderingCompositeOutputRef(Pass);
		}

		// The graph setup should be finished before this line ----------------------------------------

		SCOPED_DRAW_EVENT(RHICmdList, CompositionBeforeBasePass);

		CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("Composition_BeforeBasePass"));
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:31,代码来源:CompositionLighting.cpp

示例3: StencilDecalMask

/** Draws a full view quad that sets stencil to 1 anywhere that decals should not be projected. */
void StencilDecalMask(FRHICommandList& RHICmdList, const FViewInfo& View, bool bUseHmdMesh)
{
	SCOPED_DRAW_EVENT(RHICmdList, StencilDecalMask);
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
	RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
	RHICmdList.SetBlendState(TStaticBlendState<CW_NONE>::GetRHI());
	SetRenderTarget(RHICmdList, NULL, SceneContext.GetSceneDepthSurface(), ESimpleRenderTargetMode::EUninitializedColorExistingDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
	RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);

	// Write 1 to highest bit of stencil to areas that should not receive decals
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always, true, CF_Always, SO_Replace, SO_Replace, SO_Replace>::GetRHI(), 0x80);

	const auto FeatureLevel = View.GetFeatureLevel();
	auto ShaderMap = View.ShaderMap;
	TShaderMapRef<FScreenVS> ScreenVertexShader(ShaderMap);
	TShaderMapRef<FStencilDecalMaskPS> PixelShader(ShaderMap);
	
	SetGlobalBoundShaderState(RHICmdList, FeatureLevel, StencilDecalMaskBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader);

	PixelShader->SetParameters(RHICmdList, View);

	DrawPostProcessPass(
		RHICmdList,
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y,
		View.ViewRect.Width(), View.ViewRect.Height(),
		FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
		SceneContext.GetBufferSizeXY(),
		*ScreenVertexShader,
		View.StereoPass,
		bUseHmdMesh,
		EDRF_UseTriangleOptimization);
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:35,代码来源:PostProcessDeferredDecals.cpp

示例4: SCOPED_DRAW_EVENT

void FRCPassPostProcessLensBlur::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessLensBlur);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
	
	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint TexSize = InputDesc->Extent;

	// usually 1, 2, 4 or 8
	uint32 ScaleToFullRes = GSceneRenderTargets.GetBufferSizeXY().X / TexSize.X;

	FIntRect ViewRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes);
	FIntPoint ViewSize = ViewRect.Size();

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorToBlack);

	Context.SetViewportAndCallRHI(ViewRect);

	// set the state (additive blending)
	Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessLensBlurVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessLensBlurPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	
	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GEmptyVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	uint32 TileSize = 1;

	FIntPoint TileCount = ViewSize / TileSize;

	float PixelKernelSize = PercentKernelSize / 100.0f * ViewSize.X;

	VertexShader->SetParameters(Context, TileCount, TileSize, PixelKernelSize, Threshold);
	PixelShader->SetParameters(Context, PixelKernelSize);

	Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);

	// needs to be the same on shader side (faster on NVIDIA and AMD)
	int32 QuadsPerInstance = 4;

	Context.RHICmdList.DrawPrimitive(PT_TriangleList, 0, 2, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:johndpope,项目名称:UE4,代码行数:59,代码来源:PostProcessLensBlur.cpp

示例5: SCOPED_DRAW_EVENT

void FRCPassPostProcessAA::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessAA);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);

	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	switch(Quality)
	{
		case 1:  SetShaderTemplAA<1>(Context); break;
		case 2:  SetShaderTemplAA<2>(Context); break;
		case 3:  SetShaderTemplAA<3>(Context); break;
		case 4:  SetShaderTemplAA<4>(Context); break;
		case 5:  SetShaderTemplAA<5>(Context); break;
		default: SetShaderTemplAA<6>(Context); break;
	}
	
	// Draw a quad mapping scene color to the view's render target
	TShaderMapRef<FFXAAVS> VertexShader(Context.GetShaderMap());

	DrawRectangle(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		*VertexShader,
		EDRF_Default);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:59,代码来源:PostProcessAA.cpp

示例6: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeLPV::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeLPV);

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
//	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
	const TRefCountPtr<IPooledRenderTarget> RenderTarget = GetInput(ePId_Input0)->GetOutput()->PooledRenderTarget;
	const FSceneRenderTargetItem& DestRenderTarget = RenderTarget->GetRenderTargetItem();

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	{
		FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
		FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel());

		float X = 30;
		float Y = 28;
		const float YStep = 14;
		const float ColumnWidth = 250;

		Canvas.DrawShadowedString( X, Y += YStep, TEXT("VisualizeLightPropagationVolume"), GetStatsFont(), FLinearColor(0.2f, 0.2f, 1));

		Y += YStep;

		const FLightPropagationVolumeSettings& Dest = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();

#define ENTRY(name)\
		Canvas.DrawShadowedString( X, Y += YStep, TEXT(#name) TEXT(":"), GetStatsFont(), FLinearColor(1, 1, 1));\
		Canvas.DrawShadowedString( X + ColumnWidth, Y, *FString::Printf(TEXT("%g"), Dest.name), GetStatsFont(), FLinearColor(1, 1, 1));

		ENTRY(LPVIntensity)
		ENTRY(LPVVplInjectionBias)
		ENTRY(LPVSize)
		ENTRY(LPVSecondaryOcclusionIntensity)
		ENTRY(LPVSecondaryBounceIntensity)
		ENTRY(LPVGeometryVolumeBias)
		ENTRY(LPVEmissiveInjectionIntensity)
		ENTRY(LPVDirectionalOcclusionIntensity)
		ENTRY(LPVDirectionalOcclusionRadius)
		ENTRY(LPVDiffuseOcclusionExponent)
		ENTRY(LPVSpecularOcclusionExponent)
		ENTRY(LPVDiffuseOcclusionIntensity)
		ENTRY(LPVSpecularOcclusionIntensity)
#undef ENTRY

		Canvas.Flush_RenderThread(Context.RHICmdList);
	}

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
	
	// to satify following passws
	FRenderingCompositeOutput* Output = GetOutput(ePId_Output0);
	
	Output->PooledRenderTarget = RenderTarget;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:58,代码来源:PostProcessLpvIndirect.cpp

示例7: SCOPED_DRAW_EVENT

void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessMorpheus);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.UnscaledViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessMorpheusVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessMorpheusPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	FMatrix QuadTexTransform;
	FMatrix QuadPosTransform = FMatrix::Identity;

	PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);

	// Draw a quad mapping scene color to the view's render target
	DrawTransformedRectangle(
		Context.RHICmdList,
		0, 0,
		DestRect.Width(), DestRect.Height(),
		QuadPosTransform,
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		QuadTexTransform,
		DestRect.Size(),
		SrcSize
		);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:58,代码来源:PostProcessMorpheus.cpp

示例8: check

void FCompositionLighting::ProcessAfterBasePass(FRHICommandListImmediate& RHICmdList, FViewInfo& View)
{
	check(IsInRenderingThread());
	
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
	// might get renamed to refracted or ...WithAO
	SceneContext.GetSceneColor()->SetDebugName(TEXT("SceneColor"));
	// to be able to observe results with VisualizeTexture

	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GetSceneColor());
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferA);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferB);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferC);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferD);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferE);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.GBufferVelocity);
	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.ScreenSpaceAO);
	
	// so that the passes can register themselves to the graph
	{
		FMemMark Mark(FMemStack::Get());
		FRenderingCompositePassContext CompositeContext(RHICmdList, View);

		FPostprocessContext Context(CompositeContext.Graph, View);

		// Add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ----------

		// decals are before AmbientOcclusion so the decal can output a normal that AO is affected by
		if( Context.View.Family->EngineShowFlags.Decals &&
			!Context.View.Family->EngineShowFlags.VisualizeLightCulling)		// decal are distracting when looking at LightCulling
		{
			AddDeferredDecalsBeforeLighting(Context);
		}

		FRenderingCompositeOutputRef AmbientOcclusion;

		if(uint32 Levels = ComputeAmbientOcclusionPassCount(Context))
		{
			AmbientOcclusion = AddPostProcessingAmbientOcclusion(RHICmdList, Context, Levels);
		}

		if(IsAmbientCubemapPassRequired(Context))
		{
			AddPostProcessingAmbientCubemap(Context, AmbientOcclusion);
		}

		// The graph setup should be finished before this line ----------------------------------------

		SCOPED_DRAW_EVENT(RHICmdList, LightCompositionTasks_PreLighting);

		TRefCountPtr<IPooledRenderTarget>& SceneColor = SceneContext.GetSceneColor();

		Context.FinalOutput.GetOutput()->RenderTargetDesc = SceneColor->GetDesc();
		Context.FinalOutput.GetOutput()->PooledRenderTarget = SceneColor;

		CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("CompositionLighting_AfterBasePass"));
	}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:58,代码来源:CompositionLighting.cpp

示例9: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeBloomOverlay::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeBloomOverlay);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	check(InputDesc && "Input is not hooked up correctly");

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	// e.g. 4 means the input texture is 4x smaller than the buffer size
	uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;

	FIntRect SrcRect = View.ViewRect / ScaleFactor;
	FIntRect DestRect = SrcRect;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect);

	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestRect.Width(), DestRect.Height(), 1.0f );

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessVisualizeBloomOverlayPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(Context);
	VertexShader->SetParameters(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:johndpope,项目名称:UE4,代码行数:58,代码来源:PostProcessBloomSetup.cpp

示例10: SCOPED_DRAW_EVENT

void FDeferredShadingSceneRenderer::RenderLightShaftBloom(FRHICommandListImmediate& RHICmdList)
{
	if (DoesViewFamilyAllowLightShafts(ViewFamily))
	{
		TRefCountPtr<IPooledRenderTarget> LightShafts0;
		TRefCountPtr<IPooledRenderTarget> LightShafts1;

		for (TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt)
		{
			const FLightSceneInfo* const LightSceneInfo = LightIt->LightSceneInfo;

			if (LightSceneInfo->bEnableLightShaftBloom)
			{
				SCOPED_DRAW_EVENT(RHICmdList, RenderLightShaftBloom);

				// Allocate light shaft render targets on demand, using the pool
				AllocateOrReuseLightShaftRenderTarget(RHICmdList, LightShafts0, TEXT("LightShafts0"));
				AllocateOrReuseLightShaftRenderTarget(RHICmdList, LightShafts1, TEXT("LightShafts1"));

				for (int ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
				{
					FViewInfo& View = Views[ViewIndex];

					if (ShouldRenderLightShaftsForLight(View, LightSceneInfo))
					{
						INC_DWORD_STAT(STAT_LightShaftsLights);

						// Generate the bloom source from scene color, masked by depth and downsampled
						DownsamplePass<false>(RHICmdList, View, LightSceneInfo, LightShafts0, LightShafts1);

						FSceneViewState* ViewState = (FSceneViewState*)View.State;
						TRefCountPtr<IPooledRenderTarget>* HistoryState = NULL;

						if (ViewState)
						{
							// Find the previous frame's bloom source for this light
							HistoryState = &ViewState->LightShaftBloomHistoryRTs.FindOrAdd(LightSceneInfo->Proxy->GetLightComponent());
						}

						TRefCountPtr<IPooledRenderTarget> HistoryOutput;

						// Apply temporal AA to the occlusion mask
						// Result will be in HistoryOutput
						ApplyTemporalAA(RHICmdList, View, TEXT("LSBloomHistory"), HistoryState, LightShafts0, HistoryOutput);

						// Apply radial blur passes
						// Send HistoryOutput in as the first pass input only, so it will not be overwritten by any subsequent passes, since it is needed for next frame
						ApplyRadialBlurPasses(RHICmdList, View, LightSceneInfo, HistoryOutput, LightShafts0, LightShafts1);
						
						// Add light shaft bloom to scene color in full res
						ApplyLightShaftBloom(RHICmdList, View, LightSceneInfo, LightShafts0);
					}
				}
			}
		}
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:57,代码来源:LightShaftRendering.cpp

示例11: SCOPED_DRAW_EVENT

void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogramReduce);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
	FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;

	uint32 LoopSizeValue = ComputeLoopSize(GatherExtent);

	PixelShader->SetPS(Context, LoopSizeValue);

	DrawPostProcessPass(
		Context.RHICmdList,
		0, 0,
		DestSize.X, DestSize.Y,
		0, 0,
		SrcSize.X, 0,
		DestSize,
		SrcSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:57,代码来源:PostProcessHistogramReduce.cpp

示例12: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(VisualizeMotionBlur, DEC_SCENE_ITEMS);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint TexSize = InputDesc->Extent;

	// we assume the input and output is full resolution

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	// e.g. 4 means the input texture is 4x smaller than the buffer size
	uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;

	FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
	FIntRect DestRect = SrcRect;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
	
	// is optimized away if possible (RT size=view size, )
	RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);

	Context.SetViewportAndCallRHI(SrcRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	// Quality 0: visualize
	SetMotionBlurShaderTempl<0>(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		SrcRect.Width(), SrcRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y, 
		SrcRect.Width(), SrcRect.Height(),
		SrcRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);

	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:57,代码来源:PostProcessMotionBlur.cpp

示例13: SCOPED_DRAW_EVENT

/**
 * Initialize scene's views.
 * Check visibility, sort translucent items, etc.
 */
void FForwardShadingSceneRenderer::InitViews(FRHICommandListImmediate& RHICmdList)
{
	SCOPED_DRAW_EVENT(RHICmdList, InitViews);

	SCOPE_CYCLE_COUNTER(STAT_InitViewsTime);

	FILCUpdatePrimTaskData ILCTaskData;
	PreVisibilityFrameSetup(RHICmdList);
	ComputeViewVisibility(RHICmdList);
	PostVisibilityFrameSetup(ILCTaskData);

	bool bDynamicShadows = ViewFamily.EngineShowFlags.DynamicShadows && GetShadowQuality() > 0;

	if (bDynamicShadows && !IsSimpleDynamicLightingEnabled())
	{
		// Setup dynamic shadows.
		InitDynamicShadows(RHICmdList);		
	}

	// if we kicked off ILC update via task, wait and finalize.
	if (ILCTaskData.TaskRef.IsValid())
	{
		Scene->IndirectLightingCache.FinalizeCacheUpdates(Scene, *this, ILCTaskData);
	}

	// initialize per-view uniform buffer.  Pass in shadow info as necessary.
	for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
	{
		const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>* DirectionalLightShadowInfo = nullptr;

		FViewInfo& ViewInfo = Views[ViewIndex];
		FScene* Scene = (FScene*)ViewInfo.Family->Scene;
		if (bDynamicShadows && Scene->SimpleDirectionalLight)
		{
			int32 LightId = Scene->SimpleDirectionalLight->Id;
			if (VisibleLightInfos.IsValidIndex(LightId))
			{
				const FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightId];
				if (VisibleLightInfo.AllProjectedShadows.Num() > 0)
				{
					DirectionalLightShadowInfo = &VisibleLightInfo.AllProjectedShadows;
				}
			}
		}

		// Initialize the view's RHI resources.
		Views[ViewIndex].InitRHIResources(DirectionalLightShadowInfo);
	}

	// Now that the indirect lighting cache is updated, we can update the primitive precomputed lighting buffers.
	UpdatePrimitivePrecomputedLightingBuffers();
	
	OnStartFrame();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:58,代码来源:ForwardShadingRenderer.cpp

示例14: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeComplexity::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeComplexity);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.UnscaledViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
	Context.SetViewportAndCallRHI(DestRect);

	// turn off culling and blending
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());

	// turn off depth reads/writes
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	//reuse this generic vertex shader
	TShaderMapRef<FShaderComplexityApplyVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FShaderComplexityApplyPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState ShaderComplexityBoundShaderState;
	
	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), ShaderComplexityBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(Context, Colors);
	
	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:54,代码来源:ShaderComplexityRendering.cpp

示例15: SCOPED_DRAW_EVENT

bool FDeferredShadingSceneRenderer::RenderLightMapDensities(FRHICommandListImmediate& RHICmdList)
{
	bool bDirty=0;
	if (Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4)
	{
		SCOPED_DRAW_EVENT(RHICmdList, LightMapDensity);

		// Draw the scene's emissive and light-map color.
		for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
		{
			SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);

			FViewInfo& View = Views[ViewIndex];

			// Opaque blending, depth tests and writes.
			RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true,CF_DepthNearOrEqual>::GetRHI());
			RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);

			{
				SCOPED_DRAW_EVENT(RHICmdList, Dynamic);

				FLightMapDensityDrawingPolicyFactory::ContextType Context;

				for (int32 MeshBatchIndex = 0; MeshBatchIndex < View.DynamicMeshElements.Num(); MeshBatchIndex++)
				{
					const FMeshBatchAndRelevance& MeshBatchAndRelevance = View.DynamicMeshElements[MeshBatchIndex];

					if (MeshBatchAndRelevance.bHasOpaqueOrMaskedMaterial || ViewFamily.EngineShowFlags.Wireframe)
					{
						const FMeshBatch& MeshBatch = *MeshBatchAndRelevance.Mesh;
						FLightMapDensityDrawingPolicyFactory::DrawDynamicMesh(RHICmdList, View, Context, MeshBatch, false, true, MeshBatchAndRelevance.PrimitiveSceneProxy, MeshBatch.BatchHitProxyId);
					}
				}
			}
		}
	}

	return bDirty;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:40,代码来源:LightMapDensityRendering.cpp


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