void SetParameters( FRHICommandList& RHICmdList, const FViewInfo& View, FIntPoint TileListGroupSizeValue, FSceneRenderTargetItem& DistanceFieldNormal, const FDistanceFieldAOParameters& Parameters, FSceneRenderTargetItem& SpecularOcclusionBuffer) { FComputeShaderRHIParamRef ShaderRHI = GetComputeShader(); FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View); DeferredParameters.Set(RHICmdList, ShaderRHI, View); ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers); AOParameters.Set(RHICmdList, ShaderRHI, Parameters); ScreenGridParameters.Set(RHICmdList, ShaderRHI, View, DistanceFieldNormal); FAOSampleData2 AOSampleData; TArray<FVector, TInlineAllocator<9> > SampleDirections; GetSpacedVectors(SampleDirections); for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++) { AOSampleData.SampleDirections[SampleIndex] = FVector4(SampleDirections[SampleIndex]); } SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FAOSampleData2>(), AOSampleData); FTileIntersectionResources* TileIntersectionResources = View.ViewState->AOTileIntersectionResources; SetSRVParameter(RHICmdList, ShaderRHI, TileHeadDataUnpacked, TileIntersectionResources->TileHeadDataUnpacked.SRV); SetSRVParameter(RHICmdList, ShaderRHI, TileArrayData, TileIntersectionResources->TileArrayData.SRV); SetSRVParameter(RHICmdList, ShaderRHI, TileConeDepthRanges, TileIntersectionResources->TileConeDepthRanges.SRV); SetShaderValue(RHICmdList, ShaderRHI, TileListGroupSize, TileListGroupSizeValue); extern float GAOConeHalfAngle; SetShaderValue(RHICmdList, ShaderRHI, TanConeHalfAngle, FMath::Tan(GAOConeHalfAngle)); FVector UnoccludedVector(0); for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++) { UnoccludedVector += SampleDirections[SampleIndex]; } float BentNormalNormalizeFactorValue = 1.0f / (UnoccludedVector / NumConeSampleDirections).Size(); SetShaderValue(RHICmdList, ShaderRHI, BentNormalNormalizeFactor, BentNormalNormalizeFactorValue); int32 NumOutUAVs = 0; FUnorderedAccessViewRHIParamRef OutUAVs[1]; OutUAVs[NumOutUAVs++] = SpecularOcclusionBuffer.UAV; RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, NumOutUAVs); SpecularOcclusion.SetTexture(RHICmdList, ShaderRHI, SpecularOcclusionBuffer.ShaderResourceTexture, SpecularOcclusionBuffer.UAV); }
void SetParameters( FRHICommandList& RHICmdList, const FViewInfo& View, FIntPoint TileListGroupSizeValue, FSceneRenderTargetItem& DistanceFieldNormal, const FDistanceFieldAOParameters& Parameters, const FGlobalDistanceFieldInfo& GlobalDistanceFieldInfo) { FComputeShaderRHIParamRef ShaderRHI = GetComputeShader(); FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View); DeferredParameters.Set(RHICmdList, ShaderRHI, View); ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers); AOParameters.Set(RHICmdList, ShaderRHI, Parameters); ScreenGridParameters.Set(RHICmdList, ShaderRHI, View, DistanceFieldNormal); if (bUseGlobalDistanceField) { GlobalDistanceFieldParameters.Set(RHICmdList, ShaderRHI, GlobalDistanceFieldInfo.ParameterData); } FAOSampleData2 AOSampleData; TArray<FVector, TInlineAllocator<9> > SampleDirections; GetSpacedVectors(SampleDirections); for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++) { AOSampleData.SampleDirections[SampleIndex] = FVector4(SampleDirections[SampleIndex]); } SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FAOSampleData2>(), AOSampleData); FTileIntersectionResources* TileIntersectionResources = View.ViewState->AOTileIntersectionResources; SetSRVParameter(RHICmdList, ShaderRHI, TileHeadDataUnpacked, TileIntersectionResources->TileHeadDataUnpacked.SRV); SetSRVParameter(RHICmdList, ShaderRHI, TileArrayData, TileIntersectionResources->TileArrayData.SRV); SetSRVParameter(RHICmdList, ShaderRHI, TileConeDepthRanges, TileIntersectionResources->TileConeDepthRanges.SRV); SetShaderValue(RHICmdList, ShaderRHI, TileListGroupSize, TileListGroupSizeValue); extern float GAOConeHalfAngle; SetShaderValue(RHICmdList, ShaderRHI, TanConeHalfAngle, FMath::Tan(GAOConeHalfAngle)); FVector UnoccludedVector(0); for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++) { UnoccludedVector += SampleDirections[SampleIndex]; } float BentNormalNormalizeFactorValue = 1.0f / (UnoccludedVector / NumConeSampleDirections).Size(); SetShaderValue(RHICmdList, ShaderRHI, BentNormalNormalizeFactor, BentNormalNormalizeFactorValue); FAOScreenGridResources* ScreenGridResources = View.ViewState->AOScreenGridResources; ScreenGridConeVisibility.SetBuffer(RHICmdList, ShaderRHI, ScreenGridResources->ScreenGridConeVisibility); if (bSupportIrradiance) { ConeDepthVisibilityFunction.SetBuffer(RHICmdList, ShaderRHI, ScreenGridResources->ConeDepthVisibilityFunction); } }