コード例 #1
0
ファイル: SimpleHMD.cpp プロジェクト: kidaa/UnrealEngineVR
void FSimpleHMD::DrawDistortionMesh_RenderThread(struct FRenderingCompositePassContext& Context, const FSceneView& View, const FIntPoint& TextureSize)
{
	float ClipSpaceQuadZ = 0.0f;
	FMatrix QuadTexTransform = FMatrix::Identity;
	FMatrix QuadPosTransform = FMatrix::Identity;
	const FIntRect SrcRect = View.ViewRect;

	FRHICommandListImmediate& RHICmdList = Context.RHICmdList;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	FIntPoint ViewportSize = ViewFamily.RenderTarget->GetSizeXY();
	RHICmdList.SetViewport(0, 0, 0.0f, ViewportSize.X, ViewportSize.Y, 1.0f);

	static const uint32 NumVerts = 8;
	static const uint32 NumTris = 4;

	static const FDistortionVertex Verts[8] =
	{
		// left eye
		{ FVector2D(-0.9f, -0.9f), FVector2D(0.0f, 1.0f), FVector2D(0.0f, 1.0f), FVector2D(0.0f, 1.0f), 1.0f, 0.0f },
		{ FVector2D(-0.1f, -0.9f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), 1.0f, 0.0f },
		{ FVector2D(-0.1f, 0.9f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), 1.0f, 0.0f },
		{ FVector2D(-0.9f, 0.9f), FVector2D(0.0f, 0.0f), FVector2D(0.0f, 0.0f), FVector2D(0.0f, 0.0f), 1.0f, 0.0f },
		// right eye
		{ FVector2D(0.1f, -0.9f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), 1.0f, 0.0f },
		{ FVector2D(0.9f, -0.9f), FVector2D(1.0f, 1.0f), FVector2D(1.0f, 1.0f), FVector2D(1.0f, 1.0f), 1.0f, 0.0f },
		{ FVector2D(0.9f, 0.9f), FVector2D(1.0f, 0.0f), FVector2D(1.0f, 0.0f), FVector2D(1.0f, 0.0f), 1.0f, 0.0f },
		{ FVector2D(0.1f, 0.9f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), 1.0f, 0.0f },
	};

	static const uint16 Indices[12] = { /*Left*/ 0, 1, 2, 0, 2, 3, /*Right*/ 4, 5, 6, 4, 6, 7 };

	DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, NumVerts, NumTris, &Indices,
		sizeof(Indices[0]), &Verts, sizeof(Verts[0]));
}
コード例 #2
0
ファイル: SteamVRRender.cpp プロジェクト: Codermay/Unreal4
void FSteamVRHMD::DrawDistortionMesh_RenderThread(struct FRenderingCompositePassContext& Context, const FSceneView& View, const FIntPoint& TextureSize)
{
	float ClipSpaceQuadZ = 0.0f;
	FMatrix QuadTexTransform = FMatrix::Identity;
	FMatrix QuadPosTransform = FMatrix::Identity;
	const FIntRect SrcRect = View.ViewRect;

	FRHICommandListImmediate& RHICmdList = Context.RHICmdList;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	FIntPoint ViewportSize = ViewFamily.RenderTarget->GetSizeXY();
	RHICmdList.SetViewport(0, 0, 0.0f, ViewportSize.X, ViewportSize.Y, 1.0f);

	FSteamVRDistortionMesh& CurMesh = DistortionMesh[(View.StereoPass == eSSP_LEFT_EYE) ? 0 : 1];

	DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, CurMesh.NumVerts, CurMesh.NumTriangles, CurMesh.Indices, sizeof(CurMesh.Indices[0]), CurMesh.Verts, sizeof(CurMesh.Verts[0]));
}
コード例 #3
0
void DrawTransformedRectangle(
	FRHICommandListImmediate& RHICmdList,
	float X,
	float Y,
	float SizeX,
	float SizeY,
	const FMatrix& PosTransform,
	float U,
	float V,
	float SizeU,
	float SizeV,
	const FMatrix& TexTransform,
	FIntPoint TargetSize,
	FIntPoint TextureSize
	)
{
	float ClipSpaceQuadZ = 0.0f;

	// we don't do the triangle optimization as this case is rare for the DrawTransformedRectangle case

	FFilterVertex Vertices[4];

	Vertices[0].Position = PosTransform.TransformFVector4(FVector4(X,			Y,			ClipSpaceQuadZ,	1));
	Vertices[1].Position = PosTransform.TransformFVector4(FVector4(X + SizeX,	Y,			ClipSpaceQuadZ,	1));
	Vertices[2].Position = PosTransform.TransformFVector4(FVector4(X,			Y + SizeY,	ClipSpaceQuadZ,	1));
	Vertices[3].Position = PosTransform.TransformFVector4(FVector4(X + SizeX,	Y + SizeY,	ClipSpaceQuadZ,	1));

	Vertices[0].UV = FVector2D(TexTransform.TransformFVector4(FVector(U,			V,         0)));
	Vertices[1].UV = FVector2D(TexTransform.TransformFVector4(FVector(U + SizeU,	V,         0)));
	Vertices[2].UV = FVector2D(TexTransform.TransformFVector4(FVector(U,			V + SizeV, 0)));
	Vertices[3].UV = FVector2D(TexTransform.TransformFVector4(FVector(U + SizeU,	V + SizeV, 0)));

	for (int32 VertexIndex = 0; VertexIndex < 4; VertexIndex++)
	{
		Vertices[VertexIndex].Position.X = -1.0f + 2.0f * (Vertices[VertexIndex].Position.X) / (float)TargetSize.X;
		Vertices[VertexIndex].Position.Y = (+1.0f - 2.0f * (Vertices[VertexIndex].Position.Y) / (float)TargetSize.Y) * GProjectionSignY;

		Vertices[VertexIndex].UV.X = Vertices[VertexIndex].UV.X / (float)TextureSize.X;
		Vertices[VertexIndex].UV.Y = Vertices[VertexIndex].UV.Y / (float)TextureSize.Y;
	}

	static const uint16 Indices[] =	{ 0, 1, 3, 0, 3, 2 };

	DrawIndexedPrimitiveUP(RHICmdList, PT_TriangleList, 0, 4, 2, Indices, sizeof(Indices[0]), Vertices, sizeof(Vertices[0]));
}
コード例 #4
0
static void DrawOcclusionMesh(FRHICommandList& RHICmdList, EStereoscopicPass StereoPass, const FHMDViewMesh MeshAssets[])
{
	check(IsInRenderingThread());
	check(StereoPass != eSSP_FULL);

	const uint32 MeshIndex = (StereoPass == eSSP_LEFT_EYE) ? 0 : 1;
	const FHMDViewMesh& Mesh = MeshAssets[MeshIndex];
	check(Mesh.IsValid());

	DrawIndexedPrimitiveUP(
		RHICmdList,
		PT_TriangleList,
		0,
		Mesh.NumVertices,
		Mesh.NumTriangles,
		Mesh.pIndices,
		sizeof(Mesh.pIndices[0]),
		Mesh.pVertices,
		sizeof(Mesh.pVertices[0])
		);
}
コード例 #5
0
void FGoogleVRHMD::DrawDistortionMesh_RenderThread(struct FRenderingCompositePassContext& Context, const FIntPoint& TextureSize)
{
	const FSceneView& View = Context.View;
	FRHICommandListImmediate& RHICmdList = Context.RHICmdList;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	FIntPoint ViewportSize = ViewFamily.RenderTarget->GetSizeXY();
	
#if GOOGLEVRHMD_SUPPORTED_PLATFORMS

	if(View.StereoPass == eSSP_LEFT_EYE)
	{
		RHICmdList.SetViewport(0, 0, 0.0f, ViewportSize.X / 2, ViewportSize.Y, 1.0f);
		DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, NumVerts, NumTris, DistortionMeshIndices,
			sizeof(DistortionMeshIndices[0]), DistortionMeshVerticesLeftEye, sizeof(DistortionMeshVerticesLeftEye[0]));
	}
	else
	{
		RHICmdList.SetViewport(ViewportSize.X / 2, 0, 0.0f, ViewportSize.X, ViewportSize.Y, 1.0f);
		DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, NumVerts, NumTris, DistortionMeshIndices,
			sizeof(DistortionMeshIndices[0]), DistortionMeshVerticesRightEye, sizeof(DistortionMeshVerticesRightEye[0]));
	}

#else

	if(GetPreviewViewerType() == EVP_None)
	{
		RHICmdList.SetViewport(0, 0, 0.0f, ViewportSize.X, ViewportSize.Y, 1.0f);

		static const uint32 LocalNumVerts = 8;
		static const uint32 LocalNumTris = 4;

		static const FDistortionVertex Verts[8] =
		{
			// left eye
			{ FVector2D(-0.9f, -0.9f), FVector2D(0.0f, 1.0f), FVector2D(0.0f, 1.0f), FVector2D(0.0f, 1.0f), 1.0f, 0.0f },
			{ FVector2D(-0.1f, -0.9f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), 1.0f, 0.0f },
			{ FVector2D(-0.1f, 0.9f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), 1.0f, 0.0f },
			{ FVector2D(-0.9f, 0.9f), FVector2D(0.0f, 0.0f), FVector2D(0.0f, 0.0f), FVector2D(0.0f, 0.0f), 1.0f, 0.0f },
			// right eye
			{ FVector2D(0.1f, -0.9f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), FVector2D(0.5f, 1.0f), 1.0f, 0.0f },
			{ FVector2D(0.9f, -0.9f), FVector2D(1.0f, 1.0f), FVector2D(1.0f, 1.0f), FVector2D(1.0f, 1.0f), 1.0f, 0.0f },
			{ FVector2D(0.9f, 0.9f), FVector2D(1.0f, 0.0f), FVector2D(1.0f, 0.0f), FVector2D(1.0f, 0.0f), 1.0f, 0.0f },
			{ FVector2D(0.1f, 0.9f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), FVector2D(0.5f, 0.0f), 1.0f, 0.0f },
		};

		static const uint16 Indices[12] = { /*Left*/ 0, 1, 2, 0, 2, 3, /*Right*/ 4, 5, 6, 4, 6, 7 };

		DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, LocalNumVerts, LocalNumTris, &Indices,
			sizeof(Indices[0]), &Verts, sizeof(Verts[0]));
	}
	else
	{
		// Indices are generated, mesh is stored in GoogleVRHMDViewerPreviews.h/cpp

		if(View.StereoPass == eSSP_LEFT_EYE)
		{
			RHICmdList.SetViewport(0, 0, 0.0f, ViewportSize.X / 2, ViewportSize.Y, 1.0f);
			DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, GetPreviewViewerNumVertices(eSSP_LEFT_EYE), NumTris, DistortionMeshIndices,
				sizeof(DistortionMeshIndices[0]), GetPreviewViewerVertices(eSSP_LEFT_EYE), sizeof(GetPreviewViewerVertices(eSSP_LEFT_EYE)[0]));
		}
		else
		{
			RHICmdList.SetViewport(ViewportSize.X / 2, 0, 0.0f, ViewportSize.X, ViewportSize.Y, 1.0f);
			DrawIndexedPrimitiveUP(Context.RHICmdList, PT_TriangleList, 0, GetPreviewViewerNumVertices(eSSP_RIGHT_EYE), NumTris, DistortionMeshIndices,
				sizeof(DistortionMeshIndices[0]), GetPreviewViewerVertices(eSSP_RIGHT_EYE), sizeof(GetPreviewViewerVertices(eSSP_RIGHT_EYE)[0]));
		}
	}

#endif
}
コード例 #6
0
ファイル: FogRendering.cpp プロジェクト: johndpope/UE4
bool FDeferredShadingSceneRenderer::RenderFog(FRHICommandListImmediate& RHICmdList, FLightShaftsOutput LightShaftsOutput)
{
	if (Scene->ExponentialFogs.Num() > 0)
	{
		SCOPED_DRAW_EVENT(RHICmdList, Fog);

		static const FVector2D Vertices[4] =
		{
			FVector2D(-1,-1),
			FVector2D(-1,+1),
			FVector2D(+1,+1),
			FVector2D(+1,-1),
		};
		static const uint16 Indices[6] =
		{
			0, 1, 2,
			0, 2, 3
		};

		GSceneRenderTargets.BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
		for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
		{
			const FViewInfo& View = Views[ViewIndex];

			if (View.IsPerspectiveProjection() == false)
			{
				continue; // Do not render exponential fog in orthographic views.
			}

			// Set the device viewport for the view.
			RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
			
			RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
			
			// disable alpha writes in order to preserve scene depth values on PC
			RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI());

			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

			SetFogShaders(RHICmdList, Scene,View,LightShaftsOutput);

			// Draw a quad covering the view.
			DrawIndexedPrimitiveUP(
				RHICmdList,
				PT_TriangleList,
				0,
				ARRAY_COUNT(Vertices),
				2,
				Indices,
				sizeof(Indices[0]),
				Vertices,
				sizeof(Vertices[0])
				);
		}

		//no need to resolve since we used alpha blending
		GSceneRenderTargets.FinishRenderingSceneColor(RHICmdList, false);
		return true;
	}

	return false;
}