void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(VisualizeBuffer, DEC_SCENE_ITEMS); 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; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(DestRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); SetShaderTempl<false>(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, EDRF_UseTriangleOptimization); // Now draw the requested tiles into the grid TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap()); RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetPS(Context); // Track the name and position of each tile we draw so we can write text labels over them struct LabelRecord { FString Label; int32 LocationX; int32 LocationY; }; TArray<LabelRecord> Labels; const int32 MaxTilesX = 4; const int32 MaxTilesY = 4; const int32 TileWidth = DestRect.Width() / MaxTilesX; const int32 TileHeight = DestRect.Height() / MaxTilesY; int32 CurrentTileIndex = 0; for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex) { FRenderingCompositeOutputRef Tile = It->Source; if (Tile.IsValid()) { FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture; int32 TileX = CurrentTileIndex % MaxTilesX; int32 TileY = CurrentTileIndex / MaxTilesX; PixelShader->SetSourceTexture(Texture); DrawRectangle( TileX * TileWidth, TileY * TileHeight, TileWidth, TileHeight, SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, EDRF_Default); Labels.Add(LabelRecord()); Labels.Last().Label = It->Name; Labels.Last().LocationX = 8 + TileX * TileWidth; Labels.Last().LocationY = (TileY + 1) * TileHeight - 19; } } // Draw tile labels // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; const FTexture2DRHIRef Texture; FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture) : View(InView), Texture(InTexture) { } virtual FIntPoint GetSizeXY() const { return View.ViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return Texture; } } TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime); FLinearColor LabelColor(1, 1, 0); for (auto It = Labels.CreateConstIterator(); It; ++It) { Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor); } Canvas.Flush(); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void SetPS(const FRenderingCompositePassContext& Context) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings; const FSceneViewFamily& ViewFamily = *(Context.View.Family); FSceneViewState* ViewState = (FSceneViewState*)Context.View.State; PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI()); // PostprocessInput1MS and EditorPrimitivesStencil { FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input1); check(OutputRef); FRenderingCompositeOutput* Input = OutputRef->GetOutput(); check(Input); TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput(); check(InputPooledElement); FTexture2DRHIRef& TargetableTexture = (FTexture2DRHIRef&)InputPooledElement->GetRenderTargetItem().TargetableTexture; SetTextureParameter(Context.RHICmdList, ShaderRHI, PostprocessInput1MS, TargetableTexture); if(EditorPrimitivesStencil.IsBound()) { // cache the stencil SRV to avoid create calls each frame (the cache element is stored in the state) if(ViewState->SelectionOutlineCacheKey != TargetableTexture) { // release if not the right one (as the internally SRV stores a pointer to the texture we cannot get a false positive) ViewState->SelectionOutlineCacheKey.SafeRelease(); ViewState->SelectionOutlineCacheValue.SafeRelease(); } if(!ViewState->SelectionOutlineCacheValue) { // create if needed ViewState->SelectionOutlineCacheKey = TargetableTexture; ViewState->SelectionOutlineCacheValue = RHICreateShaderResourceView(TargetableTexture, 0, 1, PF_X24_G8); } SetSRVParameter(Context.RHICmdList, ShaderRHI, EditorPrimitivesStencil, ViewState->SelectionOutlineCacheValue); } } #if WITH_EDITOR { FLinearColor OutlineColorValue = Context.View.SelectionOutlineColor; FLinearColor SubduedOutlineColorValue = Context.View.SubduedSelectionOutlineColor; OutlineColorValue.A = GEngine->SelectionHighlightIntensity; SetShaderValue(Context.RHICmdList, ShaderRHI, OutlineColor, OutlineColorValue); SetShaderValue(Context.RHICmdList, ShaderRHI, SubduedOutlineColor, SubduedOutlineColorValue); SetShaderValue(Context.RHICmdList, ShaderRHI, BSPSelectionIntensity, GEngine->BSPSelectionHighlightIntensity); } #else check(!"This shader is not used outside of the Editor."); #endif { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Editor.MovingPattern")); FLinearColor Value(0, CVar->GetValueOnRenderThread(), 0, 0); if(!ViewFamily.bRealtimeUpdate) { // no animation if realtime update is disabled Value.G = 0; } SetShaderValue(Context.RHICmdList, ShaderRHI, EditorRenderParams, Value); } }