【目标】
摄像机相关的AO DOF
【思路】
1 方案1:
- 想添加一个相机节点放入后期链中
2 方案2:
- 在Uber节点属性中添加是否镜头相关属性
3 问题:
- 远近的两套参数在哪配置
4 整个后期数据流程:
5 主要的数据控制在ULocalPlayer中
6 Blend计算
7 后期链
- 地图可以单独配置出来特效后期链
- 系统设置高中低可以配置后期链的参数或者在后期链的节点上处理(添加等级节点)
- 跟相机相关的后期(DOF、AO)
9 后期编辑器
- PostProcessEditor.h PostProcessEditor.cpp
10 高中低配置方案:
- UPostProcessChain 中添加高中的Effect列表
- 在后期中编辑器连接不同首节点,下图概念图
11 相机相关后期方案:
- 在UberPostProcess节点添加最近参数PostProcessSettings结构
- 新建一个结构,包括Settings和Camera相关参数
- 在根据CameraPitch生成Setting后,再使用ULocalPlayer.OverridePostProcessSettings 去覆盖
12 问题:在平视角 但是需要远景时怎么办(如Matineee中)?
- 所以对话时,打开主角界面时,用的是一个配置PPSettings
- 退出时恢复
- 开启相机相关的,对话等优先级要比相机相关的优先级高
13 在ULocalPlayer 中有个后期链列表
- ULocalPlayer.PlayerPostProcessChains
- 更新这个列表后要Rebuild一次,将列表中所有后期链的Effect加到ULocalPlayer.PlayerPostProcess 中
- 后面统一处理
14 问题:对话 主角界面这种使用PPSettings还是后期链?
【步骤】
1 修改\ue3\Development\Src\Engine\Classes\UberPostProcessEffect.uc 添加
struct native
NearCameraPostProcessSettings
{
var PostProcessSettings Settings;
var INT DestCameraPitch;
};
var (Camera)
NearCameraPostProcessSettings
NearCameraSettings
初始值
pitchMax=64626
pitchMin=58800
2 修改 添加开关、Max Min
struct native NearCameraPostProcessSettings
{
var() PostProcessSettings Settings;
var() INT CameraPitchMin;
var() INT CameraPitchMax;
structcpptext
{
FNearCameraPostProcessSettings():
CameraPitchMin(64626),
CameraPitchMax(58800)
{
}
}
};
var (Camera) bool bUseNearCameraSettings;
var (Camera) NearCameraPostProcessSettings NearCameraSettings;
3 包一个函UPostProcessChain* GetActivePostProccessChain()
UPostProcessChain* ULocalPlayer::GetActivePostProccessChain(const FVector& ViewLocation)
{
// Find the post-process settings for the view.
FPostProcessSettings NewSettings;
APostProcessVolume *NewVolume;
// LEVEL
NewVolume = GWorld->GetWorldInfo()->GetPostProcessSettings(ViewLocation, TRUE, NewSettings);
bForceDefaultPostProcessChain = FALSE;
if (NewVolume && NewVolume->bOverrideWorldPostProcessChain)
{
bForceDefaultPostProcessChain = TRUE;
}
if (GEngine->bForceUseDefaultPostProcess && GWorld->GetWorldInfo()->bDefaultPostProcessPriority)
{
bForceDefaultPostProcessChain = TRUE;
}
// Use the default post process instead of the players if it been requested (usually when entering a pp volume)
return (bForceDefaultPostProcessChain) ? GEngine->GetDefaultPostProcessChain() : PlayerPostProcess;
}
在ULocalPlayer.UpdatePostProcessSettings 之前 调用他,为了获取最终后期链的相机相关开关
UPostProcessChain *ActivePostProccessChain = GetActivePostProccessChain(ViewLocation);
// Update the player's post process settings.
UpdatePostProcessSettings(ViewLocation);
此时需要去遍历后期链的Effect,每个调用一个更新相机相关的函数
需要添加虚函数
4 \ue3\Development\Src\Engine\Classes\PostProcessEffect.uc
virtual UBOOL GetPPSettingsForCamera(const FRotator& ViewRotation,FPostProcessSettings& PPS)
{
}
ue3\Development\Src\Engine\Classes\UberPostProcessEffect.uc中重载
UBOOL UUberPostProcessEffect::GetPPSettingsForCamera(const FRotator& ViewRotation,FPostProcessSettings& PPS)
{
if (bUseNearCameraSettings)
{
FLOAT Alpha = (FLOAT)(NearCameraSettings.CameraPitchMax - ViewRotation.Pitch) /
(FLOAT)(NearCameraSettings.CameraPitchMax -NearCameraSettings.CameraPitchMin);
NearCameraSettings.Settings.OverrideSettingsFor(PPS,Alpha);
}
return bUseNearCameraSettings;
}
5 UUberPostProcessEffect::GetPPSettingsForCamera
UBOOL UUberPostProcessEffect::GetPPSettingsForCamera(const FRotator& ViewRotation,FPostProcessSettings& PPS)
{
if (bUseNearCameraSettings)
{
FLOAT Alpha = (FLOAT)(NearCameraSettings.CameraPitchMax - ViewRotation.Pitch) /
(FLOAT)(NearCameraSettings.CameraPitchMax -NearCameraSettings.CameraPitchMin);
NearCameraSettings.Settings.OverrideSettingsFor(PPS,Alpha);
}
return bUseNearCameraSettings;
}
6 ULocalPlayer.UpdateNearCamPP
void ULocalPlayer::UpdateNearCamPP(UPostProcessChain* PPC, const FRotator& ViewRotation)
{
if (PPC)
{
for (INT EffectIndex = 0; EffectIndex < PPC->Effects.Num(); EffectIndex++)
{
UPostProcessEffect* PPEffect = PPC->Effects(EffectIndex);
FPostProcessSettings NewPPS;
if (PPEffect && PPEffect->GetPPSettingsForCamera(ViewRotation,NewPPS))
{
OverridePostProcessSettings(NewPPS);
break;
}
}
}
}
ULocalPlayer.CalcSceneView 调用
UPostProcessChain *ActivePostProccessChain = GetActivePostProccessChain(ViewLocation);
UpdateNearCamPP(ActivePostProccessChain,ViewRotation);
// Update the player's post process settings.
UpdatePostProcessSettings(ViewLocation);
- 只能修改UpdatePostProcessSettings函数了 添加参数
- 需要在函数中间去取PPsetinggs,中途再去用NearCamPPS去override
ULocalPlayer.UpdatePostProcessSettings 修改为
// CAMERA OVERRIDE
// NOTE: Matinee works through this channel
if(Actor && Actor->PlayerCamera && Actor->PlayerCamera->CamOverridePostProcessAlpha > 0.f)
{
//Blend the currently computed level settings with the camera's settings at the camera's alpha level
Actor->PlayerCamera->CamPostProcessSettings.OverrideSettingsFor(CurrentPPInfo.LastSettings, Actor->PlayerCamera->CamOverridePostProcessAlpha);
}
// END CAMERA OVERRIDE
// Near Camera PPS Blend
OverridePPSettingsForCamera(PPC,ViewRotation,CurrentPPInfo.LastSettings);
7 在FViewInfo.FViewInfo中处理PPSettings的方式
- 必须开启UesWorldSettings开关才能使用,
- 也就是说不能依赖这个开关去应用Settings
- 后面如果需要程序直接控制DOF之类的还需要应用一套Settings
目前的流程是
如果新思路,每个步骤添加镜头参数
方案:
- ACamera.CamPostProcessSettings 还需存一套参数用于镜头的
- AWorldInfo.DefaultPostProcessSettings 也需要添加一套参数用于镜头的
- APostProcessVolume.Settings 还需存一套参数用于镜头的
- 如果没应用PPSettings,如何启用镜头相关?答:必须启用PPSettings
- 修改在FViewInfo.FViewInfo中处理PPSettings的方式
8 在PostProcess基类中添加Camera的属性,
新建一个结构体用于Camera的Settings,不需要那么多
PPSettings没有AO相关的配置参数,
节点上有
但是有绘制用结构体FAmbientOcclusionSettings
在Render时,将UAmbientOcclusionEffect 转成这个AOSettings
问题:怎么将镜头相关的计算结果传递到FAmbientOcclusionSceneProxy.AOSettings ?
答:每帧构造
FSceneRenderer ->创建
.CreateSceneProxy -> 传递一个AOSettings到
FAmbientOcclusionSceneProxy
同理看下DOF传递
UDOFEffect.FocusInnerRadius -> FSceneView.DepthOfFieldParams ->
创建好
FDOFAndBloomPostProcessSceneProxy.CalcDoFParams 计算出DOF参数,传入Shader
->
FDOFShaderParameters.SetPS - >
FDepthOfFieldParams.FocusInnerRadius
- 要将FAmbientOcclusionSettings 声明到uc中
- AO节点用FAmbientOcclusionSettings
- DOF节点用FDOFSettings
- 各自的CreateSceneProxy去计算相机相关,传递Setttings
9 添加\ue3\Development\Src\Engine\Classes\AmbientOcclusionEffect.uc添加结构体
struct native AOSettings
{
var bool bOverride_LinearColor;
var bool bOverride_OcclusionPower;
var bool bOverride_OcclusionScale;
var bool bOverride_OcclusionBias;
var bool bOverride_MinOcclusion;
var bool bOverride_OcclusionRadius;
var bool bOverride_OcclusionQuality;
var bool bOverride_OcclusionFadeoutMinDistance;
var bool bOverride_OcclusionFadeoutMaxDistance;
var bool bOverride_HaloDistanceThreshold;
var bool bOverride_HaloDistanceScale;
var bool bOverride_HaloOcclusion;
var bool bOverride_EdgeDistanceThreshold;
var bool bOverride_EdgeDistanceScale;
var bool bOverride_FilterDistanceScale;
var bool bOverride_HistoryOcclusionConvergenceTime;
var bool bOverride_HistoryWeightConvergenceTime;
var bool bOverride_bAngleBasedSSAO;
//See AmbientOcclusionEffect.uc for descriptions
var() LinearColor OcclusionColor<editcondition=bOverride_OcclusionColor>;
var() float OcclusionPower<editcondition=bOverride_OcclusionPower>;
var() float OcclusionScale<editcondition=OcclusionScale>;
var() float OcclusionBias<editcondition=bOverride_OcclusionBias>;
var() float MinOcclusion<editcondition=bOverride_MinOcclusion>;
var() float OcclusionRadius<editcondition=bOverride_OcclusionRadius>;
var() EAmbientOcclusionQuality OcclusionQuality<editcondition=bOverride_OcclusionQuality>;
var() float OcclusionFadeoutMinDistance<editcondition=bOverride_OcclusionFadeoutMinDistance>;
var() float OcclusionFadeoutMaxDistance<editcondition=bOverride_OcclusionFadeoutMaxDistance>;
var() float HaloDistanceThreshold<editcondition=bOverride_HaloDistanceThreshold>;
var() float HaloDistanceScale<editcondition=bOverride_HaloDistanceScale>;
var() float HaloOcclusion<editcondition=bOverride_HaloOcclusion>;
var() float EdgeDistanceThreshold<editcondition=bOverride_EdgeDistanceThreshold>;
var() float EdgeDistanceScale<editcondition=bOverride_EdgeDistanceScale>;
var() float FilterDistanceScale<editcondition=bOverride_FilterDistanceScale>;
var() float HistoryOcclusionConvergenceTime<editcondition=bOverride_HistoryOcclusionConvergenceTime>;
var() float HistoryWeightConvergenceTime<editcondition=bOverride_HistoryWeightConvergenceTime>;
var() bool bAngleBasedSSAO<editcondition=bOverride_bAngleBasedSSAO>;
structcpptext
{
}
};
struct native NearCameraAOSettings
{
var() AOSettings Settings;
var() INT CameraPitchMin;
var() INT CameraPitchMax;
structcpptext
{
FNearCameraAOSettings():
CameraPitchMin(64626),
CameraPitchMax(58800)
{
appMemzero(&Settings, sizeof(FPostProcessSettings));
}
}
};
...
var(Camera) bool bUseCamAOSettings;
var(Camera) NearCameraAOSettings CamAOSettings<editcondition=bUseCamAOSettings>;
10 DOF也需要添加
struct native DOFSetings
{
/** Determines if DOF_FalloffExponent variable will be overridden. */
var
bool
bOverride_DOF_FalloffExponent;
/** Determines if DOF_BlurKernelSize variable will be overridden. */
var
bool
bOverride_DOF_BlurKernelSize;
/** Determines if DOF_BlurBloomKernelSize variable will be overridden. */
var
bool
bOverride_DOF_BlurBloomKernelSize;
/** Determines if DOF_MaxNearBlurAmount variable will be overridden. */
var
bool
bOverride_DOF_MaxNearBlurAmount;
/** Determines if DOF_MinBlurAmount variable will be overridden. */
var
bool
bOverride_DOF_MinBlurAmount;
/** Determines if DOF_MaxFarBlurAmount variable will be overridden. */
var
bool
bOverride_DOF_MaxFarBlurAmount;
/** Determines if DOF_FocusType variable will be overridden. */
var
bool
bOverride_DOF_FocusType;
/** Determines if DOF_FocusInnerRadius variable will be overridden. */
var
bool
bOverride_DOF_FocusInnerRadius;
/** Determines if DOF_FocusDistance variable will be overridden. */
var
bool
bOverride_DOF_FocusDistance;
/** Determines if DOF_FocusPosition variable will be overridden. */
var
bool
bOverride_DOF_FocusPosition;
/** Determines if DOF_InterpolationDuration variable will be overridden. */
var
bool
bOverride_DOF_InterpolationDuration;
/** Determines if DOF_BokehTexture variable will be overridden. */
var
bool
bOverride_DOF_BokehTexture;
/** Exponent to apply to blur amount after it has been normalized to [0,1].
*/
var(DepthOfField)
interp float
DOF_FalloffExponent<editcondition=bOverride_DOF_FalloffExponent>;
/** affects the radius of the DepthOfField bohek / how blurry the scene gets
*/
var(DepthOfField)
interp float
DOF_BlurKernelSize<editcondition=bOverride_DOF_BlurKernelSize>;
/** [0,1] value for clamping how much blur to apply to items in front of the focus plane.
*/
var(DepthOfField, BlurAmount)
interp float
DOF_MaxNearBlurAmount<editcondition=bOverride_DOF_MaxNearBlurAmount | DisplayName=MaxNear>;
/** [0,1] value for clamping how much blur to apply.
*/
var(DepthOfField, BlurAmount)
interp float
DOF_MinBlurAmount<editcondition=bOverride_DOF_MinBlurAmount | DisplayName=Min>;
/** [0,1] value for clamping how much blur to apply to items behind the focus plane.
*/
var(DepthOfField, BlurAmount)
interp float
DOF_MaxFarBlurAmount<editcondition=bOverride_DOF_MaxFarBlurAmount | DisplayName=MaxFar>;
/** Controls how the focus point is determined.
*/
var(DepthOfField)
EFocusType
DOF_FocusType<editcondition=bOverride_DOF_FocusType>;
/** Inner focus radius.
*/
var(DepthOfField)
interp float
DOF_FocusInnerRadius<editcondition=bOverride_DOF_FocusInnerRadius>;
/** Used when FOCUS_Distance is enabled.
*/
var(DepthOfField)
interp float
DOF_FocusDistance<editcondition=bOverride_DOF_FocusDistance>;
/** Used when FOCUS_Position is enabled.
*/
var(DepthOfField)
vector
DOF_FocusPosition<editcondition=bOverride_DOF_FocusPosition>;
/** Duration over which to interpolate values to.
*/
var(DepthOfField)
float
DOF_InterpolationDuration<editcondition=bOverride_DOF_InterpolationDuration>;
/** Name of the Bokeh texture e.g. EngineMaterial.BokehTexture, empty if not used
*/
var(DepthOfField)
Texture2D
DOF_BokehTexture<editcondition=bOverride_DOF_BokehTexture>;
};
struct native NearCameraDOFSettings
{
var() DOFSetings Settings;
var() INT CameraPitchMin;
var() INT CameraPitchMax;
structcpptext
{
FNearCameraDOFSettings():
CameraPitchMin(64626),
CameraPitchMax(58800)
{
}
}
};
var(Camera) bool bUseCamDOFSettings;
var(Camera) NearCameraDOFSettings CamDOFSettings<editcondition=bUseCamDOFSettings>;
11 添加Settings的Override函数
struct native NearCameraAOSettings
{
...
void OverrideSettings(const FCameraInfo& CI,FAOSettings& Settings);
structcpptext
{
/**
* Blends the settings on this structure marked as override setting onto the given settings
*
* @param ToOverride The settings that get overridden by the overridable settings on this structure.
* @param Alpha The opacity of these settings. If Alpha is 1, ToOverride will equal this setting structure.
*/
void OverrideSettingsFor( FAOSettings& ToOverride, FLOAT Alpha=1.f ) const;
}
12 修改UPostProcessEffect.CreateSceneProxy 参数传入相机Info
FAmbientOcclusionSettings 添加相机Info
13 FDOFAndBloomPostProcessSceneProxy.FDOFAndBloomPostProcessSceneProxy
需要新建一个DOF相关的Settings用于
\ue3\Development\Src\Engine\Classes\DOFEffect.uc
struct native DepthOfFieldSettings
{
var float FalloffExponent;
var float BlurKernelSize;
var float MaxNearBlurAmount;
var float MinBlurAmount;
var float MaxFarBlurAmount;
var EFocusType FocusType;
var float FocusInnerRadius;
var float FocusDistance;
var vector FocusPosition;
var float InterpolationDuration;
};
将FDOFAndBloomPostProcessSceneProxy 类的一些DOF属性归类
FDepthOfFieldSettings DOFProperty;
// FLOAT FalloffExponent;
// FLOAT BlurKernelSize;
FLOAT BlurBloomKernelSize;
// FLOAT MaxNearBlurAmount;
// FLOAT MinBlurAmount;
// FLOAT MaxFarBlurAmount;
// BYTE FocusType;
// FLOAT FocusInnerRadius;
// FLOAT FocusDistance;
// FVector FocusPosition;
FDOFAndBloomPostProcessSceneProxy.FDOFAndBloomPostProcessSceneProxy 构造
// SET_POSTPROCESS_PROPERTY1(DOF, FalloffExponent);
SET_POSTPROCESS_PROPERTY1(DOF, BlurKernelSize);
// SET_POSTPROCESS_PROPERTY1(DOF, BlurBloomKernelSize);
// SET_POSTPROCESS_PROPERTY1(DOF, MaxNearBlurAmount);
// SET_POSTPROCESS_PROPERTY1(DOF, MinBlurAmount);
// SET_POSTPROCESS_PROPERTY1(DOF, MaxFarBlurAmount);
// SET_POSTPROCESS_PROPERTY1(DOF, FocusType);
// SET_POSTPROCESS_PROPERTY1(DOF, FocusInnerRadius);
// SET_POSTPROCESS_PROPERTY1(DOF, FocusDistance);
// SET_POSTPROCESS_PROPERTY1(DOF, FocusPosition);
SET_POSTPROCESS_PROPERTY1(DOF, BokehTexture);
SET_POSTPROCESS_DOFPROPERTY(DOF, FalloffExponent);
SET_POSTPROCESS_DOFPROPERTY(DOF, BlurKernelSize);
SET_POSTPROCESS_DOFPROPERTY(DOF, BlurBloomKernelSize);
SET_POSTPROCESS_DOFPROPERTY(DOF, MaxNearBlurAmount);
SET_POSTPROCESS_DOFPROPERTY(DOF, MinBlurAmount);
SET_POSTPROCESS_DOFPROPERTY(DOF, MaxFarBlurAmount);
SET_POSTPROCESS_DOFPROPERTY(DOF, FocusType);
SET_POSTPROCESS_DOFPROPERTY(DOF, FocusInnerRadius);
SET_POSTPROCESS_DOFPROPERTY(DOF, FocusDistance);
SET_POSTPROCESS_DOFPROPERTY(DOF, FocusPosition);
...
// clamp DOF radius in reasonable bound
DOFProperty.BlurKernelSize = Clamp(DOFProperty.BlurKernelSize, 0.0f, 128.0f);
#define SET_POSTPROCESS_DOFPROPERTY(Group, Name) DOFProperty.Name = GET_POSTPROCESS_PROPERTY_X(Group, Name, Name);
FDOFSetings.OverrideSettingsFor
#define LERP_DOFSETTINGS(Name) \
if( bOverride_##Name ) \
{ \
ToOverride.##Name = Lerp(ToOverride.##Name, ##Name, Alpha); \
}
void FDOFSetings::OverrideSettingsFor( FDepthOfFieldSettings& ToOverride, FLOAT Alpha=1.f) const
{
// TOGGLE OVERRIDES
if (Alpha <= 0.0f)
{
return;
}
LERP_DOFSETTINGS(FalloffExponent);
LERP_DOFSETTINGS(BlurKernelSize);
LERP_DOFSETTINGS(MaxNearBlurAmount);
LERP_DOFSETTINGS(MinBlurAmount);
LERP_DOFSETTINGS(MaxFarBlurAmount);
LERP_DOFSETTINGS(FocusType);
LERP_DOFSETTINGS(FocusInnerRadius);
LERP_DOFSETTINGS(FocusDistance);
LERP_DOFSETTINGS(FocusPosition);
LERP_DOFSETTINGS(InterpolationDuration);
}
FNearCameraDOFSettings.OverrideSettings
void FNearCameraDOFSettings::OverrideSettings(const FCameraInfo& CI,FDepthOfFieldSettings& ToOverride) const
{
FLOAT DistanceAlpha = 1.f;
FLOAT PitchAlpha = 1.f;
UBOOL bOveriride = FALSE;
if (CameraInfoMin.bEdit_CameraDistance && CameraInfoMax.bEdit_CameraDistance)
{
DistanceAlpha = (CameraInfoMax.CameraDistance - CI.CameraDistance) /
(CameraInfoMax.CameraDistance - CameraInfoMin.CameraDistance);
bOveriride = TRUE;
}
if (CameraInfoMin.bEdit_CameraPitch && CameraInfoMax.bEdit_CameraPitch)
{
PitchAlpha = (CameraInfoMax.CameraPitch - CI.CameraPitch) /
(CameraInfoMax.CameraPitch - CameraInfoMin.CameraPitch);
bOveriride = TRUE;
}
if (bOveriride)
{
FLOAT Alpha = Min(DistanceAlpha,PitchAlpha);
Settings.OverrideSettingsFor(ToOverride,Alpha);
}
}
FDOFAndBloomPostProcessSceneProxy.ComputeDOFParams
Params.FalloffExponent = DOFProperty.FalloffExponent;
Params.MaxNearBlurAmount = DOFProperty.MaxNearBlurAmount;
Params.MinBlurAmount = DOFProperty.MinBlurAmount;
Params.MaxFarBlurAmount = DOFProperty.MaxFarBlurAmount;
FDOFAndBloomPostProcessSceneProxy.CalcDoFParams
switch( DOFProperty.FocusType )
{
case FOCUS_Position:
{
// world space focus point specified projected onto the view direction
FocusPoint = (((DOFProperty.FocusPosition - View.ViewOrigin) | ViewDir) * ViewDir) + View.ViewOrigin;
}
break;
case FOCUS_Distance:
default:
{
// focus point based on view distance
FocusPoint = (DOFProperty.FocusDistance * ViewDir) + View.ViewOrigin;
}
break;
};
// transform to projected/clip space in order to get w depth values
OutFocusDistance = Max<FLOAT>(0.f, View.WorldToScreen(FocusPoint).W);
// Add radius to get the far focus point
FVector FocusPointFar = (ViewDir * DOFProperty.FocusInnerRadius) + FocusPoint;
FLOAT FocusDistanceFar = Max<FLOAT>(OutFocusDistance, View.WorldToScreen(FocusPointFar).W);
OutFocusRadius = Max<FLOAT>((FLOAT)KINDA_SMALL_NUMBER, Abs<FLOAT>(FocusDistanceFar - OutFocusDistance));
FDOFAndBloomPostProcessSceneProxy.Render
GaussianBlurFilterBuffer(View, View.SizeX, DownsampledSizeX + AntiLeakBorder, DownsampledSizeY + AntiLeakBorder, DOFProperty.BlurKernelSize, 1.0f, SRTI_FilterColor0, SampleMaskMin, SampleMaskMax);
...
BlendPixelShader->PostProcessParameters.SetPS(*BlendPixelShader, DOFProperty.BlurKernelSize, DOFOcclusionTweak);
修改FUberPostProcessSceneProxy 参数
14 FDOFAndBloomPostProcessSceneProxy.FDOFAndBloomPostProcessSceneProxy中最后去更新一下DOF镜头覆盖参数
if (InEffect->bUseCamDOFSettings)
InEffect->CamDOFSettings.OverrideSettings(CI,DOFProperty);
15 FViewInfo.FViewInfo. 传递CameraInfo
FCameraInfo CI;
CI.bEdit_CameraPitch = TRUE;
CI.CameraPitch = GCameraRotation.Pitch;
FPostProcessSceneProxy* PostProcessSceneProxy = Effect->CreateSceneProxy(
PostProcessSettings && Effect->bUseWorldSettings ? PostProcessSettings : NULL,CI
);
16 添加角度处理函数
inline
INT
ShortestRoute(
INT
Angle)
{
Angle = Angle & 65535;
if(Angle >= 32768)
Angle -= 65536;
return
Angle;
}
17 FNearCameraAOSettings.OverrideSettings 改为
INT Max = ShortestRoute(CameraInfoMax.CameraPitch);
INT Min = ShortestRoute(CameraInfoMin.CameraPitch);
INT Cur = ShortestRoute(CI.CameraPitch);
PitchAlpha = (FLOAT)(Max -Cur) / (FLOAT)(Max - Min);
【小结】
- 上面只是节点上的相机参数融合
- 还有PPSettings还没有处理
运行
方案: 处理PPSettings
- 添加一个PostProcessSettings作为相机参数
- AWorldInfo.GetPostProcessSettings 中处理Override
18 \ue3\Development\Src\Engine\Classes\WorldInfo.uc
var(Camera) bool bUseCamDOFSettings;
var(Camera) NearCameraDOFSettings CamDOFSettings<editcondition=bUseCamDOFSettings>;
var(Camera) bool bUseCamAOSettings;
var(Camera) NearCameraAOSettings CamAOSettings<editcondition=bUseCamAOSettings>;
19 \Development\Src\Engine\Classes\DOFEffect.uc 添加Override支持PPSettings
20 AWorldInfo.GetPostProcessSettings
if (CurrentWorldInfo->bUseCamDOFSettings)
{
FCameraInfo CI(TRUE,FALSE,ViewRotation.Pitch,0.f);;
CurrentWorldInfo->CamDOFSettings.OverrideSettings(CI,OutPostProcessSettings);
}
if (CurrentWorldInfo->bUseCamAOSettings)
{
FCameraInfo CI(TRUE,FALSE,ViewRotation.Pitch,0.f);;
CurrentWorldInfo->CamAOSettings.OverrideSettings(CI,OutPostProcessSettings);
}
这个修改TODO
18
【运行】
3