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UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/Private/Lighting/LightmapData.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "ImportExport.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "LightmassScene.h"
namespace Lightmass
{
/**
* The raw data which is used to construct a 2D light-map.
*/
class FLightMapData2D : public FLightMapData2DData
{
public:
/** The lights which this light-map stores. */
TArray<const FLight*> Lights;
FLightMapData2D(uint32 InSizeX,uint32 InSizeY)
: FLightMapData2DData(InSizeX, InSizeY)
, CompressedData(NULL)
{
Data.Empty(SizeX * SizeY);
Data.AddZeroed(SizeX * SizeY);
}
~FLightMapData2D()
{
delete CompressedData;
}
// Accessors.
const FLightSample& operator()(uint32 X,uint32 Y) const { return Data[SizeX * Y + X]; }
FLightSample& operator()(uint32 X,uint32 Y) { return Data[SizeX * Y + X]; }
uint32 GetSizeX() const { return SizeX; }
uint32 GetSizeY() const { return SizeY; }
void AddLight(const FLight* NewLight)
{
Lights.AddUnique(NewLight);
}
/**
* Quantize the full-res FLightSamples into FQuantizedLightSampleDatas
*/
void Quantize(int32 DebugSampleIndex);
const FLightSample* GetData() { return Data.GetData(); }
const FQuantizedLightSampleData* GetQuantizedData() { return QuantizedData.GetData(); }
/**
* Compresses the raw lightmap data to a buffer for writing over Swarm
*/
void Compress(int32 DebugSampleIndex);
/**
* @return the compressed data, or NULL if not compressed
*/
uint8* GetCompressedData()
{
return CompressedData;
}
private:
TArray<FLightSample> Data;
TArray<FQuantizedLightSampleData> QuantizedData;
/** zlib compressed lightmap data */
uint8* CompressedData;
};
/**
* A sample of the visibility factor between a light and a single point.
*/
class FShadowSample : public FShadowSampleData
{
public:
FShadowSample operator-(const FShadowSample& SampleB) const
{
FShadowSample Result;
Result.bIsMapped = bIsMapped;
Result.Visibility = Visibility - SampleB.Visibility;
return Result;
}
FShadowSample operator*(const float& Scalar) const
{
FShadowSample Result;
Result.bIsMapped = bIsMapped;
Result.Visibility = Visibility * Scalar;
return Result;
}
};
/**
* The raw data which is used to construct a 2D light-map.
*/
class FShadowMapData2D : public FShadowMapData2DData
{
public:
FShadowMapData2D(uint32 InSizeX,uint32 InSizeY)
: FShadowMapData2DData(InSizeX, InSizeY)
, CompressedData(NULL)
{
Data.Empty(InSizeX * InSizeY);
Data.AddZeroed(InSizeX * InSizeY);
}
virtual ~FShadowMapData2D(){ }
// Accessors.
const FShadowSample& operator()(uint32 X,uint32 Y) const { return Data[SizeX * Y + X]; }
FShadowSample& operator()(uint32 X,uint32 Y) { return Data[SizeX * Y + X]; }
uint32 GetSizeX() const { return SizeX; }
uint32 GetSizeY() const { return SizeY; }
void Quantize(int32 DebugSampleIndex);
const FShadowSample* GetData() { return Data.GetData(); }
const FQuantizedShadowSampleData* GetQuantizedData() { return QuantizedData.GetData(); }
void Compress(int32 DebugSampleIndex);
uint8* GetCompressedData()
{
return CompressedData;
}
private:
TArray<FShadowSample> Data;
TArray<FQuantizedShadowSampleData> QuantizedData;
uint8* CompressedData;
};
class FSignedDistanceFieldShadowSample : public FSignedDistanceFieldShadowSampleData
{
public:
FSignedDistanceFieldShadowSample operator-(const FSignedDistanceFieldShadowSample& SampleB) const
{
FSignedDistanceFieldShadowSample Result;
Result.bIsMapped = bIsMapped;
Result.Distance = Distance - SampleB.Distance;
Result.PenumbraSize = PenumbraSize - SampleB.PenumbraSize;
return Result;
}
FSignedDistanceFieldShadowSample operator*(const float& Scalar) const
{
FSignedDistanceFieldShadowSample Result;
Result.bIsMapped = bIsMapped;
Result.Distance = Distance * Scalar;
Result.PenumbraSize = PenumbraSize * Scalar;
return Result;
}
};
/**
* The raw data which is used to construct a 2D signed distance field shadow map.
*/
class FSignedDistanceFieldShadowMapData2D : public FSignedDistanceFieldShadowMapData2DData
{
public:
FSignedDistanceFieldShadowMapData2D(uint32 InSizeX,uint32 InSizeY)
: FSignedDistanceFieldShadowMapData2DData(InSizeX, InSizeY)
, CompressedData(NULL)
{
Data.Empty(InSizeX * InSizeY);
Data.AddZeroed(InSizeX * InSizeY);
}
virtual ~FSignedDistanceFieldShadowMapData2D(){ }
// Accessors.
const FSignedDistanceFieldShadowSample& operator()(uint32 X,uint32 Y) const { return Data[SizeX * Y + X]; }
FSignedDistanceFieldShadowSample& operator()(uint32 X,uint32 Y) { return Data[SizeX * Y + X]; }
uint32 GetSizeX() const { return SizeX; }
uint32 GetSizeY() const { return SizeY; }
void Quantize(int32 DebugSampleIndex);
const FSignedDistanceFieldShadowSample* GetData() { return Data.GetData(); }
const FQuantizedSignedDistanceFieldShadowSampleData* GetQuantizedData() { return QuantizedData.GetData(); }
void Compress(int32 DebugSampleIndex);
uint8* GetCompressedData()
{
return CompressedData;
}
private:
TArray<FSignedDistanceFieldShadowSample> Data;
TArray<FQuantizedSignedDistanceFieldShadowSampleData> QuantizedData;
uint8* CompressedData;
};
} //namespace Lightmass