Commit Graph

20 Commits

Author SHA1 Message Date
Daniel Wright
8b415b261d Volume lighting samples show up even if ILC show flag is disabled
[CL 2424095 by Daniel Wright in Main branch]
2015-01-29 13:38:30 -05:00
Allan Bentham
c3e97e2c9c Fix for UE-6545 'Changing Preview Rendering Level in StrategyGame turns Wall_EmptySlot material black'
- Ensure all levels are added to the scene after a feature level switch.
 - Fix situation that caused 100% shadow when no importance volumes exist.
 - Ensures the light volume octree is correct for feature level when adding to the scene.
#codereview nick.penwarden

[CL 2407340 by Allan Bentham in Main branch]
2015-01-15 11:25:01 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jaroslaw Palczynski
65ba5d456f TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions.

[CL 2312616 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:23:44 -04:00
Dmitry Rekman
1f1cebd593 Avoiding checking this for null.
This is reported as warning by clang 3.5.0. Arguably not a compiler's call, but it's indeed better to check that condition before calling the function and not inside it.

#codereview Daniel.Wright

[CL 2288246 by Dmitry Rekman in Main branch]
2014-09-07 02:23:49 -04:00
Dmitry Rekman
a1eac3ead7 Fix caller of a function to get rid of if (this) check.
Checking this for being null is reported as warning by clang 3.5.0. Arguably not compiler's call, but it's indeed better to check that condition before calling the function (what if it is turned virtual at some point?).

#codereview Daniel.Wright, Brian.Karis

[CL 2288192 by Dmitry Rekman in Main branch]
2014-09-07 01:13:31 -04:00
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Daniel Wright
82b3df56fb Fixed compilation errors
[CL 2258690 by Daniel Wright in Main branch]
2014-08-15 19:44:37 -04:00
Daniel Wright
20e9995ae9 PrimitiveComponents have a new advanced lighting property - IndirectLightingCacheQuality
* Settings are Off, Point and Volume
* The default quality is Point, which is a downgrade in quality from the previous effective default of Volume, but has much less overhead (ILC update time reduced by 4x).  Components now have to opt-in to higher quality.  This also fixes the issue where ILC allocations would fail after 1728 movable components.
* Fixed Point sample location to be the snapped center of the bounds, previously it was the Min which was often below the ground
* Opaque materials can now apply the Point cached lighting from shader constants

[CL 2258313 by Daniel Wright in Main branch]
2014-08-15 16:15:56 -04:00
Graeme Thornton
9e0c448386 Mobile Preview Continued Work:
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.

#codereview Nick.Penwarden

[CL 2229679 by Graeme Thornton in Main branch]
2014-07-24 05:23:50 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Jeff Campeau
618dc51d50 Fix for TTP#337266 & 337267 Particles render black when bounds are zero due to NaNs being generated for the indirect lighting coeficients
[CL 2097313 by Jeff Campeau in Main branch]
2014-06-06 14:09:49 -04:00
Graeme Thornton
d85e5b81b9 Mobile editor changes:
- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit...
- Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview
- Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour)
- Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things.

[CL 2089519 by Graeme Thornton in Main branch]
2014-05-30 07:57:21 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Mark Satterthwaite
e89967c484 Improve support for Mac <= GL 3.3 drivers that don't support Volume Texture Rendering properly.
On Mac SM4, cache shaders for indirect point lighting, so that they can be used for rendering on GPUs without VTR.
This removes the workaround for indirect lighting that had been required for ES2 as the runtime test is now in CanIndirectLightingCacheUseVolumeTexture where it should always have been.
Make all Macs on <= SM4 use a 2D tonemapping color LUT so that they can share the same shaders.
This makes all Macs share the same binary shader cache which should fix the binary UE4 builds in the simplest way.
#codereview michael.trepka, Peter.Sauerbrei

[CL 2064553 by Mark Satterthwaite in Main branch]
2014-05-06 11:37:57 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Lina Halper
bc714e58da Fix for NaN issue due to Z being 0.
#code review: Nick.Penwarden

[CL 2056386 by Lina Halper in Main branch]
2014-04-25 09:34:22 -04:00
Peter Sauerbrei
f91660ecca #ue4
#ios
* fix for unlit character in SideScroller

#codereview nick.penwarden, mark.satterthwaite

[CL 2048826 by Peter Sauerbrei in Main branch]
2014-04-23 19:22:22 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00