Commit Graph

12 Commits

Author SHA1 Message Date
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Martin Mittring
fb3b0663a4 fixed UE-4597
[CL 2339919 by Martin Mittring in Main branch]
2014-10-24 11:35:45 -04:00
Allan Bentham
e44536f6fd ES2 preview - ES2 post process path deals with sub rectangles of render targets.
#codereview nick.penwarden,graeme.thornton

[CL 2300919 by Allan Bentham in Main branch]
2014-09-17 09:30:48 -04:00
Martin Mittring
04475707d1 removed UI Blur (Feature was only used by Fortnite, not fully wokring and complicated the engine internals)
[CL 2292510 by Martin Mittring in Main branch]
2014-09-10 12:31:36 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Daniel Wright
ea1d38c1c3 FPrimitiveSceneProxy::PreRenderView / DrawDynamicElements refactored into GetDynamicMeshElements
* Both paths still exist in code during this transition.  The GetDynamicMeshElements path is currently disabled, enable with 'r.UseGetDynamicMeshElements 1'.
* DrawDynamicElements was called once per pass, all sorts of pass-specific cruft had leaked in along with short-term modifications of shared structures (vertex factories and material proxies).  DrawDynamicElements was not const, so a bunch of 'update' type work had leaked in.  Various PreRenderView implementations relied on the view being in the view family.
* GetDynamicMeshElements is called once in InitViews, and the resulting meshes are used in various passes.  GetDynamicMeshElements is const and must not modify the proxy, update work should be pushed to the proxy from the game thread.  GetDynamicMeshElements can be called on views that are not in the view family, which allows a proper view for shadow depth passes.
* View mode override functionality moved out of the individual proxies into a centralized place, ApplyViewModeOverrides
* GPU particles not working yet, FRecastRenderingSceneProxy not implemented

[CL 2253795 by Daniel Wright in Main branch]
2014-08-12 18:24:52 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Martin Mittring
b58498e8ae * release GBuffers early during the frame to allow reuse, PostProcessMaterial can hold on to it longer
granularity is all GBuffers, could be per texture but might not be worth the tracking
* disabled RenderTargetPoolEvents tracking for editor rendering to get a more readable output

[CL 2076060 by Martin Mittring in Main branch]
2014-05-16 17:29:16 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00