Commit Graph

151 Commits

Author SHA1 Message Date
Rolando Caloca
95b2194629 UE4 - Fix Mac compile error
[CL 2096041 by Rolando Caloca in Main branch]
2014-06-05 16:41:15 -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
Daniel Wright
1d95ac729f Fixed Movable skylights on translucency
[CL 2095008 by Daniel Wright in Main branch]
2014-06-04 17:51:53 -04:00
Daniel Wright
f1920a775d Generated a new sample set for Distance Field AO by relaxing the original set through repulsion, improves quality indoors quite a bit
[CL 2094894 by Daniel Wright in Main branch]
2014-06-04 17:01:43 -04:00
Thomas Sarkanen
d7ec175689 Brush wireframe is now rendered stippled when behind objects when being moved.
Added new editor relevance flag to separate editor primitives that want to render in the stippled 'behind' mode.
Added pre/post edit & move callbacks to communicate whether we are currently interactively editing a brushes transform or parameters.

TTP# 329784 - EDITOR: BSP: Unable to see the geometry Wireframe when scaling down BSP.

reviewed by 	Andrew.Brown,Simon.Tovey,Nick.Penwarden

[CL 2094410 by Thomas Sarkanen in Main branch]
2014-06-04 10:36:18 -04:00
Robert Manuszewski
48d28fba01 Fixing shared pch warnings. Making sure Engine.h is not included in any Engine public header nor in any public header of modules used by the engine.
[CL 2094299 by Robert Manuszewski in Main branch]
2014-06-04 08:05:42 -04:00
Robert Manuszewski
f3effc54c2 Temporarily back out changelist 2094170 (due to CIS failures)
[CL 2094242 by Robert Manuszewski in Main branch]
2014-06-04 05:55:27 -04:00
Robert Manuszewski
96e59643ec Fixing shared pch warnings. Making sure Engine.h is not included in any Engine public header nor in any public header of modules used by the engine.
[CL 2094170 by Robert Manuszewski in Main branch]
2014-06-04 04:04:51 -04:00
Nick Whiting
799371e35f #oculus Merging latest from Oculus branch to main
[CL 2093754 by Nick Whiting in Main branch]
2014-06-03 18:07:27 -04:00
Daniel Wright
05211b17f7 Clang workaround
[CL 2093736 by Daniel Wright in Main branch]
2014-06-03 17:57:15 -04:00
Daniel Wright
9b63cb5714 Added missing file
[CL 2093600 by Daniel Wright in Main branch]
2014-06-03 17:14:36 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Lee Clark
c4172c653a Tidied up code with some Clamps.
[CL 2092923 by Lee Clark in Main branch]
2014-06-03 05:15:19 -04:00
Nick Penwarden
7c3bba73a1 Fixes for a few iOS rendering bugs.
1) View.ExposureScale is now a float4 instead of a scalar. This appears to workaround an iOS driver bug. This workaround can be moved in to the cross compiler after 4.2.
2) Clamp the number of supported vertex uniform vectors to be at least 256. The engine assumes it has at least 256 to work with for skinned meshes. This prevents a memory overwrite bug. The iOS driver works with more uniforms than it claims to support.
3) Fixed an off-by-one bug in dirty range tracking for global uniform buffers.

[CL 2091350 by Nick Penwarden in Main branch]
2014-06-01 19:09:33 -04:00
Martin Mittring
daba4be625 * finished outstanding shadow bias refactoring, now it's using a single value
will not pickup old bias as it works differently but if old bias was not altered it's no difference.

[CL 2089814 by Martin Mittring in Main branch]
2014-05-30 12:38:22 -04:00
Lee Clark
444feb4ec4 Whole Scene Directional Shadow GPU optimization - Uses depth bounds tests (if available) rather than the stencil
Saves approx 0.1ms of GPU on GTX780

[CL 2089560 by Lee Clark in Main branch]
2014-05-30 07:58:05 -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
Brian Karis
c786202246 Renamed Material Lighting Model to Material Shading Model.
[CL 2089198 by Brian Karis in Main branch]
2014-05-30 07:55:38 -04:00
Martin Mittring
3060a710a5 * set default of LensFlareIntensity to be 0 (off) for better performance and a clean look out of the box , can be set to 1.0 if you want the old look
* reduced default quality of screen space reflections (for better performance), can be changed in postprocess settings to be like before.

[CL 2088928 by Martin Mittring in Main branch]
2014-05-29 17:53:21 -04:00
Martin Mittring
532be622bd * fixed SSAO (wasn't applied any more)
[CL 2088879 by Martin Mittring in Main branch]
2014-05-29 17:52:51 -04:00
Sangwoo Lee
4b1077aba8 Distortion rendering : added r.RefractionQuality to control for low-perf device, especially Mobile Devices (Disabled by default for iOS, Android, HTML5)
#code_review nick.penwarden

[CL 2088019 by Sangwoo Lee in Main branch]
2014-05-29 17:35:46 -04:00
James Golding
9d302e8460 Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -04:00
Marc Audy
793ed4c7ed Fix shadowed variables
[CL 2083425 by Marc Audy in Main branch]
2014-05-29 16:52:50 -04:00
Sangwoo Lee
a0b9ba275f Mobile Rendering : Enabled Distortion rendering for ES2
#code_review Nick.Penwarden

[CL 2083027 by Sangwoo Lee in Main branch]
2014-05-29 16:47:19 -04:00
Ankit Khare
c1036b94b5 #UE #HTML5
HTML5 Build fix for a merge issue from CL. 2082256

[CL 2082352 by Ankit Khare in Main branch]
2014-05-22 16:45:09 -04:00