Commit Graph

14 Commits

Author SHA1 Message Date
Daniel Wright
e0a92fca80 Area shadowing for precomputed shadows from stationary lights
* New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
* Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now

[CL 2590302 by Daniel Wright in Main branch]
2015-06-17 12:22:02 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Daniel Wright
fc5f3c10f6 New Rendering project setting 'bUseNormalMapsForStaticLighting'
* Disabled by default as it causes artifacts with detailed normal maps (when normal map features approach lightmap or material export resolution, some details get filtered out while others survive)

[CL 2291592 by Daniel Wright in Main branch]
2014-09-09 18:25:56 -04:00
Lina Halper
e513ea2300 Named FMatrix/FTransform unsafe Inverse to InverseFast, and InverseSafe,InverseSlow to Inverse as people often use Inverse as default function.
- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.

[CL 2255081 by Lina Halper in Main branch]
2014-08-13 15:29:41 -04:00
Daniel Wright
89bd266f25 Clamped static shadow depth map resolution on spotlights to be reasonable
* Allows building lighting in Infiltrator again which was generating a 23k x 23k shadowmap from a huge spotlight

[CL 2126742 by Daniel Wright in Main branch]
2014-07-02 21:15:35 -04:00
Brian Karis
05ad72683a Added tube light support to lightmass.
Includes pull request 142.

[CL 2123775 by Brian Karis in Main branch]
2014-07-01 15:46:05 -04:00
Daniel Wright
d0df86000a Static shadowing for translucency
* Each Stationary light gets a static shadow depth map generated by Lightmass, which is then used to shadow during translucent lighting volume injection

[CL 2118133 by Daniel Wright in Main branch]
2014-06-26 12:42:04 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Daniel Wright
3599e49972 Static and Stationary sky lights now have one bounce of diffuse GI computed by Lightmass. This is done by caching a low quality version of the sky lighting on surfaces for the final gather samples to pick up, just like is done for normal direct lighting, although a lot more shadow rays are needed for sky lighting.
[CL 2097324 by Daniel Wright in Main branch]
2014-06-06 14:19:46 -04:00
Mikolaj Sieluzycki
61f04f9580 Fix for build break caused by CL#2070165.
[CL 2070228 by Mikolaj Sieluzycki in Main branch]
2014-05-12 08:42:01 -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
Daniel Wright
cb2c73deb6 Baked skylighting
* Static sky lights are now allowed, baked into lightmap
* Stationary sky lights are baked into low quality lightmap
* Baked sky lighting can only support emissive input to avoid a feedback loop
* Adaptive refinement quadtree nodes are now pooled as Lightmass builds were 7x slower with the FBinnedAllocator otherwise
* Specializations of SHBasisFunction which saves 10% of lightmass build times with sky lighting
* Dark texels have their directionality's contribution to the lightmap min and max dampened

[CL 2055868 by Daniel Wright in Main branch]
2014-04-24 17:29:42 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00