Files
UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/Private/Lighting/LightingSystem.cpp
Marcus Wassmer 1eabdaf700 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3186067 on 2016/11/03 by Daniel.Wright

	Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved

Change 3186069 on 2016/11/03 by Daniel.Wright

	Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high

Change 3186084 on 2016/11/03 by Mark.Satterthwaite

	Duplicate 3172511:
	Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
	#jira UE-37481

Change 3186089 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3169764:
	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3186113 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183807:
	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3186116 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183823:
	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3186818 on 2016/11/04 by Chris.Bunner

	PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).

Change 3186979 on 2016/11/04 by Rolando.Caloca

	DR - Misc minor cleanup

Change 3187169 on 2016/11/04 by Uriel.Doyon

	Incremental insertion of level data between PostLoad and AddToWorld

Change 3187205 on 2016/11/04 by Mark.Satterthwaite

	Compile fixes for iOS.

Change 3187389 on 2016/11/04 by Uriel.Doyon

	Fix for possible stall when loading hidden level

Change 3187598 on 2016/11/04 by Michael.Trepka

	MetalViewport compile fix

Change 3187678 on 2016/11/04 by Uriel.Doyon

	Fix for landscape grass textures not being streamed in correctly.

Change 3187731 on 2016/11/04 by Rolando.Caloca

	DR - Start making type safe some cross compiler enums

Change 3187824 on 2016/11/04 by Rolando.Caloca

	DR - clang compile fix

Change 3187953 on 2016/11/04 by Rolando.Caloca

	DR - vk - Mac compile fix

Change 3188696 on 2016/11/07 by Mark.Satterthwaite

	Another iOS compile fix for new MetalViewport validation code.

Change 3188906 on 2016/11/07 by Rolando.Caloca

	DR - Show permutation of LUTBlender

Change 3189094 on 2016/11/07 by Chris.Bunner

	Fix RemoveAAJitter from projection matrix.
	#jira UE-37701, UE-38003

Change 3189134 on 2016/11/07 by Daniel.Wright

	Fix for CreateRenderTarget2D called in construction script during cooking

Change 3189145 on 2016/11/07 by Chris.Bunner

	Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.

Change 3189239 on 2016/11/07 by Daniel.Wright

	Added show flag for Contact Shadows, disabled in planar reflections

Change 3189252 on 2016/11/07 by Daniel.Wright

	Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading

Change 3189406 on 2016/11/07 by Mark.Satterthwaite

	Really fix the last of the iOS compile errors from changes to the MetalViewport code.

Change 3190854 on 2016/11/08 by Ben.Woodhouse

	XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
	#jira UE-34264
	#fyi james.golding
	#fyi keith.judge

Change 3190962 on 2016/11/08 by Olaf.Piesche

	Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues

Change 3191959 on 2016/11/09 by Uriel.Doyon

	Removed some static primitives from the dynamic primitive handler for texture streaming.

Change 3193122 on 2016/11/10 by Chris.Bunner

	Always update non-preview material resources for use in code preview.
	#jira UE-38223

Change 3193190 on 2016/11/10 by Gil.Gribb

	UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
	#jira UE-36379

Change 3193523 on 2016/11/10 by Uriel.Doyon

	Fixed incorrect section bounds used for texture streaming.

Change 3193962 on 2016/11/10 by Uriel.Doyon

	Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.

Change 3193974 on 2016/11/10 by Uriel.Doyon

	New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.

Change 3194109 on 2016/11/10 by Uriel.Doyon

	Another patch on material bounds used for texture streaming.

Change 3194665 on 2016/11/11 by Chris.Bunner

	Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.

Change 3194734 on 2016/11/11 by Rolando.Caloca

	DR - vk - Simplified some texture casting

Change 3194867 on 2016/11/11 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3195176 on 2016/11/11 by Chris.Bunner

	Fixed incorrectly updated NVAPI error.

Change 3195425 on 2016/11/11 by Uriel.Doyon

	Fixed possible invalid level reference in the texture streamer

Change 3196512 on 2016/11/14 by Gil.Gribb

	Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3196750 on 2016/11/14 by Marcus.Wassmer

	Fix ordering problem with GPU cache transitions

Change 3196815 on 2016/11/14 by Daniel.Wright

	Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS

Change 3196818 on 2016/11/14 by Daniel.Wright

	Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory

Change 3196819 on 2016/11/14 by Daniel.Wright

	Volume lighting samples are allowed outside of the importance volume if their influence affects the volume.  Fixes black indirect lighting on movable components in maps with small importance volumes.
	Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers

Change 3197243 on 2016/11/14 by Uriel.Doyon

	Async Task For Updating static component LastRender time
	#jira UE-24268

Change 3197359 on 2016/11/14 by Daniel.Wright

	Added Inscattering Texture controls to ExponentialHeightFog
	* When InscatteringColorCubemap is specified, directional light inscattering is disabled
	* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
	* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
	* Fog shader permutations based on what feature is enabled

Change 3198419 on 2016/11/15 by Chris.Bunner

	PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
	HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition,  refactoring common functions.
	Exposed RHICreateTargetableShaderResource3D.
	Moved some (translucent) volume rendering helpers to allow access in Slate.

Change 3198822 on 2016/11/15 by Daniel.Wright

	Mac compile fix

Change 3199509 on 2016/11/15 by Uriel.Doyon

	Added support for viewmode param asset name (and note just param value).
	Used to investigate texture streamer behavior.

Change 3199578 on 2016/11/15 by Rolando.Caloca

	DR - Add some shader resource tables to SCW when running with -directcompile

Change 3199698 on 2016/11/15 by Rolando.Caloca

	DR - vk - Refactor shader & descriptor bindings

Change 3199712 on 2016/11/15 by Rolando.Caloca

	DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader

Change 3199717 on 2016/11/15 by Rolando.Caloca

	DR - vk - Show hitching PSO info again

Change 3199750 on 2016/11/15 by Rolando.Caloca

	DR - SCW clang compile fixes

Change 3200353 on 2016/11/16 by Rolando.Caloca

	DR - vk - Mac fix

Change 3200358 on 2016/11/16 by Chris.Bunner

	Only allow UI composition on platforms we currently use it.

Change 3200823 on 2016/11/16 by Chris.Bunner

	Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
	#jira UE-38699

Change 3200947 on 2016/11/16 by Mark.Satterthwaite

	Fix UE-38695 by not trying to resize the viewport on the wrong thread.
	#jira UE-38695

Change 3201069 on 2016/11/16 by Daniel.Wright

	Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors

Change 3201346 on 2016/11/16 by Brian.Karis

	Temporal AA fix for correct edge gradients.

	Filtering now combined with importance sampling.
	Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
	Fixed antighosting. Will yet require a dilation to be perfect.
	Optimized bicubic filtering to 5 taps instead of 9.
	Cleaned out unused code.

Change 3201369 on 2016/11/16 by Brian.Karis

	Bicubic texture sample

Change 3201522 on 2016/11/16 by Rolando.Caloca

	DR - vk - Fix static analysis issues

Change 3201878 on 2016/11/17 by Chris.Bunner

	Temporarily disable Nvapi HDR error logging.
	#jira UE-38529

Change 3202108 on 2016/11/17 by Simon.Tovey

	Assets with easy repro for flickering particles bug

Change 3202181 on 2016/11/17 by Rolando.Caloca

	DR - vk - CIS android fix

Change 3202325 on 2016/11/17 by Ben.Woodhouse

	Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
	 Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
	 #jira UE-34264

Change 3204394 on 2016/11/18 by Guillaume.Abadie

	PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)

	#br Ben.Woodhouse

Change 3204428 on 2016/11/18 by Guillaume.Abadie

	Fixes a couple of issues in decals:

	* Crash in FDecalDrawingPolicyFactory::DrawMesh()
	* ActorPostion material expression
	* PixelNormalWS material expression
	* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE

	#jira UE-38327, UE-38158, UE-37818, UE-37350

Change 3204429 on 2016/11/18 by Uriel.Doyon

	Darker default undefined accuracy.
	Reenabled the texture streaming build in the build all.

Change 3204458 on 2016/11/18 by Chris.Bunner

	Shader truncation warnings fix.

Change 3204459 on 2016/11/18 by Chris.Bunner

	Engine 'Passthrough' material fuction fix. V4 is now actually a V4.

Change 3204460 on 2016/11/18 by Chris.Bunner

	Correctly handle some known Nvapi warnings.
	#jira UE-38529

Change 3204653 on 2016/11/18 by Marc.Olano

	Helper functions for tiled textures

	Checking in for Ryan Brucks

Change 3204863 on 2016/11/18 by Arne.Schober

	DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation

Change 3204939 on 2016/11/18 by Arne.Schober

	DR - Make clang happy

Change 3204968 on 2016/11/18 by Arne.Schober

	DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.

Change 3206293 on 2016/11/21 by Uriel.Doyon

	New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
	Set to true when the streamer can possibly load a mip in the near future.
	#jira UE-37787

Change 3206551 on 2016/11/21 by Chris.Bunner

	Added material update context when forcing all shaders to recompile.
	#jira UE-38481

Change 3206644 on 2016/11/21 by Benjamin.Hyder

	Updating Planar Reflection example in TM-Shadermodels.

Change 3206899 on 2016/11/21 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3206900 on 2016/11/21 by Rolando.Caloca

	DR - Added missing strings for shader formats

Change 3206983 on 2016/11/21 by Rolando.Caloca

	DR - vk - Support for SV_Coverage

Change 3207237 on 2016/11/22 by Simon.Tovey

	Exporting particle module base and a couple of child classes as it's commonly requested.

	#test compiles

Change 3207241 on 2016/11/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3207520 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //Fortnite/Main@3206301
	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3207541 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //fortnite/Main@3207422
	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3207654 on 2016/11/22 by Chris.Bunner

	Don't flag 16-bit PNG/JPG textures as sRGB on import.
	#jira UE-30279

Change 3208434 on 2016/11/22 by Rolando.Caloca

	DR - vk - UAV transitions

Change 3208490 on 2016/11/22 by Chris.Bunner

	Break material code sharing when we detect an unresolvable loop.
	By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
	Unified IsResultMA detection across switch nodes.

Change 3208860 on 2016/11/23 by Rolando.Caloca

	DR - vk - Fix some format issues

Change 3209265 on 2016/11/23 by Arne.Schober

	DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
	We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
	One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
	And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
	Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
	Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)

Change 3209305 on 2016/11/23 by Guillaume.Abadie

	Fix contact shadow's assemption on objects thickness

Change 3209334 on 2016/11/23 by Brian.Karis

	Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.

Change 3209903 on 2016/11/24 by Guillaume.Abadie

	Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL

Change 3209973 on 2016/11/24 by Ben.Woodhouse

	Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)

Change 3210023 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
	#jira UE-37210

Change 3210026 on 2016/11/24 by Ben.Woodhouse

	Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing

Change 3210049 on 2016/11/24 by Ben.Woodhouse

	Fix mac build

Change 3210071 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
	#jira UE-37542

Change 3210374 on 2016/11/25 by Ben.Woodhouse

	* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)

	* Move Decal rendertarget manager function implementations out of the header.
	#jira UE-38879

Change 3210390 on 2016/11/25 by Uriel.Doyon

	Fixed cubemap resourcesize not taking into account mipgen settings
	#jira UE-37045

Change 3210407 on 2016/11/25 by Uriel.Doyon

	"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
	That can be used in combination with -buildlighting.

Change 3210563 on 2016/11/27 by Rolando.Caloca

	DR - vk - Integrate cached memory fixes and PF_D24 format fix
	#jira UE-39025
	PR #2974

Change 3210564 on 2016/11/27 by Rolando.Caloca

	DR - Fix for GL linker
	PR #2975
	#jira UE-39029

Change 3210592 on 2016/11/27 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3210597 on 2016/11/27 by Rolando.Caloca

	DR - vk - Prep for staging UB copies to GPU memory

Change 3210600 on 2016/11/27 by Rolando.Caloca

	DR - vk - Extract generic range code

Change 3210613 on 2016/11/27 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOnDispatch

Change 3211054 on 2016/11/28 by Rolando.Caloca

	DR - vk - Missing reference

Change 3211330 on 2016/11/28 by Chris.Bunner

	Shader compile error for max texture coordinate count on skinned meshes.

Change 3211384 on 2016/11/28 by Arne.Schober

	DR - Enforce move on EnqueueRenderCommand Lambda

Change 3211431 on 2016/11/28 by Gil.Gribb

	Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3211738 on 2016/11/28 by Gil.Gribb

	IWYU fixes after merge

Change 3212231 on 2016/11/28 by Richard.Wallis

	Fix build errors

Change 3212253 on 2016/11/28 by Richard.Wallis

	Remove MacGraphicsSwitching plugin.

	#jira UE-37640

Change 3212310 on 2016/11/28 by Rolando.Caloca

	DR - vk - Update glslang to 1.0.33.0

Change 3212446 on 2016/11/28 by Guillaume.Abadie

	Implements PreviousFrameSwitch material expression

Change 3212594 on 2016/11/28 by Arne.Schober

	DR - Fix missing include

Change 3212681 on 2016/11/29 by Rolando.Caloca

	DR - vk - Auto flush for compute shader

Change 3213000 on 2016/11/29 by Gil.Gribb

	temp fix for PF_MAX

Change 3213161 on 2016/11/29 by Ben.Woodhouse

	Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714

	Using:
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...

	Changes from UE4-DX12:

	*** CL 3183818 ***
	Update D3D12 RHI to 4.14:
	 - Merged changes from Epic up until 10/20/16
	 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.

	I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.

	I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.

	-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.

	-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.

	-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.

	-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.

	-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.

	I improved and cleaned up high freqency call stacks like:
	 - RHISetShaderTexture
	 - RHISetShaderResourceViewParameter
	 - RHISetShaderParameter
	 - RHISetUAVParameter

	In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.

	-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.

	This work involved a couple changes:
	1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
	2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).

	-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.

	-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.

	-Delay load D3D12.dll and add root signature 1.1 support.

	-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.

	*** CL 3183824 ***
	Fix the D3D12 RHI after integrating UE 4.14 updates:
	- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
	- Fixed a spelling error
	- Removed the need for bForceState, we use dirty bits now

	*** CL 3183830 ***
	- GetDebugFlags RHI extension, needed by XB1 movie player.
	- Only query memory info if stats are enabled
	- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
	- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.

	*** CL 3183837 ***
	Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.

	*** CL 3183931 ***
	Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)

	*** CL 3183978 ***
	Update UBT Windows build settings:
	- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Delay load D3D12.dll and add root signature 1.1 support.

	*** CL 3184132 ***
	Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.

	*** Changelist 3211714 ***
	Update D3D12 RHI with fixes:
	 - Check if we can reserve slots in GatherUniqueSamplerTables
	 - DirtyState more often in StateCache
	 - Remove InternalSetSamplerState. The alternate function isn't used.
	 - Allow MRTClear for arrays with holes in them
	 - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
	 - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
	 - Resource transitions: go through Common between queues (3D <--> Compute)
	 - Fix initial state for placed resources.
	 - Merging epic

Change 3213250 on 2016/11/29 by Chris.Bunner

	GBufferHints tooltip fix.
	#jira UE-39103

Change 3213345 on 2016/11/29 by Gil.Gribb

	more IWYU fallout

Change 3213676 on 2016/11/29 by Rolando.Caloca

	DR - Fix incorrect texture getting cleared

Change 3213728 on 2016/11/29 by Rolando.Caloca

	DR - Lambda-ize

Change 3214461 on 2016/11/29 by Ben.Woodhouse

	Rollout August QFE4 XDK (required for latest DX12 changes on XB1)

Change 3215317 on 2016/11/30 by Daniel.Wright

	PS4 compile fix

Change 3216343 on 2016/11/30 by Arne.Schober

	DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.

Change 3216844 on 2016/12/01 by Ben.Woodhouse

	Fix for static analysis warnings after discussion with Microsoft

Change 3216916 on 2016/12/01 by Gil.Gribb

	Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3217385 on 2016/12/01 by Arne.Schober

	DR - UE-39218, UE-39221, UE-39224  and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass

Change 3217464 on 2016/12/01 by Ben.Woodhouse

	Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
	#jira UE-39225

Change 3217534 on 2016/12/01 by Arne.Schober

	DR - Fix Merge conflict

Change 3217581 on 2016/12/01 by Rolando.Caloca

	DR - Fix assert on debug

Change 3217741 on 2016/12/01 by Benjamin.Hyder

	Duplicate audio fix.

Change 3217890 on 2016/12/01 by Rolando.Caloca

	DR - Fix widget not rendering properly when hidden
	#jira UE-39221

Change 3218129 on 2016/12/01 by Arne.Schober

	DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.

Change 3218759 on 2016/12/02 by Guillaume.Abadie

	Fixes editor compositing bug caused by alpha through post processing change 3209903

	#jira UE-39221

[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00

2446 lines
110 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "LightingSystem.h"
#include "Exporter.h"
#include "LightmassSwarm.h"
#include "CPUSolver.h"
#include "MonteCarlo.h"
#include "Misc/ScopeLock.h"
#include "UnrealLightmass.h"
#include "HAL/RunnableThread.h"
#include "HAL/PlatformProcess.h"
#include "Misc/OutputDeviceRedirector.h"
#include "ExceptionHandling.h"
#if USE_LOCAL_SWARM_INTERFACE
#include "IMessagingModule.h"
#include "Async/TaskGraphInterfaces.h"
#endif
#if PLATFORM_WINDOWS
#include "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include <psapi.h>
#include "HideWindowsPlatformTypes.h"
#pragma comment(lib, "psapi.lib")
#endif
namespace Lightmass
{
static void ConvertToLightSampleHelper(const FGatheredLightSample& InGatheredLightSample, float OutCoefficients[2][3])
{
// SHCorrection is SHVector sampled with the normal
float DirCorrection = 1.0f / FMath::Max( 0.0001f, InGatheredLightSample.SHCorrection );
float DirLuma[4];
for( int32 i = 0; i < 4; i++ )
{
DirLuma[i] = 0.30f * InGatheredLightSample.SHVector.R.V[i];
DirLuma[i] += 0.59f * InGatheredLightSample.SHVector.G.V[i];
DirLuma[i] += 0.11f * InGatheredLightSample.SHVector.B.V[i];
// Lighting is already in IncidentLighting. Force directional SH as applied to a flat normal map to be 1 to get purely directional data.
DirLuma[i] *= DirCorrection / PI;
}
// Scale directionality so that DirLuma[0] == 1. Then scale color to compensate and toss DirLuma[0].
float DirScale = 1.0f / FMath::Max( 0.0001f, DirLuma[0] );
float ColorScale = DirLuma[0];
// IncidentLighting is ground truth for a representative direction, the vertex normal
OutCoefficients[0][0] = ColorScale * InGatheredLightSample.IncidentLighting.R;
OutCoefficients[0][1] = ColorScale * InGatheredLightSample.IncidentLighting.G;
OutCoefficients[0][2] = ColorScale * InGatheredLightSample.IncidentLighting.B;
// Will force DirLuma[0] to 0.282095f
OutCoefficients[1][0] = -0.325735f * DirLuma[1] * DirScale;
OutCoefficients[1][1] = 0.325735f * DirLuma[2] * DirScale;
OutCoefficients[1][2] = -0.325735f * DirLuma[3] * DirScale;
}
FLightSample FGatheredLightMapSample::ConvertToLightSample(bool bDebugThisSample) const
{
if (bDebugThisSample)
{
int32 asdf = 0;
}
FLightSample NewSample;
NewSample.bIsMapped = bIsMapped;
ConvertToLightSampleHelper(HighQuality, &NewSample.Coefficients[0]);
ConvertToLightSampleHelper(LowQuality, &NewSample.Coefficients[ LM_LQ_LIGHTMAP_COEF_INDEX ]);
NewSample.SkyOcclusion[0] = HighQuality.SkyOcclusion.X;
NewSample.SkyOcclusion[1] = HighQuality.SkyOcclusion.Y;
NewSample.SkyOcclusion[2] = HighQuality.SkyOcclusion.Z;
NewSample.AOMaterialMask = HighQuality.AOMaterialMask;
return NewSample;
}
FLightMapData2D* FGatheredLightMapData2D::ConvertToLightmap2D(bool bDebugThisMapping, int32 PaddedDebugX, int32 PaddedDebugY) const
{
FLightMapData2D* ConvertedLightMap = new FLightMapData2D(SizeX, SizeY);
ConvertedLightMap->Lights = Lights;
ConvertedLightMap->bHasSkyShadowing = bHasSkyShadowing;
for (int32 SampleIndex = 0; SampleIndex < Data.Num(); SampleIndex++)
{
const bool bDebugThisSample = bDebugThisMapping && SampleIndex == PaddedDebugY * SizeX + PaddedDebugX;
(*ConvertedLightMap)(SampleIndex, 0) = Data[SampleIndex].ConvertToLightSample(bDebugThisSample);
}
return ConvertedLightMap;
}
FStaticLightingMappingContext::FStaticLightingMappingContext(const FStaticLightingMesh* InSubjectMesh, FStaticLightingSystem& InSystem) :
FirstBounceCache(InSubjectMesh ? InSubjectMesh->BoundingBox : FBox::BuildAABB(FVector4(0,0,0), FVector4(HALF_WORLD_MAX)), InSystem, 1),
System(InSystem)
{}
FStaticLightingMappingContext::~FStaticLightingMappingContext()
{
{
// Update the main threads stats with the stats from this mapping
FScopeLock Lock(&System.Stats.StatsSync);
System.Stats.Cache[0] += FirstBounceCache.Stats;
System.Stats += Stats;
System.Stats.NumFirstHitRaysTraced += RayCache.NumFirstHitRaysTraced;
System.Stats.NumBooleanRaysTraced += RayCache.NumBooleanRaysTraced;
System.Stats.FirstHitRayTraceThreadTime += RayCache.FirstHitRayTraceTime;
System.Stats.BooleanRayTraceThreadTime += RayCache.BooleanRayTraceTime;
}
for (int32 EntryIndex = 0; EntryIndex < RefinementTreeFreePool.Num(); EntryIndex++)
{
delete RefinementTreeFreePool[EntryIndex];
}
}
/**
* Initializes this static lighting system, and builds static lighting based on the provided options.
* @param InOptions - The static lighting build options.
* @param InScene - The scene containing all the lights and meshes
* @param InExporter - The exporter used to send completed data back to UE4
* @param InNumThreads - Number of concurrent threads to use for lighting building
*/
FStaticLightingSystem::FStaticLightingSystem(const FLightingBuildOptions& InOptions, FScene& InScene, FLightmassSolverExporter& InExporter, int32 InNumThreads)
: Options(InOptions)
, GeneralSettings(InScene.GeneralSettings)
, SceneConstants(InScene.SceneConstants)
, MaterialSettings(InScene.MaterialSettings)
, MeshAreaLightSettings(InScene.MeshAreaLightSettings)
, DynamicObjectSettings(InScene.DynamicObjectSettings)
, PrecomputedVisibilitySettings(InScene.PrecomputedVisibilitySettings)
, VolumeDistanceFieldSettings(InScene.VolumeDistanceFieldSettings)
, AmbientOcclusionSettings(InScene.AmbientOcclusionSettings)
, ShadowSettings(InScene.ShadowSettings)
, ImportanceTracingSettings(InScene.ImportanceTracingSettings)
, PhotonMappingSettings(InScene.PhotonMappingSettings)
, IrradianceCachingSettings(InScene.IrradianceCachingSettings)
, MappingTasksInProgressThatWillNeedHelp(0)
, NextVolumeSampleTaskIndex(-1)
, NumVolumeSampleTasksOutstanding(0)
, bShouldExportVolumeSampleData(false)
, VolumeLightingInterpolationOctree(FVector4(0,0,0), HALF_WORLD_MAX)
, bShouldExportMeshAreaLightData(false)
, bShouldExportVolumeDistanceField(false)
, NumPhotonsEmittedDirect(0)
, DirectPhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, NumPhotonsEmittedFirstBounce(0)
, FirstBouncePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, NumPhotonsEmittedSecondBounce(0)
, SecondBouncePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, IrradiancePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, AggregateMesh(NULL)
, Scene(InScene)
, NumTexelsCompleted(0)
, NumOutstandingVolumeDataLayers(0)
, OutstandingVolumeDataLayerIndex(-1)
, NumStaticLightingThreads(InScene.GeneralSettings.bAllowMultiThreadedStaticLighting ? FMath::Max(InNumThreads, 1) : 1)
, DebugIrradiancePhotonCalculationArrayIndex(INDEX_NONE)
, DebugIrradiancePhotonCalculationPhotonIndex(INDEX_NONE)
, Exporter(InExporter)
{
const double SceneSetupStart = FPlatformTime::Seconds();
UE_LOG(LogLightmass, Log, TEXT("FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: %d"), GKDOPMaxTrisPerLeaf );
ValidateSettings(InScene);
bool bDumpAllMappings = false;
GroupVisibilityGridSizeXY = 0;
GroupVisibilityGridSizeZ = 0;
// Pre-allocate containers.
int32 NumMeshes = 0;
int32 NumVertices = 0;
int32 NumTriangles = 0;
int32 NumMappings = InScene.TextureLightingMappings.Num() +
InScene.FluidMappings.Num() + InScene.LandscapeMappings.Num() + InScene.BspMappings.Num();
int32 NumMeshInstances = InScene.BspMappings.Num() + InScene.StaticMeshInstances.Num();
AllMappings.Reserve( NumMappings );
Meshes.Reserve( NumMeshInstances );
// Initialize Meshes, Mappings, AllMappings and AggregateMesh from the scene
UE_LOG(LogLightmass, Log, TEXT("Number of texture mappings: %d"), InScene.TextureLightingMappings.Num() );
for (int32 MappingIndex = 0; MappingIndex < InScene.TextureLightingMappings.Num(); MappingIndex++)
{
FStaticMeshStaticLightingTextureMapping* Mapping = &InScene.TextureLightingMappings[MappingIndex];
Mappings.Add(Mapping->Guid, Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
UE_LOG(LogLightmass, Log, TEXT("Number of fluid mappings: %d"), InScene.FluidMappings.Num());
for (int32 MappingIndex = 0; MappingIndex < InScene.FluidMappings.Num(); MappingIndex++)
{
FFluidSurfaceStaticLightingTextureMapping* Mapping = &InScene.FluidMappings[MappingIndex];
NumMeshes++;
NumVertices += Mapping->Mesh->NumVertices;
NumTriangles += Mapping->Mesh->NumTriangles;
Mappings.Add(Mapping->Guid, Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
for (int32 MeshIndex = 0; MeshIndex < InScene.FluidMeshInstances.Num(); MeshIndex++)
{
Meshes.Add(&InScene.FluidMeshInstances[MeshIndex]);
}
UE_LOG(LogLightmass, Log, TEXT("Number of landscape mappings: %d"), InScene.LandscapeMappings.Num());
for (int32 MappingIndex = 0; MappingIndex < InScene.LandscapeMappings.Num(); MappingIndex++)
{
FLandscapeStaticLightingTextureMapping* Mapping = &InScene.LandscapeMappings[MappingIndex];
NumMeshes++;
NumVertices += Mapping->Mesh->NumVertices;
NumTriangles += Mapping->Mesh->NumTriangles;
Mappings.Add(Mapping->Guid, Mapping);
LandscapeMappings.Add(Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
for (int32 MeshIndex = 0; MeshIndex < InScene.LandscapeMeshInstances.Num(); MeshIndex++)
{
Meshes.Add(&InScene.LandscapeMeshInstances[MeshIndex]);
}
UE_LOG(LogLightmass, Log, TEXT("Number of BSP mappings: %d"), InScene.BspMappings.Num() );
for( int32 MeshIdx=0; MeshIdx < InScene.BspMappings.Num(); ++MeshIdx )
{
FBSPSurfaceStaticLighting* BSPMapping = &InScene.BspMappings[MeshIdx];
Meshes.Add(BSPMapping);
NumMeshes++;
NumVertices += BSPMapping->NumVertices;
NumTriangles += BSPMapping->NumTriangles;
// add the BSP mappings light mapping object
AllMappings.Add(&BSPMapping->Mapping);
Mappings.Add(BSPMapping->Mapping.Guid, &BSPMapping->Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(BSPMapping->Mapping.Guid.ToString()));
}
}
UE_LOG(LogLightmass, Log, TEXT("Number of static mesh instance mappings: %d"), InScene.StaticMeshInstances.Num() );
for (int32 MeshIndex = 0; MeshIndex < InScene.StaticMeshInstances.Num(); MeshIndex++)
{
FStaticMeshStaticLightingMesh* MeshInstance = &InScene.StaticMeshInstances[MeshIndex];
FStaticLightingMapping** MappingPtr = Mappings.Find(MeshInstance->Guid);
if (MappingPtr != NULL)
{
MeshInstance->Mapping = *MappingPtr;
}
else
{
MeshInstance->Mapping = NULL;
}
Meshes.Add(MeshInstance);
NumMeshes++;
NumVertices += MeshInstance->NumVertices;
NumTriangles += MeshInstance->NumTriangles;
}
check(Meshes.Num() == AllMappings.Num());
int32 MaxVisibilityId = -1;
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
const FStaticLightingMesh* Mesh = Meshes[MeshIndex];
for (int32 VisIndex = 0; VisIndex < Mesh->VisibilityIds.Num(); VisIndex++)
{
MaxVisibilityId = FMath::Max(MaxVisibilityId, Mesh->VisibilityIds[VisIndex]);
}
}
VisibilityMeshes.Empty(MaxVisibilityId + 1);
VisibilityMeshes.AddZeroed(MaxVisibilityId + 1);
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
FStaticLightingMesh* Mesh = Meshes[MeshIndex];
for (int32 VisIndex = 0; VisIndex < Mesh->VisibilityIds.Num(); VisIndex++)
{
const int32 VisibilityId = Mesh->VisibilityIds[VisIndex];
if (VisibilityId >= 0)
{
VisibilityMeshes[VisibilityId].Meshes.AddUnique(Mesh);
}
}
}
for (int32 VisibilityMeshIndex = 0; VisibilityMeshIndex < VisibilityMeshes.Num(); VisibilityMeshIndex++)
{
checkSlow(VisibilityMeshes[VisibilityMeshIndex].Meshes.Num() > 0);
}
{
FScopedRDTSCTimer MeshSetupTimer(Stats.MeshAreaLightSetupTime);
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
const int32 BckNumMeshAreaLights = MeshAreaLights.Num();
// Create mesh area lights from each mesh
Meshes[MeshIndex]->CreateMeshAreaLights(*this, Scene, MeshAreaLights);
if (MeshAreaLights.Num() > BckNumMeshAreaLights)
{
Stats.NumMeshAreaLightMeshes++;
}
Meshes[MeshIndex]->SetDebugMaterial(MaterialSettings.bUseDebugMaterial, MaterialSettings.DebugDiffuse);
}
}
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
for (int32 LightIndex = 0; LightIndex < MeshAreaLights.Num(); LightIndex++)
{
// Register the newly created mesh area lights with every relevant mesh so they are used for lighting
if (MeshAreaLights[LightIndex].AffectsBounds(FBoxSphereBounds(Meshes[MeshIndex]->BoundingBox)))
{
Meshes[MeshIndex]->RelevantLights.Add(&MeshAreaLights[LightIndex]);
}
}
}
#if USE_EMBREE
if (Scene.EmbreeDevice)
{
if (Scene.bVerifyEmbree)
{
AggregateMesh = new FEmbreeVerifyAggregateMesh(Scene);
}
else
{
AggregateMesh = new FEmbreeAggregateMesh(Scene);
}
}
else
#endif
{
AggregateMesh = new FDefaultAggregateMesh(Scene);
}
// Add all meshes to the kDOP.
AggregateMesh->ReserveMemory(NumMeshes, NumVertices, NumTriangles);
for (int32 MappingIndex = 0; MappingIndex < InScene.FluidMappings.Num(); MappingIndex++)
{
FFluidSurfaceStaticLightingTextureMapping* Mapping = &InScene.FluidMappings[MappingIndex];
AggregateMesh->AddMesh(Mapping->Mesh, Mapping);
}
for (int32 MappingIndex = 0; MappingIndex < InScene.LandscapeMappings.Num(); MappingIndex++)
{
FLandscapeStaticLightingTextureMapping* Mapping = &InScene.LandscapeMappings[MappingIndex];
AggregateMesh->AddMesh(Mapping->Mesh, Mapping);
}
for( int32 MeshIdx=0; MeshIdx < InScene.BspMappings.Num(); ++MeshIdx )
{
FBSPSurfaceStaticLighting* BSPMapping = &InScene.BspMappings[MeshIdx];
AggregateMesh->AddMesh(BSPMapping, &BSPMapping->Mapping);
}
for (int32 MeshIndex = 0; MeshIndex < InScene.StaticMeshInstances.Num(); MeshIndex++)
{
FStaticMeshStaticLightingMesh* MeshInstance = &InScene.StaticMeshInstances[MeshIndex];
AggregateMesh->AddMesh(MeshInstance, MeshInstance->Mapping);
}
// Comparing mappings based on cost, descending.
struct FCompareProcessingCost
{
FORCEINLINE bool operator()( const FStaticLightingMapping& A, const FStaticLightingMapping& B ) const
{
return B.GetProcessingCost() < A.GetProcessingCost();
}
};
// Sort mappings by processing cost, descending.
Mappings.ValueSort(FCompareProcessingCost());
AllMappings.Sort(FCompareProcessingCost());
GStatistics.NumTotalMappings = Mappings.Num();
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const FBoxSphereBounds ImportanceBounds = GetImportanceBounds();
// Never trace further than the importance or scene diameter
MaxRayDistance = ImportanceBounds.SphereRadius > 0.0f ? ImportanceBounds.SphereRadius * 2.0f : SceneBounds.SphereRadius * 2.0f;
Stats.NumLights = InScene.DirectionalLights.Num() + InScene.PointLights.Num() + InScene.SpotLights.Num() + MeshAreaLights.Num();
Stats.NumMeshAreaLights = MeshAreaLights.Num();
for (int32 i = 0; i < MeshAreaLights.Num(); i++)
{
Stats.NumMeshAreaLightPrimitives += MeshAreaLights[i].GetNumPrimitives();
Stats.NumSimplifiedMeshAreaLightPrimitives += MeshAreaLights[i].GetNumSimplifiedPrimitives();
}
// Add all light types except sky lights to the system's Lights array
Lights.Reserve(Stats.NumLights);
for (int32 LightIndex = 0; LightIndex < InScene.DirectionalLights.Num(); LightIndex++)
{
InScene.DirectionalLights[LightIndex].Initialize(
SceneBounds,
PhotonMappingSettings.bEmitPhotonsOutsideImportanceVolume,
ImportanceBounds,
Scene.PhotonMappingSettings.IndirectPhotonEmitDiskRadius,
Scene.SceneConstants.LightGridSize,
Scene.PhotonMappingSettings.DirectPhotonDensity,
Scene.PhotonMappingSettings.DirectPhotonDensity * Scene.PhotonMappingSettings.OutsideImportanceVolumeDensityScale);
Lights.Add(&InScene.DirectionalLights[LightIndex]);
}
// Initialize lights and add them to the solver's Lights array
for (int32 LightIndex = 0; LightIndex < InScene.PointLights.Num(); LightIndex++)
{
InScene.PointLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle);
Lights.Add(&InScene.PointLights[LightIndex]);
}
for (int32 LightIndex = 0; LightIndex < InScene.SpotLights.Num(); LightIndex++)
{
InScene.SpotLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle);
Lights.Add(&InScene.SpotLights[LightIndex]);
}
const FBoxSphereBounds EffectiveImportanceBounds = ImportanceBounds.SphereRadius > 0.0f ? ImportanceBounds : SceneBounds;
for (int32 LightIndex = 0; LightIndex < MeshAreaLights.Num(); LightIndex++)
{
MeshAreaLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle, EffectiveImportanceBounds);
Lights.Add(&MeshAreaLights[LightIndex]);
}
for (int32 LightIndex = 0; LightIndex < InScene.SkyLights.Num(); LightIndex++)
{
SkyLights.Add(&InScene.SkyLights[LightIndex]);
}
//@todo - only count mappings being built
Stats.NumMappings = AllMappings.Num();
for (int32 MappingIndex = 0; MappingIndex < AllMappings.Num(); MappingIndex++)
{
FStaticLightingTextureMapping* TextureMapping = AllMappings[MappingIndex]->GetTextureMapping();
if (TextureMapping)
{
Stats.NumTexelsProcessed += TextureMapping->CachedSizeX * TextureMapping->CachedSizeY;
}
}
InitializePhotonSettings();
// Prepare the aggregate mesh for raytracing.
AggregateMesh->PrepareForRaytracing();
AggregateMesh->DumpStats();
Stats.SceneSetupTime = FPlatformTime::Seconds() - SceneSetupStart;
GStatistics.SceneSetupTime += Stats.SceneSetupTime;
// spread out the work over multiple parallel threads
MultithreadProcess();
}
FStaticLightingSystem::~FStaticLightingSystem()
{
delete AggregateMesh;
AggregateMesh = NULL;
}
/**
* Creates multiple worker threads and starts the process locally.
*/
void FStaticLightingSystem::MultithreadProcess()
{
const double StartTime = FPlatformTime::Seconds();
UE_LOG(LogLightmass, Log, TEXT("Processing...") );
GStatistics.PhotonsStart = FPlatformTime::Seconds();
CacheSamples();
if (PhotonMappingSettings.bUsePhotonMapping)
{
// Build photon maps
EmitPhotons();
}
if (DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
// Calculate volume samples now if they will be needed by the lighting threads for shading,
// Otherwise the volume samples will be calculated when the task is received from swarm.
BeginCalculateVolumeSamples();
}
SetupPrecomputedVisibility();
// Before we spawn the static lighting threads, prefetch tasks they'll be working on
GSwarm->PrefetchTasks();
GStatistics.PhotonsEnd = GStatistics.WorkTimeStart = FPlatformTime::Seconds();
const double SequentialThreadedProcessingStart = FPlatformTime::Seconds();
// Spawn the static lighting threads.
for(int32 ThreadIndex = 0;ThreadIndex < NumStaticLightingThreads;ThreadIndex++)
{
FMappingProcessingThreadRunnable* ThreadRunnable = new(Threads) FMappingProcessingThreadRunnable(this, ThreadIndex, StaticLightingTask_ProcessMappings);
const FString ThreadName = FString::Printf(TEXT("MappingProcessingThread%u"), ThreadIndex);
ThreadRunnable->Thread = FRunnableThread::Create(ThreadRunnable, *ThreadName);
}
GStatistics.NumThreads = NumStaticLightingThreads + 1; // Includes the main-thread who is only exporting.
// Stop the static lighting threads.
double MaxThreadTime = GStatistics.ThreadStatistics.TotalTime;
float MaxThreadBusyTime = 0;
int32 NumStaticLightingThreadsDone = 0;
while ( NumStaticLightingThreadsDone < NumStaticLightingThreads )
{
for (int32 ThreadIndex = 0; ThreadIndex < Threads.Num(); ThreadIndex++ )
{
if ( Threads[ThreadIndex].Thread != NULL )
{
// Check to see if the thread has exited with an error
if ( Threads[ThreadIndex].CheckHealth( true ) )
{
// Wait for the thread to exit
if (Threads[ThreadIndex].IsComplete())
{
Threads[ThreadIndex].Thread->WaitForCompletion();
// Accumulate all thread statistics
GStatistics.ThreadStatistics += Threads[ThreadIndex].ThreadStatistics;
MaxThreadTime = FMath::Max<double>(MaxThreadTime, Threads[ThreadIndex].ThreadStatistics.TotalTime);
if ( GReportDetailedStats )
{
UE_LOG(LogLightmass, Log, TEXT("Thread %d finished: %s"), ThreadIndex, *FPlatformTime::PrettyTime(Threads[ThreadIndex].ThreadStatistics.TotalTime) );
}
MaxThreadBusyTime = FMath::Max(MaxThreadBusyTime, Threads[ThreadIndex].ExecutionTime - Threads[ThreadIndex].IdleTime);
Stats.TotalLightingThreadTime += Threads[ThreadIndex].ExecutionTime - Threads[ThreadIndex].IdleTime;
// We're done with the thread object, destroy it
delete Threads[ThreadIndex].Thread;
Threads[ThreadIndex].Thread = NULL;
NumStaticLightingThreadsDone++;
}
else
{
FPlatformProcess::Sleep(0.01f);
}
}
}
}
// Try to do some mappings while we're waiting for threads to finish
if ( NumStaticLightingThreadsDone < NumStaticLightingThreads )
{
CompleteTextureMappingList.ApplyAndClear( *this );
ExportNonMappingTasks();
}
#if USE_LOCAL_SWARM_INTERFACE
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
#endif
GLog->FlushThreadedLogs();
}
Threads.Empty();
GStatistics.WorkTimeEnd = FPlatformTime::Seconds();
// Threads will idle when they have no more tasks but before the user accepts the async build changes, so we have to make sure we only count busy time
Stats.MainThreadLightingTime = (SequentialThreadedProcessingStart - StartTime) + MaxThreadBusyTime;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_ExportingResults, -1 ) );
// Apply any outstanding completed mappings.
CompleteTextureMappingList.ApplyAndClear( *this );
ExportNonMappingTasks();
// Adjust worktime to represent the slowest thread, since that's when all threads were finished.
// This makes it easier to see how well the actual thread processing is parallelized.
double Adjustment = (GStatistics.WorkTimeEnd - GStatistics.WorkTimeStart) - MaxThreadTime;
if ( Adjustment > 0.0 )
{
GStatistics.WorkTimeEnd -= Adjustment;
}
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Finished, -1 ) );
// Let's say the main thread used up the whole parallel time.
GStatistics.ThreadStatistics.TotalTime += MaxThreadTime;
const float FinishAndExportTime = FPlatformTime::Seconds() - GStatistics.WorkTimeEnd;
DumpStats(Stats.SceneSetupTime + Stats.MainThreadLightingTime + FinishAndExportTime);
AggregateMesh->DumpCheckStats();
}
/** Exports tasks that are not mappings, if they are ready. */
void FStaticLightingSystem::ExportNonMappingTasks()
{
// Export volume lighting samples to Swarm if they are complete
if (bShouldExportVolumeSampleData)
{
bShouldExportVolumeSampleData = false;
Exporter.ExportVolumeLightingSamples(
DynamicObjectSettings.bVisualizeVolumeLightSamples,
VolumeLightingDebugOutput,
VolumeBounds.Origin,
VolumeBounds.BoxExtent,
VolumeLightingSamples);
// Release volume lighting samples unless they are being used by the lighting threads for shading
if (!DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
VolumeLightingSamples.Empty();
}
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( PrecomputedVolumeLightingGuid );
}
}
CompleteVisibilityTaskList.ApplyAndClear(*this);
{
TMap<const FLight*, FStaticShadowDepthMap*> CompletedStaticShadowDepthMapsCopy;
{
// Enter a critical section before modifying DominantSpotLightShadowInfos since the worker threads may also modify it at any time
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMapsCopy = CompletedStaticShadowDepthMaps;
CompletedStaticShadowDepthMaps.Empty();
}
for (TMap<const FLight*,FStaticShadowDepthMap*>::TIterator It(CompletedStaticShadowDepthMapsCopy); It; ++It)
{
const FLight* Light = It.Key();
Exporter.ExportStaticShadowDepthMap(Light->Guid, *It.Value());
// Tell Swarm the task is complete (if we're not in debugging mode).
if (!IsDebugMode())
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted(Light->Guid);
}
delete It.Value();
}
}
if (bShouldExportMeshAreaLightData)
{
Exporter.ExportMeshAreaLightData(MeshAreaLights, MeshAreaLightSettings.MeshAreaLightGeneratedDynamicLightSurfaceOffset);
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( MeshAreaLightDataGuid );
}
bShouldExportMeshAreaLightData = 0;
}
if (bShouldExportVolumeDistanceField)
{
Exporter.ExportVolumeDistanceField(VolumeSizeX, VolumeSizeY, VolumeSizeZ, VolumeDistanceFieldSettings.VolumeMaxDistance, DistanceFieldVolumeBounds, VolumeDistanceField);
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( VolumeDistanceFieldGuid );
}
bShouldExportVolumeDistanceField = 0;
}
}
int32 FStaticLightingSystem::GetNumShadowRays(int32 BounceNumber, bool bPenumbra) const
{
int32 NumShadowRaysResult = 0;
if (BounceNumber == 0 && bPenumbra)
{
NumShadowRaysResult = ShadowSettings.NumPenumbraShadowRays;
}
else if (BounceNumber == 0 && !bPenumbra)
{
NumShadowRaysResult = ShadowSettings.NumShadowRays;
}
else if (BounceNumber > 0)
{
// Use less rays for each progressive bounce, since the variance will matter less.
NumShadowRaysResult = FMath::Max(ShadowSettings.NumBounceShadowRays / BounceNumber, 1);
}
return NumShadowRaysResult;
}
int32 FStaticLightingSystem::GetNumUniformHemisphereSamples(int32 BounceNumber) const
{
int32 NumSamplesResult = CachedHemisphereSamples.Num();
checkSlow(BounceNumber > 0);
return NumSamplesResult;
}
int32 FStaticLightingSystem::GetNumPhotonImportanceHemisphereSamples() const
{
return PhotonMappingSettings.bUsePhotonMapping ?
FMath::TruncToInt(ImportanceTracingSettings.NumHemisphereSamples * PhotonMappingSettings.FinalGatherImportanceSampleFraction) : 0;
}
FBoxSphereBounds FStaticLightingSystem::GetImportanceBounds(bool bClampToScene) const
{
FBoxSphereBounds ImportanceBounds = Scene.GetImportanceBounds();
if (bClampToScene)
{
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const float SceneToImportanceOriginSquared = (ImportanceBounds.Origin - SceneBounds.Origin).SizeSquared();
if (SceneToImportanceOriginSquared > FMath::Square(SceneBounds.SphereRadius))
{
// Disable the importance bounds if the center of the importance volume is outside of the scene.
ImportanceBounds.SphereRadius = 0.0f;
}
else if (SceneToImportanceOriginSquared > FMath::Square(SceneBounds.SphereRadius - ImportanceBounds.SphereRadius))
{
// Clamp the importance volume's radius so that all parts of it are inside the scene.
ImportanceBounds.SphereRadius = SceneBounds.SphereRadius - FMath::Sqrt(SceneToImportanceOriginSquared);
}
else if (SceneBounds.SphereRadius <= ImportanceBounds.SphereRadius)
{
// Disable the importance volume if it is larger than the scene.
ImportanceBounds.SphereRadius = 0.0f;
}
}
return ImportanceBounds;
}
/** Returns true if the specified position is inside any of the importance volumes. */
bool FStaticLightingSystem::IsPointInImportanceVolume(const FVector4& Position, float Tolerance) const
{
if (Scene.ImportanceVolumes.Num() > 0)
{
return Scene.IsPointInImportanceVolume(Position, Tolerance);
}
else
{
return true;
}
}
/** Changes the scene's settings if necessary so that only valid combinations are used */
void FStaticLightingSystem::ValidateSettings(FScene& InScene)
{
//@todo - verify valid ranges of all settings
InScene.GeneralSettings.NumIndirectLightingBounces = FMath::Max(InScene.GeneralSettings.NumIndirectLightingBounces, 0);
InScene.GeneralSettings.IndirectLightingSmoothness = FMath::Clamp(InScene.GeneralSettings.IndirectLightingSmoothness, .25f, 10.0f);
InScene.GeneralSettings.IndirectLightingQuality = FMath::Clamp(InScene.GeneralSettings.IndirectLightingQuality, .1f, 100.0f);
InScene.GeneralSettings.ViewSingleBounceNumber = FMath::Min(InScene.GeneralSettings.ViewSingleBounceNumber, InScene.GeneralSettings.NumIndirectLightingBounces);
if (FMath::IsNearlyEqual(InScene.PhotonMappingSettings.IndirectPhotonDensity, 0.0f))
{
// Allocate all samples toward uniform sampling if there are no indirect photons
InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction = 0;
}
#if !LIGHTMASS_NOPROCESSING
if (!InScene.PhotonMappingSettings.bUseIrradiancePhotons)
#endif
{
InScene.PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces = false;
}
InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction = FMath::Clamp(InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction, 0.0f, 1.0f);
if (FMath::TruncToInt(InScene.ImportanceTracingSettings.NumHemisphereSamples * (1.0f - InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction) < 1))
{
// Irradiance caching needs some uniform samples
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
if (InScene.PhotonMappingSettings.bUsePhotonMapping && !InScene.PhotonMappingSettings.bUseFinalGathering)
{
// Irradiance caching currently only supported with final gathering
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
InScene.PhotonMappingSettings.ConeFilterConstant = FMath::Max(InScene.PhotonMappingSettings.ConeFilterConstant, 1.0f);
if (!InScene.IrradianceCachingSettings.bAllowIrradianceCaching)
{
InScene.IrradianceCachingSettings.bUseIrradianceGradients = false;
}
if (InScene.IrradianceCachingSettings.bUseIrradianceGradients)
{
// Irradiance gradients require stratified sampling because the information from each sampled cell is used to calculate the gradient
InScene.ImportanceTracingSettings.bUseStratifiedSampling = true;
}
else
{
InScene.IrradianceCachingSettings.bShowGradientsOnly = false;
}
if (InScene.DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
// Disable irradiance caching if we are visualizing volume light interpolation, otherwise we will be getting a twice interpolated result.
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
// Round up to nearest odd number
ShadowSettings.MinDistanceFieldUpsampleFactor = FMath::Clamp(ShadowSettings.MinDistanceFieldUpsampleFactor - ShadowSettings.MinDistanceFieldUpsampleFactor % 2 + 1, 1, 17);
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX = FMath::Max(ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, DELTA);
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY = FMath::Max(ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY, DELTA);
InScene.IrradianceCachingSettings.InterpolationMaxAngle = FMath::Clamp(InScene.IrradianceCachingSettings.InterpolationMaxAngle, 0.0f, 90.0f);
InScene.IrradianceCachingSettings.PointBehindRecordMaxAngle = FMath::Clamp(InScene.IrradianceCachingSettings.PointBehindRecordMaxAngle, 0.0f, 90.0f);
InScene.IrradianceCachingSettings.DistanceSmoothFactor = FMath::Max(InScene.IrradianceCachingSettings.DistanceSmoothFactor, 1.0f);
InScene.IrradianceCachingSettings.AngleSmoothFactor = FMath::Max(InScene.IrradianceCachingSettings.AngleSmoothFactor, 1.0f);
InScene.IrradianceCachingSettings.SkyOcclusionSmoothnessReduction = FMath::Clamp(InScene.IrradianceCachingSettings.SkyOcclusionSmoothnessReduction, 0.1f, 1.0f);
if (InScene.GeneralSettings.IndirectLightingQuality > 50)
{
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels += 2;
}
else if (InScene.GeneralSettings.IndirectLightingQuality > 10)
{
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels += 1;
}
InScene.ShadowSettings.NumShadowRays = FMath::TruncToInt(InScene.ShadowSettings.NumShadowRays * FMath::Sqrt(InScene.GeneralSettings.IndirectLightingQuality));
InScene.ShadowSettings.NumPenumbraShadowRays = FMath::TruncToInt(InScene.ShadowSettings.NumPenumbraShadowRays * FMath::Sqrt(InScene.GeneralSettings.IndirectLightingQuality));
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels = FMath::Min(InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels, MaxNumRefiningDepths);
if (!InScene.ImportanceTracingSettings.bUseAdaptiveSolver)
{
// To sortof match up in quality
InScene.ImportanceTracingSettings.NumHemisphereSamples *= 4;
}
}
/** Logs solver stats */
void FStaticLightingSystem::DumpStats(float TotalStaticLightingTime) const
{
FString SolverStats = TEXT("\n\n");
SolverStats += FString::Printf(TEXT("Total Static Lighting time: %7.2f seconds, %i threads\n"), TotalStaticLightingTime, NumStaticLightingThreads );
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Scene setup\n"), 100.0f * Stats.SceneSetupTime / TotalStaticLightingTime, Stats.SceneSetupTime);
if (Stats.NumMeshAreaLights > 0)
{
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Mesh Area Light setup\n"), 100.0f * Stats.MeshAreaLightSetupTime / TotalStaticLightingTime, Stats.MeshAreaLightSetupTime);
}
if (PhotonMappingSettings.bUsePhotonMapping)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Emit Direct Photons\n"), 100.0f * Stats.EmitDirectPhotonsTime / TotalStaticLightingTime, Stats.EmitDirectPhotonsTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Cache Indirect Photon Paths\n"), 100.0f * Stats.CachingIndirectPhotonPathsTime / TotalStaticLightingTime, Stats.CachingIndirectPhotonPathsTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Emit Indirect Photons\n"), 100.0f * Stats.EmitIndirectPhotonsTime / TotalStaticLightingTime, Stats.EmitIndirectPhotonsTime);
if (PhotonMappingSettings.bUseIrradiancePhotons)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Mark %.3f million Irradiance Photons\n"), 100.0f * Stats.IrradiancePhotonMarkingTime / TotalStaticLightingTime, Stats.IrradiancePhotonMarkingTime, Stats.NumIrradiancePhotons / 1000000.0f);
if (PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Cache %.3f million Irradiance Photon Samples on surfaces\n"), 100.0f * Stats.CacheIrradiancePhotonsTime / TotalStaticLightingTime, Stats.CacheIrradiancePhotonsTime, Stats.NumCachedIrradianceSamples / 1000000.0f);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Calculate %.3f million Irradiance Photons\n"), 100.0f * Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime, Stats.IrradiancePhotonCalculatingTime, Stats.NumFoundIrradiancePhotons / 1000000.0f);
}
}
if (Stats.PrecomputedVisibilitySetupTime / TotalStaticLightingTime > .02f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs sPVS setup\n"), 100.0f * Stats.PrecomputedVisibilitySetupTime / TotalStaticLightingTime, Stats.PrecomputedVisibilitySetupTime);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Lighting\n"), 100.0f * Stats.MainThreadLightingTime / TotalStaticLightingTime, Stats.MainThreadLightingTime);
const float UnaccountedMainThreadTime = FMath::Max(TotalStaticLightingTime - (Stats.SceneSetupTime + Stats.EmitDirectPhotonsTime + Stats.CachingIndirectPhotonPathsTime + Stats.EmitIndirectPhotonsTime + Stats.IrradiancePhotonMarkingTime + Stats.CacheIrradiancePhotonsTime + Stats.IrradiancePhotonCalculatingTime + Stats.MainThreadLightingTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedMainThreadTime / TotalStaticLightingTime, UnaccountedMainThreadTime);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
if (PhotonMappingSettings.bUsePhotonMapping)
{
if (Stats.EmitDirectPhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("Total Direct Photon Emitting thread seconds: %.1f\n"), Stats.EmitDirectPhotonsThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Sampling Lights\n"), 100.0f * Stats.DirectPhotonsLightSamplingThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectPhotonsLightSamplingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Custom attenuation\n"), 100.0f * Stats.DirectCustomAttenuationThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectCustomAttenuationThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Tracing\n"), 100.0f * Stats.DirectPhotonsTracingThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectPhotonsTracingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing results\n"), 100.0f * Stats.ProcessDirectPhotonsThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.ProcessDirectPhotonsThreadTime);
const float UnaccountedDirectPhotonThreadTime = FMath::Max(Stats.EmitDirectPhotonsThreadTime - (Stats.ProcessDirectPhotonsThreadTime + Stats.DirectPhotonsLightSamplingThreadTime + Stats.DirectPhotonsTracingThreadTime + Stats.DirectCustomAttenuationThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedDirectPhotonThreadTime / Stats.EmitDirectPhotonsThreadTime, UnaccountedDirectPhotonThreadTime);
}
if (Stats.EmitIndirectPhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Indirect Photon Emitting thread seconds: %.1f\n"), Stats.EmitIndirectPhotonsThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Sampling Lights\n"), 100.0f * Stats.LightSamplingThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.LightSamplingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Intersect Light rays\n"), 100.0f * Stats.IntersectLightRayThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.IntersectLightRayThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs PhotonBounceTracing\n"), 100.0f * Stats.PhotonBounceTracingThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.PhotonBounceTracingThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Custom attenuation\n"), 100.0f * Stats.IndirectCustomAttenuationThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.IndirectCustomAttenuationThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing results\n"), 100.0f * Stats.ProcessIndirectPhotonsThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.ProcessIndirectPhotonsThreadTime);
const float UnaccountedIndirectPhotonThreadTime = FMath::Max(Stats.EmitIndirectPhotonsThreadTime - (Stats.ProcessIndirectPhotonsThreadTime + Stats.LightSamplingThreadTime + Stats.IntersectLightRayThreadTime + Stats.PhotonBounceTracingThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedIndirectPhotonThreadTime / Stats.EmitIndirectPhotonsThreadTime, UnaccountedIndirectPhotonThreadTime);
}
if (PhotonMappingSettings.bUseIrradiancePhotons)
{
if (PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces
// Only log Irradiance photon caching stats if it was more than 2 percent of the total time
&& Stats.CacheIrradiancePhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Irradiance Photon Caching thread seconds: %.1f\n"), Stats.IrradiancePhotonCachingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Octree traversal\n"), 100.0f * Stats.IrradiancePhotonOctreeTraversalTime / Stats.IrradiancePhotonCachingThreadTime, Stats.IrradiancePhotonOctreeTraversalTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs %.3f million Visibility rays\n"), 100.0f * Stats.IrradiancePhotonSearchRayTime / Stats.IrradiancePhotonCachingThreadTime, Stats.IrradiancePhotonSearchRayTime, Stats.NumIrradiancePhotonSearchRays / 1000000.0f);
const float UnaccountedIrradiancePhotonCachingThreadTime = FMath::Max(Stats.IrradiancePhotonCachingThreadTime - (Stats.IrradiancePhotonOctreeTraversalTime + Stats.IrradiancePhotonSearchRayTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedIrradiancePhotonCachingThreadTime / Stats.IrradiancePhotonCachingThreadTime, UnaccountedIrradiancePhotonCachingThreadTime);
}
// Only log Irradiance photon calculating stats if it was more than 2 percent of the total time
if (Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Calculating Irradiance Photons thread seconds: %.1f\n"), Stats.IrradiancePhotonCalculatingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Pushing Octree Children\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing Octree Elements\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Finding furthest photon\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.FindingFurthestPhotonThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.FindingFurthestPhotonThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Calculating Irradiance\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime);
const float UnaccountedCalculateIrradiancePhotonsTime = FMath::Max(Stats.IrradiancePhotonCalculatingThreadTime -
(Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime + Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime + Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedCalculateIrradiancePhotonsTime / Stats.IrradiancePhotonCalculatingThreadTime, UnaccountedCalculateIrradiancePhotonsTime);
}
}
}
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
const float TotalLightingBusyThreadTime = Stats.TotalLightingThreadTime;
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total busy Lighting thread seconds: %.2f\n"), TotalLightingBusyThreadTime);
const float SampleSetupTime = Stats.VertexSampleCreationTime + Stats.TexelRasterizationTime;
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Texel and vertex setup\n"), 100.0f * SampleSetupTime / TotalLightingBusyThreadTime, SampleSetupTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Direct lighting\n"), 100.0f * Stats.DirectLightingTime / TotalLightingBusyThreadTime, Stats.DirectLightingTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Area shadows with %.3f million rays\n"), 100.0f * Stats.AreaShadowsThreadTime / TotalLightingBusyThreadTime, Stats.AreaShadowsThreadTime, Stats.NumDirectLightingShadowRays / 1000000.0f);
if (Stats.AreaLightingThreadTime / TotalLightingBusyThreadTime > .04f)
{
SolverStats += FString::Printf( TEXT("%12.1f%%%8.1fs Area lighting\n"), 100.0f * Stats.AreaLightingThreadTime / TotalLightingBusyThreadTime, Stats.AreaLightingThreadTime);
}
if (Stats.NumSignedDistanceFieldCalculations > 0)
{
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field source sparse sampling\n"), 100.0f * Stats.SignedDistanceFieldSourceFirstPassThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSourceFirstPassThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field source refining sampling\n"), 100.0f * Stats.SignedDistanceFieldSourceSecondPassThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSourceSecondPassThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field transition searching\n"), 100.0f * Stats.SignedDistanceFieldSearchThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSearchThreadTime);
}
const float UnaccountedDirectLightingTime = FMath::Max(Stats.DirectLightingTime - (Stats.AreaShadowsThreadTime + Stats.SignedDistanceFieldSourceFirstPassThreadTime + Stats.SignedDistanceFieldSourceSecondPassThreadTime + Stats.SignedDistanceFieldSearchThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedDirectLightingTime / TotalLightingBusyThreadTime, UnaccountedDirectLightingTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Block on indirect lighting cache tasks\n"), 100.0f * Stats.BlockOnIndirectLightingCacheTasksTime / TotalLightingBusyThreadTime, Stats.BlockOnIndirectLightingCacheTasksTime);
if (IrradianceCachingSettings.bAllowIrradianceCaching)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Block on IrradianceCache Interpolation tasks\n"), 100.0f * Stats.BlockOnIndirectLightingInterpolateTasksTime / TotalLightingBusyThreadTime, Stats.BlockOnIndirectLightingInterpolateTasksTime);
}
if (Stats.StaticShadowDepthMapThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Static shadow depth maps (max %.1fs)\n"), 100.0f * Stats.StaticShadowDepthMapThreadTime / TotalLightingBusyThreadTime, Stats.StaticShadowDepthMapThreadTime, Stats.MaxStaticShadowDepthMapThreadTime);
}
if (Stats.VolumeDistanceFieldThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Volume distance field\n"), 100.0f * Stats.VolumeDistanceFieldThreadTime / TotalLightingBusyThreadTime, Stats.VolumeDistanceFieldThreadTime);
}
const float PrecomputedVisibilityThreadTime = Stats.PrecomputedVisibilityThreadTime;
if (PrecomputedVisibilityThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Precomputed Visibility\n"), 100.0f * PrecomputedVisibilityThreadTime / TotalLightingBusyThreadTime, PrecomputedVisibilityThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Sample generation\n"), 100.0f * Stats.PrecomputedVisibilitySampleSetupThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilitySampleSetupThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Uniform tracing\n"), 100.0f * Stats.PrecomputedVisibilityRayTraceThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilityRayTraceThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Importance sampling\n"), 100.0f * Stats.PrecomputedVisibilityImportanceSampleThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilityImportanceSampleThreadTime);
}
if (Stats.NumDynamicObjectSurfaceSamples + Stats.NumDynamicObjectVolumeSamples > 0)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Volume Sample placement\n"), 100.0f * Stats.VolumeSamplePlacementThreadTime / TotalLightingBusyThreadTime, Stats.VolumeSamplePlacementThreadTime);
}
const float UnaccountedLightingThreadTime = FMath::Max(TotalLightingBusyThreadTime - (SampleSetupTime + Stats.DirectLightingTime + Stats.BlockOnIndirectLightingCacheTasksTime + Stats.BlockOnIndirectLightingInterpolateTasksTime + Stats.SecondPassIrradianceCacheInterpolationTime + Stats.VolumeSamplePlacementThreadTime + Stats.StaticShadowDepthMapThreadTime + Stats.VolumeDistanceFieldThreadTime + PrecomputedVisibilityThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedLightingThreadTime / TotalLightingBusyThreadTime, UnaccountedLightingThreadTime);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("\n");
SolverStats += FString::Printf( TEXT("Indirect lighting cache task thread seconds: %.2f\n"), Stats.IndirectLightingCacheTaskThreadTime);
// These inner loop timings rely on rdtsc to avoid the massive overhead of Query Performance Counter.
// rdtsc is not dependable with multi-threading (see FRDTSCCycleTimer comments and Intel documentation) but we use it anyway because it's the only option.
//@todo - rdtsc is also not dependable if the OS changes which processor the thread gets executed on.
// Use SetThreadAffinityMask to prevent this case.
if (PhotonMappingSettings.bUsePhotonMapping)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs ImportancePhotonGatherTime\n"), 100.0f * Stats.ImportancePhotonGatherTime / Stats.IndirectLightingCacheTaskThreadTime, Stats.ImportancePhotonGatherTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs CalculateImportanceSampleTime\n"), 100.0f * Stats.CalculateImportanceSampleTime / Stats.IndirectLightingCacheTaskThreadTime, Stats.CalculateImportanceSampleTime);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs FirstBounceRayTraceTime for %.3f million rays\n"), 100.0f * Stats.FirstBounceRayTraceTime / Stats.IndirectLightingCacheTaskThreadTime, Stats.FirstBounceRayTraceTime, Stats.NumFirstBounceRaysTraced / 1000000.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs CalculateExitantRadiance\n"), 100.0f * Stats.CalculateExitantRadianceTime / Stats.IndirectLightingCacheTaskThreadTime, Stats.CalculateExitantRadianceTime);
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Traced %.3f million first hit visibility rays for a total of %.1f thread seconds (%.3f million per thread second)\n"), Stats.NumFirstHitRaysTraced / 1000000.0f, Stats.FirstHitRayTraceThreadTime, Stats.NumFirstHitRaysTraced / 1000000.0f / Stats.FirstHitRayTraceThreadTime);
SolverStats += FString::Printf( TEXT("Traced %.3f million boolean visibility rays for a total of %.1f thread seconds (%.3f million per thread second)\n"), Stats.NumBooleanRaysTraced / 1000000.0f, Stats.BooleanRayTraceThreadTime, Stats.NumBooleanRaysTraced / 1000000.0f / Stats.BooleanRayTraceThreadTime);
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const FBoxSphereBounds ImportanceBounds = GetImportanceBounds();
SolverStats += FString::Printf( TEXT("Scene radius %.1f, Importance bounds radius %.1f\n"), SceneBounds.SphereRadius, ImportanceBounds.SphereRadius);
SolverStats += FString::Printf( TEXT("%u Mappings, %.3f million Texels, %.3f million mapped texels\n"), Stats.NumMappings, Stats.NumTexelsProcessed / 1000000.0f, Stats.NumMappedTexels / 1000000.0f);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
const float UnaccountedMappingThreadTimePct = 100.0f * FMath::Max(TotalLightingBusyThreadTime - (Stats.TotalTextureMappingLightingThreadTime + Stats.TotalVolumeSampleLightingThreadTime + PrecomputedVisibilityThreadTime), 0.0f) / TotalLightingBusyThreadTime;
SolverStats += FString::Printf( TEXT("%.1f%% of Total Lighting thread seconds on Texture Mappings, %1.f%% on Volume Samples, %1.f%% on Visibility, %.1f%% Unaccounted\n"), 100.0f * Stats.TotalTextureMappingLightingThreadTime / TotalLightingBusyThreadTime, 100.0f * Stats.TotalVolumeSampleLightingThreadTime / TotalLightingBusyThreadTime, 100.0f * PrecomputedVisibilityThreadTime / TotalLightingBusyThreadTime, UnaccountedMappingThreadTimePct);
SolverStats += FString::Printf( TEXT("%u Lights total, %.1f Shadow rays per light sample on average\n"), Stats.NumLights, Stats.NumDirectLightingShadowRays / (float)(Stats.NumMappedTexels + Stats.NumVertexSamples));
if (Stats.NumMeshAreaLights > 0)
{
SolverStats += FString::Printf( TEXT("%u Emissive meshes, %u Mesh area lights, %lld simplified mesh area light primitives, %lld original primitives\n"), Stats.NumMeshAreaLightMeshes, Stats.NumMeshAreaLights, Stats.NumSimplifiedMeshAreaLightPrimitives, Stats.NumMeshAreaLightPrimitives);
}
if (Stats.NumSignedDistanceFieldCalculations > 0)
{
SolverStats += FString::Printf( TEXT("Signed distance field shadows: %.1f average upsample factor, %.3f million sparse source rays, %.3f million refining source rays, %.3f million transition search scatters\n"), Stats.AccumulatedSignedDistanceFieldUpsampleFactors / Stats.NumSignedDistanceFieldCalculations, Stats.NumSignedDistanceFieldAdaptiveSourceRaysFirstPass / 1000000.0f, Stats.NumSignedDistanceFieldAdaptiveSourceRaysSecondPass / 1000000.0f, Stats.NumSignedDistanceFieldScatters / 1000000.0f);
}
const int32 TotalVolumeLightingSamples = Stats.NumDynamicObjectSurfaceSamples + Stats.NumDynamicObjectVolumeSamples;
if (TotalVolumeLightingSamples > 0)
{
SolverStats += FString::Printf( TEXT("%u Volume lighting samples, %.1f%% placed on surfaces, %.1f%% placed in the volume, %.1f thread seconds\n"), TotalVolumeLightingSamples, 100.0f * Stats.NumDynamicObjectSurfaceSamples / (float)TotalVolumeLightingSamples, 100.0f * Stats.NumDynamicObjectVolumeSamples / (float)TotalVolumeLightingSamples, Stats.TotalVolumeSampleLightingThreadTime);
}
if (Stats.NumPrecomputedVisibilityQueries > 0)
{
SolverStats += FString::Printf( TEXT("Precomputed Visibility %u Cells (%.1f%% from camera tracks, %u processed on this agent), %u Meshes, %.3f million rays, %.1fKb data\n"), Stats.NumPrecomputedVisibilityCellsTotal, 100.0f * Stats.NumPrecomputedVisibilityCellsCamaraTracks / Stats.NumPrecomputedVisibilityCellsTotal, Stats.NumPrecomputedVisibilityCellsProcessed, Stats.NumPrecomputedVisibilityMeshes, Stats.NumPrecomputedVisibilityRayTraces / 1000000.0f, Stats.PrecomputedVisibilityDataBytes / 1024.0f);
const uint64 NumQueriesVisible = Stats.NumQueriesVisibleByDistanceRatio + Stats.NumQueriesVisibleExplicitSampling + Stats.NumQueriesVisibleImportanceSampling;
const uint64 TotalNumQueries = Stats.NumPrecomputedVisibilityQueries + Stats.NumPrecomputedVisibilityGroupQueries;
SolverStats += FString::Printf( TEXT(" %.3f million mesh queries, %.3f million group queries, %.1f%% visible, (%.1f%% trivially visible, %.1f%% explicit sampling, %.1f%% importance sampling)\n"), Stats.NumPrecomputedVisibilityQueries / 1000000.0f, Stats.NumPrecomputedVisibilityGroupQueries / 1000000.0f, 100.0f * NumQueriesVisible / TotalNumQueries, 100.0f * Stats.NumQueriesVisibleByDistanceRatio / NumQueriesVisible, 100.0f * Stats.NumQueriesVisibleExplicitSampling / NumQueriesVisible, 100.0f * Stats.NumQueriesVisibleImportanceSampling / NumQueriesVisible);
SolverStats += FString::Printf( TEXT(" %ux%ux%u group cells with %u occupied, %u meshes individually queried, %.3f million mesh queries skipped\n"), GroupVisibilityGridSizeXY, GroupVisibilityGridSizeXY, GroupVisibilityGridSizeZ, VisibilityGroups.Num(), Stats.NumPrecomputedVisibilityMeshesExcludedFromGroups, Stats.NumPrecomputedVisibilityMeshQueriesSkipped / 1000000.0f);
}
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
if (PhotonMappingSettings.bUsePhotonMapping)
{
const float FirstPassEmittedPhotonEfficiency = 100.0f * FMath::Max(Stats.NumDirectPhotonsGathered, NumIndirectPhotonPaths) / Stats.NumFirstPassPhotonsEmitted;
SolverStats += FString::Printf( TEXT("%.3f million first pass Photons Emitted (out of %.3f million requested) to deposit %.3f million Direct Photons and %u Indirect Photon Paths, efficiency of %.2f%%\n"), Stats.NumFirstPassPhotonsEmitted / 1000000.0f, Stats.NumFirstPassPhotonsRequested / 1000000.0f, Stats.NumDirectPhotonsGathered / 1000000.0f, NumIndirectPhotonPaths, FirstPassEmittedPhotonEfficiency);
const float SecondPassEmittedPhotonEfficiency = 100.0f * Stats.NumIndirectPhotonsGathered / Stats.NumSecondPassPhotonsEmitted;
SolverStats += FString::Printf( TEXT("%.3f million second pass Photons Emitted (out of %.3f million requested) to deposit %.3f million Indirect Photons, efficiency of %.2f%%\n"), Stats.NumSecondPassPhotonsEmitted / 1000000.0f, Stats.NumSecondPassPhotonsRequested / 1000000.0f, Stats.NumIndirectPhotonsGathered / 1000000.0f, SecondPassEmittedPhotonEfficiency);
SolverStats += FString::Printf( TEXT("%.3f million Photon Gathers, %.3f million Irradiance Photon Gathers\n"), Stats.NumPhotonGathers / 1000000.0f, Stats.NumIrradiancePhotonMapSearches / 1000000.0f);
SolverStats += FString::Printf( TEXT("%.3f million Importance Photons found, %.3f million Importance Photon PDF calculations\n"), Stats.TotalFoundImportancePhotons / 1000000.0f, Stats.NumImportancePDFCalculations / 1000000.0f);
if (PhotonMappingSettings.bUseIrradiancePhotons && Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("%.3f million Irradiance Photons, %.1f%% Direct, %.1f%% Indirect, %.3f million actually found\n"), Stats.NumIrradiancePhotons / 1000000.0f, 100.0f * Stats.NumDirectIrradiancePhotons / Stats.NumIrradiancePhotons, 100.0f * (Stats.NumIrradiancePhotons - Stats.NumDirectIrradiancePhotons) / Stats.NumIrradiancePhotons, Stats.NumFoundIrradiancePhotons / 1000000.0f);
const float IterationsPerSearch = Stats.CalculateIrradiancePhotonStats.NumSearchIterations / (float)Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches;
if (Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches > 0)
{
SolverStats += FString::Printf( TEXT("%.1f Irradiance calculating search iterations per search (%.3f million searches, %.3f million iterations)\n"), IterationsPerSearch, Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumSearchIterations / 1000000.0f);
}
SolverStats += FString::Printf( TEXT("%.3f million octree nodes tested during irradiance photon calculating, %.3f million nodes visited, %.3f million elements tested, %.3f million elements accepted\n"), Stats.CalculateIrradiancePhotonStats.NumOctreeNodesTested / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumOctreeNodesVisited / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumElementsTested / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumElementsAccepted / 1000000.0f);
}
}
if (IrradianceCachingSettings.bAllowIrradianceCaching)
{
const int32 NumIrradianceCacheBounces = PhotonMappingSettings.bUsePhotonMapping ? 1 : GeneralSettings.NumIndirectLightingBounces;
for (int32 BounceIndex = 0; BounceIndex < NumIrradianceCacheBounces; BounceIndex++)
{
const FIrradianceCacheStats& CurrentStats = Stats.Cache[BounceIndex];
if (CurrentStats.NumCacheLookups > 0)
{
const float MissRate = 100.0f * CurrentStats.NumRecords / CurrentStats.NumCacheLookups;
SolverStats += FString::Printf( TEXT("%.1f%% Bounce %i Irradiance cache miss rate (%.3f million lookups, %.3f million misses, %.3f million inside geometry)\n"), MissRate, BounceIndex + 1, CurrentStats.NumCacheLookups / 1000000.0f, CurrentStats.NumRecords / 1000000.0f, CurrentStats.NumInsideGeometry / 1000000.0f);
}
}
}
if (PhotonMappingSettings.bUseFinalGathering)
{
uint64 TotalNumRefiningSamples = 0;
for (int i = 0; i < ImportanceTracingSettings.NumAdaptiveRefinementLevels; i++)
{
TotalNumRefiningSamples += Stats.NumRefiningFinalGatherSamples[i];
}
SolverStats += FString::Printf( TEXT("Final Gather: %.1fs on %.3f million base samples, %.1fs on %.3f million refining samples for %u refinement levels. \n"), Stats.BaseFinalGatherSampleTime, Stats.NumBaseFinalGatherSamples / 1000000.0f, Stats.RefiningFinalGatherSampleTime, TotalNumRefiningSamples / 1000000.0f, ImportanceTracingSettings.NumAdaptiveRefinementLevels);
if (TotalNumRefiningSamples > 0)
{
SolverStats += FString::Printf( TEXT(" %.1f%% due to brightness differences, %.1f%% due to importance photons / portals, Samples at depth: "), 100.0f * Stats.NumRefiningSamplesDueToBrightness / TotalNumRefiningSamples, 100.0f * Stats.NumRefiningSamplesDueToImportancePhotons / TotalNumRefiningSamples);
for (int i = 0; i < ImportanceTracingSettings.NumAdaptiveRefinementLevels; i++)
{
SolverStats += FString::Printf(TEXT("%.1f%%, "), 100.0f * Stats.NumRefiningFinalGatherSamples[i] / TotalNumRefiningSamples);
}
SolverStats += FString::Printf(TEXT("\n"));
}
}
#if PLATFORM_WINDOWS
PROCESS_MEMORY_COUNTERS_EX ProcessMemoryInfo;
if (GetProcessMemoryInfo(GetCurrentProcess(), (PROCESS_MEMORY_COUNTERS*)&ProcessMemoryInfo, sizeof(ProcessMemoryInfo)))
{
SolverStats += FString::Printf( TEXT("%.1f Mb Peak Working Set\n"), ProcessMemoryInfo.PeakWorkingSetSize / (1024.0f * 1024.0f));
}
else
{
SolverStats += TEXT("GetProcessMemoryInfo Failed!");
}
SolverStats += FString::Printf( TEXT("\n") );
#elif PLATFORM_MAC
{
struct rusage MemUsage;
if (getrusage( RUSAGE_SELF, &MemUsage ) == 0)
{
SolverStats += FString::Printf( TEXT("%.1f Mb Peak Working Set\n"), MemUsage.ru_maxrss / (1024.0f * 1024.0f));
}
else
{
SolverStats += TEXT("getrusage() failed!");
}
}
SolverStats += FString::Printf( TEXT("\n") );
#endif
LogSolverMessage(SolverStats);
const bool bDumpMemoryStats = false;
if (bDumpMemoryStats)
{
#if PLATFORM_WINDOWS
PROCESS_MEMORY_COUNTERS ProcessMemory;
verify(GetProcessMemoryInfo(GetCurrentProcess(), &ProcessMemory, sizeof(ProcessMemory)));
UE_LOG(LogLightmass, Log, TEXT("Virtual memory used %.1fMb, Peak %.1fMb"),
ProcessMemory.PagefileUsage / 1048576.0f,
ProcessMemory.PeakPagefileUsage / 1048576.0f);
#elif PLATFORM_MAC
{
task_basic_info_64_data_t TaskInfo;
mach_msg_type_number_t TaskInfoCount = TASK_BASIC_INFO_COUNT;
task_info( mach_task_self(), TASK_BASIC_INFO, (task_info_t)&TaskInfo, &TaskInfoCount );
UE_LOG(LogLightmass, Log, TEXT("Virtual memory used %.1fMb"),
TaskInfo.virtual_size / 1048576.0f); // can't get peak virtual memory on Mac
}
#endif
AggregateMesh->DumpStats();
UE_LOG(LogLightmass, Log, TEXT("DirectPhotonMap"));
DirectPhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("FirstBouncePhotonMap"));
FirstBouncePhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("SecondBouncePhotonMap"));
SecondBouncePhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("IrradiancePhotonMap"));
IrradiancePhotonMap.DumpStats(false);
uint64 IrradiancePhotonCacheBytes = 0;
for (int32 i = 0; i < AllMappings.Num(); i++)
{
IrradiancePhotonCacheBytes += AllMappings[i]->GetIrradiancePhotonCacheBytes();
}
UE_LOG(LogLightmass, Log, TEXT("%.3fMb for Irradiance Photon surface caches"), IrradiancePhotonCacheBytes / 1048576.0f);
}
}
/** Logs a solver message */
void FStaticLightingSystem::LogSolverMessage(const FString& Message) const
{
if (Scene.DebugInput.bRelaySolverStats)
{
// Relay the message back to Unreal if allowed
GSwarm->SendMessage(NSwarm::FInfoMessage(*Message));
}
GLog->Log(*Message);
}
/** Logs a progress update message when appropriate */
void FStaticLightingSystem::UpdateInternalStatus(int32 OldNumTexelsCompleted) const
{
const int32 NumProgressSteps = 10;
const float InvTotal = 1.0f / Stats.NumTexelsProcessed;
const float PreviousCompletedFraction = OldNumTexelsCompleted * InvTotal;
const float CurrentCompletedFraction = NumTexelsCompleted * InvTotal;
// Only log NumProgressSteps times
if (FMath::TruncToInt(PreviousCompletedFraction * NumProgressSteps) < FMath::TruncToInt(CurrentCompletedFraction * NumProgressSteps))
{
LogSolverMessage(FString::Printf(TEXT("Lighting %.1f%%"), CurrentCompletedFraction * 100.0f));
}
}
/** Caches samples for any sampling distributions that are known ahead of time, which greatly reduces noise in those estimates in exchange for structured artifacts. */
void FStaticLightingSystem::CacheSamples()
{
FLMRandomStream RandomStream(102341);
int32 NumUniformHemisphereSamples = 0;
if (PhotonMappingSettings.bUsePhotonMapping)
{
const float NumSamplesFloat =
ImportanceTracingSettings.NumHemisphereSamples
* (ImportanceTracingSettings.bUseAdaptiveSolver ? 1 : (1.0f - PhotonMappingSettings.FinalGatherImportanceSampleFraction))
* GeneralSettings.IndirectLightingQuality;
NumUniformHemisphereSamples = FMath::TruncToInt(NumSamplesFloat);
}
else
{
NumUniformHemisphereSamples = ImportanceTracingSettings.NumHemisphereSamples;
}
CachedHemisphereSamples.Empty(NumUniformHemisphereSamples);
CachedHemisphereSampleUniforms.Empty(NumUniformHemisphereSamples);
if (ImportanceTracingSettings.bUseStratifiedSampling)
{
// Split the sampling domain up into cells with equal area
// Using PI times more Phi steps as Theta steps, but the relationship between them could be anything
const float NumThetaStepsFloat = FMath::Sqrt(NumUniformHemisphereSamples / (float)PI);
const int32 NumThetaSteps = FMath::TruncToInt(NumThetaStepsFloat);
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaStepsFloat * (float)PI);
if (ImportanceTracingSettings.bUseCosinePDF)
{
GenerateStratifiedCosineHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedHemisphereSamples);
}
else
{
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedHemisphereSamples, CachedHemisphereSampleUniforms);
}
}
else
{
for (int32 SampleIndex = 0; SampleIndex < NumUniformHemisphereSamples; SampleIndex++)
{
const FVector4& CurrentSample = ImportanceTracingSettings.bUseCosinePDF ?
GetCosineHemisphereVector(RandomStream, ImportanceTracingSettings.MaxHemisphereRayAngle) :
GetUniformHemisphereVector(RandomStream, ImportanceTracingSettings.MaxHemisphereRayAngle);
CachedHemisphereSamples.Add(CurrentSample);
}
}
FVector4 CombinedVector(0);
for (int32 SampleIndex = 0; SampleIndex < CachedHemisphereSamples.Num(); SampleIndex++)
{
CombinedVector += CachedHemisphereSamples[SampleIndex];
}
CachedSamplesMaxUnoccludedLength = (CombinedVector / CachedHemisphereSamples.Num()).Size3();
{
int32 TargetNumApproximateSkyLightingSamples = FMath::Max(FMath::TruncToInt(ImportanceTracingSettings.NumHemisphereSamples / 2 * GeneralSettings.IndirectLightingQuality), 12);
CachedHemisphereSamplesForApproximateSkyLighting.Empty(TargetNumApproximateSkyLightingSamples);
CachedHemisphereSamplesForApproximateSkyLightingUniforms.Empty(TargetNumApproximateSkyLightingSamples);
const float NumThetaStepsFloat = FMath::Sqrt(TargetNumApproximateSkyLightingSamples / (float)PI);
const int32 NumThetaSteps = FMath::TruncToInt(NumThetaStepsFloat);
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaStepsFloat * (float)PI);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedHemisphereSamplesForApproximateSkyLighting, CachedHemisphereSamplesForApproximateSkyLightingUniforms);
}
// Cache samples on the surface of each light for area shadows
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
FLight* Light = Lights[LightIndex];
for (int32 BounceIndex = 0; BounceIndex < GeneralSettings.NumIndirectLightingBounces + 1; BounceIndex++)
{
const int32 NumPenumbraTypes = BounceIndex == 0 ? 2 : 1;
Light->CacheSurfaceSamples(BounceIndex, GetNumShadowRays(BounceIndex, false), GetNumShadowRays(BounceIndex, true), RandomStream);
}
}
}
bool FStaticLightingThreadRunnable::CheckHealth(bool bReportError) const
{
if( bTerminatedByError && bReportError )
{
UE_LOG(LogLightmass, Fatal, TEXT("Static lighting thread exception:\r\n%s"), *ErrorMessage );
}
return !bTerminatedByError;
}
uint32 FMappingProcessingThreadRunnable::Run()
{
const double StartThreadTime = FPlatformTime::Seconds();
#if PLATFORM_WINDOWS
if(!FPlatformMisc::IsDebuggerPresent())
{
__try
{
if (TaskType == StaticLightingTask_ProcessMappings)
{
System->ThreadLoop(false, ThreadIndex, ThreadStatistics, IdleTime);
}
else if (TaskType == StaticLightingTask_CacheIrradiancePhotons)
{
System->CacheIrradiancePhotonsThreadLoop(ThreadIndex, false);
}
else
{
UE_LOG(LogLightmass, Fatal, TEXT("Unsupported task type"));
}
}
__except( ReportCrash( GetExceptionInformation() ) )
{
ErrorMessage = GErrorHist;
bTerminatedByError = true;
}
}
else
#endif
{
if (TaskType == StaticLightingTask_ProcessMappings)
{
System->ThreadLoop(false, ThreadIndex, ThreadStatistics, IdleTime);
}
else if (TaskType == StaticLightingTask_CacheIrradiancePhotons)
{
System->CacheIrradiancePhotonsThreadLoop(ThreadIndex, false);
}
else
{
UE_LOG(LogLightmass, Fatal, TEXT("Unsupported task type"));
}
}
ExecutionTime = FPlatformTime::Seconds() - StartThreadTime;
FinishedCounter.Increment();
return 0;
}
/**
* Retrieves the next task from Swarm. Blocking, thread-safe function call. Returns NULL when there are no more tasks.
* @return The next mapping task to process.
*/
FStaticLightingMapping* FStaticLightingSystem::ThreadGetNextMapping(
FThreadStatistics& ThreadStatistics,
FGuid& TaskGuid,
uint32 WaitTime,
bool& bWaitTimedOut,
bool& bDynamicObjectTask,
int32& PrecomputedVisibilityTaskIndex,
bool& bStaticShadowDepthMapTask,
bool& bMeshAreaLightDataTask,
bool& bVolumeDataTask)
{
FStaticLightingMapping* Mapping = NULL;
// Initialize output parameters
bWaitTimedOut = true;
bDynamicObjectTask = false;
PrecomputedVisibilityTaskIndex = INDEX_NONE;
bStaticShadowDepthMapTask = false;
bMeshAreaLightDataTask = false;
bVolumeDataTask = false;
if ( GDebugMode )
{
FScopeLock Lock( &CriticalSection );
bWaitTimedOut = false;
// If we're in debugging mode, just grab the next mapping from the scene.
TMap<FGuid, FStaticLightingMapping*>::TIterator It(Mappings);
if ( It )
{
Mapping = It.Value();
It.RemoveCurrent();
}
}
else
{
// Request a new task from Swarm.
FLightmassSwarm* Swarm = Exporter.GetSwarm();
double SwarmRequestStart = FPlatformTime::Seconds();
bool bGotTask = Swarm->RequestTask( TaskGuid, WaitTime );
double SwarmRequestEnd = FPlatformTime::Seconds();
if ( bGotTask )
{
int32 FoundIndex = INDEX_NONE;
Scene.VisibilityBucketGuids.Find(TaskGuid, FoundIndex);
if (TaskGuid == PrecomputedVolumeLightingGuid)
{
bDynamicObjectTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (FoundIndex >= 0)
{
PrecomputedVisibilityTaskIndex = FoundIndex;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (TaskGuid == MeshAreaLightDataGuid)
{
bMeshAreaLightDataTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (TaskGuid == VolumeDistanceFieldGuid)
{
bVolumeDataTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (Scene.FindLightByGuid(TaskGuid))
{
bStaticShadowDepthMapTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else
{
FStaticLightingMapping** MappingPtr = Mappings.Find( TaskGuid );
if ( MappingPtr && FPlatformAtomics::InterlockedExchange(&(*MappingPtr)->bProcessed, true) == false )
{
// We received a new mapping to process. Tell Swarm we accept the task.
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
Mapping = *MappingPtr;
}
else
{
// Couldn't find the mapping. Tell Swarm we reject the task and try again later.
UE_LOG(LogLightmass, Log, TEXT("Lightmass - Rejecting task (%08X%08X%08X%08X)!"), TaskGuid.A, TaskGuid.B, TaskGuid.C, TaskGuid.D );
Swarm->RejectTask( TaskGuid );
}
}
}
else if ( Swarm->ReceivedQuitRequest() || Swarm->IsDone() )
{
bWaitTimedOut = false;
}
ThreadStatistics.SwarmRequestTime += SwarmRequestEnd - SwarmRequestStart;
}
return Mapping;
}
void FStaticLightingSystem::ThreadLoop(bool bIsMainThread, int32 ThreadIndex, FThreadStatistics& ThreadStatistics, float& IdleTime)
{
const double ThreadTimeStart = FPlatformTime::Seconds();
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Processing0, ThreadIndex ) );
bool bSignaledMappingsComplete = false;
bool bIsDone = false;
while (!bIsDone)
{
const double StartLoopTime = FPlatformTime::Seconds();
if (NumOutstandingVolumeDataLayers > 0)
{
const int32 ThreadZ = FPlatformAtomics::InterlockedIncrement(&OutstandingVolumeDataLayerIndex);
if (ThreadZ < VolumeSizeZ)
{
CalculateVolumeDistanceFieldWorkRange(ThreadZ);
const int32 NumTasksRemaining = FPlatformAtomics::InterlockedDecrement(&NumOutstandingVolumeDataLayers);
if (NumTasksRemaining == 0)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportVolumeDistanceField, true);
}
}
}
uint32 DefaultRequestForTaskTimeout = 0;
FGuid TaskGuid;
bool bRequestForTaskTimedOut;
bool bDynamicObjectTask;
int32 PrecomputedVisibilityTaskIndex;
bool bStaticShadowDepthMapTask;
bool bMeshAreaLightDataTask;
bool bVolumeDataTask;
const double RequestTimeStart = FPlatformTime::Seconds();
FStaticLightingMapping* Mapping = ThreadGetNextMapping(
ThreadStatistics,
TaskGuid,
DefaultRequestForTaskTimeout,
bRequestForTaskTimedOut,
bDynamicObjectTask,
PrecomputedVisibilityTaskIndex,
bStaticShadowDepthMapTask,
bMeshAreaLightDataTask,
bVolumeDataTask);
const double RequestTimeEnd = FPlatformTime::Seconds();
ThreadStatistics.RequestTime += RequestTimeEnd - RequestTimeStart;
if (Mapping)
{
const double MappingTimeStart = FPlatformTime::Seconds();
// Build the mapping's static lighting.
if(Mapping->GetTextureMapping())
{
ProcessTextureMapping(Mapping->GetTextureMapping());
double MappingTimeEnd = FPlatformTime::Seconds();
ThreadStatistics.TextureMappingTime += MappingTimeEnd - MappingTimeStart;
ThreadStatistics.NumTextureMappings++;
}
}
else if (bDynamicObjectTask)
{
BeginCalculateVolumeSamples();
// If we didn't generate any samples then we can end the task
if (!IsDebugMode() && NumVolumeSampleTasksOutstanding <= 0)
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted(PrecomputedVolumeLightingGuid);
}
}
else if (PrecomputedVisibilityTaskIndex >= 0)
{
CalculatePrecomputedVisibility(PrecomputedVisibilityTaskIndex);
}
else if (bMeshAreaLightDataTask)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportMeshAreaLightData, true);
}
else if (bVolumeDataTask)
{
BeginCalculateVolumeDistanceField();
}
else if (bStaticShadowDepthMapTask)
{
CalculateStaticShadowDepthMap(TaskGuid);
}
else
{
if (!bSignaledMappingsComplete && NumOutstandingVolumeDataLayers <= 0)
{
bSignaledMappingsComplete = true;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Processing0, ThreadIndex ) );
}
FCacheIndirectTaskDescription* NextCacheTask = CacheIndirectLightingTasks.Pop();
FInterpolateIndirectTaskDescription* NextInterpolateTask = InterpolateIndirectLightingTasks.Pop();
if (NextCacheTask)
{
//UE_LOG(LogLightmass, Warning, TEXT("Thread %u picked up Cache Indirect task for %u"), ThreadIndex, NextCacheTask->TextureMapping->Guid.D);
ProcessCacheIndirectLightingTask(NextCacheTask, false);
NextCacheTask->TextureMapping->CompletedCacheIndirectLightingTasks.Push(NextCacheTask);
FPlatformAtomics::InterlockedDecrement(&NextCacheTask->TextureMapping->NumOutstandingCacheTasks);
}
if (NextInterpolateTask)
{
//UE_LOG(LogLightmass, Warning, TEXT("Thread %u picked up Interpolate indirect task for %u"), ThreadIndex, NextInterpolateTask->TextureMapping->Guid.D);
ProcessInterpolateTask(NextInterpolateTask, false);
NextInterpolateTask->TextureMapping->CompletedInterpolationTasks.Push(NextInterpolateTask);
FPlatformAtomics::InterlockedDecrement(&NextInterpolateTask->TextureMapping->NumOutstandingInterpolationTasks);
}
if (NumVolumeSampleTasksOutstanding > 0)
{
const int32 TaskIndex = FPlatformAtomics::InterlockedIncrement(&NextVolumeSampleTaskIndex);
if (TaskIndex < VolumeSampleTasks.Num())
{
ProcessVolumeSamplesTask(VolumeSampleTasks[TaskIndex]);
const int32 NumTasksRemaining = FPlatformAtomics::InterlockedDecrement(&NumVolumeSampleTasksOutstanding);
if (NumTasksRemaining == 0)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportVolumeSampleData, true);
}
}
}
if (!NextCacheTask
&& !NextInterpolateTask
&& NumVolumeSampleTasksOutstanding <= 0
&& NumOutstandingVolumeDataLayers <= 0)
{
if (MappingTasksInProgressThatWillNeedHelp <= 0 && !bRequestForTaskTimedOut)
{
// All mappings have been processed, so end this thread.
bIsDone = true;
}
else
{
FPlatformProcess::Sleep(.001f);
IdleTime += FPlatformTime::Seconds() - StartLoopTime;
}
}
}
// NOTE: Main thread shouldn't be running this anymore.
check( !bIsMainThread );
}
ThreadStatistics.TotalTime += FPlatformTime::Seconds() - ThreadTimeStart;
FPlatformAtomics::InterlockedIncrement(&GStatistics.NumThreadsFinished);
}
/**
* Applies the static lighting to the mappings in the list, and clears the list.
* Also reports back to Unreal after each mapping has been exported.
* @param LightingSystem - Reference to the static lighting system
*/
template<typename StaticLightingDataType>
void TCompleteStaticLightingList<StaticLightingDataType>::ApplyAndClear(FStaticLightingSystem& LightingSystem)
{
while(FirstElement)
{
// Atomically read the complete list and clear the shared head pointer.
TList<StaticLightingDataType>* LocalFirstElement;
TList<StaticLightingDataType>* CurrentElement;
uint32 ElementCount = 0;
do { LocalFirstElement = FirstElement; }
while(FPlatformAtomics::InterlockedCompareExchangePointer((void**)&FirstElement,NULL,LocalFirstElement) != LocalFirstElement);
// Traverse the local list, count the number of entries, and find the minimum guid
TList<StaticLightingDataType>* PreviousElement = NULL;
TList<StaticLightingDataType>* MinimumElementLink = NULL;
TList<StaticLightingDataType>* MinimumElement = NULL;
CurrentElement = LocalFirstElement;
MinimumElement = CurrentElement;
FGuid MinimumGuid = MinimumElement->Element.Mapping->Guid;
while(CurrentElement)
{
ElementCount++;
if (CurrentElement->Element.Mapping->Guid < MinimumGuid)
{
MinimumGuid = CurrentElement->Element.Mapping->Guid;
MinimumElementLink = PreviousElement;
MinimumElement = CurrentElement;
}
PreviousElement = CurrentElement;
CurrentElement = CurrentElement->Next;
}
// Slice and dice the list to put the minimum at the head before we continue
if (MinimumElementLink != NULL)
{
MinimumElementLink->Next = MinimumElement->Next;
MinimumElement->Next = LocalFirstElement;
LocalFirstElement = MinimumElement;
}
// Traverse the local list and export
CurrentElement = LocalFirstElement;
// Start exporting, planning to put everything into one file
bool bUseUniqueChannel = true;
if (LightingSystem.GetExporter().BeginExportResults(CurrentElement->Element, ElementCount) >= 0)
{
// We opened a group channel, export all mappings out together
bUseUniqueChannel = false;
}
const double ExportTimeStart = FPlatformTime::Seconds();
while(CurrentElement)
{
if (CurrentElement->Element.Mapping->Guid == LightingSystem.GetDebugGuid())
{
// Send debug info back with the mapping task that is being debugged
LightingSystem.GetExporter().ExportDebugInfo(LightingSystem.DebugOutput);
}
// write back to Unreal
LightingSystem.GetExporter().ExportResults(CurrentElement->Element, bUseUniqueChannel);
// Update the corresponding statistics depending on whether we're exporting in parallel to the worker threads or not.
bool bIsRunningInParallel = GStatistics.NumThreadsFinished < (GStatistics.NumThreads-1);
if ( bIsRunningInParallel )
{
GStatistics.ThreadStatistics.ExportTime += FPlatformTime::Seconds() - ExportTimeStart;
}
else
{
static bool bFirst = true;
if ( bFirst )
{
bFirst = false;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_ExportingResults, -1 ) );
}
GStatistics.ExtraExportTime += FPlatformTime::Seconds() - ExportTimeStart;
}
GStatistics.NumExportedMappings++;
// Move to the next element
CurrentElement = CurrentElement->Next;
}
// If we didn't use unique channels, close up the group channel now
if (!bUseUniqueChannel)
{
LightingSystem.GetExporter().EndExportResults();
}
// Traverse again, cleaning up and notifying swarm
FLightmassSwarm* Swarm = LightingSystem.GetExporter().GetSwarm();
CurrentElement = LocalFirstElement;
while(CurrentElement)
{
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !LightingSystem.IsDebugMode() )
{
Swarm->TaskCompleted( CurrentElement->Element.Mapping->Guid );
}
// Delete this link and advance to the next.
TList<StaticLightingDataType>* NextElement = CurrentElement->Next;
delete CurrentElement;
CurrentElement = NextElement;
}
}
}
template<typename DataType>
void TCompleteTaskList<DataType>::ApplyAndClear(FStaticLightingSystem& LightingSystem)
{
while(this->FirstElement)
{
// Atomically read the complete list and clear the shared head pointer.
TList<DataType>* LocalFirstElement;
TList<DataType>* CurrentElement;
uint32 ElementCount = 0;
do { LocalFirstElement = this->FirstElement; }
while(FPlatformAtomics::InterlockedCompareExchangePointer((void**)&this->FirstElement,NULL,LocalFirstElement) != LocalFirstElement);
// Traverse the local list, count the number of entries, and find the minimum guid
TList<DataType>* PreviousElement = NULL;
TList<DataType>* MinimumElementLink = NULL;
TList<DataType>* MinimumElement = NULL;
CurrentElement = LocalFirstElement;
MinimumElement = CurrentElement;
FGuid MinimumGuid = MinimumElement->Element.Guid;
while(CurrentElement)
{
ElementCount++;
if (CurrentElement->Element.Guid < MinimumGuid)
{
MinimumGuid = CurrentElement->Element.Guid;
MinimumElementLink = PreviousElement;
MinimumElement = CurrentElement;
}
PreviousElement = CurrentElement;
CurrentElement = CurrentElement->Next;
}
// Slice and dice the list to put the minimum at the head before we continue
if (MinimumElementLink != NULL)
{
MinimumElementLink->Next = MinimumElement->Next;
MinimumElement->Next = LocalFirstElement;
LocalFirstElement = MinimumElement;
}
// Traverse the local list and export
CurrentElement = LocalFirstElement;
const double ExportTimeStart = FPlatformTime::Seconds();
while(CurrentElement)
{
// write back to Unreal
LightingSystem.GetExporter().ExportResults(CurrentElement->Element);
// Move to the next element
CurrentElement = CurrentElement->Next;
}
// Traverse again, cleaning up and notifying swarm
FLightmassSwarm* Swarm = LightingSystem.GetExporter().GetSwarm();
CurrentElement = LocalFirstElement;
while(CurrentElement)
{
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !LightingSystem.IsDebugMode() )
{
Swarm->TaskCompleted( CurrentElement->Element.Guid );
}
// Delete this link and advance to the next.
TList<DataType>* NextElement = CurrentElement->Next;
delete CurrentElement;
CurrentElement = NextElement;
}
}
}
class FStoredLightingSample
{
public:
FLinearColor IncomingRadiance;
FVector4 WorldSpaceDirection;
};
class FSampleCollector
{
public:
inline void SetOcclusion(float InOcclusion)
{}
inline void AddIncomingRadiance(const FLinearColor& IncomingRadiance, float Weight, const FVector4& TangentSpaceDirection, const FVector4& WorldSpaceDirection)
{
if (FLinearColorUtils::LinearRGBToXYZ(IncomingRadiance * Weight).G > DELTA)
{
FStoredLightingSample NewSample;
NewSample.IncomingRadiance = IncomingRadiance * Weight;
NewSample.WorldSpaceDirection = WorldSpaceDirection;
Samples.Add(NewSample);
}
}
bool AreFloatsValid() const
{
return true;
}
FSampleCollector operator+( const FSampleCollector& Other ) const
{
FSampleCollector NewCollector;
NewCollector.Samples = Samples;
NewCollector.Samples.Append(Other.Samples);
NewCollector.EnvironmentSamples = EnvironmentSamples;
NewCollector.EnvironmentSamples.Append(Other.EnvironmentSamples);
return NewCollector;
}
TArray<FStoredLightingSample> Samples;
TArray<FStoredLightingSample> EnvironmentSamples;
};
void FStaticLightingSystem::CalculateStaticShadowDepthMap(FGuid LightGuid)
{
const FLight* Light = Scene.FindLightByGuid(LightGuid);
check(Light);
const FDirectionalLight* DirectionalLight = Light->GetDirectionalLight();
const FSpotLight* SpotLight = Light->GetSpotLight();
const FPointLight* PointLight = Light->GetPointLight();
check(DirectionalLight || SpotLight || PointLight);
const double StartTime = FPlatformTime::Seconds();
FStaticLightingMappingContext Context(NULL, *this);
FStaticShadowDepthMap* ShadowDepthMap = new FStaticShadowDepthMap();
if (DirectionalLight)
{
FVector4 XAxis, YAxis;
DirectionalLight->Direction.FindBestAxisVectors3(XAxis, YAxis);
// Create a coordinate system for the dominant directional light, with the z axis corresponding to the light's direction
ShadowDepthMap->WorldToLight = FBasisVectorMatrix(XAxis, YAxis, DirectionalLight->Direction, FVector4(0,0,0));
FBoxSphereBounds ImportanceVolume = GetImportanceBounds().SphereRadius > 0.0f ? GetImportanceBounds() : FBoxSphereBounds(AggregateMesh->GetBounds());
const FBox LightSpaceImportanceBounds = ImportanceVolume.GetBox().TransformBy(ShadowDepthMap->WorldToLight);
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(LightSpaceImportanceBounds.GetExtent().X * 2.0f / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Max(LightSpaceImportanceBounds.GetExtent().Y * 2.0f / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY, 4.0f));
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeY == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeY;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
// Allocate the shadow map
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
{
const float InvDistanceRange = 1.0f / (LightSpaceImportanceBounds.Max.Z - LightSpaceImportanceBounds.Min.Z);
const FMatrix LightToWorld = ShadowDepthMap->WorldToLight.InverseFast();
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
// Construct a ray in light space along the direction of the light, starting at the minimum light space Z going to the maximum.
const FVector4 LightSpaceStartPosition(
LightSpaceImportanceBounds.Min.X + XFraction * (LightSpaceImportanceBounds.Max.X - LightSpaceImportanceBounds.Min.X),
LightSpaceImportanceBounds.Min.Y + YFraction * (LightSpaceImportanceBounds.Max.Y - LightSpaceImportanceBounds.Min.Y),
LightSpaceImportanceBounds.Min.Z);
const FVector4 LightSpaceEndPosition(LightSpaceStartPosition.X, LightSpaceStartPosition.Y, LightSpaceImportanceBounds.Max.Z);
// Transform the ray into world space in order to trace against the world space aggregate mesh
const FVector4 WorldSpaceStartPosition = LightToWorld.TransformPosition(LightSpaceStartPosition);
const FVector4 WorldSpaceEndPosition = LightToWorld.TransformPosition(LightSpaceEndPosition);
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, (Intersection.IntersectionVertex.WorldPosition - WorldSpaceStartPosition).Size3());
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = LightSpaceImportanceBounds.Max.Z - LightSpaceImportanceBounds.Min.Z;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance * InvDistanceRange));
}
}
}
ShadowDepthMap->WorldToLight *= FTranslationMatrix(-LightSpaceImportanceBounds.Min)
* FScaleMatrix(FVector(1.0f) / (LightSpaceImportanceBounds.Max - LightSpaceImportanceBounds.Min));
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(DirectionalLight, ShadowDepthMap);
}
else if (SpotLight)
{
FVector4 XAxis, YAxis;
SpotLight->Direction.FindBestAxisVectors3(XAxis, YAxis);
// Create a coordinate system for the spot light, with the z axis corresponding to the light's direction, and translated to the light's origin
ShadowDepthMap->WorldToLight = FTranslationMatrix(-SpotLight->Position)
* FBasisVectorMatrix(XAxis, YAxis, SpotLight->Direction, FVector4(0,0,0));
// Distance from the light's direction axis to the edge of the cone at the radius of the light
const float HalfCrossSectionLength = SpotLight->Radius * FMath::Tan(SpotLight->OuterConeAngle * (float)PI / 180.0f);
const FVector4 LightSpaceImportanceBoundMin = FVector4(-HalfCrossSectionLength, -HalfCrossSectionLength, 0);
const FVector4 LightSpaceImportanceBoundMax = FVector4(HalfCrossSectionLength, HalfCrossSectionLength, SpotLight->Radius);
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(HalfCrossSectionLength / (2 * ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX), 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeX;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
// Calculate the maximum possible distance for quantization
const float MaxPossibleDistance = LightSpaceImportanceBoundMax.Z - LightSpaceImportanceBoundMin.Z;
const FMatrix LightToWorld = ShadowDepthMap->WorldToLight.InverseFast();
const FBoxSphereBounds ImportanceVolume = GetImportanceBounds().SphereRadius > 0.0f ? GetImportanceBounds() : FBoxSphereBounds(AggregateMesh->GetBounds());
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
// Construct a ray in light space along the direction of the light, starting at the light and going to the maximum light space Z.
const FVector4 LightSpaceStartPosition(0,0,0);
const FVector4 LightSpaceEndPosition(
LightSpaceImportanceBoundMin.X + XFraction * (LightSpaceImportanceBoundMax.X - LightSpaceImportanceBoundMin.X),
LightSpaceImportanceBoundMin.Y + YFraction * (LightSpaceImportanceBoundMax.Y - LightSpaceImportanceBoundMin.Y),
LightSpaceImportanceBoundMax.Z);
// Transform the ray into world space in order to trace against the world space aggregate mesh
const FVector4 WorldSpaceStartPosition = LightToWorld.TransformPosition(LightSpaceStartPosition);
const FVector4 WorldSpaceEndPosition = LightToWorld.TransformPosition(LightSpaceEndPosition);
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
const FVector4 LightSpaceIntersectPosition = ShadowDepthMap->WorldToLight.TransformPosition(Intersection.IntersectionVertex.WorldPosition);
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, LightSpaceIntersectPosition.Z);
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = MaxPossibleDistance;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance / MaxPossibleDistance));
}
}
ShadowDepthMap->WorldToLight *=
// Perspective projection sized to the spotlight cone
FPerspectiveMatrix(SpotLight->OuterConeAngle * (float)PI / 180.0f, 1, 1, 0, SpotLight->Radius)
// Convert from NDC to texture space, normalize Z
* FMatrix(
FPlane(.5f, 0, 0, 0),
FPlane(0, .5f, 0, 0),
FPlane(0, 0, 1.0f / LightSpaceImportanceBoundMax.Z, 0),
FPlane(.5f, .5f, 0, 1));
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(SpotLight, ShadowDepthMap);
}
else if (PointLight)
{
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(PointLight->Radius / (2 * ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX), 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeX;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
// Allocate the shadow map
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->WorldToLight = FMatrix::Identity;
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
const float Phi = YFraction * PI;
const float SinPhi = FMath::Sin(Phi);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
const float Theta = XFraction * 2 * PI;
const FVector Direction(FMath::Cos(Theta) * SinPhi, FMath::Sin(Theta) * SinPhi, FMath::Cos(Phi));
const FVector4 WorldSpaceStartPosition = PointLight->Position;
const FVector4 WorldSpaceEndPosition = PointLight->Position + Direction * PointLight->Radius;
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, (Intersection.IntersectionVertex.WorldPosition - PointLight->Position).Size3());
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = PointLight->Radius;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance / PointLight->Radius));
}
}
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(PointLight, ShadowDepthMap);
}
const float NewTime = FPlatformTime::Seconds() - StartTime;
Context.Stats.StaticShadowDepthMapThreadTime = NewTime;
Context.Stats.MaxStaticShadowDepthMapThreadTime = NewTime;
}
/**
* Calculates shadowing for a given mapping surface point and light.
* @param Mapping - The mapping the point comes from.
* @param WorldSurfacePoint - The point to check shadowing at.
* @param Light - The light to check shadowing from.
* @param CoherentRayCache - The calling thread's collision cache.
* @return true if the surface point is shadowed from the light.
*/
bool FStaticLightingSystem::CalculatePointShadowing(
const FStaticLightingMapping* Mapping,
const FVector4& WorldSurfacePoint,
const FLight* Light,
FStaticLightingMappingContext& MappingContext,
bool bDebugThisSample
) const
{
if(Light->GetSkyLight())
{
return true;
}
else
{
// Treat points which the light doesn't affect as shadowed to avoid the costly ray check.
if(!Light->AffectsBounds(FBoxSphereBounds(WorldSurfacePoint,FVector4(0,0,0,0),0)))
{
return true;
}
// Check for visibility between the point and the light.
bool bIsShadowed = false;
if ((Light->LightFlags & GI_LIGHT_CASTSHADOWS) && (Light->LightFlags & GI_LIGHT_CASTSTATICSHADOWS))
{
// TODO find best point on light to shadow from
// Construct a line segment between the light and the surface point.
const FVector4 LightPosition = FVector4(Light->Position.X, Light->Position.Y, Light->Position.Z, 0);
const FVector4 LightVector = LightPosition - WorldSurfacePoint * Light->Position.W;
const FLightRay LightRay(
WorldSurfacePoint + LightVector.GetSafeNormal() * SceneConstants.VisibilityRayOffsetDistance,
WorldSurfacePoint + LightVector,
Mapping,
Light
);
// Check the line segment for intersection with the static lighting meshes.
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, false, false, true, MappingContext.RayCache, Intersection);
bIsShadowed = Intersection.bIntersects;
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
FDebugStaticLightingRay DebugRay(LightRay.Start, LightRay.End, bIsShadowed != 0);
if (bIsShadowed)
{
DebugRay.End = Intersection.IntersectionVertex.WorldPosition;
}
DebugOutput.ShadowRays.Add(DebugRay);
}
#endif
}
return bIsShadowed;
}
}
/** Calculates area shadowing from a light for the given vertex. */
int32 FStaticLightingSystem::CalculatePointAreaShadowing(
const FStaticLightingMapping* Mapping,
const FStaticLightingVertex& Vertex,
int32 ElementIndex,
float SampleRadius,
const FLight* Light,
FStaticLightingMappingContext& MappingContext,
FLMRandomStream& RandomStream,
FLinearColor& UnnormalizedTransmission,
const TArray<FLightSurfaceSample>& LightPositionSamples,
bool bDebugThisSample
) const
{
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
int32 TempBreak = 0;
}
#endif
UnnormalizedTransmission = FLinearColor::Black;
// Treat points which the light doesn't affect as shadowed to avoid the costly ray check.
if( !Light->AffectsBounds(FBoxSphereBounds(Vertex.WorldPosition,FVector4(0,0,0),0)))
{
return 0;
}
// Check for visibility between the point and the light
if ((Light->LightFlags & GI_LIGHT_CASTSHADOWS) && (Light->LightFlags & GI_LIGHT_CASTSTATICSHADOWS))
{
MappingContext.Stats.NumDirectLightingShadowRays += LightPositionSamples.Num();
const bool bIsTwoSided = Mapping->Mesh->IsTwoSided(ElementIndex);
int32 UnShadowedRays = 0;
// Integrate over the surface of the light using monte carlo integration
// Note that we are making the approximation that the BRDF and the Light's emission are equal in all of these directions and therefore are not in the integrand
for(int32 RayIndex = 0; RayIndex < LightPositionSamples.Num(); RayIndex++)
{
FLightSurfaceSample CurrentSample = LightPositionSamples[RayIndex];
// Allow the light to modify the surface position for this receiving position
Light->ValidateSurfaceSample(Vertex.WorldPosition, CurrentSample);
// Construct a line segment between the light and the surface point.
const FVector4 LightVector = CurrentSample.Position - Vertex.WorldPosition;
FVector4 SampleOffset(0,0,0);
if (GeneralSettings.bAccountForTexelSize)
{
/*
//@todo - the rays cross over on the way to the light and mess up penumbra shapes.
//@todo - need to use more than texel size, otherwise BSP generates lots of texels that become half shadowed at corners
SampleOffset = Vertex.WorldTangentX * LightPositionSamples(RayIndex).DiskPosition.X * SampleRadius * SceneConstants.VisibilityTangentOffsetSampleRadiusScale
+ Vertex.WorldTangentY * LightPositionSamples(RayIndex).DiskPosition.Y * SampleRadius * SceneConstants.VisibilityTangentOffsetSampleRadiusScale;
*/
}
FVector4 NormalForOffset = Vertex.WorldTangentZ;
// Flip the normal used for offsetting the start of the ray for two sided materials if a flipped normal would be closer to the light.
// This prevents incorrect shadowing where using the frontface normal would cause the ray to start inside a nearby object.
if (bIsTwoSided && Dot3(-NormalForOffset, LightVector) > Dot3(NormalForOffset, LightVector))
{
NormalForOffset = -NormalForOffset;
}
const FLightRay LightRay(
// Offset the start of the ray by some fraction along the direction of the ray and some fraction along the vertex normal.
Vertex.WorldPosition
+ LightVector.GetSafeNormal() * SceneConstants.VisibilityRayOffsetDistance
+ NormalForOffset * SampleRadius * SceneConstants.VisibilityNormalOffsetSampleRadiusScale
+ SampleOffset,
Vertex.WorldPosition + LightVector,
Mapping,
Light
);
// Check the line segment for intersection with the static lighting meshes.
FLightRayIntersection Intersection;
//@todo - change this back to request boolean visibility once transmission is supported with boolean visibility ray intersections
AggregateMesh->IntersectLightRay(LightRay, true, true, true, MappingContext.RayCache, Intersection);
if (!Intersection.bIntersects)
{
UnnormalizedTransmission += Intersection.Transmission;
UnShadowedRays++;
}
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
FDebugStaticLightingRay DebugRay(LightRay.Start, LightRay.End, Intersection.bIntersects);
if (Intersection.bIntersects)
{
DebugRay.End = Intersection.IntersectionVertex.WorldPosition;
}
DebugOutput.ShadowRays.Add(DebugRay);
}
#endif
}
return UnShadowedRays;
}
UnnormalizedTransmission = FLinearColor::White * LightPositionSamples.Num();
return LightPositionSamples.Num();
}
/** Calculates the lighting contribution of a light to a mapping vertex. */
FGatheredLightSample FStaticLightingSystem::CalculatePointLighting(
const FStaticLightingMapping* Mapping,
const FStaticLightingVertex& Vertex,
int32 ElementIndex,
const FLight* Light,
const FLinearColor& InLightIntensity,
const FLinearColor& InTransmission
) const
{
// don't do sky lights here
if (Light->GetSkyLight() == NULL)
{
// Calculate the direction from the vertex to the light.
const FVector4 WorldLightVector = Light->GetDirectLightingDirection(Vertex.WorldPosition, Vertex.WorldTangentZ);
// Transform the light vector to tangent space.
const FVector4 TangentLightVector =
FVector4(
Dot3(WorldLightVector, Vertex.WorldTangentX),
Dot3(WorldLightVector, Vertex.WorldTangentY),
Dot3(WorldLightVector, Vertex.WorldTangentZ),
0
).GetSafeNormal();
// Compute the incident lighting of the light on the vertex.
const FLinearColor LightIntensity = InLightIntensity * InTransmission;
// Compute the light-map sample for the front-face of the vertex.
FGatheredLightSample FrontFaceSample = FGatheredLightSampleUtil::PointLightWorldSpace<2>(LightIntensity, TangentLightVector, WorldLightVector.GetSafeNormal());
if (Mapping->Mesh->UsesTwoSidedLighting(ElementIndex))
{
const FVector4 BackFaceTangentLightVector =
FVector4(
Dot3(WorldLightVector, -Vertex.WorldTangentX),
Dot3(WorldLightVector, -Vertex.WorldTangentY),
Dot3(WorldLightVector, -Vertex.WorldTangentZ),
0
).GetSafeNormal();
const FGatheredLightSample BackFaceSample = FGatheredLightSampleUtil::PointLightWorldSpace<2>(LightIntensity, BackFaceTangentLightVector, -WorldLightVector.GetSafeNormal());
// Average front and back face lighting
return (FrontFaceSample + BackFaceSample) * .5f;
}
else
{
return FrontFaceSample;
}
}
return FGatheredLightSample();
}
/** Returns a light sample that represents the material attribute specified by MaterialSettings.ViewMaterialAttribute at the intersection. */
FGatheredLightSample FStaticLightingSystem::GetVisualizedMaterialAttribute(const FStaticLightingMapping* Mapping, const FLightRayIntersection& Intersection) const
{
FGatheredLightSample MaterialSample;
if (Intersection.bIntersects && Intersection.Mapping == Mapping)
{
// The ray intersected an opaque surface, we can visualize anything that opaque materials store
//@todo - Currently can't visualize emissive on translucent materials
if (MaterialSettings.ViewMaterialAttribute == VMA_Emissive)
{
FLinearColor Emissive = FLinearColor::Black;
if (Intersection.Mesh->IsEmissive(Intersection.ElementIndex))
{
Emissive = Intersection.Mesh->EvaluateEmissive(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
}
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Emissive);
}
else if (MaterialSettings.ViewMaterialAttribute == VMA_Diffuse)
{
const FLinearColor Diffuse = Intersection.Mesh->EvaluateDiffuse(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Diffuse);
}
else if (MaterialSettings.ViewMaterialAttribute == VMA_Normal)
{
const FVector4 Normal = Intersection.Mesh->EvaluateNormal(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
FLinearColor NormalColor;
NormalColor.R = Normal.X * 0.5f + 0.5f;
NormalColor.G = Normal.Y * 0.5f + 0.5f;
NormalColor.B = Normal.Z * 0.5f + 0.5f;
NormalColor.A = 1.0f;
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(NormalColor);
}
}
else if (MaterialSettings.ViewMaterialAttribute != VMA_Transmission)
{
// The ray didn't intersect an opaque surface and we're not visualizing transmission
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(FLinearColor::Black);
}
if (MaterialSettings.ViewMaterialAttribute == VMA_Transmission)
{
// Visualizing transmission, replace the light sample with the transmission picked up along the ray
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Intersection.Transmission);
}
return MaterialSample;
}
/**
* Checks if a light is behind a triangle.
* @param TrianglePoint - Any point on the triangle.
* @param TriangleNormal - The (not necessarily normalized) triangle surface normal.
* @param Light - The light to classify.
* @return true if the light is behind the triangle.
*/
bool IsLightBehindSurface(const FVector4& TrianglePoint, const FVector4& TriangleNormal, const FLight* Light)
{
const bool bIsSkyLight = Light->GetSkyLight() != NULL;
if (!bIsSkyLight)
{
// Calculate the direction from the triangle to the light.
const FVector4 LightPosition = FVector4(Light->Position.X, Light->Position.Y, Light->Position.Z, 0);
const FVector4 WorldLightVector = LightPosition - TrianglePoint * Light->Position.W;
// Check if the light is in front of the triangle.
const float Dot = Dot3(WorldLightVector, TriangleNormal);
return Dot < 0.0f;
}
else
{
// Sky lights are always in front of a surface.
return false;
}
}
/**
* Culls lights that are behind a triangle.
* @param bTwoSidedMaterial - true if the triangle has a two-sided material. If so, lights behind the surface are not culled.
* @param TrianglePoint - Any point on the triangle.
* @param TriangleNormal - The (not necessarily normalized) triangle surface normal.
* @param Lights - The lights to cull.
* @return A map from Lights index to a boolean which is true if the light is in front of the triangle.
*/
TBitArray<> CullBackfacingLights(bool bTwoSidedMaterial,const FVector4& TrianglePoint,const FVector4& TriangleNormal,const TArray<FLight*>& Lights)
{
if(!bTwoSidedMaterial)
{
TBitArray<> Result(false,Lights.Num());
for(int32 LightIndex = 0;LightIndex < Lights.Num();LightIndex++)
{
Result[LightIndex] = !IsLightBehindSurface(TrianglePoint,TriangleNormal,Lights[LightIndex]);
}
return Result;
}
else
{
return TBitArray<>(true,Lights.Num());
}
}
} //namespace Lightmass