Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp
Luke Thatcher 22b2ad89ea Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3378220)
#lockdown Nick.Penwarden

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

Change 3301794 on 2017/02/14 by Josh.Adams

	Fixed a crash with clothing on platforms that don't support NV_CLOTH

Change 3302696 on 2017/02/14 by Chad.Garyet

	adding dev-console json

Change 3306418 on 2017/02/16 by Ben.Woodhouse

	Fix prepass/basepass zfighting, caused by bad vertex welding in depth-only indexbuffer. Requires bumping the staticmesh DDC key
	Duplicated from Fortnite/Main CL 3302965
	#jira UE-34332

Change 3308922 on 2017/02/17 by Josh.Adams

	- Disabled the game analytics anon usage data sent to Epic on the console platforms

Change 3311506 on 2017/02/20 by Keith.Judge

	Replicate fix for FD3D12UniqueDescriptorTable leak in async compute contexts from another branch.

Change 3313445 on 2017/02/20 by Josh.Adams

	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

Change 3314916 on 2017/02/21 by Josh.Adams

	- Fixed an issue with 4 and 8 vertex instanced particles using the wrong VertexFactory objects (D3D didn't even need separate VFs due to the VertexDecl updating the stride at draw call time)

Change 3315398 on 2017/02/21 by Ben.Woodhouse

	Fix GPUTestbed packaging

Change 3316340 on 2017/02/22 by Ben.Woodhouse

	Duplicate hotfix from Release-4.15:
	CL 3316322
	Fix for GPU Cubemap copy crash - Guard for invalid indices before marking cubemap indices as removed
	#jira UE-42165

Change 3317345 on 2017/02/22 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3316239

Change 3319186 on 2017/02/23 by Josh.Adams

	Added /VIRTUALIZEDIRECTX option to XgConsole for XGE shader compiling to work  on remote machines without DX installed

Change 3323514 on 2017/02/27 by Chad.Garyet

	adding populate ddc for dev-console, removing RDU agent type

Change 3335889 on 2017/03/07 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3335229) to //UE4/Dev-Console

	#tests Build Win64 Editor, run QAGame editor, Launch on PS4.

Change 3336550 on 2017/03/07 by Ben.Woodhouse

	Duplicate CL 3336456
	#jira UE-42468
	Fix a bug in the rendertargetpool handling of fastVRAM targets, reported on UDN

Change 3340385 on 2017/03/09 by Ben.Woodhouse

	Optimized fastVRAM layout and configurability. CVars can be configured based title rendering requirements and resolution
	With these changes, we try to store the GBuffer in Fast VRAM if possible. Transient/non perf critical surfaces are now disabled by default
	In content w/ dynamic lighting @ 900p we see a 1.8ms gain. In RenderTestMap QAGame @ 1080p we see 0.4ms gains (further improvements may be possible with additional tweaking).

Change 3355982 on 2017/03/21 by Ben.Woodhouse

	Duplicate from CL 3354688:
	Fix async SSAO not actually running asynchronously. This was because bHZBBeforeBasePass  was set to false even though we had a full prepass (EDepthDrawingMode::DDM_AllOpaque), so we didn't process it until after the basepass.
	This saved 0.6ms in GPUTestbed

Change 3356166 on 2017/03/21 by Ben.Woodhouse

	Duplicate from 3347033
	Subsurface postprocess optimization, courtesy of Mike O'Connor at Iron Galaxy Studios.

	Add a branch to reduce bandwidth. Halved the cost of the setup pass according to PIX (0.3ms to 0.15ms)

Change 3360243 on 2017/03/23 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3358685) to //UE4/Dev-Console

	#tests Build Win64 Editor, run FortGPUTestbed editor, Launch on PS4.

Change 3365746 on 2017/03/27 by Joe.Barnes

	- Handle NULL source data.
	- Log failed surround conversion.

Change 3368022 on 2017/03/28 by Ben.Woodhouse

	Cherry pick reflection capture hotfix from release-4.15 CL 3365830:
	Fixed reflection capture crash when repeatedly adding/removing captures
	Previously we used an array of indices (CubemapIndicesRemovedSinceLastRealloc) to keep track of indices which had been removed, however this caused issues when those indices were reused by subsequent allocations before the array was reallocated
	The new method uses a simple bitfield to track usage (one bit per cubemap slot index).
	Also fixed order(N^2) index search in the index allocator - now just a fast bit scan

	#jira UE-42165
	#jira UE-42911

Change 3371568 on 2017/03/30 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3371054) to Dev-Console (//UE4/Dev-Console)

Change 3372780 on 2017/03/30 by Joe.Barnes

	Add support for multi-channel ADPCM encoding. Format based on game side ADPCM decompressor.

Change 3374847 on 2017/03/31 by Ben.Woodhouse

	Fix shipping warning
	#jira UE-43522

Change 3376442 on 2017/04/03 by Ben.Woodhouse

	Fix FortGPUTestbed animnotify cook errors (delete the offending animnotifies)

[CL 3378288 by Luke Thatcher in Main branch]
2017-04-04 09:10:29 -04:00

3281 lines
109 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Scene.cpp: Scene manager implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "HAL/ThreadSafeCounter.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "Misc/App.h"
#include "UObject/UObjectIterator.h"
#include "Misc/PackageName.h"
#include "EngineDefines.h"
#include "EngineGlobals.h"
#include "Components/ActorComponent.h"
#include "RHI.h"
#include "RenderingThread.h"
#include "RenderResource.h"
#include "UniformBuffer.h"
#include "SceneTypes.h"
#include "SceneInterface.h"
#include "Components/PrimitiveComponent.h"
#include "MaterialShared.h"
#include "SceneManagement.h"
#include "PrecomputedLightVolume.h"
#include "Components/LightComponent.h"
#include "GameFramework/WorldSettings.h"
#include "Components/DecalComponent.h"
#include "Components/ReflectionCaptureComponent.h"
#include "ScenePrivateBase.h"
#include "SceneCore.h"
#include "PrimitiveSceneInfo.h"
#include "LightSceneInfo.h"
#include "StaticMeshDrawList.h"
#include "LightMapRendering.h"
#include "AtmosphereRendering.h"
#include "BasePassRendering.h"
#include "MobileBasePassRendering.h"
#include "LightPropagationVolume.h"
#include "ScenePrivate.h"
#include "RendererModule.h"
#include "StaticMeshResources.h"
#include "ParameterCollection.h"
#include "DistanceFieldAmbientOcclusion.h"
#include "EngineModule.h"
#include "FXSystem.h"
#include "DistanceFieldLightingShared.h"
#include "SpeedTreeWind.h"
#include "Components/WindDirectionalSourceComponent.h"
#include "PlanarReflectionSceneProxy.h"
// Enable this define to do slow checks for components being added to the wrong
// world's scene, when using PIE. This can happen if a PIE component is reattached
// while GWorld is the editor world, for example.
#define CHECK_FOR_PIE_PRIMITIVE_ATTACH_SCENE_MISMATCH 0
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FDistanceCullFadeUniformShaderParameters,TEXT("PrimitiveFade"));
/** Global primitive uniform buffer resource containing faded in */
TGlobalResource< FGlobalDistanceCullFadeUniformBuffer > GDistanceCullFadedInUniformBuffer;
SIZE_T FStaticMeshDrawListBase::TotalBytesUsed = 0;
static FThreadSafeCounter FSceneViewState_UniqueID;
/**
* Holds the info to update SpeedTree wind per unique tree object in the scene, instead of per instance
*/
struct FSpeedTreeWindComputation
{
explicit FSpeedTreeWindComputation() :
ReferenceCount(1)
{
}
/** SpeedTree wind object */
FSpeedTreeWind Wind;
/** Uniform buffer shared between trees of the same type. */
TUniformBuffer<FSpeedTreeUniformParameters> UniformBuffer;
int32 ReferenceCount;
};
/** Default constructor. */
FSceneViewState::FSceneViewState()
: OcclusionQueryPool(RQT_Occlusion)
{
UniqueID = FSceneViewState_UniqueID.Increment();
OcclusionFrameCounter = 0;
LastRenderTime = -FLT_MAX;
LastRenderTimeDelta = 0.0f;
MotionBlurTimeScale = 1.0f;
PrevViewMatrixForOcclusionQuery.SetIdentity();
PrevViewOriginForOcclusionQuery = FVector::ZeroVector;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bIsFreezing = false;
bIsFrozen = false;
bIsFrozenViewMatricesCached = false;
#endif
// Register this object as a resource, so it will receive device reset notifications.
if ( IsInGameThread() )
{
BeginInitResource(this);
}
else
{
InitResource();
}
CachedVisibilityChunk = NULL;
CachedVisibilityHandlerId = INDEX_NONE;
CachedVisibilityBucketIndex = INDEX_NONE;
CachedVisibilityChunkIndex = INDEX_NONE;
MIDUsedCount = 0;
TemporalAASampleIndex = 0;
TemporalAASampleCount = 1;
FrameIndexMod8 = 0;
DistanceFieldTemporalSampleIndex = 0;
AOTileIntersectionResources = NULL;
AOScreenGridResources = NULL;
bDOFHistory = true;
bDOFHistory2 = true;
bSequencerIsPaused = false;
LightPropagationVolume = NULL;
bIsStereoView = false;
HeightfieldLightingAtlas = NULL;
for (int32 CascadeIndex = 0; CascadeIndex < ARRAY_COUNT(TranslucencyLightingCacheAllocations); CascadeIndex++)
{
TranslucencyLightingCacheAllocations[CascadeIndex] = NULL;
}
bInitializedGlobalDistanceFieldOrigins = false;
GlobalDistanceFieldUpdateIndex = 0;
ShadowOcclusionQueryMaps.Empty(FOcclusionQueryHelpers::MaxBufferedOcclusionFrames);
ShadowOcclusionQueryMaps.AddZeroed(FOcclusionQueryHelpers::MaxBufferedOcclusionFrames);
bValidEyeAdaptation = false;
LastAutoDownsampleChangeTime = 0;
SmoothedHalfResTranslucencyGPUDuration = 0;
SmoothedFullResTranslucencyGPUDuration = 0;
bShouldAutoDownsampleTranslucency = false;
}
void DestroyRenderResource(FRenderResource* RenderResource)
{
if (RenderResource)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
DestroySceneViewStateRenderResource,
FRenderResource*, RenderResourceRT, RenderResource,
{
RenderResourceRT->ReleaseResource();
delete RenderResourceRT;
}
);
}
}
FSceneViewState::~FSceneViewState()
{
CachedVisibilityChunk = NULL;
for (int32 CascadeIndex = 0; CascadeIndex < ARRAY_COUNT(TranslucencyLightingCacheAllocations); CascadeIndex++)
{
delete TranslucencyLightingCacheAllocations[CascadeIndex];
}
DestroyRenderResource(HeightfieldLightingAtlas);
DestroyRenderResource(AOTileIntersectionResources);
AOTileIntersectionResources = NULL;
DestroyRenderResource(AOScreenGridResources);
AOScreenGridResources = NULL;
DestroyLightPropagationVolume();
}
#if WITH_EDITOR
FPixelInspectorData::FPixelInspectorData()
{
for (int32 i = 0; i < 2; ++i)
{
RenderTargetBufferFinalColor[i] = nullptr;
RenderTargetBufferDepth[i] = nullptr;
RenderTargetBufferSceneColor[i] = nullptr;
RenderTargetBufferHDR[i] = nullptr;
RenderTargetBufferA[i] = nullptr;
RenderTargetBufferBCDE[i] = nullptr;
}
}
void FPixelInspectorData::InitializeBuffers(FRenderTarget* BufferFinalColor, FRenderTarget* BufferSceneColor, FRenderTarget* BufferDepth, FRenderTarget* BufferHDR, FRenderTarget* BufferA, FRenderTarget* BufferBCDE, int32 BufferIndex)
{
RenderTargetBufferFinalColor[BufferIndex] = BufferFinalColor;
RenderTargetBufferDepth[BufferIndex] = BufferDepth;
RenderTargetBufferSceneColor[BufferIndex] = BufferSceneColor;
RenderTargetBufferHDR[BufferIndex] = BufferHDR;
RenderTargetBufferA[BufferIndex] = BufferA;
RenderTargetBufferBCDE[BufferIndex] = BufferBCDE;
check(RenderTargetBufferBCDE[BufferIndex] != nullptr);
FIntPoint BufferSize = RenderTargetBufferBCDE[BufferIndex]->GetSizeXY();
check(BufferSize.X == 4 && BufferSize.Y == 1);
if (RenderTargetBufferA[BufferIndex] != nullptr)
{
BufferSize = RenderTargetBufferA[BufferIndex]->GetSizeXY();
check(BufferSize.X == 1 && BufferSize.Y == 1);
}
if (RenderTargetBufferFinalColor[BufferIndex] != nullptr)
{
BufferSize = RenderTargetBufferFinalColor[BufferIndex]->GetSizeXY();
//The Final color grab an area and can change depending on the setup
//It should at least contain 1 pixel but can be 3x3 or more
check(BufferSize.X > 0 && BufferSize.Y > 0);
}
if (RenderTargetBufferDepth[BufferIndex] != nullptr)
{
BufferSize = RenderTargetBufferDepth[BufferIndex]->GetSizeXY();
check(BufferSize.X == 1 && BufferSize.Y == 1);
}
if (RenderTargetBufferSceneColor[BufferIndex] != nullptr)
{
BufferSize = RenderTargetBufferSceneColor[BufferIndex]->GetSizeXY();
check(BufferSize.X == 1 && BufferSize.Y == 1);
}
if (RenderTargetBufferHDR[BufferIndex] != nullptr)
{
BufferSize = RenderTargetBufferHDR[BufferIndex]->GetSizeXY();
check(BufferSize.X == 1 && BufferSize.Y == 1);
}
}
bool FPixelInspectorData::AddPixelInspectorRequest(FPixelInspectorRequest *PixelInspectorRequest)
{
if (PixelInspectorRequest == nullptr)
return false;
FIntPoint PixelPosition = PixelInspectorRequest->SourcePixelPosition;
if (Requests.Contains(PixelPosition))
return false;
//Remove the oldest request since the new request use the buffer
if (Requests.Num() > 1)
{
FIntPoint FirstKey(-1, -1);
for (auto kvp : Requests)
{
FirstKey = kvp.Key;
break;
}
if (Requests.Contains(FirstKey))
{
Requests.Remove(FirstKey);
}
}
Requests.Add(PixelPosition, PixelInspectorRequest);
return true;
}
#endif //WITH_EDITOR
FDistanceFieldSceneData::FDistanceFieldSceneData(EShaderPlatform ShaderPlatform)
: NumObjectsInBuffer(0)
, ObjectBuffers(NULL)
, SurfelBuffers(NULL)
, InstancedSurfelBuffers(NULL)
, AtlasGeneration(0)
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.GenerateMeshDistanceFields"));
bTrackAllPrimitives = (DoesPlatformSupportDistanceFieldAO(ShaderPlatform) || DoesPlatformSupportDistanceFieldShadowing(ShaderPlatform)) && CVar->GetValueOnGameThread() != 0;
}
FDistanceFieldSceneData::~FDistanceFieldSceneData()
{
delete ObjectBuffers;
}
void FDistanceFieldSceneData::AddPrimitive(FPrimitiveSceneInfo* InPrimitive)
{
const FPrimitiveSceneProxy* Proxy = InPrimitive->Proxy;
if ((bTrackAllPrimitives || Proxy->CastsDynamicIndirectShadow())
&& Proxy->CastsDynamicShadow()
&& Proxy->AffectsDistanceFieldLighting())
{
if (Proxy->SupportsHeightfieldRepresentation())
{
HeightfieldPrimitives.Add(InPrimitive);
FBoxSphereBounds PrimitiveBounds = Proxy->GetBounds();
FGlobalDFCacheType CacheType = Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
PrimitiveModifiedBounds[CacheType].Add(FVector4(PrimitiveBounds.Origin, PrimitiveBounds.SphereRadius));
}
if (Proxy->SupportsDistanceFieldRepresentation())
{
checkSlow(!PendingAddOperations.Contains(InPrimitive));
checkSlow(!PendingUpdateOperations.Contains(InPrimitive));
PendingAddOperations.Add(InPrimitive);
}
}
}
void FDistanceFieldSceneData::UpdatePrimitive(FPrimitiveSceneInfo* InPrimitive)
{
const FPrimitiveSceneProxy* Proxy = InPrimitive->Proxy;
if ((bTrackAllPrimitives || Proxy->CastsDynamicIndirectShadow())
&& Proxy->CastsDynamicShadow()
&& Proxy->AffectsDistanceFieldLighting()
&& Proxy->SupportsDistanceFieldRepresentation()
&& !PendingAddOperations.Contains(InPrimitive)
// This is needed to prevent infinite buildup when DF features are off such that the pending operations don't get consumed
&& !PendingUpdateOperations.Contains(InPrimitive)
// This can happen when the primitive fails to allocate from the SDF atlas
&& InPrimitive->DistanceFieldInstanceIndices.Num() > 0)
{
PendingUpdateOperations.Add(InPrimitive);
}
}
void FDistanceFieldSceneData::RemovePrimitive(FPrimitiveSceneInfo* InPrimitive)
{
const FPrimitiveSceneProxy* Proxy = InPrimitive->Proxy;
if ((bTrackAllPrimitives || Proxy->CastsDynamicIndirectShadow())
&& Proxy->AffectsDistanceFieldLighting())
{
if (Proxy->SupportsDistanceFieldRepresentation())
{
PendingAddOperations.Remove(InPrimitive);
PendingUpdateOperations.Remove(InPrimitive);
if (InPrimitive->DistanceFieldInstanceIndices.Num() > 0)
{
PendingRemoveOperations.Add(FPrimitiveRemoveInfo(InPrimitive));
}
InPrimitive->DistanceFieldInstanceIndices.Empty();
}
if (Proxy->SupportsHeightfieldRepresentation())
{
HeightfieldPrimitives.Remove(InPrimitive);
FBoxSphereBounds PrimitiveBounds = Proxy->GetBounds();
FGlobalDFCacheType CacheType = Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
PrimitiveModifiedBounds[CacheType].Add(FVector4(PrimitiveBounds.Origin, PrimitiveBounds.SphereRadius));
}
}
}
void FDistanceFieldSceneData::Release()
{
if (ObjectBuffers)
{
ObjectBuffers->Release();
}
}
void FDistanceFieldSceneData::VerifyIntegrity()
{
check(NumObjectsInBuffer == PrimitiveInstanceMapping.Num());
for (int32 PrimitiveInstanceIndex = 0; PrimitiveInstanceIndex < PrimitiveInstanceMapping.Num(); PrimitiveInstanceIndex++)
{
const FPrimitiveAndInstance& PrimitiveAndInstance = PrimitiveInstanceMapping[PrimitiveInstanceIndex];
check(PrimitiveAndInstance.Primitive && PrimitiveAndInstance.Primitive->DistanceFieldInstanceIndices.Num() > 0);
check(PrimitiveAndInstance.Primitive->DistanceFieldInstanceIndices.IsValidIndex(PrimitiveAndInstance.InstanceIndex));
const int32 InstanceIndex = PrimitiveAndInstance.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstance.InstanceIndex];
check(InstanceIndex == PrimitiveInstanceIndex || InstanceIndex == -1);
}
}
void FScene::UpdateSceneSettings(AWorldSettings* WorldSettings)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(
UpdateSceneSettings,
FScene*, Scene, this,
float, DefaultMaxDistanceFieldOcclusionDistance, WorldSettings->DefaultMaxDistanceFieldOcclusionDistance,
float, GlobalDistanceFieldViewDistance, WorldSettings->GlobalDistanceFieldViewDistance,
float, DynamicIndirectShadowsSelfShadowingIntensity, FMath::Clamp(WorldSettings->DynamicIndirectShadowsSelfShadowingIntensity, 0.0f, 1.0f),
{
Scene->DefaultMaxDistanceFieldOcclusionDistance = DefaultMaxDistanceFieldOcclusionDistance;
Scene->GlobalDistanceFieldViewDistance = GlobalDistanceFieldViewDistance;
Scene->DynamicIndirectShadowsSelfShadowingIntensity = DynamicIndirectShadowsSelfShadowingIntensity;
});
}
/**
* Sets the FX system associated with the scene.
*/
void FScene::SetFXSystem( class FFXSystemInterface* InFXSystem )
{
FXSystem = InFXSystem;
}
/**
* Get the FX system associated with the scene.
*/
FFXSystemInterface* FScene::GetFXSystem()
{
return FXSystem;
}
void FScene::SetClearMotionBlurInfoGameThread()
{
check(IsInGameThread());
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
ShouldClearMBInfoCommand,
FScene*,Scene,this,
{
Scene->MotionBlurInfoData.SetClearMotionBlurInfo();
});
}
void FScene::UpdateParameterCollections(const TArray<FMaterialParameterCollectionInstanceResource*>& InParameterCollections)
{
// Empy the scene's map so any unused uniform buffers will be released
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
ClearParameterCollectionsCommand,
FScene*,Scene,this,
{
Scene->ParameterCollections.Empty();
});
// Add each existing parameter collection id and its uniform buffer
for (int32 CollectionIndex = 0; CollectionIndex < InParameterCollections.Num(); CollectionIndex++)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
AddParameterCollectionCommand,
FScene*,Scene,this,
FMaterialParameterCollectionInstanceResource*,InstanceResource,InParameterCollections[CollectionIndex],
{
Scene->ParameterCollections.Add(InstanceResource->GetId(), InstanceResource->GetUniformBuffer());
});
}
}
SIZE_T FScene::GetSizeBytes() const
{
return sizeof(*this)
+ Primitives.GetAllocatedSize()
+ Lights.GetAllocatedSize()
+ StaticMeshes.GetAllocatedSize()
+ ExponentialFogs.GetAllocatedSize()
+ WindSources.GetAllocatedSize()
+ SpeedTreeVertexFactoryMap.GetAllocatedSize()
+ SpeedTreeWindComputationMap.GetAllocatedSize()
+ LightOctree.GetSizeBytes()
+ PrimitiveOctree.GetSizeBytes();
}
void FScene::CheckPrimitiveArrays()
{
check(Primitives.Num() == PrimitiveBounds.Num());
check(Primitives.Num() == PrimitiveVisibilityIds.Num());
check(Primitives.Num() == PrimitiveOcclusionFlags.Num());
check(Primitives.Num() == PrimitiveComponentIds.Num());
check(Primitives.Num() == PrimitiveOcclusionBounds.Num());
}
void FScene::AddPrimitiveSceneInfo_RenderThread(FRHICommandListImmediate& RHICmdList, FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_AddScenePrimitiveRenderThreadTime);
CheckPrimitiveArrays();
int32 PrimitiveIndex = Primitives.Add(PrimitiveSceneInfo);
PrimitiveSceneInfo->PackedIndex = PrimitiveIndex;
PrimitiveBounds.AddUninitialized();
PrimitiveVisibilityIds.AddUninitialized();
PrimitiveOcclusionFlags.AddUninitialized();
PrimitiveComponentIds.AddUninitialized();
PrimitiveOcclusionBounds.AddUninitialized();
CheckPrimitiveArrays();
// Add the primitive to its shadow parent's linked list of children.
// Note: must happen before AddToScene because AddToScene depends on LightingAttachmentRoot
PrimitiveSceneInfo->LinkAttachmentGroup();
// Set lod Parent information if valid
PrimitiveSceneInfo->LinkLODParentComponent();
// Add the primitive to the scene.
PrimitiveSceneInfo->AddToScene(RHICmdList, true);
DistanceFieldSceneData.AddPrimitive(PrimitiveSceneInfo);
// LOD Parent, if this is LOD parent, we should update Proxy Scene Info
// LOD parent gets removed WHEN no children is accessing
// LOD parent can be recreated as scene updates
// I update if the parent component ID is still valid
// @Todo : really remove it if you know this is being destroyed - should happen from game thread as streaming in/out
SceneLODHierarchy.UpdateNodeSceneInfo(PrimitiveSceneInfo->PrimitiveComponentId, PrimitiveSceneInfo);
}
/**
* Verifies that a component is added to the proper scene
*
* @param Component Component to verify
* @param World World who's scene the primitive is being attached to
*/
FORCEINLINE static void VerifyProperPIEScene(UPrimitiveComponent* Component, UWorld* World)
{
#if CHECK_FOR_PIE_PRIMITIVE_ATTACH_SCENE_MISMATCH
checkf(Component->GetOuter() == GetTransientPackage() ||
(FPackageName::GetLongPackageAssetName(Component->GetOutermost()->GetName()).StartsWith(PLAYWORLD_PACKAGE_PREFIX) ==
FPackageName::GetLongPackageAssetName(World->GetOutermost()->GetName()).StartsWith(PLAYWORLD_PACKAGE_PREFIX)),
TEXT("The component %s was added to the wrong world's scene (due to PIE). The callstack should tell you why"),
*Component->GetFullName()
);
#endif
}
FScene::FReadOnlyCVARCache::FReadOnlyCVARCache()
{
static const auto CVarSupportAtmosphericFog = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportAtmosphericFog"));
static const auto CVarSupportStationarySkylight = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportStationarySkylight"));
static const auto CVarSupportLowQualityLightmaps = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportLowQualityLightmaps"));
static const auto CVarSupportPointLightWholeSceneShadows = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportPointLightWholeSceneShadows"));
static const auto CVarSupportAllShaderPermutations = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportAllShaderPermutations"));
static const auto CVarVertexFoggingForOpaque = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VertexFoggingForOpaque"));
static const auto CVarForwardShading = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ForwardShading"));
const bool bForceAllPermutations = CVarSupportAllShaderPermutations && CVarSupportAllShaderPermutations->GetValueOnAnyThread() != 0;
bEnableAtmosphericFog = !CVarSupportAtmosphericFog || CVarSupportAtmosphericFog->GetValueOnAnyThread() != 0 || bForceAllPermutations;
bEnableStationarySkylight = !CVarSupportStationarySkylight || CVarSupportStationarySkylight->GetValueOnAnyThread() != 0 || bForceAllPermutations;
bEnablePointLightShadows = !CVarSupportPointLightWholeSceneShadows || CVarSupportPointLightWholeSceneShadows->GetValueOnAnyThread() != 0 || bForceAllPermutations;
bEnableLowQualityLightmaps = !CVarSupportLowQualityLightmaps || CVarSupportLowQualityLightmaps->GetValueOnAnyThread() != 0 || bForceAllPermutations;
// Only enable VertexFoggingForOpaque if ForwardShading is enabled
const bool bForwardShading = CVarForwardShading && CVarForwardShading->GetValueOnAnyThread() != 0;
bEnableVertexFoggingForOpaque = bForwardShading && ( !CVarVertexFoggingForOpaque || CVarVertexFoggingForOpaque->GetValueOnAnyThread() != 0 );
const bool bShowMissmatchedLowQualityLightmapsWarning = (!bEnableLowQualityLightmaps) && (GEngine->bShouldGenerateLowQualityLightmaps_DEPRECATED);
if ( bShowMissmatchedLowQualityLightmapsWarning )
{
UE_LOG(LogRenderer, Warning, TEXT("Mismatch between bShouldGenerateLowQualityLightmaps(%d) and r.SupportLowQualityLightmaps(%d), UEngine::bShouldGenerateLowQualityLightmaps has been deprecated please use r.SupportLowQualityLightmaps instead"), GEngine->bShouldGenerateLowQualityLightmaps_DEPRECATED, bEnableLowQualityLightmaps);
}
}
FScene::FScene(UWorld* InWorld, bool bInRequiresHitProxies, bool bInIsEditorScene, bool bCreateFXSystem, ERHIFeatureLevel::Type InFeatureLevel)
: World(InWorld)
, FXSystem(NULL)
, bStaticDrawListsMobileHDR(false)
, bStaticDrawListsMobileHDR32bpp(false)
, StaticDrawListsEarlyZPassMode(0)
, StaticDrawShaderPipelines(0)
, bScenesPrimitivesNeedStaticMeshElementUpdate(false)
, SkyLight(NULL)
, SimpleDirectionalLight(NULL)
, SunLight(NULL)
, ReflectionSceneData(InFeatureLevel)
, IndirectLightingCache(InFeatureLevel)
, DistanceFieldSceneData(GShaderPlatformForFeatureLevel[InFeatureLevel])
, PreshadowCacheLayout(0, 0, 0, 0, false, false)
, AtmosphericFog(NULL)
, PrecomputedVisibilityHandler(NULL)
, LightOctree(FVector::ZeroVector,HALF_WORLD_MAX)
, PrimitiveOctree(FVector::ZeroVector,HALF_WORLD_MAX)
, bRequiresHitProxies(bInRequiresHitProxies)
, bIsEditorScene(bInIsEditorScene)
, NumUncachedStaticLightingInteractions(0)
, SceneLODHierarchy(this)
, DefaultMaxDistanceFieldOcclusionDistance(InWorld->GetWorldSettings()->DefaultMaxDistanceFieldOcclusionDistance)
, GlobalDistanceFieldViewDistance(InWorld->GetWorldSettings()->GlobalDistanceFieldViewDistance)
, DynamicIndirectShadowsSelfShadowingIntensity(FMath::Clamp(InWorld->GetWorldSettings()->DynamicIndirectShadowsSelfShadowingIntensity, 0.0f, 1.0f))
, NumVisibleLights_GameThread(0)
, NumEnabledSkylights_GameThread(0)
, SceneFrameNumber(0)
{
FMemory::Memzero(MobileDirectionalLights);
check(World);
World->Scene = this;
FeatureLevel = World->FeatureLevel;
static auto* MobileHDRCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileHDR"));
static auto* MobileHDR32bppModeCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileHDR32bppMode"));
bStaticDrawListsMobileHDR = MobileHDRCvar->GetValueOnAnyThread() == 1;
bStaticDrawListsMobileHDR32bpp = bStaticDrawListsMobileHDR && (GSupportsRenderTargetFormat_PF_FloatRGBA == false || MobileHDR32bppModeCvar->GetValueOnAnyThread() != 0);
static auto* EarlyZPassCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.EarlyZPass"));
StaticDrawListsEarlyZPassMode = EarlyZPassCvar->GetValueOnAnyThread();
static auto* ShaderPipelinesCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ShaderPipelines"));
StaticDrawShaderPipelines = ShaderPipelinesCvar->GetValueOnAnyThread();
if (World->FXSystem)
{
FFXSystemInterface::Destroy(World->FXSystem);
}
if (bCreateFXSystem)
{
World->CreateFXSystem();
}
else
{
World->FXSystem = NULL;
SetFXSystem(NULL);
}
World->UpdateParameterCollectionInstances(false);
}
FScene::~FScene()
{
#if 0 // if you have component that has invalid scene, try this code to see this is reason.
for (FObjectIterator Iter(UActorComponent::StaticClass()); Iter; ++Iter)
{
UActorComponent * ActorComp = CastChecked<UActorComponent>(*Iter);
if (ActorComp->GetScene() == this)
{
UE_LOG(LogRenderer, Log, TEXT("%s's scene is going to get invalidated"), *ActorComp->GetName());
}
}
#endif
ReflectionSceneData.CubemapArray.ReleaseResource();
IndirectLightingCache.ReleaseResource();
DistanceFieldSceneData.Release();
if (AtmosphericFog)
{
delete AtmosphericFog;
AtmosphericFog = NULL;
}
}
void FScene::AddPrimitive(UPrimitiveComponent* Primitive)
{
SCOPE_CYCLE_COUNTER(STAT_AddScenePrimitiveGT);
checkf(!Primitive->IsUnreachable(), TEXT("%s"), *Primitive->GetFullName());
const float WorldTime = GetWorld()->GetTimeSeconds();
// Save the world transform for next time the primitive is added to the scene
float DeltaTime = WorldTime - Primitive->LastSubmitTime;
if ( DeltaTime < -0.0001f || Primitive->LastSubmitTime < 0.0001f )
{
// Time was reset?
Primitive->LastSubmitTime = WorldTime;
}
else if ( DeltaTime > 0.0001f )
{
// First call for the new frame?
Primitive->LastSubmitTime = WorldTime;
}
// Create the primitive's scene proxy.
FPrimitiveSceneProxy* PrimitiveSceneProxy = Primitive->CreateSceneProxy();
Primitive->SceneProxy = PrimitiveSceneProxy;
if(!PrimitiveSceneProxy)
{
// Primitives which don't have a proxy are irrelevant to the scene manager.
return;
}
// Create the primitive scene info.
FPrimitiveSceneInfo* PrimitiveSceneInfo = new FPrimitiveSceneInfo(Primitive, this);
PrimitiveSceneProxy->PrimitiveSceneInfo = PrimitiveSceneInfo;
// Cache the primitive's initial transform.
FMatrix RenderMatrix = Primitive->GetRenderMatrix();
FVector AttachmentRootPosition(0);
AActor* AttachmentRoot = Primitive->GetAttachmentRootActor();
if (AttachmentRoot)
{
AttachmentRootPosition = AttachmentRoot->GetActorLocation();
}
struct FCreateRenderThreadParameters
{
FPrimitiveSceneProxy* PrimitiveSceneProxy;
FMatrix RenderMatrix;
FBoxSphereBounds WorldBounds;
FVector AttachmentRootPosition;
FBoxSphereBounds LocalBounds;
};
FCreateRenderThreadParameters Params =
{
PrimitiveSceneProxy,
RenderMatrix,
Primitive->Bounds,
AttachmentRootPosition,
Primitive->CalcBounds(FTransform::Identity)
};
// Help track down primitive with bad bounds way before the it gets to the Renderer
ensureMsgf(!Primitive->Bounds.BoxExtent.ContainsNaN() && !Primitive->Bounds.Origin.ContainsNaN() && !FMath::IsNaN(Primitive->Bounds.SphereRadius) && FMath::IsFinite(Primitive->Bounds.SphereRadius),
TEXT("Nans found on Bounds for Primitive %s: Origin %s, BoxExtent %s, SphereRadius %f"), *Primitive->GetName(), *Primitive->Bounds.Origin.ToString(), *Primitive->Bounds.BoxExtent.ToString(), Primitive->Bounds.SphereRadius);
// Create any RenderThreadResources required.
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
FCreateRenderThreadResourcesCommand,
FCreateRenderThreadParameters, Params, Params,
{
FPrimitiveSceneProxy* SceneProxy = Params.PrimitiveSceneProxy;
FScopeCycleCounter Context(SceneProxy->GetStatId());
SceneProxy->SetTransform(Params.RenderMatrix, Params.WorldBounds, Params.LocalBounds, Params.AttachmentRootPosition);
// Create any RenderThreadResources required.
SceneProxy->CreateRenderThreadResources();
});
INC_DWORD_STAT_BY( STAT_GameToRendererMallocTotal, PrimitiveSceneProxy->GetMemoryFootprint() + PrimitiveSceneInfo->GetMemoryFootprint() );
// Verify the primitive is valid (this will compile away to a nop without CHECK_FOR_PIE_PRIMITIVE_ATTACH_SCENE_MISMATCH)
VerifyProperPIEScene(Primitive, World);
// Increment the attachment counter, the primitive is about to be attached to the scene.
Primitive->AttachmentCounter.Increment();
// Send a command to the rendering thread to add the primitive to the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddPrimitiveCommand,
FScene*,Scene,this,
FPrimitiveSceneInfo*,PrimitiveSceneInfo,PrimitiveSceneInfo,
{
FScopeCycleCounter Context(PrimitiveSceneInfo->Proxy->GetStatId());
Scene->AddPrimitiveSceneInfo_RenderThread(RHICmdList, PrimitiveSceneInfo);
});
}
void FScene::UpdatePrimitiveTransform_RenderThread(FRHICommandListImmediate& RHICmdList, FPrimitiveSceneProxy* PrimitiveSceneProxy, const FBoxSphereBounds& WorldBounds, const FBoxSphereBounds& LocalBounds, const FMatrix& LocalToWorld, const FVector& AttachmentRootPosition)
{
SCOPE_CYCLE_COUNTER(STAT_UpdatePrimitiveTransformRenderThreadTime);
const bool bUpdateStaticDrawLists = !PrimitiveSceneProxy->StaticElementsAlwaysUseProxyPrimitiveUniformBuffer();
// Remove the primitive from the scene at its old location
// (note that the octree update relies on the bounds not being modified yet).
PrimitiveSceneProxy->GetPrimitiveSceneInfo()->RemoveFromScene(bUpdateStaticDrawLists);
// Update the primitive motion blur information.
// hack
FScene* Scene = (FScene*)&PrimitiveSceneProxy->GetScene();
Scene->MotionBlurInfoData.UpdatePrimitiveMotionBlur(PrimitiveSceneProxy->GetPrimitiveSceneInfo());
// Update the primitive transform.
PrimitiveSceneProxy->SetTransform(LocalToWorld, WorldBounds, LocalBounds, AttachmentRootPosition);
DistanceFieldSceneData.UpdatePrimitive(PrimitiveSceneProxy->GetPrimitiveSceneInfo());
// If the primitive has static mesh elements, it should have returned true from ShouldRecreateProxyOnUpdateTransform!
check(!(bUpdateStaticDrawLists && PrimitiveSceneProxy->GetPrimitiveSceneInfo()->StaticMeshes.Num()));
// Re-add the primitive to the scene with the new transform.
PrimitiveSceneProxy->GetPrimitiveSceneInfo()->AddToScene(RHICmdList, bUpdateStaticDrawLists);
}
void FScene::UpdatePrimitiveTransform(UPrimitiveComponent* Primitive)
{
SCOPE_CYCLE_COUNTER(STAT_UpdatePrimitiveTransformGT);
// Save the world transform for next time the primitive is added to the scene
const float WorldTime = GetWorld()->GetTimeSeconds();
float DeltaTime = WorldTime - Primitive->LastSubmitTime;
if ( DeltaTime < -0.0001f || Primitive->LastSubmitTime < 0.0001f )
{
// Time was reset?
Primitive->LastSubmitTime = WorldTime;
}
else if ( DeltaTime > 0.0001f )
{
// First call for the new frame?
Primitive->LastSubmitTime = WorldTime;
}
if(Primitive->SceneProxy)
{
// Check if the primitive needs to recreate its proxy for the transform update.
if(Primitive->ShouldRecreateProxyOnUpdateTransform())
{
// Re-add the primitive from scratch to recreate the primitive's proxy.
RemovePrimitive(Primitive);
AddPrimitive(Primitive);
}
else
{
FVector AttachmentRootPosition(0);
AActor* Actor = Primitive->GetAttachmentRootActor();
if (Actor != NULL)
{
AttachmentRootPosition = Actor->GetActorLocation();
}
struct FPrimitiveUpdateParams
{
FScene* Scene;
FPrimitiveSceneProxy* PrimitiveSceneProxy;
FBoxSphereBounds WorldBounds;
FBoxSphereBounds LocalBounds;
FMatrix LocalToWorld;
FVector AttachmentRootPosition;
};
FPrimitiveUpdateParams UpdateParams;
UpdateParams.Scene = this;
UpdateParams.PrimitiveSceneProxy = Primitive->SceneProxy;
UpdateParams.WorldBounds = Primitive->Bounds;
UpdateParams.LocalToWorld = Primitive->GetRenderMatrix();
UpdateParams.AttachmentRootPosition = AttachmentRootPosition;
UpdateParams.LocalBounds = Primitive->CalcBounds(FTransform::Identity);
// Help track down primitive with bad bounds way before the it gets to the Renderer
ensureMsgf(!Primitive->Bounds.BoxExtent.ContainsNaN() && !Primitive->Bounds.Origin.ContainsNaN() && !FMath::IsNaN(Primitive->Bounds.SphereRadius) && FMath::IsFinite(Primitive->Bounds.SphereRadius),
TEXT("Nans found on Bounds for Primitive %s: Origin %s, BoxExtent %s, SphereRadius %f"), *Primitive->GetName(), *Primitive->Bounds.Origin.ToString(), *Primitive->Bounds.BoxExtent.ToString(), Primitive->Bounds.SphereRadius);
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
UpdateTransformCommand,
FPrimitiveUpdateParams,UpdateParams,UpdateParams,
{
FScopeCycleCounter Context(UpdateParams.PrimitiveSceneProxy->GetStatId());
UpdateParams.Scene->UpdatePrimitiveTransform_RenderThread(RHICmdList, UpdateParams.PrimitiveSceneProxy, UpdateParams.WorldBounds, UpdateParams.LocalBounds, UpdateParams.LocalToWorld, UpdateParams.AttachmentRootPosition);
});
}
}
else
{
// If the primitive doesn't have a scene info object yet, it must be added from scratch.
AddPrimitive(Primitive);
}
}
void FScene::UpdatePrimitiveLightingAttachmentRoot(UPrimitiveComponent* Primitive)
{
const UPrimitiveComponent* NewLightingAttachmentRoot = Cast<UPrimitiveComponent>(Primitive->GetAttachmentRoot());
if (NewLightingAttachmentRoot == Primitive)
{
NewLightingAttachmentRoot = NULL;
}
FPrimitiveComponentId NewComponentId = NewLightingAttachmentRoot ? NewLightingAttachmentRoot->ComponentId : FPrimitiveComponentId();
if (Primitive->SceneProxy)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
UpdatePrimitiveAttachment,
FPrimitiveSceneProxy*,Proxy,Primitive->SceneProxy,
FPrimitiveComponentId,NewComponentId,NewComponentId,
{
FPrimitiveSceneInfo* PrimitiveInfo = Proxy->GetPrimitiveSceneInfo();
PrimitiveInfo->UnlinkAttachmentGroup();
PrimitiveInfo->LightingAttachmentRoot = NewComponentId;
PrimitiveInfo->LinkAttachmentGroup();
});
}
}
void FScene::UpdatePrimitiveAttachment(UPrimitiveComponent* Primitive)
{
TArray<USceneComponent*, TInlineAllocator<1> > ProcessStack;
ProcessStack.Push(Primitive);
// Walk down the tree updating, because the scene's attachment data structures must be updated if the root of the attachment tree changes
while (ProcessStack.Num() > 0)
{
USceneComponent* Current = ProcessStack.Pop(/*bAllowShrinking=*/ false);
if (Current)
{
UPrimitiveComponent* CurrentPrimitive = Cast<UPrimitiveComponent>(Current);
if (CurrentPrimitive
&& CurrentPrimitive->GetWorld()
&& CurrentPrimitive->GetWorld()->Scene == this
&& CurrentPrimitive->ShouldComponentAddToScene())
{
UpdatePrimitiveLightingAttachmentRoot(CurrentPrimitive);
}
ProcessStack.Append(Current->GetAttachChildren());
}
}
}
FPrimitiveSceneInfo* FScene::GetPrimitiveSceneInfo(int32 PrimitiveIndex)
{
if(Primitives.IsValidIndex(PrimitiveIndex))
{
return Primitives[PrimitiveIndex];
}
return NULL;
}
void FScene::RemovePrimitiveSceneInfo_RenderThread(FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_RemoveScenePrimitiveTime);
// clear it up, parent is getting removed
SceneLODHierarchy.UpdateNodeSceneInfo(PrimitiveSceneInfo->PrimitiveComponentId, nullptr);
CheckPrimitiveArrays();
int32 PrimitiveIndex = PrimitiveSceneInfo->PackedIndex;
Primitives.RemoveAtSwap(PrimitiveIndex);
PrimitiveBounds.RemoveAtSwap(PrimitiveIndex);
PrimitiveVisibilityIds.RemoveAtSwap(PrimitiveIndex);
PrimitiveOcclusionFlags.RemoveAtSwap(PrimitiveIndex);
PrimitiveComponentIds.RemoveAtSwap(PrimitiveIndex);
PrimitiveOcclusionBounds.RemoveAtSwap(PrimitiveIndex);
if (Primitives.IsValidIndex(PrimitiveIndex))
{
FPrimitiveSceneInfo* OtherPrimitive = Primitives[PrimitiveIndex];
OtherPrimitive->PackedIndex = PrimitiveIndex;
// Invalidate the scene info's PackedIndex now that it is used by another primitive
PrimitiveSceneInfo->PackedIndex = MAX_int32;
}
CheckPrimitiveArrays();
// Update the primitive's motion blur information.
MotionBlurInfoData.RemovePrimitiveMotionBlur(PrimitiveSceneInfo);
// Unlink the primitive from its shadow parent.
PrimitiveSceneInfo->UnlinkAttachmentGroup();
// Unlink the LOD parent info if valid
PrimitiveSceneInfo->UnlinkLODParentComponent();
// Remove the primitive from the scene.
PrimitiveSceneInfo->RemoveFromScene(true);
DistanceFieldSceneData.RemovePrimitive(PrimitiveSceneInfo);
// free the primitive scene proxy.
delete PrimitiveSceneInfo->Proxy;
}
void FScene::RemovePrimitive( UPrimitiveComponent* Primitive )
{
SCOPE_CYCLE_COUNTER(STAT_RemoveScenePrimitiveGT);
FPrimitiveSceneProxy* PrimitiveSceneProxy = Primitive->SceneProxy;
if(PrimitiveSceneProxy)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveSceneProxy->GetPrimitiveSceneInfo();
// Disassociate the primitive's scene proxy.
Primitive->SceneProxy = NULL;
// Send a command to the rendering thread to remove the primitive from the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
FRemovePrimitiveCommand,
FScene*,Scene,this,
FPrimitiveSceneInfo*,PrimitiveSceneInfo,PrimitiveSceneProxy->GetPrimitiveSceneInfo(),
FThreadSafeCounter*,AttachmentCounter,&Primitive->AttachmentCounter,
{
FScopeCycleCounter Context(PrimitiveSceneInfo->Proxy->GetStatId());
Scene->RemovePrimitiveSceneInfo_RenderThread(PrimitiveSceneInfo);
AttachmentCounter->Decrement();
});
// Delete the PrimitiveSceneInfo on the game thread after the rendering thread has processed its removal.
// This must be done on the game thread because the hit proxy references (and possibly other members) need to be freed on the game thread.
BeginCleanup(PrimitiveSceneInfo);
}
}
void FScene::ReleasePrimitive( UPrimitiveComponent* PrimitiveComponent )
{
// Send a command to the rendering thread to clean up any state dependent on this primitive
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FReleasePrimitiveCommand,
FScene*,Scene,this,
FPrimitiveComponentId,PrimitiveComponentId,PrimitiveComponent->ComponentId,
{
// Free the space in the indirect lighting cache
Scene->IndirectLightingCache.ReleasePrimitive(PrimitiveComponentId);
});
}
void FScene::AssignAvailableShadowMapChannelForLight(FLightSceneInfo* LightSceneInfo)
{
bool bChannelAvailable[4] = { true, true, true, true };
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator It(Lights); It; ++It)
{
const FLightSceneInfoCompact& OtherLightInfo = *It;
if (OtherLightInfo.LightSceneInfo != LightSceneInfo
&& OtherLightInfo.LightSceneInfo->Proxy->CastsDynamicShadow()
&& OtherLightInfo.LightSceneInfo->GetDynamicShadowMapChannel() >= 0
&& OtherLightInfo.LightSceneInfo->Proxy->AffectsBounds(LightSceneInfo->Proxy->GetBoundingSphere()))
{
const int32 OtherShadowMapChannel = OtherLightInfo.LightSceneInfo->GetDynamicShadowMapChannel();
if (OtherShadowMapChannel < ARRAY_COUNT(bChannelAvailable))
{
bChannelAvailable[OtherShadowMapChannel] = false;
}
}
}
int32 AvailableShadowMapChannel = -1;
for (int32 TestChannelIndex = 0; TestChannelIndex < ARRAY_COUNT(bChannelAvailable); TestChannelIndex++)
{
if (bChannelAvailable[TestChannelIndex])
{
AvailableShadowMapChannel = TestChannelIndex;
break;
}
}
LightSceneInfo->SetDynamicShadowMapChannel(AvailableShadowMapChannel);
if (AvailableShadowMapChannel == -1)
{
OverflowingDynamicShadowedLights.AddUnique(LightSceneInfo->Proxy->GetComponentName());
}
}
void FScene::AddLightSceneInfo_RenderThread(FLightSceneInfo* LightSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_AddSceneLightTime);
check(LightSceneInfo->bVisible);
// Add the light to the light list.
LightSceneInfo->Id = Lights.Add(FLightSceneInfoCompact(LightSceneInfo));
const FLightSceneInfoCompact& LightSceneInfoCompact = Lights[LightSceneInfo->Id];
if (LightSceneInfo->Proxy->GetLightType() == LightType_Directional &&
// Only use a stationary or movable light
!LightSceneInfo->Proxy->HasStaticLighting())
{
// Set SimpleDirectionalLight
if(!SimpleDirectionalLight)
{
SimpleDirectionalLight = LightSceneInfo;
}
if(GetShadingPath() == EShadingPath::Mobile)
{
// Set MobileDirectionalLights entry
int32 FirstLightingChannel = GetFirstLightingChannelFromMask(LightSceneInfo->Proxy->GetLightingChannelMask());
if (FirstLightingChannel >= 0 && MobileDirectionalLights[FirstLightingChannel] == nullptr)
{
MobileDirectionalLights[FirstLightingChannel] = LightSceneInfo;
// if this light is a dynamic shadowcast then we need to update the static draw lists to pick a new lightingpolicy:
if (!LightSceneInfo->Proxy->HasStaticShadowing() || LightSceneInfo->Proxy->UseCSMForDynamicObjects())
{
bScenesPrimitivesNeedStaticMeshElementUpdate = true;
}
}
}
}
const bool bForwardShading = IsForwardShadingEnabled(FeatureLevel);
if (bForwardShading && LightSceneInfo->Proxy->CastsDynamicShadow())
{
if (LightSceneInfo->Proxy->HasStaticShadowing())
{
// If we are a stationary light being added, reassign all movable light shadowmap channels
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator It(Lights); It; ++It)
{
const FLightSceneInfoCompact& OtherLightInfo = *It;
if (OtherLightInfo.LightSceneInfo != LightSceneInfo
&& !OtherLightInfo.LightSceneInfo->Proxy->HasStaticShadowing()
&& OtherLightInfo.LightSceneInfo->Proxy->CastsDynamicShadow())
{
OtherLightInfo.LightSceneInfo->SetDynamicShadowMapChannel(-1);
}
}
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator It(Lights); It; ++It)
{
const FLightSceneInfoCompact& OtherLightInfo = *It;
if (OtherLightInfo.LightSceneInfo != LightSceneInfo
&& !OtherLightInfo.LightSceneInfo->Proxy->HasStaticShadowing()
&& OtherLightInfo.LightSceneInfo->Proxy->CastsDynamicShadow())
{
AssignAvailableShadowMapChannelForLight(OtherLightInfo.LightSceneInfo);
}
}
}
else
{
// If we are a movable light being added, assign a shadowmap channel
AssignAvailableShadowMapChannelForLight(LightSceneInfo);
}
}
if (LightSceneInfo->Proxy->IsUsedAsAtmosphereSunLight() &&
(!SunLight || LightSceneInfo->Proxy->GetColor().ComputeLuminance() > SunLight->Proxy->GetColor().ComputeLuminance()) ) // choose brightest sun light...
{
SunLight = LightSceneInfo;
}
// Add the light to the scene.
LightSceneInfo->AddToScene();
}
void FScene::AddLight(ULightComponent* Light)
{
// Create the light's scene proxy.
FLightSceneProxy* Proxy = Light->CreateSceneProxy();
if(Proxy)
{
// Associate the proxy with the light.
Light->SceneProxy = Proxy;
// Update the light's transform and position.
Proxy->SetTransform(Light->ComponentToWorld.ToMatrixNoScale(),Light->GetLightPosition());
// Create the light scene info.
Proxy->LightSceneInfo = new FLightSceneInfo(Proxy, true);
INC_DWORD_STAT(STAT_SceneLights);
// Adding a new light
++NumVisibleLights_GameThread;
// Send a command to the rendering thread to add the light to the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddLightCommand,
FScene*,Scene,this,
FLightSceneInfo*,LightSceneInfo,Proxy->LightSceneInfo,
{
FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
Scene->AddLightSceneInfo_RenderThread(LightSceneInfo);
});
}
}
void FScene::AddInvisibleLight(ULightComponent* Light)
{
// Create the light's scene proxy.
FLightSceneProxy* Proxy = Light->CreateSceneProxy();
if(Proxy)
{
// Associate the proxy with the light.
Light->SceneProxy = Proxy;
// Update the light's transform and position.
Proxy->SetTransform(Light->ComponentToWorld.ToMatrixNoScale(),Light->GetLightPosition());
// Create the light scene info.
Proxy->LightSceneInfo = new FLightSceneInfo(Proxy, false);
INC_DWORD_STAT(STAT_SceneLights);
// Send a command to the rendering thread to add the light to the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddLightCommand,
FScene*,Scene,this,
FLightSceneInfo*,LightSceneInfo,Proxy->LightSceneInfo,
{
FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
LightSceneInfo->Id = Scene->InvisibleLights.Add(FLightSceneInfoCompact(LightSceneInfo));
});
}
}
void FScene::SetSkyLight(FSkyLightSceneProxy* LightProxy)
{
check(LightProxy);
NumEnabledSkylights_GameThread++;
// Send a command to the rendering thread to add the light to the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FSetSkyLightCommand,
FScene*,Scene,this,
FSkyLightSceneProxy*,LightProxy,LightProxy,
{
check(!Scene->SkyLightStack.Contains(LightProxy));
Scene->SkyLightStack.Push(LightProxy);
const bool bOriginalHadSkylight = Scene->ShouldRenderSkylightInBasePass(BLEND_Opaque);
// Use the most recently enabled skylight
Scene->SkyLight = LightProxy;
const bool bNewHasSkylight = Scene->ShouldRenderSkylightInBasePass(BLEND_Opaque);
if (bOriginalHadSkylight != bNewHasSkylight)
{
// Mark the scene as needing static draw lists to be recreated if needed
// The base pass chooses shaders based on whether there's a skylight in the scene, and that is cached in static draw lists
Scene->bScenesPrimitivesNeedStaticMeshElementUpdate = true;
}
});
}
void FScene::DisableSkyLight(FSkyLightSceneProxy* LightProxy)
{
check(LightProxy);
NumEnabledSkylights_GameThread--;
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FDisableSkyLightCommand,
FScene*,Scene,this,
FSkyLightSceneProxy*,LightProxy,LightProxy,
{
const bool bOriginalHadSkylight = Scene->ShouldRenderSkylightInBasePass(BLEND_Opaque);
Scene->SkyLightStack.RemoveSingle(LightProxy);
if (Scene->SkyLightStack.Num() > 0)
{
// Use the most recently enabled skylight
Scene->SkyLight = Scene->SkyLightStack.Last();
}
else
{
Scene->SkyLight = NULL;
}
const bool bNewHasSkylight = Scene->ShouldRenderSkylightInBasePass(BLEND_Opaque);
// Update the scene if we switched skylight enabled states
if (bOriginalHadSkylight != bNewHasSkylight)
{
Scene->bScenesPrimitivesNeedStaticMeshElementUpdate = true;
}
});
}
void FScene::AddOrRemoveDecal_RenderThread(FDeferredDecalProxy* Proxy, bool bAdd)
{
if(bAdd)
{
Decals.Add(Proxy);
}
else
{
// can be optimized
for(TSparseArray<FDeferredDecalProxy*>::TIterator It(Decals); It; ++It)
{
FDeferredDecalProxy* CurrentProxy = *It;
if (CurrentProxy == Proxy)
{
It.RemoveCurrent();
delete CurrentProxy;
break;
}
}
}
}
void FScene::AddDecal(UDecalComponent* Component)
{
if(!Component->SceneProxy)
{
// Create the decals's scene proxy.
Component->SceneProxy = Component->CreateSceneProxy();
INC_DWORD_STAT(STAT_SceneDecals);
// Send a command to the rendering thread to add the light to the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddDecalCommand,
FScene*,Scene,this,
FDeferredDecalProxy*,Proxy,Component->SceneProxy,
{
Scene->AddOrRemoveDecal_RenderThread(Proxy, true);
});
}
}
void FScene::RemoveDecal(UDecalComponent* Component)
{
if(Component->SceneProxy)
{
DEC_DWORD_STAT(STAT_SceneDecals);
// Send a command to the rendering thread to remove the light from the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FRemoveDecalCommand,
FScene*,Scene,this,
FDeferredDecalProxy*,Proxy,Component->SceneProxy,
{
Scene->AddOrRemoveDecal_RenderThread(Proxy, false);
});
// Disassociate the primitive's scene proxy.
Component->SceneProxy = NULL;
}
}
void FScene::UpdateDecalTransform(UDecalComponent* Decal)
{
if(Decal->SceneProxy)
{
//Send command to the rendering thread to update the decal's transform.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
UpdateTransformCommand,
FDeferredDecalProxy*,DecalSceneProxy,Decal->SceneProxy,
FTransform,ComponentToWorldIncludingDecalSize,Decal->GetTransformIncludingDecalSize(),
{
// Update the primitive's transform.
DecalSceneProxy->SetTransformIncludingDecalSize(ComponentToWorldIncludingDecalSize);
});
}
}
void FScene::AddReflectionCapture(UReflectionCaptureComponent* Component)
{
if (!Component->SceneProxy)
{
Component->SceneProxy = Component->CreateSceneProxy();
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddCaptureCommand,
FScene*,Scene,this,
FReflectionCaptureProxy*,Proxy,Component->SceneProxy,
{
Scene->ReflectionSceneData.bRegisteredReflectionCapturesHasChanged = true;
const int32 PackedIndex = Scene->ReflectionSceneData.RegisteredReflectionCaptures.Add(Proxy);
Proxy->PackedIndex = PackedIndex;
Scene->ReflectionSceneData.RegisteredReflectionCapturePositions.Add(Proxy->Position);
checkSlow(Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num() == Scene->ReflectionSceneData.RegisteredReflectionCapturePositions.Num());
});
}
}
void FScene::RemoveReflectionCapture(UReflectionCaptureComponent* Component)
{
if (Component->SceneProxy)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FRemoveCaptureCommand,
FScene*,Scene,this,
FReflectionCaptureProxy*,Proxy,Component->SceneProxy,
{
Scene->ReflectionSceneData.bRegisteredReflectionCapturesHasChanged = true;
int32 CaptureIndex = Proxy->PackedIndex;
Scene->ReflectionSceneData.RegisteredReflectionCaptures.RemoveAtSwap(CaptureIndex);
Scene->ReflectionSceneData.RegisteredReflectionCapturePositions.RemoveAtSwap(CaptureIndex);
if (Scene->ReflectionSceneData.RegisteredReflectionCaptures.IsValidIndex(CaptureIndex))
{
FReflectionCaptureProxy* OtherCapture = Scene->ReflectionSceneData.RegisteredReflectionCaptures[CaptureIndex];
OtherCapture->PackedIndex = CaptureIndex;
}
delete Proxy;
checkSlow(Scene->ReflectionSceneData.RegisteredReflectionCaptures.Num() == Scene->ReflectionSceneData.RegisteredReflectionCapturePositions.Num());
});
// Disassociate the primitive's scene proxy.
Component->SceneProxy = NULL;
}
}
void FScene::UpdateReflectionCaptureTransform(UReflectionCaptureComponent* Component)
{
if (Component->SceneProxy)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(
UpdateTransformCommand,
FReflectionCaptureProxy*,Proxy,Component->SceneProxy,
FMatrix,Transform,Component->ComponentToWorld.ToMatrixWithScale(),
const float*,AverageBrightness,Component->GetAverageBrightnessPtr(),
FScene*,Scene,this,
{
Scene->ReflectionSceneData.bRegisteredReflectionCapturesHasChanged = true;
Proxy->SetTransform(Transform);
Proxy->InitializeAverageBrightness(*AverageBrightness);
});
}
}
void FScene::ReleaseReflectionCubemap(UReflectionCaptureComponent* CaptureComponent)
{
bool bRemoved = false;
for (TSparseArray<UReflectionCaptureComponent*>::TIterator It(ReflectionSceneData.AllocatedReflectionCapturesGameThread); It; ++It)
{
UReflectionCaptureComponent* CurrentCapture = *It;
if (CurrentCapture == CaptureComponent)
{
It.RemoveCurrent();
bRemoved = true;
break;
}
}
if (bRemoved)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
RemoveCaptureCommand,
UReflectionCaptureComponent*, Component, CaptureComponent,
FScene*, Scene, this,
{
const FCaptureComponentSceneState* ComponentStatePtr = Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Find(Component);
if (ComponentStatePtr)
{
// We track removed captures so we can remap them when reallocating the cubemap array
check(ComponentStatePtr->CaptureIndex != -1);
Scene->ReflectionSceneData.CubemapArraySlotsUsed[ComponentStatePtr->CaptureIndex] = false;
}
Scene->ReflectionSceneData.AllocatedReflectionCaptureState.Remove(Component);
});
}
}
const FReflectionCaptureProxy* FScene::FindClosestReflectionCapture(FVector Position) const
{
checkSlow(IsInParallelRenderingThread());
int32 ClosestCaptureIndex = INDEX_NONE;
float ClosestDistanceSquared = FLT_MAX;
// Linear search through the scene's reflection captures
// ReflectionSceneData.RegisteredReflectionCapturePositions has been packed densely to make this coherent in memory
for (int32 CaptureIndex = 0; CaptureIndex < ReflectionSceneData.RegisteredReflectionCapturePositions.Num(); CaptureIndex++)
{
const float DistanceSquared = (ReflectionSceneData.RegisteredReflectionCapturePositions[CaptureIndex] - Position).SizeSquared();
if (DistanceSquared < ClosestDistanceSquared)
{
ClosestDistanceSquared = DistanceSquared;
ClosestCaptureIndex = CaptureIndex;
}
}
return ClosestCaptureIndex != INDEX_NONE ? ReflectionSceneData.RegisteredReflectionCaptures[ClosestCaptureIndex] : NULL;
}
const FPlanarReflectionSceneProxy* FScene::FindClosestPlanarReflection(const FPrimitiveBounds& Bounds) const
{
checkSlow(IsInParallelRenderingThread());
const FPlanarReflectionSceneProxy* ClosestPlanarReflection = NULL;
float ClosestDistance = FLT_MAX;
FBox PrimitiveBoundingBox(Bounds.Origin - Bounds.BoxExtent, Bounds.Origin + Bounds.BoxExtent);
// Linear search through the scene's planar reflections
for (int32 CaptureIndex = 0; CaptureIndex < PlanarReflections.Num(); CaptureIndex++)
{
FPlanarReflectionSceneProxy* CurrentPlanarReflection = PlanarReflections[CaptureIndex];
const FBox ReflectionBounds = CurrentPlanarReflection->WorldBounds;
if (PrimitiveBoundingBox.Intersect(ReflectionBounds))
{
const float Distance = FMath::Abs(CurrentPlanarReflection->ReflectionPlane.PlaneDot(Bounds.Origin));
if (Distance < ClosestDistance)
{
ClosestDistance = Distance;
ClosestPlanarReflection = CurrentPlanarReflection;
}
}
}
return ClosestPlanarReflection;
}
void FScene::FindClosestReflectionCaptures(FVector Position, const FReflectionCaptureProxy* (&SortedByDistanceOUT)[FPrimitiveSceneInfo::MaxCachedReflectionCaptureProxies]) const
{
checkSlow(IsInParallelRenderingThread());
static const int32 ArraySize = FPrimitiveSceneInfo::MaxCachedReflectionCaptureProxies;
struct FReflectionCaptureDistIndex
{
int32 CaptureIndex;
float CaptureDistance;
const FReflectionCaptureProxy* CaptureProxy;
};
// Find the nearest n captures to this primitive.
const int32 NumRegisteredReflectionCaptures = ReflectionSceneData.RegisteredReflectionCapturePositions.Num();
const int32 PopulateCaptureCount = FMath::Min(ArraySize, NumRegisteredReflectionCaptures);
TArray<FReflectionCaptureDistIndex, TFixedAllocator<ArraySize>> ClosestCaptureIndices;
ClosestCaptureIndices.AddUninitialized(PopulateCaptureCount);
for (int32 CaptureIndex = 0; CaptureIndex < PopulateCaptureCount; CaptureIndex++)
{
ClosestCaptureIndices[CaptureIndex].CaptureIndex = CaptureIndex;
ClosestCaptureIndices[CaptureIndex].CaptureDistance = (ReflectionSceneData.RegisteredReflectionCapturePositions[CaptureIndex] - Position).SizeSquared();
}
for (int32 CaptureIndex = PopulateCaptureCount; CaptureIndex < NumRegisteredReflectionCaptures; CaptureIndex++)
{
const float DistanceSquared = (ReflectionSceneData.RegisteredReflectionCapturePositions[CaptureIndex] - Position).SizeSquared();
for (int32 i = 0; i < ArraySize; i++)
{
if (DistanceSquared<ClosestCaptureIndices[i].CaptureDistance)
{
ClosestCaptureIndices[i].CaptureDistance = DistanceSquared;
ClosestCaptureIndices[i].CaptureIndex = CaptureIndex;
break;
}
}
}
for (int32 CaptureIndex = 0; CaptureIndex < PopulateCaptureCount; CaptureIndex++)
{
FReflectionCaptureProxy* CaptureProxy = ReflectionSceneData.RegisteredReflectionCaptures[ClosestCaptureIndices[CaptureIndex].CaptureIndex];
ClosestCaptureIndices[CaptureIndex].CaptureProxy = CaptureProxy;
}
// Sort by influence radius.
ClosestCaptureIndices.Sort([](const FReflectionCaptureDistIndex& A, const FReflectionCaptureDistIndex& B)
{
if (A.CaptureProxy->InfluenceRadius != B.CaptureProxy->InfluenceRadius)
{
return (A.CaptureProxy->InfluenceRadius < B.CaptureProxy->InfluenceRadius);
}
return A.CaptureProxy->Guid < B.CaptureProxy->Guid;
});
FMemory::Memzero(SortedByDistanceOUT);
for (int32 CaptureIndex = 0; CaptureIndex < PopulateCaptureCount; CaptureIndex++)
{
SortedByDistanceOUT[CaptureIndex] = ClosestCaptureIndices[CaptureIndex].CaptureProxy;
}
}
void FScene::GetCaptureParameters(const FReflectionCaptureProxy* ReflectionProxy, FTextureRHIParamRef& ReflectionCubemapArray, int32& ArrayIndex) const
{
ERHIFeatureLevel::Type LocalFeatureLevel = GetFeatureLevel();
if (LocalFeatureLevel >= ERHIFeatureLevel::SM5)
{
const FCaptureComponentSceneState* FoundState = ReflectionSceneData.AllocatedReflectionCaptureState.Find(ReflectionProxy->Component);
if (FoundState)
{
ReflectionCubemapArray = ReflectionSceneData.CubemapArray.GetRenderTarget().ShaderResourceTexture;
ArrayIndex = FoundState->CaptureIndex;
}
}
else if (ReflectionProxy->SM4FullHDRCubemap)
{
ReflectionCubemapArray = ReflectionProxy->SM4FullHDRCubemap->TextureRHI;
ArrayIndex = 0;
}
}
int64 FScene::GetCachedWholeSceneShadowMapsSize() const
{
int64 CachedShadowmapMemory = 0;
for (TMap<int32, FCachedShadowMapData>::TConstIterator CachedShadowMapIt(CachedShadowMaps); CachedShadowMapIt; ++CachedShadowMapIt)
{
const FCachedShadowMapData& ShadowMapData = CachedShadowMapIt.Value();
if (ShadowMapData.ShadowMap.IsValid())
{
CachedShadowmapMemory += ShadowMapData.ShadowMap.ComputeMemorySize();
}
}
return CachedShadowmapMemory;
}
void FScene::AddPrecomputedLightVolume(const FPrecomputedLightVolume* Volume)
{
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(AddVolumeCommand)
([Scene, Volume](FRHICommandListImmediate& RHICmdList)
{
Scene->PrecomputedLightVolumes.Add(Volume);
Scene->IndirectLightingCache.SetLightingCacheDirty(Scene, Volume);
});
}
void FScene::RemovePrecomputedLightVolume(const FPrecomputedLightVolume* Volume)
{
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(RemoveVolumeCommand)
([Scene, Volume](FRHICommandListImmediate& RHICmdList)
{
Scene->PrecomputedLightVolumes.Remove(Volume);
Scene->IndirectLightingCache.SetLightingCacheDirty(Scene, Volume);
});
}
struct FUpdateLightTransformParameters
{
FMatrix LightToWorld;
FVector4 Position;
};
void FScene::UpdateLightTransform_RenderThread(FLightSceneInfo* LightSceneInfo, const FUpdateLightTransformParameters& Parameters)
{
SCOPE_CYCLE_COUNTER(STAT_UpdateSceneLightTime);
if( LightSceneInfo && LightSceneInfo->bVisible )
{
// Don't remove directional lights when their transform changes as nothing in RemoveFromScene() depends on their transform
if (!(LightSceneInfo->Proxy->GetLightType() == LightType_Directional))
{
// Remove the light from the scene.
LightSceneInfo->RemoveFromScene();
}
// Update the light's transform and position.
LightSceneInfo->Proxy->SetTransform(Parameters.LightToWorld,Parameters.Position);
// Also update the LightSceneInfoCompact
if( LightSceneInfo->Id != INDEX_NONE )
{
LightSceneInfo->Scene->Lights[LightSceneInfo->Id].Init(LightSceneInfo);
// Don't re-add directional lights when their transform changes as nothing in AddToScene() depends on their transform
if (!(LightSceneInfo->Proxy->GetLightType() == LightType_Directional))
{
// Add the light to the scene at its new location.
LightSceneInfo->AddToScene();
}
}
}
}
void FScene::UpdateLightTransform(ULightComponent* Light)
{
if(Light->SceneProxy)
{
FUpdateLightTransformParameters Parameters;
Parameters.LightToWorld = Light->ComponentToWorld.ToMatrixNoScale();
Parameters.Position = Light->GetLightPosition();
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
UpdateLightTransform,
FScene*,Scene,this,
FLightSceneInfo*,LightSceneInfo,Light->SceneProxy->GetLightSceneInfo(),
FUpdateLightTransformParameters,Parameters,Parameters,
{
FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
Scene->UpdateLightTransform_RenderThread(LightSceneInfo, Parameters);
});
}
}
/**
* Updates the color and brightness of a light which has already been added to the scene.
*
* @param Light - light component to update
*/
void FScene::UpdateLightColorAndBrightness(ULightComponent* Light)
{
if(Light->SceneProxy)
{
struct FUpdateLightColorParameters
{
FLinearColor NewColor;
float NewIndirectLightingScale;
float NewVolumetricScatteringIntensity;
};
FUpdateLightColorParameters NewParameters;
NewParameters.NewColor = FLinearColor(Light->LightColor) * Light->ComputeLightBrightness();
NewParameters.NewIndirectLightingScale = Light->IndirectLightingIntensity;
NewParameters.NewVolumetricScatteringIntensity = Light->VolumetricScatteringIntensity;
if( Light->bUseTemperature )
{
NewParameters.NewColor *= FLinearColor::MakeFromColorTemperature(Light->Temperature);
}
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
UpdateLightColorAndBrightness,
FLightSceneInfo*,LightSceneInfo,Light->SceneProxy->GetLightSceneInfo(),
FScene*,Scene,this,
FUpdateLightColorParameters,Parameters,NewParameters,
{
if( LightSceneInfo && LightSceneInfo->bVisible )
{
// Mobile renderer:
// a light with no color/intensity can cause the light to be ignored when rendering.
// thus, lights that change state in this way must update the draw lists.
Scene->bScenesPrimitivesNeedStaticMeshElementUpdate =
Scene->bScenesPrimitivesNeedStaticMeshElementUpdate ||
( Scene->GetShadingPath() == EShadingPath::Mobile
&& Parameters.NewColor.IsAlmostBlack() != LightSceneInfo->Proxy->GetColor().IsAlmostBlack() );
LightSceneInfo->Proxy->SetColor(Parameters.NewColor);
LightSceneInfo->Proxy->IndirectLightingScale = Parameters.NewIndirectLightingScale;
LightSceneInfo->Proxy->VolumetricScatteringIntensity = Parameters.NewVolumetricScatteringIntensity;
// Also update the LightSceneInfoCompact
if( LightSceneInfo->Id != INDEX_NONE )
{
Scene->Lights[ LightSceneInfo->Id ].Color = Parameters.NewColor;
}
}
});
}
}
void FScene::RemoveLightSceneInfo_RenderThread(FLightSceneInfo* LightSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_RemoveSceneLightTime);
if (LightSceneInfo->bVisible)
{
// check SimpleDirectionalLight
if (LightSceneInfo == SimpleDirectionalLight)
{
SimpleDirectionalLight = nullptr;
}
if(GetShadingPath() == EShadingPath::Mobile)
{
// check MobileDirectionalLights
for (int32 LightChannelIdx = 0; LightChannelIdx < ARRAY_COUNT(MobileDirectionalLights); LightChannelIdx++)
{
if (LightSceneInfo == MobileDirectionalLights[LightChannelIdx])
{
MobileDirectionalLights[LightChannelIdx] = nullptr;
// if this light is a dynamic shadowcast then we need to update the static draw lists to pick a new lightingpolicy
if (!LightSceneInfo->Proxy->HasStaticShadowing() || LightSceneInfo->Proxy->UseCSMForDynamicObjects())
{
bScenesPrimitivesNeedStaticMeshElementUpdate = true;
}
break;
}
}
}
if (LightSceneInfo == SunLight)
{
SunLight = NULL;
// Search for new sun light...
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator It(Lights); It; ++It)
{
const FLightSceneInfoCompact& LightInfo = *It;
if (LightInfo.LightSceneInfo != LightSceneInfo
&& LightInfo.LightSceneInfo->Proxy->bUsedAsAtmosphereSunLight
&& (!SunLight || SunLight->Proxy->GetColor().ComputeLuminance() < LightInfo.LightSceneInfo->Proxy->GetColor().ComputeLuminance()) )
{
SunLight = LightInfo.LightSceneInfo;
}
}
}
// Remove the light from the scene.
LightSceneInfo->RemoveFromScene();
// Remove the light from the lights list.
Lights.RemoveAt(LightSceneInfo->Id);
if (!LightSceneInfo->Proxy->HasStaticShadowing()
&& LightSceneInfo->Proxy->CastsDynamicShadow()
&& LightSceneInfo->GetDynamicShadowMapChannel() == -1)
{
OverflowingDynamicShadowedLights.Remove(LightSceneInfo->Proxy->GetComponentName());
}
}
else
{
InvisibleLights.RemoveAt(LightSceneInfo->Id);
}
// Free the light scene info and proxy.
delete LightSceneInfo->Proxy;
delete LightSceneInfo;
}
void FScene::RemoveLight(ULightComponent* Light)
{
if(Light->SceneProxy)
{
FLightSceneInfo* LightSceneInfo = Light->SceneProxy->GetLightSceneInfo();
DEC_DWORD_STAT(STAT_SceneLights);
// Removing one visible light
--NumVisibleLights_GameThread;
// Disassociate the primitive's render info.
Light->SceneProxy = NULL;
// Send a command to the rendering thread to remove the light from the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FRemoveLightCommand,
FScene*,Scene,this,
FLightSceneInfo*,LightSceneInfo,LightSceneInfo,
{
FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
Scene->RemoveLightSceneInfo_RenderThread(LightSceneInfo);
});
}
}
void FScene::AddExponentialHeightFog(UExponentialHeightFogComponent* FogComponent)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddFogCommand,
FScene*,Scene,this,
FExponentialHeightFogSceneInfo,HeightFogSceneInfo,FExponentialHeightFogSceneInfo(FogComponent),
{
// Create a FExponentialHeightFogSceneInfo for the component in the scene's fog array.
new(Scene->ExponentialFogs) FExponentialHeightFogSceneInfo(HeightFogSceneInfo);
});
}
void FScene::RemoveExponentialHeightFog(UExponentialHeightFogComponent* FogComponent)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FRemoveFogCommand,
FScene*,Scene,this,
UExponentialHeightFogComponent*,FogComponent,FogComponent,
{
// Remove the given component's FExponentialHeightFogSceneInfo from the scene's fog array.
for(int32 FogIndex = 0;FogIndex < Scene->ExponentialFogs.Num();FogIndex++)
{
if(Scene->ExponentialFogs[FogIndex].Component == FogComponent)
{
Scene->ExponentialFogs.RemoveAt(FogIndex);
break;
}
}
});
}
void FScene::AddWindSource(UWindDirectionalSourceComponent* WindComponent)
{
// if this wind component is not activated (or Auto Active is set to false), then don't add to WindSources
if(!WindComponent->IsActive())
{
return;
}
WindComponents_GameThread.Add(WindComponent);
FWindSourceSceneProxy* SceneProxy = WindComponent->CreateSceneProxy();
WindComponent->SceneProxy = SceneProxy;
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FAddWindSourceCommand,
FScene*,Scene,this,
FWindSourceSceneProxy*,SceneProxy,SceneProxy,
{
Scene->WindSources.Add(SceneProxy);
});
}
void FScene::RemoveWindSource(UWindDirectionalSourceComponent* WindComponent)
{
WindComponents_GameThread.Remove(WindComponent);
FWindSourceSceneProxy* SceneProxy = WindComponent->SceneProxy;
WindComponent->SceneProxy = NULL;
if(SceneProxy)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FRemoveWindSourceCommand,
FScene*,Scene,this,
FWindSourceSceneProxy*,SceneProxy,SceneProxy,
{
Scene->WindSources.Remove(SceneProxy);
delete SceneProxy;
});
}
}
const TArray<FWindSourceSceneProxy*>& FScene::GetWindSources_RenderThread() const
{
checkSlow(IsInRenderingThread());
return WindSources;
}
void FScene::GetWindParameters(const FVector& Position, FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const
{
FWindData AccumWindData;
AccumWindData.PrepareForAccumulate();
int32 NumActiveWindSources = 0;
FVector4 AccumulatedDirectionAndSpeed(0,0,0,0);
float TotalWeight = 0.0f;
for (int32 i = 0; i < WindSources.Num(); i++)
{
FVector4 CurrentDirectionAndSpeed;
float Weight;
const FWindSourceSceneProxy* CurrentSource = WindSources[i];
FWindData CurrentSourceData;
if (CurrentSource->GetWindParameters(Position, CurrentSourceData, Weight))
{
AccumWindData.AddWeighted(CurrentSourceData, Weight);
TotalWeight += Weight;
NumActiveWindSources++;
}
}
AccumWindData.NormalizeByTotalWeight(TotalWeight);
if (NumActiveWindSources == 0)
{
AccumWindData.Direction = FVector(1.0f, 0.0f, 0.0f);
}
OutDirection = AccumWindData.Direction;
OutSpeed = AccumWindData.Speed;
OutMinGustAmt = AccumWindData.MinGustAmt;
OutMaxGustAmt = AccumWindData.MaxGustAmt;
}
void FScene::GetWindParameters_GameThread(const FVector& Position, FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const
{
FWindData AccumWindData;
AccumWindData.PrepareForAccumulate();
const int32 NumSources = WindComponents_GameThread.Num();
int32 NumActiveSources = 0;
float TotalWeight = 0.0f;
// read the wind component array, this is safe for the game thread
for(UWindDirectionalSourceComponent* Component : WindComponents_GameThread)
{
float Weight = 0.0f;
FWindData CurrentComponentData;
if(Component->GetWindParameters(Position, CurrentComponentData, Weight))
{
AccumWindData.AddWeighted(CurrentComponentData, Weight);
TotalWeight += Weight;
++NumActiveSources;
}
}
AccumWindData.NormalizeByTotalWeight(TotalWeight);
if(NumActiveSources == 0)
{
AccumWindData.Direction = FVector(1.0f, 0.0f, 0.0f);
}
OutDirection = AccumWindData.Direction;
OutSpeed = AccumWindData.Speed;
OutMinGustAmt = AccumWindData.MinGustAmt;
OutMaxGustAmt = AccumWindData.MaxGustAmt;
}
void FScene::GetDirectionalWindParameters(FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const
{
FWindData AccumWindData;
AccumWindData.PrepareForAccumulate();
int32 NumActiveWindSources = 0;
FVector4 AccumulatedDirectionAndSpeed(0,0,0,0);
float TotalWeight = 0.0f;
for (int32 i = 0; i < WindSources.Num(); i++)
{
FVector4 CurrentDirectionAndSpeed;
float Weight;
const FWindSourceSceneProxy* CurrentSource = WindSources[i];
FWindData CurrentSourceData;
if (CurrentSource->GetDirectionalWindParameters(CurrentSourceData, Weight))
{
AccumWindData.AddWeighted(CurrentSourceData, Weight);
TotalWeight += Weight;
NumActiveWindSources++;
}
}
AccumWindData.NormalizeByTotalWeight(TotalWeight);
if (NumActiveWindSources == 0)
{
AccumWindData.Direction = FVector(1.0f, 0.0f, 0.0f);
}
OutDirection = AccumWindData.Direction;
OutSpeed = AccumWindData.Speed;
OutMinGustAmt = AccumWindData.MinGustAmt;
OutMaxGustAmt = AccumWindData.MaxGustAmt;
}
void FScene::AddSpeedTreeWind(FVertexFactory* VertexFactory, const UStaticMesh* StaticMesh)
{
if (StaticMesh != NULL && StaticMesh->SpeedTreeWind.IsValid() && StaticMesh->RenderData.IsValid())
{
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
FAddSpeedTreeWindCommand,
FScene*,Scene,this,
const UStaticMesh*,StaticMesh,StaticMesh,
FVertexFactory*,VertexFactory,VertexFactory,
{
Scene->SpeedTreeVertexFactoryMap.Add(VertexFactory, StaticMesh);
if (Scene->SpeedTreeWindComputationMap.Contains(StaticMesh))
{
(*(Scene->SpeedTreeWindComputationMap.Find(StaticMesh)))->ReferenceCount++;
}
else
{
FSpeedTreeWindComputation* WindComputation = new FSpeedTreeWindComputation;
WindComputation->Wind = *(StaticMesh->SpeedTreeWind.Get( ));
WindComputation->UniformBuffer.SetContentsToZero();
WindComputation->UniformBuffer.InitResource();
Scene->SpeedTreeWindComputationMap.Add(StaticMesh, WindComputation);
}
});
}
}
void FScene::RemoveSpeedTreeWind(class FVertexFactory* VertexFactory, const class UStaticMesh* StaticMesh)
{
if (StaticMesh != NULL && StaticMesh->SpeedTreeWind.IsValid() && StaticMesh->RenderData.IsValid())
{
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
FRemoveSpeedTreeWindCommand,
FScene*,Scene,this,
const UStaticMesh*, StaticMesh, StaticMesh,
FVertexFactory*,VertexFactory,VertexFactory,
{
Scene->RemoveSpeedTreeWind_RenderThread(VertexFactory, StaticMesh);
});
}
}
void FScene::RemoveSpeedTreeWind_RenderThread(class FVertexFactory* VertexFactory, const class UStaticMesh* StaticMesh)
{
FSpeedTreeWindComputation** WindComputationRef = SpeedTreeWindComputationMap.Find(StaticMesh);
if (WindComputationRef != NULL)
{
FSpeedTreeWindComputation* WindComputation = *WindComputationRef;
WindComputation->ReferenceCount--;
if (WindComputation->ReferenceCount < 1)
{
for (auto Iter = SpeedTreeVertexFactoryMap.CreateIterator(); Iter; ++Iter )
{
if (Iter.Value() == StaticMesh)
{
Iter.RemoveCurrent();
}
}
SpeedTreeWindComputationMap.Remove(StaticMesh);
WindComputation->UniformBuffer.ReleaseResource();
delete WindComputation;
}
}
}
void FScene::UpdateSpeedTreeWind(double CurrentTime)
{
#define SET_SPEEDTREE_TABLE_FLOAT4V(name, offset) \
UniformParameters.name = *(FVector4*)(WindShaderValues + FSpeedTreeWind::offset); \
UniformParameters.Prev##name = *(FVector4*)(WindShaderValues + FSpeedTreeWind::offset + FSpeedTreeWind::NUM_SHADER_VALUES);
FScene* Scene = this;
ENQUEUE_RENDER_COMMAND(FUpdateSpeedTreeWindCommand)(
[Scene, CurrentTime](FRHICommandListImmediate& RHICmdList)
{
FVector WindDirection;
float WindSpeed;
float WindMinGustAmt;
float WindMaxGustAmt;
Scene->GetDirectionalWindParameters(WindDirection, WindSpeed, WindMinGustAmt, WindMaxGustAmt);
for (TMap<const UStaticMesh*, FSpeedTreeWindComputation*>::TIterator It(Scene->SpeedTreeWindComputationMap); It; ++It )
{
const UStaticMesh* StaticMesh = It.Key();
FSpeedTreeWindComputation* WindComputation = It.Value();
if( !(StaticMesh->RenderData.IsValid() && StaticMesh->SpeedTreeWind.IsValid()) )
{
It.RemoveCurrent();
continue;
}
if (GIsEditor && StaticMesh->SpeedTreeWind->NeedsReload( ))
{
// reload the wind since it may have changed or been scaled differently during reimport
StaticMesh->SpeedTreeWind->SetNeedsReload(false);
WindComputation->Wind = *(StaticMesh->SpeedTreeWind.Get( ));
// make sure the vertex factories are registered (sometimes goes wrong during a reimport)
for (int32 LODIndex = 0; LODIndex < StaticMesh->RenderData->LODResources.Num(); ++LODIndex)
{
Scene->SpeedTreeVertexFactoryMap.Add(&StaticMesh->RenderData->LODResources[LODIndex].VertexFactory, StaticMesh);
Scene->SpeedTreeVertexFactoryMap.Add(&StaticMesh->RenderData->LODResources[LODIndex].VertexFactoryOverrideColorVertexBuffer, StaticMesh);
}
}
// advance the wind object
WindComputation->Wind.SetDirection(WindDirection);
WindComputation->Wind.SetStrength(WindSpeed);
WindComputation->Wind.SetGustMin(WindMinGustAmt);
WindComputation->Wind.SetGustMax(WindMaxGustAmt);
WindComputation->Wind.Advance(true, CurrentTime);
// copy data into uniform buffer
const float* WindShaderValues = WindComputation->Wind.GetShaderTable();
FSpeedTreeUniformParameters UniformParameters;
UniformParameters.WindAnimation.Set(CurrentTime, 0.0f, 0.0f, 0.0f);
SET_SPEEDTREE_TABLE_FLOAT4V(WindVector, SH_WIND_DIR_X);
SET_SPEEDTREE_TABLE_FLOAT4V(WindGlobal, SH_GLOBAL_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindBranch, SH_BRANCH_1_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindBranchTwitch, SH_BRANCH_1_TWITCH);
SET_SPEEDTREE_TABLE_FLOAT4V(WindBranchWhip, SH_BRANCH_1_WHIP);
SET_SPEEDTREE_TABLE_FLOAT4V(WindBranchAnchor, SH_WIND_ANCHOR_X);
SET_SPEEDTREE_TABLE_FLOAT4V(WindBranchAdherences, SH_GLOBAL_DIRECTION_ADHERENCE);
SET_SPEEDTREE_TABLE_FLOAT4V(WindTurbulences, SH_BRANCH_1_TURBULENCE);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf1Ripple, SH_LEAF_1_RIPPLE_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf1Tumble, SH_LEAF_1_TUMBLE_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf1Twitch, SH_LEAF_1_TWITCH_THROW);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf2Ripple, SH_LEAF_2_RIPPLE_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf2Tumble, SH_LEAF_2_TUMBLE_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindLeaf2Twitch, SH_LEAF_2_TWITCH_THROW);
SET_SPEEDTREE_TABLE_FLOAT4V(WindFrondRipple, SH_FROND_RIPPLE_TIME);
SET_SPEEDTREE_TABLE_FLOAT4V(WindRollingBranch, SH_ROLLING_BRANCH_FIELD_MIN);
SET_SPEEDTREE_TABLE_FLOAT4V(WindRollingLeafAndDirection, SH_ROLLING_LEAF_RIPPLE_MIN);
SET_SPEEDTREE_TABLE_FLOAT4V(WindRollingNoise, SH_ROLLING_NOISE_PERIOD);
WindComputation->UniformBuffer.SetContents(UniformParameters);
}
});
#undef SET_SPEEDTREE_TABLE_FLOAT4V
}
FUniformBufferRHIParamRef FScene::GetSpeedTreeUniformBuffer(const FVertexFactory* VertexFactory)
{
if (VertexFactory != NULL)
{
const UStaticMesh** StaticMesh = SpeedTreeVertexFactoryMap.Find(VertexFactory);
if (StaticMesh != NULL)
{
FSpeedTreeWindComputation** WindComputation = SpeedTreeWindComputationMap.Find(*StaticMesh);
if (WindComputation != NULL)
{
return (*WindComputation)->UniformBuffer.GetUniformBufferRHI();
}
}
}
return FUniformBufferRHIParamRef();
}
/**
* Retrieves the lights interacting with the passed in primitive and adds them to the out array.
*
* Render thread version of function.
*
* @param Primitive Primitive to retrieve interacting lights for
* @param RelevantLights [out] Array of lights interacting with primitive
*/
void FScene::GetRelevantLights_RenderThread( UPrimitiveComponent* Primitive, TArray<const ULightComponent*>* RelevantLights ) const
{
check( Primitive );
check( RelevantLights );
if( Primitive->SceneProxy )
{
for( const FLightPrimitiveInteraction* Interaction=Primitive->SceneProxy->GetPrimitiveSceneInfo()->LightList; Interaction; Interaction=Interaction->GetNextLight() )
{
RelevantLights->Add( Interaction->GetLight()->Proxy->GetLightComponent() );
}
}
}
/**
* Retrieves the lights interacting with the passed in primitive and adds them to the out array.
*
* @param Primitive Primitive to retrieve interacting lights for
* @param RelevantLights [out] Array of lights interacting with primitive
*/
void FScene::GetRelevantLights( UPrimitiveComponent* Primitive, TArray<const ULightComponent*>* RelevantLights ) const
{
if( Primitive && RelevantLights )
{
// Add interacting lights to the array.
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
FGetRelevantLightsCommand,
const FScene*,Scene,this,
UPrimitiveComponent*,Primitive,Primitive,
TArray<const ULightComponent*>*,RelevantLights,RelevantLights,
{
Scene->GetRelevantLights_RenderThread( Primitive, RelevantLights );
});
// We need to block the main thread as the rendering thread needs to finish modifying the array before we can continue.
FlushRenderingCommands();
}
}
/** Sets the precomputed visibility handler for the scene, or NULL to clear the current one. */
void FScene::SetPrecomputedVisibility(const FPrecomputedVisibilityHandler* NewPrecomputedVisibilityHandler)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
UpdatePrecomputedVisibility,
FScene*,Scene,this,
const FPrecomputedVisibilityHandler*,PrecomputedVisibilityHandler,NewPrecomputedVisibilityHandler,
{
Scene->PrecomputedVisibilityHandler = PrecomputedVisibilityHandler;
});
}
void FScene::SetShaderMapsOnMaterialResources_RenderThread(FRHICommandListImmediate& RHICmdList, const FMaterialsToUpdateMap& MaterialsToUpdate)
{
SCOPE_CYCLE_COUNTER(STAT_Scene_SetShaderMapsOnMaterialResources_RT);
TArray<const FMaterial*> MaterialArray;
for (FMaterialsToUpdateMap::TConstIterator It(MaterialsToUpdate); It; ++It)
{
FMaterial* Material = It.Key();
FMaterialShaderMap* ShaderMap = It.Value();
Material->SetRenderingThreadShaderMap(ShaderMap);
check(!ShaderMap || ShaderMap->IsValidForRendering());
MaterialArray.Add(Material);
}
const auto SceneFeatureLevel = GetFeatureLevel();
bool bFoundAnyInitializedMaterials = false;
// Iterate through all loaded material render proxies and recache their uniform expressions if needed
// This search does not scale well, but is only used when uploading async shader compile results
for (TSet<FMaterialRenderProxy*>::TConstIterator It(FMaterialRenderProxy::GetMaterialRenderProxyMap()); It; ++It)
{
FMaterialRenderProxy* MaterialProxy = *It;
FMaterial* Material = MaterialProxy->GetMaterialNoFallback(SceneFeatureLevel);
if (Material && MaterialsToUpdate.Contains(Material))
{
// Materials used as async fallbacks can't be updated through this mechanism and should have been updated synchronously earlier
check(!Material->RequiresSynchronousCompilation());
MaterialProxy->CacheUniformExpressions();
bFoundAnyInitializedMaterials = true;
const FMaterial& MaterialForRendering = *MaterialProxy->GetMaterial(SceneFeatureLevel);
check(MaterialForRendering.GetRenderingThreadShaderMap());
check(!MaterialProxy->UniformExpressionCache[SceneFeatureLevel].bUpToDate
|| MaterialProxy->UniformExpressionCache[SceneFeatureLevel].CachedUniformExpressionShaderMap == MaterialForRendering.GetRenderingThreadShaderMap());
check(MaterialForRendering.GetRenderingThreadShaderMap()->IsValidForRendering());
}
}
}
void FScene::SetShaderMapsOnMaterialResources(const TMap<FMaterial*, class FMaterialShaderMap*>& MaterialsToUpdate)
{
for (TMap<FMaterial*, FMaterialShaderMap*>::TConstIterator It(MaterialsToUpdate); It; ++It)
{
FMaterial* Material = It.Key();
check(!Material->RequiresSynchronousCompilation());
}
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FSetShaderMapOnMaterialResources,
FScene*,Scene,this,
FMaterialsToUpdateMap,MaterialsToUpdate,MaterialsToUpdate,
{
Scene->SetShaderMapsOnMaterialResources_RenderThread(RHICmdList, MaterialsToUpdate);
});
}
void FScene::UpdateStaticDrawListsForMaterials_RenderThread(FRHICommandListImmediate& RHICmdList, const TArray<const FMaterial*>& Materials)
{
SCOPE_CYCLE_COUNTER(STAT_Scene_UpdateStaticDrawListsForMaterials_RT);
// Warning: if any static draw lists are missed here, there will be a crash when trying to render with shaders that have been deleted!
TArray<FPrimitiveSceneInfo*> PrimitivesToUpdate;
auto SceneFeatureLevel = GetFeatureLevel();
if (GetShadingPath() == EShadingPath::Deferred)
{
for (int32 DrawType = 0; DrawType < EBasePass_MAX; DrawType++)
{
BasePassSelfShadowedTranslucencyDrawList[DrawType].GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
BasePassSelfShadowedCachedPointIndirectTranslucencyDrawList[DrawType].GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
BasePassUniformLightMapPolicyDrawList[DrawType].GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
}
}
else if (GetShadingPath() == EShadingPath::Mobile)
{
for (int32 DrawType = 0; DrawType < EBasePass_MAX; DrawType++)
{
MobileBasePassUniformLightMapPolicyDrawList[DrawType].GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
MobileBasePassUniformLightMapPolicyDrawListWithCSM[DrawType].GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
}
}
PositionOnlyDepthDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
DepthDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
MaskedDepthDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
HitProxyDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
HitProxyDrawList_OpaqueOnly.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
#if WITH_EDITOR
EditorSelectionDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
#endif
VelocityDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
WholeSceneShadowDepthDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
WholeSceneReflectiveShadowMapDrawList.GetUsedPrimitivesBasedOnMaterials(SceneFeatureLevel, Materials, PrimitivesToUpdate);
for (int32 PrimitiveIndex = 0; PrimitiveIndex < PrimitivesToUpdate.Num(); PrimitiveIndex++)
{
FPrimitiveSceneInfo* Primitive = PrimitivesToUpdate[PrimitiveIndex];
Primitive->RemoveStaticMeshes();
Primitive->AddStaticMeshes(RHICmdList);
}
}
void FScene::UpdateStaticDrawListsForMaterials(const TArray<const FMaterial*>& Materials)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FUpdateDrawLists,
FScene*,Scene,this,
TArray<const FMaterial*>,Materials,Materials,
{
Scene->UpdateStaticDrawListsForMaterials_RenderThread(RHICmdList, Materials);
});
}
/**
* @return true if hit proxies should be rendered in this scene.
*/
bool FScene::RequiresHitProxies() const
{
return (GIsEditor && bRequiresHitProxies);
}
void FScene::Release()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Verify that no components reference this scene being destroyed
static bool bTriggeredOnce = false;
if (!bTriggeredOnce)
{
for (auto* ActorComponent : TObjectRange<UActorComponent>())
{
if ( !ensureMsgf(!ActorComponent->IsRegistered() || ActorComponent->GetScene() != this,
*FString::Printf(TEXT("Component Name: %s World Name: %s Component Asset: %s"),
*ActorComponent->GetFullName(),
*GetWorld()->GetFullName(),
*ActorComponent->AdditionalStatObject()->GetPathName())) )
{
bTriggeredOnce = true;
break;
}
}
}
#endif
GetRendererModule().RemoveScene(this);
// Send a command to the rendering thread to release the scene.
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
FReleaseCommand,
FScene*,Scene,this,
{
delete Scene;
});
}
void FScene::ConditionalMarkStaticMeshElementsForUpdate()
{
static auto* EarlyZPassCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.EarlyZPass"));
static auto* ShaderPipelinesCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ShaderPipelines"));
bool bMobileHDR = IsMobileHDR();
bool bMobileHDR32bpp = IsMobileHDR32bpp();
int32 DesiredStaticDrawListsEarlyZPassMode = EarlyZPassCvar->GetValueOnRenderThread();
int32 DesiredStaticDrawShaderPipelines = ShaderPipelinesCvar->GetValueOnRenderThread();
if (bScenesPrimitivesNeedStaticMeshElementUpdate
|| bStaticDrawListsMobileHDR != bMobileHDR
|| bStaticDrawListsMobileHDR32bpp != bMobileHDR32bpp
|| StaticDrawShaderPipelines != DesiredStaticDrawShaderPipelines
|| StaticDrawListsEarlyZPassMode != DesiredStaticDrawListsEarlyZPassMode)
{
// Mark all primitives as needing an update
// Note: Only visible primitives will actually update their static mesh elements
for (int32 PrimitiveIndex = 0; PrimitiveIndex < Primitives.Num(); PrimitiveIndex++)
{
Primitives[PrimitiveIndex]->BeginDeferredUpdateStaticMeshes();
}
bScenesPrimitivesNeedStaticMeshElementUpdate = false;
bStaticDrawListsMobileHDR = bMobileHDR;
bStaticDrawListsMobileHDR32bpp = bMobileHDR32bpp;
StaticDrawListsEarlyZPassMode = DesiredStaticDrawListsEarlyZPassMode;
StaticDrawShaderPipelines = DesiredStaticDrawShaderPipelines;
}
}
void FScene::DumpUnbuiltLightIteractions( FOutputDevice& Ar ) const
{
FlushRenderingCommands();
TArray<FString> LightsWithUnbuiltInteractions;
TArray<FString> PrimitivesWithUnbuiltInteractions;
// if want to print out all of the lights
for( TSparseArray<FLightSceneInfoCompact>::TConstIterator It(Lights); It; ++It )
{
const FLightSceneInfoCompact& LightCompactInfo = *It;
FLightSceneInfo* LightSceneInfo = LightCompactInfo.LightSceneInfo;
bool bLightHasUnbuiltInteractions = false;
for(FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionOftenMovingPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive())
{
if (Interaction->IsUncachedStaticLighting())
{
bLightHasUnbuiltInteractions = true;
PrimitivesWithUnbuiltInteractions.AddUnique(Interaction->GetPrimitiveSceneInfo()->ComponentForDebuggingOnly->GetFullName());
}
}
for(FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionStaticPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive())
{
if (Interaction->IsUncachedStaticLighting())
{
bLightHasUnbuiltInteractions = true;
PrimitivesWithUnbuiltInteractions.AddUnique(Interaction->GetPrimitiveSceneInfo()->ComponentForDebuggingOnly->GetFullName());
}
}
if (bLightHasUnbuiltInteractions)
{
LightsWithUnbuiltInteractions.AddUnique(LightSceneInfo->Proxy->GetComponentName().ToString());
}
}
Ar.Logf( TEXT( "DumpUnbuiltLightIteractions" ) );
Ar.Logf( TEXT( "Lights with unbuilt interactions: %d" ), LightsWithUnbuiltInteractions.Num() );
for (int Index = 0; Index < LightsWithUnbuiltInteractions.Num(); Index++)
{
Ar.Logf(TEXT(" Light %s"), *LightsWithUnbuiltInteractions[Index]);
}
Ar.Logf( TEXT( "" ) );
Ar.Logf( TEXT( "Primitives with unbuilt interactions: %d" ), PrimitivesWithUnbuiltInteractions.Num() );
for (int Index = 0; Index < PrimitivesWithUnbuiltInteractions.Num(); Index++)
{
Ar.Logf(TEXT(" Primitive %s"), *PrimitivesWithUnbuiltInteractions[Index]);
}
}
/**
* Logs the provided draw list stats.
*/
static void LogDrawListStats(FDrawListStats Stats, const TCHAR* DrawListName)
{
if (Stats.NumDrawingPolicies == 0 || Stats.NumMeshes == 0)
{
UE_LOG(LogRenderer,Log,TEXT("%s: empty"), DrawListName);
}
else
{
FString MatchFailedReasons;
for (auto& It : Stats.SingleMeshPolicyMatchFailedReasons)
{
TArray<FStringFormatArg> Args;
Args.Emplace(It.Value);
Args.Emplace(*It.Key);
MatchFailedReasons.Append(FString::Format(TEXT(" - {0} ({1})\n"), Args));
}
FString VertexFactoryFreq;
for (auto& It : Stats.SingleMeshPolicyVertexFactoryFrequency)
{
TArray<FStringFormatArg> Args;
auto KeyStr = It.Key.ToString();
Args.Emplace(It.Value);
Args.Emplace(*KeyStr);
VertexFactoryFreq.Append(FString::Format(TEXT(" - {0} ({1})\n"), Args));
}
UE_LOG(LogRenderer,Log,
TEXT("%s: %d policies %d meshes\n")
TEXT(" - %d median meshes/policy\n")
TEXT(" - %f mean meshes/policy\n")
TEXT(" - %d max meshes/policy\n")
TEXT(" - %d policies with one mesh\n")
TEXT(" One mesh policy closest match failure reason:\n%s\n")
TEXT(" One mesh policy vertex factory frequencies:\n%s"),
DrawListName,
Stats.NumDrawingPolicies,
Stats.NumMeshes,
Stats.MedianMeshesPerDrawingPolicy,
(float)Stats.NumMeshes / (float)Stats.NumDrawingPolicies,
Stats.MaxMeshesPerDrawingPolicy,
Stats.NumSingleMeshDrawingPolicies,
*MatchFailedReasons,
*VertexFactoryFreq
);
}
}
void FScene::DumpStaticMeshDrawListStats() const
{
UE_LOG(LogRenderer,Log,TEXT("Static mesh draw lists for %s:"),
World ? *World->GetFullName() : TEXT("[no world]")
);
#define DUMP_DRAW_LIST(Name) LogDrawListStats(Name.GetStats(), TEXT(#Name))
DUMP_DRAW_LIST(PositionOnlyDepthDrawList);
DUMP_DRAW_LIST(DepthDrawList);
DUMP_DRAW_LIST(MaskedDepthDrawList);
DUMP_DRAW_LIST(BasePassSelfShadowedTranslucencyDrawList[EBasePass_Default]);
DUMP_DRAW_LIST(BasePassSelfShadowedTranslucencyDrawList[EBasePass_Masked]);
DUMP_DRAW_LIST(BasePassSelfShadowedCachedPointIndirectTranslucencyDrawList[EBasePass_Default]);
DUMP_DRAW_LIST(BasePassSelfShadowedCachedPointIndirectTranslucencyDrawList[EBasePass_Masked]);
DUMP_DRAW_LIST(BasePassUniformLightMapPolicyDrawList[EBasePass_Default]);
DUMP_DRAW_LIST(BasePassUniformLightMapPolicyDrawList[EBasePass_Masked]);
DUMP_DRAW_LIST(MobileBasePassUniformLightMapPolicyDrawList[EBasePass_Default]);
DUMP_DRAW_LIST(MobileBasePassUniformLightMapPolicyDrawList[EBasePass_Masked]);
DUMP_DRAW_LIST(MobileBasePassUniformLightMapPolicyDrawListWithCSM[EBasePass_Default]);
DUMP_DRAW_LIST(MobileBasePassUniformLightMapPolicyDrawListWithCSM[EBasePass_Masked]);
DUMP_DRAW_LIST(HitProxyDrawList);
DUMP_DRAW_LIST(HitProxyDrawList_OpaqueOnly);
#if WITH_EDITOR
DUMP_DRAW_LIST(EditorSelectionDrawList);
#endif
DUMP_DRAW_LIST(VelocityDrawList);
DUMP_DRAW_LIST(WholeSceneShadowDepthDrawList);
#undef DUMP_DRAW_LIST
}
/**
* Dumps stats for all scenes to the log.
*/
static void DumpDrawListStats()
{
for (TObjectIterator<UWorld> It; It; ++It)
{
UWorld* World = *It;
if (World && World->Scene)
{
World->Scene->DumpStaticMeshDrawListStats();
}
}
}
static FAutoConsoleCommand GDumpDrawListStatsCmd(
TEXT("r.DumpDrawListStats"),
TEXT("Dumps static mesh draw list statistics for all scenes associated with ")
TEXT("world objects."),
FConsoleCommandDelegate::CreateStatic(&DumpDrawListStats)
);
/**
* Exports the scene.
*
* @param Ar The Archive used for exporting.
**/
void FScene::Export( FArchive& Ar ) const
{
}
void FScene::ApplyWorldOffset(FVector InOffset)
{
// Send a command to the rendering thread to shift scene data
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FApplyWorldOffset,
FScene*,Scene,this,
FVector,InOffset,InOffset,
{
Scene->ApplyWorldOffset_RenderThread(InOffset);
});
}
// StaticMeshDrawList elements shifting
template<typename T>
static void StaticMeshDrawListApplyWorldOffset(T& InList, FVector InOffset)
{
InList.ApplyWorldOffset(InOffset);
}
// StaticMeshDrawList elements shifting: specialization for an arrays
template<typename T, int32 N>
static void StaticMeshDrawListApplyWorldOffset(T(&InList)[N], FVector InOffset)
{
for (int32 i = 0; i < N; i++)
{
InList[i].ApplyWorldOffset(InOffset);
}
}
void FScene::ApplyWorldOffset_RenderThread(FVector InOffset)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_SceneApplyWorldOffset);
// Primitives
for (auto It = Primitives.CreateIterator(); It; ++It)
{
(*It)->ApplyWorldOffset(InOffset);
}
// Precomputed light volumes
for (const FPrecomputedLightVolume* It : PrecomputedLightVolumes)
{
const_cast<FPrecomputedLightVolume*>(It)->ApplyWorldOffset(InOffset);
}
// Precomputed visibility
if (PrecomputedVisibilityHandler)
{
const_cast<FPrecomputedVisibilityHandler*>(PrecomputedVisibilityHandler)->ApplyWorldOffset(InOffset);
}
// Invalidate indirect lighting cache
IndirectLightingCache.SetLightingCacheDirty(this, NULL);
// Primitives octree
PrimitiveOctree.ApplyOffset(InOffset, /*bGlobalOctee*/ true);
// Primitive bounds
for (auto It = PrimitiveBounds.CreateIterator(); It; ++It)
{
(*It).Origin+= InOffset;
}
// Primitive occlusion bounds
for (auto It = PrimitiveOcclusionBounds.CreateIterator(); It; ++It)
{
(*It).Origin+= InOffset;
}
// Lights
VectorRegister OffsetReg = VectorLoadFloat3_W0(&InOffset);
for (auto It = Lights.CreateIterator(); It; ++It)
{
(*It).BoundingSphereVector = VectorAdd((*It).BoundingSphereVector, OffsetReg);
(*It).LightSceneInfo->Proxy->ApplyWorldOffset(InOffset);
}
// Lights octree
LightOctree.ApplyOffset(InOffset, /*bGlobalOctee*/ true);
// Cached preshadows
for (auto It = CachedPreshadows.CreateIterator(); It; ++It)
{
(*It)->PreShadowTranslation-= InOffset;
(*It)->ShadowBounds.Center+= InOffset;
}
// Decals
for (auto It = Decals.CreateIterator(); It; ++It)
{
(*It)->ComponentTrans.AddToTranslation(InOffset);
}
// Wind sources
for (auto It = WindSources.CreateIterator(); It; ++It)
{
(*It)->ApplyWorldOffset(InOffset);
}
// Reflection captures
for (auto It = ReflectionSceneData.RegisteredReflectionCaptures.CreateIterator(); It; ++It)
{
FMatrix NewTransform = (*It)->BoxTransform.Inverse().ConcatTranslation(InOffset);
(*It)->SetTransform(NewTransform);
}
// Exponential Fog
for (FExponentialHeightFogSceneInfo& FogInfo : ExponentialFogs)
{
FogInfo.FogHeight+= InOffset.Z;
}
// StaticMeshDrawLists
StaticMeshDrawListApplyWorldOffset(PositionOnlyDepthDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(DepthDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(MaskedDepthDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(BasePassSelfShadowedTranslucencyDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(BasePassSelfShadowedCachedPointIndirectTranslucencyDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(BasePassUniformLightMapPolicyDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(HitProxyDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(HitProxyDrawList_OpaqueOnly, InOffset);
StaticMeshDrawListApplyWorldOffset(VelocityDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(WholeSceneShadowDepthDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(MobileBasePassUniformLightMapPolicyDrawList, InOffset);
StaticMeshDrawListApplyWorldOffset(MobileBasePassUniformLightMapPolicyDrawListWithCSM, InOffset);
// Motion blur
MotionBlurInfoData.ApplyOffset(InOffset);
}
void FScene::OnLevelAddedToWorld(FName LevelAddedName, UWorld* InWorld, bool bIsLightingScenario)
{
if (bIsLightingScenario)
{
InWorld->PropagateLightingScenarioChange();
}
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FLevelAddedToWorld,
class FScene*, Scene, this,
FName, LevelName, LevelAddedName,
{
Scene->OnLevelAddedToWorld_RenderThread(LevelName);
});
}
void FScene::OnLevelAddedToWorld_RenderThread(FName InLevelName)
{
// Mark level primitives
for (auto It = Primitives.CreateIterator(); It; ++It)
{
FPrimitiveSceneProxy* Proxy = (*It)->Proxy;
if (Proxy->LevelName == InLevelName)
{
Proxy->bIsComponentLevelVisible = true;
if (Proxy->NeedsLevelAddedToWorldNotification())
{
Proxy->OnLevelAddedToWorld();
}
}
}
}
void FScene::OnLevelRemovedFromWorld(UWorld* InWorld, bool bIsLightingScenario)
{
if (bIsLightingScenario)
{
InWorld->PropagateLightingScenarioChange();
}
}
#if WITH_EDITOR
bool FScene::InitializePixelInspector(FRenderTarget* BufferFinalColor, FRenderTarget* BufferSceneColor, FRenderTarget* BufferDepth, FRenderTarget* BufferHDR, FRenderTarget* BufferA, FRenderTarget* BufferBCDE, int32 BufferIndex)
{
//Initialize the buffers
PixelInspectorData.InitializeBuffers(BufferFinalColor, BufferSceneColor, BufferDepth, BufferHDR, BufferA, BufferBCDE, BufferIndex);
//return true when the interface is implemented
return true;
}
bool FScene::AddPixelInspectorRequest(FPixelInspectorRequest *PixelInspectorRequest)
{
return PixelInspectorData.AddPixelInspectorRequest(PixelInspectorRequest);
}
#endif //WITH_EDITOR
/**
* Dummy NULL scene interface used by dedicated servers.
*/
class FNULLSceneInterface : public FSceneInterface
{
public:
FNULLSceneInterface(UWorld* InWorld, bool bCreateFXSystem )
: World( InWorld )
, FXSystem( NULL )
{
World->Scene = this;
if (bCreateFXSystem)
{
World->CreateFXSystem();
}
else
{
World->FXSystem = NULL;
SetFXSystem(NULL);
}
}
virtual void AddPrimitive(UPrimitiveComponent* Primitive) override {}
virtual void RemovePrimitive(UPrimitiveComponent* Primitive) override {}
virtual void ReleasePrimitive(UPrimitiveComponent* Primitive) override {}
virtual FPrimitiveSceneInfo* GetPrimitiveSceneInfo(int32 PrimiteIndex) override { return NULL; }
/** Updates the transform of a primitive which has already been added to the scene. */
virtual void UpdatePrimitiveTransform(UPrimitiveComponent* Primitive) override {}
virtual void UpdatePrimitiveAttachment(UPrimitiveComponent* Primitive) override {}
virtual void AddLight(ULightComponent* Light) override {}
virtual void RemoveLight(ULightComponent* Light) override {}
virtual void AddInvisibleLight(ULightComponent* Light) override {}
virtual void SetSkyLight(FSkyLightSceneProxy* Light) override {}
virtual void DisableSkyLight(FSkyLightSceneProxy* Light) override {}
virtual void AddDecal(UDecalComponent*) override {}
virtual void RemoveDecal(UDecalComponent*) override {}
virtual void UpdateDecalTransform(UDecalComponent* Decal) override {}
/** Updates the transform of a light which has already been added to the scene. */
virtual void UpdateLightTransform(ULightComponent* Light) override {}
virtual void UpdateLightColorAndBrightness(ULightComponent* Light) override {}
virtual void AddExponentialHeightFog(class UExponentialHeightFogComponent* FogComponent) override {}
virtual void RemoveExponentialHeightFog(class UExponentialHeightFogComponent* FogComponent) override {}
virtual void AddAtmosphericFog(class UAtmosphericFogComponent* FogComponent) override {}
virtual void RemoveAtmosphericFog(class UAtmosphericFogComponent* FogComponent) override {}
virtual void RemoveAtmosphericFogResource_RenderThread(FRenderResource* FogResource) override {}
virtual FAtmosphericFogSceneInfo* GetAtmosphericFogSceneInfo() override { return NULL; }
virtual void AddWindSource(class UWindDirectionalSourceComponent* WindComponent) override {}
virtual void RemoveWindSource(class UWindDirectionalSourceComponent* WindComponent) override {}
virtual const TArray<class FWindSourceSceneProxy*>& GetWindSources_RenderThread() const override
{
static TArray<class FWindSourceSceneProxy*> NullWindSources;
return NullWindSources;
}
virtual void GetWindParameters(const FVector& Position, FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const override { OutDirection = FVector(1.0f, 0.0f, 0.0f); OutSpeed = 0.0f; OutMinGustAmt = 0.0f; OutMaxGustAmt = 0.0f; }
virtual void GetWindParameters_GameThread(const FVector& Position, FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const override { OutDirection = FVector(1.0f, 0.0f, 0.0f); OutSpeed = 0.0f; OutMinGustAmt = 0.0f; OutMaxGustAmt = 0.0f; }
virtual void GetDirectionalWindParameters(FVector& OutDirection, float& OutSpeed, float& OutMinGustAmt, float& OutMaxGustAmt) const override { OutDirection = FVector(1.0f, 0.0f, 0.0f); OutSpeed = 0.0f; OutMinGustAmt = 0.0f; OutMaxGustAmt = 0.0f; }
virtual void AddSpeedTreeWind(class FVertexFactory* VertexFactory, const class UStaticMesh* StaticMesh) override {}
virtual void RemoveSpeedTreeWind(class FVertexFactory* VertexFactory, const class UStaticMesh* StaticMesh) override {}
virtual void RemoveSpeedTreeWind_RenderThread(class FVertexFactory* VertexFactory, const class UStaticMesh* StaticMesh) override {}
virtual void UpdateSpeedTreeWind(double CurrentTime) override {}
virtual FUniformBufferRHIParamRef GetSpeedTreeUniformBuffer(const FVertexFactory* VertexFactory) override { return FUniformBufferRHIParamRef(); }
virtual void Release() override {}
/**
* Retrieves the lights interacting with the passed in primitive and adds them to the out array.
*
* @param Primitive Primitive to retrieve interacting lights for
* @param RelevantLights [out] Array of lights interacting with primitive
*/
virtual void GetRelevantLights( UPrimitiveComponent* Primitive, TArray<const ULightComponent*>* RelevantLights ) const override {}
/**
* @return true if hit proxies should be rendered in this scene.
*/
virtual bool RequiresHitProxies() const override
{
return false;
}
// Accessors.
virtual class UWorld* GetWorld() const override
{
return World;
}
/**
* Return the scene to be used for rendering
*/
virtual class FScene* GetRenderScene() override
{
return NULL;
}
/**
* Sets the FX system associated with the scene.
*/
virtual void SetFXSystem( class FFXSystemInterface* InFXSystem ) override
{
FXSystem = InFXSystem;
}
/**
* Get the FX system associated with the scene.
*/
virtual class FFXSystemInterface* GetFXSystem() override
{
return FXSystem;
}
virtual bool HasAnyLights() const override { return false; }
private:
UWorld* World;
class FFXSystemInterface* FXSystem;
};
FSceneInterface* FRendererModule::AllocateScene(UWorld* World, bool bInRequiresHitProxies, bool bCreateFXSystem, ERHIFeatureLevel::Type InFeatureLevel)
{
check(IsInGameThread());
// Create a full fledged scene if we have something to render.
if (GIsClient && FApp::CanEverRender() && !GUsingNullRHI)
{
FScene* NewScene = new FScene(World, bInRequiresHitProxies, GIsEditor && (!World || !World->IsGameWorld()), bCreateFXSystem, InFeatureLevel);
AllocatedScenes.Add(NewScene);
return NewScene;
}
// And fall back to a dummy/ NULL implementation for commandlets and dedicated server.
else
{
return new FNULLSceneInterface(World, bCreateFXSystem);
}
}
void FRendererModule::RemoveScene(FSceneInterface* Scene)
{
check(IsInGameThread());
AllocatedScenes.Remove(Scene);
}
void FRendererModule::UpdateStaticDrawListsForMaterials(const TArray<const FMaterial*>& Materials)
{
for (TSet<FSceneInterface*>::TConstIterator SceneIt(AllocatedScenes); SceneIt; ++SceneIt)
{
(*SceneIt)->UpdateStaticDrawListsForMaterials(Materials);
}
}
FSceneViewStateInterface* FRendererModule::AllocateViewState()
{
return new FSceneViewState();
}
/** */
template<>
TStaticMeshDrawList<TBasePassDrawingPolicy<FSelfShadowedTranslucencyPolicy> >& FScene::GetBasePassDrawList<FSelfShadowedTranslucencyPolicy>(EBasePassDrawListType DrawType)
{
return BasePassSelfShadowedTranslucencyDrawList[DrawType];
}
/** */
template<>
TStaticMeshDrawList<TBasePassDrawingPolicy<FSelfShadowedCachedPointIndirectLightingPolicy> >& FScene::GetBasePassDrawList<FSelfShadowedCachedPointIndirectLightingPolicy>(EBasePassDrawListType DrawType)
{
return BasePassSelfShadowedCachedPointIndirectTranslucencyDrawList[DrawType];
}
/** */
template<>
TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >& FScene::GetBasePassDrawList<FUniformLightMapPolicy>(EBasePassDrawListType DrawType)
{
return BasePassUniformLightMapPolicyDrawList[DrawType];
}
template<>
TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy, 0> >& FScene::GetMobileBasePassDrawList<FUniformLightMapPolicy>(EBasePassDrawListType DrawType)
{
return MobileBasePassUniformLightMapPolicyDrawList[DrawType];
}
template<>
TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy, 0> >& FScene::GetMobileBasePassCSMDrawList<FUniformLightMapPolicy>(EBasePassDrawListType DrawType)
{
return MobileBasePassUniformLightMapPolicyDrawListWithCSM[DrawType];
}
/*-----------------------------------------------------------------------------
MotionBlurInfoData
-----------------------------------------------------------------------------*/
FMotionBlurInfoData::FMotionBlurInfoData()
: bShouldClearMotionBlurInfo(false)
, bWorldIsPaused(false)
{
}
void FMotionBlurInfoData::UpdatePrimitiveMotionBlur(FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
check(PrimitiveSceneInfo && IsInRenderingThread());
const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy;
FPrimitiveComponentId ComponentId = PrimitiveSceneInfo->PrimitiveComponentId;
if (Proxy != NULL && ComponentId.IsValid() && Proxy->IsMovable())
{
FMotionBlurInfo* MotionBlurInfo = FindMBInfoIndex(ComponentId);
if(MotionBlurInfo)
{
if(!MotionBlurInfo->GetPrimitiveSceneInfo())
{
MotionBlurInfo->SetPrimitiveSceneInfo(PrimitiveSceneInfo);
}
}
else
{
// add to the end
MotionBlurInfo = &MotionBlurInfos.Add(ComponentId, FMotionBlurInfo(ComponentId, PrimitiveSceneInfo));
}
//request that this primitive scene info caches its transform at the end of the frame
MotionBlurInfo->SetKeepAndUpdateThisFrame();
}
}
void FMotionBlurInfoData::RemovePrimitiveMotionBlur(FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
check(PrimitiveSceneInfo && IsInRenderingThread());
const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy;
if (Proxy != NULL && PrimitiveSceneInfo->PrimitiveComponentId.IsValid() && Proxy->IsMovable())
{
FMotionBlurInfo* MotionBlurInfo = FindMBInfoIndex(PrimitiveSceneInfo->PrimitiveComponentId);
if(MotionBlurInfo)
{
// in case someone called SetKeepAndUpdateThisFrame() before
MotionBlurInfo->SetKeepAndUpdateThisFrame(false);
MotionBlurInfo->SetPrimitiveSceneInfo(0);
}
}
}
void FMotionBlurInfo::UpdateMotionBlurInfo()
{
if(MBPrimitiveSceneInfo && MBPrimitiveSceneInfo->Proxy)
{
// only if the proxy is still there
CurrentLocalToWorld = MBPrimitiveSceneInfo->Proxy->GetLocalToWorld();
}
bKeepAndUpdateThisFrame = false;
}
// Doxygen has trouble parsing these functions because the header declaring them is in Engine, not Renderer
#if !UE_BUILD_DOCS
void FMotionBlurInfoData::StartFrame(bool bInWorldIsPaused)
{
bWorldIsPaused = bInWorldIsPaused;
if(!bWorldIsPaused)
{
for (TMap<FPrimitiveComponentId, FMotionBlurInfo>::TIterator It(MotionBlurInfos); It; ++It)
{
FMotionBlurInfo& MotionBlurInfo = It.Value();
MotionBlurInfo.OnStartFrame();
}
}
}
void FMotionBlurInfoData::UpdateMotionBlurCache(FScene* InScene)
{
check(InScene && IsInRenderingThread());
if(bWorldIsPaused)
{
return;
}
if (InScene->GetFeatureLevel() >= ERHIFeatureLevel::SM4)
{
if(bShouldClearMotionBlurInfo)
{
// Clear the motion blur information for this frame.
MotionBlurInfos.Empty();
bShouldClearMotionBlurInfo = false;
}
else
{
for (TMap<FPrimitiveComponentId, FMotionBlurInfo>::TIterator It(MotionBlurInfos); It; ++It)
{
FMotionBlurInfo& MotionBlurInfo = It.Value();
if (MotionBlurInfo.GetKeepAndUpdateThisFrame())
{
MotionBlurInfo.UpdateMotionBlurInfo();
}
else
{
It.RemoveCurrent();
}
}
}
}
}
void FMotionBlurInfoData::SetClearMotionBlurInfo()
{
bShouldClearMotionBlurInfo = true;
}
void FMotionBlurInfoData::ApplyOffset(FVector InOffset)
{
for (auto It = MotionBlurInfos.CreateIterator(); It; ++It)
{
It.Value().ApplyOffset(InOffset);
}
}
FString FMotionBlurInfoData::GetDebugString() const
{
return FString::Printf(TEXT("Num=%d Clear=%d"), MotionBlurInfos.Num(), bShouldClearMotionBlurInfo);
}
const FMotionBlurInfo* FMotionBlurInfoData::FindMBInfoIndex(FPrimitiveComponentId ComponentId) const
{
return MotionBlurInfos.Find(ComponentId);
}
FMotionBlurInfo* FMotionBlurInfoData::FindMBInfoIndex(FPrimitiveComponentId ComponentId)
{
return MotionBlurInfos.Find(ComponentId);
}
bool FMotionBlurInfoData::GetPrimitiveMotionBlurInfo(const FPrimitiveSceneInfo* PrimitiveSceneInfo, FMatrix& OutPreviousLocalToWorld)
{
check(IsInParallelRenderingThread());
if (PrimitiveSceneInfo && PrimitiveSceneInfo->PrimitiveComponentId.IsValid())
{
FMotionBlurInfo* MotionBlurInfo = FindMBInfoIndex(PrimitiveSceneInfo->PrimitiveComponentId);
if(MotionBlurInfo)
{
OutPreviousLocalToWorld = MotionBlurInfo->GetPreviousLocalToWorld();
return true;
}
}
return false;
}
bool FMotionBlurInfoData::GetPrimitiveMotionBlurInfo(const FPrimitiveSceneInfo* PrimitiveSceneInfo, FMatrix& OutPreviousLocalToWorld) const
{
check(IsInParallelRenderingThread());
if (PrimitiveSceneInfo && PrimitiveSceneInfo->PrimitiveComponentId.IsValid())
{
const FMotionBlurInfo* MotionBlurInfo = FindMBInfoIndex(PrimitiveSceneInfo->PrimitiveComponentId);
if (MotionBlurInfo)
{
OutPreviousLocalToWorld = MotionBlurInfo->GetPreviousLocalToWorld();
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////
FLatentGPUTimer::FLatentGPUTimer(int32 InAvgSamples)
: AvgSamples(InAvgSamples)
, TotalTime(0.0f)
, SampleIndex(0)
, QueryIndex(0)
{
TimeSamples.AddZeroed(AvgSamples);
}
bool FLatentGPUTimer::Tick(FRHICommandListImmediate& RHICmdList)
{
if (GSupportsTimestampRenderQueries == false)
{
return false;
}
QueryIndex = (QueryIndex + 1) % NumBufferedFrames;
if (StartQueries[QueryIndex] && EndQueries[QueryIndex])
{
if (GRHIThread)
{
// Block until the RHI thread has processed the previous query commands, if necessary
// Stat disabled since we buffer 2 frames minimum, it won't actually block
//SCOPE_CYCLE_COUNTER(STAT_TranslucencyTimestampQueryFence_Wait);
int32 BlockFrame = NumBufferedFrames - 1;
FRHICommandListExecutor::WaitOnRHIThreadFence(QuerySubmittedFences[BlockFrame]);
QuerySubmittedFences[BlockFrame] = nullptr;
}
uint64 StartMicroseconds;
uint64 EndMicroseconds;
bool bStartSuccess;
bool bEndSuccess;
{
// Block on the GPU until we have the timestamp query results, if necessary
// Stat disabled since we buffer 2 frames minimum, it won't actually block
//SCOPE_CYCLE_COUNTER(STAT_TranslucencyTimestampQuery_Wait);
bStartSuccess = RHICmdList.GetRenderQueryResult(StartQueries[QueryIndex], StartMicroseconds, true);
bEndSuccess = RHICmdList.GetRenderQueryResult(EndQueries[QueryIndex], EndMicroseconds, true);
}
TotalTime -= TimeSamples[SampleIndex];
float LastFrameTranslucencyDurationMS = TimeSamples[SampleIndex];
if (bStartSuccess && bEndSuccess)
{
LastFrameTranslucencyDurationMS = (EndMicroseconds - StartMicroseconds) / 1000.0f;
}
TimeSamples[SampleIndex] = LastFrameTranslucencyDurationMS;
TotalTime += LastFrameTranslucencyDurationMS;
SampleIndex = (SampleIndex + 1) % AvgSamples;
return bStartSuccess && bEndSuccess;
}
return false;
}
void FLatentGPUTimer::Begin(FRHICommandListImmediate& RHICmdList)
{
if (GSupportsTimestampRenderQueries == false)
{
return;
}
if (!StartQueries[QueryIndex])
{
StartQueries[QueryIndex] = RHICmdList.CreateRenderQuery(RQT_AbsoluteTime);
}
RHICmdList.EndRenderQuery(StartQueries[QueryIndex]);
}
void FLatentGPUTimer::End(FRHICommandListImmediate& RHICmdList)
{
if (GSupportsTimestampRenderQueries == false)
{
return;
}
if (!EndQueries[QueryIndex])
{
EndQueries[QueryIndex] = RHICmdList.CreateRenderQuery(RQT_AbsoluteTime);
}
RHICmdList.EndRenderQuery(EndQueries[QueryIndex]);
// Hint to the RHI to submit commands up to this point to the GPU if possible. Can help avoid CPU stalls next frame waiting
// for these query results on some platforms.
RHICmdList.SubmitCommandsHint();
if (GRHIThread)
{
int32 NumFrames = NumBufferedFrames;
for (int32 Dest = 1; Dest < NumFrames; Dest++)
{
QuerySubmittedFences[Dest] = QuerySubmittedFences[Dest - 1];
}
// Start an RHI thread fence so we can be sure the RHI thread has processed the EndRenderQuery before we ask for results
QuerySubmittedFences[0] = RHICmdList.RHIThreadFence();
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
}
}
void FLatentGPUTimer::Release()
{
for (int32 i = 0; i < NumBufferedFrames; ++i)
{
StartQueries[i].SafeRelease();
EndQueries[i].SafeRelease();
}
}
float FLatentGPUTimer::GetTimeMS()
{
return TimeSamples[SampleIndex];
}
float FLatentGPUTimer::GetAverageTimeMS()
{
return TotalTime / AvgSamples;
}
#endif