Files
UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/Private/Lighting/LightingCache.cpp
Ryan Durand 74c879d5f3 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870960 by Ryan Durand in Main branch]
2019-12-26 23:06:02 -05:00

26 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LightingCache.h"
#include "LightingSystem.h"
namespace Lightmass
{
FLightingCacheBase::FLightingCacheBase(const FStaticLightingSystem& InSystem, int32 InBounceNumber) :
MinCosPointBehindPlane(FMath::Cos((InSystem.IrradianceCachingSettings.PointBehindRecordMaxAngle + 90.0f) * (float)PI / 180.0f)),
DistanceSmoothFactor(FMath::Max(InSystem.IrradianceCachingSettings.DistanceSmoothFactor * InSystem.GeneralSettings.IndirectLightingSmoothness, 1.0f)),
bUseIrradianceGradients(InSystem.IrradianceCachingSettings.bUseIrradianceGradients),
bShowGradientsOnly(InSystem.IrradianceCachingSettings.bShowGradientsOnly),
bVisualizeIrradianceSamples(InSystem.IrradianceCachingSettings.bVisualizeIrradianceSamples),
BounceNumber(InBounceNumber),
NextRecordId(0),
System(InSystem)
{
InterpolationAngleNormalization = 1.0f / FMath::Sqrt(1.0f - FMath::Cos(InSystem.IrradianceCachingSettings.InterpolationMaxAngle * (float)PI / 180.0f));
const float AngleScale = FMath::Max(InSystem.IrradianceCachingSettings.AngleSmoothFactor * InSystem.GeneralSettings.IndirectLightingSmoothness, 1.0f);
InterpolationAngleNormalizationSmooth = 1.0f / FMath::Sqrt(1.0f - FMath::Cos(AngleScale * InSystem.IrradianceCachingSettings.InterpolationMaxAngle * (float)PI / 180.0f));
}
} //namespace Lightmass