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#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3207429 on 2016/11/22 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285 Change 3252627 on 2017/01/10 by Lukasz.Furman removed duplicated entries from visual logger shape rendering #ue4 Change 3252675 on 2017/01/10 by Ori.Cohen Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252686 on 2017/01/10 by Ori.Cohen Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252887 on 2017/01/10 by Dan.Reynolds Increased modes to include: Harmonic minor Melodic minor (going up) Pentatonic (Major) Pentatonic (minor) Whole Tone Diminished (WH) and Blues Change 3252895 on 2017/01/10 by Aaron.McLeran update to music utilities. Change 3253060 on 2017/01/10 by Aaron.McLeran Updates to synthesis plugin and some new features to DSP objects Change 3253061 on 2017/01/10 by Aaron.McLeran Updates to music maps Change 3253078 on 2017/01/10 by Aaron.McLeran Removing pragma optimization code accidentally checked in Change 3253110 on 2017/01/10 by Ori.Cohen First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3253315 on 2017/01/10 by Aaron.McLeran Fixing a few bugs in DSP objects - Added a new types file EpicSynth1 and EpicSynth1 component can share enums Change 3253577 on 2017/01/11 by Aaron.McLeran Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map Change 3254052 on 2017/01/11 by Ori.Cohen Fix build. Change 3254059 on 2017/01/11 by Ori.Cohen Turn off html5 trying to build apex. Change 3254095 on 2017/01/11 by Ori.Cohen Fix build Change 3254200 on 2017/01/11 by Jon.Nabozny Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments. #JIRA UE-40469 Change 3254334 on 2017/01/11 by Marc.Audy Put in missing virtual Change 3254397 on 2017/01/11 by dan.reynolds Updates to OtonOkeMap Change 3254410 on 2017/01/11 by Marc.Audy Cleanup autos Change 3254420 on 2017/01/11 by Marc.Audy PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist) Modified somewhat, but based on what PR indicated as a problem. #jira UE-40369 Change 3254423 on 2017/01/11 by Marc.Audy Optimize GetDefaultSubobjectByName and GetDefaultSubobjects Remove autos Change 3254826 on 2017/01/11 by Aaron.McLeran Bringing optimizations to dev-framework Change 3254831 on 2017/01/11 by dan.reynolds Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets. Change 3254833 on 2017/01/11 by dan.reynolds Updating MidiSynthTestBP's default SynthPreset pan value. Change 3254851 on 2017/01/11 by dan.reynolds Updating ES1Bank_Bass Updating OtonOkeMap Change 3254854 on 2017/01/11 by Aaron.McLeran Some fixups for pan modulation Change 3255682 on 2017/01/12 by aaron.mcleran Turning the bass down a bit on OtonOkeMap Change 3255721 on 2017/01/12 by Marc.Audy Fix spelling error Change 3255790 on 2017/01/12 by Marc.Audy Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3256263 on 2017/01/12 by Ori.Cohen Refactor immediate mode api to take PxD6Joint and PxRigidActor instead. Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3256360 on 2017/01/12 by Ori.Cohen Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene) Change 3256846 on 2017/01/13 by Marc.Audy Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead. Change 3256954 on 2017/01/13 by Marc.Audy Fix missed fixup of deprecated constructor use Change 3257167 on 2017/01/13 by Jon.Nabozny Fix check in FBodyInstance::SetCollisionEnabled. Create convenience methods for HasPhysics and HasQuery. #jira UE-39633 Change 3257181 on 2017/01/13 by Zak.Parrish Adding input map and some testing content to Xenakis Change 3257183 on 2017/01/13 by Mieszko.Zielinski Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4 Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius #jira UE-40368 Change 3257211 on 2017/01/13 by Jon.Nabozny Fix CIS issue caused by 3257167. Change 3257220 on 2017/01/13 by Marc.Audy Additional FBox constructor deprecation fixups Change 3257236 on 2017/01/13 by zak.parrish Fixed error on Xenakis input pawn Change 3257242 on 2017/01/13 by zak.parrish Update to InputListener Change 3257273 on 2017/01/13 by Marc.Audy No reason to pass simple types by reference Change 3257418 on 2017/01/13 by Ori.Cohen Attempt to turn android physx libs back to static libs. Change 3257445 on 2017/01/13 by Ori.Cohen Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib Change 3257903 on 2017/01/14 by Aaron.McLeran Additions to synth module and updates to dsp objects - Adding ability to create arbitrary modular patches from modulating sources to modulation destinations - DSP objects define their default depths but patches can override - Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets - Adding a preset bank type so we can store a bank of presets (aka factory presets) Change 3258179 on 2017/01/15 by Seth.Weedin Duplicating input test map for some FX work Change 3258181 on 2017/01/15 by Seth.Weedin Modify skybox in test map to be dark and spooky Change 3258183 on 2017/01/15 by aaron.johnson substituted classes, changed wind speed and adjusted level lighting Change 3258190 on 2017/01/15 by aaron.johnson substituted triplet pawn and motion controller classes, enabled grabbing animations Change 3258191 on 2017/01/15 by Aaron.McLeran Getting source effects working for GDC demo - Added new synthesis editor module to create instances of user-created source effects - Added code to do source effects - Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings. - Tweaks and fixes to existing dsp objects to get source effects working - Modified existing engine code to allow for playing out source effect tails - Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future. - Fixed issue of pitching with stereo delay effect on setting first interpolated param - Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module - Deleting some cruft files no longer needed Change 3258201 on 2017/01/15 by Seth.Weedin C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none Change 3258206 on 2017/01/15 by aaron.johnson map push, triplets interface created, debug widget placed in level Change 3258222 on 2017/01/15 by Aaron.McLeran Fixing crash when there's a null entry in the source effect chain Fixed some zippering introduced by applying volume twice. Change 3258225 on 2017/01/15 by aaron.johnson Interface changes, pawn output values wip Change 3258228 on 2017/01/15 by aaron.johnson Pawn should be outputting all correct values for Tripletsinterface Change 3258242 on 2017/01/15 by Stanley.Hayes Edge lights and Spherical Density Materials Change 3258251 on 2017/01/16 by Seth.Weedin More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none Change 3258284 on 2017/01/16 by Aaron.McLeran Fixing CIS build error Surprised that MSVC allows that... Change 3258525 on 2017/01/16 by Mieszko.Zielinski Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4 Change 3258537 on 2017/01/16 by Lukasz.Furman fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component #ue4 Change 3258595 on 2017/01/16 by Marc.Audy Fix static analysis warning Change 3259364 on 2017/01/16 by Mieszko.Zielinski BTTask_RotateToFaceBBEntry comment spelling fix #UE4 #jira UE-40669 Change 3259683 on 2017/01/16 by dan.reynolds Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started Change 3260244 on 2017/01/17 by Lina.Halper #anim - optimize layer blend node to not create mask weights in run-time but in compile time. #code review: Martin.Wilson Change 3260617 on 2017/01/17 by Ori.Cohen Immediate mode spawns its own actors. Change 3260701 on 2017/01/17 by Ori.Cohen Don't bother blending physics with animation when physics is QueryOnly Change 3260796 on 2017/01/17 by Ori.Cohen EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll. Change 3261207 on 2017/01/17 by Ori.Cohen First iteration of contact enabling/disabling for immediate mode. Change3262010on 2017/01/18 by Marc.Audy Remove some autos Change 3262525 on 2017/01/18 by Lina.Halper Fix crash with required bones index not using property indexing #jira: UE-40786 Change 3263658 on 2017/01/19 by Martin.Wilson Add AnimTechDemo to dev-framework (base third person + feng mao) Change 3263684 on 2017/01/19 by Lina.Halper #anim : layer node - fix allocation change I made by mistake Change 3264523 on 2017/01/19 by Ori.Cohen Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order Change 3264701 on 2017/01/19 by Ori.Cohen Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors Change 3264980 on 2017/01/19 by Ori.Cohen Make sure physics asset collision disabled works in immediate mode. Change 3265011 on 2017/01/19 by Ori.Cohen Added the ability to override physics asset for immediate mode Change 3265030 on 2017/01/19 by Ori.Cohen Added override gravity for immediate mode. Change 3265650 on 2017/01/20 by Benn.Gallagher NvCloth Source Change 3265652 on 2017/01/20 by Benn.Gallagher NvCloth Lib #rnx Change 3265653 on 2017/01/20 by Benn.Gallagher NvCloth Bin #rnx Change 3266195 on 2017/01/20 by Danny.Bouimad Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth) Change 3266377 on 2017/01/20 by Marc.Audy Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes. Change 3267873 on 2017/01/23 by Jon.Nabozny Fix SceneProxy shadowing in UGeometryCacheComponent. Change 3268025 on 2017/01/23 by Benn.Gallagher IWYU change, platform PCH generation seemed to hide this one. Change 3268026 on 2017/01/23 by Benn.Gallagher Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block #rnx Change 3268630 on 2017/01/23 by Zak.Parrish Updating to add MIGS shooter content, as well as audio interaction Blueprints Change 3268663 on 2017/01/23 by Ori.Cohen Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference. Change 3268811 on 2017/01/23 by Ori.Cohen Added component space sim for immediate mode Change 3269369 on 2017/01/24 by Benn.Gallagher Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework) Replaced clothing with new simulation framework Change 3269417 on 2017/01/24 by danny.bouimad Minor Update to cloth map for test Change 3269420 on 2017/01/24 by Benn.Gallagher Removed APEX simulation from clothing framework (used in testing, not fully complete) Change 3269421 on 2017/01/24 by danny.bouimad Small tweaks Change 3269515 on 2017/01/24 by Lukasz.Furman enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes fixed GameplayAbility debugger's category not using IAbilitySystemInterface #ue4 Change3269595on 2017/01/24 by mason.seay Break apart physics asset for crash bug Change 3269819 on 2017/01/24 by Ori.Cohen Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver. Change 3270364 on 2017/01/24 by Josh.Stoddard upgrade to the latest version of v-HACD: https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib commit: 7a09f9d NOTE: only updated windows binaries mac and linux still using old binaries until they can be tested #jira UE-40124 #rb josh.stoddard Change 3271188 on 2017/01/25 by Jurre.deBaare Post-import script support #jira UEFW-80 Change 3271249 on 2017/01/25 by Thomas.Sarkanen Move soundwave-internal curve tables to advanced display Exposing it was confusing to audio people Change 3271586 on 2017/01/25 by Marc.Audy Don't rerun construction scripts twice on a level that has been hidden and reshown #jira UE-40306 Change 3272048 on 2017/01/25 by Ori.Cohen Fix for immediate mode sim when root body is the same as the root bone. Change 3272083 on 2017/01/25 by Ori.Cohen Make sure to warn when component space sim and collision are used together. Also handle it gracefully. Change 3272300 on 2017/01/25 by Ori.Cohen Fix incorrect collision generation when a shape's local pose is not identity. Change 3273195 on 2017/01/26 by Jurre.deBaare Fix for Anim import script crash in GetBonePosesForTime Change 3273204 on 2017/01/26 by Ben.Marsh Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool. Change 3273378 on 2017/01/26 by James.Golding In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed Change 3273381 on 2017/01/26 by James.Golding Big refactor to PoseDriver - RBF logic now moved into its own class/file - Allow editing of transform and radial scaling per-target - Add support for different falloff functions (not just Gaussian) - Allow driving curves directly, rather than always poses - Add details customization for pose driver node - Edits to PoseDriver settings now take immediate effect, don't need to recompile Change 3273826 on 2017/01/26 by Josh.Stoddard modify VHACD to improve quality of hulls generated by convex decomposition NOTE: mac libs not included - mac editor will use legacy libs for now Change 3273902 on 2017/01/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433 Change 3274018 on 2017/01/26 by Ori.Cohen Added immediate physics preview in phat. Change 3274165 on 2017/01/26 by Ori.Cohen PhAT now depends on immediate mode plugin. Fix build #JIRA UE-41179 Change 3275001 on 2017/01/27 by Jurre.deBaare Fix for crash in Persona with Anim Modifiers Change 3275297 on 2017/01/27 by Ori.Cohen Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision) Change 3275340 on 2017/01/27 by Benn.Gallagher Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy #jira UE-41025 #jira UE-41039 Change3275383on 2017/01/27 by Benn.Gallagher Blacklisted double promotion warning on ps4 NvCloth build #rnx Change 3275426 on 2017/01/27 by Benn.Gallagher Removed CUDA dependencies from NvCloth cmake files Change 3275670 on 2017/01/27 by Ori.Cohen Fix phat ragdoll in immediate mode updating sketal mesh component transform Change 3275673 on 2017/01/27 by Ori.Cohen Add position/velocity iteration to immediate mode Change3276001on 2017/01/27 by Alan.Noon Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini none Change3276596on 2017/01/28 by Aaron.McLeran Removing unused #ifdef Change3276597on 2017/01/28 by Aaron.McLeran Getting rid of static analysis warning Change 3277354 on 2017/01/30 by Lukasz.Furman fixed custom navlink Id collisions #ue4 Change 3277356 on 2017/01/30 by Lukasz.Furman fixed comments in GameplayDebugger.h #jira UE-41103 Change 3277371 on 2017/01/30 by mason.seay Test map for spawn sound/force feedback bug. Change 3277445 on 2017/01/30 by Lukasz.Furman fixed compilation warning #ue4 Change 3277560 on 2017/01/30 by Danny.Bouimad Made checkin to Fix Crash that occured due to bad content. Change 3277567 on 2017/01/30 by Ori.Cohen Fix immediate mode crashing when joint is empty. #JIRA UE-41026 Change 3277928 on 2017/01/30 by Ori.Cohen Turn on immediate mode plugin by default Change 3278433 on 2017/01/30 by Ori.Cohen Immediate mode supports heightfield collision. Change 3278449 on 2017/01/30 by Ori.Cohen Fix immediate mode cache not being initialized properly. Change 3278787 on 2017/01/31 by James.Golding Fix CIS error in ImmediatePhysicsSimulation.cpp Change 3279303 on 2017/01/31 by mason.seay Assets for RigidBody node bug Change 3279352 on 2017/01/31 by Benn.Gallagher Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before Change 3279377 on 2017/01/31 by Alan.Noon GDC AnimTech Demo: adjusted minion physics assets none Change 3279425 on 2017/01/31 by james.cobbett Updating QA-Physics map. Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now. Change 3279436 on 2017/01/31 by Benn.Gallagher Fixed inertia scales on Owen mesh Change 3279480 on 2017/01/31 by Benn.Gallagher Fixes for clothing behavior changes #jira UE-41092 Change3279495on 2017/01/31 by Ori.Cohen Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision. Change 3279579 on 2017/01/31 by james.cobbett Added new scenario to QA-Physics map. Moving platforms (up/down, left/right) with physics objects on them. Change 3279695 on 2017/01/31 by mason.seay RigidBody node test asset Change 3280105 on 2017/01/31 by Ori.Cohen Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode Change 3280148 on 2017/01/31 by mason.seay First round of assets for force feedback testing Change 3280860 on 2017/02/01 by James.Golding Merge CL 3280853 to Dev-Framework Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor Change 3281172 on 2017/02/01 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156 Change 3281210 on 2017/02/01 by james.cobbett Updated QA-Physics map Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube. Change 3281211 on 2017/02/01 by James.Golding Details customization for editing PoseDriver targets list Change 3281332 on 2017/02/01 by Marc.Audy Fix bad merge Fix file types Change 3281388 on 2017/02/01 by mason.seay Updated Force Feedback asset Change 3281396 on 2017/02/01 by mason.seay moving asset Change 3281987 on 2017/02/01 by Benn.Gallagher Fixed project generation failing after main merge Change 3282047 on 2017/02/01 by Marc.Audy Fix up Target and build cs files after changes from Dev-Build Change 3282214 on 2017/02/01 by Ori.Cohen Expose radial forces to immediate mode Change 3282221 on 2017/02/01 by Alan.Noon Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters none Change 3282273 on 2017/02/01 by Ori.Cohen Fix crash when recompiling animbp of immediate mode due to null pointer. Change 3282368 on 2017/02/01 by Ori.Cohen Quick iteration on minion demo Change 3282824 on 2017/02/02 by James.Golding Fix for CIS in RBFSolver.h Change 3282829 on 2017/02/02 by James.Golding Fix CIS in PoseDriverDetails.cpp Fix list UI not refreshing after copying targets from PoseAsset Change 3282834 on 2017/02/02 by Danny.Bouimad Adding Pose driver additive assets Change 3282863 on 2017/02/02 by James.Golding Add Mambo mesh and Skeleton Change 3282892 on 2017/02/02 by James.Golding Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework Change 3283157 on 2017/02/02 by Mieszko.Zielinski Cook Orion Win64 fix #UE4 Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP Change 3283159 on 2017/02/02 by Marc.Audy Additional CIS fixes Change 3283179 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283197 on 2017/02/02 by Jurre.deBaare Fix for issues importing Fornite geometry cache assets #fix Use actual import number of frames instead of total number of frames in the Alembic Cache Change 3283201 on 2017/02/02 by Marc.Audy Keep fixing CIS Change 3283270 on 2017/02/02 by James.Golding Merging CL 3276013 to Dev-Framework - fix issue with additive pose preview applying twice Change 3283499 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283543 on 2017/02/02 by Jon.Nabozny Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation. Change 3283663 on 2017/02/02 by Ori.Cohen Fix potential null dereference in ragdoll node Change 3283757 on 2017/02/02 by Marc.Audy May fix remaining CIS issues Change 3283984 on 2017/02/02 by Marc.Audy Fix linux CIS Change 3284039 on 2017/02/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913 Change 3284067 on 2017/02/02 by Marc.Audy Fixup mistakes in converting redirects Change 3284187 on 2017/02/02 by Ori.Cohen Immediate mode works with radial force (not just radial impulse) Change 3284358 on 2017/02/02 by Ori.Cohen Update arcblade phys asset for immediate mode Change 3284667 on 2017/02/02 by Marc.Audy Arguments is an array not a string now. Fixing commented out code. Change 3284684 on 2017/02/02 by Marc.Audy Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro. Change 3284707 on 2017/02/02 by Marc.Audy Fix AVIWriter module compilation on Mac Change 3285012 on 2017/02/03 by Benn.Gallagher Fixes for Dx NvCloth shader warnings Change 3285016 on 2017/02/03 by Marc.Audy Fix missing include Change 3285048 on 2017/02/03 by Benn.Gallagher Fixed Persona needing a restart when changing number of clothing assets (import/delete) #jira UE-41323 Change 3285325 on 2017/02/03 by Marc.Audy Properly implement AVIWriter module Change 3285538 on 2017/02/03 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499 Change 3285735 on 2017/02/03 by Jon.Nabozny Add IsInAir method to UVehicleWheel. #jira UE-38369 Change 3285862 on 2017/02/03 by Aaron.McLeran UE-41435 Fixing PIE audio - Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE. Change 3285914 on 2017/02/03 by danny.bouimad RecomputeTangents Test Assets Change 3286246 on 2017/02/03 by Mieszko.Zielinski Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4 #jira UE-41527 #jira UE-41518 Change 3286308 on 2017/02/03 by Ori.Cohen Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin. #JIRA UE-41529 Change 3286396 on 2017/02/03 by Ori.Cohen Fix CIS Change 3286479 on 2017/02/03 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3287421 on 2017/02/06 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819 Change 3287427 on 2017/02/06 by James.Golding Fix PoseBlendNode to 'pass through' if no poses are activated Change 3287430 on 2017/02/06 by James.Golding - Add support to PoseDriver for evaluating source bone in the space of a different bone - Fix driven bone adding a scale of 1 - Fix posedriver values 'sticking' (reset all weights to zero each frame) - Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor) - Tranlsation targets now draw larger when selected - 'Copy from pose asset' now also auto-sets radius for you - Remove spammy warnings for missing poses/curves - Add UPoseAsset::GetNumTracks and ::GetFullPose - Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose - Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0) Change 3287496 on 2017/02/06 by Chad.Garyet fixing busted quotes around defaultvalues Change 3287569 on 2017/02/06 by Mieszko.Zielinski Orion BP fixed after deprecating NavigationSystem's BP API #Orion Change 3287595 on 2017/02/06 by Benn.Gallagher BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs. Built for new NvCloth upgrade Change 3287598 on 2017/02/06 by Benn.Gallagher NvCloth Upgrade to 21604115 Added Linux+Mac support Change 3287710 on 2017/02/06 by Lukasz.Furman added option to disable navlink polys at the end of generated paths #ue4 Change 3287857 on 2017/02/06 by Benn.Gallagher Fixed NvCloth module files to correctly set up linux and mac hopefully Change 3287894 on 2017/02/06 by Benn.Gallagher Another fix to NvCloth build files, didn't get picked up in VS for some reason. Change 3287917 on 2017/02/06 by Lina.Halper Copy from CharacterRigging to Dev-Framework #code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham Change 3287938 on 2017/02/06 by Thomas.Sarkanen Fix crash opening a media sound wave #jira UE-41582 - Editor crashes when running Automation test Change 3287942 on 2017/02/06 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682 Change 3288035 on 2017/02/06 by James.Golding Remove C++ GameMode and pawn classes (replace with floating BP instead) Resave anims to remove Orion refs Add simple AnimBP and map for Mambo testing Change 3288036 on 2017/02/06 by Benn.Gallagher Fix to BuildPhysX task to trigger Mac and Linux builds properly Change 3288125 on 2017/02/06 by Ori.Cohen Change PhysXCommon back to dylib Change 3288127 on 2017/02/06 by Benn.Gallagher Fixed project file identification not working for NvCloth under XCode Change 3288156 on 2017/02/06 by Benn.Gallagher Disable "expansion-to-defined" warning in Linux NvCloth builds Change 3288159 on 2017/02/06 by Lina.Halper potential compile fix for Ocean Editor #code review:Thomas.Sarkanen Change 3288190 on 2017/02/06 by Ori.Cohen Link against static PhysXCommon for mac Change 3288200 on 2017/02/06 by Marc.Audy Fix CIS Change 3288270 on 2017/02/06 by Lina.Halper fix compile error #code review:Thomas.Sarkanen, Marc.Audy Change 3288302 on 2017/02/06 by Thomas.Sarkanen Fixed ensure when deselecting bones in anim BP editor #jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint Change 3288348 on 2017/02/06 by Lina.Halper - Enabled control rig - Changed plugin name to be Control Rig Change 3288490 on 2017/02/06 by Benn.Gallagher Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running. Change 3288511 on 2017/02/06 by Lina.Halper compile fix Change 3288513 on 2017/02/06 by Lina.Halper Check in content to work with Change 3288615 on 2017/02/06 by Ori.Cohen Fix skeletal mesh not simulating when using an aggregate. #JIRA UE-41593 Change 3288791 on 2017/02/06 by thomas.sarkanen Exposed transforms to cinematics so they can be animated Change3288795on 2017/02/06 by Ori.Cohen Fix lock warnings for physx #JIRA UE-41591 Change 3288817 on 2017/02/06 by Charles.Anderson GDC Arcblade setup tests. Change 3288825 on 2017/02/06 by Lina.Halper Fix build issue of shadow variable Change 3289058 on 2017/02/06 by Ori.Cohen Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution. #JIRA UE-41026 Change 3289348 on 2017/02/06 by Lina.Halper fix compile issue Change 3289369 on 2017/02/06 by Lina.Halper Renamed leg control to limb control and will be used for arm/feet. - changed vars. - has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman. #code review:Thomas.Sakanen Change 3289422 on 2017/02/06 by Lina.Halper Fixed IK sinking issue - or moving #code review:Thomas.Sarkanen Change 3289433 on 2017/02/06 by Lina.Halper Fixed real shadow error Change 3289485 on 2017/02/06 by Lina.Halper fixed build issue Change 3289657 on 2017/02/07 by thomas.sarkanen Added rig bone mapping to Ice's skeletal mesh Change 3289658 on 2017/02/07 by thomas.sarkanen Added ControlRig map with Ice setup to pose Change 3289662 on 2017/02/07 by Thomas.Sarkanen Fixed up static analysis warning Change 3289663 on 2017/02/07 by Thomas.Sarkanen Fixed crash when attempting to bind to skeletal mesh with already-set anim BP Anim instance may not have actually been created when binding, so dont dereference it Change 3289717 on 2017/02/07 by Benn.Gallagher Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory Change 3289718 on 2017/02/07 by Benn.Gallagher BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs. Change 3289744 on 2017/02/07 by Benn.Gallagher Fixed missing masses causing crash initialising clothing actors #jira UE-41599 Change 3289746 on 2017/02/07 by Danny.Bouimad Adding Some Content for JamesG he wanted some nicer looking Pose driver test files. Change 3289756 on 2017/02/07 by danny.bouimad Changing the asset for JamesG. Change 3289785 on 2017/02/07 by James.Golding Replace old PoseDrive test with Danny's new one Change 3289858 on 2017/02/07 by Lina.Halper fixed issue with undo transaction buffer Change 3289860 on 2017/02/07 by Benn.Gallagher Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg #jira UE-41655 Change3289912on 2017/02/07 by Thomas.Sarkanen Merging using Raven_To_Dev-Framework Originally from CLs 3249471, 3258522, 3260271, 3273791: Sequencer: More work supporting array properties more generically + fixes Change 3289962 on 2017/02/07 by James.Golding Add thickness option to DrawWireDiamond Change 3289963 on 2017/02/07 by James.Golding Add spin option to VectorInputBox Change 3289966 on 2017/02/07 by James.Golding Add weight bar chart to PoseDriver details Stop drawing pose weight text in viewport Fix position targets not drawing larger when selected Change 3290094 on 2017/02/07 by Thomas.Sarkanen Fixed typo in filename (fallout from search and replace) Change 3290119 on 2017/02/07 by Thomas.Sarkanen Manipulators can now have their IK/FK space set on them They are not drawn when the space for the chain that they control is not the same as their setting Also fixed a crash with invalid objects when reloading maps. Change 3290145 on 2017/02/07 by Thomas.Sarkanen CIS fix for fallout from Raven changes #jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors Change 3290319 on 2017/02/07 by Marc.Audy Make sound player nodes hard reference the assets unless they are in a chain below a quality node. Change 3290484 on 2017/02/07 by Richard.Hinckley Fixing grammar in popup messages. Change 3290533 on 2017/02/07 by Marc.Audy Make GetAIController BlueprintPure #jira UE-41654 Change 3290624 on 2017/02/07 by Marc.Audy Reorder header to avoid include tool warnings Change 3290697 on 2017/02/07 by Lina.Halper - support FK manipulator being in local space - fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum #code review: Thomas.Sarkanen Change 3290748 on 2017/02/07 by Ori.Cohen Touch immediate mode file to force physx re-link Change 3290807 on 2017/02/07 by Richard.Hinckley #jira UE-39891 Updates to assist in automatic documentation generation. Change 3290946 on 2017/02/07 by Lina.Halper Fix issue of notify looping. #jira: UE-31463 #Code review:Martin.Wilson Change 3291553 on 2017/02/07 by Lina.Halper Rename/move file(s) - modified mesh mapping controller window to be Control Rig Change 3291571 on 2017/02/07 by Lina.Halper added set up spine option #code review:Thomas.Sarkanen Change 3291581 on 2017/02/07 by Ori.Cohen Temporarily turn off phat immediate mode preview which crashes. Change 3291949 on 2017/02/08 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819 Change 3291966 on 2017/02/08 by Lina.Halper Fix issue with notify looping bug #jira: UE-31463 Change 3292247 on 2017/02/08 by Marc.Audy Clean up bad merge caused by Fortnite integration to main Change 3292326 on 2017/02/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313 Change 3292409 on 2017/02/08 by Marc.Audy Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong. Change 3292481 on 2017/02/08 by Ori.Cohen Fix for convex hull cooking (from Josh.S) #JIRA UE-41656 Change 3292492 on 2017/02/08 by Mieszko.Zielinski Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite Change 3292778 on 2017/02/08 by Ori.Cohen Touch physx DDC key for new cooking. #JIRA UE-41656 [CL3293329by Marc Audy in Main branch]
1916 lines
81 KiB
C++
1916 lines
81 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "LightmassScene.h"
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#include "Importer.h"
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#include "MonteCarlo.h"
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#include "LightingSystem.h"
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#include "LMDebug.h"
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namespace Lightmass
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{
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/** Copy ctor that doesn't modify padding in FSceneFileHeader. */
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FSceneFileHeader::FSceneFileHeader(const FSceneFileHeader& Other)
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{
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/** FourCC cookie: 'SCEN' */
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Cookie = Other.Cookie;
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FormatVersion = Other.FormatVersion;
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Guid = Other.Guid;
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GeneralSettings = Other.GeneralSettings;
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SceneConstants = Other.SceneConstants;
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DynamicObjectSettings = Other.DynamicObjectSettings;
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PrecomputedVisibilitySettings = Other.PrecomputedVisibilitySettings;
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VolumeDistanceFieldSettings = Other.VolumeDistanceFieldSettings;
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MeshAreaLightSettings = Other.MeshAreaLightSettings;
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AmbientOcclusionSettings = Other.AmbientOcclusionSettings;
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ShadowSettings = Other.ShadowSettings;
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ImportanceTracingSettings = Other.ImportanceTracingSettings;
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PhotonMappingSettings = Other.PhotonMappingSettings;
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IrradianceCachingSettings = Other.IrradianceCachingSettings;
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MaterialSettings = Other.MaterialSettings;
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DebugInput = Other.DebugInput;
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/** If true, pad the mappings (shrink the requested size and then pad) */
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bPadMappings = Other.bPadMappings;
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/** If true, draw a solid border as the padding around mappings */
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bDebugPadding = Other.bDebugPadding;
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bOnlyCalcDebugTexelMappings = Other.bOnlyCalcDebugTexelMappings;
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bColorBordersGreen = Other.bColorBordersGreen;
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bUseRandomColors = Other.bUseRandomColors;
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bColorByExecutionTime = Other.bColorByExecutionTime;
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ExecutionTimeDivisor = Other.ExecutionTimeDivisor;
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NumImportanceVolumes = Other.NumImportanceVolumes;
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NumCharacterIndirectDetailVolumes = Other.NumCharacterIndirectDetailVolumes;
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NumDirectionalLights = Other.NumDirectionalLights;
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NumPointLights = Other.NumPointLights;
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NumSpotLights = Other.NumSpotLights;
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NumSkyLights = Other.NumSkyLights;
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NumStaticMeshes = Other.NumStaticMeshes;
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NumStaticMeshInstances = Other.NumStaticMeshInstances;
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NumFluidSurfaceInstances = Other.NumFluidSurfaceInstances;
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NumLandscapeInstances = Other.NumLandscapeInstances;
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NumBSPMappings = Other.NumBSPMappings;
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NumStaticMeshTextureMappings = Other.NumStaticMeshTextureMappings;
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NumFluidSurfaceTextureMappings = Other.NumFluidSurfaceTextureMappings;
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NumLandscapeTextureMappings = Other.NumLandscapeTextureMappings;
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NumSpeedTreeMappings = Other.NumSpeedTreeMappings;
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NumPortals = Other.NumPortals;
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}
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//----------------------------------------------------------------------------
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// Scene class
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//----------------------------------------------------------------------------
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FScene::FScene() :
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EmbreeDevice(NULL),
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bVerifyEmbree(false)
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{
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FMemory::Memzero( (FSceneFileHeader*)this, sizeof(FSceneFileHeader) );
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}
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FScene::~FScene()
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{
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#if USE_EMBREE
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rtcDeleteDevice(EmbreeDevice);
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#endif
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}
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void FScene::Import( FLightmassImporter& Importer )
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{
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FSceneFileHeader TempHeader;
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// Import into a temp header, since padding in the header overlaps with data members in FScene and ImportData stomps on that padding
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Importer.ImportData(&TempHeader);
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// Copy header members without modifying padding in FSceneFileHeader
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(FSceneFileHeader&)(*this) = TempHeader;
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#if USE_EMBREE
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if (TempHeader.GeneralSettings.bUseEmbree)
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{
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EmbreeDevice = rtcNewDevice(NULL);
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check(rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR);
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bVerifyEmbree = TempHeader.GeneralSettings.bVerifyEmbree;
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}
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#endif
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// The assignment above overwrites ImportanceVolumes since FSceneFileHeader has some padding which coincides with ImportanceVolumes
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FMemory::Memzero(&ImportanceVolumes, sizeof(ImportanceVolumes));
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Importer.SetLevelScale(SceneConstants.StaticLightingLevelScale);
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ApplyStaticLightingScale();
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FStaticLightingMapping::s_bShowLightmapBorders = bDebugPadding;
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TArray<TCHAR>& InstigatorUserNameArray = InstigatorUserName.GetCharArray();
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int32 UserNameLen;
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Importer.ImportData(&UserNameLen);
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Importer.ImportArray(InstigatorUserNameArray, UserNameLen);
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InstigatorUserNameArray.Add('\0');
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FString PersistentLevelName;
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TArray<TCHAR>& PersistentLevelNameArray = PersistentLevelName.GetCharArray();
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int32 PersistentLevelNameLen;
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Importer.ImportData(&PersistentLevelNameLen);
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Importer.ImportArray(PersistentLevelNameArray, PersistentLevelNameLen);
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PersistentLevelNameArray.Add('\0');
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ImportanceBoundingBox.Init();
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for (int32 VolumeIndex = 0; VolumeIndex < NumImportanceVolumes; VolumeIndex++)
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{
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FBox LMBox;
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Importer.ImportData(&LMBox);
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ImportanceBoundingBox += LMBox;
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ImportanceVolumes.Add(LMBox);
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}
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if (NumImportanceVolumes == 0)
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{
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ImportanceBoundingBox = FBox(FVector4(0,0,0), FVector4(0,0,0));
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}
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for (int32 VolumeIndex = 0; VolumeIndex < NumCharacterIndirectDetailVolumes; VolumeIndex++)
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{
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FBox LMBox;
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Importer.ImportData(&LMBox);
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CharacterIndirectDetailVolumes.Add(LMBox);
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}
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for (int32 PortalIndex = 0; PortalIndex < NumPortals; PortalIndex++)
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{
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FMatrix LMPortal;
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Importer.ImportData(&LMPortal);
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Portals.Add(FSphere(LMPortal.GetOrigin(), FVector2D(LMPortal.GetScaleVector().Y, LMPortal.GetScaleVector().Z).Size()));
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}
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Importer.ImportArray(VisibilityBucketGuids, NumPrecomputedVisibilityBuckets);
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int32 NumVisVolumes;
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Importer.ImportData(&NumVisVolumes);
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PrecomputedVisibilityVolumes.Empty(NumVisVolumes);
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PrecomputedVisibilityVolumes.AddZeroed(NumVisVolumes);
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for (int32 VolumeIndex = 0; VolumeIndex < NumVisVolumes; VolumeIndex++)
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{
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FPrecomputedVisibilityVolume& CurrentVolume = PrecomputedVisibilityVolumes[VolumeIndex];
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Importer.ImportData(&CurrentVolume.Bounds);
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int32 NumPlanes;
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Importer.ImportData(&NumPlanes);
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Importer.ImportArray(CurrentVolume.Planes, NumPlanes);
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}
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int32 NumVisOverrideVolumes;
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Importer.ImportData(&NumVisOverrideVolumes);
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PrecomputedVisibilityOverrideVolumes.Empty(NumVisOverrideVolumes);
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PrecomputedVisibilityOverrideVolumes.AddZeroed(NumVisOverrideVolumes);
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for (int32 VolumeIndex = 0; VolumeIndex < NumVisOverrideVolumes; VolumeIndex++)
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{
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FPrecomputedVisibilityOverrideVolume& CurrentVolume = PrecomputedVisibilityOverrideVolumes[VolumeIndex];
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Importer.ImportData(&CurrentVolume.Bounds);
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int32 NumVisibilityIds;
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Importer.ImportData(&NumVisibilityIds);
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Importer.ImportArray(CurrentVolume.OverrideVisibilityIds, NumVisibilityIds);
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int32 NumInvisibilityIds;
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Importer.ImportData(&NumInvisibilityIds);
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Importer.ImportArray(CurrentVolume.OverrideInvisibilityIds, NumInvisibilityIds);
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}
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int32 NumCameraTrackPositions;
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Importer.ImportData(&NumCameraTrackPositions);
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Importer.ImportArray(CameraTrackPositions, NumCameraTrackPositions);
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Importer.ImportObjectArray( DirectionalLights, NumDirectionalLights, Importer.GetLights() );
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Importer.ImportObjectArray( PointLights, NumPointLights, Importer.GetLights() );
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Importer.ImportObjectArray( SpotLights, NumSpotLights, Importer.GetLights() );
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Importer.ImportObjectArray( SkyLights, NumSkyLights, Importer.GetLights() );
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Importer.ImportObjectArray( StaticMeshInstances, NumStaticMeshInstances, Importer.GetStaticMeshInstances() );
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Importer.ImportObjectArray( FluidMeshInstances, NumFluidSurfaceInstances, Importer.GetFluidMeshInstances() );
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Importer.ImportObjectArray( LandscapeMeshInstances, NumLandscapeInstances, Importer.GetLandscapeMeshInstances() );
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Importer.ImportObjectArray( BspMappings, NumBSPMappings, Importer.GetBSPMappings() );
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Importer.ImportObjectArray( TextureLightingMappings, NumStaticMeshTextureMappings, Importer.GetTextureMappings() );
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Importer.ImportObjectArray( FluidMappings, NumFluidSurfaceTextureMappings, Importer.GetFluidMappings() );
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Importer.ImportObjectArray( LandscapeMappings, NumLandscapeTextureMappings, Importer.GetLandscapeMappings() );
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DebugMapping = FindMappingByGuid(DebugInput.MappingGuid);
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if (DebugMapping)
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{
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const FStaticLightingTextureMapping* TextureMapping = DebugMapping->GetTextureMapping();
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// Verify debug input is valid, otherwise there will be an access violation later
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if (TextureMapping)
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{
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check(DebugInput.LocalX >= 0 && DebugInput.LocalX < TextureMapping->CachedSizeX);
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check(DebugInput.LocalY >= 0 && DebugInput.LocalY < TextureMapping->CachedSizeY);
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check(DebugInput.MappingSizeX == TextureMapping->CachedSizeX && DebugInput.MappingSizeY == TextureMapping->CachedSizeY);
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}
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}
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if (bPadMappings == true)
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{
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// BSP mappings
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for (int32 MappingIdx = 0; MappingIdx < BspMappings.Num(); MappingIdx++)
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{
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int32 SizeX = BspMappings[MappingIdx].Mapping.SizeX;
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int32 SizeY = BspMappings[MappingIdx].Mapping.SizeY;
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if (((SizeX - 2) > 0) && ((SizeY - 2) > 0))
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{
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BspMappings[MappingIdx].Mapping.CachedSizeX = FMath::Clamp<int32>(SizeX, 0, SizeX - 2);
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BspMappings[MappingIdx].Mapping.CachedSizeY = FMath::Clamp<int32>(SizeY, 0, SizeY - 2);
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BspMappings[MappingIdx].Mapping.bPadded = true;
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}
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}
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// Static mesh texture mappings
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for (int32 MappingIdx = 0; MappingIdx < TextureLightingMappings.Num(); MappingIdx++)
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{
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int32 SizeX = TextureLightingMappings[MappingIdx].SizeX;
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int32 SizeY = TextureLightingMappings[MappingIdx].SizeY;
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if (((SizeX - 2) > 0) && ((SizeY - 2) > 0))
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{
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TextureLightingMappings[MappingIdx].CachedSizeX = FMath::Clamp<int32>(SizeX, 0, SizeX - 2);
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TextureLightingMappings[MappingIdx].CachedSizeY = FMath::Clamp<int32>(SizeY, 0, SizeY - 2);
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TextureLightingMappings[MappingIdx].bPadded = true;
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}
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}
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// Fluid mappings
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for (int32 MappingIdx = 0; MappingIdx < FluidMappings.Num(); MappingIdx++)
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{
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int32 SizeX = FluidMappings[MappingIdx].SizeX;
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int32 SizeY = FluidMappings[MappingIdx].SizeY;
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if (((SizeX - 2) > 0) && ((SizeY - 2) > 0))
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{
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FluidMappings[MappingIdx].CachedSizeX = FMath::Clamp<int32>(SizeX, 0, SizeX - 2);
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FluidMappings[MappingIdx].CachedSizeY = FMath::Clamp<int32>(SizeY, 0, SizeY - 2);
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FluidMappings[MappingIdx].bPadded = true;
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}
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}
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// Landscape mappings - do not get padded by Lightmass...
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for (int32 MappingIdx = 0; MappingIdx < LandscapeMappings.Num(); MappingIdx++)
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{
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LandscapeMappings[MappingIdx].CachedSizeX = LandscapeMappings[MappingIdx].SizeX;
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LandscapeMappings[MappingIdx].CachedSizeY = LandscapeMappings[MappingIdx].SizeY;
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LandscapeMappings[MappingIdx].bPadded = false;
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}
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}
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if (DebugMapping)
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{
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const FStaticLightingTextureMapping* TextureMapping = DebugMapping->GetTextureMapping();
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// Verify debug input is valid, otherwise there will be an access violation later
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if (TextureMapping)
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{
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check(DebugInput.LocalX >= 0 && DebugInput.LocalX < TextureMapping->CachedSizeX);
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check(DebugInput.LocalY >= 0 && DebugInput.LocalY < TextureMapping->CachedSizeY);
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check(DebugInput.MappingSizeX == TextureMapping->SizeX && DebugInput.MappingSizeY == TextureMapping->SizeY);
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}
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}
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}
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FBoxSphereBounds FScene::GetImportanceBounds() const
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{
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const FBoxSphereBounds ImportanceBoundSphere(ImportanceBoundingBox);
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return ImportanceBoundSphere;
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}
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const FLight* FScene::FindLightByGuid(const FGuid& InGuid) const
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{
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for (int32 i = 0; i < DirectionalLights.Num(); i++)
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{
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if (DirectionalLights[i].Guid == InGuid)
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{
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return &DirectionalLights[i];
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}
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}
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for (int32 i = 0; i < PointLights.Num(); i++)
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{
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if (PointLights[i].Guid == InGuid)
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{
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return &PointLights[i];
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}
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}
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for (int32 i = 0; i < SpotLights.Num(); i++)
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{
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if (SpotLights[i].Guid == InGuid)
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{
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return &SpotLights[i];
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}
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}
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for (int32 i = 0; i < SkyLights.Num(); i++)
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{
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if (SkyLights[i].Guid == InGuid)
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{
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return &SkyLights[i];
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}
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}
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return NULL;
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}
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/** Searches through all mapping arrays for the mapping matching FindGuid. */
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const FStaticLightingMapping* FScene::FindMappingByGuid(FGuid FindGuid) const
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{
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// Note: FindGuid can be all 0's and still be valid due to deterministic lighting overriding the Guid
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for (int32 i = 0; i < BspMappings.Num(); i++)
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{
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if (BspMappings[i].Mapping.Guid == FindGuid)
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{
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return &BspMappings[i].Mapping;
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}
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}
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for (int32 i = 0; i < TextureLightingMappings.Num(); i++)
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{
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if (TextureLightingMappings[i].Guid == FindGuid)
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{
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return &TextureLightingMappings[i];
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}
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}
|
|
|
|
for (int32 i = 0; i < FluidMappings.Num(); i++)
|
|
{
|
|
if (FluidMappings[i].Guid == FindGuid)
|
|
{
|
|
return &FluidMappings[i];
|
|
}
|
|
}
|
|
|
|
for (int32 i = 0; i < LandscapeMappings.Num(); i++)
|
|
{
|
|
if (LandscapeMappings[i].Guid == FindGuid)
|
|
{
|
|
return &LandscapeMappings[i];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/** Returns true if the specified position is inside any of the importance volumes. */
|
|
bool FScene::IsPointInImportanceVolume(const FVector4& Position, float Tolerance) const
|
|
{
|
|
for (int32 VolumeIndex = 0; VolumeIndex < ImportanceVolumes.Num(); VolumeIndex++)
|
|
{
|
|
FBox Volume = ImportanceVolumes[VolumeIndex];
|
|
|
|
if (Position.X + Tolerance > Volume.Min.X && Position.X - Tolerance < Volume.Max.X
|
|
&& Position.Y + Tolerance > Volume.Min.Y && Position.Y - Tolerance < Volume.Max.Y
|
|
&& Position.Z + Tolerance > Volume.Min.Z && Position.Z - Tolerance < Volume.Max.Z)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/** Returns true if the specified position is inside any of the visibility volumes. */
|
|
bool FScene::IsPointInVisibilityVolume(const FVector4& Position) const
|
|
{
|
|
for (int32 VolumeIndex = 0; VolumeIndex < PrecomputedVisibilityVolumes.Num(); VolumeIndex++)
|
|
{
|
|
const FPrecomputedVisibilityVolume& Volume = PrecomputedVisibilityVolumes[VolumeIndex];
|
|
bool bInsideAllPlanes = true;
|
|
for (int32 PlaneIndex = 0; PlaneIndex < Volume.Planes.Num() && bInsideAllPlanes; PlaneIndex++)
|
|
{
|
|
const FPlane& Plane = Volume.Planes[PlaneIndex];
|
|
bInsideAllPlanes = bInsideAllPlanes && Plane.PlaneDot(Position) < 0.0f;
|
|
}
|
|
if (bInsideAllPlanes)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FScene::DoesBoxIntersectVisibilityVolume(const FBox& TestBounds) const
|
|
{
|
|
for (int32 VolumeIndex = 0; VolumeIndex < PrecomputedVisibilityVolumes.Num(); VolumeIndex++)
|
|
{
|
|
const FPrecomputedVisibilityVolume& Volume = PrecomputedVisibilityVolumes[VolumeIndex];
|
|
if (Volume.Bounds.Intersect(TestBounds))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/** Returns accumulated bounds from all the visibility volumes. */
|
|
FBox FScene::GetVisibilityVolumeBounds() const
|
|
{
|
|
FBox Bounds(ForceInit);
|
|
for (int32 VolumeIndex = 0; VolumeIndex < PrecomputedVisibilityVolumes.Num(); VolumeIndex++)
|
|
{
|
|
const FPrecomputedVisibilityVolume& Volume = PrecomputedVisibilityVolumes[VolumeIndex];
|
|
Bounds += Volume.Bounds;
|
|
}
|
|
if (PrecomputedVisibilityVolumes.Num() > 0)
|
|
{
|
|
FVector4 DoubleExtent = Bounds.GetExtent() * 2;
|
|
DoubleExtent.X = DoubleExtent.X - FMath::Fmod(DoubleExtent.X, PrecomputedVisibilitySettings.CellSize) + PrecomputedVisibilitySettings.CellSize;
|
|
DoubleExtent.Y = DoubleExtent.Y - FMath::Fmod(DoubleExtent.Y, PrecomputedVisibilitySettings.CellSize) + PrecomputedVisibilitySettings.CellSize;
|
|
// Round the max up to the next cell boundary
|
|
Bounds.Max = Bounds.Min + DoubleExtent;
|
|
return Bounds;
|
|
}
|
|
else
|
|
{
|
|
return FBox(FVector4(0,0,0),FVector4(0,0,0));
|
|
}
|
|
}
|
|
|
|
/** Applies GeneralSettings.StaticLightingLevelScale to all scale dependent settings. */
|
|
void FScene::ApplyStaticLightingScale()
|
|
{
|
|
// Scale world space distances directly
|
|
SceneConstants.VisibilityRayOffsetDistance *= SceneConstants.StaticLightingLevelScale;
|
|
SceneConstants.VisibilityNormalOffsetDistance *= SceneConstants.StaticLightingLevelScale;
|
|
SceneConstants.SmallestTexelRadius *= SceneConstants.StaticLightingLevelScale;
|
|
MeshAreaLightSettings.MeshAreaLightSimplifyCornerDistanceThreshold *= SceneConstants.StaticLightingLevelScale;
|
|
MeshAreaLightSettings.MeshAreaLightGeneratedDynamicLightSurfaceOffset *= SceneConstants.StaticLightingLevelScale;
|
|
DynamicObjectSettings.FirstSurfaceSampleLayerHeight *= SceneConstants.StaticLightingLevelScale;
|
|
DynamicObjectSettings.SurfaceLightSampleSpacing *= SceneConstants.StaticLightingLevelScale;
|
|
DynamicObjectSettings.SurfaceSampleLayerHeightSpacing *= SceneConstants.StaticLightingLevelScale;
|
|
DynamicObjectSettings.DetailVolumeSampleSpacing *= SceneConstants.StaticLightingLevelScale;
|
|
DynamicObjectSettings.VolumeLightSampleSpacing *= SceneConstants.StaticLightingLevelScale;
|
|
VolumeDistanceFieldSettings.VoxelSize *= SceneConstants.StaticLightingLevelScale;
|
|
VolumeDistanceFieldSettings.VolumeMaxDistance *= SceneConstants.StaticLightingLevelScale;
|
|
ShadowSettings.MaxTransitionDistanceWorldSpace *= SceneConstants.StaticLightingLevelScale;
|
|
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX *= SceneConstants.StaticLightingLevelScale;
|
|
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY *= SceneConstants.StaticLightingLevelScale;
|
|
IrradianceCachingSettings.RecordRadiusScale *= SceneConstants.StaticLightingLevelScale;
|
|
IrradianceCachingSettings.MaxRecordRadius *= SceneConstants.StaticLightingLevelScale;
|
|
|
|
// Photon mapping does not scale down properly, so this is disabled
|
|
/*
|
|
PhotonMappingSettings.IndirectPhotonEmitDiskRadius *= SceneConstants.StaticLightingLevelScale;
|
|
PhotonMappingSettings.MaxImportancePhotonSearchDistance *= SceneConstants.StaticLightingLevelScale;
|
|
PhotonMappingSettings.MinImportancePhotonSearchDistance *= SceneConstants.StaticLightingLevelScale;
|
|
// Scale surface densities in world units
|
|
const float ScaleSquared = SceneConstants.StaticLightingLevelScale * SceneConstants.StaticLightingLevelScale;
|
|
PhotonMappingSettings.DirectPhotonDensity /= ScaleSquared;
|
|
PhotonMappingSettings.DirectIrradiancePhotonDensity /= ScaleSquared;
|
|
PhotonMappingSettings.DirectPhotonSearchDistance *= SceneConstants.StaticLightingLevelScale;
|
|
PhotonMappingSettings.IndirectPhotonPathDensity /= ScaleSquared;
|
|
PhotonMappingSettings.IndirectPhotonDensity /= ScaleSquared;
|
|
PhotonMappingSettings.IndirectIrradiancePhotonDensity /= ScaleSquared;
|
|
PhotonMappingSettings.IndirectPhotonSearchDistance *= SceneConstants.StaticLightingLevelScale;
|
|
*/
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Light base class
|
|
//----------------------------------------------------------------------------
|
|
void FLight::Import( FLightmassImporter& Importer )
|
|
{
|
|
Importer.ImportData( (FLightData*)this );
|
|
|
|
// The read above stomps on CachedLightSurfaceSamples since that memory is padding in FLightData
|
|
FMemory::Memzero(&CachedLightSurfaceSamples, sizeof(CachedLightSurfaceSamples));
|
|
|
|
// Precalculate the light's indirect color
|
|
IndirectColor = FLinearColorUtils::AdjustSaturation(FLinearColor(Color), IndirectLightingSaturation) * IndirectLightingScale;
|
|
}
|
|
|
|
/**
|
|
* Tests whether the light affects the given bounding volume.
|
|
* @param Bounds - The bounding volume to test.
|
|
* @return True if the light affects the bounding volume
|
|
*/
|
|
bool FLight::AffectsBounds(const FBoxSphereBounds& Bounds) const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Computes the intensity of the direct lighting from this light on a specific point.
|
|
*/
|
|
FLinearColor FLight::GetDirectIntensity(const FVector4& Point, bool bCalculateForIndirectLighting) const
|
|
{
|
|
// light profile (IES)
|
|
float LightProfileAttenuation;
|
|
{
|
|
FVector4 NegLightVector = (Position - Point).GetSafeNormal();
|
|
|
|
LightProfileAttenuation = ComputeLightProfileMultiplier(Dot3(NegLightVector, Direction));
|
|
}
|
|
|
|
if (bCalculateForIndirectLighting)
|
|
{
|
|
return IndirectColor * (LightProfileAttenuation * Brightness);
|
|
}
|
|
else
|
|
{
|
|
return FLinearColor(Color) * (LightProfileAttenuation * Brightness);
|
|
}
|
|
}
|
|
|
|
/** Generates and caches samples on the light's surface. */
|
|
void FLight::CacheSurfaceSamples(int32 BounceIndex, int32 NumSamples, int32 NumPenumbraSamples, FLMRandomStream& RandomStream)
|
|
{
|
|
checkSlow(NumSamples > 0);
|
|
// Assuming bounce number starts from 0 and increments each time
|
|
//@todo - remove the slack
|
|
CachedLightSurfaceSamples.AddZeroed(1);
|
|
// Allocate for both normal and penumbra even if there aren't any penumbra samples, so we can return an empty array from GetCachedSurfaceSamples
|
|
CachedLightSurfaceSamples[BounceIndex].AddZeroed(2);
|
|
const int32 NumPenumbraTypes = NumPenumbraSamples > 0 ? 2 : 1;
|
|
for (int32 PenumbraType = 0; PenumbraType < NumPenumbraTypes; PenumbraType++)
|
|
{
|
|
const int32 CurrentNumSamples = PenumbraType == 0 ? NumSamples : NumPenumbraSamples;
|
|
CachedLightSurfaceSamples[BounceIndex][PenumbraType].Empty(CurrentNumSamples);
|
|
for (int32 SampleIndex = 0; SampleIndex < CurrentNumSamples; SampleIndex++)
|
|
{
|
|
FLightSurfaceSample LightSample;
|
|
SampleLightSurface(RandomStream, LightSample);
|
|
CachedLightSurfaceSamples[BounceIndex][PenumbraType].Add(LightSample);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Retrieves the array of cached light surface samples. */
|
|
const TArray<FLightSurfaceSample>& FLight::GetCachedSurfaceSamples(int32 BounceIndex, bool bPenumbra) const
|
|
{
|
|
return CachedLightSurfaceSamples[BounceIndex][bPenumbra];
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Directional light class
|
|
//----------------------------------------------------------------------------
|
|
void FDirectionalLight::Import( FLightmassImporter& Importer )
|
|
{
|
|
FLight::Import( Importer );
|
|
|
|
Importer.ImportData( (FDirectionalLightData*)this );
|
|
}
|
|
|
|
void FDirectionalLight::Initialize(
|
|
const FBoxSphereBounds& InSceneBounds,
|
|
bool bInEmitPhotonsOutsideImportanceVolume,
|
|
const FBoxSphereBounds& InImportanceBounds,
|
|
float InIndirectDiskRadius,
|
|
int32 InGridSize,
|
|
float InDirectPhotonDensity,
|
|
float InOutsideImportanceVolumeDensity)
|
|
{
|
|
GenerateCoordinateSystem(Direction, XAxis, YAxis);
|
|
|
|
SceneBounds = InSceneBounds;
|
|
ImportanceBounds = InImportanceBounds;
|
|
|
|
// Vector through the scene bound's origin, along the direction of the light
|
|
const FVector4 SceneAxis = (SceneBounds.Origin + Direction * SceneBounds.SphereRadius) - (SceneBounds.Origin - Direction * SceneBounds.SphereRadius);
|
|
const float SceneAxisLength = SceneBounds.SphereRadius * 2.0f;
|
|
const FVector4 DirectionalLightOriginToImportanceOrigin = ImportanceBounds.Origin - (SceneBounds.Origin - Direction * SceneBounds.SphereRadius);
|
|
// Find the closest point on the scene's axis to the importance volume's origin by projecting DirectionalLightOriginToImportanceOrigin onto SceneAxis.
|
|
// This gives the offset in the directional light's disk from the scene bound's origin.
|
|
const FVector4 ClosestPositionOnAxis = Dot3(SceneAxis, DirectionalLightOriginToImportanceOrigin) / (SceneAxisLength * SceneAxisLength) * SceneAxis + SceneBounds.Origin - Direction * SceneBounds.SphereRadius;
|
|
|
|
// Find the disk offset from the world space origin and transform into the [-1,1] space of the directional light's disk, still in 3d.
|
|
const FVector4 DiskOffset = (ImportanceBounds.Origin - ClosestPositionOnAxis) / SceneBounds.SphereRadius;
|
|
|
|
const float DebugLength = (ImportanceBounds.Origin - ClosestPositionOnAxis).Size();
|
|
const float DebugDot = ((ImportanceBounds.Origin - ClosestPositionOnAxis) / DebugLength) | Direction;
|
|
// Verify that ImportanceBounds.Origin is either on the scene's axis or the vector between it and ClosestPositionOnAxis is orthogonal to the light's direction
|
|
//checkSlow(DebugLength < KINDA_SMALL_NUMBER * 10.0f || FMath::Abs(DebugDot) < DELTA * 10.0f);
|
|
|
|
// Decompose DiskOffset into it's corresponding parts along XAxis and YAxis
|
|
const FVector4 XAxisProjection = Dot3(XAxis, DiskOffset) * XAxis;
|
|
const FVector4 YAxisProjection = Dot3(YAxis, DiskOffset) * YAxis;
|
|
ImportanceDiskOrigin = FVector2D(Dot3(XAxisProjection, XAxis), Dot3(YAxisProjection, YAxis));
|
|
|
|
// Transform the importance volume's radius into the [-1,1] space of the directional light's disk
|
|
LightSpaceImportanceDiskRadius = ImportanceBounds.SphereRadius / SceneBounds.SphereRadius;
|
|
|
|
const FVector4 DebugPosition = (ImportanceDiskOrigin.X * XAxis + ImportanceDiskOrigin.Y * YAxis);
|
|
const float DebugLength2 = (DiskOffset - DebugPosition).Size3();
|
|
// Verify that DiskOffset was decomposed correctly by reconstructing it
|
|
checkSlow(DebugLength2 < KINDA_SMALL_NUMBER);
|
|
|
|
IndirectDiskRadius = InIndirectDiskRadius;
|
|
GridSize = InGridSize;
|
|
OutsideImportanceVolumeDensity = InOutsideImportanceVolumeDensity;
|
|
|
|
const float ImportanceDiskAreaMillions = (float)PI * FMath::Square(ImportanceBounds.SphereRadius) / 1000000.0f;
|
|
checkSlow(SceneBounds.SphereRadius >= ImportanceBounds.SphereRadius);
|
|
const float OutsideImportanceDiskAreaMillions = (float)PI * (FMath::Square(SceneBounds.SphereRadius) - FMath::Square(ImportanceBounds.SphereRadius)) / 1000000.0f;
|
|
// Calculate the probability that a generated sample will be in the importance volume,
|
|
// Based on the fraction of total photons that should be gathered in the importance volume.
|
|
ImportanceBoundsSampleProbability = ImportanceDiskAreaMillions * InDirectPhotonDensity
|
|
/ (ImportanceDiskAreaMillions * InDirectPhotonDensity + OutsideImportanceDiskAreaMillions * OutsideImportanceVolumeDensity);
|
|
|
|
// Calculate the size of the directional light source using Tangent(LightSourceAngle) = LightSourceRadius / DistanceToReceiver
|
|
LightSourceRadius = 2.0f * SceneBounds.SphereRadius * FMath::Tan(LightSourceAngle);
|
|
|
|
if (!bInEmitPhotonsOutsideImportanceVolume && ImportanceBounds.SphereRadius > DELTA)
|
|
{
|
|
// Always sample inside the importance volume
|
|
ImportanceBoundsSampleProbability = 1.0f;
|
|
OutsideImportanceVolumeDensity = 0.0f;
|
|
}
|
|
}
|
|
|
|
/** Returns the number of direct photons to gather required by this light. */
|
|
int32 FDirectionalLight::GetNumDirectPhotons(float DirectPhotonDensity) const
|
|
{
|
|
int32 NumDirectPhotons = 0;
|
|
if (ImportanceBounds.SphereRadius > DELTA)
|
|
{
|
|
// The importance volume is valid, so only gather enough direct photons to meet DirectPhotonDensity inside the importance volume
|
|
const float ImportanceDiskAreaMillions = (float)PI * FMath::Square(ImportanceBounds.SphereRadius) / 1000000.0f;
|
|
checkSlow(SceneBounds.SphereRadius > ImportanceBounds.SphereRadius);
|
|
const float OutsideImportanceDiskAreaMillions = (float)PI * (FMath::Square(SceneBounds.SphereRadius) - FMath::Square(ImportanceBounds.SphereRadius)) / 1000000.0f;
|
|
NumDirectPhotons = FMath::TruncToInt(ImportanceDiskAreaMillions * DirectPhotonDensity + OutsideImportanceDiskAreaMillions * OutsideImportanceVolumeDensity);
|
|
}
|
|
else
|
|
{
|
|
// Gather enough photons to meet DirectPhotonDensity everywhere in the scene
|
|
const float SceneDiskAreaMillions = (float)PI * FMath::Square(SceneBounds.SphereRadius) / 1000000.0f;
|
|
NumDirectPhotons = FMath::TruncToInt(SceneDiskAreaMillions * DirectPhotonDensity);
|
|
}
|
|
return NumDirectPhotons == appTruncErrorCode ? INT_MAX : NumDirectPhotons;
|
|
}
|
|
|
|
/** Generates a direction sample from the light's domain */
|
|
void FDirectionalLight::SampleDirection(FLMRandomStream& RandomStream, FLightRay& SampleRay, FVector4& LightSourceNormal, FVector2D& LightSurfacePosition, float& RayPDF, FLinearColor& Power) const
|
|
{
|
|
FVector4 DiskPosition3D;
|
|
// If the importance volume is valid, generate samples in the importance volume with a probability of ImportanceBoundsSampleProbability
|
|
if (ImportanceBounds.SphereRadius > DELTA
|
|
&& RandomStream.GetFraction() < ImportanceBoundsSampleProbability)
|
|
{
|
|
const FVector2D DiskPosition2D = GetUniformUnitDiskPosition(RandomStream);
|
|
LightSurfacePosition = ImportanceDiskOrigin + DiskPosition2D * LightSpaceImportanceDiskRadius;
|
|
DiskPosition3D = SceneBounds.Origin + SceneBounds.SphereRadius * (LightSurfacePosition.X * XAxis + LightSurfacePosition.Y * YAxis);
|
|
RayPDF = ImportanceBoundsSampleProbability / ((float)PI * FMath::Square(ImportanceBounds.SphereRadius));
|
|
}
|
|
else
|
|
{
|
|
float DistanceToImportanceDiskOriginSq;
|
|
do
|
|
{
|
|
LightSurfacePosition = GetUniformUnitDiskPosition(RandomStream);
|
|
DistanceToImportanceDiskOriginSq = (LightSurfacePosition - ImportanceDiskOrigin).SizeSquared();
|
|
}
|
|
// Use rejection sampling to prevent any samples from being generated inside the importance volume
|
|
while (DistanceToImportanceDiskOriginSq < FMath::Square(LightSpaceImportanceDiskRadius));
|
|
|
|
// Create the ray using a disk centered at the scene's origin, whose radius is the size of the scene
|
|
DiskPosition3D = SceneBounds.Origin + SceneBounds.SphereRadius * (LightSurfacePosition.X * XAxis + LightSurfacePosition.Y * YAxis);
|
|
// Calculate the probability of generating a uniform disk sample in the scene, minus the importance volume's disk
|
|
RayPDF = (1.0f - ImportanceBoundsSampleProbability) / ((float)PI * (FMath::Square(SceneBounds.SphereRadius) - FMath::Square(ImportanceBounds.SphereRadius)));
|
|
}
|
|
|
|
//@todo - take light source radius into account
|
|
SampleRay = FLightRay(
|
|
DiskPosition3D - SceneBounds.SphereRadius * Direction,
|
|
DiskPosition3D + SceneBounds.SphereRadius * Direction,
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
LightSourceNormal = Direction;
|
|
|
|
checkSlow(RayPDF > 0);
|
|
Power = IndirectColor * Brightness;
|
|
}
|
|
|
|
/** Gives the light an opportunity to precalculate information about the indirect path rays that will be used to generate new directions. */
|
|
void FDirectionalLight::CachePathRays(const TArray<FIndirectPathRay>& IndirectPathRays)
|
|
{
|
|
if (IndirectPathRays.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
// The indirect disk radius in the [-1, 1] space of the directional light's disk
|
|
const float LightSpaceIndirectDiskRadius = IndirectDiskRadius / SceneBounds.SphereRadius;
|
|
|
|
// Find the minimum and maximum position in the [-1, 1] space of the directional light's disk
|
|
// That a position can be generated from in FDirectionalLight::SampleDirection
|
|
FVector2D GridMin(1.0f, 1.0f);
|
|
FVector2D GridMax(-1.0f, -1.0f);
|
|
for (int32 RayIndex = 0; RayIndex < IndirectPathRays.Num(); RayIndex++)
|
|
{
|
|
const FIndirectPathRay& CurrentRay = IndirectPathRays[RayIndex];
|
|
GridMin.X = FMath::Min(GridMin.X, CurrentRay.LightSurfacePosition.X - LightSpaceIndirectDiskRadius);
|
|
GridMin.Y = FMath::Min(GridMin.Y, CurrentRay.LightSurfacePosition.Y - LightSpaceIndirectDiskRadius);
|
|
GridMax.X = FMath::Max(GridMax.X, CurrentRay.LightSurfacePosition.X + LightSpaceIndirectDiskRadius);
|
|
GridMax.Y = FMath::Max(GridMax.Y, CurrentRay.LightSurfacePosition.Y + LightSpaceIndirectDiskRadius);
|
|
}
|
|
GridMin.X = FMath::Min(GridMin.X, 1.0f);
|
|
GridMin.Y = FMath::Min(GridMin.Y, 1.0f);
|
|
GridMax.X = FMath::Max(GridMax.X, -1.0f);
|
|
GridMax.Y = FMath::Max(GridMax.Y, -1.0f);
|
|
checkSlow(GridMax > GridMin);
|
|
const FVector2D GridExtent2D = 0.5f * (GridMax - GridMin);
|
|
// Keep the grid space square to simplify logic
|
|
GridExtent = FMath::Max(GridExtent2D.X, GridExtent2D.Y);
|
|
GridCenter = 0.5f * (GridMin + GridMax);
|
|
|
|
// Allocate the grid
|
|
PathRayGrid.Empty(GridSize * GridSize);
|
|
PathRayGrid.AddZeroed(GridSize * GridSize);
|
|
|
|
const float GridSpaceIndirectDiskRadius = IndirectDiskRadius * GridExtent / SceneBounds.SphereRadius;
|
|
const float InvGridSize = 1.0f / (float)GridSize;
|
|
|
|
// For each grid cell, store the indices into IndirectPathRays of the path rays that affect the grid cell
|
|
for (int32 Y = 0; Y < GridSize; Y++)
|
|
{
|
|
for (int32 X = 0; X < GridSize; X++)
|
|
{
|
|
// Center and Extent of the cell in the [0, 1] grid space
|
|
const FVector2D BoxCenter((X + .5f) * InvGridSize, (Y + .5f) * InvGridSize);
|
|
const float BoxExtent = .5f * InvGridSize;
|
|
|
|
// Corners of the cell
|
|
const int32 NumBoxCorners = 4;
|
|
FVector2D BoxCorners[NumBoxCorners];
|
|
BoxCorners[0] = BoxCenter + FVector2D(BoxExtent, BoxExtent);
|
|
BoxCorners[1] = BoxCenter + FVector2D(-BoxExtent, BoxExtent);
|
|
BoxCorners[2] = BoxCenter + FVector2D(BoxExtent, -BoxExtent);
|
|
BoxCorners[3] = BoxCenter + FVector2D(-BoxExtent, -BoxExtent);
|
|
|
|
// Calculate the world space positions of each corner of the cell
|
|
FVector4 WorldBoxCorners[NumBoxCorners];
|
|
for (int32 i = 0; i < NumBoxCorners; i++)
|
|
{
|
|
// Transform the cell corner from [0, 1] grid space to [-1, 1] in the directional light's disk
|
|
const FVector2D LightBoxCorner(2.0f * GridExtent * BoxCorners[i] + GridCenter - FVector2D(GridExtent, GridExtent));
|
|
// Calculate the world position of the cell corner
|
|
WorldBoxCorners[i] = SceneBounds.Origin + SceneBounds.SphereRadius * (LightBoxCorner.X * XAxis + LightBoxCorner.Y * YAxis) - SceneBounds.SphereRadius * Direction;
|
|
}
|
|
// Calculate the world space distance along the diagonal of the box
|
|
const float DiagonalBoxDistance = (WorldBoxCorners[0] - WorldBoxCorners[3]).Size3();
|
|
const float DiagonalBoxDistanceAndRadiusSquared = FMath::Square(DiagonalBoxDistance + IndirectDiskRadius);
|
|
|
|
for (int32 RayIndex = 0; RayIndex < IndirectPathRays.Num(); RayIndex++)
|
|
{
|
|
const FIndirectPathRay& CurrentRay = IndirectPathRays[RayIndex];
|
|
bool bAnyCornerInCircle = false;
|
|
bool bWithinDiagonalDistance = true;
|
|
// If any of the box corners lie within the disk around the current path ray, then they intersect
|
|
for (int32 i = 0; i < NumBoxCorners; i++)
|
|
{
|
|
const float SampleDistanceSquared = (WorldBoxCorners[i] - CurrentRay.Start).SizeSquared3();
|
|
bWithinDiagonalDistance = bWithinDiagonalDistance && SampleDistanceSquared < DiagonalBoxDistanceAndRadiusSquared;
|
|
if (SampleDistanceSquared < IndirectDiskRadius * IndirectDiskRadius)
|
|
{
|
|
bAnyCornerInCircle = true;
|
|
PathRayGrid[Y * GridSize + X].Add(RayIndex);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If none of the box corners lie within the disk but the disk is less than the diagonal + the disk radius, treat them as intersecting.
|
|
// This is a conservative test, they might not actually intersect.
|
|
if (!bAnyCornerInCircle && bWithinDiagonalDistance)
|
|
{
|
|
PathRayGrid[Y * GridSize + X].Add(RayIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Generates a direction sample from the light based on the given rays */
|
|
void FDirectionalLight::SampleDirection(
|
|
const TArray<FIndirectPathRay>& IndirectPathRays,
|
|
FLMRandomStream& RandomStream,
|
|
FLightRay& SampleRay,
|
|
float& RayPDF,
|
|
FLinearColor& Power) const
|
|
{
|
|
checkSlow(IndirectPathRays.Num() > 0);
|
|
|
|
const FVector2D DiskPosition2D = GetUniformUnitDiskPosition(RandomStream);
|
|
const int32 RayIndex = FMath::TruncToInt(RandomStream.GetFraction() * IndirectPathRays.Num());
|
|
checkSlow(RayIndex >= 0 && RayIndex < IndirectPathRays.Num());
|
|
|
|
// Create the ray using a disk centered at the scene's origin, whose radius is the size of the scene
|
|
const FVector4 DiskPosition3D = IndirectPathRays[RayIndex].Start + IndirectDiskRadius * (DiskPosition2D.X * XAxis + DiskPosition2D.Y * YAxis);
|
|
|
|
SampleRay = FLightRay(
|
|
DiskPosition3D,
|
|
DiskPosition3D + 2.0f * SceneBounds.SphereRadius * Direction,
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
const float DiskPDF = 1.0f / ((float)PI * IndirectDiskRadius * IndirectDiskRadius);
|
|
const float LightSpaceIndirectDiskRadius = IndirectDiskRadius / SceneBounds.SphereRadius;
|
|
FVector2D SampleLightSurfacePosition;
|
|
// Clamp the generated position to lie within the [-1, 1] space of the directional light's disk
|
|
SampleLightSurfacePosition.X = FMath::Clamp(DiskPosition2D.X * LightSpaceIndirectDiskRadius + IndirectPathRays[RayIndex].LightSurfacePosition.X, -1.0f, 1.0f - DELTA);
|
|
SampleLightSurfacePosition.Y = FMath::Clamp(DiskPosition2D.Y * LightSpaceIndirectDiskRadius + IndirectPathRays[RayIndex].LightSurfacePosition.Y, -1.0f, 1.0f - DELTA);
|
|
|
|
checkSlow(SampleLightSurfacePosition.X >= GridCenter.X - GridExtent && SampleLightSurfacePosition.X <= GridCenter.X + GridExtent);
|
|
checkSlow(SampleLightSurfacePosition.Y >= GridCenter.Y - GridExtent && SampleLightSurfacePosition.Y <= GridCenter.Y + GridExtent);
|
|
// Calculate the cell indices that the generated position falls into
|
|
const int32 CellX = FMath::Clamp(FMath::TruncToInt(GridSize * (SampleLightSurfacePosition.X - GridCenter.X + GridExtent) / (2.0f * GridExtent)), 0, GridSize - 1);
|
|
const int32 CellY = FMath::Clamp(FMath::TruncToInt(GridSize * (SampleLightSurfacePosition.Y - GridCenter.Y + GridExtent) / (2.0f * GridExtent)), 0, GridSize - 1);
|
|
const TArray<int32>& CurrentGridCell = PathRayGrid[CellY * GridSize + CellX];
|
|
// The cell containing the sample position must contain at least the index of the path used to generate this sample position
|
|
checkSlow(CurrentGridCell.Num() > 0);
|
|
// Initialize the total PDF to the PDF contribution from the path used to generate this sample position
|
|
RayPDF = DiskPDF;
|
|
// Calculate the probability that this sample was chosen by other paths
|
|
// Iterating only over paths that affect the sample position's cell as an optimization
|
|
for (int32 OtherRayIndex = 0; OtherRayIndex < CurrentGridCell.Num(); OtherRayIndex++)
|
|
{
|
|
const int32 CurrentPathIndex = CurrentGridCell[OtherRayIndex];
|
|
const FIndirectPathRay& CurrentPath = IndirectPathRays[CurrentPathIndex];
|
|
const float SampleDistanceSquared = (DiskPosition3D - CurrentPath.Start).SizeSquared3();
|
|
// Accumulate the disk probability for all the disks which contain the sample position
|
|
if (SampleDistanceSquared < IndirectDiskRadius * IndirectDiskRadius
|
|
// The path that was used to generate the sample has already been counted
|
|
&& CurrentPathIndex != RayIndex)
|
|
{
|
|
RayPDF += DiskPDF;
|
|
}
|
|
}
|
|
|
|
RayPDF /= IndirectPathRays.Num();
|
|
|
|
check(RayPDF > 0);
|
|
Power = IndirectColor * Brightness;
|
|
}
|
|
|
|
/** Returns the light's radiant power. */
|
|
float FDirectionalLight::Power() const
|
|
{
|
|
const float EffectiveRadius = ImportanceBounds.SphereRadius > DELTA ? ImportanceBounds.SphereRadius : SceneBounds.SphereRadius;
|
|
const FLinearColor LightPower = GetDirectIntensity(FVector4(0,0,0), false) * IndirectLightingScale * (float)PI * EffectiveRadius * EffectiveRadius;
|
|
return FLinearColorUtils::LinearRGBToXYZ(LightPower).G;
|
|
}
|
|
|
|
/** Validates a surface sample given the position that sample is affecting. */
|
|
void FDirectionalLight::ValidateSurfaceSample(const FVector4& Point, FLightSurfaceSample& Sample) const
|
|
{
|
|
// Directional light samples are generated on a disk the size of the light source radius, centered on the origin
|
|
// Move the disk to the other side of the scene along the light's reverse direction
|
|
Sample.Position += Point - Direction * 2.0f * SceneBounds.SphereRadius;
|
|
}
|
|
|
|
/** Gets a single position which represents the center of the area light source from the ReceivingPosition's point of view. */
|
|
FVector4 FDirectionalLight::LightCenterPosition(const FVector4& ReceivingPosition, const FVector4& ReceivingNormal) const
|
|
{
|
|
return ReceivingPosition - Direction * 2.0f * SceneBounds.SphereRadius;
|
|
}
|
|
|
|
/** Returns true if all parts of the light are behind the surface being tested. */
|
|
bool FDirectionalLight::BehindSurface(const FVector4& TrianglePoint, const FVector4& TriangleNormal) const
|
|
{
|
|
const float NormalDotLight = Dot3(TriangleNormal, FDirectionalLight::GetDirectLightingDirection(TrianglePoint, TriangleNormal));
|
|
return NormalDotLight < 0.0f;
|
|
}
|
|
|
|
/** Gets a single direction to use for direct lighting that is representative of the whole area light. */
|
|
FVector4 FDirectionalLight::GetDirectLightingDirection(const FVector4& Point, const FVector4& PointNormal) const
|
|
{
|
|
// The position on the directional light surface disk that will first be visible to a triangle rotating toward the light
|
|
const FVector4 FirstVisibleLightPoint = Point - Direction * 2.0f * SceneBounds.SphereRadius + PointNormal * LightSourceRadius;
|
|
return FirstVisibleLightPoint - Point;
|
|
}
|
|
|
|
/** Generates a sample on the light's surface. */
|
|
void FDirectionalLight::SampleLightSurface(FLMRandomStream& RandomStream, FLightSurfaceSample& Sample) const
|
|
{
|
|
// Create samples on a disk the size of the light source radius, centered at the origin
|
|
// This disk will be moved based on the receiver position
|
|
//@todo - stratify
|
|
Sample.DiskPosition = GetUniformUnitDiskPosition(RandomStream);
|
|
Sample.Position = LightSourceRadius * (Sample.DiskPosition.X * XAxis + Sample.DiskPosition.Y * YAxis);
|
|
Sample.Normal = Direction;
|
|
Sample.PDF = 1.0f / ((float)PI * LightSourceRadius * LightSourceRadius);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Point light class
|
|
//----------------------------------------------------------------------------
|
|
void FPointLight::Import( FLightmassImporter& Importer )
|
|
{
|
|
FLight::Import( Importer );
|
|
|
|
Importer.ImportData( (FPointLightData*)this );
|
|
}
|
|
|
|
void FPointLight::Initialize(float InIndirectPhotonEmitConeAngle)
|
|
{
|
|
CosIndirectPhotonEmitConeAngle = FMath::Cos(InIndirectPhotonEmitConeAngle);
|
|
}
|
|
|
|
/** Returns the number of direct photons to gather required by this light. */
|
|
int32 FPointLight::GetNumDirectPhotons(float DirectPhotonDensity) const
|
|
{
|
|
// Gather enough photons to meet DirectPhotonDensity at the influence radius of the point light.
|
|
const float InfluenceSphereSurfaceAreaMillions = 4.0f * (float)PI * FMath::Square(Radius) / 1000000.0f;
|
|
const int32 NumDirectPhotons = FMath::TruncToInt(InfluenceSphereSurfaceAreaMillions * DirectPhotonDensity);
|
|
return NumDirectPhotons == appTruncErrorCode ? INT_MAX : NumDirectPhotons;
|
|
}
|
|
|
|
/**
|
|
* Tests whether the light affects the given bounding volume.
|
|
* @param Bounds - The bounding volume to test.
|
|
* @return True if the light affects the bounding volume
|
|
*/
|
|
bool FPointLight::AffectsBounds(const FBoxSphereBounds& Bounds) const
|
|
{
|
|
if((Bounds.Origin - Position).SizeSquared() > FMath::Square(Radius + Bounds.SphereRadius))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!FLight::AffectsBounds(Bounds))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Computes the intensity of the direct lighting from this light on a specific point.
|
|
*/
|
|
FLinearColor FPointLight::GetDirectIntensity(const FVector4& Point, bool bCalculateForIndirectLighting) const
|
|
{
|
|
if (LightFlags & GI_LIGHT_INVERSE_SQUARED)
|
|
{
|
|
FVector4 ToLight = Position - Point;
|
|
float DistanceSqr = ToLight.SizeSquared3();
|
|
|
|
float DistanceAttenuation = 0.0f;
|
|
if( LightSourceLength > 0.0f )
|
|
{
|
|
// Line segment irradiance
|
|
FVector4 L01 = Direction * LightSourceLength;
|
|
FVector4 L0 = ToLight - 0.5f * L01;
|
|
FVector4 L1 = ToLight + 0.5f * L01;
|
|
float LengthL0 = L0.Size3();
|
|
float LengthL1 = L1.Size3();
|
|
|
|
DistanceAttenuation = 1.0f / ( ( LengthL0 * LengthL1 + Dot3( L0, L1 ) ) * 0.5f + 1.0f );
|
|
DistanceAttenuation *= 0.5 * ( L0 / LengthL0 + L1 / LengthL1 ).Size3();
|
|
}
|
|
else
|
|
{
|
|
// Sphere irradiance (technically just 1/d^2 but this avoids inf)
|
|
DistanceAttenuation = 1.0f / ( DistanceSqr + 1.0f );
|
|
}
|
|
|
|
// lumens
|
|
DistanceAttenuation *= 16.0f;
|
|
|
|
float LightRadiusMask = FMath::Square(FMath::Max(0.0f, 1.0f - FMath::Square(DistanceSqr / (Radius * Radius))));
|
|
DistanceAttenuation *= LightRadiusMask;
|
|
|
|
return FLight::GetDirectIntensity(Point, bCalculateForIndirectLighting) * DistanceAttenuation;
|
|
}
|
|
else
|
|
{
|
|
float RadialAttenuation = FMath::Pow(FMath::Max(1.0f - ((Position - Point) / Radius).SizeSquared3(), 0.0f), FalloffExponent);
|
|
|
|
return FLight::GetDirectIntensity(Point, bCalculateForIndirectLighting) * RadialAttenuation;
|
|
}
|
|
}
|
|
|
|
/** Returns an intensity scale based on the receiving point. */
|
|
float FPointLight::CustomAttenuation(const FVector4& Point, FLMRandomStream& RandomStream) const
|
|
{
|
|
// Remove the physical attenuation, then attenuation using Unreal point light radial falloff
|
|
const float PointDistanceSquared = (Position - Point).SizeSquared3();
|
|
const float PhysicalAttenuation = 1.0f / ( PointDistanceSquared + 0.0001f );
|
|
|
|
float UnrealAttenuation = 1.0f;
|
|
if( LightFlags & GI_LIGHT_INVERSE_SQUARED )
|
|
{
|
|
const float LightRadiusMask = FMath::Square( FMath::Max( 0.0f, 1.0f - FMath::Square( PointDistanceSquared / (Radius * Radius) ) ) );
|
|
UnrealAttenuation = 16.0f * PhysicalAttenuation * LightRadiusMask;
|
|
}
|
|
else
|
|
{
|
|
UnrealAttenuation = FMath::Pow(FMath::Max(1.0f - ((Position - Point) / Radius).SizeSquared3(), 0.0f), FalloffExponent);
|
|
}
|
|
|
|
// light profile (IES)
|
|
{
|
|
FVector4 NegLightVector = (Position - Point).GetSafeNormal();
|
|
|
|
UnrealAttenuation *= ComputeLightProfileMultiplier(Dot3(NegLightVector, Direction));
|
|
}
|
|
|
|
// Thin out photons near the light source.
|
|
// This is partly an optimization since the photon density near light sources doesn't need to be high, and the natural 1 / R^2 density is overkill,
|
|
// But this also improves quality since we are doing a nearest N photon neighbor search when calculating irradiance.
|
|
// If the photon map has a high density of low power photons near light sources,
|
|
// Combined with sparse, high power photons from other light sources (directional lights for example), the result will be very splotchy.
|
|
const float FullProbabilityDistance = .5f * Radius;
|
|
const float DepositProbability = FMath::Clamp(PointDistanceSquared / (FullProbabilityDistance * FullProbabilityDistance), 0.0f, 1.0f);
|
|
|
|
if (RandomStream.GetFraction() < DepositProbability)
|
|
{
|
|
// Re-weight the photon since it survived the thinning based on the probability of being deposited
|
|
return UnrealAttenuation / (PhysicalAttenuation * DepositProbability);
|
|
}
|
|
else
|
|
{
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
// Fudge factor to get point light photon intensities to match direct lighting more closely.
|
|
static const float PointLightIntensityScale = 1.5f;
|
|
|
|
/** Generates a direction sample from the light's domain */
|
|
void FPointLight::SampleDirection(FLMRandomStream& RandomStream, FLightRay& SampleRay, FVector4& LightSourceNormal, FVector2D& LightSurfacePosition, float& RayPDF, FLinearColor& Power) const
|
|
{
|
|
const FVector4 RandomDirection = GetUnitVector(RandomStream);
|
|
|
|
FLightSurfaceSample SurfaceSample;
|
|
SampleLightSurface(RandomStream, SurfaceSample);
|
|
|
|
const float SurfacePositionDotDirection = Dot3((SurfaceSample.Position - Position), RandomDirection);
|
|
if (SurfacePositionDotDirection < 0.0f)
|
|
{
|
|
// Reflect the surface position about the origin so that it lies in the same hemisphere as the RandomDirection
|
|
const FVector4 LocalSamplePosition = SurfaceSample.Position - Position;
|
|
SurfaceSample.Position = -LocalSamplePosition + Position;
|
|
}
|
|
|
|
SampleRay = FLightRay(
|
|
SurfaceSample.Position,
|
|
SurfaceSample.Position + RandomDirection * FMath::Max((Radius - LightSourceRadius), 0.0f),
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
LightSourceNormal = (SurfaceSample.Position - Position).GetSafeNormal();
|
|
|
|
// Approximate the probability of generating this direction as uniform over all the solid angles
|
|
// This diverges from the actual probability for positions inside the light source radius
|
|
RayPDF = 1.0f / (4.0f * (float)PI);
|
|
Power = IndirectColor * Brightness * PointLightIntensityScale;
|
|
}
|
|
|
|
/** Generates a direction sample from the light based on the given rays */
|
|
void FPointLight::SampleDirection(
|
|
const TArray<FIndirectPathRay>& IndirectPathRays,
|
|
FLMRandomStream& RandomStream,
|
|
FLightRay& SampleRay,
|
|
float& RayPDF,
|
|
FLinearColor& Power) const
|
|
{
|
|
checkSlow(IndirectPathRays.Num() > 0);
|
|
// Pick an indirect path ray with uniform probability
|
|
const int32 RayIndex = FMath::TruncToInt(RandomStream.GetFraction() * IndirectPathRays.Num());
|
|
checkSlow(RayIndex >= 0 && RayIndex < IndirectPathRays.Num());
|
|
|
|
const FVector4 PathRayDirection = IndirectPathRays[RayIndex].UnitDirection;
|
|
|
|
FVector4 XAxis(0,0,0);
|
|
FVector4 YAxis(0,0,0);
|
|
GenerateCoordinateSystem(PathRayDirection, XAxis, YAxis);
|
|
|
|
// Generate a sample direction within a cone about the indirect path
|
|
const FVector4 ConeSampleDirection = UniformSampleCone(RandomStream, CosIndirectPhotonEmitConeAngle, XAxis, YAxis, PathRayDirection);
|
|
|
|
FLightSurfaceSample SurfaceSample;
|
|
// Generate a surface sample, not taking the indirect path into account
|
|
SampleLightSurface(RandomStream, SurfaceSample);
|
|
|
|
const float SurfacePositionDotDirection = Dot3((SurfaceSample.Position - Position), ConeSampleDirection);
|
|
if (SurfacePositionDotDirection < 0.0f)
|
|
{
|
|
// Reflect the surface position about the origin so that it lies in the same hemisphere as the ConeSampleDirection
|
|
const FVector4 LocalSamplePosition = SurfaceSample.Position - Position;
|
|
SurfaceSample.Position = -LocalSamplePosition + Position;
|
|
}
|
|
|
|
SampleRay = FLightRay(
|
|
SurfaceSample.Position,
|
|
SurfaceSample.Position + ConeSampleDirection * FMath::Max((Radius - LightSourceRadius), 0.0f),
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
const float ConePDF = UniformConePDF(CosIndirectPhotonEmitConeAngle);
|
|
RayPDF = 0.0f;
|
|
// Calculate the probability that this direction was chosen
|
|
for (int32 OtherRayIndex = 0; OtherRayIndex < IndirectPathRays.Num(); OtherRayIndex++)
|
|
{
|
|
// Accumulate the disk probability for all the disks which contain the sample position
|
|
if (Dot3(IndirectPathRays[OtherRayIndex].UnitDirection, ConeSampleDirection) > (1.0f - DELTA) * CosIndirectPhotonEmitConeAngle)
|
|
{
|
|
RayPDF += ConePDF;
|
|
}
|
|
}
|
|
RayPDF /= IndirectPathRays.Num();
|
|
checkSlow(RayPDF > 0);
|
|
Power = IndirectColor * Brightness * PointLightIntensityScale;
|
|
}
|
|
|
|
/** Validates a surface sample given the position that sample is affecting. */
|
|
void FPointLight::ValidateSurfaceSample(const FVector4& Point, FLightSurfaceSample& Sample) const
|
|
{
|
|
// Only attempt to fixup sphere light source sample positions as the light source is radially symmetric
|
|
if (LightSourceLength <= 0)
|
|
{
|
|
const FVector4 LightToPoint = Point - Position;
|
|
const float LightToPointDistanceSquared = LightToPoint.SizeSquared3();
|
|
if (LightToPointDistanceSquared < FMath::Square(LightSourceRadius * 2.0f))
|
|
{
|
|
// Point is inside the light source radius * 2
|
|
FVector4 LocalSamplePosition = Sample.Position - Position;
|
|
// Reposition the light surface sample on a sphere whose radius is half of the distance from the light to Point
|
|
LocalSamplePosition *= FMath::Sqrt(LightToPointDistanceSquared) / (2.0f * LightSourceRadius);
|
|
Sample.Position = LocalSamplePosition + Position;
|
|
}
|
|
|
|
const float SurfacePositionDotDirection = Dot3((Sample.Position - Position), LightToPoint);
|
|
if (SurfacePositionDotDirection < 0.0f)
|
|
{
|
|
// Reflect the surface position about the origin so that it lies in the hemisphere facing Point
|
|
// The sample's PDF is unchanged
|
|
const FVector4 LocalSamplePosition = Sample.Position - Position;
|
|
Sample.Position = -LocalSamplePosition + Position;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Returns the light's radiant power. */
|
|
float FPointLight::Power() const
|
|
{
|
|
FLinearColor IncidentPower = FLinearColor(Color) * Brightness * IndirectLightingScale;
|
|
// Approximate power of the light by the total amount of light passing through a sphere at half the light's radius
|
|
const float RadiusFraction = .5f;
|
|
const float DistanceToEvaluate = RadiusFraction * Radius;
|
|
|
|
if (LightFlags & GI_LIGHT_INVERSE_SQUARED)
|
|
{
|
|
IncidentPower = IncidentPower * 16 / (DistanceToEvaluate * DistanceToEvaluate);
|
|
}
|
|
else
|
|
{
|
|
float UnrealAttenuation = FMath::Pow(FMath::Max(1.0f - RadiusFraction * RadiusFraction, 0.0f), FalloffExponent);
|
|
// Point light power is proportional to its radius squared
|
|
IncidentPower = IncidentPower * UnrealAttenuation;
|
|
}
|
|
|
|
const FLinearColor LightPower = IncidentPower * 4.f * PI * DistanceToEvaluate * DistanceToEvaluate;
|
|
return FLinearColorUtils::LinearRGBToXYZ(LightPower).G;
|
|
}
|
|
|
|
FVector4 FPointLight::LightCenterPosition(const FVector4& ReceivingPosition, const FVector4& ReceivingNormal) const
|
|
{
|
|
if( LightSourceLength > 0 )
|
|
{
|
|
FVector4 ToLight = Position - ReceivingPosition;
|
|
|
|
FVector4 Dir = Direction;
|
|
if( Dot3( ReceivingNormal, Direction ) < 0.0f )
|
|
{
|
|
Dir = -Direction;
|
|
}
|
|
|
|
// Clip to hemisphere
|
|
float Proj = FMath::Min( Dot3( ToLight, Dir ), Dot3( ReceivingNormal, ToLight) / Dot3( ReceivingNormal, Dir ) );
|
|
|
|
// Point on line segment closest to Point
|
|
return Position - Dir * FMath::Clamp( Proj, -0.5f * LightSourceLength, 0.5f * LightSourceLength );
|
|
}
|
|
else
|
|
{
|
|
return Position;
|
|
}
|
|
}
|
|
|
|
/** Returns true if all parts of the light are behind the surface being tested. */
|
|
bool FPointLight::BehindSurface(const FVector4& TrianglePoint, const FVector4& TriangleNormal) const
|
|
{
|
|
const float NormalDotLight = Dot3(TriangleNormal, FPointLight::GetDirectLightingDirection(TrianglePoint, TriangleNormal));
|
|
return NormalDotLight < 0.0f;
|
|
}
|
|
|
|
/** Gets a single direction to use for direct lighting that is representative of the whole area light. */
|
|
FVector4 FPointLight::GetDirectLightingDirection(const FVector4& Point, const FVector4& PointNormal) const
|
|
{
|
|
FVector4 LightPosition = Position;
|
|
|
|
if( LightSourceLength > 0 )
|
|
{
|
|
FVector4 ToLight = Position - Point;
|
|
FVector4 L01 = Direction * LightSourceLength;
|
|
FVector4 L0 = ToLight - 0.5 * L01;
|
|
FVector4 L1 = ToLight + 0.5 * L01;
|
|
#if 0
|
|
// Point on line segment with smallest angle to normal
|
|
float A = LightSourceLength * LightSourceLength;
|
|
float B = 2.0f * Dot3( L0, L01 );
|
|
float C = Dot3( L0, L0 );
|
|
float D = Dot3( PointNormal, L0 );
|
|
float E = Dot3( PointNormal, L01 );
|
|
float t = FMath::Clamp( (B*D - 2.0f * C*E) / (B*E - 2.0f * A*D), 0.0f, 1.0f );
|
|
return L0 + t * L01;
|
|
#else
|
|
// Line segment irradiance
|
|
float LengthL0 = L0.Size3();
|
|
float LengthL1 = L1.Size3();
|
|
return ( L0 * LengthL1 + L1 * LengthL0 ) / ( LengthL0 + LengthL1 );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// The position on the point light surface sphere that will first be visible to a triangle rotating toward the light
|
|
const FVector4 FirstVisibleLightPoint = LightPosition + PointNormal * LightSourceRadius;
|
|
return FirstVisibleLightPoint - Point;
|
|
}
|
|
}
|
|
|
|
/** Generates a sample on the light's surface. */
|
|
void FPointLight::SampleLightSurface(FLMRandomStream& RandomStream, FLightSurfaceSample& Sample) const
|
|
{
|
|
Sample.DiskPosition = FVector2D(0, 0);
|
|
|
|
if (LightSourceLength <= 0)
|
|
{
|
|
// Generate a sample on the surface of the sphere with uniform density over the surface area of the sphere
|
|
//@todo - stratify
|
|
const FVector4 UnitSpherePosition = GetUnitVector(RandomStream);
|
|
Sample.Position = UnitSpherePosition * LightSourceRadius + Position;
|
|
Sample.Normal = UnitSpherePosition;
|
|
// Probability of generating this surface position is 1 / SurfaceArea
|
|
Sample.PDF = 1.0f / (4.0f * (float)PI * LightSourceRadius * LightSourceRadius);
|
|
}
|
|
else
|
|
{
|
|
float CylinderSurfaceArea = 2.0f * (float)PI * LightSourceRadius * LightSourceLength;
|
|
float SphereSurfaceArea = 4.0f * (float)PI * LightSourceRadius * LightSourceRadius;
|
|
float TotalSurfaceArea = CylinderSurfaceArea + SphereSurfaceArea;
|
|
|
|
// Cylinder End caps
|
|
// The chance of calculating a point on the end sphere is equal to it's percentage of total surface area
|
|
if (RandomStream.GetFraction() < SphereSurfaceArea / TotalSurfaceArea)
|
|
{
|
|
// Generate a sample on the surface of the sphere with uniform density over the surface area of the sphere
|
|
//@todo - stratify
|
|
const FVector4 UnitSpherePosition = GetUnitVector(RandomStream);
|
|
Sample.Position = UnitSpherePosition * LightSourceRadius + Position;
|
|
|
|
if (Dot3(UnitSpherePosition, Direction) > 0)
|
|
{
|
|
Sample.Position += Direction * (LightSourceLength * 0.5f);
|
|
}
|
|
else
|
|
{
|
|
Sample.Position += -Direction * (LightSourceLength * 0.5f);
|
|
}
|
|
|
|
Sample.Normal = UnitSpherePosition;
|
|
}
|
|
// Cylinder body
|
|
else
|
|
{
|
|
// Get point along center line
|
|
FVector4 CentreLinePosition = Position + Direction * LightSourceLength * (RandomStream.GetFraction() - 0.5f);
|
|
// Get point radius away from center line at random angle
|
|
float Theta = 2.0f * (float)PI * RandomStream.GetFraction();
|
|
FVector4 CylEdgePos = FVector4(0, FMath::Cos(Theta), FMath::Sin(Theta), 1);
|
|
CylEdgePos = FRotationMatrix::MakeFromZ( Direction ).TransformVector( CylEdgePos );
|
|
|
|
Sample.Position = CylEdgePos * LightSourceRadius + CentreLinePosition;
|
|
Sample.Normal = CylEdgePos;
|
|
}
|
|
|
|
// Probability of generating this surface position is 1 / SurfaceArea
|
|
Sample.PDF = 1.0f / TotalSurfaceArea;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Spot light class
|
|
//----------------------------------------------------------------------------
|
|
void FSpotLight::Import( FLightmassImporter& Importer )
|
|
{
|
|
FPointLight::Import( Importer );
|
|
|
|
Importer.ImportData( (FSpotLightData*)this );
|
|
}
|
|
|
|
/**
|
|
* Tests whether the light affects the given bounding volume.
|
|
* @param Bounds - The bounding volume to test.
|
|
* @return True if the light affects the bounding volume
|
|
*/
|
|
bool FSpotLight::AffectsBounds(const FBoxSphereBounds& Bounds) const
|
|
{
|
|
if(!FLight::AffectsBounds(Bounds))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Radial check
|
|
if((Bounds.Origin - Position).SizeSquared() > FMath::Square(Radius + Bounds.SphereRadius))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Cone check
|
|
float ClampedInnerConeAngle = FMath::Clamp(InnerConeAngle,0.0f,89.0f) * (float)PI / 180.0f,
|
|
ClampedOuterConeAngle = FMath::Clamp(OuterConeAngle * (float)PI / 180.0f,ClampedInnerConeAngle + 0.001f,89.0f * (float)PI / 180.0f + 0.001f);
|
|
|
|
float Sin = FMath::Sin(ClampedOuterConeAngle),
|
|
Cos = FMath::Cos(ClampedOuterConeAngle);
|
|
|
|
FVector4 U = Position - (Bounds.SphereRadius / Sin) * Direction,
|
|
D = Bounds.Origin - U;
|
|
float dsqr = Dot3(D, D),
|
|
E = Dot3(Direction, D);
|
|
if(E > 0.0f && E * E >= dsqr * FMath::Square(Cos))
|
|
{
|
|
D = Bounds.Origin - Position;
|
|
dsqr = Dot3(D, D);
|
|
E = -Dot3(Direction, D);
|
|
if(E > 0.0f && E * E >= dsqr * FMath::Square(Sin))
|
|
return dsqr <= FMath::Square(Bounds.SphereRadius);
|
|
else
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Computes the intensity of the direct lighting from this light on a specific point.
|
|
*/
|
|
FLinearColor FSpotLight::GetDirectIntensity(const FVector4& Point, bool bCalculateForIndirectLighting) const
|
|
{
|
|
float ClampedInnerConeAngle = FMath::Clamp(InnerConeAngle,0.0f,89.0f) * (float)PI / 180.0f,
|
|
ClampedOuterConeAngle = FMath::Clamp(OuterConeAngle * (float)PI / 180.0f,ClampedInnerConeAngle + 0.001f,89.0f * (float)PI / 180.0f + 0.001f),
|
|
OuterCone = FMath::Cos(ClampedOuterConeAngle),
|
|
InnerCone = FMath::Cos(ClampedInnerConeAngle);
|
|
|
|
FVector4 LightVector = (Point - Position).GetSafeNormal();
|
|
float SpotAttenuation = FMath::Square(FMath::Clamp<float>((Dot3(LightVector, Direction) - OuterCone) / (InnerCone - OuterCone),0.0f,1.0f));
|
|
|
|
if( LightFlags & GI_LIGHT_INVERSE_SQUARED )
|
|
{
|
|
FVector4 ToLight = Position - Point;
|
|
float DistanceSqr = ToLight.SizeSquared3();
|
|
|
|
float DistanceAttenuation = 0.0f;
|
|
if( LightSourceLength > 0.0f )
|
|
{
|
|
// Line segment irradiance
|
|
FVector4 L01 = Direction * LightSourceLength;
|
|
FVector4 L0 = ToLight - 0.5 * L01;
|
|
FVector4 L1 = ToLight + 0.5 * L01;
|
|
float LengthL0 = L0.Size3();
|
|
float LengthL1 = L1.Size3();
|
|
|
|
DistanceAttenuation = 1.0f / ( ( LengthL0 * LengthL1 + Dot3( L0, L1 ) ) * 0.5f + 1.0f );
|
|
}
|
|
else
|
|
{
|
|
// Sphere irradiance (technically just 1/d^2 but this avoids inf)
|
|
DistanceAttenuation = 1.0f / ( DistanceSqr + 1.0f );
|
|
}
|
|
|
|
// lumens
|
|
DistanceAttenuation *= 16.0f;
|
|
|
|
float LightRadiusMask = FMath::Square( FMath::Max( 0.0f, 1.0f - FMath::Square( DistanceSqr / (Radius * Radius) ) ) );
|
|
DistanceAttenuation *= LightRadiusMask;
|
|
|
|
return FLight::GetDirectIntensity(Point, bCalculateForIndirectLighting) * DistanceAttenuation * SpotAttenuation;
|
|
}
|
|
else
|
|
{
|
|
float RadialAttenuation = FMath::Pow( FMath::Max(1.0f - ((Position - Point) / Radius).SizeSquared3(),0.0f), FalloffExponent );
|
|
|
|
return FLight::GetDirectIntensity(Point, bCalculateForIndirectLighting) * RadialAttenuation * SpotAttenuation;
|
|
}
|
|
}
|
|
|
|
/** Returns the number of direct photons to gather required by this light. */
|
|
int32 FSpotLight::GetNumDirectPhotons(float DirectPhotonDensity) const
|
|
{
|
|
const float InfluenceSphereSurfaceAreaMillions = 4.0f * (float)PI * FMath::Square(Radius) / 1000000.0f;
|
|
const float ConeSolidAngle = 2.0f * float(PI) * (1.0f - FMath::Cos(OuterConeAngle * (float)PI / 180.0f));
|
|
// Find the fraction of the sphere's surface area that is inside the cone
|
|
const float ConeSurfaceAreaSphereFraction = ConeSolidAngle / (4.0f * (float)PI);
|
|
// Gather enough photons to meet DirectPhotonDensity on the spherical cap at the influence radius of the spot light.
|
|
const int32 NumDirectPhotons = FMath::TruncToInt(InfluenceSphereSurfaceAreaMillions * ConeSurfaceAreaSphereFraction * DirectPhotonDensity);
|
|
return NumDirectPhotons == appTruncErrorCode ? INT_MAX : NumDirectPhotons;
|
|
}
|
|
|
|
/** Generates a direction sample from the light's domain */
|
|
void FSpotLight::SampleDirection(FLMRandomStream& RandomStream, FLightRay& SampleRay, FVector4& LightSourceNormal, FVector2D& LightSurfacePosition, float& RayPDF, FLinearColor& Power) const
|
|
{
|
|
FVector4 XAxis(0,0,0);
|
|
FVector4 YAxis(0,0,0);
|
|
GenerateCoordinateSystem(Direction, XAxis, YAxis);
|
|
|
|
const float CosOuterConeAngle = FMath::Cos(OuterConeAngle * (float)PI / 180.0f);
|
|
//@todo - the PDF should be affected by inner cone angle too
|
|
const FVector4 ConeSampleDirection = UniformSampleCone(RandomStream, CosOuterConeAngle, XAxis, YAxis, Direction);
|
|
|
|
//@todo - take light source radius into account
|
|
SampleRay = FLightRay(
|
|
Position,
|
|
Position + ConeSampleDirection * Radius,
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
LightSourceNormal = Direction;
|
|
|
|
RayPDF = UniformConePDF(CosOuterConeAngle);
|
|
checkSlow(RayPDF > 0.0f);
|
|
Power = IndirectColor * Brightness * PointLightIntensityScale;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Sky light class
|
|
//----------------------------------------------------------------------------
|
|
void FSkyLight::Import( FLightmassImporter& Importer )
|
|
{
|
|
FLight::Import( Importer );
|
|
|
|
Importer.ImportData( (FSkyLightData*)this );
|
|
}
|
|
|
|
void FMeshLightPrimitive::AddSubPrimitive(const FTexelToCorners& TexelToCorners, const FIntPoint& Coordinates, const FLinearColor& InTexelPower, float NormalOffset)
|
|
{
|
|
const FVector4 FirstTriangleNormal = (TexelToCorners.Corners[0].WorldPosition - TexelToCorners.Corners[1].WorldPosition) ^ (TexelToCorners.Corners[2].WorldPosition - TexelToCorners.Corners[1].WorldPosition);
|
|
const float FirstTriangleArea = .5f * FirstTriangleNormal.Size3();
|
|
const FVector4 SecondTriangleNormal = (TexelToCorners.Corners[2].WorldPosition - TexelToCorners.Corners[1].WorldPosition) ^ (TexelToCorners.Corners[2].WorldPosition - TexelToCorners.Corners[3].WorldPosition);
|
|
const float SecondTriangleArea = .5f * SecondTriangleNormal.Size3();
|
|
const float SubPrimitiveSurfaceArea = FirstTriangleArea + SecondTriangleArea;
|
|
// Convert power per texel into power per texel surface area
|
|
const FLinearColor SubPrimitivePower = InTexelPower * SubPrimitiveSurfaceArea;
|
|
|
|
// If this is the first sub primitive, initialize
|
|
if (NumSubPrimitives == 0)
|
|
{
|
|
SurfaceNormal = TexelToCorners.WorldTangentZ;
|
|
const FVector4 OffsetAmount = NormalOffset * TexelToCorners.WorldTangentZ;
|
|
for (int32 CornerIndex = 0; CornerIndex < NumTexelCorners; CornerIndex++)
|
|
{
|
|
Corners[CornerIndex].WorldPosition = TexelToCorners.Corners[CornerIndex].WorldPosition + OffsetAmount;
|
|
Corners[CornerIndex].FurthestCoordinates = Coordinates;
|
|
}
|
|
|
|
SurfaceArea = SubPrimitiveSurfaceArea;
|
|
Power = SubPrimitivePower;
|
|
}
|
|
else
|
|
{
|
|
// Average sub primitive normals
|
|
SurfaceNormal += TexelToCorners.WorldTangentZ;
|
|
|
|
// Directions corresponding to CornerOffsets in FStaticLightingSystem::CalculateTexelCorners
|
|
static const FIntPoint CornerDirections[NumTexelCorners] =
|
|
{
|
|
FIntPoint(-1, -1),
|
|
FIntPoint(1, -1),
|
|
FIntPoint(-1, 1),
|
|
FIntPoint(1, 1)
|
|
};
|
|
|
|
const FVector4 OffsetAmount = NormalOffset * TexelToCorners.WorldTangentZ;
|
|
for (int32 CornerIndex = 0; CornerIndex < NumTexelCorners; CornerIndex++)
|
|
{
|
|
const FIntPoint& ExistingFurthestCoordinates = Corners[CornerIndex].FurthestCoordinates;
|
|
// Store the new position if this coordinate is greater or equal to the previous coordinate for this corner in texture space, in the direction of the corner.
|
|
if (CornerDirections[CornerIndex].X * (Coordinates.X - ExistingFurthestCoordinates.X) >=0
|
|
&& CornerDirections[CornerIndex].Y * (Coordinates.Y - ExistingFurthestCoordinates.Y) >=0)
|
|
{
|
|
Corners[CornerIndex].WorldPosition = TexelToCorners.Corners[CornerIndex].WorldPosition + OffsetAmount;
|
|
Corners[CornerIndex].FurthestCoordinates = Coordinates;
|
|
}
|
|
}
|
|
|
|
// Accumulate the area and power that this simplified primitive represents
|
|
SurfaceArea += SubPrimitiveSurfaceArea;
|
|
Power += SubPrimitivePower;
|
|
}
|
|
NumSubPrimitives++;
|
|
}
|
|
|
|
void FMeshLightPrimitive::Finalize()
|
|
{
|
|
SurfaceNormal = SurfaceNormal.SizeSquared3() > SMALL_NUMBER ? SurfaceNormal.GetUnsafeNormal3() : FVector4(0, 0, 1);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Mesh Area Light class
|
|
//----------------------------------------------------------------------------
|
|
|
|
void FMeshAreaLight::Initialize(float InIndirectPhotonEmitConeAngle, const FBoxSphereBounds& InImportanceBounds)
|
|
{
|
|
CosIndirectPhotonEmitConeAngle = FMath::Cos(InIndirectPhotonEmitConeAngle);
|
|
ImportanceBounds = InImportanceBounds;
|
|
}
|
|
|
|
/** Returns the number of direct photons to gather required by this light. */
|
|
int32 FMeshAreaLight::GetNumDirectPhotons(float DirectPhotonDensity) const
|
|
{
|
|
// Gather enough photons to meet DirectPhotonDensity at the influence radius of the mesh area light.
|
|
// Clamp the influence radius to the importance or scene radius for the purposes of emitting photons
|
|
// This prevents huge mesh area lights from emitting more photons than are needed
|
|
const float InfluenceSphereSurfaceAreaMillions = 4.0f * (float)PI * FMath::Square(FMath::Min(ImportanceBounds.SphereRadius, InfluenceRadius)) / 1000000.0f;
|
|
const int32 NumDirectPhotons = FMath::TruncToInt(InfluenceSphereSurfaceAreaMillions * DirectPhotonDensity);
|
|
return NumDirectPhotons == appTruncErrorCode ? INT_MAX : NumDirectPhotons;
|
|
}
|
|
|
|
/** Initializes the mesh area light with primitives */
|
|
void FMeshAreaLight::SetPrimitives(
|
|
const TArray<FMeshLightPrimitive>& InPrimitives,
|
|
float EmissiveLightFalloffExponent,
|
|
float EmissiveLightExplicitInfluenceRadius,
|
|
int32 InMeshAreaLightGridSize,
|
|
FGuid InLevelGuid)
|
|
{
|
|
check(InPrimitives.Num() > 0);
|
|
Primitives = InPrimitives;
|
|
MeshAreaLightGridSize = InMeshAreaLightGridSize;
|
|
LevelGuid = InLevelGuid;
|
|
TotalSurfaceArea = 0.0f;
|
|
TotalPower = FLinearColor::Black;
|
|
Position = FVector4(0,0,0);
|
|
FBox Bounds(ForceInit);
|
|
|
|
CachedPrimitiveNormals.Empty(MeshAreaLightGridSize * MeshAreaLightGridSize);
|
|
CachedPrimitiveNormals.AddZeroed(MeshAreaLightGridSize * MeshAreaLightGridSize);
|
|
PrimitivePDFs.Empty(Primitives.Num());
|
|
for (int32 PrimitiveIndex = 0; PrimitiveIndex < Primitives.Num(); PrimitiveIndex++)
|
|
{
|
|
const FMeshLightPrimitive& CurrentPrimitive = Primitives[PrimitiveIndex];
|
|
TotalSurfaceArea += CurrentPrimitive.SurfaceArea;
|
|
TotalPower += CurrentPrimitive.Power;
|
|
PrimitivePDFs.Add(CurrentPrimitive.SurfaceArea);
|
|
for (int32 CornerIndex = 0; CornerIndex < NumTexelCorners; CornerIndex++)
|
|
{
|
|
Bounds += CurrentPrimitive.Corners[CornerIndex].WorldPosition;
|
|
}
|
|
const FVector2D SphericalCoordinates = FVector(CurrentPrimitive.SurfaceNormal).UnitCartesianToSpherical();
|
|
// Determine grid cell the primitive's normal falls into based on spherical coordinates
|
|
const int32 CacheX = FMath::Clamp(FMath::TruncToInt(SphericalCoordinates.X / (float)PI * MeshAreaLightGridSize), 0, MeshAreaLightGridSize - 1);
|
|
const int32 CacheY = FMath::Clamp(FMath::TruncToInt((SphericalCoordinates.Y + (float)PI) / (2 * (float)PI) * MeshAreaLightGridSize), 0, MeshAreaLightGridSize - 1);
|
|
CachedPrimitiveNormals[CacheY * MeshAreaLightGridSize + CacheX].Add(CurrentPrimitive.SurfaceNormal);
|
|
}
|
|
|
|
for (int32 PhiStep = 0; PhiStep < MeshAreaLightGridSize; PhiStep++)
|
|
{
|
|
for (int32 ThetaStep = 0; ThetaStep < MeshAreaLightGridSize; ThetaStep++)
|
|
{
|
|
const TArray<FVector4>& CurrentCachedNormals = CachedPrimitiveNormals[PhiStep * MeshAreaLightGridSize + ThetaStep];
|
|
if (CurrentCachedNormals.Num() > 0)
|
|
{
|
|
OccupiedCachedPrimitiveNormalCells.Add(FIntPoint(ThetaStep, PhiStep));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Compute the Cumulative Distribution Function for our step function of primitive surface areas
|
|
CalculateStep1dCDF(PrimitivePDFs, PrimitiveCDFs, UnnormalizedIntegral);
|
|
|
|
SourceBounds = FBoxSphereBounds(Bounds);
|
|
Position = SourceBounds.Origin;
|
|
Position.W = 1.0f;
|
|
check(TotalSurfaceArea > 0.0f);
|
|
check(TotalPower.R > 0.0f || TotalPower.G > 0.0f || TotalPower.B > 0.0f);
|
|
// The irradiance value at which to place the light's influence radius
|
|
const float IrradianceCutoff = .002f;
|
|
// If EmissiveLightExplicitInfluenceRadius is 0, automatically generate the influence radius based on the light's power
|
|
// Solve Irradiance = Power / Distance ^2 for Radius
|
|
//@todo - should the SourceBounds also factor into the InfluenceRadius calculation?
|
|
InfluenceRadius = EmissiveLightExplicitInfluenceRadius > DELTA ? EmissiveLightExplicitInfluenceRadius : FMath::Sqrt(FLinearColorUtils::LinearRGBToXYZ(TotalPower).G / IrradianceCutoff);
|
|
FalloffExponent = EmissiveLightFalloffExponent;
|
|
// Using the default for point lights
|
|
ShadowExponent = 2.0f;
|
|
}
|
|
|
|
/**
|
|
* Tests whether the light affects the given bounding volume.
|
|
* @param Bounds - The bounding volume to test.
|
|
* @return True if the light affects the bounding volume
|
|
*/
|
|
bool FMeshAreaLight::AffectsBounds(const FBoxSphereBounds& Bounds) const
|
|
{
|
|
if((Bounds.Origin - Position).SizeSquared() > FMath::Square(InfluenceRadius + Bounds.SphereRadius + SourceBounds.SphereRadius))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!FLight::AffectsBounds(Bounds))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Computes the intensity of the direct lighting from this light on a specific point.
|
|
*/
|
|
FLinearColor FMeshAreaLight::GetDirectIntensity(const FVector4& Point, bool bCalculateForIndirectLighting) const
|
|
{
|
|
FLinearColor AccumulatedPower(ForceInit);
|
|
float AccumulatedSurfaceArea = 0.0f;
|
|
for (int32 PrimitiveIndex = 0; PrimitiveIndex < Primitives.Num(); PrimitiveIndex++)
|
|
{
|
|
const FMeshLightPrimitive& CurrentPrimitive = Primitives[PrimitiveIndex];
|
|
FVector4 PrimitiveCenter(0,0,0);
|
|
for (int32 CornerIndex = 0; CornerIndex < NumTexelCorners; CornerIndex++)
|
|
{
|
|
PrimitiveCenter += CurrentPrimitive.Corners[CornerIndex].WorldPosition / 4.0f;
|
|
}
|
|
const FVector4 LightVector = (Point - PrimitiveCenter).GetSafeNormal();
|
|
const float NDotL = Dot3(LightVector, CurrentPrimitive.SurfaceNormal);
|
|
if (NDotL >= 0)
|
|
{
|
|
// Using standard Unreal attenuation for point lights for each primitive
|
|
const float RadialAttenuation = FMath::Pow(FMath::Max(1.0f - ((PrimitiveCenter - Point) / InfluenceRadius).SizeSquared3(), 0.0f), FalloffExponent);
|
|
// Weight exitant power by the distance attenuation to this primitive and the light's cosine distribution around the primitive's normal
|
|
//@todo - photon emitting does not take the cosine distribution into account
|
|
AccumulatedPower += CurrentPrimitive.Power * RadialAttenuation * NDotL;
|
|
}
|
|
}
|
|
return AccumulatedPower / TotalSurfaceArea * (bCalculateForIndirectLighting ? IndirectLightingScale : 1.0f);
|
|
}
|
|
|
|
/** Returns an intensity scale based on the receiving point. */
|
|
float FMeshAreaLight::CustomAttenuation(const FVector4& Point, FLMRandomStream& RandomStream) const
|
|
{
|
|
const float FullProbabilityDistance = .5f * InfluenceRadius;
|
|
float PowerWeightedAttenuation = 0.0f;
|
|
float PowerWeightedPhysicalAttenuation = 0.0f;
|
|
float DepositProbability = 0.0f;
|
|
for (int32 PrimitiveIndex = 0; PrimitiveIndex < Primitives.Num(); PrimitiveIndex++)
|
|
{
|
|
const FMeshLightPrimitive& CurrentPrimitive = Primitives[PrimitiveIndex];
|
|
FVector4 PrimitiveCenter(0,0,0);
|
|
for (int32 CornerIndex = 0; CornerIndex < NumTexelCorners; CornerIndex++)
|
|
{
|
|
PrimitiveCenter += CurrentPrimitive.Corners[CornerIndex].WorldPosition / 4.0f;
|
|
}
|
|
const float NDotL = Dot3((Point - PrimitiveCenter), CurrentPrimitive.SurfaceNormal);
|
|
if (NDotL >= 0)
|
|
{
|
|
const float RadialAttenuation = FMath::Pow(FMath::Max(1.0f - ((PrimitiveCenter - Point) / InfluenceRadius).SizeSquared3(), 0.0f), FalloffExponent);
|
|
const float PowerWeight = FLinearColorUtils::LinearRGBToXYZ(CurrentPrimitive.Power).G;
|
|
// Weight the attenuation factors by how much power this primitive emits, and its distance attenuation
|
|
PowerWeightedAttenuation += PowerWeight * RadialAttenuation;
|
|
// Also accumulate physical attenuation
|
|
const float DistanceSquared = (PrimitiveCenter - Point).SizeSquared3();
|
|
PowerWeightedPhysicalAttenuation += PowerWeight / DistanceSquared;
|
|
DepositProbability += CurrentPrimitive.SurfaceArea / TotalSurfaceArea * FMath::Min(DistanceSquared / (FullProbabilityDistance * FullProbabilityDistance), 1.0f);
|
|
}
|
|
}
|
|
|
|
DepositProbability = FMath::Clamp(DepositProbability, 0.0f, 1.0f);
|
|
// Thin out photons near the light source.
|
|
// This is partly an optimization since the photon density near light sources doesn't need to be high, and the natural 1 / R^2 density is overkill,
|
|
// But this also improves quality since we are doing a nearest N photon neighbor search when calculating irradiance.
|
|
// If the photon map has a high density of low power photons near light sources,
|
|
// Combined with sparse, high power photons from other light sources (directional lights for example), the result will be very splotchy.
|
|
if (RandomStream.GetFraction() < DepositProbability)
|
|
{
|
|
// Remove physical attenuation, apply standard Unreal point light attenuation from each primitive
|
|
return PowerWeightedAttenuation / (PowerWeightedPhysicalAttenuation * DepositProbability);
|
|
}
|
|
else
|
|
{
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
// Fudge factor to get mesh area light photon intensities to match direct lighting more closely.
|
|
static const float MeshAreaLightIntensityScale = 2.5f;
|
|
|
|
/** Generates a direction sample from the light's domain */
|
|
void FMeshAreaLight::SampleDirection(FLMRandomStream& RandomStream, FLightRay& SampleRay, FVector4& LightSourceNormal, FVector2D& LightSurfacePosition, float& RayPDF, FLinearColor& Power) const
|
|
{
|
|
FLightSurfaceSample SurfaceSample;
|
|
FMeshAreaLight::SampleLightSurface(RandomStream, SurfaceSample);
|
|
|
|
const float DistanceFromCenter = (SurfaceSample.Position - Position).Size3();
|
|
|
|
// Generate a sample direction from a distribution that is uniform over all directions
|
|
FVector4 SampleDir;
|
|
do
|
|
{
|
|
SampleDir = GetUnitVector(RandomStream);
|
|
}
|
|
// Regenerate the direction vector until it is less than .1 of a degree from perpendicular to the light's surface normal
|
|
// This prevents generating directions that are deemed outside of the light source primitive's hemisphere by later calculations due to fp imprecision
|
|
while(FMath::Abs(Dot3(SampleDir, SurfaceSample.Normal)) < .0017);
|
|
|
|
if (Dot3(SampleDir, SurfaceSample.Normal) < 0.0f)
|
|
{
|
|
// Reflect the sample direction across the origin so that it lies in the same hemisphere as the primitive normal
|
|
SampleDir *= -1.0f;
|
|
}
|
|
|
|
SampleRay = FLightRay(
|
|
SurfaceSample.Position,
|
|
SurfaceSample.Position + SampleDir * FMath::Max(InfluenceRadius - DistanceFromCenter, 0.0f),
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
LightSourceNormal = SurfaceSample.Normal;
|
|
|
|
// The probability of selecting any direction in a hemisphere defined by each primitive normal
|
|
const float HemispherePDF = 1.0f / (2.0f * (float)PI);
|
|
RayPDF = 0.0f;
|
|
|
|
const FIntPoint Corners[] =
|
|
{
|
|
FIntPoint(0,0),
|
|
FIntPoint(0,1),
|
|
FIntPoint(1,0),
|
|
FIntPoint(1,1)
|
|
};
|
|
|
|
// Use a grid which contains cached primitive normals to accelerate PDF calculation
|
|
// This prevents the need to iterate over all of the mesh area light's primitives, of which there may be thousands
|
|
for (int32 OccupiedCellIndex = 0; OccupiedCellIndex < OccupiedCachedPrimitiveNormalCells.Num(); OccupiedCellIndex++)
|
|
{
|
|
const int32 ThetaStep = OccupiedCachedPrimitiveNormalCells[OccupiedCellIndex].X;
|
|
const int32 PhiStep = OccupiedCachedPrimitiveNormalCells[OccupiedCellIndex].Y;
|
|
const TArray<FVector4>& CurrentCachedNormals = CachedPrimitiveNormals[PhiStep * MeshAreaLightGridSize + ThetaStep];
|
|
if (CurrentCachedNormals.Num() > 0)
|
|
{
|
|
bool bAllCornersInSameHemisphere = true;
|
|
bool bAllCornersInOppositeHemisphere = true;
|
|
// Determine whether the cell is completely in the same hemisphere as the sample direction, completely on the other side or spanning the terminator
|
|
// This is done by checking each cell's corners
|
|
for (int32 CornerIndex = 0; CornerIndex < ARRAY_COUNT(Corners); CornerIndex++)
|
|
{
|
|
const float Theta = (ThetaStep + Corners[CornerIndex].X) / (float)MeshAreaLightGridSize * (float)PI;
|
|
const float Phi = (PhiStep + Corners[CornerIndex].Y) / (float)MeshAreaLightGridSize * 2 * (float)PI - (float)PI;
|
|
// Calculate the cartesian unit direction corresponding to this corner
|
|
const FVector4 CurrentCornerDirection = FVector2D(Theta, Phi).SphericalToUnitCartesian();
|
|
bAllCornersInSameHemisphere = bAllCornersInSameHemisphere && Dot3(CurrentCornerDirection, SampleDir) > 0.0f;
|
|
bAllCornersInOppositeHemisphere = bAllCornersInOppositeHemisphere && Dot3(CurrentCornerDirection, SampleDir) < 0.0f;
|
|
}
|
|
|
|
if (bAllCornersInSameHemisphere)
|
|
{
|
|
// If the entire cell is in the same hemisphere as the sample direction, the sample could have been generated from any of them
|
|
RayPDF += CurrentCachedNormals.Num() * HemispherePDF;
|
|
}
|
|
else if (!bAllCornersInOppositeHemisphere)
|
|
{
|
|
// If the cell spans both hemispheres, we have to test each normal individually
|
|
for (int32 CachedNormalIndex = 0; CachedNormalIndex < CurrentCachedNormals.Num(); CachedNormalIndex++)
|
|
{
|
|
if (Dot3(CurrentCachedNormals[CachedNormalIndex], SampleDir) > 0.0f)
|
|
{
|
|
// Accumulate the probability that this direction was generated by each primitive
|
|
RayPDF += HemispherePDF;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RayPDF /= Primitives.Num();
|
|
|
|
checkSlow(RayPDF > 0.0f);
|
|
|
|
Power = TotalPower / TotalSurfaceArea * MeshAreaLightIntensityScale;
|
|
}
|
|
|
|
/** Generates a direction sample from the light based on the given rays */
|
|
void FMeshAreaLight::SampleDirection(
|
|
const TArray<FIndirectPathRay>& IndirectPathRays,
|
|
FLMRandomStream& RandomStream,
|
|
FLightRay& SampleRay,
|
|
float& RayPDF,
|
|
FLinearColor& Power) const
|
|
{
|
|
checkSlow(IndirectPathRays.Num() > 0);
|
|
// Pick an indirect path ray with uniform probability
|
|
const int32 RayIndex = FMath::TruncToInt(RandomStream.GetFraction() * IndirectPathRays.Num());
|
|
checkSlow(RayIndex >= 0 && RayIndex < IndirectPathRays.Num());
|
|
const FIndirectPathRay& ChosenPathRay = IndirectPathRays[RayIndex];
|
|
const FVector4 PathRayDirection = ChosenPathRay.UnitDirection;
|
|
|
|
FVector4 XAxis(0,0,0);
|
|
FVector4 YAxis(0,0,0);
|
|
GenerateCoordinateSystem(PathRayDirection, XAxis, YAxis);
|
|
|
|
// Calculate Cos of the angle between the direction and the light source normal.
|
|
// This is also the Sin of the angle between the direction and the plane perpendicular to the normal.
|
|
const float DirectionDotLightNormal = Dot3(PathRayDirection, ChosenPathRay.LightSourceNormal);
|
|
checkSlow(DirectionDotLightNormal > 0.0f);
|
|
// Calculate Cos of the angle between the direction and the plane perpendicular to the normal using cos^2 + sin^2 = 1
|
|
const float CosDirectionNormalPlaneAngle = FMath::Sqrt(1.0f - DirectionDotLightNormal * DirectionDotLightNormal);
|
|
|
|
// Clamp the cone angle to CosDirectionNormalPlaneAngle so that any direction generated from the cone lies in the same hemisphere
|
|
// As the light source normal that was used to generate that direction.
|
|
// This is necessary to make sure we only generate directions that the light actually emits in.
|
|
// Within the range [0, PI / 2], smaller angles have a larger cosine
|
|
// The DELTA bias is to avoid generating directions that are so close to being perpendicular to the normal that their dot product is negative due to fp imprecision.
|
|
const float CosEmitConeAngle = FMath::Max(CosIndirectPhotonEmitConeAngle, FMath::Min(CosDirectionNormalPlaneAngle + DELTA, 1.0f));
|
|
|
|
// Generate a sample direction within a cone about the indirect path
|
|
const FVector4 ConeSampleDirection = UniformSampleCone(RandomStream, CosEmitConeAngle, XAxis, YAxis, PathRayDirection);
|
|
|
|
FLightSurfaceSample SurfaceSample;
|
|
float NormalDotSampleDirection = 0.0f;
|
|
do
|
|
{
|
|
// Generate a surface sample
|
|
FMeshAreaLight::SampleLightSurface(RandomStream, SurfaceSample);
|
|
NormalDotSampleDirection = Dot3(SurfaceSample.Normal, ConeSampleDirection);
|
|
}
|
|
// Use rejection sampling to find a surface position that is valid for ConeSampleDirection
|
|
while(NormalDotSampleDirection < 0.0f);
|
|
|
|
const float DistanceFromCenter = (SurfaceSample.Position - Position).Size3();
|
|
|
|
SampleRay = FLightRay(
|
|
SurfaceSample.Position,
|
|
SurfaceSample.Position + ConeSampleDirection * FMath::Max(InfluenceRadius - DistanceFromCenter, 0.0f),
|
|
NULL,
|
|
this
|
|
);
|
|
|
|
const float ConePDF = UniformConePDF(CosEmitConeAngle);
|
|
RayPDF = 0.0f;
|
|
// Calculate the probability that this direction was chosen
|
|
for (int32 OtherRayIndex = 0; OtherRayIndex < IndirectPathRays.Num(); OtherRayIndex++)
|
|
{
|
|
// Accumulate the cone probability for all the cones which contain the sample position
|
|
if (Dot3(IndirectPathRays[OtherRayIndex].UnitDirection, ConeSampleDirection) > (1.0f - DELTA) * CosEmitConeAngle)
|
|
{
|
|
RayPDF += ConePDF;
|
|
}
|
|
}
|
|
RayPDF /= IndirectPathRays.Num();
|
|
checkSlow(RayPDF > 0);
|
|
Power = TotalPower / TotalSurfaceArea * MeshAreaLightIntensityScale;
|
|
}
|
|
|
|
/** Validates a surface sample given the position that sample is affecting. */
|
|
void FMeshAreaLight::ValidateSurfaceSample(const FVector4& Point, FLightSurfaceSample& Sample) const
|
|
{
|
|
}
|
|
|
|
/** Returns the light's radiant power. */
|
|
float FMeshAreaLight::Power() const
|
|
{
|
|
const FLinearColor LightPower = TotalPower / TotalSurfaceArea * 2.0f * (float)PI * InfluenceRadius * InfluenceRadius;
|
|
return FLinearColorUtils::LinearRGBToXYZ(LightPower).G;
|
|
}
|
|
|
|
/** Generates a sample on the light's surface. */
|
|
void FMeshAreaLight::SampleLightSurface(FLMRandomStream& RandomStream, FLightSurfaceSample& Sample) const
|
|
{
|
|
float PrimitivePDF;
|
|
float FloatPrimitiveIndex;
|
|
// Pick a primitive with probability proportional to the primitive's fraction of the light's total surface area
|
|
Sample1dCDF(PrimitivePDFs, PrimitiveCDFs, UnnormalizedIntegral, RandomStream, PrimitivePDF, FloatPrimitiveIndex);
|
|
const int32 PrimitiveIndex = FMath::TruncToInt(FloatPrimitiveIndex * Primitives.Num());
|
|
check(PrimitiveIndex >= 0 && PrimitiveIndex < Primitives.Num());
|
|
|
|
const FMeshLightPrimitive& SelectedPrimitive = Primitives[PrimitiveIndex];
|
|
// Approximate the primitive as a coplanar square, and sample uniformly by area
|
|
const float Alpha1 = RandomStream.GetFraction();
|
|
const FVector4 InterpolatedPosition1 = FMath::Lerp(SelectedPrimitive.Corners[0].WorldPosition, SelectedPrimitive.Corners[1].WorldPosition, Alpha1);
|
|
const FVector4 InterpolatedPosition2 = FMath::Lerp(SelectedPrimitive.Corners[2].WorldPosition, SelectedPrimitive.Corners[3].WorldPosition, Alpha1);
|
|
const float Alpha2 = RandomStream.GetFraction();
|
|
const FVector4 SamplePosition = FMath::Lerp(InterpolatedPosition1, InterpolatedPosition2, Alpha2);
|
|
const float SamplePDF = PrimitivePDF / SelectedPrimitive.SurfaceArea;
|
|
Sample = FLightSurfaceSample(SamplePosition, SelectedPrimitive.SurfaceNormal, FVector2D(0,0), SamplePDF);
|
|
}
|
|
|
|
/** Returns true if all parts of the light are behind the surface being tested. */
|
|
bool FMeshAreaLight::BehindSurface(const FVector4& TrianglePoint, const FVector4& TriangleNormal) const
|
|
{
|
|
const float NormalDotLight = Dot3(TriangleNormal, FMeshAreaLight::GetDirectLightingDirection(TrianglePoint, TriangleNormal));
|
|
return NormalDotLight < 0.0f;
|
|
}
|
|
|
|
/** Gets a single direction to use for direct lighting that is representative of the whole area light. */
|
|
FVector4 FMeshAreaLight::GetDirectLightingDirection(const FVector4& Point, const FVector4& PointNormal) const
|
|
{
|
|
// The position on a sphere approximating the area light surface that will first be visible to a triangle rotating toward the light
|
|
const FVector4 FirstVisibleLightPoint = Position + PointNormal * SourceBounds.SphereRadius;
|
|
return FirstVisibleLightPoint - Point;
|
|
}
|
|
|
|
}
|