Files
UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/Private/Lighting/LightingSystem.cpp
Marcus Wassmer 8522799c64 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3988916 by Marcin.Undak

	Quail/Linux compilation fix #rb none #codereview arciel.rekman

Change 4042277 by Rolando.Caloca

	DR - Clear UBs between PSOs on D3D to help track down not setting resources

Change 4042297 by Arne.Schober

	DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass)
	#jira UE-42135

Change 4042404 by Jian.Ru

	Fix a race condition when RT is disabled and then re-enabled
	#jira

Change 4042437 by Richard.Wallis

	Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items.  Don't fetch menu items using name since that could change.  Lookup using ID's.

	Note:
	New CB function binding system in *FStartupApplicationToMacMenuBinder*.  Added to simplify the existing and new CB function binding.

	Update:
	Application menu now also gets an update on runtime langauge changed event.  Other menu's get updated anyway as per runloop updates.

	#jira UE-49526

Change 4042602 by Guillaume.Abadie

	Adds support for alpha channel in DOF.

Change 4042603 by Guillaume.Abadie

	Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them.

Change 4042671 by Guillaume.Abadie

	Massages DOF's shader code for HLSLCC.

Change 4042772 by Mark.Satterthwaite

	Expose the MTLComputePipelineState's label string.

Change 4043013 by Juan.Canada

	Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues.
	#jira UE-49290

Change 4043171 by Rolando.Caloca

	DR - Workaround crash on hlslcc

Change 4043182 by Uriel.Doyon

	Fixed skylight issues when using pre-exposure.
	Improved IndirectIrradiance gbuffer encoding when using pre-exposure.

Change 4043452 by Mark.Satterthwaite

	Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive.

Change 4044732 by Richard.Wallis

	Fix for macOs restoring to fullscreen results in render with large black border.  Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161).  There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting.  Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method.

	#jira UE-57549

Change 4044741 by Guillaume.Abadie

	Fixes a couple of regressions in DOF when using temporal upsampling.

Change 4044753 by Guillaume.Abadie

	Fixes a bug in WaveBroadcastIntrinsics.ush

Change 4045010 by Guillaume.Abadie

	Creates TM-DepthOfField in QAGame to test DOF.

Change 4045417 by Jian.Ru

	Prevent recursive flush
	#jira

Change 4045923 by Mark.Satterthwaite

	Further insulate private plugin usage within MetalRHI.

Change 4046006 by Mark.Satterthwaite

	Simplify dependency on the private module and hope it now builds properly.

Change 4046612 by Mark.Satterthwaite

	Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work.

	#jira UE-55234

Change 4047504 by Mark.Satterthwaite

	Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms.

Change 4048765 by Uriel.Doyon

	Fixed compilation issue from CL 4048308

Change 4048776 by Guillaume.Abadie

	Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF.

Change 4049059 by Mark.Satterthwaite

	Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore.

Change 4050290 by Mark.Satterthwaite

	Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit.

Change 4050822 by Mark.Satterthwaite

	Partial custom counter support - still has bugs.

Change 4051210 by Guillaume.Abadie

	Dumps PermutationID of shader when shader compile worker crashes.

Change 4051652 by Guillaume.Abadie

	Optimises DOF's reduce with wave broadcast instrinsics.

Change 4051839 by Mark.Satterthwaite

	Tiny fix to changing custom counters.

Change 4052553 by Guillaume.Abadie

	Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass.

Change 4052611 by Guillaume.Abadie

	Fixes a crashes in light shaft.

Change 4052916 by Mark.Satterthwaite

	Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window.

Change 4053111 by Rolando.Caloca

	DR - hlslcc - RequiresNegateDDY()

Change 4053402 by Mark.Satterthwaite

	Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement.

Change 4053454 by Mark.Satterthwaite

	More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error.

Change 4053765 by Guillaume.Abadie

	Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change.

Change 4053911 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering)

Change 4053915 by Marcus.Wassmer

	Attempt to fix what looks like some unity build rearrangement issue.

Change 4053916 by Marcus.Wassmer

	Fix PS4 shader compile issues.  Point seems to be a reserved keyword in PSSL

Change 4054642 by Rolando.Caloca

	DR - Fix SCW not showing correct callstack/exception info on crashes

Change 4054661 by Mark.Satterthwaite

	Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors.

	#jira UE-58670

Change 4054780 by Guillaume.Abadie

	Cuts number of shader permutation for DOF's gather pass from 138 to 41.

Change 4054950 by Rolando.Caloca

	DR - vk - Fix negated ddy

Change 4055019 by Guillaume.Abadie

	Cuts number of shader permutation for tonemapper from ~2k to 64.

Change 4055144 by Guillaume.Abadie

	Adds an ensure to catch when there is too many permutations on a global shader.

Change 4055240 by Krzysztof.Narkowicz

	Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer.
	#jira FORT-79981

Change 4055323 by Rolando.Caloca

	DR - Fix GLSL-based platforms

Change 4055387 by Guillaume.Abadie

	Adds a point mirror between foreground and background bokeh to be phisically accurate.

Change 4055403 by Rolando.Caloca

	DR - Fix uninitialized var causing crash

Change 4055709 by Guillaume.Abadie

	Fixes a crash in SunTemple.

Change 4055771 by Guillaume.Abadie

	Fixes DOF's reduce pass being compiled for SM4.

	#jira UE-58714

Change 4055876 by Rolando.Caloca

	DR - hlslcc - Fix crash during loop analysis on empty if() blocks

Change 4056026 by Rolando.Caloca

	DR - Enable volumetric fog on Vulkan

Change 4056272 by Guillaume.Abadie

	Exposes new DOF settings in post process settings.

Change 4056460 by Brian.Karis

	Fix uniform buffer assert.

Change 4057151 by Guillaume.Abadie

	Fixes a bug in DOF's temporal stability gathering pass.

Change 4057220 by Guillaume.Abadie

	Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo.

	AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer.

	#jira UE-53997

Change 4057587 by Rolando.Caloca

	DR - Enable Diaphgram DOF on Vulkan

Change 4058022 by Guillaume.Abadie

	Exposes new DOF settings to UCineCameraComponent

Change 4058136 by Guillaume.Abadie

	Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback.

Change 4058338 by Jostin.Bilyeu

	Checking in new map for verifying Mobile rendering features in conjunction with TAAU

Change 4058352 by Matt.Collins

	Wrapped NSString for lambda capture.

Change 4058500 by Rolando.Caloca

	DR - Fix bad normals & tangents on GL mobile

	#jira UE-57769

Change 4058723 by Rolando.Caloca

	DR - vk - Split device pipeline cache off generic cache file

Change 4058782 by Mark.Satterthwaite

	Rebuild Mac hlslcc for 4055876

Change 4058791 by Mark.Satterthwaite

	Force MetalBackend to pick up new hlslcc.

Change 4058840 by Guillaume.Abadie

	Fixes a bug in DOF's scalability setting groups

Change 4058928 by Daniel.Wright

	Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array

Change 4059141 by Marcus.Wassmer

	PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster)

Change 4059227 by Brian.Karis

	Fix for simple forward

Change 4059269 by Marcus.Wassmer

	Update test screenshots to account for minroughness changes from devrectlight

Change 4059478 by Mark.Satterthwaite

	It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable.

	#jira UE-58773

Change 4059870 by Guillaume.Abadie

	Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)).

	#jira UE-58850

Change 4060324 by Rolando.Caloca

	DR - Very minor render pass

Change 4060328 by Rolando.Caloca

	DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0

Change 4060461 by Jostin.Bilyeu

	Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU

Change 4060698 by Marcus.Wassmer

	Merging xbox compile fix

Change 4060930 by Marcus.Wassmer

	Fix android compile

Change 4060971 by Mark.Satterthwaite

	Some missing #defines to guard functions that require an external plugin.

	#jira UE-58910

Change 4061104 by Guillaume.Abadie

	Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014.

	#jira UE-58900

Change 4061364 by Jostin.Bilyeu

	updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc.

Change 4061743 by Mark.Satterthwaite

	Fix another build error for iOS.

	#jira UE-58827

Change 4061753 by Arne.Schober

	DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache
	#jira UE-58525

Change 4062236 by Mark.Satterthwaite

	AppleTV doesn't appear to support the set*Bytes APIs in Metal.

	#jira UE-58580

Change 4062320 by Guillaume.Abadie

	Enables bokeh simulation on scattered bokeh on Epic post process settings.

Change 4062402 by Guillaume.Abadie

	Phiscally animates the rotation of the bokeh as aperture changes.

Change 4062587 by Mark.Satterthwaite

	Fix another Ocean compile error.

	#jira N/A

Change 4062811 by Marcus.Wassmer

	Only do newton iterations for area lights
	Fixes a host of AMD-only bugs

Change 4063174 by Marcus.Wassmer

	Workaround shipping build compile error for all clang platforms.

Change 4063760 by Guillaume.Abadie

	Changes the default number of diaphragm blades to 7.

Change 4063992 by Marcus.Wassmer

	Fix DX12 crash when depthboundstest not available.

Change 4064233 by Rolando.Caloca

	DR - Proper fix for GL changes related to tangents

	#jira UE-58948

Change 4064323 by Uriel.Doyon

	Increase the max number of uavs to 16

	#jira 58898

Change 4064428 by Guillaume.Abadie

	Fixes a crashes on XB1 when doing async SSAO.

Change 4064525 by Uriel.Doyon

	Better logic for depth bound support in d3d12.

	#jira 58956

Change 4064694 by Jian.Ru

	Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables

Change 4064873 by Guillaume.Abadie

	Fixes wrong resource transitions in DOF's reduce passes.

Change 4064956 by Guillaume.Abadie

	Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs.

Change 4065215 by Arne.Schober

	DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied."
	In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated.

Change 4065312 by Guillaume.Abadie

	Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect()

Change 4070361 by Guillaume.Abadie

	Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy.

Change 4070778 by Marcus.Wassmer

	Fix bad merge

Change 4071337 by Rolando.Caloca

	DR - vk - Do not spam log

Change 4048308 by Uriel.Doyon

	Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 :
	- Fixed d3derror when resizing the window in multi-gpu.
	- Fixed d3d12 checks when exiting in multi-gpu.
	- Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere.
	- RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding.
	- Removed of IRHIComputeContext::GetContextForGPUMask().
	- Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase.
	- FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one.
	- Command lists now have a GPU mask set at creation time.
	- Support for immediate command list GPU mask.
	- Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack.
	- Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask".
	- Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU="
	- Multi-gpu modes are now controlled through  -mgpumode={ gpu0, gpu1, broadcast, avr, afr }
	- Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine.
	- Variable GNumActiveGPUsForRendering is now split in  GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering.

[CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00

2570 lines
117 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "LightingSystem.h"
#include "Exporter.h"
#include "LightmassSwarm.h"
#include "CPUSolver.h"
#include "MonteCarlo.h"
#include "Misc/ScopeLock.h"
#include "UnrealLightmass.h"
#include "HAL/RunnableThread.h"
#include "HAL/PlatformProcess.h"
#include "Misc/OutputDeviceRedirector.h"
#include "HAL/ExceptionHandling.h"
#if USE_LOCAL_SWARM_INTERFACE
#include "IMessagingModule.h"
#include "Async/TaskGraphInterfaces.h"
#endif
#if PLATFORM_WINDOWS
#include "Windows/WindowsHWrapper.h"
#include "Windows/AllowWindowsPlatformTypes.h"
#include <psapi.h>
#include "Windows/HideWindowsPlatformTypes.h"
#pragma comment(lib, "psapi.lib")
#endif
namespace Lightmass
{
static void ConvertToLightSampleHelper(const FGatheredLightSample& InGatheredLightSample, float OutCoefficients[2][3])
{
// SHCorrection is SHVector sampled with the normal
float DirCorrection = 1.0f / FMath::Max( 0.0001f, InGatheredLightSample.SHCorrection );
float DirLuma[4];
for( int32 i = 0; i < 4; i++ )
{
DirLuma[i] = 0.30f * InGatheredLightSample.SHVector.R.V[i];
DirLuma[i] += 0.59f * InGatheredLightSample.SHVector.G.V[i];
DirLuma[i] += 0.11f * InGatheredLightSample.SHVector.B.V[i];
// Lighting is already in IncidentLighting. Force directional SH as applied to a flat normal map to be 1 to get purely directional data.
DirLuma[i] *= DirCorrection / PI;
}
// Scale directionality so that DirLuma[0] == 1. Then scale color to compensate and toss DirLuma[0].
float DirScale = 1.0f / FMath::Max( 0.0001f, DirLuma[0] );
float ColorScale = DirLuma[0];
// IncidentLighting is ground truth for a representative direction, the vertex normal
OutCoefficients[0][0] = ColorScale * InGatheredLightSample.IncidentLighting.R;
OutCoefficients[0][1] = ColorScale * InGatheredLightSample.IncidentLighting.G;
OutCoefficients[0][2] = ColorScale * InGatheredLightSample.IncidentLighting.B;
// Will force DirLuma[0] to 0.282095f
OutCoefficients[1][0] = -0.325735f * DirLuma[1] * DirScale;
OutCoefficients[1][1] = 0.325735f * DirLuma[2] * DirScale;
OutCoefficients[1][2] = -0.325735f * DirLuma[3] * DirScale;
}
FLightSample FGatheredLightMapSample::ConvertToLightSample(bool bDebugThisSample) const
{
if (bDebugThisSample)
{
int32 asdf = 0;
}
FLightSample NewSample;
NewSample.bIsMapped = bIsMapped;
ConvertToLightSampleHelper(HighQuality, &NewSample.Coefficients[0]);
ConvertToLightSampleHelper(LowQuality, &NewSample.Coefficients[ LM_LQ_LIGHTMAP_COEF_INDEX ]);
NewSample.SkyOcclusion[0] = HighQuality.SkyOcclusion.X;
NewSample.SkyOcclusion[1] = HighQuality.SkyOcclusion.Y;
NewSample.SkyOcclusion[2] = HighQuality.SkyOcclusion.Z;
NewSample.AOMaterialMask = HighQuality.AOMaterialMask;
return NewSample;
}
FLightMapData2D* FGatheredLightMapData2D::ConvertToLightmap2D(bool bDebugThisMapping, int32 PaddedDebugX, int32 PaddedDebugY) const
{
FLightMapData2D* ConvertedLightMap = new FLightMapData2D(SizeX, SizeY);
ConvertedLightMap->Lights = Lights;
ConvertedLightMap->bHasSkyShadowing = bHasSkyShadowing;
for (int32 SampleIndex = 0; SampleIndex < Data.Num(); SampleIndex++)
{
const bool bDebugThisSample = bDebugThisMapping && SampleIndex == PaddedDebugY * SizeX + PaddedDebugX;
(*ConvertedLightMap)(SampleIndex, 0) = Data[SampleIndex].ConvertToLightSample(bDebugThisSample);
}
return ConvertedLightMap;
}
FStaticLightingMappingContext::FStaticLightingMappingContext(const FStaticLightingMesh* InSubjectMesh, FStaticLightingSystem& InSystem, FDebugLightingOutput* InDebugOutput) :
FirstBounceCache(InSubjectMesh ? InSubjectMesh->BoundingBox : FBox::BuildAABB(FVector4(0,0,0), FVector4(HALF_WORLD_MAX)), InSystem, 1),
System(InSystem),
DebugOutput(InDebugOutput)
{}
FStaticLightingMappingContext::~FStaticLightingMappingContext()
{
{
// Update the main threads stats with the stats from this mapping
FScopeLock Lock(&System.Stats.StatsSync);
System.Stats.Cache[0] += FirstBounceCache.Stats;
System.Stats += Stats;
System.Stats.NumFirstHitRaysTraced += RayCache.NumFirstHitRaysTraced;
System.Stats.NumBooleanRaysTraced += RayCache.NumBooleanRaysTraced;
System.Stats.FirstHitRayTraceThreadTime += RayCache.FirstHitRayTraceTime;
System.Stats.BooleanRayTraceThreadTime += RayCache.BooleanRayTraceTime;
}
for (int32 EntryIndex = 0; EntryIndex < RefinementTreeFreePool.Num(); EntryIndex++)
{
// Delete on the main thread to avoid a TBB inefficiency deleting many same-sized allocations on different threads
delete RefinementTreeFreePool[EntryIndex];
}
}
/**
* Initializes this static lighting system, and builds static lighting based on the provided options.
* @param InOptions - The static lighting build options.
* @param InScene - The scene containing all the lights and meshes
* @param InExporter - The exporter used to send completed data back to UE4
* @param InNumThreads - Number of concurrent threads to use for lighting building
*/
FStaticLightingSystem::FStaticLightingSystem(const FLightingBuildOptions& InOptions, FScene& InScene, FLightmassSolverExporter& InExporter, int32 InNumThreads)
: Options(InOptions)
, GeneralSettings(InScene.GeneralSettings)
, SceneConstants(InScene.SceneConstants)
, MaterialSettings(InScene.MaterialSettings)
, MeshAreaLightSettings(InScene.MeshAreaLightSettings)
, DynamicObjectSettings(InScene.DynamicObjectSettings)
, VolumetricLightmapSettings(InScene.VolumetricLightmapSettings)
, PrecomputedVisibilitySettings(InScene.PrecomputedVisibilitySettings)
, VolumeDistanceFieldSettings(InScene.VolumeDistanceFieldSettings)
, AmbientOcclusionSettings(InScene.AmbientOcclusionSettings)
, ShadowSettings(InScene.ShadowSettings)
, ImportanceTracingSettings(InScene.ImportanceTracingSettings)
, PhotonMappingSettings(InScene.PhotonMappingSettings)
, IrradianceCachingSettings(InScene.IrradianceCachingSettings)
, TasksInProgressThatWillNeedHelp(0)
, NextVolumeSampleTaskIndex(-1)
, NumVolumeSampleTasksOutstanding(0)
, bShouldExportVolumeSampleData(false)
, VolumeLightingInterpolationOctree(FVector4(0,0,0), HALF_WORLD_MAX)
, bShouldExportMeshAreaLightData(false)
, bShouldExportVolumeDistanceField(false)
, NumPhotonsEmittedDirect(0)
, DirectPhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, NumPhotonsEmittedFirstBounce(0)
, FirstBouncePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, FirstBounceEscapedPhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, FirstBouncePhotonSegmentMap(FVector4(0,0,0), HALF_WORLD_MAX)
, NumPhotonsEmittedSecondBounce(0)
, SecondBouncePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, IrradiancePhotonMap(FVector4(0,0,0), HALF_WORLD_MAX)
, AggregateMesh(NULL)
, Scene(InScene)
, NumTexelsCompleted(0)
, NumOutstandingVolumeDataLayers(0)
, OutstandingVolumeDataLayerIndex(-1)
, NumStaticLightingThreads(InScene.GeneralSettings.bAllowMultiThreadedStaticLighting ? FMath::Max(InNumThreads, 1) : 1)
, DebugIrradiancePhotonCalculationArrayIndex(INDEX_NONE)
, DebugIrradiancePhotonCalculationPhotonIndex(INDEX_NONE)
, Exporter(InExporter)
{
const double SceneSetupStart = FPlatformTime::Seconds();
UE_LOG(LogLightmass, Log, TEXT("FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: %d"), GKDOPMaxTrisPerLeaf );
ValidateSettings(InScene);
bool bDumpAllMappings = false;
GroupVisibilityGridSizeXY = 0;
GroupVisibilityGridSizeZ = 0;
// Pre-allocate containers.
int32 NumMeshes = 0;
int32 NumVertices = 0;
int32 NumTriangles = 0;
int32 NumMappings = InScene.TextureLightingMappings.Num() +
InScene.FluidMappings.Num() + InScene.LandscapeMappings.Num() + InScene.BspMappings.Num();
int32 NumMeshInstances = InScene.BspMappings.Num() + InScene.StaticMeshInstances.Num() + InScene.VolumeMappings.Num();
AllMappings.Reserve( NumMappings );
Meshes.Reserve( NumMeshInstances );
// Initialize Meshes, Mappings, AllMappings and AggregateMesh from the scene
UE_LOG(LogLightmass, Log, TEXT("Number of texture mappings: %d"), InScene.TextureLightingMappings.Num() );
for (int32 MappingIndex = 0; MappingIndex < InScene.TextureLightingMappings.Num(); MappingIndex++)
{
FStaticMeshStaticLightingTextureMapping* Mapping = &InScene.TextureLightingMappings[MappingIndex];
Mappings.Add(Mapping->Guid, Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
UE_LOG(LogLightmass, Log, TEXT("Number of fluid mappings: %d"), InScene.FluidMappings.Num());
for (int32 MappingIndex = 0; MappingIndex < InScene.FluidMappings.Num(); MappingIndex++)
{
FFluidSurfaceStaticLightingTextureMapping* Mapping = &InScene.FluidMappings[MappingIndex];
NumMeshes++;
NumVertices += Mapping->Mesh->NumVertices;
NumTriangles += Mapping->Mesh->NumTriangles;
Mappings.Add(Mapping->Guid, Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
for (int32 MeshIndex = 0; MeshIndex < InScene.FluidMeshInstances.Num(); MeshIndex++)
{
Meshes.Add(&InScene.FluidMeshInstances[MeshIndex]);
}
UE_LOG(LogLightmass, Log, TEXT("Number of landscape mappings: %d"), InScene.LandscapeMappings.Num());
for (int32 MappingIndex = 0; MappingIndex < InScene.LandscapeMappings.Num(); MappingIndex++)
{
FLandscapeStaticLightingTextureMapping* Mapping = &InScene.LandscapeMappings[MappingIndex];
NumMeshes++;
NumVertices += Mapping->Mesh->NumVertices;
NumTriangles += Mapping->Mesh->NumTriangles;
Mappings.Add(Mapping->Guid, Mapping);
LandscapeMappings.Add(Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
for (int32 MeshIndex = 0; MeshIndex < InScene.LandscapeMeshInstances.Num(); MeshIndex++)
{
Meshes.Add(&InScene.LandscapeMeshInstances[MeshIndex]);
}
UE_LOG(LogLightmass, Log, TEXT("Number of BSP mappings: %d"), InScene.BspMappings.Num() );
for( int32 MeshIdx=0; MeshIdx < InScene.BspMappings.Num(); ++MeshIdx )
{
FBSPSurfaceStaticLighting* BSPMapping = &InScene.BspMappings[MeshIdx];
Meshes.Add(BSPMapping);
NumMeshes++;
NumVertices += BSPMapping->NumVertices;
NumTriangles += BSPMapping->NumTriangles;
// add the BSP mappings light mapping object
AllMappings.Add(&BSPMapping->Mapping);
Mappings.Add(BSPMapping->Mapping.Guid, &BSPMapping->Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(BSPMapping->Mapping.Guid.ToString()));
}
}
for (int32 MappingIndex = 0; MappingIndex < InScene.VolumeMappings.Num(); MappingIndex++)
{
FStaticLightingGlobalVolumeMapping* Mapping = &InScene.VolumeMappings[MappingIndex];
Mappings.Add(Mapping->Guid, Mapping);
AllMappings.Add(Mapping);
if (bDumpAllMappings)
{
UE_LOG(LogLightmass, Log, TEXT("\t%s"), *(Mapping->Guid.ToString()));
}
}
UE_LOG(LogLightmass, Log, TEXT("Number of static mesh instance mappings: %d"), InScene.StaticMeshInstances.Num() );
for (int32 MeshIndex = 0; MeshIndex < InScene.StaticMeshInstances.Num(); MeshIndex++)
{
FStaticMeshStaticLightingMesh* MeshInstance = &InScene.StaticMeshInstances[MeshIndex];
FStaticLightingMapping** MappingPtr = Mappings.Find(MeshInstance->Guid);
if (MappingPtr != NULL)
{
MeshInstance->Mapping = *MappingPtr;
}
else
{
MeshInstance->Mapping = NULL;
}
Meshes.Add(MeshInstance);
NumMeshes++;
NumVertices += MeshInstance->NumVertices;
NumTriangles += MeshInstance->NumTriangles;
}
check(Meshes.Num() == AllMappings.Num());
int32 MaxVisibilityId = -1;
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
const FStaticLightingMesh* Mesh = Meshes[MeshIndex];
for (int32 VisIndex = 0; VisIndex < Mesh->VisibilityIds.Num(); VisIndex++)
{
MaxVisibilityId = FMath::Max(MaxVisibilityId, Mesh->VisibilityIds[VisIndex]);
}
}
VisibilityMeshes.Empty(MaxVisibilityId + 1);
VisibilityMeshes.AddZeroed(MaxVisibilityId + 1);
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
FStaticLightingMesh* Mesh = Meshes[MeshIndex];
for (int32 VisIndex = 0; VisIndex < Mesh->VisibilityIds.Num(); VisIndex++)
{
const int32 VisibilityId = Mesh->VisibilityIds[VisIndex];
if (VisibilityId >= 0)
{
VisibilityMeshes[VisibilityId].Meshes.AddUnique(Mesh);
}
}
}
for (int32 VisibilityMeshIndex = 0; VisibilityMeshIndex < VisibilityMeshes.Num(); VisibilityMeshIndex++)
{
checkSlow(VisibilityMeshes[VisibilityMeshIndex].Meshes.Num() > 0);
}
{
FScopedRDTSCTimer MeshSetupTimer(Stats.MeshAreaLightSetupTime);
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
const int32 BckNumMeshAreaLights = MeshAreaLights.Num();
// Create mesh area lights from each mesh
Meshes[MeshIndex]->CreateMeshAreaLights(*this, Scene, MeshAreaLights);
if (MeshAreaLights.Num() > BckNumMeshAreaLights)
{
Stats.NumMeshAreaLightMeshes++;
}
Meshes[MeshIndex]->SetDebugMaterial(MaterialSettings.bUseDebugMaterial, MaterialSettings.DebugDiffuse);
}
}
for (int32 MeshIndex = 0; MeshIndex < Meshes.Num(); MeshIndex++)
{
for (int32 LightIndex = 0; LightIndex < MeshAreaLights.Num(); LightIndex++)
{
// Register the newly created mesh area lights with every relevant mesh so they are used for lighting
if (MeshAreaLights[LightIndex].AffectsBounds(FBoxSphereBounds(Meshes[MeshIndex]->BoundingBox)))
{
Meshes[MeshIndex]->RelevantLights.Add(&MeshAreaLights[LightIndex]);
}
}
}
#if USE_EMBREE
if (Scene.EmbreeDevice)
{
if (Scene.bVerifyEmbree)
{
AggregateMesh = new FEmbreeVerifyAggregateMesh(Scene);
}
else
{
AggregateMesh = new FEmbreeAggregateMesh(Scene);
}
}
else
#endif
{
AggregateMesh = new FDefaultAggregateMesh(Scene);
}
// Add all meshes to the kDOP.
AggregateMesh->ReserveMemory(NumMeshes, NumVertices, NumTriangles);
for (int32 MappingIndex = 0; MappingIndex < InScene.FluidMappings.Num(); MappingIndex++)
{
FFluidSurfaceStaticLightingTextureMapping* Mapping = &InScene.FluidMappings[MappingIndex];
AggregateMesh->AddMesh(Mapping->Mesh, Mapping);
}
for (int32 MappingIndex = 0; MappingIndex < InScene.LandscapeMappings.Num(); MappingIndex++)
{
FLandscapeStaticLightingTextureMapping* Mapping = &InScene.LandscapeMappings[MappingIndex];
AggregateMesh->AddMesh(Mapping->Mesh, Mapping);
}
for( int32 MeshIdx=0; MeshIdx < InScene.BspMappings.Num(); ++MeshIdx )
{
FBSPSurfaceStaticLighting* BSPMapping = &InScene.BspMappings[MeshIdx];
AggregateMesh->AddMesh(BSPMapping, &BSPMapping->Mapping);
}
for (int32 MeshIndex = 0; MeshIndex < InScene.StaticMeshInstances.Num(); MeshIndex++)
{
FStaticMeshStaticLightingMesh* MeshInstance = &InScene.StaticMeshInstances[MeshIndex];
AggregateMesh->AddMesh(MeshInstance, MeshInstance->Mapping);
}
// Comparing mappings based on cost, descending.
struct FCompareProcessingCost
{
FORCEINLINE bool operator()( const FStaticLightingMapping& A, const FStaticLightingMapping& B ) const
{
return B.GetProcessingCost() < A.GetProcessingCost();
}
};
// Sort mappings by processing cost, descending.
Mappings.ValueSort(FCompareProcessingCost());
AllMappings.Sort(FCompareProcessingCost());
GStatistics.NumTotalMappings = Mappings.Num();
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const FBoxSphereBounds ImportanceBounds = GetImportanceBounds();
// Never trace further than the importance or scene diameter
MaxRayDistance = ImportanceBounds.SphereRadius > 0.0f ? ImportanceBounds.SphereRadius * 2.0f : SceneBounds.SphereRadius * 2.0f;
Stats.NumLights = InScene.DirectionalLights.Num() + InScene.PointLights.Num() + InScene.SpotLights.Num() + InScene.RectLights.Num() + MeshAreaLights.Num();
Stats.NumMeshAreaLights = MeshAreaLights.Num();
for (int32 i = 0; i < MeshAreaLights.Num(); i++)
{
Stats.NumMeshAreaLightPrimitives += MeshAreaLights[i].GetNumPrimitives();
Stats.NumSimplifiedMeshAreaLightPrimitives += MeshAreaLights[i].GetNumSimplifiedPrimitives();
}
// Add all light types except sky lights to the system's Lights array
Lights.Reserve(Stats.NumLights);
for (int32 LightIndex = 0; LightIndex < InScene.DirectionalLights.Num(); LightIndex++)
{
InScene.DirectionalLights[LightIndex].Initialize(
SceneBounds,
PhotonMappingSettings.bEmitPhotonsOutsideImportanceVolume,
ImportanceBounds,
Scene.PhotonMappingSettings.IndirectPhotonEmitDiskRadius,
Scene.SceneConstants.LightGridSize,
Scene.PhotonMappingSettings.DirectPhotonDensity,
Scene.PhotonMappingSettings.DirectPhotonDensity * Scene.PhotonMappingSettings.OutsideImportanceVolumeDensityScale);
Lights.Add(&InScene.DirectionalLights[LightIndex]);
}
// Initialize lights and add them to the solver's Lights array
for (int32 LightIndex = 0; LightIndex < InScene.PointLights.Num(); LightIndex++)
{
InScene.PointLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle);
Lights.Add(&InScene.PointLights[LightIndex]);
}
for (int32 LightIndex = 0; LightIndex < InScene.SpotLights.Num(); LightIndex++)
{
InScene.SpotLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle);
Lights.Add(&InScene.SpotLights[LightIndex]);
}
for (int32 LightIndex = 0; LightIndex < InScene.RectLights.Num(); LightIndex++)
{
InScene.RectLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle);
Lights.Add(&InScene.RectLights[LightIndex]);
}
const FBoxSphereBounds EffectiveImportanceBounds = ImportanceBounds.SphereRadius > 0.0f ? ImportanceBounds : SceneBounds;
for (int32 LightIndex = 0; LightIndex < MeshAreaLights.Num(); LightIndex++)
{
MeshAreaLights[LightIndex].Initialize(Scene.PhotonMappingSettings.IndirectPhotonEmitConeAngle, EffectiveImportanceBounds);
Lights.Add(&MeshAreaLights[LightIndex]);
}
for (int32 LightIndex = 0; LightIndex < InScene.SkyLights.Num(); LightIndex++)
{
SkyLights.Add(&InScene.SkyLights[LightIndex]);
}
//@todo - only count mappings being built
Stats.NumMappings = AllMappings.Num();
for (int32 MappingIndex = 0; MappingIndex < AllMappings.Num(); MappingIndex++)
{
FStaticLightingTextureMapping* TextureMapping = AllMappings[MappingIndex]->GetTextureMapping();
if (TextureMapping && !AllMappings[MappingIndex]->GetVolumeMapping())
{
Stats.NumTexelsProcessed += TextureMapping->CachedSizeX * TextureMapping->CachedSizeY;
}
AllMappings[MappingIndex]->SceneMappingIndex = MappingIndex;
AllMappings[MappingIndex]->Initialize(*this);
}
InitializePhotonSettings();
// Prepare the aggregate mesh for raytracing.
AggregateMesh->PrepareForRaytracing();
AggregateMesh->DumpStats();
NumCompletedRadiosityIterationMappings.Empty(GeneralSettings.NumSkyLightingBounces);
NumCompletedRadiosityIterationMappings.AddDefaulted(GeneralSettings.NumSkyLightingBounces);
Stats.SceneSetupTime = FPlatformTime::Seconds() - SceneSetupStart;
GStatistics.SceneSetupTime += Stats.SceneSetupTime;
// spread out the work over multiple parallel threads
MultithreadProcess();
}
FStaticLightingSystem::~FStaticLightingSystem()
{
delete AggregateMesh;
AggregateMesh = NULL;
}
/**
* Creates multiple worker threads and starts the process locally.
*/
void FStaticLightingSystem::MultithreadProcess()
{
const double StartTime = FPlatformTime::Seconds();
UE_LOG(LogLightmass, Log, TEXT("Processing...") );
GStatistics.PhotonsStart = FPlatformTime::Seconds();
CacheSamples();
if (PhotonMappingSettings.bUsePhotonMapping)
{
// Build photon maps
EmitPhotons();
}
if (ImportanceTracingSettings.bUseRadiositySolverForSkylightMultibounce)
{
SetupRadiosity();
RunRadiosityIterations();
}
FinalizeSurfaceCache();
if (DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
// Calculate volume samples now if they will be needed by the lighting threads for shading,
// Otherwise the volume samples will be calculated when the task is received from swarm.
BeginCalculateVolumeSamples();
}
SetupPrecomputedVisibility();
// Before we spawn the static lighting threads, prefetch tasks they'll be working on
GSwarm->PrefetchTasks();
GStatistics.PhotonsEnd = GStatistics.WorkTimeStart = FPlatformTime::Seconds();
const double SequentialThreadedProcessingStart = FPlatformTime::Seconds();
// Spawn the static lighting threads.
for(int32 ThreadIndex = 0;ThreadIndex < NumStaticLightingThreads;ThreadIndex++)
{
FMappingProcessingThreadRunnable* ThreadRunnable = new(Threads) FMappingProcessingThreadRunnable(this, ThreadIndex, StaticLightingTask_ProcessMappings);
const FString ThreadName = FString::Printf(TEXT("MappingProcessingThread%u"), ThreadIndex);
ThreadRunnable->Thread = FRunnableThread::Create(ThreadRunnable, *ThreadName);
}
GStatistics.NumThreads = NumStaticLightingThreads + 1; // Includes the main-thread who is only exporting.
// Stop the static lighting threads.
double MaxThreadTime = GStatistics.ThreadStatistics.TotalTime;
float MaxThreadBusyTime = 0;
int32 NumStaticLightingThreadsDone = 0;
while ( NumStaticLightingThreadsDone < NumStaticLightingThreads )
{
for (int32 ThreadIndex = 0; ThreadIndex < Threads.Num(); ThreadIndex++ )
{
if ( Threads[ThreadIndex].Thread != NULL )
{
// Check to see if the thread has exited with an error
if ( Threads[ThreadIndex].CheckHealth( true ) )
{
// Wait for the thread to exit
if (Threads[ThreadIndex].IsComplete())
{
Threads[ThreadIndex].Thread->WaitForCompletion();
// Accumulate all thread statistics
GStatistics.ThreadStatistics += Threads[ThreadIndex].ThreadStatistics;
MaxThreadTime = FMath::Max<double>(MaxThreadTime, Threads[ThreadIndex].ThreadStatistics.TotalTime);
if ( GReportDetailedStats )
{
UE_LOG(LogLightmass, Log, TEXT("Thread %d finished: %s"), ThreadIndex, *FPlatformTime::PrettyTime(Threads[ThreadIndex].ThreadStatistics.TotalTime) );
}
MaxThreadBusyTime = FMath::Max(MaxThreadBusyTime, Threads[ThreadIndex].ExecutionTime - Threads[ThreadIndex].IdleTime);
Stats.TotalLightingThreadTime += Threads[ThreadIndex].ExecutionTime - Threads[ThreadIndex].IdleTime;
// We're done with the thread object, destroy it
delete Threads[ThreadIndex].Thread;
Threads[ThreadIndex].Thread = NULL;
NumStaticLightingThreadsDone++;
}
else
{
FPlatformProcess::Sleep(0.01f);
}
}
}
}
// Try to do some mappings while we're waiting for threads to finish
if ( NumStaticLightingThreadsDone < NumStaticLightingThreads )
{
CompleteTextureMappingList.ApplyAndClear( *this );
ExportNonMappingTasks();
}
#if USE_LOCAL_SWARM_INTERFACE
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
#endif
GLog->FlushThreadedLogs();
}
Threads.Empty();
GStatistics.WorkTimeEnd = FPlatformTime::Seconds();
// Threads will idle when they have no more tasks but before the user accepts the async build changes, so we have to make sure we only count busy time
Stats.MainThreadLightingTime = (SequentialThreadedProcessingStart - StartTime) + MaxThreadBusyTime;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_ExportingResults, -1 ) );
// Apply any outstanding completed mappings.
CompleteTextureMappingList.ApplyAndClear( *this );
ExportNonMappingTasks();
// Adjust worktime to represent the slowest thread, since that's when all threads were finished.
// This makes it easier to see how well the actual thread processing is parallelized.
double Adjustment = (GStatistics.WorkTimeEnd - GStatistics.WorkTimeStart) - MaxThreadTime;
if ( Adjustment > 0.0 )
{
GStatistics.WorkTimeEnd -= Adjustment;
}
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Finished, -1 ) );
// Let's say the main thread used up the whole parallel time.
GStatistics.ThreadStatistics.TotalTime += MaxThreadTime;
const float FinishAndExportTime = FPlatformTime::Seconds() - GStatistics.WorkTimeEnd;
DumpStats(Stats.SceneSetupTime + Stats.MainThreadLightingTime + FinishAndExportTime);
AggregateMesh->DumpCheckStats();
}
/** Exports tasks that are not mappings, if they are ready. */
void FStaticLightingSystem::ExportNonMappingTasks()
{
// Export volume lighting samples to Swarm if they are complete
if (bShouldExportVolumeSampleData)
{
bShouldExportVolumeSampleData = false;
Exporter.ExportVolumeLightingSamples(
DynamicObjectSettings.bVisualizeVolumeLightSamples,
VolumeLightingDebugOutput,
VolumeBounds.Origin,
VolumeBounds.BoxExtent,
VolumeLightingSamples);
// Release volume lighting samples unless they are being used by the lighting threads for shading
if (!DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
VolumeLightingSamples.Empty();
}
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( PrecomputedVolumeLightingGuid );
}
}
CompleteVisibilityTaskList.ApplyAndClear(*this);
CompleteVolumetricLightmapTaskList.ApplyAndClear(*this);
{
TMap<const FLight*, FStaticShadowDepthMap*> CompletedStaticShadowDepthMapsCopy;
{
// Enter a critical section before modifying DominantSpotLightShadowInfos since the worker threads may also modify it at any time
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMapsCopy = CompletedStaticShadowDepthMaps;
CompletedStaticShadowDepthMaps.Empty();
}
for (TMap<const FLight*,FStaticShadowDepthMap*>::TIterator It(CompletedStaticShadowDepthMapsCopy); It; ++It)
{
const FLight* Light = It.Key();
Exporter.ExportStaticShadowDepthMap(Light->Guid, *It.Value());
// Tell Swarm the task is complete (if we're not in debugging mode).
if (!IsDebugMode())
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted(Light->Guid);
}
delete It.Value();
}
}
if (bShouldExportMeshAreaLightData)
{
Exporter.ExportMeshAreaLightData(MeshAreaLights, MeshAreaLightSettings.MeshAreaLightGeneratedDynamicLightSurfaceOffset);
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( MeshAreaLightDataGuid );
}
bShouldExportMeshAreaLightData = 0;
}
if (bShouldExportVolumeDistanceField)
{
Exporter.ExportVolumeDistanceField(VolumeSizeX, VolumeSizeY, VolumeSizeZ, VolumeDistanceFieldSettings.VolumeMaxDistance, DistanceFieldVolumeBounds, VolumeDistanceField);
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !IsDebugMode() )
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted( VolumeDistanceFieldGuid );
}
bShouldExportVolumeDistanceField = 0;
}
}
int32 FStaticLightingSystem::GetNumShadowRays(int32 BounceNumber, bool bPenumbra) const
{
int32 NumShadowRaysResult = 0;
if (BounceNumber == 0 && bPenumbra)
{
NumShadowRaysResult = ShadowSettings.NumPenumbraShadowRays;
}
else if (BounceNumber == 0 && !bPenumbra)
{
NumShadowRaysResult = ShadowSettings.NumShadowRays;
}
else if (BounceNumber > 0)
{
// Use less rays for each progressive bounce, since the variance will matter less.
NumShadowRaysResult = FMath::Max(ShadowSettings.NumBounceShadowRays / BounceNumber, 1);
}
return NumShadowRaysResult;
}
int32 FStaticLightingSystem::GetNumUniformHemisphereSamples(int32 BounceNumber) const
{
int32 NumSamplesResult = CachedHemisphereSamples.Num();
checkSlow(BounceNumber > 0);
return NumSamplesResult;
}
int32 FStaticLightingSystem::GetNumPhotonImportanceHemisphereSamples() const
{
return PhotonMappingSettings.bUsePhotonMapping ?
FMath::TruncToInt(ImportanceTracingSettings.NumHemisphereSamples * PhotonMappingSettings.FinalGatherImportanceSampleFraction) : 0;
}
FBoxSphereBounds FStaticLightingSystem::GetImportanceBounds(bool bClampToScene) const
{
FBoxSphereBounds ImportanceBounds = Scene.GetImportanceBounds();
if (bClampToScene)
{
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const float SceneToImportanceOriginSquared = (ImportanceBounds.Origin - SceneBounds.Origin).SizeSquared();
if (SceneToImportanceOriginSquared > FMath::Square(SceneBounds.SphereRadius))
{
// Disable the importance bounds if the center of the importance volume is outside of the scene.
ImportanceBounds.SphereRadius = 0.0f;
}
else if (SceneToImportanceOriginSquared > FMath::Square(SceneBounds.SphereRadius - ImportanceBounds.SphereRadius))
{
// Clamp the importance volume's radius so that all parts of it are inside the scene.
ImportanceBounds.SphereRadius = SceneBounds.SphereRadius - FMath::Sqrt(SceneToImportanceOriginSquared);
}
else if (SceneBounds.SphereRadius <= ImportanceBounds.SphereRadius)
{
// Disable the importance volume if it is larger than the scene.
ImportanceBounds.SphereRadius = 0.0f;
}
}
return ImportanceBounds;
}
/** Returns true if the specified position is inside any of the importance volumes. */
bool FStaticLightingSystem::IsPointInImportanceVolume(const FVector4& Position, float Tolerance) const
{
if (Scene.ImportanceVolumes.Num() > 0)
{
return Scene.IsPointInImportanceVolume(Position, Tolerance);
}
else
{
return true;
}
}
/** Changes the scene's settings if necessary so that only valid combinations are used */
void FStaticLightingSystem::ValidateSettings(FScene& InScene)
{
//@todo - verify valid ranges of all settings
InScene.GeneralSettings.NumIndirectLightingBounces = FMath::Max(InScene.GeneralSettings.NumIndirectLightingBounces, 0);
InScene.GeneralSettings.IndirectLightingSmoothness = FMath::Clamp(InScene.GeneralSettings.IndirectLightingSmoothness, .25f, 10.0f);
InScene.GeneralSettings.IndirectLightingQuality = FMath::Clamp(InScene.GeneralSettings.IndirectLightingQuality, .1f, 100.0f);
InScene.GeneralSettings.ViewSingleBounceNumber = FMath::Min(InScene.GeneralSettings.ViewSingleBounceNumber, InScene.GeneralSettings.NumIndirectLightingBounces);
if (FMath::IsNearlyEqual(InScene.PhotonMappingSettings.IndirectPhotonDensity, 0.0f))
{
// Allocate all samples toward uniform sampling if there are no indirect photons
InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction = 0;
}
#if !LIGHTMASS_NOPROCESSING
if (!InScene.PhotonMappingSettings.bUseIrradiancePhotons)
#endif
{
InScene.PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces = false;
}
InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction = FMath::Clamp(InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction, 0.0f, 1.0f);
if (FMath::TruncToInt(InScene.ImportanceTracingSettings.NumHemisphereSamples * (1.0f - InScene.PhotonMappingSettings.FinalGatherImportanceSampleFraction) < 1))
{
// Irradiance caching needs some uniform samples
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
if (InScene.PhotonMappingSettings.bUsePhotonMapping && !InScene.PhotonMappingSettings.bUseFinalGathering)
{
// Irradiance caching currently only supported with final gathering
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
InScene.PhotonMappingSettings.ConeFilterConstant = FMath::Max(InScene.PhotonMappingSettings.ConeFilterConstant, 1.0f);
if (!InScene.IrradianceCachingSettings.bAllowIrradianceCaching)
{
InScene.IrradianceCachingSettings.bUseIrradianceGradients = false;
}
if (InScene.IrradianceCachingSettings.bUseIrradianceGradients)
{
// Irradiance gradients require stratified sampling because the information from each sampled cell is used to calculate the gradient
InScene.ImportanceTracingSettings.bUseStratifiedSampling = true;
}
else
{
InScene.IrradianceCachingSettings.bShowGradientsOnly = false;
}
if (InScene.DynamicObjectSettings.bVisualizeVolumeLightInterpolation)
{
// Disable irradiance caching if we are visualizing volume light interpolation, otherwise we will be getting a twice interpolated result.
InScene.IrradianceCachingSettings.bAllowIrradianceCaching = false;
}
// Round up to nearest odd number
ShadowSettings.MinDistanceFieldUpsampleFactor = FMath::Clamp(ShadowSettings.MinDistanceFieldUpsampleFactor - ShadowSettings.MinDistanceFieldUpsampleFactor % 2 + 1, 1, 17);
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX = FMath::Max(ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, DELTA);
ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY = FMath::Max(ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY, DELTA);
InScene.IrradianceCachingSettings.InterpolationMaxAngle = FMath::Clamp(InScene.IrradianceCachingSettings.InterpolationMaxAngle, 0.0f, 90.0f);
InScene.IrradianceCachingSettings.PointBehindRecordMaxAngle = FMath::Clamp(InScene.IrradianceCachingSettings.PointBehindRecordMaxAngle, 0.0f, 90.0f);
InScene.IrradianceCachingSettings.DistanceSmoothFactor = FMath::Max(InScene.IrradianceCachingSettings.DistanceSmoothFactor, 1.0f);
InScene.IrradianceCachingSettings.AngleSmoothFactor = FMath::Max(InScene.IrradianceCachingSettings.AngleSmoothFactor, 1.0f);
InScene.IrradianceCachingSettings.SkyOcclusionSmoothnessReduction = FMath::Clamp(InScene.IrradianceCachingSettings.SkyOcclusionSmoothnessReduction, 0.1f, 1.0f);
if (InScene.GeneralSettings.IndirectLightingQuality > 50)
{
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels += 2;
}
else if (InScene.GeneralSettings.IndirectLightingQuality > 10)
{
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels += 1;
}
InScene.ShadowSettings.NumShadowRays = FMath::TruncToInt(InScene.ShadowSettings.NumShadowRays * FMath::Sqrt(InScene.GeneralSettings.IndirectLightingQuality));
InScene.ShadowSettings.NumPenumbraShadowRays = FMath::TruncToInt(InScene.ShadowSettings.NumPenumbraShadowRays * FMath::Sqrt(InScene.GeneralSettings.IndirectLightingQuality));
InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels = FMath::Min(InScene.ImportanceTracingSettings.NumAdaptiveRefinementLevels, MaxNumRefiningDepths);
}
/** Logs solver stats */
void FStaticLightingSystem::DumpStats(float TotalStaticLightingTime) const
{
FString SolverStats = TEXT("\n\n");
SolverStats += FString::Printf(TEXT("Total Static Lighting time: %7.2f seconds, %i threads\n"), TotalStaticLightingTime, NumStaticLightingThreads );
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Scene setup\n"), 100.0f * Stats.SceneSetupTime / TotalStaticLightingTime, Stats.SceneSetupTime);
if (Stats.NumMeshAreaLights > 0)
{
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Mesh Area Light setup\n"), 100.0f * Stats.MeshAreaLightSetupTime / TotalStaticLightingTime, Stats.MeshAreaLightSetupTime);
}
if (PhotonMappingSettings.bUsePhotonMapping)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Emit Direct Photons\n"), 100.0f * Stats.EmitDirectPhotonsTime / TotalStaticLightingTime, Stats.EmitDirectPhotonsTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Cache Indirect Photon Paths\n"), 100.0f * Stats.CachingIndirectPhotonPathsTime / TotalStaticLightingTime, Stats.CachingIndirectPhotonPathsTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Emit Indirect Photons\n"), 100.0f * Stats.EmitIndirectPhotonsTime / TotalStaticLightingTime, Stats.EmitIndirectPhotonsTime);
if (PhotonMappingSettings.bUseIrradiancePhotons)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Mark %.3f million Irradiance Photons\n"), 100.0f * Stats.IrradiancePhotonMarkingTime / TotalStaticLightingTime, Stats.IrradiancePhotonMarkingTime, Stats.NumIrradiancePhotons / 1000000.0f);
if (PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Cache %.3f million Irradiance Photon Samples on surfaces\n"), 100.0f * Stats.CacheIrradiancePhotonsTime / TotalStaticLightingTime, Stats.CacheIrradiancePhotonsTime, Stats.NumCachedIrradianceSamples / 1000000.0f);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Calculate %.3f million Irradiance Photons\n"), 100.0f * Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime, Stats.IrradiancePhotonCalculatingTime, Stats.NumFoundIrradiancePhotons / 1000000.0f);
}
}
if (Stats.PrecomputedVisibilitySetupTime / TotalStaticLightingTime > .02f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs sPVS setup\n"), 100.0f * Stats.PrecomputedVisibilitySetupTime / TotalStaticLightingTime, Stats.PrecomputedVisibilitySetupTime);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Lighting\n"), 100.0f * Stats.MainThreadLightingTime / TotalStaticLightingTime, Stats.MainThreadLightingTime);
const float UnaccountedMainThreadTime = FMath::Max(TotalStaticLightingTime - (Stats.SceneSetupTime + Stats.EmitDirectPhotonsTime + Stats.CachingIndirectPhotonPathsTime + Stats.EmitIndirectPhotonsTime + Stats.IrradiancePhotonMarkingTime + Stats.CacheIrradiancePhotonsTime + Stats.IrradiancePhotonCalculatingTime + Stats.MainThreadLightingTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedMainThreadTime / TotalStaticLightingTime, UnaccountedMainThreadTime);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
if (PhotonMappingSettings.bUsePhotonMapping)
{
if (Stats.EmitDirectPhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("Total Direct Photon Emitting thread seconds: %.1f\n"), Stats.EmitDirectPhotonsThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Sampling Lights\n"), 100.0f * Stats.DirectPhotonsLightSamplingThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectPhotonsLightSamplingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Custom attenuation\n"), 100.0f * Stats.DirectCustomAttenuationThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectCustomAttenuationThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Tracing\n"), 100.0f * Stats.DirectPhotonsTracingThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.DirectPhotonsTracingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing results\n"), 100.0f * Stats.ProcessDirectPhotonsThreadTime / Stats.EmitDirectPhotonsThreadTime, Stats.ProcessDirectPhotonsThreadTime);
const float UnaccountedDirectPhotonThreadTime = FMath::Max(Stats.EmitDirectPhotonsThreadTime - (Stats.ProcessDirectPhotonsThreadTime + Stats.DirectPhotonsLightSamplingThreadTime + Stats.DirectPhotonsTracingThreadTime + Stats.DirectCustomAttenuationThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedDirectPhotonThreadTime / Stats.EmitDirectPhotonsThreadTime, UnaccountedDirectPhotonThreadTime);
}
if (Stats.EmitIndirectPhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Indirect Photon Emitting thread seconds: %.1f\n"), Stats.EmitIndirectPhotonsThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Sampling Lights\n"), 100.0f * Stats.LightSamplingThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.LightSamplingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Intersect Light rays\n"), 100.0f * Stats.IntersectLightRayThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.IntersectLightRayThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs PhotonBounceTracing\n"), 100.0f * Stats.PhotonBounceTracingThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.PhotonBounceTracingThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Custom attenuation\n"), 100.0f * Stats.IndirectCustomAttenuationThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.IndirectCustomAttenuationThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing results\n"), 100.0f * Stats.ProcessIndirectPhotonsThreadTime / Stats.EmitIndirectPhotonsThreadTime, Stats.ProcessIndirectPhotonsThreadTime);
const float UnaccountedIndirectPhotonThreadTime = FMath::Max(Stats.EmitIndirectPhotonsThreadTime - (Stats.ProcessIndirectPhotonsThreadTime + Stats.LightSamplingThreadTime + Stats.IntersectLightRayThreadTime + Stats.PhotonBounceTracingThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedIndirectPhotonThreadTime / Stats.EmitIndirectPhotonsThreadTime, UnaccountedIndirectPhotonThreadTime);
}
if (PhotonMappingSettings.bUseIrradiancePhotons)
{
if (PhotonMappingSettings.bCacheIrradiancePhotonsOnSurfaces
// Only log Irradiance photon caching stats if it was more than 2 percent of the total time
&& Stats.CacheIrradiancePhotonsTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Irradiance Photon Caching thread seconds: %.1f\n"), Stats.IrradiancePhotonCachingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Octree traversal\n"), 100.0f * Stats.IrradiancePhotonOctreeTraversalTime / Stats.IrradiancePhotonCachingThreadTime, Stats.IrradiancePhotonOctreeTraversalTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs %.3f million Visibility rays\n"), 100.0f * Stats.IrradiancePhotonSearchRayTime / Stats.IrradiancePhotonCachingThreadTime, Stats.IrradiancePhotonSearchRayTime, Stats.NumIrradiancePhotonSearchRays / 1000000.0f);
const float UnaccountedIrradiancePhotonCachingThreadTime = FMath::Max(Stats.IrradiancePhotonCachingThreadTime - (Stats.IrradiancePhotonOctreeTraversalTime + Stats.IrradiancePhotonSearchRayTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedIrradiancePhotonCachingThreadTime / Stats.IrradiancePhotonCachingThreadTime, UnaccountedIrradiancePhotonCachingThreadTime);
}
// Only log Irradiance photon calculating stats if it was more than 2 percent of the total time
if (Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total Calculating Irradiance Photons thread seconds: %.1f\n"), Stats.IrradiancePhotonCalculatingThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Pushing Octree Children\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Processing Octree Elements\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Finding furthest photon\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.FindingFurthestPhotonThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.FindingFurthestPhotonThreadTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Calculating Irradiance\n"), 100.0f * Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime / Stats.IrradiancePhotonCalculatingThreadTime, Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime);
const float UnaccountedCalculateIrradiancePhotonsTime = FMath::Max(Stats.IrradiancePhotonCalculatingThreadTime -
(Stats.CalculateIrradiancePhotonStats.PushingOctreeChildrenThreadTime + Stats.CalculateIrradiancePhotonStats.ProcessingOctreeElementsThreadTime + Stats.CalculateIrradiancePhotonStats.CalculateIrradianceThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedCalculateIrradiancePhotonsTime / Stats.IrradiancePhotonCalculatingThreadTime, UnaccountedCalculateIrradiancePhotonsTime);
}
}
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Radiosity Setup thread seconds: %.1f, Radiosity Iteration thread seconds: %.1f\n"), Stats.RadiositySetupThreadTime, Stats.RadiosityIterationThreadTime);
}
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
const float TotalLightingBusyThreadTime = Stats.TotalLightingThreadTime;
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Total busy Lighting thread seconds: %.2f\n"), TotalLightingBusyThreadTime);
const float SampleSetupTime = Stats.VertexSampleCreationTime + Stats.TexelRasterizationTime;
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Texel and vertex setup\n"), 100.0f * SampleSetupTime / TotalLightingBusyThreadTime, SampleSetupTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Direct lighting\n"), 100.0f * Stats.DirectLightingTime / TotalLightingBusyThreadTime, Stats.DirectLightingTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Area shadows with %.3f million rays\n"), 100.0f * Stats.AreaShadowsThreadTime / TotalLightingBusyThreadTime, Stats.AreaShadowsThreadTime, Stats.NumDirectLightingShadowRays / 1000000.0f);
if (Stats.AreaLightingThreadTime / TotalLightingBusyThreadTime > .04f)
{
SolverStats += FString::Printf( TEXT("%12.1f%%%8.1fs Area lighting\n"), 100.0f * Stats.AreaLightingThreadTime / TotalLightingBusyThreadTime, Stats.AreaLightingThreadTime);
}
if (Stats.NumSignedDistanceFieldCalculations > 0)
{
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field source sparse sampling\n"), 100.0f * Stats.SignedDistanceFieldSourceFirstPassThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSourceFirstPassThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field source refining sampling\n"), 100.0f * Stats.SignedDistanceFieldSourceSecondPassThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSourceSecondPassThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Signed distance field transition searching\n"), 100.0f * Stats.SignedDistanceFieldSearchThreadTime / TotalLightingBusyThreadTime, Stats.SignedDistanceFieldSearchThreadTime);
}
const float UnaccountedDirectLightingTime = FMath::Max(Stats.DirectLightingTime - (Stats.AreaShadowsThreadTime + Stats.SignedDistanceFieldSourceFirstPassThreadTime + Stats.SignedDistanceFieldSourceSecondPassThreadTime + Stats.SignedDistanceFieldSearchThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedDirectLightingTime / TotalLightingBusyThreadTime, UnaccountedDirectLightingTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Block on indirect lighting cache tasks\n"), 100.0f * Stats.BlockOnIndirectLightingCacheTasksTime / TotalLightingBusyThreadTime, Stats.BlockOnIndirectLightingCacheTasksTime);
if (IrradianceCachingSettings.bAllowIrradianceCaching)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Block on IrradianceCache Interpolation tasks\n"), 100.0f * Stats.BlockOnIndirectLightingInterpolateTasksTime / TotalLightingBusyThreadTime, Stats.BlockOnIndirectLightingInterpolateTasksTime);
}
if (Stats.StaticShadowDepthMapThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Static shadow depth maps (max %.1fs)\n"), 100.0f * Stats.StaticShadowDepthMapThreadTime / TotalLightingBusyThreadTime, Stats.StaticShadowDepthMapThreadTime, Stats.MaxStaticShadowDepthMapThreadTime);
}
if (Stats.VolumeDistanceFieldThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Volume distance field\n"), 100.0f * Stats.VolumeDistanceFieldThreadTime / TotalLightingBusyThreadTime, Stats.VolumeDistanceFieldThreadTime);
}
const float PrecomputedVisibilityThreadTime = Stats.PrecomputedVisibilityThreadTime;
if (PrecomputedVisibilityThreadTime > 0.1f)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Precomputed Visibility\n"), 100.0f * PrecomputedVisibilityThreadTime / TotalLightingBusyThreadTime, PrecomputedVisibilityThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Sample generation\n"), 100.0f * Stats.PrecomputedVisibilitySampleSetupThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilitySampleSetupThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Uniform tracing\n"), 100.0f * Stats.PrecomputedVisibilityRayTraceThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilityRayTraceThreadTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs Importance sampling\n"), 100.0f * Stats.PrecomputedVisibilityImportanceSampleThreadTime / TotalLightingBusyThreadTime, Stats.PrecomputedVisibilityImportanceSampleThreadTime);
}
if (Stats.NumDynamicObjectSurfaceSamples + Stats.NumDynamicObjectVolumeSamples > 0)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Volume Sample placement\n"), 100.0f * Stats.VolumeSamplePlacementThreadTime / TotalLightingBusyThreadTime, Stats.VolumeSamplePlacementThreadTime);
}
if (Stats.NumVolumetricLightmapSamples > 0)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Volumetric Lightmap - %.3f million samples\n"), 100.0f * Stats.TotalVolumetricLightmapLightingThreadTime / TotalLightingBusyThreadTime, Stats.TotalVolumetricLightmapLightingThreadTime, Stats.NumVolumetricLightmapSamples / 1000000.0f);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs VoxelizationTime\n"), 100.0f * Stats.VolumetricLightmapVoxelizationTime / TotalLightingBusyThreadTime, Stats.VolumetricLightmapVoxelizationTime);
if (Stats.VolumetricLightmapGatherImportancePhotonsTime > 0)
{
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs GatherImportancePhotons\n"), 100.0f * Stats.VolumetricLightmapGatherImportancePhotonsTime / TotalLightingBusyThreadTime, Stats.VolumetricLightmapGatherImportancePhotonsTime);
}
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs DirectLightingTime\n"), 100.0f * Stats.VolumetricLightmapDirectLightingTime / TotalLightingBusyThreadTime, Stats.VolumetricLightmapDirectLightingTime);
SolverStats += FString::Printf( TEXT("%8.1f%%%8.1fs FinalGatherTime\n"), 100.0f * Stats.VolumetricLightmapFinalGatherTime / TotalLightingBusyThreadTime, Stats.VolumetricLightmapFinalGatherTime);
}
const float UnaccountedLightingThreadTime = FMath::Max(TotalLightingBusyThreadTime - (SampleSetupTime + Stats.DirectLightingTime + Stats.BlockOnIndirectLightingCacheTasksTime + Stats.BlockOnIndirectLightingInterpolateTasksTime + Stats.IndirectLightingCacheTaskThreadTimeSeparateTask + Stats.SecondPassIrradianceCacheInterpolationTime + Stats.SecondPassIrradianceCacheInterpolationTimeSeparateTask + Stats.VolumeSamplePlacementThreadTime + Stats.StaticShadowDepthMapThreadTime + Stats.VolumeDistanceFieldThreadTime + PrecomputedVisibilityThreadTime + Stats.TotalVolumetricLightmapLightingThreadTime), 0.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs Unaccounted\n"), 100.0f * UnaccountedLightingThreadTime / TotalLightingBusyThreadTime, UnaccountedLightingThreadTime);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("\n");
float IndirectLightingCacheTaskThreadTime = Stats.IndirectLightingCacheTaskThreadTime + Stats.IndirectLightingCacheTaskThreadTimeSeparateTask;
SolverStats += FString::Printf( TEXT("Indirect lighting cache task thread seconds: %.2f\n"), IndirectLightingCacheTaskThreadTime);
// These inner loop timings rely on rdtsc to avoid the massive overhead of Query Performance Counter.
// rdtsc is not dependable with multi-threading (see FRDTSCCycleTimer comments and Intel documentation) but we use it anyway because it's the only option.
//@todo - rdtsc is also not dependable if the OS changes which processor the thread gets executed on.
// Use SetThreadAffinityMask to prevent this case.
if (PhotonMappingSettings.bUsePhotonMapping)
{
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs ImportancePhotonGatherTime\n"), 100.0f * Stats.ImportancePhotonGatherTime / IndirectLightingCacheTaskThreadTime, Stats.ImportancePhotonGatherTime);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs CalculateImportanceSampleTime\n"), 100.0f * Stats.CalculateImportanceSampleTime / IndirectLightingCacheTaskThreadTime, Stats.CalculateImportanceSampleTime);
}
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs FirstBounceRayTraceTime for %.3f million rays\n"), 100.0f * Stats.FirstBounceRayTraceTime / IndirectLightingCacheTaskThreadTime, Stats.FirstBounceRayTraceTime, Stats.NumFirstBounceRaysTraced / 1000000.0f);
SolverStats += FString::Printf( TEXT("%4.1f%%%8.1fs CalculateExitantRadiance\n"), 100.0f * Stats.CalculateExitantRadianceTime / IndirectLightingCacheTaskThreadTime, Stats.CalculateExitantRadianceTime);
SolverStats += FString::Printf( TEXT("\n") );
SolverStats += FString::Printf( TEXT("Traced %.3f million first hit visibility rays for a total of %.1f thread seconds (%.3f million per thread second)\n"), Stats.NumFirstHitRaysTraced / 1000000.0f, Stats.FirstHitRayTraceThreadTime, Stats.NumFirstHitRaysTraced / 1000000.0f / Stats.FirstHitRayTraceThreadTime);
SolverStats += FString::Printf( TEXT("Traced %.3f million boolean visibility rays for a total of %.1f thread seconds (%.3f million per thread second)\n"), Stats.NumBooleanRaysTraced / 1000000.0f, Stats.BooleanRayTraceThreadTime, Stats.NumBooleanRaysTraced / 1000000.0f / Stats.BooleanRayTraceThreadTime);
const FBoxSphereBounds SceneBounds = FBoxSphereBounds(AggregateMesh->GetBounds());
const FBoxSphereBounds ImportanceBounds = GetImportanceBounds();
SolverStats += FString::Printf( TEXT("Scene radius %.1f, Importance bounds radius %.1f\n"), SceneBounds.SphereRadius, ImportanceBounds.SphereRadius);
SolverStats += FString::Printf( TEXT("%u Mappings, %.3f million Texels, %.3f million mapped texels\n"), Stats.NumMappings, Stats.NumTexelsProcessed / 1000000.0f, Stats.NumMappedTexels / 1000000.0f);
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
float TextureMappingThreadTime = Stats.TotalTextureMappingLightingThreadTime + Stats.SecondPassIrradianceCacheInterpolationTimeSeparateTask + Stats.IndirectLightingCacheTaskThreadTimeSeparateTask;
const float UnaccountedMappingThreadTimePct = 100.0f * FMath::Max(TotalLightingBusyThreadTime - (TextureMappingThreadTime + Stats.TotalVolumeSampleLightingThreadTime + Stats.TotalVolumetricLightmapLightingThreadTime + PrecomputedVisibilityThreadTime), 0.0f) / TotalLightingBusyThreadTime;
SolverStats += FString::Printf( TEXT("%.1f%% of Total Lighting thread seconds on Texture Mappings, %1.f%% on Volume Samples, %1.f%% on Volumetric Lightmap, %1.f%% on Visibility, %.1f%% Unaccounted\n"), 100.0f * TextureMappingThreadTime / TotalLightingBusyThreadTime, 100.0f * Stats.TotalVolumeSampleLightingThreadTime / TotalLightingBusyThreadTime, 100.0f * Stats.TotalVolumetricLightmapLightingThreadTime / TotalLightingBusyThreadTime, 100.0f * PrecomputedVisibilityThreadTime / TotalLightingBusyThreadTime, UnaccountedMappingThreadTimePct);
SolverStats += FString::Printf( TEXT("%u Lights total, %.1f Shadow rays per light sample on average\n"), Stats.NumLights, Stats.NumDirectLightingShadowRays / (float)(Stats.NumMappedTexels + Stats.NumVertexSamples));
if (Stats.NumMeshAreaLights > 0)
{
SolverStats += FString::Printf( TEXT("%u Emissive meshes, %u Mesh area lights, %lld simplified mesh area light primitives, %lld original primitives\n"), Stats.NumMeshAreaLightMeshes, Stats.NumMeshAreaLights, Stats.NumSimplifiedMeshAreaLightPrimitives, Stats.NumMeshAreaLightPrimitives);
}
if (Stats.NumSignedDistanceFieldCalculations > 0)
{
SolverStats += FString::Printf( TEXT("Signed distance field shadows: %.1f average upsample factor, %.3f million sparse source rays, %.3f million refining source rays, %.3f million transition search scatters\n"), Stats.AccumulatedSignedDistanceFieldUpsampleFactors / Stats.NumSignedDistanceFieldCalculations, Stats.NumSignedDistanceFieldAdaptiveSourceRaysFirstPass / 1000000.0f, Stats.NumSignedDistanceFieldAdaptiveSourceRaysSecondPass / 1000000.0f, Stats.NumSignedDistanceFieldScatters / 1000000.0f);
}
const int32 TotalVolumeLightingSamples = Stats.NumDynamicObjectSurfaceSamples + Stats.NumDynamicObjectVolumeSamples;
if (TotalVolumeLightingSamples > 0)
{
SolverStats += FString::Printf( TEXT("%u Volume lighting samples, %.1f%% placed on surfaces, %.1f%% placed in the volume, %.1f thread seconds\n"), TotalVolumeLightingSamples, 100.0f * Stats.NumDynamicObjectSurfaceSamples / (float)TotalVolumeLightingSamples, 100.0f * Stats.NumDynamicObjectVolumeSamples / (float)TotalVolumeLightingSamples, Stats.TotalVolumeSampleLightingThreadTime);
}
if (Stats.NumPrecomputedVisibilityQueries > 0)
{
SolverStats += FString::Printf( TEXT("Precomputed Visibility %u Cells (%.1f%% from camera tracks, %u processed on this agent), %u Meshes, %.3f million rays, %.1fKb data\n"), Stats.NumPrecomputedVisibilityCellsTotal, 100.0f * Stats.NumPrecomputedVisibilityCellsCamaraTracks / Stats.NumPrecomputedVisibilityCellsTotal, Stats.NumPrecomputedVisibilityCellsProcessed, Stats.NumPrecomputedVisibilityMeshes, Stats.NumPrecomputedVisibilityRayTraces / 1000000.0f, Stats.PrecomputedVisibilityDataBytes / 1024.0f);
const uint64 NumQueriesVisible = Stats.NumQueriesVisibleByDistanceRatio + Stats.NumQueriesVisibleExplicitSampling + Stats.NumQueriesVisibleImportanceSampling;
const uint64 TotalNumQueries = Stats.NumPrecomputedVisibilityQueries + Stats.NumPrecomputedVisibilityGroupQueries;
SolverStats += FString::Printf( TEXT(" %.3f million mesh queries, %.3f million group queries, %.1f%% visible, (%.1f%% trivially visible, %.1f%% explicit sampling, %.1f%% importance sampling)\n"), Stats.NumPrecomputedVisibilityQueries / 1000000.0f, Stats.NumPrecomputedVisibilityGroupQueries / 1000000.0f, 100.0f * NumQueriesVisible / TotalNumQueries, 100.0f * Stats.NumQueriesVisibleByDistanceRatio / NumQueriesVisible, 100.0f * Stats.NumQueriesVisibleExplicitSampling / NumQueriesVisible, 100.0f * Stats.NumQueriesVisibleImportanceSampling / NumQueriesVisible);
SolverStats += FString::Printf( TEXT(" %ux%ux%u group cells with %u occupied, %u meshes individually queried, %.3f million mesh queries skipped\n"), GroupVisibilityGridSizeXY, GroupVisibilityGridSizeXY, GroupVisibilityGridSizeZ, VisibilityGroups.Num(), Stats.NumPrecomputedVisibilityMeshesExcludedFromGroups, Stats.NumPrecomputedVisibilityMeshQueriesSkipped / 1000000.0f);
}
// Send the message in multiple parts since it cuts off in the middle otherwise
LogSolverMessage(SolverStats);
SolverStats = TEXT("");
if (PhotonMappingSettings.bUsePhotonMapping)
{
const float FirstPassEmittedPhotonEfficiency = 100.0f * FMath::Max(Stats.NumDirectPhotonsGathered, NumIndirectPhotonPaths) / Stats.NumFirstPassPhotonsEmitted;
SolverStats += FString::Printf( TEXT("%.3f million first pass Photons Emitted (out of %.3f million requested) to deposit %.3f million Direct Photons and %u Indirect Photon Paths, efficiency of %.2f%%\n"), Stats.NumFirstPassPhotonsEmitted / 1000000.0f, Stats.NumFirstPassPhotonsRequested / 1000000.0f, Stats.NumDirectPhotonsGathered / 1000000.0f, NumIndirectPhotonPaths, FirstPassEmittedPhotonEfficiency);
const float SecondPassEmittedPhotonEfficiency = 100.0f * Stats.NumIndirectPhotonsGathered / Stats.NumSecondPassPhotonsEmitted;
SolverStats += FString::Printf( TEXT("%.3f million second pass Photons Emitted (out of %.3f million requested) to deposit %.3f million Indirect Photons, efficiency of %.2f%%\n"), Stats.NumSecondPassPhotonsEmitted / 1000000.0f, Stats.NumSecondPassPhotonsRequested / 1000000.0f, Stats.NumIndirectPhotonsGathered / 1000000.0f, SecondPassEmittedPhotonEfficiency);
SolverStats += FString::Printf( TEXT("%.3f million Photon Gathers, %.3f million Irradiance Photon Gathers\n"), Stats.NumPhotonGathers / 1000000.0f, Stats.NumIrradiancePhotonMapSearches / 1000000.0f);
SolverStats += FString::Printf( TEXT("%.3f million Importance Photons found, %.3f million Importance Photon PDF calculations\n"), Stats.TotalFoundImportancePhotons / 1000000.0f, Stats.NumImportancePDFCalculations / 1000000.0f);
if (PhotonMappingSettings.bUseIrradiancePhotons && Stats.IrradiancePhotonCalculatingTime / TotalStaticLightingTime > .02)
{
SolverStats += FString::Printf( TEXT("%.3f million Irradiance Photons, %.1f%% Direct, %.1f%% Indirect, %.3f million actually found\n"), Stats.NumIrradiancePhotons / 1000000.0f, 100.0f * Stats.NumDirectIrradiancePhotons / Stats.NumIrradiancePhotons, 100.0f * (Stats.NumIrradiancePhotons - Stats.NumDirectIrradiancePhotons) / Stats.NumIrradiancePhotons, Stats.NumFoundIrradiancePhotons / 1000000.0f);
const float IterationsPerSearch = Stats.CalculateIrradiancePhotonStats.NumSearchIterations / (float)Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches;
if (Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches > 0)
{
SolverStats += FString::Printf( TEXT("%.1f Irradiance calculating search iterations per search (%.3f million searches, %.3f million iterations)\n"), IterationsPerSearch, Stats.CalculateIrradiancePhotonStats.NumIterativePhotonMapSearches / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumSearchIterations / 1000000.0f);
}
SolverStats += FString::Printf( TEXT("%.3f million octree nodes tested during irradiance photon calculating, %.3f million nodes visited, %.3f million elements tested, %.3f million elements accepted\n"), Stats.CalculateIrradiancePhotonStats.NumOctreeNodesTested / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumOctreeNodesVisited / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumElementsTested / 1000000.0f, Stats.CalculateIrradiancePhotonStats.NumElementsAccepted / 1000000.0f);
}
}
if (IrradianceCachingSettings.bAllowIrradianceCaching)
{
const int32 NumIrradianceCacheBounces = PhotonMappingSettings.bUsePhotonMapping ? 1 : GeneralSettings.NumIndirectLightingBounces;
for (int32 BounceIndex = 0; BounceIndex < NumIrradianceCacheBounces; BounceIndex++)
{
const FIrradianceCacheStats& CurrentStats = Stats.Cache[BounceIndex];
if (CurrentStats.NumCacheLookups > 0)
{
const float MissRate = 100.0f * CurrentStats.NumRecords / CurrentStats.NumCacheLookups;
SolverStats += FString::Printf( TEXT("%.1f%% Bounce %i Irradiance cache miss rate (%.3f million lookups, %.3f million misses, %.3f million inside geometry)\n"), MissRate, BounceIndex + 1, CurrentStats.NumCacheLookups / 1000000.0f, CurrentStats.NumRecords / 1000000.0f, CurrentStats.NumInsideGeometry / 1000000.0f);
}
}
}
if (PhotonMappingSettings.bUseFinalGathering)
{
uint64 TotalNumRefiningSamples = 0;
for (int i = 0; i < ImportanceTracingSettings.NumAdaptiveRefinementLevels; i++)
{
TotalNumRefiningSamples += Stats.NumRefiningFinalGatherSamples[i];
}
SolverStats += FString::Printf( TEXT("Final Gather: %.1fs on %.3f million base samples, %.1fs on %.3f million refining samples for %u refinement levels. \n"), Stats.BaseFinalGatherSampleTime, Stats.NumBaseFinalGatherSamples / 1000000.0f, Stats.RefiningFinalGatherSampleTime, TotalNumRefiningSamples / 1000000.0f, ImportanceTracingSettings.NumAdaptiveRefinementLevels);
if (TotalNumRefiningSamples > 0)
{
SolverStats += FString::Printf( TEXT(" %.1f%% due to brightness differences, %.1f%% due to importance photons, %.1f%% other reasons, Samples at depth: "), 100.0f * Stats.NumRefiningSamplesDueToBrightness / TotalNumRefiningSamples, 100.0f * Stats.NumRefiningSamplesDueToImportancePhotons / TotalNumRefiningSamples, 100.0f * Stats.NumRefiningSamplesOther / TotalNumRefiningSamples);
for (int i = 0; i < ImportanceTracingSettings.NumAdaptiveRefinementLevels; i++)
{
SolverStats += FString::Printf(TEXT("%.1f%%, "), 100.0f * Stats.NumRefiningFinalGatherSamples[i] / TotalNumRefiningSamples);
}
SolverStats += FString::Printf(TEXT("\n"));
}
}
#if PLATFORM_WINDOWS
PROCESS_MEMORY_COUNTERS_EX ProcessMemoryInfo;
if (GetProcessMemoryInfo(GetCurrentProcess(), (PROCESS_MEMORY_COUNTERS*)&ProcessMemoryInfo, sizeof(ProcessMemoryInfo)))
{
SolverStats += FString::Printf( TEXT("%.1f Mb Peak Working Set\n"), ProcessMemoryInfo.PeakWorkingSetSize / (1024.0f * 1024.0f));
}
else
{
SolverStats += TEXT("GetProcessMemoryInfo Failed!");
}
SolverStats += FString::Printf( TEXT("\n") );
#elif PLATFORM_MAC
{
struct rusage MemUsage;
if (getrusage( RUSAGE_SELF, &MemUsage ) == 0)
{
SolverStats += FString::Printf( TEXT("%.1f Mb Peak Working Set\n"), MemUsage.ru_maxrss / (1024.0f * 1024.0f));
}
else
{
SolverStats += TEXT("getrusage() failed!");
}
}
SolverStats += FString::Printf( TEXT("\n") );
#endif
LogSolverMessage(SolverStats);
const bool bDumpMemoryStats = false;
if (bDumpMemoryStats)
{
#if PLATFORM_WINDOWS
PROCESS_MEMORY_COUNTERS ProcessMemory;
verify(GetProcessMemoryInfo(GetCurrentProcess(), &ProcessMemory, sizeof(ProcessMemory)));
UE_LOG(LogLightmass, Log, TEXT("Virtual memory used %.1fMb, Peak %.1fMb"),
ProcessMemory.PagefileUsage / 1048576.0f,
ProcessMemory.PeakPagefileUsage / 1048576.0f);
#elif PLATFORM_MAC
{
task_basic_info_64_data_t TaskInfo;
mach_msg_type_number_t TaskInfoCount = TASK_BASIC_INFO_COUNT;
task_info( mach_task_self(), TASK_BASIC_INFO, (task_info_t)&TaskInfo, &TaskInfoCount );
UE_LOG(LogLightmass, Log, TEXT("Virtual memory used %.1fMb"),
TaskInfo.virtual_size / 1048576.0f); // can't get peak virtual memory on Mac
}
#endif
AggregateMesh->DumpStats();
UE_LOG(LogLightmass, Log, TEXT("DirectPhotonMap"));
DirectPhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("FirstBouncePhotonMap"));
FirstBouncePhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("FirstBounceEscapedPhotonMap"));
FirstBounceEscapedPhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("FirstBouncePhotonSegmentMap"));
FirstBouncePhotonSegmentMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("SecondBouncePhotonMap"));
SecondBouncePhotonMap.DumpStats(false);
UE_LOG(LogLightmass, Log, TEXT("IrradiancePhotonMap"));
IrradiancePhotonMap.DumpStats(false);
uint64 IrradiancePhotonCacheBytes = 0;
for (int32 i = 0; i < AllMappings.Num(); i++)
{
IrradiancePhotonCacheBytes += AllMappings[i]->GetIrradiancePhotonCacheBytes();
}
UE_LOG(LogLightmass, Log, TEXT("%.3fMb for Irradiance Photon surface caches"), IrradiancePhotonCacheBytes / 1048576.0f);
}
}
/** Logs a solver message */
void FStaticLightingSystem::LogSolverMessage(const FString& Message) const
{
if (Scene.DebugInput.bRelaySolverStats)
{
// Relay the message back to Unreal if allowed
GSwarm->SendMessage(NSwarm::FInfoMessage(*Message));
}
GLog->Log(*Message);
}
/** Logs a progress update message when appropriate */
void FStaticLightingSystem::UpdateInternalStatus(int32 OldNumTexelsCompleted) const
{
const int32 NumProgressSteps = 10;
const float InvTotal = 1.0f / Stats.NumTexelsProcessed;
const float PreviousCompletedFraction = OldNumTexelsCompleted * InvTotal;
const float CurrentCompletedFraction = NumTexelsCompleted * InvTotal;
// Only log NumProgressSteps times
if (FMath::TruncToInt(PreviousCompletedFraction * NumProgressSteps) < FMath::TruncToInt(CurrentCompletedFraction * NumProgressSteps))
{
LogSolverMessage(FString::Printf(TEXT("Lighting %.1f%%"), CurrentCompletedFraction * 100.0f));
}
}
/** Caches samples for any sampling distributions that are known ahead of time, which greatly reduces noise in those estimates in exchange for structured artifacts. */
void FStaticLightingSystem::CacheSamples()
{
FLMRandomStream RandomStream(102341);
int32 NumUniformHemisphereSamples = 0;
if (PhotonMappingSettings.bUsePhotonMapping)
{
const float NumSamplesFloat =
ImportanceTracingSettings.NumHemisphereSamples
* GeneralSettings.IndirectLightingQuality;
NumUniformHemisphereSamples = FMath::TruncToInt(NumSamplesFloat);
}
else
{
NumUniformHemisphereSamples = ImportanceTracingSettings.NumHemisphereSamples;
}
CachedHemisphereSamples.Empty(NumUniformHemisphereSamples);
CachedHemisphereSampleUniforms.Empty(NumUniformHemisphereSamples);
if (ImportanceTracingSettings.bUseStratifiedSampling)
{
// Split the sampling domain up into cells with equal area
// Using PI times more Phi steps as Theta steps, but the relationship between them could be anything
const float NumThetaStepsFloat = FMath::Sqrt(NumUniformHemisphereSamples / (float)PI);
const int32 NumThetaSteps = FMath::TruncToInt(NumThetaStepsFloat);
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaStepsFloat * (float)PI);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedHemisphereSamples, CachedHemisphereSampleUniforms);
}
else
{
for (int32 SampleIndex = 0; SampleIndex < NumUniformHemisphereSamples; SampleIndex++)
{
const FVector4& CurrentSample = GetUniformHemisphereVector(RandomStream, ImportanceTracingSettings.MaxHemisphereRayAngle);
CachedHemisphereSamples.Add(CurrentSample);
}
}
{
FVector4 CombinedVector(0);
for (int32 SampleIndex = 0; SampleIndex < CachedHemisphereSamples.Num(); SampleIndex++)
{
CombinedVector += CachedHemisphereSamples[SampleIndex];
}
CachedSamplesMaxUnoccludedLength = (CombinedVector / CachedHemisphereSamples.Num()).Size3();
}
for (int32 SampleSet = 0; SampleSet < ARRAY_COUNT(CachedHemisphereSamplesForRadiosity); SampleSet++)
{
float SampleSetScale = FMath::Lerp(.5f, .125f, SampleSet / ((float)ARRAY_COUNT(CachedHemisphereSamplesForRadiosity) - 1));
int32 TargetNumApproximateSkyLightingSamples = FMath::Max(FMath::TruncToInt(ImportanceTracingSettings.NumHemisphereSamples * SampleSetScale * GeneralSettings.IndirectLightingQuality), 12);
CachedHemisphereSamplesForRadiosity[SampleSet].Empty(TargetNumApproximateSkyLightingSamples);
CachedHemisphereSamplesForRadiosityUniforms[SampleSet].Empty(TargetNumApproximateSkyLightingSamples);
const float NumThetaStepsFloat = FMath::Sqrt(TargetNumApproximateSkyLightingSamples / (float)PI);
const int32 NumThetaSteps = FMath::TruncToInt(NumThetaStepsFloat);
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaStepsFloat * (float)PI);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedHemisphereSamplesForRadiosity[SampleSet], CachedHemisphereSamplesForRadiosityUniforms[SampleSet]);
}
// Cache samples on the surface of each light for area shadows
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
FLight* Light = Lights[LightIndex];
for (int32 BounceIndex = 0; BounceIndex < GeneralSettings.NumIndirectLightingBounces + 1; BounceIndex++)
{
const int32 NumPenumbraTypes = BounceIndex == 0 ? 2 : 1;
Light->CacheSurfaceSamples(BounceIndex, GetNumShadowRays(BounceIndex, false), GetNumShadowRays(BounceIndex, true), RandomStream);
}
}
{
const int32 NumUpperVolumeSamples = ImportanceTracingSettings.NumHemisphereSamples * DynamicObjectSettings.NumHemisphereSamplesScale;
const float NumThetaStepsFloat = FMath::Sqrt(NumUpperVolumeSamples / (float)PI);
const int32 NumThetaSteps = FMath::TruncToInt(NumThetaStepsFloat);
const int32 NumPhiSteps = FMath::TruncToInt(NumThetaStepsFloat * (float)PI);
GenerateStratifiedUniformHemisphereSamples(NumThetaSteps, NumPhiSteps, RandomStream, CachedVolumetricLightmapUniformHemisphereSamples, CachedVolumetricLightmapUniformHemisphereSampleUniforms);
FVector4 CombinedVector(0);
for (int32 SampleIndex = 0; SampleIndex < CachedVolumetricLightmapUniformHemisphereSamples.Num(); SampleIndex++)
{
CombinedVector += CachedVolumetricLightmapUniformHemisphereSamples[SampleIndex];
}
CachedVolumetricLightmapMaxUnoccludedLength = (CombinedVector / CachedVolumetricLightmapUniformHemisphereSamples.Num()).Size3();
}
CachedVolumetricLightmapVertexOffsets.Add(FVector(0, 0, 0));
}
bool FStaticLightingThreadRunnable::CheckHealth(bool bReportError) const
{
if( bTerminatedByError && bReportError )
{
UE_LOG(LogLightmass, Fatal, TEXT("Static lighting thread exception:\r\n%s"), *ErrorMessage );
}
return !bTerminatedByError;
}
uint32 FMappingProcessingThreadRunnable::Run()
{
const double StartThreadTime = FPlatformTime::Seconds();
#if PLATFORM_WINDOWS
if(!FPlatformMisc::IsDebuggerPresent())
{
__try
{
if (TaskType == StaticLightingTask_ProcessMappings)
{
System->ThreadLoop(false, ThreadIndex, ThreadStatistics, IdleTime);
}
else if (TaskType == StaticLightingTask_CacheIrradiancePhotons)
{
System->CacheIrradiancePhotonsThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_RadiositySetup)
{
System->RadiositySetupThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_RadiosityIterations)
{
System->RadiosityIterationThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_FinalizeSurfaceCache)
{
System->FinalizeSurfaceCacheThreadLoop(ThreadIndex, false);
}
else
{
UE_LOG(LogLightmass, Fatal, TEXT("Unsupported task type"));
}
}
__except( ReportCrash( GetExceptionInformation() ) )
{
ErrorMessage = GErrorHist;
bTerminatedByError = true;
}
}
else
#endif
{
if (TaskType == StaticLightingTask_ProcessMappings)
{
System->ThreadLoop(false, ThreadIndex, ThreadStatistics, IdleTime);
}
else if (TaskType == StaticLightingTask_CacheIrradiancePhotons)
{
System->CacheIrradiancePhotonsThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_RadiositySetup)
{
System->RadiositySetupThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_RadiosityIterations)
{
System->RadiosityIterationThreadLoop(ThreadIndex, false);
}
else if (TaskType == StaticLightingTask_FinalizeSurfaceCache)
{
System->FinalizeSurfaceCacheThreadLoop(ThreadIndex, false);
}
else
{
UE_LOG(LogLightmass, Fatal, TEXT("Unsupported task type"));
}
}
ExecutionTime = FPlatformTime::Seconds() - StartThreadTime;
FinishedCounter.Increment();
return 0;
}
/**
* Retrieves the next task from Swarm. Blocking, thread-safe function call. Returns NULL when there are no more tasks.
* @return The next mapping task to process.
*/
FStaticLightingMapping* FStaticLightingSystem::ThreadGetNextMapping(
FThreadStatistics& ThreadStatistics,
FGuid& TaskGuid,
uint32 WaitTime,
bool& bWaitTimedOut,
bool& bDynamicObjectTask,
int32& PrecomputedVisibilityTaskIndex,
int32& VolumetricLightmapTaskIndex,
bool& bStaticShadowDepthMapTask,
bool& bMeshAreaLightDataTask,
bool& bVolumeDataTask)
{
FStaticLightingMapping* Mapping = NULL;
// Initialize output parameters
bWaitTimedOut = true;
bDynamicObjectTask = false;
PrecomputedVisibilityTaskIndex = INDEX_NONE;
VolumetricLightmapTaskIndex = INDEX_NONE;
bStaticShadowDepthMapTask = false;
bMeshAreaLightDataTask = false;
bVolumeDataTask = false;
if ( GDebugMode )
{
FScopeLock Lock( &CriticalSection );
bWaitTimedOut = false;
// If we're in debugging mode, just grab the next mapping from the scene.
TMap<FGuid, FStaticLightingMapping*>::TIterator It(Mappings);
if ( It )
{
Mapping = It.Value();
It.RemoveCurrent();
}
}
else
{
// Request a new task from Swarm.
FLightmassSwarm* Swarm = Exporter.GetSwarm();
double SwarmRequestStart = FPlatformTime::Seconds();
bool bGotTask = Swarm->RequestTask( TaskGuid, WaitTime );
double SwarmRequestEnd = FPlatformTime::Seconds();
if ( bGotTask )
{
if (TaskGuid == PrecomputedVolumeLightingGuid)
{
bDynamicObjectTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (TaskGuid == MeshAreaLightDataGuid)
{
bMeshAreaLightDataTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (TaskGuid == VolumeDistanceFieldGuid)
{
bVolumeDataTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else if (Scene.FindLightByGuid(TaskGuid))
{
bStaticShadowDepthMapTask = true;
Swarm->AcceptTask( TaskGuid );
bWaitTimedOut = false;
}
else
{
int32 FoundVisibilityIndex = INDEX_NONE;
Scene.VisibilityBucketGuids.Find(TaskGuid, FoundVisibilityIndex);
if (FoundVisibilityIndex >= 0)
{
PrecomputedVisibilityTaskIndex = FoundVisibilityIndex;
Swarm->AcceptTask(TaskGuid);
bWaitTimedOut = false;
}
else
{
int32 FoundVolumetricLightmapIndex = INDEX_NONE;
Scene.VolumetricLightmapTaskGuids.Find(TaskGuid, FoundVolumetricLightmapIndex);
if (FoundVolumetricLightmapIndex >= 0)
{
VolumetricLightmapTaskIndex = FoundVolumetricLightmapIndex;
Swarm->AcceptTask(TaskGuid);
bWaitTimedOut = false;
}
else
{
FStaticLightingMapping** MappingPtr = Mappings.Find(TaskGuid);
if (MappingPtr && FPlatformAtomics::InterlockedExchange(&(*MappingPtr)->bProcessed, true) == false)
{
// We received a new mapping to process. Tell Swarm we accept the task.
Swarm->AcceptTask(TaskGuid);
bWaitTimedOut = false;
Mapping = *MappingPtr;
}
else
{
// Couldn't find the mapping. Tell Swarm we reject the task and try again later.
UE_LOG(LogLightmass, Log, TEXT("Lightmass - Rejecting task (%08X%08X%08X%08X)!"), TaskGuid.A, TaskGuid.B, TaskGuid.C, TaskGuid.D);
Swarm->RejectTask(TaskGuid);
}
}
}
}
}
else if ( Swarm->ReceivedQuitRequest() || Swarm->IsDone() )
{
bWaitTimedOut = false;
}
ThreadStatistics.SwarmRequestTime += SwarmRequestEnd - SwarmRequestStart;
}
return Mapping;
}
void FStaticLightingSystem::ThreadLoop(bool bIsMainThread, int32 ThreadIndex, FThreadStatistics& ThreadStatistics, float& IdleTime)
{
const double ThreadTimeStart = FPlatformTime::Seconds();
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Processing0, ThreadIndex ) );
bool bSignaledMappingsComplete = false;
bool bIsDone = false;
while (!bIsDone)
{
const double StartLoopTime = FPlatformTime::Seconds();
if (NumOutstandingVolumeDataLayers > 0)
{
const int32 ThreadZ = FPlatformAtomics::InterlockedIncrement(&OutstandingVolumeDataLayerIndex);
if (ThreadZ < VolumeSizeZ)
{
CalculateVolumeDistanceFieldWorkRange(ThreadZ);
const int32 NumTasksRemaining = FPlatformAtomics::InterlockedDecrement(&NumOutstandingVolumeDataLayers);
if (NumTasksRemaining == 0)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportVolumeDistanceField, true);
}
}
}
uint32 DefaultRequestForTaskTimeout = 0;
FGuid TaskGuid;
bool bRequestForTaskTimedOut;
bool bDynamicObjectTask;
int32 PrecomputedVisibilityTaskIndex;
int32 VolumetricLightmapTaskIndex;
bool bStaticShadowDepthMapTask;
bool bMeshAreaLightDataTask;
bool bVolumeDataTask;
const double RequestTimeStart = FPlatformTime::Seconds();
FStaticLightingMapping* Mapping = ThreadGetNextMapping(
ThreadStatistics,
TaskGuid,
DefaultRequestForTaskTimeout,
bRequestForTaskTimedOut,
bDynamicObjectTask,
PrecomputedVisibilityTaskIndex,
VolumetricLightmapTaskIndex,
bStaticShadowDepthMapTask,
bMeshAreaLightDataTask,
bVolumeDataTask);
const double RequestTimeEnd = FPlatformTime::Seconds();
ThreadStatistics.RequestTime += RequestTimeEnd - RequestTimeStart;
if (Mapping)
{
const double MappingTimeStart = FPlatformTime::Seconds();
// Build the mapping's static lighting.
if(Mapping->GetTextureMapping())
{
check(!Mapping->GetVolumeMapping());
ProcessTextureMapping(Mapping->GetTextureMapping());
double MappingTimeEnd = FPlatformTime::Seconds();
ThreadStatistics.TextureMappingTime += MappingTimeEnd - MappingTimeStart;
ThreadStatistics.NumTextureMappings++;
}
}
else if (bDynamicObjectTask)
{
BeginCalculateVolumeSamples();
// If we didn't generate any samples then we can end the task
if (!IsDebugMode() && NumVolumeSampleTasksOutstanding <= 0)
{
FLightmassSwarm* Swarm = GetExporter().GetSwarm();
Swarm->TaskCompleted(PrecomputedVolumeLightingGuid);
}
}
else if (PrecomputedVisibilityTaskIndex >= 0)
{
CalculatePrecomputedVisibility(PrecomputedVisibilityTaskIndex);
}
else if (VolumetricLightmapTaskIndex >= 0)
{
CalculateAdaptiveVolumetricLightmap(VolumetricLightmapTaskIndex);
}
else if (bMeshAreaLightDataTask)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportMeshAreaLightData, true);
}
else if (bVolumeDataTask)
{
BeginCalculateVolumeDistanceField();
}
else if (bStaticShadowDepthMapTask)
{
CalculateStaticShadowDepthMap(TaskGuid);
}
else
{
if (!bSignaledMappingsComplete && NumOutstandingVolumeDataLayers <= 0)
{
bSignaledMappingsComplete = true;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_Processing0, ThreadIndex ) );
}
FCacheIndirectTaskDescription* NextCacheTask = CacheIndirectLightingTasks.Pop();
if (NextCacheTask)
{
//UE_LOG(LogLightmass, Warning, TEXT("Thread %u picked up Cache Indirect task for %u"), ThreadIndex, NextCacheTask->TextureMapping->Guid.D);
ProcessCacheIndirectLightingTask(NextCacheTask, false);
NextCacheTask->TextureMapping->CompletedCacheIndirectLightingTasks.Push(NextCacheTask);
FPlatformAtomics::InterlockedDecrement(&NextCacheTask->TextureMapping->NumOutstandingCacheTasks);
}
FInterpolateIndirectTaskDescription* NextInterpolateTask = InterpolateIndirectLightingTasks.Pop();
if (NextInterpolateTask)
{
//UE_LOG(LogLightmass, Warning, TEXT("Thread %u picked up Interpolate indirect task for %u"), ThreadIndex, NextInterpolateTask->TextureMapping->Guid.D);
ProcessInterpolateTask(NextInterpolateTask, false);
NextInterpolateTask->TextureMapping->CompletedInterpolationTasks.Push(NextInterpolateTask);
FPlatformAtomics::InterlockedDecrement(&NextInterpolateTask->TextureMapping->NumOutstandingInterpolationTasks);
}
ProcessVolumetricLightmapTaskIfAvailable();
if (NumVolumeSampleTasksOutstanding > 0)
{
const int32 TaskIndex = FPlatformAtomics::InterlockedIncrement(&NextVolumeSampleTaskIndex);
if (TaskIndex < VolumeSampleTasks.Num())
{
ProcessVolumeSamplesTask(VolumeSampleTasks[TaskIndex]);
const int32 NumTasksRemaining = FPlatformAtomics::InterlockedDecrement(&NumVolumeSampleTasksOutstanding);
if (NumTasksRemaining == 0)
{
FPlatformAtomics::InterlockedExchange(&bShouldExportVolumeSampleData, true);
}
}
}
if (!NextCacheTask
&& !NextInterpolateTask
&& NumVolumeSampleTasksOutstanding <= 0
&& NumOutstandingVolumeDataLayers <= 0)
{
if (TasksInProgressThatWillNeedHelp <= 0 && !bRequestForTaskTimedOut)
{
// All mappings have been processed, so end this thread.
bIsDone = true;
}
else
{
FPlatformProcess::Sleep(.001f);
IdleTime += FPlatformTime::Seconds() - StartLoopTime;
}
}
}
// NOTE: Main thread shouldn't be running this anymore.
check( !bIsMainThread );
}
ThreadStatistics.TotalTime += FPlatformTime::Seconds() - ThreadTimeStart;
FPlatformAtomics::InterlockedIncrement(&GStatistics.NumThreadsFinished);
}
/**
* Applies the static lighting to the mappings in the list, and clears the list.
* Also reports back to Unreal after each mapping has been exported.
* @param LightingSystem - Reference to the static lighting system
*/
template<typename StaticLightingDataType>
void TCompleteStaticLightingList<StaticLightingDataType>::ApplyAndClear(FStaticLightingSystem& LightingSystem)
{
while(FirstElement)
{
// Atomically read the complete list and clear the shared head pointer.
TList<StaticLightingDataType>* LocalFirstElement;
TList<StaticLightingDataType>* CurrentElement;
uint32 ElementCount = 0;
do { LocalFirstElement = FirstElement; }
while(FPlatformAtomics::InterlockedCompareExchangePointer((void**)&FirstElement,NULL,LocalFirstElement) != LocalFirstElement);
// Traverse the local list, count the number of entries, and find the minimum guid
TList<StaticLightingDataType>* PreviousElement = NULL;
TList<StaticLightingDataType>* MinimumElementLink = NULL;
TList<StaticLightingDataType>* MinimumElement = NULL;
CurrentElement = LocalFirstElement;
MinimumElement = CurrentElement;
FGuid MinimumGuid = MinimumElement->Element.Mapping->Guid;
while(CurrentElement)
{
ElementCount++;
if (CurrentElement->Element.Mapping->Guid < MinimumGuid)
{
MinimumGuid = CurrentElement->Element.Mapping->Guid;
MinimumElementLink = PreviousElement;
MinimumElement = CurrentElement;
}
PreviousElement = CurrentElement;
CurrentElement = CurrentElement->Next;
}
// Slice and dice the list to put the minimum at the head before we continue
if (MinimumElementLink != NULL)
{
MinimumElementLink->Next = MinimumElement->Next;
MinimumElement->Next = LocalFirstElement;
LocalFirstElement = MinimumElement;
}
// Traverse the local list and export
CurrentElement = LocalFirstElement;
// Start exporting, planning to put everything into one file
bool bUseUniqueChannel = true;
if (LightingSystem.GetExporter().BeginExportResults(CurrentElement->Element, ElementCount) >= 0)
{
// We opened a group channel, export all mappings out together
bUseUniqueChannel = false;
}
const double ExportTimeStart = FPlatformTime::Seconds();
while(CurrentElement)
{
// write back to Unreal
LightingSystem.GetExporter().ExportResults(CurrentElement->Element, bUseUniqueChannel);
// Update the corresponding statistics depending on whether we're exporting in parallel to the worker threads or not.
bool bIsRunningInParallel = GStatistics.NumThreadsFinished < (GStatistics.NumThreads-1);
if ( bIsRunningInParallel )
{
GStatistics.ThreadStatistics.ExportTime += FPlatformTime::Seconds() - ExportTimeStart;
}
else
{
static bool bFirst = true;
if ( bFirst )
{
bFirst = false;
GSwarm->SendMessage( NSwarm::FTimingMessage( NSwarm::PROGSTATE_ExportingResults, -1 ) );
}
GStatistics.ExtraExportTime += FPlatformTime::Seconds() - ExportTimeStart;
}
GStatistics.NumExportedMappings++;
// Move to the next element
CurrentElement = CurrentElement->Next;
}
// If we didn't use unique channels, close up the group channel now
if (!bUseUniqueChannel)
{
LightingSystem.GetExporter().EndExportResults();
}
// Traverse again, cleaning up and notifying swarm
FLightmassSwarm* Swarm = LightingSystem.GetExporter().GetSwarm();
CurrentElement = LocalFirstElement;
while(CurrentElement)
{
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !LightingSystem.IsDebugMode() )
{
Swarm->TaskCompleted( CurrentElement->Element.Mapping->Guid );
}
// Delete this link and advance to the next.
TList<StaticLightingDataType>* NextElement = CurrentElement->Next;
delete CurrentElement;
CurrentElement = NextElement;
}
}
}
template<typename DataType>
void TCompleteTaskList<DataType>::ApplyAndClear(FStaticLightingSystem& LightingSystem)
{
while(this->FirstElement)
{
// Atomically read the complete list and clear the shared head pointer.
TList<DataType>* LocalFirstElement;
TList<DataType>* CurrentElement;
uint32 ElementCount = 0;
do { LocalFirstElement = this->FirstElement; }
while(FPlatformAtomics::InterlockedCompareExchangePointer((void**)&this->FirstElement,NULL,LocalFirstElement) != LocalFirstElement);
// Traverse the local list, count the number of entries, and find the minimum guid
TList<DataType>* PreviousElement = NULL;
TList<DataType>* MinimumElementLink = NULL;
TList<DataType>* MinimumElement = NULL;
CurrentElement = LocalFirstElement;
MinimumElement = CurrentElement;
FGuid MinimumGuid = MinimumElement->Element.Guid;
while(CurrentElement)
{
ElementCount++;
if (CurrentElement->Element.Guid < MinimumGuid)
{
MinimumGuid = CurrentElement->Element.Guid;
MinimumElementLink = PreviousElement;
MinimumElement = CurrentElement;
}
PreviousElement = CurrentElement;
CurrentElement = CurrentElement->Next;
}
// Slice and dice the list to put the minimum at the head before we continue
if (MinimumElementLink != NULL)
{
MinimumElementLink->Next = MinimumElement->Next;
MinimumElement->Next = LocalFirstElement;
LocalFirstElement = MinimumElement;
}
// Traverse the local list and export
CurrentElement = LocalFirstElement;
const double ExportTimeStart = FPlatformTime::Seconds();
while(CurrentElement)
{
// write back to Unreal
LightingSystem.GetExporter().ExportResults(CurrentElement->Element);
// Move to the next element
CurrentElement = CurrentElement->Next;
}
// Traverse again, cleaning up and notifying swarm
FLightmassSwarm* Swarm = LightingSystem.GetExporter().GetSwarm();
CurrentElement = LocalFirstElement;
while(CurrentElement)
{
// Tell Swarm the task is complete (if we're not in debugging mode).
if ( !LightingSystem.IsDebugMode() )
{
Swarm->TaskCompleted( CurrentElement->Element.Guid );
}
// Delete this link and advance to the next.
TList<DataType>* NextElement = CurrentElement->Next;
delete CurrentElement;
CurrentElement = NextElement;
}
}
}
class FStoredLightingSample
{
public:
FLinearColor IncomingRadiance;
FVector4 WorldSpaceDirection;
};
class FSampleCollector
{
public:
inline void SetOcclusion(float InOcclusion)
{}
inline void AddIncomingRadiance(const FLinearColor& IncomingRadiance, float Weight, const FVector4& TangentSpaceDirection, const FVector4& WorldSpaceDirection)
{
if (FLinearColorUtils::LinearRGBToXYZ(IncomingRadiance * Weight).G > DELTA)
{
FStoredLightingSample NewSample;
NewSample.IncomingRadiance = IncomingRadiance * Weight;
NewSample.WorldSpaceDirection = WorldSpaceDirection;
Samples.Add(NewSample);
}
}
bool AreFloatsValid() const
{
return true;
}
FSampleCollector operator+( const FSampleCollector& Other ) const
{
FSampleCollector NewCollector;
NewCollector.Samples = Samples;
NewCollector.Samples.Append(Other.Samples);
NewCollector.EnvironmentSamples = EnvironmentSamples;
NewCollector.EnvironmentSamples.Append(Other.EnvironmentSamples);
return NewCollector;
}
TArray<FStoredLightingSample> Samples;
TArray<FStoredLightingSample> EnvironmentSamples;
};
void FStaticLightingSystem::CalculateStaticShadowDepthMap(FGuid LightGuid)
{
const FLight* Light = Scene.FindLightByGuid(LightGuid);
check(Light);
const FDirectionalLight* DirectionalLight = Light->GetDirectionalLight();
const FSpotLight* SpotLight = Light->GetSpotLight();
const FPointLight* PointLight = Light->GetPointLight();
check(DirectionalLight || SpotLight || PointLight);
const float ClampedResolutionScale = FMath::Clamp(Light->ShadowResolutionScale, .125f, 8.0f);
const double StartTime = FPlatformTime::Seconds();
FStaticLightingMappingContext Context(NULL, *this);
FStaticShadowDepthMap* ShadowDepthMap = new FStaticShadowDepthMap();
if (DirectionalLight)
{
FVector4 XAxis, YAxis;
DirectionalLight->Direction.FindBestAxisVectors3(XAxis, YAxis);
// Create a coordinate system for the dominant directional light, with the z axis corresponding to the light's direction
ShadowDepthMap->WorldToLight = FBasisVectorMatrix(XAxis, YAxis, DirectionalLight->Direction, FVector4(0,0,0));
FBoxSphereBounds ImportanceVolume = GetImportanceBounds().SphereRadius > 0.0f ? GetImportanceBounds() : FBoxSphereBounds(AggregateMesh->GetBounds());
const FBox LightSpaceImportanceBounds = ImportanceVolume.GetBox().TransformBy(ShadowDepthMap->WorldToLight);
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(LightSpaceImportanceBounds.GetExtent().X * 2.0f * ClampedResolutionScale / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Max(LightSpaceImportanceBounds.GetExtent().Y * 2.0f * ClampedResolutionScale / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceY, 4.0f));
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeY == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeY;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
// Allocate the shadow map
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
{
const float InvDistanceRange = 1.0f / (LightSpaceImportanceBounds.Max.Z - LightSpaceImportanceBounds.Min.Z);
const FMatrix LightToWorld = ShadowDepthMap->WorldToLight.InverseFast();
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
// Construct a ray in light space along the direction of the light, starting at the minimum light space Z going to the maximum.
const FVector4 LightSpaceStartPosition(
LightSpaceImportanceBounds.Min.X + XFraction * (LightSpaceImportanceBounds.Max.X - LightSpaceImportanceBounds.Min.X),
LightSpaceImportanceBounds.Min.Y + YFraction * (LightSpaceImportanceBounds.Max.Y - LightSpaceImportanceBounds.Min.Y),
LightSpaceImportanceBounds.Min.Z);
const FVector4 LightSpaceEndPosition(LightSpaceStartPosition.X, LightSpaceStartPosition.Y, LightSpaceImportanceBounds.Max.Z);
// Transform the ray into world space in order to trace against the world space aggregate mesh
const FVector4 WorldSpaceStartPosition = LightToWorld.TransformPosition(LightSpaceStartPosition);
const FVector4 WorldSpaceEndPosition = LightToWorld.TransformPosition(LightSpaceEndPosition);
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, (Intersection.IntersectionVertex.WorldPosition - WorldSpaceStartPosition).Size3());
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = LightSpaceImportanceBounds.Max.Z - LightSpaceImportanceBounds.Min.Z;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance * InvDistanceRange));
}
}
}
ShadowDepthMap->WorldToLight *= FTranslationMatrix(-LightSpaceImportanceBounds.Min)
* FScaleMatrix(FVector(1.0f) / (LightSpaceImportanceBounds.Max - LightSpaceImportanceBounds.Min));
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(DirectionalLight, ShadowDepthMap);
}
else if (SpotLight)
{
FVector4 XAxis, YAxis;
SpotLight->Direction.FindBestAxisVectors3(XAxis, YAxis);
// Create a coordinate system for the spot light, with the z axis corresponding to the light's direction, and translated to the light's origin
ShadowDepthMap->WorldToLight = FTranslationMatrix(-SpotLight->Position)
* FBasisVectorMatrix(XAxis, YAxis, SpotLight->Direction, FVector4(0,0,0));
// Distance from the light's direction axis to the edge of the cone at the radius of the light
const float HalfCrossSectionLength = SpotLight->Radius * FMath::Tan(SpotLight->OuterConeAngle * (float)PI / 180.0f);
const FVector4 LightSpaceImportanceBoundMin = FVector4(-HalfCrossSectionLength, -HalfCrossSectionLength, 0);
const FVector4 LightSpaceImportanceBoundMax = FVector4(HalfCrossSectionLength, HalfCrossSectionLength, SpotLight->Radius);
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(HalfCrossSectionLength * ClampedResolutionScale / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeX;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
// Calculate the maximum possible distance for quantization
const float MaxPossibleDistance = LightSpaceImportanceBoundMax.Z - LightSpaceImportanceBoundMin.Z;
const FMatrix LightToWorld = ShadowDepthMap->WorldToLight.InverseFast();
const FBoxSphereBounds ImportanceVolume = GetImportanceBounds().SphereRadius > 0.0f ? GetImportanceBounds() : FBoxSphereBounds(AggregateMesh->GetBounds());
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
// Construct a ray in light space along the direction of the light, starting at the light and going to the maximum light space Z.
const FVector4 LightSpaceStartPosition(0,0,0);
const FVector4 LightSpaceEndPosition(
LightSpaceImportanceBoundMin.X + XFraction * (LightSpaceImportanceBoundMax.X - LightSpaceImportanceBoundMin.X),
LightSpaceImportanceBoundMin.Y + YFraction * (LightSpaceImportanceBoundMax.Y - LightSpaceImportanceBoundMin.Y),
LightSpaceImportanceBoundMax.Z);
// Transform the ray into world space in order to trace against the world space aggregate mesh
const FVector4 WorldSpaceStartPosition = LightToWorld.TransformPosition(LightSpaceStartPosition);
const FVector4 WorldSpaceEndPosition = LightToWorld.TransformPosition(LightSpaceEndPosition);
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
const FVector4 LightSpaceIntersectPosition = ShadowDepthMap->WorldToLight.TransformPosition(Intersection.IntersectionVertex.WorldPosition);
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, LightSpaceIntersectPosition.Z);
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = MaxPossibleDistance;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance / MaxPossibleDistance));
}
}
ShadowDepthMap->WorldToLight *=
// Perspective projection sized to the spotlight cone
FPerspectiveMatrix(SpotLight->OuterConeAngle * (float)PI / 180.0f, 1, 1, 0, SpotLight->Radius)
// Convert from NDC to texture space, normalize Z
* FMatrix(
FPlane(.5f, 0, 0, 0),
FPlane(0, .5f, 0, 0),
FPlane(0, 0, 1.0f / LightSpaceImportanceBoundMax.Z, 0),
FPlane(.5f, .5f, 0, 1));
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(SpotLight, ShadowDepthMap);
}
else if (PointLight)
{
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(FMath::Max(PointLight->Radius * 4 * ClampedResolutionScale / ShadowSettings.StaticShadowDepthMapTransitionSampleDistanceX, 4.0f));
ShadowDepthMap->ShadowMapSizeX = ShadowDepthMap->ShadowMapSizeX == appTruncErrorCode ? INT_MAX : ShadowDepthMap->ShadowMapSizeX;
ShadowDepthMap->ShadowMapSizeY = ShadowDepthMap->ShadowMapSizeX;
// Clamp the number of dominant shadow samples generated if necessary while maintaining aspect ratio
if ((uint64)ShadowDepthMap->ShadowMapSizeX * (uint64)ShadowDepthMap->ShadowMapSizeY > (uint64)ShadowSettings.StaticShadowDepthMapMaxSamples)
{
const float AspectRatio = ShadowDepthMap->ShadowMapSizeX / (float)ShadowDepthMap->ShadowMapSizeY;
ShadowDepthMap->ShadowMapSizeY = FMath::TruncToInt(FMath::Sqrt(ShadowSettings.StaticShadowDepthMapMaxSamples / AspectRatio));
ShadowDepthMap->ShadowMapSizeX = FMath::TruncToInt(ShadowSettings.StaticShadowDepthMapMaxSamples / ShadowDepthMap->ShadowMapSizeY);
}
// Allocate the shadow map
ShadowDepthMap->ShadowMap.Empty(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->ShadowMap.AddZeroed(ShadowDepthMap->ShadowMapSizeX * ShadowDepthMap->ShadowMapSizeY);
ShadowDepthMap->WorldToLight = FMatrix::Identity;
for (int32 Y = 0; Y < ShadowDepthMap->ShadowMapSizeY; Y++)
{
for (int32 X = 0; X < ShadowDepthMap->ShadowMapSizeX; X++)
{
float MaxSampleDistance = 0.0f;
// Super sample each cell
for (int32 SubSampleY = 0; SubSampleY < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleY++)
{
const float YFraction = (Y + SubSampleY / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeY - 1);
const float Phi = YFraction * PI;
const float SinPhi = FMath::Sin(Phi);
for (int32 SubSampleX = 0; SubSampleX < ShadowSettings.StaticShadowDepthMapSuperSampleFactor; SubSampleX++)
{
const float XFraction = (X + SubSampleX / (float)ShadowSettings.StaticShadowDepthMapSuperSampleFactor) / (float)(ShadowDepthMap->ShadowMapSizeX - 1);
const float Theta = XFraction * 2 * PI;
const FVector Direction(FMath::Cos(Theta) * SinPhi, FMath::Sin(Theta) * SinPhi, FMath::Cos(Phi));
const FVector4 WorldSpaceStartPosition = PointLight->Position;
const FVector4 WorldSpaceEndPosition = PointLight->Position + Direction * PointLight->Radius;
const FLightRay LightRay(
WorldSpaceStartPosition,
WorldSpaceEndPosition,
NULL,
NULL,
// We are tracing from the light instead of to the light,
// So flip sidedness so that backface culling matches up with tracing to the light
LIGHTRAY_FLIP_SIDEDNESS
);
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, true, false, true, Context.RayCache, Intersection);
if (Intersection.bIntersects)
{
// Use the maximum distance of all super samples for each cell, to get a conservative shadow map
MaxSampleDistance = FMath::Max(MaxSampleDistance, (Intersection.IntersectionVertex.WorldPosition - PointLight->Position).Size3());
}
}
}
if (MaxSampleDistance == 0.0f)
{
MaxSampleDistance = PointLight->Radius;
}
ShadowDepthMap->ShadowMap[Y * ShadowDepthMap->ShadowMapSizeX + X] = FStaticShadowDepthMapSample(FFloat16(MaxSampleDistance / PointLight->Radius));
}
}
FScopeLock Lock(&CompletedStaticShadowDepthMapsSync);
CompletedStaticShadowDepthMaps.Add(PointLight, ShadowDepthMap);
}
const float NewTime = FPlatformTime::Seconds() - StartTime;
Context.Stats.StaticShadowDepthMapThreadTime = NewTime;
Context.Stats.MaxStaticShadowDepthMapThreadTime = NewTime;
}
/**
* Calculates shadowing for a given mapping surface point and light.
* @param Mapping - The mapping the point comes from.
* @param WorldSurfacePoint - The point to check shadowing at.
* @param Light - The light to check shadowing from.
* @param CoherentRayCache - The calling thread's collision cache.
* @return true if the surface point is shadowed from the light.
*/
bool FStaticLightingSystem::CalculatePointShadowing(
const FStaticLightingMapping* Mapping,
const FVector4& WorldSurfacePoint,
const FLight* Light,
FStaticLightingMappingContext& MappingContext,
bool bDebugThisSample
) const
{
if(Light->GetSkyLight())
{
return true;
}
else
{
// Treat points which the light doesn't affect as shadowed to avoid the costly ray check.
if(!Light->AffectsBounds(FBoxSphereBounds(WorldSurfacePoint,FVector4(0,0,0,0),0)))
{
return true;
}
// Check for visibility between the point and the light.
bool bIsShadowed = false;
if ((Light->LightFlags & GI_LIGHT_CASTSHADOWS) && (Light->LightFlags & GI_LIGHT_CASTSTATICSHADOWS))
{
// TODO find best point on light to shadow from
// Construct a line segment between the light and the surface point.
const FVector4 LightPosition = FVector4(Light->Position.X, Light->Position.Y, Light->Position.Z, 0);
const FVector4 LightVector = LightPosition - WorldSurfacePoint * Light->Position.W;
const FLightRay LightRay(
WorldSurfacePoint + LightVector.GetSafeNormal() * SceneConstants.VisibilityRayOffsetDistance,
WorldSurfacePoint + LightVector,
Mapping,
Light
);
// Check the line segment for intersection with the static lighting meshes.
FLightRayIntersection Intersection;
AggregateMesh->IntersectLightRay(LightRay, false, false, true, MappingContext.RayCache, Intersection);
bIsShadowed = Intersection.bIntersects;
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
FDebugStaticLightingRay DebugRay(LightRay.Start, LightRay.End, bIsShadowed != 0);
if (bIsShadowed)
{
DebugRay.End = Intersection.IntersectionVertex.WorldPosition;
}
MappingContext.DebugOutput->ShadowRays.Add(DebugRay);
}
#endif
}
return bIsShadowed;
}
}
/** Calculates area shadowing from a light for the given vertex. */
FVector2D FStaticLightingSystem::CalculatePointAreaShadowing(
const FStaticLightingMapping* Mapping,
const FStaticLightingVertex& Vertex,
int32 ElementIndex,
float SampleRadius,
const FLight* Light,
FStaticLightingMappingContext& MappingContext,
FLMRandomStream& RandomStream,
FLinearColor& UnnormalizedTransmission,
const TArray<FLightSurfaceSample>& LightPositionSamples,
bool bDebugThisSample
) const
{
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
int32 TempBreak = 0;
}
#endif
UnnormalizedTransmission = FLinearColor::Black;
// Treat points which the light doesn't affect as shadowed to avoid the costly ray check.
if( !Light->AffectsBounds(FBoxSphereBounds(Vertex.WorldPosition,FVector4(0,0,0),0)))
{
return FVector2D::ZeroVector;
}
// Check for visibility between the point and the light
if ((Light->LightFlags & GI_LIGHT_CASTSHADOWS) && (Light->LightFlags & GI_LIGHT_CASTSTATICSHADOWS))
{
MappingContext.Stats.NumDirectLightingShadowRays += LightPositionSamples.Num();
const bool bIsTwoSided = Mapping->Mesh->IsTwoSided(ElementIndex);
FVector2D ShadowedValue = FVector2D::ZeroVector;
// Integrate over the surface of the light using monte carlo integration
// Note that we are making the approximation that the BRDF and the Light's emission are equal in all of these directions and therefore are not in the integrand
for(int32 RayIndex = 0; RayIndex < LightPositionSamples.Num(); RayIndex++)
{
FLightSurfaceSample CurrentSample = LightPositionSamples[RayIndex];
// Allow the light to modify the surface position for this receiving position
Light->ValidateSurfaceSample(Vertex.WorldPosition, CurrentSample);
// Construct a line segment between the light and the surface point.
const FVector4 LightVector = CurrentSample.Position - Vertex.WorldPosition;
FVector4 SampleOffset(0,0,0);
if (GeneralSettings.bAccountForTexelSize)
{
/*
//@todo - the rays cross over on the way to the light and mess up penumbra shapes.
//@todo - need to use more than texel size, otherwise BSP generates lots of texels that become half shadowed at corners
SampleOffset = Vertex.WorldTangentX * LightPositionSamples(RayIndex).DiskPosition.X * SampleRadius * SceneConstants.VisibilityTangentOffsetSampleRadiusScale
+ Vertex.WorldTangentY * LightPositionSamples(RayIndex).DiskPosition.Y * SampleRadius * SceneConstants.VisibilityTangentOffsetSampleRadiusScale;
*/
}
float DistSqr = LightVector.SizeSquared3() + KINDA_SMALL_NUMBER;
float SamplePDF = CurrentSample.PDF * -Dot3( CurrentSample.Normal, LightVector ) / ( DistSqr * FMath::Sqrt( DistSqr ) );
if( SamplePDF <= 0.0f )
{
continue;
}
FVector4 NormalForOffset = Vertex.WorldTangentZ;
// Flip the normal used for offsetting the start of the ray for two sided materials if a flipped normal would be closer to the light.
// This prevents incorrect shadowing where using the frontface normal would cause the ray to start inside a nearby object.
if (bIsTwoSided && Dot3(-NormalForOffset, LightVector) > Dot3(NormalForOffset, LightVector))
{
NormalForOffset = -NormalForOffset;
}
const FLightRay LightRay(
// Offset the start of the ray by some fraction along the direction of the ray and some fraction along the vertex normal.
Vertex.WorldPosition
+ LightVector.GetSafeNormal() * SceneConstants.VisibilityRayOffsetDistance
+ NormalForOffset * SampleRadius * SceneConstants.VisibilityNormalOffsetSampleRadiusScale
+ SampleOffset,
Vertex.WorldPosition + LightVector,
Mapping,
Light
);
// Check the line segment for intersection with the static lighting meshes.
FLightRayIntersection Intersection;
//@todo - change this back to request boolean visibility once transmission is supported with boolean visibility ray intersections
AggregateMesh->IntersectLightRay(LightRay, true, true, true, MappingContext.RayCache, Intersection);
if (!Intersection.bIntersects)
{
UnnormalizedTransmission += Intersection.Transmission * SamplePDF;
ShadowedValue.X += SamplePDF;
}
ShadowedValue.Y += SamplePDF;
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (bDebugThisSample)
{
FDebugStaticLightingRay DebugRay(LightRay.Start, LightRay.End, Intersection.bIntersects);
if (Intersection.bIntersects)
{
DebugRay.End = Intersection.IntersectionVertex.WorldPosition;
}
MappingContext.DebugOutput->ShadowRays.Add(DebugRay);
}
#endif
}
return ShadowedValue;
}
UnnormalizedTransmission = FLinearColor::White;
return FVector2D( 1.0f, 1.0f );
}
/** Calculates the lighting contribution of a light to a mapping vertex. */
FGatheredLightSample FStaticLightingSystem::CalculatePointLighting(
const FStaticLightingMapping* Mapping,
const FStaticLightingVertex& Vertex,
int32 ElementIndex,
const FLight* Light,
const FLinearColor& InLightIntensity,
const FLinearColor& InTransmission
) const
{
// don't do sky lights here
if (Light->GetSkyLight() == NULL)
{
// Calculate the direction from the vertex to the light.
const FVector4 WorldLightVector = Light->GetDirectLightingDirection(Vertex.WorldPosition, Vertex.WorldTangentZ);
// Transform the light vector to tangent space.
const FVector4 TangentLightVector =
FVector4(
Dot3(WorldLightVector, Vertex.WorldTangentX),
Dot3(WorldLightVector, Vertex.WorldTangentY),
Dot3(WorldLightVector, Vertex.WorldTangentZ),
0
).GetSafeNormal();
// Compute the incident lighting of the light on the vertex.
const FLinearColor LightIntensity = InLightIntensity * InTransmission;
// Compute the light-map sample for the front-face of the vertex.
FGatheredLightSample FrontFaceSample = FGatheredLightSampleUtil::PointLightWorldSpace<2>(LightIntensity, TangentLightVector, WorldLightVector.GetSafeNormal());
if (Mapping->Mesh->UsesTwoSidedLighting(ElementIndex))
{
const FVector4 BackFaceTangentLightVector =
FVector4(
Dot3(WorldLightVector, -Vertex.WorldTangentX),
Dot3(WorldLightVector, -Vertex.WorldTangentY),
Dot3(WorldLightVector, -Vertex.WorldTangentZ),
0
).GetSafeNormal();
const FGatheredLightSample BackFaceSample = FGatheredLightSampleUtil::PointLightWorldSpace<2>(LightIntensity, BackFaceTangentLightVector, -WorldLightVector.GetSafeNormal());
// Average front and back face lighting
return (FrontFaceSample + BackFaceSample) * .5f;
}
else
{
return FrontFaceSample;
}
}
return FGatheredLightSample();
}
/** Returns a light sample that represents the material attribute specified by MaterialSettings.ViewMaterialAttribute at the intersection. */
FGatheredLightSample FStaticLightingSystem::GetVisualizedMaterialAttribute(const FStaticLightingMapping* Mapping, const FLightRayIntersection& Intersection) const
{
FGatheredLightSample MaterialSample;
if (Intersection.bIntersects && Intersection.Mapping == Mapping)
{
// The ray intersected an opaque surface, we can visualize anything that opaque materials store
//@todo - Currently can't visualize emissive on translucent materials
if (MaterialSettings.ViewMaterialAttribute == VMA_Emissive)
{
FLinearColor Emissive = FLinearColor::Black;
if (Intersection.Mesh->IsEmissive(Intersection.ElementIndex))
{
Emissive = Intersection.Mesh->EvaluateEmissive(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
}
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Emissive);
}
else if (MaterialSettings.ViewMaterialAttribute == VMA_Diffuse)
{
const FLinearColor Diffuse = Intersection.Mesh->EvaluateDiffuse(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Diffuse);
}
else if (MaterialSettings.ViewMaterialAttribute == VMA_Normal)
{
const FVector4 Normal = Intersection.Mesh->EvaluateNormal(Intersection.IntersectionVertex.TextureCoordinates[0], Intersection.ElementIndex);
FLinearColor NormalColor;
NormalColor.R = Normal.X * 0.5f + 0.5f;
NormalColor.G = Normal.Y * 0.5f + 0.5f;
NormalColor.B = Normal.Z * 0.5f + 0.5f;
NormalColor.A = 1.0f;
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(NormalColor);
}
}
else if (MaterialSettings.ViewMaterialAttribute != VMA_Transmission)
{
// The ray didn't intersect an opaque surface and we're not visualizing transmission
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(FLinearColor::Black);
}
if (MaterialSettings.ViewMaterialAttribute == VMA_Transmission)
{
// Visualizing transmission, replace the light sample with the transmission picked up along the ray
MaterialSample = FGatheredLightSampleUtil::AmbientLight<2>(Intersection.Transmission);
}
return MaterialSample;
}
/**
* Checks if a light is behind a triangle.
* @param TrianglePoint - Any point on the triangle.
* @param TriangleNormal - The (not necessarily normalized) triangle surface normal.
* @param Light - The light to classify.
* @return true if the light is behind the triangle.
*/
bool IsLightBehindSurface(const FVector4& TrianglePoint, const FVector4& TriangleNormal, const FLight* Light)
{
const bool bIsSkyLight = Light->GetSkyLight() != NULL;
if (!bIsSkyLight)
{
// Calculate the direction from the triangle to the light.
const FVector4 LightPosition = FVector4(Light->Position.X, Light->Position.Y, Light->Position.Z, 0);
const FVector4 WorldLightVector = LightPosition - TrianglePoint * Light->Position.W;
// Check if the light is in front of the triangle.
const float Dot = Dot3(WorldLightVector, TriangleNormal);
return Dot < 0.0f;
}
else
{
// Sky lights are always in front of a surface.
return false;
}
}
/**
* Culls lights that are behind a triangle.
* @param bTwoSidedMaterial - true if the triangle has a two-sided material. If so, lights behind the surface are not culled.
* @param TrianglePoint - Any point on the triangle.
* @param TriangleNormal - The (not necessarily normalized) triangle surface normal.
* @param Lights - The lights to cull.
* @return A map from Lights index to a boolean which is true if the light is in front of the triangle.
*/
TBitArray<> CullBackfacingLights(bool bTwoSidedMaterial,const FVector4& TrianglePoint,const FVector4& TriangleNormal,const TArray<FLight*>& Lights)
{
if(!bTwoSidedMaterial)
{
TBitArray<> Result(false,Lights.Num());
for(int32 LightIndex = 0;LightIndex < Lights.Num();LightIndex++)
{
Result[LightIndex] = !IsLightBehindSurface(TrianglePoint,TriangleNormal,Lights[LightIndex]);
}
return Result;
}
else
{
return TBitArray<>(true,Lights.Num());
}
}
} //namespace Lightmass