You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb ben.ingram, zak.middleton #preflight 61f285e71e5d78c38307cda4 #ROBOMERGE-AUTHOR: andrew.davidson #ROBOMERGE-SOURCE: CL 18752245 in //UE5/Release-5.0/... via CL 18752267 via CL 18752335 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18752338 by andrew davidson in ue5-main branch]
474 lines
18 KiB
C++
474 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
LightSceneInfo.cpp: Light scene info implementation.
|
|
=============================================================================*/
|
|
|
|
#include "LightSceneInfo.h"
|
|
#include "Components/LightComponent.h"
|
|
#include "SceneCore.h"
|
|
#include "ScenePrivate.h"
|
|
#include "DistanceFieldLightingShared.h"
|
|
#include "Misc/LargeWorldRenderPosition.h"
|
|
|
|
int32 GWholeSceneShadowUnbuiltInteractionThreshold = 500;
|
|
static FAutoConsoleVariableRef CVarWholeSceneShadowUnbuiltInteractionThreshold(
|
|
TEXT("r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold"),
|
|
GWholeSceneShadowUnbuiltInteractionThreshold,
|
|
TEXT("How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows"),
|
|
ECVF_RenderThreadSafe
|
|
);
|
|
|
|
static int32 GRecordInteractionShadowPrimitives = 1;
|
|
FAutoConsoleVariableRef CVarRecordInteractionShadowPrimitives(
|
|
TEXT("r.Shadow.RecordInteractionShadowPrimitives"),
|
|
GRecordInteractionShadowPrimitives,
|
|
TEXT(""),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
void FLightSceneInfoCompact::Init(FLightSceneInfo* InLightSceneInfo)
|
|
{
|
|
LightSceneInfo = InLightSceneInfo;
|
|
FSphere BoundingSphere = InLightSceneInfo->Proxy->GetBoundingSphere();
|
|
BoundingSphere.W = BoundingSphere.W > 0.0f ? BoundingSphere.W : FLT_MAX;
|
|
FMemory::Memcpy(&BoundingSphereVector,&BoundingSphere,sizeof(BoundingSphereVector));
|
|
Color = InLightSceneInfo->Proxy->GetColor();
|
|
LightType = InLightSceneInfo->Proxy->GetLightType();
|
|
|
|
bCastDynamicShadow = InLightSceneInfo->Proxy->CastsDynamicShadow();
|
|
bCastStaticShadow = InLightSceneInfo->Proxy->CastsStaticShadow();
|
|
bStaticLighting = InLightSceneInfo->Proxy->HasStaticLighting();
|
|
bAffectReflection = InLightSceneInfo->Proxy->AffectReflection();
|
|
bAffectGlobalIllumination = InLightSceneInfo->Proxy->AffectGlobalIllumination();
|
|
CastRaytracedShadow = InLightSceneInfo->Proxy->CastsRaytracedShadow();
|
|
}
|
|
|
|
FLightSceneInfo::FLightSceneInfo(FLightSceneProxy* InProxy, bool InbVisible)
|
|
: bRecordInteractionShadowPrimitives(!!GRecordInteractionShadowPrimitives && InProxy->GetLightType() != ELightComponentType::LightType_Directional)
|
|
, DynamicInteractionOftenMovingPrimitiveList(NULL)
|
|
, DynamicInteractionStaticPrimitiveList(NULL)
|
|
, Proxy(InProxy)
|
|
, Id(INDEX_NONE)
|
|
, DynamicShadowMapChannel(-1)
|
|
, bPrecomputedLightingIsValid(InProxy->GetLightComponent()->IsPrecomputedLightingValid())
|
|
, bVisible(InbVisible)
|
|
, bEnableLightShaftBloom(InProxy->GetLightComponent()->bEnableLightShaftBloom)
|
|
, BloomScale(InProxy->GetLightComponent()->BloomScale)
|
|
, BloomThreshold(InProxy->GetLightComponent()->BloomThreshold)
|
|
, BloomMaxBrightness(InProxy->GetLightComponent()->BloomMaxBrightness)
|
|
, BloomTint(InProxy->GetLightComponent()->BloomTint)
|
|
, NumUnbuiltInteractions(0)
|
|
, bCreatePerObjectShadowsForDynamicObjects(Proxy->ShouldCreatePerObjectShadowsForDynamicObjects())
|
|
, Scene(InProxy->GetLightComponent()->GetScene()->GetRenderScene())
|
|
{
|
|
// Only visible lights can be added in game
|
|
check(bVisible || GIsEditor);
|
|
|
|
BeginInitResource(this);
|
|
}
|
|
|
|
FLightSceneInfo::~FLightSceneInfo()
|
|
{
|
|
ReleaseResource();
|
|
}
|
|
|
|
void FLightSceneInfo::AddToScene()
|
|
{
|
|
const FLightSceneInfoCompact& LightSceneInfoCompact = Scene->Lights[Id];
|
|
|
|
bool bIsValidLightTypeMobile = false;
|
|
if (Scene->GetShadingPath() == EShadingPath::Mobile && Proxy->IsMovable())
|
|
{
|
|
static const auto MobileEnableMovableSpotLightsVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableMovableSpotLights"));
|
|
const uint8 LightType = Proxy->GetLightType();
|
|
bIsValidLightTypeMobile = LightType == LightType_Rect || LightType == LightType_Point
|
|
|| (LightType == LightType_Spot && MobileEnableMovableSpotLightsVar->GetValueOnRenderThread());
|
|
}
|
|
|
|
// Only need to create light interactions for lights that can cast a shadow,
|
|
// As deferred shading doesn't need to know anything about the primitives that a light affects
|
|
if (Proxy->CastsDynamicShadow()
|
|
|| Proxy->CastsStaticShadow()
|
|
// Lights that should be baked need to check for interactions to track unbuilt state correctly
|
|
|| Proxy->HasStaticLighting()
|
|
// Mobile path supports dynamic point/spot lights in the base pass using forward rendering, so we need to know the primitives
|
|
|| bIsValidLightTypeMobile)
|
|
{
|
|
// Directional lights have no finite extent and cannot meaningfully be in the LocalShadowCastingLightOctree
|
|
if (LightSceneInfoCompact.LightType == LightType_Directional)
|
|
{
|
|
//
|
|
Scene->DirectionalShadowCastingLightIDs.Add(Id);
|
|
|
|
// All primitives may interact with a directional light
|
|
FMemMark MemStackMark(FMemStack::Get());
|
|
for (FPrimitiveSceneInfo *PrimitiveSceneInfo : Scene->Primitives)
|
|
{
|
|
CreateLightPrimitiveInteraction(LightSceneInfoCompact, PrimitiveSceneInfo);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add the light to the scene's light octree.
|
|
Scene->LocalShadowCastingLightOctree.AddElement(LightSceneInfoCompact);
|
|
// Find primitives that the light affects in the primitive octree.
|
|
FMemMark MemStackMark(FMemStack::Get());
|
|
|
|
Scene->PrimitiveOctree.FindElementsWithBoundsTest(GetBoundingBox(), [&LightSceneInfoCompact, this](const FPrimitiveSceneInfoCompact& PrimitiveSceneInfoCompact)
|
|
{
|
|
CreateLightPrimitiveInteraction(LightSceneInfoCompact, PrimitiveSceneInfoCompact);
|
|
});
|
|
|
|
if (bIsValidLightTypeMobile)
|
|
{
|
|
Proxy->MobileMovablePointLightUniformBuffer = TUniformBufferRef<FMobileMovablePointLightUniformShaderParameters>::CreateUniformBufferImmediate(GetDummyMovablePointLightUniformShaderParameters(), UniformBuffer_MultiFrame);
|
|
Proxy->bMobileMovablePointLightUniformBufferNeedsUpdate = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* If the light affects the primitive, create an interaction, and process children
|
|
*
|
|
* @param LightSceneInfoCompact Compact representation of the light
|
|
* @param PrimitiveSceneInfoCompact Compact representation of the primitive
|
|
*/
|
|
void FLightSceneInfo::CreateLightPrimitiveInteraction(const FLightSceneInfoCompact& LightSceneInfoCompact, const FPrimitiveSceneInfoCompact& PrimitiveSceneInfoCompact)
|
|
{
|
|
if( !Scene->IsPrimitiveBeingRemoved(PrimitiveSceneInfoCompact.PrimitiveSceneInfo) && LightSceneInfoCompact.AffectsPrimitive(FBoxSphereBounds(PrimitiveSceneInfoCompact.Bounds), PrimitiveSceneInfoCompact.Proxy))
|
|
{
|
|
// create light interaction and add to light/primitive lists
|
|
FLightPrimitiveInteraction::Create(this,PrimitiveSceneInfoCompact.PrimitiveSceneInfo);
|
|
}
|
|
}
|
|
|
|
|
|
void FLightSceneInfo::RemoveFromScene()
|
|
{
|
|
if (OctreeId.IsValidId())
|
|
{
|
|
// Remove the light from the octree.
|
|
Scene->LocalShadowCastingLightOctree.RemoveElement(OctreeId);
|
|
}
|
|
else
|
|
{
|
|
Scene->DirectionalShadowCastingLightIDs.RemoveSwap(Id);
|
|
}
|
|
|
|
Scene->CachedShadowMaps.Remove(Id);
|
|
|
|
// Detach the light from the primitives it affects.
|
|
Detach();
|
|
}
|
|
|
|
void FLightSceneInfo::Detach()
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
InteractionShadowPrimitives.Empty();
|
|
|
|
// implicit linked list. The destruction will update this "head" pointer to the next item in the list.
|
|
while(DynamicInteractionOftenMovingPrimitiveList)
|
|
{
|
|
FLightPrimitiveInteraction::Destroy(DynamicInteractionOftenMovingPrimitiveList);
|
|
}
|
|
|
|
while(DynamicInteractionStaticPrimitiveList)
|
|
{
|
|
FLightPrimitiveInteraction::Destroy(DynamicInteractionStaticPrimitiveList);
|
|
}
|
|
}
|
|
|
|
bool FLightSceneInfo::ShouldRenderLight(const FViewInfo& View, bool bOffscreen) const
|
|
{
|
|
// Only render the light if it is in the view frustum
|
|
bool bLocalVisible = bVisible && (bOffscreen ? View.VisibleLightInfos[Id].bInDrawRange : View.VisibleLightInfos[Id].bInViewFrustum);
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
ELightComponentType Type = (ELightComponentType)Proxy->GetLightType();
|
|
|
|
switch(Type)
|
|
{
|
|
case LightType_Directional:
|
|
if(!View.Family->EngineShowFlags.DirectionalLights)
|
|
{
|
|
bLocalVisible = false;
|
|
}
|
|
break;
|
|
case LightType_Point:
|
|
if(!View.Family->EngineShowFlags.PointLights)
|
|
{
|
|
bLocalVisible = false;
|
|
}
|
|
break;
|
|
case LightType_Spot:
|
|
if(!View.Family->EngineShowFlags.SpotLights)
|
|
{
|
|
bLocalVisible = false;
|
|
}
|
|
break;
|
|
case LightType_Rect:
|
|
if(!View.Family->EngineShowFlags.RectLights)
|
|
{
|
|
bLocalVisible = false;
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return bLocalVisible
|
|
// Only render lights with static shadowing for reflection captures, since they are only captured at edit time
|
|
&& (!View.bStaticSceneOnly || Proxy->HasStaticShadowing())
|
|
// Only render lights in the default channel, or if there are any primitives outside the default channel
|
|
&& (Proxy->GetLightingChannelMask() & GetDefaultLightingChannelMask() || View.bUsesLightingChannels);
|
|
}
|
|
|
|
bool FLightSceneInfo::IsPrecomputedLightingValid() const
|
|
{
|
|
return (bPrecomputedLightingIsValid && NumUnbuiltInteractions < GWholeSceneShadowUnbuiltInteractionThreshold) || !Proxy->HasStaticShadowing();
|
|
}
|
|
|
|
const TArray<FLightPrimitiveInteraction*>* FLightSceneInfo::GetInteractionShadowPrimitives() const
|
|
{
|
|
return bRecordInteractionShadowPrimitives ? &InteractionShadowPrimitives : nullptr;
|
|
}
|
|
|
|
FLightPrimitiveInteraction* FLightSceneInfo::GetDynamicInteractionOftenMovingPrimitiveList() const
|
|
{
|
|
return DynamicInteractionOftenMovingPrimitiveList;
|
|
}
|
|
|
|
FLightPrimitiveInteraction* FLightSceneInfo::GetDynamicInteractionStaticPrimitiveList() const
|
|
{
|
|
return DynamicInteractionStaticPrimitiveList;
|
|
}
|
|
|
|
void FLightSceneInfo::ConditionalUpdateMobileMovablePointLightUniformBuffer(const FSceneRenderer* SceneRenderer)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FLightSceneProxy_UpdateMobileMovablePointLightUniformBuffer);
|
|
|
|
static auto* MobileNumDynamicPointLightsCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileNumDynamicPointLights"));
|
|
const int32 MobileNumDynamicPointLights = MobileNumDynamicPointLightsCVar->GetValueOnRenderThread();
|
|
|
|
static auto* MobileEnableMovableSpotlightsCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableMovableSpotlights"));
|
|
const int32 MobileEnableMovableSpotlights = MobileEnableMovableSpotlightsCVar->GetValueOnRenderThread();
|
|
|
|
static auto* EnableMovableSpotlightsShadowCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableMovableSpotlightsShadow"));
|
|
const int32 EnableMovableSpotlightsShadow = EnableMovableSpotlightsShadowCVar->GetValueOnRenderThread();
|
|
|
|
checkSlow(MobileNumDynamicPointLights > 0 && SceneRenderer);
|
|
|
|
FVector4f LightPositionAndInvRadius;
|
|
FVector4f LightColorAndFalloffExponent;
|
|
FVector4f SpotLightDirectionAndSpecularScale;
|
|
FVector4f SpotLightAnglesAndSoftTransitionScaleAndLightShadowType;
|
|
FVector4f SpotLightShadowSharpenAndShadowFadeFraction;
|
|
FVector4f SpotLightShadowmapMinMax;
|
|
FVector4f LightTilePosition;
|
|
FMatrix44f SpotLightWorldToShadowMatrix;
|
|
|
|
bool bShouldBeRender = false;
|
|
bool bShouldCastShadow = false;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
|
|
{
|
|
bShouldBeRender = ShouldRenderLight(SceneRenderer->Views[ViewIndex]);
|
|
|
|
if (bShouldBeRender)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bShouldBeRender)
|
|
{
|
|
const uint8 LightType = Proxy->GetLightType();
|
|
|
|
const bool bIsValidLightType =
|
|
LightType == LightType_Point
|
|
|| LightType == LightType_Rect
|
|
|| (LightType == LightType_Spot && MobileEnableMovableSpotlights);
|
|
|
|
checkSlow(bIsValidLightType && Proxy->IsMovable());
|
|
|
|
FLightRenderParameters LightParameters;
|
|
Proxy->GetLightShaderParameters(LightParameters);
|
|
|
|
float LightFadeFactor = 0.0f;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
|
|
{
|
|
LightFadeFactor = FMath::Max(LightFadeFactor, GetLightFadeFactor(SceneRenderer->Views[ViewIndex], Proxy));
|
|
}
|
|
|
|
LightParameters.Color *= LightFadeFactor;
|
|
|
|
if (Proxy->IsInverseSquared())
|
|
{
|
|
LightParameters.FalloffExponent = 0;
|
|
}
|
|
|
|
uint32 LightShadowType = LightType == LightType_Spot ? 2 : 1;
|
|
|
|
bShouldCastShadow = SceneRenderer->ViewFamily.EngineShowFlags.DynamicShadows
|
|
&& !IsSimpleForwardShadingEnabled(SceneRenderer->ShaderPlatform)
|
|
&& GetShadowQuality() > 0
|
|
&& EnableMovableSpotlightsShadow != 0
|
|
&& LightType == LightType_Spot
|
|
&& SceneRenderer->VisibleLightInfos[Id].AllProjectedShadows.Num() > 0
|
|
&& SceneRenderer->VisibleLightInfos[Id].AllProjectedShadows.Last()->bAllocated;
|
|
|
|
LightShadowType |= bShouldCastShadow ? 4 : 0;
|
|
|
|
float SoftTransitionScale = 0.0f;
|
|
float ShadowFadeFraction = 0.0f;
|
|
|
|
if (bShouldCastShadow)
|
|
{
|
|
FProjectedShadowInfo* ProjectedShadowInfo = SceneRenderer->VisibleLightInfos[Id].AllProjectedShadows.Last();
|
|
checkSlow(ProjectedShadowInfo && ProjectedShadowInfo->CacheMode != SDCM_StaticPrimitivesOnly);
|
|
|
|
const float TransitionSize = ProjectedShadowInfo->ComputeTransitionSize();
|
|
checkSlow(TransitionSize > 0.0f);
|
|
|
|
SoftTransitionScale = 1.0f / TransitionSize;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
|
|
{
|
|
ShadowFadeFraction = FMath::Max(ShadowFadeFraction, ProjectedShadowInfo->FadeAlphas[ViewIndex]);
|
|
}
|
|
|
|
SpotLightShadowSharpenAndShadowFadeFraction = FVector4f(Proxy->GetShadowSharpen() * 7.0f + 1.0f, ShadowFadeFraction, ProjectedShadowInfo->GetShaderReceiverDepthBias(), 0.0f);
|
|
|
|
const FMatrix WorldToShadowMatrix = ProjectedShadowInfo->GetWorldToShadowMatrix(SpotLightShadowmapMinMax);
|
|
SpotLightWorldToShadowMatrix = FMatrix44f(FTranslationMatrix(LightParameters.WorldPosition) * WorldToShadowMatrix);
|
|
}
|
|
|
|
const FLargeWorldRenderPosition AbsoluteWorldPosition(LightParameters.WorldPosition);
|
|
|
|
LightPositionAndInvRadius = FVector4f(AbsoluteWorldPosition.GetOffset(), LightParameters.InvRadius);
|
|
LightTilePosition = FVector4f(AbsoluteWorldPosition.GetTile(), 0);
|
|
LightColorAndFalloffExponent = FVector4f(LightParameters.Color, LightParameters.FalloffExponent);
|
|
SpotLightDirectionAndSpecularScale = FVector4f(LightParameters.Direction.X, LightParameters.Direction.Y, LightParameters.Direction.Z, Proxy->GetSpecularScale());
|
|
SpotLightAnglesAndSoftTransitionScaleAndLightShadowType = FVector4f(LightParameters.SpotAngles.X, LightParameters.SpotAngles.Y, SoftTransitionScale, LightShadowType);
|
|
}
|
|
|
|
if (bShouldBeRender != Proxy->bMobileMovablePointLightShouldBeRender ||
|
|
bShouldCastShadow != Proxy->bMobileMovablePointLightShouldCastShadow ||
|
|
SpotLightShadowmapMinMax != Proxy->MobileMovablePointLightShadowmapMinMax)
|
|
{
|
|
Proxy->bMobileMovablePointLightUniformBufferNeedsUpdate = true;
|
|
|
|
Proxy->bMobileMovablePointLightShouldBeRender = bShouldBeRender;
|
|
|
|
Proxy->bMobileMovablePointLightShouldCastShadow = bShouldCastShadow;
|
|
|
|
Proxy->MobileMovablePointLightShadowmapMinMax = SpotLightShadowmapMinMax;
|
|
}
|
|
|
|
if (Proxy->bMobileMovablePointLightUniformBufferNeedsUpdate)
|
|
{
|
|
const FMobileMovablePointLightUniformShaderParameters MobileMovablePointLightUniformShaderParameters =
|
|
GetMovablePointLightUniformShaderParameters(
|
|
LightPositionAndInvRadius,
|
|
LightTilePosition,
|
|
LightColorAndFalloffExponent,
|
|
SpotLightDirectionAndSpecularScale,
|
|
SpotLightAnglesAndSoftTransitionScaleAndLightShadowType,
|
|
SpotLightShadowSharpenAndShadowFadeFraction,
|
|
SpotLightShadowmapMinMax,
|
|
SpotLightWorldToShadowMatrix
|
|
);
|
|
|
|
Proxy->MobileMovablePointLightUniformBuffer.UpdateUniformBufferImmediate(MobileMovablePointLightUniformShaderParameters);
|
|
|
|
Proxy->bMobileMovablePointLightUniformBufferNeedsUpdate = false;
|
|
}
|
|
}
|
|
|
|
bool FLightSceneInfo::ShouldRecordShadowSubjectsForMobile() const
|
|
{
|
|
if (Proxy == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// record shadow casters if CSM culling is enabled for the light's mobility type and the culling mode requires the list of casters.
|
|
static auto* MyCVarMobileEnableStaticAndCSMShadowReceivers = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableStaticAndCSMShadowReceivers"));
|
|
const bool bCombinedStaticAndCSMEnabled = MyCVarMobileEnableStaticAndCSMShadowReceivers->GetValueOnAnyThread() != 0;
|
|
|
|
static auto* CVarMobileEnableMovableLightCSMShaderCulling = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableMovableLightCSMShaderCulling"));
|
|
const bool bMobileEnableMovableLightCSMShaderCulling = CVarMobileEnableMovableLightCSMShaderCulling->GetValueOnAnyThread() == 1;
|
|
|
|
static auto* CVarMobileCSMShaderCullingMethod = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.Shadow.CSMShaderCullingMethod"));
|
|
const uint32 MobileCSMCullingMode = CVarMobileCSMShaderCullingMethod->GetValueOnAnyThread() & 0xF;
|
|
|
|
const FLightSceneProxy* LightSceneProxy = Proxy;
|
|
|
|
bool bRenderMovableDirectionalLightCSM = LightSceneProxy->IsMovable() && ShouldRenderViewIndependentWholeSceneShadows();
|
|
|
|
bool bLightHasCombinedStaticAndCSMEnabled = bCombinedStaticAndCSMEnabled && LightSceneProxy->UseCSMForDynamicObjects();
|
|
bool bMovableLightUsingCSM = bMobileEnableMovableLightCSMShaderCulling && bRenderMovableDirectionalLightCSM;
|
|
|
|
bool bShouldRecordShadowSubjectsForMobile = (MobileCSMCullingMode == 2 || MobileCSMCullingMode == 3) && (bLightHasCombinedStaticAndCSMEnabled || bMovableLightUsingCSM);
|
|
|
|
return bShouldRecordShadowSubjectsForMobile;
|
|
}
|
|
|
|
/** Determines whether two bounding spheres intersect. */
|
|
FORCEINLINE bool AreSpheresNotIntersecting(
|
|
const VectorRegister& A_XYZ,
|
|
const VectorRegister& A_Radius,
|
|
const VectorRegister& B_XYZ,
|
|
const VectorRegister& B_Radius
|
|
)
|
|
{
|
|
const VectorRegister DeltaVector = VectorSubtract(A_XYZ,B_XYZ);
|
|
const VectorRegister DistanceSquared = VectorDot3(DeltaVector,DeltaVector);
|
|
const VectorRegister MaxDistance = VectorAdd(A_Radius,B_Radius);
|
|
const VectorRegister MaxDistanceSquared = VectorMultiply(MaxDistance,MaxDistance);
|
|
return !!VectorAnyGreaterThan(DistanceSquared,MaxDistanceSquared);
|
|
}
|
|
|
|
/**
|
|
* Tests whether this light affects the given primitive. This checks both the primitive and light settings for light relevance
|
|
* and also calls AffectsBounds.
|
|
*
|
|
* @param CompactPrimitiveSceneInfo - The primitive to test.
|
|
* @return True if the light affects the primitive.
|
|
*/
|
|
bool FLightSceneInfoCompact::AffectsPrimitive(const FBoxSphereBounds& PrimitiveBounds, const FPrimitiveSceneProxy* PrimitiveSceneProxy) const
|
|
{
|
|
// Check if the light's bounds intersect the primitive's bounds.
|
|
// Directional lights reach everywhere (the hacky world max radius does not work for large worlds)
|
|
if(LightType != LightType_Directional && AreSpheresNotIntersecting(
|
|
BoundingSphereVector,
|
|
VectorReplicate(BoundingSphereVector,3),
|
|
VectorLoadFloat3(&PrimitiveBounds.Origin),
|
|
VectorLoadFloat1(&PrimitiveBounds.SphereRadius)
|
|
))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Cull based on information in the full scene infos.
|
|
|
|
if(!LightSceneInfo->Proxy->AffectsBounds(PrimitiveBounds))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (LightSceneInfo->Proxy->CastsShadowsFromCinematicObjectsOnly() && !PrimitiveSceneProxy->CastsCinematicShadow())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(LightSceneInfo->Proxy->GetLightingChannelMask() & PrimitiveSceneProxy->GetLightingChannelMask()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|