Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

257 lines
12 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LightMapRendering.cpp: Light map rendering implementations.
=============================================================================*/
#include "RendererPrivate.h"
#include "SceneManagement.h"
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FPrecomputedLightingParameters, TEXT("PrecomputedLightingBuffer"));
void FMovableDirectionalLightCSMLightingPolicy::ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("MOVABLE_DIRECTIONAL_LIGHT"), TEXT("1"));
OutEnvironment.SetDefine(TEXT("MOVABLE_DIRECTIONAL_LIGHT_CSM"), TEXT("1"));
OutEnvironment.SetDefine(TEXT(PREPROCESSOR_TO_STRING(MAX_FORWARD_SHADOWCASCADES)), MAX_FORWARD_SHADOWCASCADES);
FNoLightMapPolicy::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
}
void FUniformLightMapPolicy::Set(
FRHICommandList& RHICmdList,
const VertexParametersType* VertexShaderParameters,
const PixelParametersType* PixelShaderParameters,
FShader* VertexShader,
FShader* PixelShader,
const FVertexFactory* VertexFactory,
const FMaterialRenderProxy* MaterialRenderProxy,
const FSceneView* View
) const
{
check(VertexFactory);
VertexFactory->Set(RHICmdList);
}
void FUniformLightMapPolicy::SetMesh(
FRHICommandList& RHICmdList,
const FSceneView& View,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const VertexParametersType* VertexShaderParameters,
const PixelParametersType* PixelShaderParameters,
FShader* VertexShader,
FShader* PixelShader,
const FVertexFactory* VertexFactory,
const FMaterialRenderProxy* MaterialRenderProxy,
const FLightCacheInterface* LCI
) const
{
FUniformBufferRHIParamRef PrecomputedLightingBuffer = NULL;
// The buffer is not cached to prevent updating the static mesh draw lists when it changes (for instance when streaming new mips)
if (LCI)
{
PrecomputedLightingBuffer = LCI->GetPrecomputedLightingBuffer();
}
if (!PrecomputedLightingBuffer && PrimitiveSceneProxy && PrimitiveSceneProxy->GetPrimitiveSceneInfo())
{
PrecomputedLightingBuffer = PrimitiveSceneProxy->GetPrimitiveSceneInfo()->IndirectLightingCacheUniformBuffer;
}
if (!PrecomputedLightingBuffer)
{
PrecomputedLightingBuffer = GEmptyPrecomputedLightingUniformBuffer.GetUniformBufferRHI();
}
if (VertexShaderParameters && VertexShaderParameters->BufferParameter.IsBound())
{
SetUniformBufferParameter(RHICmdList, VertexShader->GetVertexShader(), VertexShaderParameters->BufferParameter, PrecomputedLightingBuffer);
}
if (PixelShaderParameters && PixelShaderParameters->BufferParameter.IsBound())
{
SetUniformBufferParameter(RHICmdList, PixelShader->GetPixelShader(), PixelShaderParameters->BufferParameter, PrecomputedLightingBuffer);
}
}
void GetPrecomputedLightingParameters(
ERHIFeatureLevel::Type FeatureLevel,
FPrecomputedLightingParameters& Parameters,
const FIndirectLightingCache* LightingCache,
const FIndirectLightingCacheAllocation* LightingAllocation,
const FLightCacheInterface* LCI
)
{
// FCachedVolumeIndirectLightingPolicy, FCachedPointIndirectLightingPolicy
{
if (LightingAllocation)
{
Parameters.IndirectLightingCachePrimitiveAdd = LightingAllocation->Add;
Parameters.IndirectLightingCachePrimitiveScale = LightingAllocation->Scale;
Parameters.IndirectLightingCacheMinUV = LightingAllocation->MinUV;
Parameters.IndirectLightingCacheMaxUV = LightingAllocation->MaxUV;
Parameters.PointSkyBentNormal = LightingAllocation->CurrentSkyBentNormal;
Parameters.DirectionalLightShadowing = LightingAllocation->CurrentDirectionalShadowing;
for (uint32 i = 0; i < sizeof(FSHVectorRGB2) / sizeof(FVector4); ++i)
{
Parameters.IndirectLightingSHCoefficients[i] = LightingAllocation->SingleSamplePacked[i];
}
Parameters.IndirectLightingSHSingleCoefficient = FVector4(LightingAllocation->SingleSamplePacked[0].X, LightingAllocation->SingleSamplePacked[1].X, LightingAllocation->SingleSamplePacked[2].X)
* FSHVector2::ConstantBasisIntegral * .5f; //@todo - why is .5f needed to match directional?
}
else
{
Parameters.IndirectLightingCachePrimitiveAdd = FVector(0, 0, 0);
Parameters.IndirectLightingCachePrimitiveScale = FVector(1, 1, 1);
Parameters.IndirectLightingCacheMinUV = FVector(0, 0, 0);
Parameters.IndirectLightingCacheMaxUV = FVector(1, 1, 1);
Parameters.PointSkyBentNormal = FVector4(0, 0, 1, 1);
Parameters.DirectionalLightShadowing = 1;
for (uint32 i = 0; i < sizeof(FSHVectorRGB2) / sizeof(FVector4); ++i)
{
Parameters.IndirectLightingSHCoefficients[i] = FVector4(0, 0, 0, 0);
}
Parameters.IndirectLightingSHSingleCoefficient = FVector4(0, 0, 0, 0);
}
// If we are using FCachedVolumeIndirectLightingPolicy then InitViews should have updated the lighting cache which would have initialized it
// However the conditions for updating the lighting cache are complex and fail very occasionally in non-reproducible ways
// Silently skipping setting the cache texture under failure for now
if (FeatureLevel >= ERHIFeatureLevel::SM4 && LightingCache && LightingCache->IsInitialized())
{
Parameters.IndirectLightingCacheTexture0 = const_cast<FIndirectLightingCache*>(LightingCache)->GetTexture0().ShaderResourceTexture;
Parameters.IndirectLightingCacheTexture1 = const_cast<FIndirectLightingCache*>(LightingCache)->GetTexture1().ShaderResourceTexture;
Parameters.IndirectLightingCacheTexture2 = const_cast<FIndirectLightingCache*>(LightingCache)->GetTexture2().ShaderResourceTexture;
Parameters.IndirectLightingCacheTextureSampler0 = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
Parameters.IndirectLightingCacheTextureSampler1 = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
Parameters.IndirectLightingCacheTextureSampler2 = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
}
else
if (FeatureLevel >= ERHIFeatureLevel::ES3_1)
{
Parameters.IndirectLightingCacheTexture0 = GBlackVolumeTexture->TextureRHI;
Parameters.IndirectLightingCacheTexture1 = GBlackVolumeTexture->TextureRHI;
Parameters.IndirectLightingCacheTexture2 = GBlackVolumeTexture->TextureRHI;
Parameters.IndirectLightingCacheTextureSampler0 = GBlackVolumeTexture->SamplerStateRHI;
Parameters.IndirectLightingCacheTextureSampler1 = GBlackVolumeTexture->SamplerStateRHI;
Parameters.IndirectLightingCacheTextureSampler2 = GBlackVolumeTexture->SamplerStateRHI;
}
else
{
Parameters.IndirectLightingCacheTexture0 = GBlackTexture->TextureRHI;
Parameters.IndirectLightingCacheTexture1 = GBlackTexture->TextureRHI;
Parameters.IndirectLightingCacheTexture2 = GBlackTexture->TextureRHI;
Parameters.IndirectLightingCacheTextureSampler0 = GBlackTexture->SamplerStateRHI;
Parameters.IndirectLightingCacheTextureSampler1 = GBlackTexture->SamplerStateRHI;
Parameters.IndirectLightingCacheTextureSampler2 = GBlackTexture->SamplerStateRHI;
}
}
// TDistanceFieldShadowsAndLightMapPolicy
const FShadowMapInteraction ShadowMapInteraction = LCI ? LCI->GetShadowMapInteraction() : FShadowMapInteraction();
if (ShadowMapInteraction.GetType() == SMIT_Texture)
{
const UShadowMapTexture2D* ShadowMapTexture = ShadowMapInteraction.GetTexture();
Parameters.ShadowMapCoordinateScaleBias = FVector4(ShadowMapInteraction.GetCoordinateScale(), ShadowMapInteraction.GetCoordinateBias());
Parameters.StaticShadowMapMasks = FVector4(ShadowMapInteraction.GetChannelValid(0), ShadowMapInteraction.GetChannelValid(1), ShadowMapInteraction.GetChannelValid(2), ShadowMapInteraction.GetChannelValid(3));
Parameters.InvUniformPenumbraSizes = ShadowMapInteraction.GetInvUniformPenumbraSize();
Parameters.StaticShadowTexture = ShadowMapTexture ? ShadowMapTexture->TextureReference.TextureReferenceRHI.GetReference() : GWhiteTexture->TextureRHI;
Parameters.StaticShadowTextureSampler = ShadowMapTexture ? ShadowMapTexture->Resource->SamplerStateRHI : GWhiteTexture->SamplerStateRHI;
}
else
{
Parameters.StaticShadowMapMasks = FVector4(1, 1, 1, 1);
Parameters.InvUniformPenumbraSizes = FVector4(0, 0, 0, 0);
Parameters.StaticShadowTexture = GWhiteTexture->TextureRHI;
Parameters.StaticShadowTextureSampler = GWhiteTexture->SamplerStateRHI;
}
// TLightMapPolicy
const FLightMapInteraction LightMapInteraction = LCI ? LCI->GetLightMapInteraction(FeatureLevel) : FLightMapInteraction();
if (LightMapInteraction.GetType() == LMIT_Texture)
{
const bool bAllowHighQualityLightMaps = AllowHighQualityLightmaps(FeatureLevel) && LightMapInteraction.AllowsHighQualityLightmaps();
// Vertex Shader
const FVector2D LightmapCoordinateScale = LightMapInteraction.GetCoordinateScale();
const FVector2D LightmapCoordinateBias = LightMapInteraction.GetCoordinateBias();
Parameters.LightMapCoordinateScaleBias = FVector4(LightmapCoordinateScale.X, LightmapCoordinateScale.Y, LightmapCoordinateBias.X, LightmapCoordinateBias.Y);
// Pixel Shader
const ULightMapTexture2D* LightMapTexture = LightMapInteraction.GetTexture(bAllowHighQualityLightMaps);
const ULightMapTexture2D* SkyOcclusionTexture = LightMapInteraction.GetSkyOcclusionTexture();
const ULightMapTexture2D* AOMaterialMaskTexture = LightMapInteraction.GetAOMaterialMaskTexture();
Parameters.LightMapTexture = LightMapTexture ? LightMapTexture->TextureReference.TextureReferenceRHI.GetReference() : GBlackTexture->TextureRHI;
Parameters.SkyOcclusionTexture = SkyOcclusionTexture ? SkyOcclusionTexture->TextureReference.TextureReferenceRHI.GetReference() : GWhiteTexture->TextureRHI;
Parameters.AOMaterialMaskTexture = AOMaterialMaskTexture ? AOMaterialMaskTexture->TextureReference.TextureReferenceRHI.GetReference() : GBlackTexture->TextureRHI;
Parameters.LightMapSampler = LightMapTexture ? LightMapTexture->Resource->SamplerStateRHI : GBlackTexture->SamplerStateRHI;
Parameters.SkyOcclusionSampler = SkyOcclusionTexture ? SkyOcclusionTexture->Resource->SamplerStateRHI : GWhiteTexture->SamplerStateRHI;
Parameters.AOMaterialMaskSampler = AOMaterialMaskTexture ? AOMaterialMaskTexture->Resource->SamplerStateRHI : GBlackTexture->SamplerStateRHI;
const uint32 NumCoef = bAllowHighQualityLightMaps ? NUM_HQ_LIGHTMAP_COEF : NUM_LQ_LIGHTMAP_COEF;
const FVector4* Scales = LightMapInteraction.GetScaleArray();
const FVector4* Adds = LightMapInteraction.GetAddArray();
for (uint32 CoefIndex = 0; CoefIndex < NumCoef; ++CoefIndex)
{
Parameters.LightMapScale[CoefIndex] = Scales[CoefIndex];
Parameters.LightMapAdd[CoefIndex] = Adds[CoefIndex];
}
}
else
{
// Vertex Shader
Parameters.LightMapCoordinateScaleBias = FVector4(1, 1, 0, 0);
// Pixel Shader
Parameters.LightMapTexture = GBlackTexture->TextureRHI;
Parameters.SkyOcclusionTexture = GWhiteTexture->TextureRHI;
Parameters.AOMaterialMaskTexture = GBlackTexture->TextureRHI;
Parameters.LightMapSampler = GBlackTexture->SamplerStateRHI;
Parameters.SkyOcclusionSampler = GWhiteTexture->SamplerStateRHI;
Parameters.AOMaterialMaskSampler = GBlackTexture->SamplerStateRHI;
const uint32 NumCoef = FMath::Max<uint32>(NUM_HQ_LIGHTMAP_COEF, NUM_LQ_LIGHTMAP_COEF);
for (uint32 CoefIndex = 0; CoefIndex < NumCoef; ++CoefIndex)
{
Parameters.LightMapScale[CoefIndex] = FVector4(1, 1, 1, 1);
Parameters.LightMapAdd[CoefIndex] = FVector4(0, 0, 0, 0);
}
}
}
FUniformBufferRHIRef CreatePrecomputedLightingUniformBuffer(
EUniformBufferUsage BufferUsage,
ERHIFeatureLevel::Type FeatureLevel,
const FIndirectLightingCache* LightingCache,
const FIndirectLightingCacheAllocation* LightingAllocation,
const FLightCacheInterface* LCI
)
{
INC_DWORD_STAT(STAT_IndirectLightingCacheUpdates);
FPrecomputedLightingParameters Parameters;
GetPrecomputedLightingParameters(FeatureLevel, Parameters, LightingCache, LightingAllocation, LCI);
return FPrecomputedLightingParameters::CreateUniformBuffer(Parameters, BufferUsage);
}
void FEmptyPrecomputedLightingUniformBuffer::InitDynamicRHI()
{
FPrecomputedLightingParameters Parameters;
GetPrecomputedLightingParameters(GMaxRHIFeatureLevel, Parameters);
SetContentsNoUpdate(Parameters);
Super::InitDynamicRHI();
}
/** Global uniform buffer containing the default precomputed lighting data. */
TGlobalResource< FEmptyPrecomputedLightingUniformBuffer > GEmptyPrecomputedLightingUniformBuffer;