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216 lines
7.1 KiB
C++
216 lines
7.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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SceneCore.h: Core scene definitions.
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=============================================================================*/
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#pragma once
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#include "MeshBatch.h"
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// Forward declarations.
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class FStaticMesh;
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class FScene;
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class FPrimitiveSceneInfo;
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class FLightSceneInfo;
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/**
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* An interaction between a light and a primitive.
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*/
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class FLightPrimitiveInteraction
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{
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public:
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/** Creates an interaction for a light-primitive pair. */
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static void InitializeMemoryPool();
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static void Create(FLightSceneInfo* LightSceneInfo,FPrimitiveSceneInfo* PrimitiveSceneInfo);
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static void Destroy(FLightPrimitiveInteraction* LightPrimitiveInteraction);
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/** Returns current size of memory pool */
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static uint32 GetMemoryPoolSize();
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// Accessors.
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bool HasShadow() const { return bCastShadow; }
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bool IsLightMapped() const { return bLightMapped; }
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bool IsDynamic() const { return bIsDynamic; }
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bool IsShadowMapped() const { return bIsShadowMapped; }
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bool IsUncachedStaticLighting() const { return bUncachedStaticLighting; }
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bool HasTranslucentObjectShadow() const { return bHasTranslucentObjectShadow; }
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bool HasInsetObjectShadow() const { return bHasInsetObjectShadow; }
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bool CastsSelfShadowOnly() const { return bSelfShadowOnly; }
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FLightSceneInfo* GetLight() const { return LightSceneInfo; }
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int32 GetLightId() const { return LightId; }
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FPrimitiveSceneInfo* GetPrimitiveSceneInfo() const { return PrimitiveSceneInfo; }
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FLightPrimitiveInteraction* GetNextPrimitive() const { return NextPrimitive; }
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FLightPrimitiveInteraction* GetNextLight() const { return NextLight; }
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/** Hash function required for TMap support */
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friend uint32 GetTypeHash( const FLightPrimitiveInteraction* Interaction )
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{
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return (uint32)Interaction->LightId;
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}
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/** Custom new/delete */
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void* operator new(size_t Size);
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void operator delete(void *RawMemory);
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private:
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/** The light which affects the primitive. */
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FLightSceneInfo* LightSceneInfo;
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/** The primitive which is affected by the light. */
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FPrimitiveSceneInfo* PrimitiveSceneInfo;
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/** A pointer to the NextPrimitive member of the previous interaction in the light's interaction list. */
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FLightPrimitiveInteraction** PrevPrimitiveLink;
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/** The next interaction in the light's interaction list. */
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FLightPrimitiveInteraction* NextPrimitive;
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/** A pointer to the NextLight member of the previous interaction in the primitive's interaction list. */
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FLightPrimitiveInteraction** PrevLightLink;
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/** The next interaction in the primitive's interaction list. */
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FLightPrimitiveInteraction* NextLight;
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/** The index into Scene->Lights of the light which affects the primitive. */
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int32 LightId;
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/** True if the primitive casts a shadow from the light. */
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uint32 bCastShadow : 1;
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/** True if the primitive has a light-map containing the light. */
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uint32 bLightMapped : 1;
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/** True if the interaction is dynamic. */
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uint32 bIsDynamic : 1;
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/** Whether the light's shadowing is contained in the primitive's static shadow map. */
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uint32 bIsShadowMapped : 1;
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/** True if the interaction is an uncached static lighting interaction. */
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uint32 bUncachedStaticLighting : 1;
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/** True if the interaction has a translucent per-object shadow. */
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uint32 bHasTranslucentObjectShadow : 1;
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/** True if the interaction has an inset per-object shadow. */
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uint32 bHasInsetObjectShadow : 1;
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/** True if the primitive only shadows itself. */
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uint32 bSelfShadowOnly : 1;
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/** Initialization constructor. */
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FLightPrimitiveInteraction(FLightSceneInfo* InLightSceneInfo,FPrimitiveSceneInfo* InPrimitiveSceneInfo,
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bool bIsDynamic,bool bInLightMapped,bool bInIsShadowMapped, bool bInHasTranslucentObjectShadow, bool bInHasInsetObjectShadow);
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/** Hide dtor */
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~FLightPrimitiveInteraction();
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};
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/**
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* A mesh which is defined by a primitive at scene segment construction time and never changed.
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* Lights are attached and detached as the segment containing the mesh is added or removed from a scene.
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*/
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class FStaticMesh : public FMeshBatch
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{
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public:
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/**
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* An interface to a draw list's reference to this static mesh.
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* used to remove the static mesh from the draw list without knowing the draw list type.
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*/
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class FDrawListElementLink : public FRefCountedObject
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{
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public:
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virtual bool IsInDrawList(const class FStaticMeshDrawListBase* DrawList) const = 0;
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virtual void Remove() = 0;
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};
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/** The screen space size to draw this primitive at */
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float ScreenSize;
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/** The render info for the primitive which created this mesh. */
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FPrimitiveSceneInfo* PrimitiveSceneInfo;
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/** The index of the mesh in the scene's static meshes array. */
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int32 Id;
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/** If true this static mesh should only be rendered during shadow depth passes. */
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bool bShadowOnly;
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// Constructor/destructor.
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FStaticMesh(
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FPrimitiveSceneInfo* InPrimitiveSceneInfo,
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const FMeshBatch& InMesh,
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float InScreenSize,
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bool bInShadowOnly,
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FHitProxyId InHitProxyId
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):
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FMeshBatch(InMesh),
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ScreenSize(InScreenSize),
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PrimitiveSceneInfo(InPrimitiveSceneInfo),
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Id(INDEX_NONE),
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bShadowOnly(bInShadowOnly)
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{
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BatchHitProxyId = InHitProxyId;
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}
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~FStaticMesh();
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/** Adds a link from the mesh to its entry in a draw list. */
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void LinkDrawList(FDrawListElementLink* Link);
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/** Removes a link from the mesh to its entry in a draw list. */
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void UnlinkDrawList(FDrawListElementLink* Link);
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/** Adds the static mesh to the appropriate draw lists in a scene. */
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void AddToDrawLists(FRHICommandListImmediate& RHICmdList, FScene* Scene);
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/** Removes the static mesh from all draw lists. */
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void RemoveFromDrawLists();
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/** Returns true if the mesh is linked to the given draw list. */
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bool IsLinkedToDrawList(const FStaticMeshDrawListBase* DrawList) const;
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private:
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/** Links to the draw lists this mesh is an element of. */
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TArray<TRefCountPtr<FDrawListElementLink> > DrawListLinks;
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/** Private copy constructor. */
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FStaticMesh(const FStaticMesh& InStaticMesh):
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FMeshBatch(InStaticMesh),
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ScreenSize(InStaticMesh.ScreenSize),
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PrimitiveSceneInfo(InStaticMesh.PrimitiveSceneInfo),
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Id(InStaticMesh.Id)
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{}
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};
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/** The properties of a exponential height fog layer which are used for rendering. */
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class FExponentialHeightFogSceneInfo
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{
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public:
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/** The fog component the scene info is for. */
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const UExponentialHeightFogComponent* Component;
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float FogHeight;
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float FogDensity;
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float FogHeightFalloff;
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float FogMaxOpacity;
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float StartDistance;
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float LightTerminatorAngle;
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FLinearColor FogColor;
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float DirectionalInscatteringExponent;
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float DirectionalInscatteringStartDistance;
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FLinearColor DirectionalInscatteringColor;
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/** Initialization constructor. */
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FExponentialHeightFogSceneInfo(const UExponentialHeightFogComponent* InComponent);
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};
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/** Returns true if the indirect lighting cache can be used at all. */
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extern bool IsIndirectLightingCacheAllowed(ERHIFeatureLevel::Type InFeatureLevel);
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/** Returns true if the indirect lighting cache can use the volume texture atlas on this feature level. */
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extern bool CanIndirectLightingCacheUseVolumeTexture(ERHIFeatureLevel::Type InFeatureLevel);
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