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); } } }
bool FLightMapDensityDrawingPolicyFactory::DrawDynamicMesh( FRHICommandList& RHICmdList, const FViewInfo& View, ContextType DrawingContext, const FMeshBatch& Mesh, bool bBackFace, bool bPreFog, const FPrimitiveSceneProxy* PrimitiveSceneProxy, FHitProxyId HitProxyId ) { bool bDirty = false; const auto FeatureLevel = View.GetFeatureLevel(); const FMaterialRenderProxy* MaterialRenderProxy = Mesh.MaterialRenderProxy; const FMaterial* Material = MaterialRenderProxy->GetMaterial(FeatureLevel); const EBlendMode BlendMode = Material->GetBlendMode(); const FMeshDrawingRenderState DrawRenderState(Mesh.DitheredLODTransitionAlpha); const bool bMaterialMasked = Material->IsMasked(); const bool bMaterialModifiesMesh = Material->MaterialModifiesMeshPosition_RenderThread(); if (!bMaterialMasked && !bMaterialModifiesMesh) { // Override with the default material for opaque materials that are not two sided MaterialRenderProxy = GEngine->LevelColorationLitMaterial->GetRenderProxy(false); } bool bIsLitMaterial = (Material->GetShadingModel() != MSM_Unlit); /*const */FLightMapInteraction LightMapInteraction = (Mesh.LCI && bIsLitMaterial) ? Mesh.LCI->GetLightMapInteraction(FeatureLevel) : FLightMapInteraction(); // force simple lightmaps based on system settings bool bAllowHighQualityLightMaps = AllowHighQualityLightmaps(FeatureLevel) && LightMapInteraction.AllowsHighQualityLightmaps(); if (bIsLitMaterial && PrimitiveSceneProxy && (LightMapInteraction.GetType() == LMIT_Texture)) { // Should this object be texture lightmapped? Ie, is lighting not built for it?? bool bUseDummyLightMapPolicy = Mesh.LCI == NULL || Mesh.LCI->GetLightMapInteraction(FeatureLevel).GetType() != LMIT_Texture; if (!bUseDummyLightMapPolicy) { if (bAllowHighQualityLightMaps) { TLightMapDensityDrawingPolicy< TUniformLightMapPolicy<LMP_HQ_LIGHTMAP> > DrawingPolicy(View, Mesh.VertexFactory, MaterialRenderProxy, TUniformLightMapPolicy<LMP_HQ_LIGHTMAP>(), BlendMode); RHICmdList.BuildAndSetLocalBoundShaderState(DrawingPolicy.GetBoundShaderStateInput(FeatureLevel)); DrawingPolicy.SetSharedState(RHICmdList, &View, TLightMapDensityDrawingPolicy< FUniformLightMapPolicy >::ContextDataType()); for (int32 BatchElementIndex = 0; BatchElementIndex < Mesh.Elements.Num(); BatchElementIndex++) { DrawingPolicy.SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace,DrawRenderState, Mesh.LCI, TLightMapDensityDrawingPolicy<FUniformLightMapPolicy>::ContextDataType() ); DrawingPolicy.DrawMesh(RHICmdList, Mesh,BatchElementIndex); } bDirty = true; } else { TLightMapDensityDrawingPolicy< TUniformLightMapPolicy<LMP_LQ_LIGHTMAP> > DrawingPolicy(View, Mesh.VertexFactory, MaterialRenderProxy, TUniformLightMapPolicy<LMP_LQ_LIGHTMAP>(), BlendMode); RHICmdList.BuildAndSetLocalBoundShaderState(DrawingPolicy.GetBoundShaderStateInput(FeatureLevel)); DrawingPolicy.SetSharedState(RHICmdList, &View, TLightMapDensityDrawingPolicy< FUniformLightMapPolicy >::ContextDataType()); for (int32 BatchElementIndex = 0; BatchElementIndex < Mesh.Elements.Num(); BatchElementIndex++) { DrawingPolicy.SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace,DrawRenderState, Mesh.LCI, TLightMapDensityDrawingPolicy<FUniformLightMapPolicy>::ContextDataType() ); DrawingPolicy.DrawMesh(RHICmdList, Mesh,BatchElementIndex); } bDirty = true; } } else { TLightMapDensityDrawingPolicy<TUniformLightMapPolicy<LMP_DUMMY> > DrawingPolicy(View, Mesh.VertexFactory, MaterialRenderProxy, TUniformLightMapPolicy<LMP_DUMMY>(), BlendMode); RHICmdList.BuildAndSetLocalBoundShaderState(DrawingPolicy.GetBoundShaderStateInput(FeatureLevel)); DrawingPolicy.SetSharedState(RHICmdList, &View, TLightMapDensityDrawingPolicy<FUniformLightMapPolicy >::ContextDataType()); for (int32 BatchElementIndex = 0; BatchElementIndex < Mesh.Elements.Num(); BatchElementIndex++) { DrawingPolicy.SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace,DrawRenderState, Mesh.LCI, TLightMapDensityDrawingPolicy<FUniformLightMapPolicy>::ContextDataType() ); DrawingPolicy.DrawMesh(RHICmdList, Mesh,BatchElementIndex); } bDirty = true; } } else { TLightMapDensityDrawingPolicy<TUniformLightMapPolicy<LMP_NO_LIGHTMAP> > DrawingPolicy(View, Mesh.VertexFactory, MaterialRenderProxy, TUniformLightMapPolicy<LMP_NO_LIGHTMAP>(), BlendMode); RHICmdList.BuildAndSetLocalBoundShaderState(DrawingPolicy.GetBoundShaderStateInput(FeatureLevel)); DrawingPolicy.SetSharedState(RHICmdList, &View, TLightMapDensityDrawingPolicy<TUniformLightMapPolicy<LMP_NO_LIGHTMAP> >::ContextDataType()); for (int32 BatchElementIndex = 0; BatchElementIndex < Mesh.Elements.Num(); BatchElementIndex++) { DrawingPolicy.SetMeshRenderState(RHICmdList, View,PrimitiveSceneProxy,Mesh,BatchElementIndex,bBackFace,DrawRenderState, Mesh.LCI, TLightMapDensityDrawingPolicy<FUniformLightMapPolicy>::ContextDataType() ); DrawingPolicy.DrawMesh(RHICmdList, Mesh,BatchElementIndex); } bDirty = true; } return bDirty; }
FLightMapInteraction FLightCacheInterface::GetLightMapInteraction(ERHIFeatureLevel::Type InFeatureLevel) const { return LightMap ? LightMap->GetInteraction(InFeatureLevel) : FLightMapInteraction(); }