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UnrealEngine/Engine/Source/Programs/UnrealLightmass/Private/Lighting/LightmapData.cpp
2025-05-18 13:04:45 +08:00

430 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LightmapData.h"
#include "Exporter.h"
#include "LightmassSwarm.h"
#include "Misc/Compression.h"
/** Maximum light intensity stored in vertex/ texture lightmaps. */
#define MAX_LIGHT_INTENSITY 16.f
namespace Lightmass
{
/**
* Perform compression on 1D or 2D lightmap data
*
* @param UncompressedBuffer Source buffer
* @param UncompressedDataSize Size of source buffer
* @param [out] CompressedBuffer Output buffer
* @param [out] Size of data in CompressedBuffer (actual buffer will be larger)
*/
void CompressData(uint8* UncompressedBuffer, uint32 UncompressedDataSize, uint8*& CompressedBuffer, uint32& CompressedDataSize)
{
// don't compress zero data
if (UncompressedDataSize == 0)
{
CompressedDataSize = 0;
return;
}
check(UncompressedDataSize <= INT_MAX);
// allocate all of the input space for the output, with extra space for max overhead of zlib (when compressed > uncompressed)
int32 CompressedSize = FCompression::CompressMemoryBound(NAME_Zlib, (int32)UncompressedDataSize);
CompressedBuffer = (uint8*)FMemory::Malloc(CompressedSize);
// compress the data
bool bSucceeded = FCompression::CompressMemory(NAME_Zlib, CompressedBuffer, CompressedSize, UncompressedBuffer, UncompressedDataSize);
// if it failed send the data uncompressed, which we mark by setting compressed size to 0
checkf(bSucceeded, TEXT("zlib failed to compress, which is very unexpected"));
// cache the compressed size in the header so the other side knows how much to read
CompressedDataSize = CompressedSize;
}
/**
* Compresses the raw lightmap data to a buffer for writing over Swarm
*/
void FLightMapData2D::Compress(int32 DebugSampleIndex)
{
// make sure the data has been quantized already
Quantize(DebugSampleIndex);
// calculate the uncompressed size
UncompressedDataSize = sizeof(FQuantizedLightSampleData) * QuantizedData.Num();
// compress the array
CompressData((uint8*)QuantizedData.GetData(), UncompressedDataSize, CompressedData, CompressedDataSize);
// we no longer need the source data now that we're compressed
QuantizedData.Empty();
}
static void GetLUVW( const float RGB[3], float& L, float& U, float& V, float& W )
{
float R = FMath::Max( 0.0f, RGB[0] );
float G = FMath::Max( 0.0f, RGB[1] );
float B = FMath::Max( 0.0f, RGB[2] );
L = 0.3f * R + 0.59f * G + 0.11f * B;
if( L < 1e-4f )
{
U = 1.0f;
V = 1.0f;
W = 1.0f;
}
else
{
U = R / L;
V = G / L;
W = B / L;
}
}
/**
* Quantizes floating point light samples down to byte samples with a scale applied to all samples
*
* @param InLightSamples Floating point light sample coefficients
* @param OutLightSamples Quantized light sample coefficients
* @param OutScale Scale applied to each quantized sample (to get it back near original floating point value)
* @param bUseMappedFlag Whether or not to pay attention to the bIsMapped flag for each sample when calculating max scale
*
* TODO Calculate residual after compression, not just quantization.
* TODO Factor out error from directionality compression and push it to color. This requires knowing a representative normal.
* Best way is probably to create a new texture compression type and do error correcting during compression.
*/
void QuantizeLightSamples(
TArray<FLightSample>& InLightSamples,
TArray<FQuantizedLightSampleData>& OutLightSamples,
float OutMultiply[LM_NUM_STORED_LIGHTMAP_COEF][4],
float OutAdd[LM_NUM_STORED_LIGHTMAP_COEF][4],
int32 DebugSampleIndex,
bool bUseMappedFlag)
{
//const float EncodeExponent = .5f;
const float LogScale = 11.5f;
const float LogBlackPoint = FMath::Pow( 2.0f, -0.5f * LogScale );
const float SimpleLogScale = 16.0f;
const float SimpleLogBlackPoint = FMath::Pow( 2.0f, -0.5f * SimpleLogScale );
float MinCoefficient[LM_NUM_STORED_LIGHTMAP_COEF][4];
float MaxCoefficient[LM_NUM_STORED_LIGHTMAP_COEF][4];
for( int32 CoefficientIndex = 0; CoefficientIndex < LM_NUM_STORED_LIGHTMAP_COEF; CoefficientIndex += 2 )
{
for( int32 ColorIndex = 0; ColorIndex < 4; ColorIndex++ )
{
// Color
MinCoefficient[ CoefficientIndex ][ ColorIndex ] = 10000.0f;
MaxCoefficient[ CoefficientIndex ][ ColorIndex ] = -10000.0f;
// Direction
MinCoefficient[ CoefficientIndex + 1 ][ ColorIndex ] = 10000.0f;
MaxCoefficient[ CoefficientIndex + 1 ][ ColorIndex ] = -10000.0f;
}
}
// go over all samples looking for min and max values
for (int32 SampleIndex = 0; SampleIndex < InLightSamples.Num(); SampleIndex++)
{
const FLightSample& SourceSample = InLightSamples[SampleIndex];
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (SampleIndex == DebugSampleIndex)
{
int32 TempBreak = 0;
}
#endif
if(SourceSample.bIsMapped)
{
{
// Complex
float L, U, V, W;
GetLUVW( SourceSample.Coefficients[0], L, U, V, W );
float LogL = FMath::Log2( L + LogBlackPoint );
MinCoefficient[0][0] = FMath::Min( MinCoefficient[0][0], U );
MaxCoefficient[0][0] = FMath::Max( MaxCoefficient[0][0], U );
MinCoefficient[0][1] = FMath::Min( MinCoefficient[0][1], V );
MaxCoefficient[0][1] = FMath::Max( MaxCoefficient[0][1], V );
MinCoefficient[0][2] = FMath::Min( MinCoefficient[0][2], W );
MaxCoefficient[0][2] = FMath::Max( MaxCoefficient[0][2], W );
MinCoefficient[0][3] = FMath::Min( MinCoefficient[0][3], LogL );
MaxCoefficient[0][3] = FMath::Max( MaxCoefficient[0][3], LogL );
// Dampen dark texel's contribution on the directionality min and max
float DampenDirectionality = FMath::Clamp(L * 100, 0.0f, 1.0f);
for( int32 ColorIndex = 0; ColorIndex < 3; ColorIndex++ )
{
MinCoefficient[1][ColorIndex] = FMath::Min( MinCoefficient[1][ColorIndex], DampenDirectionality * SourceSample.Coefficients[1][ColorIndex] );
MaxCoefficient[1][ColorIndex] = FMath::Max( MaxCoefficient[1][ColorIndex], DampenDirectionality * SourceSample.Coefficients[1][ColorIndex] );
}
}
{
// Simple
float L, U, V, W;
GetLUVW( SourceSample.Coefficients[2], L, U, V, W );
float LogL = FMath::Log2( L + SimpleLogBlackPoint ) / SimpleLogScale + 0.5f;
float LogR = LogL * U;
float LogG = LogL * V;
float LogB = LogL * W;
MinCoefficient[2][0] = FMath::Min( MinCoefficient[2][0], LogR );
MaxCoefficient[2][0] = FMath::Max( MaxCoefficient[2][0], LogR );
MinCoefficient[2][1] = FMath::Min( MinCoefficient[2][1], LogG );
MaxCoefficient[2][1] = FMath::Max( MaxCoefficient[2][1], LogG );
MinCoefficient[2][2] = FMath::Min( MinCoefficient[2][2], LogB );
MaxCoefficient[2][2] = FMath::Max( MaxCoefficient[2][2], LogB );
// Dampen dark texel's contribution on the directionality min and max
float DampenDirectionality = FMath::Clamp(L * 100, 0.0f, 1.0f);
for( int32 ColorIndex = 0; ColorIndex < 3; ColorIndex++ )
{
MinCoefficient[3][ColorIndex] = FMath::Min( MinCoefficient[3][ColorIndex], DampenDirectionality * SourceSample.Coefficients[3][ColorIndex] );
MaxCoefficient[3][ColorIndex] = FMath::Max( MaxCoefficient[3][ColorIndex], DampenDirectionality * SourceSample.Coefficients[3][ColorIndex] );
}
}
}
}
// If no sample mapped make range sane.
// Or if very dark no directionality is added. Make range sane.
for (int32 CoefficientIndex = 0; CoefficientIndex < LM_NUM_STORED_LIGHTMAP_COEF; CoefficientIndex++)
{
for( int32 ColorIndex = 0; ColorIndex < 4; ColorIndex++ )
{
if( MinCoefficient[CoefficientIndex][ColorIndex] > MaxCoefficient[CoefficientIndex][ColorIndex] )
{
MinCoefficient[CoefficientIndex][ColorIndex] = 0.0f;
MaxCoefficient[CoefficientIndex][ColorIndex] = 0.0f;
}
}
}
// Calculate the scale/bias for the light-map coefficients.
float CoefficientMultiply[LM_NUM_STORED_LIGHTMAP_COEF][4];
float CoefficientAdd[LM_NUM_STORED_LIGHTMAP_COEF][4];
for (int32 CoefficientIndex = 0; CoefficientIndex < LM_NUM_STORED_LIGHTMAP_COEF; CoefficientIndex++)
{
for (int32 ColorIndex = 0; ColorIndex < 4; ColorIndex++)
{
// Calculate scale and bias factors to pack into the desired range
// y = (x - Min) / (Max - Min)
// Mul = 1 / (Max - Min)
// Add = -Min / (Max - Min)
CoefficientMultiply[CoefficientIndex][ColorIndex] = 1.0f / FMath::Max<float>(MaxCoefficient[CoefficientIndex][ColorIndex] - MinCoefficient[CoefficientIndex][ColorIndex], DELTA);
CoefficientAdd[CoefficientIndex][ColorIndex] = -MinCoefficient[CoefficientIndex][ColorIndex] / FMath::Max<float>(MaxCoefficient[CoefficientIndex][ColorIndex] - MinCoefficient[CoefficientIndex][ColorIndex], DELTA);
// Output the values used to undo this packing
OutMultiply[CoefficientIndex][ColorIndex] = 1.0f / CoefficientMultiply[CoefficientIndex][ColorIndex];
OutAdd[CoefficientIndex][ColorIndex] = -CoefficientAdd[CoefficientIndex][ColorIndex] / CoefficientMultiply[CoefficientIndex][ColorIndex];
}
}
// Bias to avoid divide by zero in shader
for (int32 ColorIndex = 0; ColorIndex < 3; ColorIndex++)
{
OutAdd[2][ColorIndex] = FMath::Max( OutAdd[2][ColorIndex], 1e-2f );
}
// Force SH constant term to 0.282095f. Avoids add in shader.
OutMultiply[1][3] = 0.0f;
OutAdd[1][3] = 0.282095f;
OutMultiply[3][3] = 0.0f;
OutAdd[3][3] = 0.282095f;
// allocate space in the output
OutLightSamples.Empty(InLightSamples.Num());
OutLightSamples.AddUninitialized(InLightSamples.Num());
// quantize each sample using the above scaling
for (int32 SampleIndex = 0; SampleIndex < InLightSamples.Num(); SampleIndex++)
{
const FLightSample& SourceSample = InLightSamples[SampleIndex];
FQuantizedLightSampleData& DestCoefficients = OutLightSamples[SampleIndex];
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (SampleIndex == DebugSampleIndex)
{
int32 TempBreak = 0;
}
#endif
DestCoefficients.Coverage = SourceSample.bIsMapped ? 255 : 0;
const FVector3f BentNormal(SourceSample.SkyOcclusion[0], SourceSample.SkyOcclusion[1], SourceSample.SkyOcclusion[2]);
const float BentNormalLength = BentNormal.Size();
const FVector3f NormalizedBentNormal = BentNormal.GetSafeNormal() * FVector3f(.5f) + FVector3f(.5f);
DestCoefficients.SkyOcclusion[0] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( NormalizedBentNormal[0] * 255.0f ), 0, 255 );
DestCoefficients.SkyOcclusion[1] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( NormalizedBentNormal[1] * 255.0f ), 0, 255 );
DestCoefficients.SkyOcclusion[2] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( NormalizedBentNormal[2] * 255.0f ), 0, 255 );
// Sqrt on length to allocate more precision near 0
DestCoefficients.SkyOcclusion[3] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( FMath::Sqrt(BentNormalLength) * 255.0f ), 0, 255 );
// Sqrt to allocate more precision near 0
DestCoefficients.AOMaterialMask = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( FMath::Sqrt(SourceSample.AOMaterialMask) * 255.0f ), 0, 255 );
{
float L, U, V, W;
GetLUVW( SourceSample.Coefficients[0], L, U, V, W );
// LogLUVW encode color
float LogL = FMath::Log2( L + LogBlackPoint );
U = U * CoefficientMultiply[0][0] + CoefficientAdd[0][0];
V = V * CoefficientMultiply[0][1] + CoefficientAdd[0][1];
W = W * CoefficientMultiply[0][2] + CoefficientAdd[0][2];
LogL = LogL * CoefficientMultiply[0][3] + CoefficientAdd[0][3];
float Residual = LogL * 255.0f - FMath::RoundToFloat( LogL * 255.0f ) + 0.5f;
// U, V, W, LogL
// UVW stored in gamma space
DestCoefficients.Coefficients[0][0] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( FMath::Sqrt(U) * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[0][1] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( FMath::Sqrt(V) * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[0][2] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( FMath::Sqrt(W) * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[0][3] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( LogL * 255.0f ), 0, 255 );
float Dx = SourceSample.Coefficients[1][0] * CoefficientMultiply[1][0] + CoefficientAdd[1][0];
float Dy = SourceSample.Coefficients[1][1] * CoefficientMultiply[1][1] + CoefficientAdd[1][1];
float Dz = SourceSample.Coefficients[1][2] * CoefficientMultiply[1][2] + CoefficientAdd[1][2];
// Dx, Dy, Dz, Residual
DestCoefficients.Coefficients[1][0] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dx * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[1][1] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dy * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[1][2] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dz * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[1][3] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Residual * 255.0f ), 0, 255 );
}
{
float L, U, V, W;
GetLUVW( SourceSample.Coefficients[2], L, U, V, W );
// LogRGB encode color
float LogL = FMath::Log2( L + SimpleLogBlackPoint ) / SimpleLogScale + 0.5f;
float LogR = LogL * U * CoefficientMultiply[2][0] + CoefficientAdd[2][0];
float LogG = LogL * V * CoefficientMultiply[2][1] + CoefficientAdd[2][1];
float LogB = LogL * W * CoefficientMultiply[2][2] + CoefficientAdd[2][2];
// LogR, LogG, LogB
DestCoefficients.Coefficients[2][0] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( LogR * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[2][1] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( LogG * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[2][2] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( LogB * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[2][3] = 255;
float Dx = SourceSample.Coefficients[3][0] * CoefficientMultiply[3][0] + CoefficientAdd[3][0];
float Dy = SourceSample.Coefficients[3][1] * CoefficientMultiply[3][1] + CoefficientAdd[3][1];
float Dz = SourceSample.Coefficients[3][2] * CoefficientMultiply[3][2] + CoefficientAdd[3][2];
// Dx, Dy, Dz
DestCoefficients.Coefficients[3][0] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dx * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[3][1] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dy * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[3][2] = (uint8)FMath::Clamp<int32>( FMath::RoundToInt( Dz * 255.0f ), 0, 255 );
DestCoefficients.Coefficients[3][3] = 255;
}
}
InLightSamples.Empty();
}
/**
* Quantize the full-res FLightSamples into FQuantizedLightSampleDatas
*/
void FLightMapData2D::Quantize(int32 DebugSampleIndex)
{
QuantizeLightSamples(Data, QuantizedData, Multiply, Add, DebugSampleIndex, true);
}
void FShadowMapData2D::Quantize(int32 DebugSampleIndex)
{
// Allocate space in the output array
QuantizedData.Empty(Data.Num());
QuantizedData.AddUninitialized(Data.Num());
for (int32 SampleIndex = 0; SampleIndex < Data.Num(); SampleIndex++)
{
const FShadowSample& Value = Data[SampleIndex];
FQuantizedShadowSampleData& QuantizedValue = QuantizedData[SampleIndex];
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (SampleIndex == DebugSampleIndex)
{
int32 TempBreak = 0;
}
#endif
// Convert linear input values to gamma space before quantizing, which preserves more detail in the darks where banding would be noticeable otherwise
QuantizedValue.Visibility = (uint8)FMath::Clamp<int32>(FMath::TruncToInt(FMath::Pow(Value.Visibility, 1.0f / 2.2f) * 255.0f), 0, 255);
QuantizedValue.Coverage = Value.bIsMapped ? 255 : 0;
}
Data.Empty();
}
void FShadowMapData2D::Compress(int32 DebugSampleIndex)
{
// Make sure the data has been quantized already
Quantize(DebugSampleIndex);
// Calculate the uncompressed size
UncompressedDataSize = sizeof(FQuantizedShadowSampleData) * QuantizedData.Num();
// Compress the array
CompressData((uint8*)QuantizedData.GetData(), UncompressedDataSize, CompressedData, CompressedDataSize);
// Discard the source data now that we're compressed
QuantizedData.Empty();
}
void FSignedDistanceFieldShadowMapData2D::Quantize(int32 DebugSampleIndex)
{
// Allocate space in the output array
QuantizedData.Empty(Data.Num());
QuantizedData.AddUninitialized(Data.Num());
for (int32 SampleIndex = 0; SampleIndex < Data.Num(); SampleIndex++)
{
const FSignedDistanceFieldShadowSample& Value = Data[SampleIndex];
FQuantizedSignedDistanceFieldShadowSampleData& QuantizedValue = QuantizedData[SampleIndex];
#if ALLOW_LIGHTMAP_SAMPLE_DEBUGGING
if (SampleIndex == DebugSampleIndex)
{
int32 TempBreak = 0;
}
#endif
QuantizedValue.Distance = (uint8)FMath::Clamp<int32>(FMath::TruncToInt(Value.Distance * 255.0f), 0, 255);
QuantizedValue.PenumbraSize = (uint8)FMath::Clamp<int32>(FMath::TruncToInt(Value.PenumbraSize * 255.0f), 0, 255);
QuantizedValue.Coverage = Value.bIsMapped ? 255 : 0;
}
Data.Empty();
}
void FSignedDistanceFieldShadowMapData2D::Compress(int32 DebugSampleIndex)
{
// Make sure the data has been quantized already
Quantize(DebugSampleIndex);
// Calculate the uncompressed size
UncompressedDataSize = sizeof(FQuantizedSignedDistanceFieldShadowSampleData) * QuantizedData.Num();
// Compress the array
CompressData((uint8*)QuantizedData.GetData(), UncompressedDataSize, CompressedData, CompressedDataSize);
// Discard the source data now that we're compressed
QuantizedData.Empty();
}
} //namespace Lightmass