81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DynamicShadowMapChannelBindingHelper.h:
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "LightSceneInfo.h"
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class FLightSceneInfo;
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class FLightSceneInfoCompact;
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// This is used in forward only
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class FDynamicShadowMapChannelBindingHelper
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{
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public:
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// The number of valid dynamic shadowmap channels
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static const int32 CHANNEL_COUNT = 4;
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// This is used in GetPriority().
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static const int32 STATIC_SHADOWING_PRIORITY = 2;
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FDynamicShadowMapChannelBindingHelper() : AvailableChannelCount(CHANNEL_COUNT) {}
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FORCEINLINE bool IsChannelEnabled(int32 ChannelIndex)
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{
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check(ChannelIndex >= 0 && ChannelIndex < CHANNEL_COUNT);
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return Channels[ChannelIndex].bIsAvailable;
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}
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FORCEINLINE bool HasAnyChannelEnabled() const
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{
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return AvailableChannelCount > 0;
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}
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FORCEINLINE const TArray<FLightSceneInfo*, TInlineAllocator<8>>& GetLights(int32 ChannelIndex) const
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{
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check(ChannelIndex >= 0 && ChannelIndex < CHANNEL_COUNT);
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return Channels[ChannelIndex].Lights;
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}
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void DisableChannel(int32 ChannelIndex);
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void DisableAllOtherChannels(int32 EnabledChannelIndex);
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// Update channel usage based on the current enabled channels. Channels with light of MaxPriority or more will be disabled.
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void UpdateAvailableChannels(const TSparseArray<FLightSceneInfoCompact, TAlignedSparseArrayAllocator<alignof(FLightSceneInfoCompact)>>& Lights, FLightSceneInfo* LightInfo);
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int32 GetBestAvailableChannel() const;
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void SortLightByPriority(int32 ChannelIndex);
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private:
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struct FChannelInfo
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{
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FChannelInfo() : bIsAvailable(true) {}
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// Lights currently bound at that channel.
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TArray<FLightSceneInfo*, TInlineAllocator<8>> Lights;
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// Whether this channel is available for analysis.
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bool bIsAvailable;
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};
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FChannelInfo Channels[CHANNEL_COUNT];
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int32 AvailableChannelCount;
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FORCEINLINE void AddLight(int32 ChannelIndex, FLightSceneInfo* Light)
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{
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check(IsChannelEnabled(ChannelIndex) && Light);
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Channels[ChannelIndex].Lights.Add(Light);
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}
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/**
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* Returns the priority value used when assigning DynamicShadowMapChannel.
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* High priority lights punt low priority light in the assignement logic.
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* @return The assignment priority, or INDEX_NONE if this light does not cast dynamic (or preview) shadows.
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*/
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static int32 GetPriority(const FLightSceneInfo* Light);
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};
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