Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneCore.h
2025-05-18 13:04:45 +08:00

201 lines
6.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SceneCore.h: Core scene definitions.
=============================================================================*/
#pragma once
#include "HAL/Platform.h"
#include "Math/Color.h"
#include "RHIFwd.h"
class FLightSceneInfo;
class FPrimitiveSceneInfo;
class FScene;
class UTextureCube;
struct FExponentialHeightFogDynamicState;
/**
* An interaction between a light and a primitive.
*/
class FLightPrimitiveInteraction
{
public:
/** Creates an interaction for a light-primitive pair. */
static void InitializeMemoryPool();
struct FShouldCreateResult
{
bool bShouldCreate = false;
bool bDynamic = true;
bool bRelevant = false;
bool bIsLightMapped = true;
bool bShadowMapped = false;
bool bTranslucentObjectShadow = false;
bool bInsetObjectShadow = false;
};
static FShouldCreateResult ShouldCreate(FLightSceneInfo* LightSceneInfo,FPrimitiveSceneInfo* PrimitiveSceneInfo);
static void Create(FLightSceneInfo* LightSceneInfo,FPrimitiveSceneInfo* PrimitiveSceneInfo);
static void Destroy(FLightPrimitiveInteraction* LightPrimitiveInteraction);
/** Returns current size of memory pool */
static uint32 GetMemoryPoolSize();
// Accessors.
bool HasShadow() const { return bCastShadow; }
bool IsLightMapped() const { return bLightMapped; }
bool IsDynamic() const { return bIsDynamic; }
bool IsShadowMapped() const { return bIsShadowMapped; }
bool IsUncachedStaticLighting() const { return bUncachedStaticLighting; }
bool HasTranslucentObjectShadow() const { return bHasTranslucentObjectShadow; }
bool HasInsetObjectShadow() const { return bHasInsetObjectShadow; }
bool CastsSelfShadowOnly() const { return bSelfShadowOnly; }
bool IsMobileDynamicLocalLight() const { return bMobileDynamicLocalLight; }
FORCEINLINE bool IsNaniteMeshProxy() const { return bNaniteMeshProxy; }
FORCEINLINE bool ProxySupportsGPUScene() const { return bProxySupportsGPUScene; }
FLightSceneInfo* GetLight() const { return LightSceneInfo; }
int32 GetLightId() const { return LightId; }
FPrimitiveSceneInfo* GetPrimitiveSceneInfo() const { return PrimitiveSceneInfo; }
FLightPrimitiveInteraction* GetNextPrimitive() const { return NextPrimitive; }
FLightPrimitiveInteraction* GetNextLight() const { return NextLight; }
/** Hash function required for TMap support */
friend uint32 GetTypeHash( const FLightPrimitiveInteraction* Interaction )
{
return (uint32)Interaction->LightId;
}
/** Clears cached shadow maps, if possible */
void FlushCachedShadowMapData();
/** Custom new/delete */
void* operator new(size_t Size);
void operator delete(void* RawMemory);
private:
/** The light which affects the primitive. */
FLightSceneInfo* LightSceneInfo;
/** The primitive which is affected by the light. */
FPrimitiveSceneInfo* PrimitiveSceneInfo;
/** A pointer to the NextPrimitive member of the previous interaction in the light's interaction list. */
FLightPrimitiveInteraction** PrevPrimitiveLink;
/** The next interaction in the light's interaction list. */
FLightPrimitiveInteraction* NextPrimitive;
/** A pointer to the NextLight member of the previous interaction in the primitive's interaction list. */
FLightPrimitiveInteraction** PrevLightLink;
/** The next interaction in the primitive's interaction list. */
FLightPrimitiveInteraction* NextLight;
/** The index into Scene->Lights of the light which affects the primitive. */
int32 LightId;
/** True if the primitive casts a shadow from the light. */
uint32 bCastShadow : 1;
/** True if the primitive has a light-map containing the light. */
uint32 bLightMapped : 1;
/** True if the interaction is dynamic. */
uint32 bIsDynamic : 1;
/** Whether the light's shadowing is contained in the primitive's static shadow map. */
uint32 bIsShadowMapped : 1;
/** True if the interaction is an uncached static lighting interaction. */
uint32 bUncachedStaticLighting : 1;
/** True if the interaction has a translucent per-object shadow. */
uint32 bHasTranslucentObjectShadow : 1;
/** True if the interaction has an inset per-object shadow. */
uint32 bHasInsetObjectShadow : 1;
/** True if the primitive only shadows itself. */
uint32 bSelfShadowOnly : 1;
/** True this is a mobile dynamic local light interaction. */
uint32 bMobileDynamicLocalLight : 1;
/** If true then all meshes drawn by the primitive scene proxy are Nanite meshes. Caches the result of FPrimitiveSceneProxy::IsNaniteMesh() */
uint32 bNaniteMeshProxy : 1;
/** If true then all meshes drawn by the primitive scene proxy supports GPU-Scene (and thus VSM shadows). */
uint32 bProxySupportsGPUScene : 1;
/** Initialization constructor. */
FLightPrimitiveInteraction(FLightSceneInfo* InLightSceneInfo,FPrimitiveSceneInfo* InPrimitiveSceneInfo,
bool bIsDynamic,bool bInLightMapped,bool bInIsShadowMapped, bool bInHasTranslucentObjectShadow, bool bInHasInsetObjectShadow);
/** Hide dtor */
~FLightPrimitiveInteraction();
};
/** The properties of a exponential height fog layer which are used for rendering. */
class FExponentialHeightFogSceneInfo
{
public:
struct FExponentialHeightFogSceneData
{
float Height;
float Density;
float HeightFalloff;
};
/** Number of supported individual fog settings on this ExponentialHeightFog */
static constexpr int NumFogs = 2;
uint64 Id;
FExponentialHeightFogSceneData FogData[NumFogs];
float FogMaxOpacity;
float StartDistance;
float EndDistance;
float FogCutoffDistance;
FLinearColor FogColor;
float DirectionalInscatteringExponent;
float DirectionalInscatteringStartDistance;
FLinearColor DirectionalInscatteringColor;
UTextureCube* InscatteringColorCubemap;
float InscatteringColorCubemapAngle;
float FullyDirectionalInscatteringColorDistance;
float NonDirectionalInscatteringColorDistance;
bool bEnableVolumetricFog;
float VolumetricFogScatteringDistribution;
FLinearColor VolumetricFogAlbedo;
FLinearColor VolumetricFogEmissive;
float VolumetricFogExtinctionScale;
float VolumetricFogDistance;
float VolumetricFogStaticLightingScatteringIntensity;
bool bOverrideLightColorsWithFogInscatteringColors;
bool bHoldout;
bool bRenderInMainPass;
bool bVisibleInReflectionCaptures;
bool bVisibleInRealTimeSkyCaptures;
float VolumetricFogStartDistance;
float VolumetricFogNearFadeInDistance;
FLinearColor SkyAtmosphereAmbientContributionColorScale;
/** Initialization constructor. */
FExponentialHeightFogSceneInfo(uint64 InId, const FExponentialHeightFogDynamicState& State);
};
/** Returns true if the indirect lighting cache can be used at all. */
extern bool IsIndirectLightingCacheAllowed(ERHIFeatureLevel::Type InFeatureLevel);
/** Returns true if the indirect lighting cache can use the volume texture atlas on this feature level. */
extern bool CanIndirectLightingCacheUseVolumeTexture(ERHIFeatureLevel::Type InFeatureLevel);