// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= LandscapeLight.cpp: Static lighting for LandscapeComponents =============================================================================*/ #include "Landscape.h" #include "LandscapeLight.h" #include "LandscapeInfo.h" #include "LandscapeRender.h" #include "LandscapeDataAccess.h" #include "ComponentReregisterContext.h" #include "UnrealEngine.h" #if WITH_EDITOR #define LANDSCAPE_LIGHTMAP_UV_INDEX 1 TMap FLandscapeStaticLightingMesh::LandscapeUpscaleHeightDataCache; TMap FLandscapeStaticLightingMesh::LandscapeUpscaleXYOffsetDataCache; /** A texture mapping for landscapes */ /** Initialization constructor. */ FLandscapeStaticLightingTextureMapping::FLandscapeStaticLightingTextureMapping( ULandscapeComponent* InComponent,FStaticLightingMesh* InMesh,int32 InLightMapWidth,int32 InLightMapHeight,bool bPerformFullQualityRebuild) : FStaticLightingTextureMapping( InMesh, InComponent, InLightMapWidth, InLightMapHeight, LANDSCAPE_LIGHTMAP_UV_INDEX ), LandscapeComponent(InComponent) { } void FLandscapeStaticLightingTextureMapping::Apply(FQuantizedLightmapData* QuantizedData, const TMap& ShadowMapData) { //ELightMapPaddingType PaddingType = GAllowLightmapPadding ? LMPT_NormalPadding : LMPT_NoPadding; ELightMapPaddingType PaddingType = LMPT_NoPadding; const bool bHasNonZeroData = QuantizedData != NULL && QuantizedData->HasNonZeroData(); // We always create a light map if the surface either has any non-zero lighting data, or if the surface has a shadow map. The runtime // shaders are always expecting a light map in the case of a shadow map, even if the lighting is entirely zero. This is simply to reduce // the number of shader permutations to support in the very unlikely case of a unshadowed surfaces that has lighting values of zero. const bool bNeedsLightMap = bHasNonZeroData || ShadowMapData.Num() > 0 || (QuantizedData != NULL && QuantizedData->bHasSkyShadowing); if (bNeedsLightMap) { // Create a light-map for the primitive. LandscapeComponent->LightMap = FLightMap2D::AllocateLightMap( LandscapeComponent, QuantizedData, LandscapeComponent->Bounds, PaddingType, LMF_Streamed ); } else { LandscapeComponent->LightMap = NULL; } if (ShadowMapData.Num() > 0) { LandscapeComponent->ShadowMap = FShadowMap2D::AllocateShadowMap( LandscapeComponent, ShadowMapData, LandscapeComponent->Bounds, PaddingType, SMF_Streamed ); } else { LandscapeComponent->ShadowMap = NULL; } // Build the list of statically irrelevant lights. // TODO: This should be stored per LOD. LandscapeComponent->IrrelevantLights.Empty(); for(int32 LightIndex = 0;LightIndex < Mesh->RelevantLights.Num();LightIndex++) { const ULightComponent* Light = Mesh->RelevantLights[LightIndex]; // Check if the light is stored in the light-map. const bool bIsInLightMap = LandscapeComponent->LightMap && LandscapeComponent->LightMap->LightGuids.Contains(Light->LightGuid); // Add the light to the statically irrelevant light list if it is in the potentially relevant light list, but didn't contribute to the light-map. if(!bIsInLightMap) { LandscapeComponent->IrrelevantLights.AddUnique(Light->LightGuid); } } LandscapeComponent->bHasCachedStaticLighting = true; // Mark the primitive's package as dirty. LandscapeComponent->MarkPackageDirty(); } namespace { // Calculate Geometric LOD for lighting int32 GetLightingLOD(const ULandscapeComponent* InComponent) { if (InComponent->LightingLODBias < 0) { return FMath::Clamp(InComponent->ForcedLOD >= 0 ? InComponent->ForcedLOD : InComponent->LODBias, 0, FMath::CeilLogTwo(InComponent->SubsectionSizeQuads + 1) - 1); } else { return InComponent->LightingLODBias; } } }; /** Initialization constructor. */ FLandscapeStaticLightingMesh::FLandscapeStaticLightingMesh(ULandscapeComponent* InComponent, const TArray& InRelevantLights, int32 InExpandQuadsX, int32 InExpandQuadsY, float InLightMapRatio, int32 InLOD) : FStaticLightingMesh( FMath::Square(((InComponent->ComponentSizeQuads + 1) >> InLOD) - 1 + 2 * InExpandQuadsX) * 2, FMath::Square(((InComponent->ComponentSizeQuads + 1) >> InLOD) - 1 + 2 * InExpandQuadsX) * 2, FMath::Square(((InComponent->ComponentSizeQuads + 1) >> InLOD) + 2 * InExpandQuadsX), FMath::Square(((InComponent->ComponentSizeQuads + 1) >> InLOD) + 2 * InExpandQuadsX), 0, !!(InComponent->CastShadow | InComponent->bCastHiddenShadow), false, InRelevantLights, InComponent, InComponent->Bounds.GetBox(), InComponent->GetLightingGuid() ) , LandscapeComponent(InComponent) , LightMapRatio(InLightMapRatio) , ExpandQuadsX(InExpandQuadsX) , ExpandQuadsY(InExpandQuadsY) { const float LODScale = (float)InComponent->ComponentSizeQuads / (((InComponent->ComponentSizeQuads + 1) >> InLOD) - 1); LocalToWorld = FTransform(FQuat::Identity, FVector::ZeroVector, FVector(LODScale, LODScale, 1)) * InComponent->ComponentToWorld; ComponentSizeQuads = ((InComponent->ComponentSizeQuads + 1) >> InLOD) - 1; NumVertices = ComponentSizeQuads + 2*InExpandQuadsX + 1; NumQuads = NumVertices - 1; UVFactor = LightMapRatio / NumVertices; bReverseWinding = (LocalToWorld.GetDeterminant() < 0.0f); int32 GeometricLOD = ::GetLightingLOD(InComponent); GetHeightmapData(InLOD, FMath::Max(GeometricLOD, InLOD)); } FLandscapeStaticLightingMesh::~FLandscapeStaticLightingMesh() { } namespace { void GetLODData(ULandscapeComponent* LandscapeComponent, int32 X, int32 Y, int32 HeightmapOffsetX, int32 HeightmapOffsetY, int32 LODValue, int32 HeightmapStride, FColor& OutHeight, FColor& OutXYOffset) { int32 ComponentSize = ((LandscapeComponent->SubsectionSizeQuads + 1) * LandscapeComponent->NumSubsections) >> LODValue; int32 LODHeightmapSize = LandscapeComponent->HeightmapTexture->Source.GetSizeX() >> LODValue; float Ratio = (float)(LODHeightmapSize) / (HeightmapStride); int32 CurrentHeightmapOffsetX = FMath::RoundToInt((float)(LODHeightmapSize)* LandscapeComponent->HeightmapScaleBias.Z); int32 CurrentHeightmapOffsetY = FMath::RoundToInt((float)(LODHeightmapSize)* LandscapeComponent->HeightmapScaleBias.W); float XX = FMath::Clamp((X - HeightmapOffsetX) * Ratio, 0.f, ComponentSize - 1.f) + CurrentHeightmapOffsetX; int32 XI = (int32)XX; float XF = XX - XI; float YY = FMath::Clamp((Y - HeightmapOffsetY) * Ratio, 0.f, ComponentSize - 1.f) + CurrentHeightmapOffsetY; int32 YI = (int32)YY; float YF = YY - YI; FLandscapeComponentDataInterface DataInterface(LandscapeComponent, LODValue); FColor* HeightMipData = DataInterface.GetRawHeightData(); FColor* XYOffsetMipData = DataInterface.GetRawXYOffsetData(); FColor H1 = HeightMipData[XI + YI * LODHeightmapSize]; FColor H2 = HeightMipData[FMath::Min(XI + 1, LODHeightmapSize - 1) + YI * LODHeightmapSize]; FColor H3 = HeightMipData[XI + FMath::Min(YI + 1, LODHeightmapSize - 1) * LODHeightmapSize]; FColor H4 = HeightMipData[FMath::Min(XI + 1, LODHeightmapSize - 1) + FMath::Min(YI + 1, LODHeightmapSize - 1) * LODHeightmapSize]; uint16 Height = FMath::RoundToInt(FMath::Lerp(FMath::Lerp(((H1.R << 8) + H1.G), ((H2.R << 8) + H2.G), XF), FMath::Lerp(((H3.R << 8) + H3.G), ((H4.R << 8) + H4.G), XF), YF)); uint8 B = FMath::RoundToInt(FMath::Lerp(FMath::Lerp((H1.B), (H2.B), XF), FMath::Lerp((H3.B), (H4.B), XF), YF)); uint8 A = FMath::RoundToInt(FMath::Lerp(FMath::Lerp((H1.A), (H2.A), XF), FMath::Lerp((H3.A), (H4.A), XF), YF)); OutHeight = FColor((Height >> 8), Height & 255, B, A); if (LandscapeComponent->XYOffsetmapTexture) { FColor X1 = XYOffsetMipData[XI + YI * LODHeightmapSize]; FColor X2 = XYOffsetMipData[FMath::Min(XI + 1, LODHeightmapSize - 1) + YI * LODHeightmapSize]; FColor X3 = XYOffsetMipData[XI + FMath::Min(YI + 1, LODHeightmapSize - 1) * LODHeightmapSize]; FColor X4 = XYOffsetMipData[FMath::Min(XI + 1, LODHeightmapSize - 1) + FMath::Min(YI + 1, LODHeightmapSize - 1) * LODHeightmapSize]; uint16 XComp = FMath::RoundToInt(FMath::Lerp(FMath::Lerp(((X1.R << 8) + X1.G), ((X2.R << 8) + X2.G), XF), FMath::Lerp(((X3.R << 8) + X3.G), ((X4.R << 8) + X4.G), XF), YF)); uint16 YComp = FMath::RoundToInt(FMath::Lerp(FMath::Lerp(((X1.B << 8) + X1.A), ((X2.B << 8) + X2.A), XF), FMath::Lerp(((X3.B << 8) + X3.A), ((X4.B << 8) + X4.A), XF), YF)); OutXYOffset = FColor((XComp >> 8), XComp & 255, YComp >> 8, YComp & 255); } } void InternalUpscaling(FLandscapeComponentDataInterface& DataInterface, ULandscapeComponent* LandscapeComponent, int32 InLOD, int32 GeometryLOD, TArray& CompHeightData, TArray& CompXYOffsetData) { // Upscaling using Landscape LOD system ULandscapeInfo* const Info = LandscapeComponent->GetLandscapeInfo(); check(Info); FIntPoint ComponentBase = LandscapeComponent->GetSectionBase() / LandscapeComponent->ComponentSizeQuads; int32 NeighborLODs[8] = { 0, 0, 0, 0, 0, 0, 0, 0 }; int32 MaxLOD = FMath::CeilLogTwo(LandscapeComponent->SubsectionSizeQuads + 1) - 1; bool bNeedUpscaling = GeometryLOD > InLOD; int32 NeighborIdx = 0; for (int32 y = -1; y <= 1; y++) { for (int32 x = -1; x <= 1; x++) { if (x == 0 && y == 0) { continue; } ULandscapeComponent* Neighbor = Info->XYtoComponentMap.FindRef(ComponentBase + FIntPoint(x, y)); int32 NeighborLOD = -1; if (Neighbor) { NeighborLOD = ::GetLightingLOD(Neighbor); } else { NeighborLOD = 0; // Sample neighbor components to find maximum LOD for (int32 yy = -1; yy <= 1; yy++) { for (int32 xx = -1; xx <= 1; xx++) { if (xx == 0 && yy == 0) { continue; } ULandscapeComponent* ComponentNeighbor = Info->XYtoComponentMap.FindRef(ComponentBase + FIntPoint(x+xx, y+yy)); if (ComponentNeighbor) { NeighborLOD = FMath::Max(::GetLightingLOD(ComponentNeighbor), NeighborLOD); } } } } bNeedUpscaling |= (NeighborLOD > InLOD); NeighborLODs[NeighborIdx++] = NeighborLOD; } } if (bNeedUpscaling) { check(LandscapeComponent); // Need Upscaling int32 HeightmapStride = LandscapeComponent->HeightmapTexture->Source.GetSizeX() >> InLOD; int32 HeightDataSize = HeightmapStride * HeightmapStride; CompHeightData.Empty(HeightDataSize); CompXYOffsetData.Empty(HeightDataSize); CompHeightData.AddZeroed(HeightDataSize); CompXYOffsetData.AddZeroed(HeightDataSize); // Update for only component region for performance int32 ComponentSize = ((LandscapeComponent->SubsectionSizeQuads + 1) * LandscapeComponent->NumSubsections) >> InLOD; for (int32 Y = DataInterface.HeightmapComponentOffsetY; Y < DataInterface.HeightmapComponentOffsetY + ComponentSize; ++Y) { for (int32 X = DataInterface.HeightmapComponentOffsetX; X < DataInterface.HeightmapComponentOffsetX + ComponentSize; ++X) { FIntPoint IXY(X - DataInterface.HeightmapComponentOffsetX, Y - DataInterface.HeightmapComponentOffsetY); IXY += ComponentBase * (ComponentSize - 1); FColor* CachedHeight = FLandscapeStaticLightingMesh::LandscapeUpscaleHeightDataCache.Find(IXY); FColor* CachedXYOffset = FLandscapeStaticLightingMesh::LandscapeUpscaleXYOffsetDataCache.Find(IXY); if (CachedHeight) { CompHeightData[X + Y * HeightmapStride] = *CachedHeight; if (CachedXYOffset) { CompXYOffsetData[X + Y * HeightmapStride] = *CachedXYOffset; } } else { // LOD System similar to the shader FVector2D XY(float(X - DataInterface.HeightmapComponentOffsetX) / (ComponentSize - 1), float(Y - DataInterface.HeightmapComponentOffsetY) / (ComponentSize - 1)); XY = XY - 0.5f; float RealLOD = GeometryLOD; if (XY.X < 0.f) { if (XY.Y < 0.f) { RealLOD = FMath::Lerp( FMath::Lerp(NeighborLODs[0], NeighborLODs[1], XY.X + 1.f), FMath::Lerp(NeighborLODs[3], GeometryLOD, XY.X + 1.f), XY.Y + 1.f); // 0 } else { RealLOD = FMath::Lerp( FMath::Lerp(NeighborLODs[3], GeometryLOD, XY.X + 1.f), FMath::Lerp(NeighborLODs[5], NeighborLODs[6], XY.X + 1.f), XY.Y); // 2 } } else { if (XY.Y < 0.f) { RealLOD = FMath::Lerp( FMath::Lerp(NeighborLODs[1], NeighborLODs[2], XY.X), FMath::Lerp(GeometryLOD, NeighborLODs[4], XY.X), XY.Y + 1.f); // 1 } else { RealLOD = FMath::Lerp( FMath::Lerp(GeometryLOD, NeighborLODs[4], XY.X), FMath::Lerp(NeighborLODs[6], NeighborLODs[7], XY.X), XY.Y); // 3 } } RealLOD = FMath::Min(RealLOD, (float)MaxLOD); int32 LODValue = (int32)RealLOD; float MorphAlpha = FMath::Fractional(RealLOD); FColor Height[2]; FColor XYOffset[2]; ::GetLODData(LandscapeComponent, X, Y, DataInterface.HeightmapComponentOffsetX, DataInterface.HeightmapComponentOffsetY, FMath::Min(MaxLOD, LODValue), HeightmapStride, Height[0], XYOffset[0]); // Interpolation between two LOD if ((RealLOD > InLOD) && (LODValue + 1 <= MaxLOD) && MorphAlpha != 0.f) { ::GetLODData(LandscapeComponent, X, Y, DataInterface.HeightmapComponentOffsetX, DataInterface.HeightmapComponentOffsetY, FMath::Min(MaxLOD, LODValue + 1), HeightmapStride, Height[1], XYOffset[1]); // Need interpolation uint16 Height0 = (Height[0].R << 8) + Height[0].G; uint16 Height1 = (Height[1].R << 8) + Height[1].G; uint16 LerpHeight = FMath::RoundToInt(FMath::Lerp(Height0, Height1, MorphAlpha)); CompHeightData[X + Y * HeightmapStride] = FColor((LerpHeight >> 8), LerpHeight & 255, FMath::RoundToInt(FMath::Lerp(Height[0].B, Height[1].B, MorphAlpha)), FMath::RoundToInt(FMath::Lerp(Height[0].A, Height[1].A, MorphAlpha))); if (LandscapeComponent->XYOffsetmapTexture) { uint16 XComp0 = (XYOffset[0].R << 8) + XYOffset[0].G; uint16 XComp1 = (XYOffset[1].R << 8) + XYOffset[1].G; uint16 LerpXComp = FMath::RoundToInt(FMath::Lerp(XComp0, XComp1, MorphAlpha)); uint16 YComp0 = (XYOffset[0].B << 8) + XYOffset[0].A; uint16 YComp1 = (XYOffset[1].B << 8) + XYOffset[1].A; uint16 LerpYComp = FMath::RoundToInt(FMath::Lerp(YComp0, YComp1, MorphAlpha)); CompXYOffsetData[X + Y * HeightmapStride] = FColor(LerpXComp >> 8, LerpXComp & 255, LerpYComp >> 8, LerpYComp & 255); } } else { CompHeightData[X + Y * HeightmapStride] = Height[0]; CompXYOffsetData[X + Y * HeightmapStride] = XYOffset[0]; } // Caching current calculated value FLandscapeStaticLightingMesh::LandscapeUpscaleHeightDataCache.Add(IXY, CompHeightData[X + Y * HeightmapStride]); if (LandscapeComponent->XYOffsetmapTexture) { FLandscapeStaticLightingMesh::LandscapeUpscaleHeightDataCache.Add(IXY, CompXYOffsetData[X + Y * HeightmapStride]); } } } } DataInterface.SetRawHeightData(&CompHeightData[0]); if (LandscapeComponent->XYOffsetmapTexture) { DataInterface.SetRawXYOffsetData(&CompXYOffsetData[0]); } } } }; void FLandscapeStaticLightingMesh::GetHeightmapData(int32 InLOD, int32 GeometryLOD) { ULandscapeInfo* const Info = LandscapeComponent->GetLandscapeInfo(); check(Info); HeightData.Empty(FMath::Square(NumVertices)); HeightData.AddUninitialized(FMath::Square(NumVertices)); const int32 NumSubsections = LandscapeComponent->NumSubsections; const int32 SubsectionSizeVerts = (LandscapeComponent->SubsectionSizeQuads + 1) >> InLOD; const int32 SubsectionSizeQuads = SubsectionSizeVerts - 1; FIntPoint ComponentBase = LandscapeComponent->GetSectionBase()/LandscapeComponent->ComponentSizeQuads; // assume that ExpandQuad size <= SubsectionSizeQuads... check(ExpandQuadsX <= SubsectionSizeQuads); check(ExpandQuadsY <= SubsectionSizeQuads); int32 MaxLOD = FMath::CeilLogTwo(LandscapeComponent->SubsectionSizeQuads + 1) - 1; // copy heightmap data for this component... { // Data array for upscaling case TArray CompHeightData; TArray CompXYOffsetData; FLandscapeComponentDataInterface DataInterface(LandscapeComponent, InLOD); ::InternalUpscaling(DataInterface, LandscapeComponent, InLOD, GeometryLOD, CompHeightData, CompXYOffsetData); for (int32 Y = 0; Y < ComponentSizeQuads + 1; Y++) { const FColor* const Data = DataInterface.GetHeightData(0, Y); for (int32 SubsectionX = 0; SubsectionX < NumSubsections; SubsectionX++) { const int32 X = SubsectionSizeQuads * SubsectionX; const int32 CompX = X + FMath::Min(X/SubsectionSizeQuads, NumSubsections - 1); const FColor* const SubsectionData = &Data[CompX]; // Copy the data FMemory::Memcpy( &HeightData[X + ExpandQuadsX + (Y + ExpandQuadsY) * NumVertices], SubsectionData, SubsectionSizeVerts * sizeof(FColor)); } } } // copy surrounding heightmaps... for (int32 ComponentY = 0; ComponentY < 3; ComponentY++) { for (int32 ComponentX = 0; ComponentX < 3; ComponentX++) { if (ComponentX == 1 && ComponentY == 1) { // Ourself continue; } const int32 XSource = (ComponentX == 0) ? (ComponentSizeQuads - ExpandQuadsX) : ((ComponentX == 1) ? 0 : 1); const int32 YSource = (ComponentY == 0) ? (ComponentSizeQuads - ExpandQuadsY) : ((ComponentY == 1) ? 0 : 1); const int32 XDest = (ComponentX == 0) ? 0 : ((ComponentX == 1) ? ExpandQuadsX : (ComponentSizeQuads + ExpandQuadsX + 1)); const int32 YDest = (ComponentY == 0) ? 0 : ((ComponentY == 1) ? ExpandQuadsY : (ComponentSizeQuads + ExpandQuadsY + 1)); const int32 XNum = (ComponentX == 1) ? (ComponentSizeQuads + 1) : ExpandQuadsX; const int32 YNum = (ComponentY == 1) ? (ComponentSizeQuads + 1) : ExpandQuadsY; const int32 XBackup = (ComponentX == 2) ? (ComponentSizeQuads + ExpandQuadsX) : ExpandQuadsX; const int32 YBackup = (ComponentY == 2) ? (ComponentSizeQuads + ExpandQuadsY) : ExpandQuadsY; const int32 XBackupNum = (ComponentX == 1) ? (ComponentSizeQuads + 1) : 1; const int32 YBackupNum = (ComponentY == 1) ? (ComponentSizeQuads + 1) : 1; ULandscapeComponent* Neighbor = Info->XYtoComponentMap.FindRef(ComponentBase + FIntPoint((ComponentX - 1), (ComponentY - 1))); if (Neighbor) { // Data array for upscaling case TArray CompHeightData; TArray CompXYOffsetData; int32 NeighborGeometricLOD = ::GetLightingLOD(Neighbor); FLandscapeComponentDataInterface DataInterface(Neighbor, InLOD); ::InternalUpscaling(DataInterface, Neighbor, InLOD, NeighborGeometricLOD, CompHeightData, CompXYOffsetData); for (int32 Y = 0; Y < YNum; Y++) { const FColor* const Data = DataInterface.GetHeightData(0, YSource + Y); int32 NextX; for (int32 X = XSource; X < XSource + XNum; X = NextX) { NextX = (X / SubsectionSizeQuads + 1) * SubsectionSizeQuads + 1; const int32 CompX = X + FMath::Min(X/SubsectionSizeQuads, NumSubsections - 1); const FColor* const SubsectionData = &Data[CompX]; // Copy the data FMemory::Memcpy( &HeightData[XDest + (X - XSource) + (YDest + Y) * NumVertices], SubsectionData, FMath::Min(NextX - X, XSource + XNum - X) * sizeof(FColor)); } } } else { for (int32 Y = 0; Y < YNum; Y++) { for (int32 X = 0; X < XNum; X += XBackupNum) { const FColor* const BackupData = &HeightData[XBackup + (YBackup + (Y % YBackupNum)) * NumVertices]; // Copy the data FMemory::Memcpy( &HeightData[XDest + X + (YDest + Y) * NumVertices], BackupData, XBackupNum * sizeof(FColor)); } } } } } } /** Fills in the static lighting vertex data for the Landscape vertex. */ void FLandscapeStaticLightingMesh::GetStaticLightingVertex(int32 VertexIndex, FStaticLightingVertex& OutVertex) const { const int32 X = VertexIndex % NumVertices; const int32 Y = VertexIndex / NumVertices; const int32 LocalX = X - ExpandQuadsX; const int32 LocalY = Y - ExpandQuadsY; const FColor* Data = &HeightData[X + Y * NumVertices]; OutVertex.WorldTangentZ.X = 2.0f / 255.f * (float)Data->B - 1.0f; OutVertex.WorldTangentZ.Y = 2.0f / 255.f * (float)Data->A - 1.0f; OutVertex.WorldTangentZ.Z = FMath::Sqrt(1.0f - (FMath::Square(OutVertex.WorldTangentZ.X) + FMath::Square(OutVertex.WorldTangentZ.Y))); OutVertex.WorldTangentX = FVector4(OutVertex.WorldTangentZ.Z, 0.0f, -OutVertex.WorldTangentZ.X); OutVertex.WorldTangentY = OutVertex.WorldTangentZ ^ OutVertex.WorldTangentX; // Copied from FLandscapeComponentDataInterface::GetWorldPositionTangents to fix bad lighting when rotated OutVertex.WorldTangentX = LocalToWorld.TransformVectorNoScale(OutVertex.WorldTangentX); OutVertex.WorldTangentY = LocalToWorld.TransformVectorNoScale(OutVertex.WorldTangentY); OutVertex.WorldTangentZ = LocalToWorld.TransformVectorNoScale(OutVertex.WorldTangentZ); const uint16 Height = (Data->R << 8) + Data->G; OutVertex.WorldPosition = LocalToWorld.TransformPosition(FVector(LocalX, LocalY, LandscapeDataAccess::GetLocalHeight(Height))); OutVertex.TextureCoordinates[0] = FVector2D((float)X / NumVertices, (float)Y / NumVertices); OutVertex.TextureCoordinates[LANDSCAPE_LIGHTMAP_UV_INDEX].X = X * UVFactor; OutVertex.TextureCoordinates[LANDSCAPE_LIGHTMAP_UV_INDEX].Y = Y * UVFactor; } void FLandscapeStaticLightingMesh::GetTriangle(int32 TriangleIndex,FStaticLightingVertex& OutV0,FStaticLightingVertex& OutV1,FStaticLightingVertex& OutV2) const { int32 I0, I1, I2; GetTriangleIndices(TriangleIndex,I0, I1, I2); GetStaticLightingVertex(I0,OutV0); GetStaticLightingVertex(I1,OutV1); GetStaticLightingVertex(I2,OutV2); } void FLandscapeStaticLightingMesh::GetTriangleIndices(int32 TriangleIndex,int32& OutI0,int32& OutI1,int32& OutI2) const { int32 QuadIndex = TriangleIndex >> 1; int32 QuadTriIndex = TriangleIndex & 1; int32 QuadX = QuadIndex % (NumVertices - 1); int32 QuadY = QuadIndex / (NumVertices - 1); switch(QuadTriIndex) { case 0: OutI0 = (QuadX + 0) + (QuadY + 0) * NumVertices; OutI1 = (QuadX + 1) + (QuadY + 1) * NumVertices; OutI2 = (QuadX + 1) + (QuadY + 0) * NumVertices; break; case 1: OutI0 = (QuadX + 0) + (QuadY + 0) * NumVertices; OutI1 = (QuadX + 0) + (QuadY + 1) * NumVertices; OutI2 = (QuadX + 1) + (QuadY + 1) * NumVertices; break; } if (bReverseWinding) { Swap(OutI1, OutI2); } } const static FName FLandscapeStaticLightingMesh_IntersectLightRayName(TEXT("FLandscapeStaticLightingMesh_IntersectLightRay")); FLightRayIntersection FLandscapeStaticLightingMesh::IntersectLightRay(const FVector& Start,const FVector& End,bool bFindNearestIntersection) const { // Intersect the light ray with the terrain component. FHitResult Result(1.0f); FHitResult NewHitInfo; FCollisionQueryParams NewTraceParams( FLandscapeStaticLightingMesh_IntersectLightRayName, true ); const bool bIntersects = LandscapeComponent->LineTraceComponent( Result, Start, End, NewTraceParams ); // Setup a vertex to represent the intersection. FStaticLightingVertex IntersectionVertex; if(bIntersects) { IntersectionVertex.WorldPosition = Result.Location; IntersectionVertex.WorldTangentZ = Result.Normal; } else { IntersectionVertex.WorldPosition.Set(0,0,0); IntersectionVertex.WorldTangentZ.Set(0,0,1); } return FLightRayIntersection(bIntersects,IntersectionVertex); } void ULandscapeComponent::GetStaticLightingInfo(FStaticLightingPrimitiveInfo& OutPrimitiveInfo,const TArray& InRelevantLights,const FLightingBuildOptions& Options) { if( HasStaticLighting() ) { float LightMapRes = StaticLightingResolution > 0.f ? StaticLightingResolution : GetLandscapeProxy()->StaticLightingResolution; int32 PatchExpandCountX = 1; int32 PatchExpandCountY = 1; int32 DesiredSize = 1; int32 LightingLOD = GetLandscapeProxy()->StaticLightingLOD; float LightMapRatio = ::GetTerrainExpandPatchCount(LightMapRes, PatchExpandCountX, PatchExpandCountY, ComponentSizeQuads, (NumSubsections * (SubsectionSizeQuads+1)), DesiredSize, LightingLOD); int32 SizeX = DesiredSize; int32 SizeY = DesiredSize; if (SizeX > 0 && SizeY > 0) { FLandscapeStaticLightingMesh* StaticLightingMesh = new FLandscapeStaticLightingMesh(this, InRelevantLights, PatchExpandCountX, PatchExpandCountY, LightMapRatio, LightingLOD); OutPrimitiveInfo.Meshes.Add(StaticLightingMesh); // Create a static lighting texture mapping OutPrimitiveInfo.Mappings.Add(new FLandscapeStaticLightingTextureMapping( this,StaticLightingMesh,SizeX,SizeY,true)); } } } bool ULandscapeComponent::GetLightMapResolution( int32& Width, int32& Height ) const { // Assuming DXT_1 compression at the moment... float LightMapRes = StaticLightingResolution > 0.f ? StaticLightingResolution : GetLandscapeProxy()->StaticLightingResolution; int32 PatchExpandCountX = 1; int32 PatchExpandCountY = 1; int32 DesiredSize = 1; uint32 LightingLOD = GetLandscapeProxy()->StaticLightingLOD; float LightMapRatio = ::GetTerrainExpandPatchCount(LightMapRes, PatchExpandCountX, PatchExpandCountY, ComponentSizeQuads, (NumSubsections * (SubsectionSizeQuads+1)), DesiredSize, LightingLOD); Width = DesiredSize; Height = DesiredSize; return false; } void ULandscapeComponent::GetLightAndShadowMapMemoryUsage( int32& LightMapMemoryUsage, int32& ShadowMapMemoryUsage ) const { int32 Width, Height; GetLightMapResolution(Width, Height); const auto FeatureLevel = GetWorld() ? GetWorld()->FeatureLevel : GMaxRHIFeatureLevel; if(AllowHighQualityLightmaps(FeatureLevel)) { LightMapMemoryUsage = NUM_HQ_LIGHTMAP_COEF * (Width * Height * 4 / 3); // assuming DXT5 } else { LightMapMemoryUsage = NUM_LQ_LIGHTMAP_COEF * (Width * Height * 4 / 3) / 2; // assuming DXT1 } ShadowMapMemoryUsage = (Width * Height * 4 / 3); // assuming G8 return; } #endif void ULandscapeComponent::InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { if (bHasCachedStaticLighting) { Modify(); FComponentReregisterContext ReregisterContext(this); // Block until the RT processes the unregister before modifying variables that it may need to access FlushRenderingCommands(); Super::InvalidateLightingCacheDetailed(bInvalidateBuildEnqueuedLighting, bTranslationOnly); // Discard all cached lighting. IrrelevantLights.Empty(); LightMap = NULL; ShadowMap = NULL; } }