Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/LandscapeModule.cpp
michael dupuis 178f45efa7 Data structure change to the Landscape Layers system to be component based instead of storing the info into the landscape actor/proxy
Change how the Setup fonction work to split each behavior into seperate function and calling each one in the correct code path
Fixed some bugs in the shaders

#rb Richard.Malo
[FYI] Patrick.Enfedaque


#ROBOMERGE-SOURCE: CL 5899368 via CL 5899649

[CL 5899658 by michael dupuis in Main branch]
2019-04-15 12:29:13 -04:00

244 lines
7.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "LandscapeModule.h"
#include "Serialization/CustomVersion.h"
#include "Modules/ModuleManager.h"
#include "UObject/UObjectHash.h"
#include "UObject/Package.h"
#include "Engine/World.h"
#include "Materials/MaterialInterface.h"
#include "LandscapeComponent.h"
#include "LandscapeVersion.h"
#include "LandscapeInfoMap.h"
#include "Materials/MaterialInstance.h"
#if WITH_EDITOR
#include "Settings/EditorExperimentalSettings.h"
#endif
#include "LandscapeProxy.h"
#include "Landscape.h"
#include "Engine/Texture2D.h"
// Register the custom version with core
FCustomVersionRegistration GRegisterLandscapeCustomVersion(FLandscapeCustomVersion::GUID, FLandscapeCustomVersion::LatestVersion, TEXT("Landscape"));
class FLandscapeModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
void StartupModule() override;
void ShutdownModule() override;
};
/**
* Add landscape-specific per-world data.
*
* @param World A pointer to world that this data should be created for.
*/
void AddPerWorldLandscapeData(UWorld* World)
{
EObjectFlags NewLandscapeDataFlags = RF_NoFlags;
if (!World->PerModuleDataObjects.FindItemByClass<ULandscapeInfoMap>())
{
if (World->HasAnyFlags(RF_Transactional))
{
NewLandscapeDataFlags = RF_Transactional;
}
ULandscapeInfoMap* InfoMap = NewObject<ULandscapeInfoMap>(GetTransientPackage(), NAME_None, NewLandscapeDataFlags);
InfoMap->World = World;
World->PerModuleDataObjects.Add(InfoMap);
}
}
/**
* Gets landscape-specific material's static parameters values.
*
* @param OutStaticParameterSet A set that should be updated with found parameters values.
* @param Material Material instance to look for parameters.
*/
void LandscapeMaterialsParameterValuesGetter(FStaticParameterSet &OutStaticParameterSet, UMaterialInstance* Material);
/**
* Updates landscape-specific material parameters.
*
* @param OutStaticParameterSet A set of parameters.
* @param Material A material to update.
*/
bool LandscapeMaterialsParameterSetUpdater(FStaticParameterSet &OutStaticParameterSet, UMaterial* Material);
/**
* Function that will fire every time a world is created.
*
* @param World A world that was created.
* @param IVS Initialization values.
*/
void WorldCreationEventFunction(UWorld* World)
{
AddPerWorldLandscapeData(World);
}
/**
* Function that will fire every time a world is destroyed.
*
* @param World A world that's being destroyed.
*/
void WorldDestroyEventFunction(UWorld* World)
{
World->PerModuleDataObjects.RemoveAll(
[](UObject* Object)
{
return Object != nullptr && Object->IsA(ULandscapeInfoMap::StaticClass());
}
);
}
#if WITH_EDITOR
/**
* Gets array of Landscape-specific textures and materials connected with given
* level.
*
* @param Level Level to search textures and materials in.
* @param OutTexturesAndMaterials (Output parameter) Array to fill.
*/
void GetLandscapeTexturesAndMaterials(ULevel* Level, TArray<UObject*>& OutTexturesAndMaterials)
{
TArray<UObject*> ObjectsInLevel;
const bool bIncludeNestedObjects = true;
GetObjectsWithOuter(Level, ObjectsInLevel, bIncludeNestedObjects);
for (auto* ObjInLevel : ObjectsInLevel)
{
ULandscapeComponent* LandscapeComponent = Cast<ULandscapeComponent>(ObjInLevel);
if (LandscapeComponent)
{
LandscapeComponent->GetGeneratedTexturesAndMaterialInstances(OutTexturesAndMaterials);
}
}
}
/**
* A function that fires everytime a world is renamed.
*
* @param World A world that was renamed.
* @param InName New world name.
* @param NewOuter New outer of the world after rename.
* @param Flags Rename flags.
* @param bShouldFailRename (Output parameter) If you set it to true, then the renaming process should fail.
*/
void WorldRenameEventFunction(UWorld* World, const TCHAR* InName, UObject* NewOuter, ERenameFlags Flags, bool& bShouldFailRename)
{
// Also rename all textures and materials used by landscape components
TArray<UObject*> LandscapeTexturesAndMaterials;
GetLandscapeTexturesAndMaterials(World->PersistentLevel, LandscapeTexturesAndMaterials);
UPackage* PersistentLevelPackage = World->PersistentLevel->GetOutermost();
for (auto* OldTexOrMat : LandscapeTexturesAndMaterials)
{
if (OldTexOrMat && OldTexOrMat->GetOuter() == PersistentLevelPackage)
{
// The names for these objects are not important, just generate a new name to avoid collisions
if (!OldTexOrMat->Rename(nullptr, NewOuter, Flags))
{
bShouldFailRename = true;
}
}
}
}
#endif
/**
* A function that fires everytime a world is duplicated.
*
* If there are some objects duplicated during this event fill out
* ReplacementMap and ObjectsToFixReferences in order to properly fix
* references in objects created during this duplication.
*
* @param World A world that was duplicated.
* @param bDuplicateForPIE If this duplication was done for PIE.
* @param ReplacementMap Replacement map (i.e. old object -> new object).
* @param ObjectsToFixReferences Array of objects that may contain bad
* references to old objects.
*/
void WorldDuplicateEventFunction(UWorld* World, bool bDuplicateForPIE, TMap<UObject*, UObject*>& ReplacementMap, TArray<UObject*>& ObjectsToFixReferences)
{
int32 Index;
ULandscapeInfoMap* InfoMap;
if (World->PerModuleDataObjects.FindItemByClass(&InfoMap, &Index))
{
ULandscapeInfoMap* NewInfoMap = Cast<ULandscapeInfoMap>( StaticDuplicateObject(InfoMap, InfoMap->GetOuter()) );
NewInfoMap->World = World;
World->PerModuleDataObjects[Index] = NewInfoMap;
}
else
{
AddPerWorldLandscapeData(World);
}
#if WITH_EDITOR
if (!bDuplicateForPIE)
{
UPackage* WorldPackage = World->GetOutermost();
// Also duplicate all textures and materials used by landscape components
TArray<UObject*> LandscapeTexturesAndMaterials;
GetLandscapeTexturesAndMaterials(World->PersistentLevel, LandscapeTexturesAndMaterials);
for (auto* OldTexOrMat : LandscapeTexturesAndMaterials)
{
if (OldTexOrMat && OldTexOrMat->GetOuter() != WorldPackage)
{
// The names for these objects are not important, just generate a new name to avoid collisions
UObject* NewTextureOrMaterial = StaticDuplicateObject(OldTexOrMat, WorldPackage);
ReplacementMap.Add(OldTexOrMat, NewTextureOrMaterial);
// Materials hold references to the textures being moved, so they will need references fixed up as well
if (OldTexOrMat->IsA(UMaterialInterface::StaticClass()))
{
ObjectsToFixReferences.Add(NewTextureOrMaterial);
}
}
}
}
#endif // WITH_EDITOR
}
void FLandscapeModule::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
UMaterialInstance::CustomStaticParametersGetters.AddStatic(
&LandscapeMaterialsParameterValuesGetter
);
UMaterialInstance::CustomParameterSetUpdaters.Add(
UMaterialInstance::FCustomParameterSetUpdaterDelegate::CreateStatic(
&LandscapeMaterialsParameterSetUpdater
)
);
#if WITH_EDITORONLY_DATA
FWorldDelegates::OnPostWorldCreation.AddStatic(
&WorldCreationEventFunction
);
FWorldDelegates::OnPreWorldFinishDestroy.AddStatic(
&WorldDestroyEventFunction
);
#endif // WITH_EDITORONLY_DATA
#if WITH_EDITOR
FWorldDelegates::OnPreWorldRename.AddStatic(
&WorldRenameEventFunction
);
#endif // WITH_EDITOR
FWorldDelegates::OnPostDuplicate.AddStatic(
&WorldDuplicateEventFunction
);
}
void FLandscapeModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
IMPLEMENT_MODULE(FLandscapeModule, Landscape);