Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/Landscape.cpp
julien lheureux 3af7a02872 Added delegate for changes on landscape proxy.
Added some robustness/validation to the GetCompleteBounds call.

#rb jonathan.bard
#preflight 6294c4294c7bcac173ce31bd

[CL 20430596 by julien lheureux in ue5-main branch]
2022-05-30 09:34:41 -04:00

5128 lines
162 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Landscape.cpp: Terrain rendering
=============================================================================*/
#include "Landscape.h"
#include "Serialization/MemoryWriter.h"
#include "Serialization/BufferArchive.h"
#include "Serialization/MemoryReader.h"
#include "UObject/RenderingObjectVersion.h"
#include "UObject/UObjectIterator.h"
#include "UObject/PropertyPortFlags.h"
#include "UObject/ConstructorHelpers.h"
#include "UObject/DevObjectVersion.h"
#include "UObject/LinkerLoad.h"
#include "LandscapeStreamingProxy.h"
#include "LandscapeInfo.h"
#include "LightMap.h"
#include "Engine/MapBuildDataRegistry.h"
#include "ShadowMap.h"
#include "LandscapeComponent.h"
#include "LandscapeLayerInfoObject.h"
#include "LandscapeInfoMap.h"
#include "EditorSupportDelegates.h"
#include "LandscapeMeshProxyComponent.h"
#include "LandscapeRender.h"
#include "LandscapeRenderMobile.h"
#include "Logging/TokenizedMessage.h"
#include "Logging/MessageLog.h"
#include "Misc/UObjectToken.h"
#include "Misc/MapErrors.h"
#include "Misc/PackageSegment.h"
#include "DerivedDataCacheInterface.h"
#include "Interfaces/ITargetPlatform.h"
#include "LandscapeMeshCollisionComponent.h"
#include "Materials/Material.h"
#include "LandscapeMaterialInstanceConstant.h"
#include "Engine/CollisionProfile.h"
#include "LandscapeMeshProxyActor.h"
#include "Materials/MaterialExpressionLandscapeLayerWeight.h"
#include "Materials/MaterialExpressionLandscapeLayerSwitch.h"
#include "Materials/MaterialExpressionLandscapeLayerSample.h"
#include "Materials/MaterialExpressionLandscapeLayerBlend.h"
#include "Materials/MaterialExpressionLandscapeVisibilityMask.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "ProfilingDebugging/CookStats.h"
#include "ILandscapeSplineInterface.h"
#include "LandscapeSplineActor.h"
#include "LandscapeSplinesComponent.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "Engine/TextureRenderTarget2D.h"
#include "EngineUtils.h"
#include "ComponentRecreateRenderStateContext.h"
#include "LandscapeWeightmapUsage.h"
#include "LandscapeSubsystem.h"
#include "Streaming/LandscapeMeshMobileUpdate.h"
#include "ContentStreaming.h"
#include "UObject/ObjectSaveContext.h"
#include "GlobalShader.h"
#include "ShaderParameterStruct.h"
#include "PixelShaderUtils.h"
#include "LandscapeEditResources.h"
#include "Rendering/Texture2DResource.h"
#include "RenderCaptureInterface.h"
#include "VisualLogger/VisualLogger.h"
#if WITH_EDITOR
#include "LandscapeEdit.h"
#include "MaterialUtilities.h"
#include "Editor.h"
#include "Algo/Transform.h"
#include "Algo/BinarySearch.h"
#include "Engine/Texture2D.h"
#endif
#include "LandscapeVersion.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include "LandscapeDataAccess.h"
#include "UObject/EditorObjectVersion.h"
#include "Algo/BinarySearch.h"
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/WorldPartitionHelpers.h"
#include "WorldPartition/WorldPartitionHandle.h"
#include "WorldPartition/Landscape/LandscapeActorDesc.h"
#include "WorldPartition/Landscape/LandscapeSplineActorDesc.h"
#if WITH_EDITOR
#include "Rendering/StaticLightingSystemInterface.h"
#include "Misc/ScopedSlowTask.h"
#endif
/** Landscape stats */
DEFINE_STAT(STAT_LandscapeDynamicDrawTime);
DEFINE_STAT(STAT_LandscapeStaticDrawLODTime);
DEFINE_STAT(STAT_LandscapeVFDrawTimeVS);
DEFINE_STAT(STAT_LandscapeInitViewCustomData);
DEFINE_STAT(STAT_LandscapePostInitViewCustomData);
DEFINE_STAT(STAT_LandscapeComputeCustomMeshBatchLOD);
DEFINE_STAT(STAT_LandscapeComputeCustomShadowMeshBatchLOD);
DEFINE_STAT(STAT_LandscapeVFDrawTimePS);
DEFINE_STAT(STAT_LandscapeComponentRenderPasses);
DEFINE_STAT(STAT_LandscapeTessellatedShadowCascade);
DEFINE_STAT(STAT_LandscapeTessellatedComponents);
DEFINE_STAT(STAT_LandscapeComponentUsingSubSectionDrawCalls);
DEFINE_STAT(STAT_LandscapeDrawCalls);
DEFINE_STAT(STAT_LandscapeTriangles);
DEFINE_STAT(STAT_LandscapeLayersRegenerate_RenderThread);
DEFINE_STAT(STAT_LandscapeLayersRegenerateDrawCalls);
DEFINE_STAT(STAT_LandscapeLayersRegenerateHeightmaps);
DEFINE_STAT(STAT_LandscapeLayersResolveHeightmaps);
DEFINE_STAT(STAT_LandscapeLayersResolveTexture);
DEFINE_STAT(STAT_LandscapeLayersUpdateMaterialInstance);
DEFINE_STAT(STAT_LandscapeLayersReallocateWeightmaps);
DEFINE_STAT(STAT_LandscapeLayersResolveWeightmaps);
DEFINE_STAT(STAT_LandscapeLayersRegenerateWeightmaps);
DEFINE_STAT(STAT_LandscapeVertexMem);
DEFINE_STAT(STAT_LandscapeHoleMem);
DEFINE_STAT(STAT_LandscapeComponentMem);
#if ENABLE_COOK_STATS
namespace LandscapeCookStats
{
static FCookStats::FDDCResourceUsageStats UsageStats;
static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat)
{
UsageStats.LogStats(AddStat, TEXT("Landscape.Usage"), TEXT(""));
});
}
#endif
// Set this to 0 to disable landscape cooking and thus disable it on device.
#define ENABLE_LANDSCAPE_COOKING 1
static bool UseMobileLandscapeMesh(const ITargetPlatform* TargetPlatform)
{
return TargetPlatform->SupportsFeature(ETargetPlatformFeatures::MobileLandscapeMesh);
}
#define LOCTEXT_NAMESPACE "Landscape"
static void PrintNumLandscapeShadows()
{
int32 NumComponents = 0;
int32 NumShadowCasters = 0;
for (TObjectIterator<ULandscapeComponent> It; It; ++It)
{
ULandscapeComponent* LC = *It;
NumComponents++;
if (LC->CastShadow && LC->bCastDynamicShadow)
{
NumShadowCasters++;
}
}
UE_LOG(LogConsoleResponse, Display, TEXT("%d/%d landscape components cast shadows"), NumShadowCasters, NumComponents);
}
FAutoConsoleCommand CmdPrintNumLandscapeShadows(
TEXT("ls.PrintNumLandscapeShadows"),
TEXT("Prints the number of landscape components that cast shadows."),
FConsoleCommandDelegate::CreateStatic(PrintNumLandscapeShadows)
);
int32 RenderCaptureNextHeightmapRenders = 0;
static FAutoConsoleVariableRef CVarRenderCaptureNextHeightmapRenders(
TEXT("landscape.RenderCaptureNextHeightmapRenders"),
RenderCaptureNextHeightmapRenders,
TEXT("Trigger a render capture during the next N RenderHeightmap draws"));
ULandscapeComponent::ULandscapeComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
#if WITH_EDITORONLY_DATA
, CachedEditingLayerData(nullptr)
, LayerUpdateFlagPerMode(0)
, bPendingCollisionDataUpdate(false)
, bPendingLayerCollisionDataUpdate(false)
, WeightmapsHash(0)
, SplineHash(0)
, PhysicalMaterialHash(0)
#endif
, GrassData(MakeShareable(new FLandscapeComponentGrassData()))
, ChangeTag(0)
{
SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
SetGenerateOverlapEvents(false);
bUseAsOccluder = true;
bAllowCullDistanceVolume = false;
CollisionMipLevel = 0;
StaticLightingResolution = 0.f; // Default value 0 means no overriding
MaterialInstances.AddDefaulted(); // make sure we always have a MaterialInstances[0]
LODIndexToMaterialIndex.AddDefaulted(); // make sure we always have a MaterialInstances[0]
HeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
WeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
bBoundsChangeTriggersStreamingDataRebuild = true;
ForcedLOD = -1;
LODBias = 0;
#if WITH_EDITORONLY_DATA
LightingLODBias = -1; // -1 Means automatic LOD calculation based on ForcedLOD + LODBias
#endif
Mobility = EComponentMobility::Static;
#if WITH_EDITORONLY_DATA
EditToolRenderData = FLandscapeEditToolRenderData();
#endif
// We don't want to load this on the server, this component is for graphical purposes only
AlwaysLoadOnServer = false;
// Default sort priority of landscape to -1 so that it will default to the first thing rendered in any runtime virtual texture
TranslucencySortPriority = -1;
LODStreamingProxy = CreateDefaultSubobject<ULandscapeLODStreamingProxy>(TEXT("LandscapeLODStreamingProxy"));
}
int32 ULandscapeComponent::GetMaterialInstanceCount(bool InDynamic) const
{
ALandscapeProxy* Actor = GetLandscapeProxy();
if (Actor != nullptr && Actor->bUseDynamicMaterialInstance && InDynamic)
{
return MaterialInstancesDynamic.Num();
}
return MaterialInstances.Num();
}
UMaterialInstance* ULandscapeComponent::GetMaterialInstance(int32 InIndex, bool InDynamic) const
{
ALandscapeProxy* Actor = GetLandscapeProxy();
if (Actor != nullptr && Actor->bUseDynamicMaterialInstance && InDynamic)
{
check(MaterialInstancesDynamic.IsValidIndex(InIndex));
return MaterialInstancesDynamic[InIndex];
}
check(MaterialInstances.IsValidIndex(InIndex));
return MaterialInstances[InIndex];
}
UMaterialInstanceDynamic* ULandscapeComponent::GetMaterialInstanceDynamic(int32 InIndex) const
{
ALandscapeProxy* Actor = GetLandscapeProxy();
if (Actor != nullptr && Actor->bUseDynamicMaterialInstance)
{
if (MaterialInstancesDynamic.IsValidIndex(InIndex))
{
return MaterialInstancesDynamic[InIndex];
}
}
return nullptr;
}
#if WITH_EDITOR
void ULandscapeComponent::BeginCacheForCookedPlatformData(const ITargetPlatform* TargetPlatform)
{
Super::BeginCacheForCookedPlatformData(TargetPlatform);
if (UseMobileLandscapeMesh(TargetPlatform) && !HasAnyFlags(RF_ClassDefaultObject))
{
CheckGenerateLandscapePlatformData(true, TargetPlatform);
}
}
void ALandscapeProxy::CheckGenerateLandscapePlatformData(bool bIsCooking, const ITargetPlatform* TargetPlatform)
{
for (ULandscapeComponent* Component : LandscapeComponents)
{
Component->CheckGenerateLandscapePlatformData(bIsCooking, TargetPlatform);
}
}
void ULandscapeComponent::CheckGenerateLandscapePlatformData(bool bIsCooking, const ITargetPlatform* TargetPlatform)
{
#if ENABLE_LANDSCAPE_COOKING
// Regenerate platform data only when it's missing or there is a valid hash-mismatch.
FBufferArchive ComponentStateAr;
SerializeStateHashes(ComponentStateAr);
if (bIsCooking && TargetPlatform && TargetPlatform->SupportsFeature(ETargetPlatformFeatures::LandscapeMeshLODStreaming))
{
int32 MaxLODClamp = GetLandscapeProxy()->MaxLODLevel;
MaxLODClamp = MaxLODClamp < 0 ? INT32_MAX : MaxLODClamp;
ComponentStateAr << MaxLODClamp;
}
else
{
int32 DummyMaxLODClamp = INDEX_NONE;
ComponentStateAr << DummyMaxLODClamp;
}
// Serialize the version guid as part of the hash so we can invalidate DDC data if needed
FString Version = FDevSystemGuids::GetSystemGuid(FDevSystemGuids::Get().LANDSCAPE_MOBILE_COOK_VERSION).ToString();
ComponentStateAr << Version;
uint32 Hash[5];
FSHA1::HashBuffer(ComponentStateAr.GetData(), ComponentStateAr.Num(), (uint8*)Hash);
FGuid NewSourceHash = FGuid(Hash[0] ^ Hash[4], Hash[1], Hash[2], Hash[3]);
bool bHashMismatch = MobileDataSourceHash != NewSourceHash;
bool bMissingVertexData = !PlatformData.HasValidPlatformData();
bool bMissingPixelData = MobileMaterialInterfaces.Num() == 0 || MobileWeightmapTextures.Num() == 0 || MaterialPerLOD.Num() == 0;
bool bRegenerateVertexData = bMissingVertexData || bMissingPixelData || bHashMismatch;
if (bRegenerateVertexData)
{
if (bIsCooking)
{
// The DDC is only useful when cooking (see else).
COOK_STAT(auto Timer = LandscapeCookStats::UsageStats.TimeSyncWork());
// Temporarily disabling DDC use. See FORT-317076.
// if (PlatformData.LoadFromDDC(NewSourceHash, this))
// {
// COOK_STAT(Timer.AddHit(PlatformData.GetPlatformDataSize()));
// }
// else
{
GeneratePlatformVertexData(TargetPlatform);
// PlatformData.SaveToDDC(NewSourceHash, this);
COOK_STAT(Timer.AddMiss(PlatformData.GetPlatformDataSize()));
}
}
else
{
// When not cooking (e.g. mobile preview) DDC data isn't sufficient to
// display correctly, so the platform vertex data must be regenerated.
GeneratePlatformVertexData(TargetPlatform);
}
}
bool bRegeneratePixelData = bMissingPixelData || bHashMismatch;
if (bRegeneratePixelData)
{
GeneratePlatformPixelData(bIsCooking, TargetPlatform);
}
MobileDataSourceHash = NewSourceHash;
#endif
}
#endif
void ULandscapeComponent::SetForcedLOD(int32 InForcedLOD)
{
SetLOD(/*bForced = */true, InForcedLOD);
}
void ULandscapeComponent::SetLODBias(int32 InLODBias)
{
SetLOD(/*bForced = */false, InLODBias);
}
void ULandscapeComponent::SetLOD(bool bForcedLODChanged, int32 InLODValue)
{
if (bForcedLODChanged)
{
ForcedLOD = InLODValue;
if (ForcedLOD >= 0)
{
ForcedLOD = FMath::Clamp<int32>(ForcedLOD, 0, FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1);
}
else
{
ForcedLOD = -1;
}
}
else
{
int32 MaxLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
LODBias = FMath::Clamp<int32>(InLODValue, -MaxLOD, MaxLOD);
}
InvalidateLightingCache();
MarkRenderStateDirty();
#if WITH_EDITOR
// Update neighbor components for lighting cache (only relevant in the editor ATM) :
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info)
{
FIntPoint ComponentBase = GetSectionBase() / ComponentSizeQuads;
FIntPoint LandscapeKey[8] =
{
ComponentBase + FIntPoint(-1, -1),
ComponentBase + FIntPoint(+0, -1),
ComponentBase + FIntPoint(+1, -1),
ComponentBase + FIntPoint(-1, +0),
ComponentBase + FIntPoint(+1, +0),
ComponentBase + FIntPoint(-1, +1),
ComponentBase + FIntPoint(+0, +1),
ComponentBase + FIntPoint(+1, +1)
};
for (int32 Idx = 0; Idx < 8; ++Idx)
{
ULandscapeComponent* Comp = Info->XYtoComponentMap.FindRef(LandscapeKey[Idx]);
if (Comp)
{
Comp->Modify();
Comp->InvalidateLightingCache();
Comp->MarkRenderStateDirty();
}
}
}
#endif // WITH_EDITOR
}
void ULandscapeComponent::Serialize(FArchive& Ar)
{
LLM_SCOPE(ELLMTag::Landscape);
Ar.UsingCustomVersion(FRenderingObjectVersion::GUID);
Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
Ar.UsingCustomVersion(FEditorObjectVersion::GUID);
#if WITH_EDITOR
if (Ar.IsCooking() && !HasAnyFlags(RF_ClassDefaultObject) && UseMobileLandscapeMesh(Ar.CookingTarget()))
{
// for -oldcook:
// the old cooker calls BeginCacheForCookedPlatformData after the package export set is tagged, so the mobile material doesn't get saved, so we have to do CheckGenerateLandscapePlatformData in serialize
// the new cooker clears the texture source data before calling serialize, causing GeneratePlatformVertexData to crash, so we have to do CheckGenerateLandscapePlatformData in BeginCacheForCookedPlatformData
CheckGenerateLandscapePlatformData(true, Ar.CookingTarget());
}
// Avoid the archiver in the PIE duplicate writer case because we want to share landscape textures & materials
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
{
if (Ar.IsLoading())
{
Super::Serialize(Ar);
}
TArray<UObject**> TexturesAndMaterials;
TexturesAndMaterials.Add((UObject**)&HeightmapTexture);
TexturesAndMaterials.Add((UObject**)&XYOffsetmapTexture);
for (TObjectPtr<UTexture2D>& WeightmapTexture : WeightmapTextures)
{
TexturesAndMaterials.Add((UObject**)&static_cast<UTexture2D*&>(WeightmapTexture));
}
for (TObjectPtr<UTexture2D>& MobileWeightmapTexture : MobileWeightmapTextures)
{
TexturesAndMaterials.Add((UObject**)&static_cast<UTexture2D*&>(MobileWeightmapTexture));
}
for (auto& ItPair : LayersData)
{
FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
TexturesAndMaterials.Add((UObject**)&LayerComponentData.HeightmapData.Texture);
for (UE_TRANSITIONAL_OBJECT_PTR(UTexture2D)& WeightmapTexture : LayerComponentData.WeightmapData.Textures)
{
TexturesAndMaterials.Add((UObject**)&static_cast<UTexture2D*&>(WeightmapTexture));
}
}
for (TObjectPtr<UMaterialInstanceConstant>& MaterialInstance : MaterialInstances)
{
TexturesAndMaterials.Add((UObject**)&static_cast<UMaterialInstanceConstant*&>(MaterialInstance));
}
for (TObjectPtr<UMaterialInterface>& MobileMaterialInterface : MobileMaterialInterfaces)
{
TexturesAndMaterials.Add((UObject**)(&static_cast<UMaterialInterface*&>(MobileMaterialInterface)));
}
for (TObjectPtr<UMaterialInstanceConstant>& MobileCombinationMaterialInstance : MobileCombinationMaterialInstances)
{
TexturesAndMaterials.Add((UObject**)&static_cast<UMaterialInstanceConstant*&>(MobileCombinationMaterialInstance));
}
if (Ar.IsSaving())
{
TArray<UObject*> BackupTexturesAndMaterials;
BackupTexturesAndMaterials.AddZeroed(TexturesAndMaterials.Num());
for (int i = 0; i < TexturesAndMaterials.Num(); ++i)
{
Exchange(*TexturesAndMaterials[i], BackupTexturesAndMaterials[i]);
}
Super::Serialize(Ar);
for (int i = 0; i < TexturesAndMaterials.Num(); ++i)
{
Exchange(*TexturesAndMaterials[i], BackupTexturesAndMaterials[i]);
}
}
// Manually serialize pointers
for (UObject** Object : TexturesAndMaterials)
{
Ar.Serialize(Object, sizeof(UObject*));
}
}
else if (Ar.IsCooking() && !HasAnyFlags(RF_ClassDefaultObject))
{
const bool bUseMobileLandscapeMesh = UseMobileLandscapeMesh(Ar.CookingTarget());
if (bUseMobileLandscapeMesh && !Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::DeferredRendering))
{
// These are used for SM5 rendering or if MobileLandscapeMesh is disabled
UTexture2D* BackupHeightmapTexture = nullptr;
UTexture2D* BackupXYOffsetmapTexture = nullptr;
TArray<UMaterialInstanceConstant*> BackupMaterialInstances;
TArray<UTexture2D*> BackupWeightmapTextures;
Exchange(HeightmapTexture, BackupHeightmapTexture);
Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
Exchange(BackupMaterialInstances, MaterialInstances);
Exchange(BackupWeightmapTextures, WeightmapTextures);
Super::Serialize(Ar);
Exchange(HeightmapTexture, BackupHeightmapTexture);
Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
Exchange(BackupMaterialInstances, MaterialInstances);
Exchange(BackupWeightmapTextures, WeightmapTextures);
}
else if (!bUseMobileLandscapeMesh)
{
// These properties are only when MobileLandscapeMesh is enabled so we back them up and clear them before serializing them.
TArray<UMaterialInterface*> BackupMobileMaterialInterfaces;
TArray<UTexture2D*> BackupMobileWeightmapTextures;
Exchange(MobileMaterialInterfaces, BackupMobileMaterialInterfaces);
Exchange(MobileWeightmapTextures, BackupMobileWeightmapTextures);
Super::Serialize(Ar);
Exchange(MobileMaterialInterfaces, BackupMobileMaterialInterfaces);
Exchange(MobileWeightmapTextures, BackupMobileWeightmapTextures);
}
else
{
// Serialize both mobile landscape mesh and heightmap properties
Super::Serialize(Ar);
}
}
else
#endif
{
Super::Serialize(Ar);
}
if (Ar.IsLoading() && Ar.CustomVer(FRenderingObjectVersion::GUID) < FRenderingObjectVersion::MapBuildDataSeparatePackage)
{
FMeshMapBuildData* LegacyMapBuildData = new FMeshMapBuildData();
Ar << LegacyMapBuildData->LightMap;
Ar << LegacyMapBuildData->ShadowMap;
LegacyMapBuildData->IrrelevantLights = IrrelevantLights_DEPRECATED;
FMeshMapBuildLegacyData LegacyComponentData;
LegacyComponentData.Data.Emplace(MapBuildDataId, LegacyMapBuildData);
GComponentsWithLegacyLightmaps.AddAnnotation(this, MoveTemp(LegacyComponentData));
}
if (Ar.IsLoading() && Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::NewLandscapeMaterialPerLOD)
{
if (MobileMaterialInterface_DEPRECATED != nullptr)
{
MobileMaterialInterfaces.AddUnique(MobileMaterialInterface_DEPRECATED);
}
#if WITH_EDITORONLY_DATA
if (MobileCombinationMaterialInstance_DEPRECATED != nullptr)
{
MobileCombinationMaterialInstances.AddUnique(MobileCombinationMaterialInstance_DEPRECATED);
}
#endif
}
if (Ar.UEVer() >= VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA)
{
// Share the shared ref so PIE can share this data
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
{
if (Ar.IsSaving())
{
PTRINT GrassDataPointer = (PTRINT)&GrassData;
Ar << GrassDataPointer;
}
else
{
PTRINT GrassDataPointer;
Ar << GrassDataPointer;
// Duplicate shared reference
GrassData = *(TSharedRef<FLandscapeComponentGrassData, ESPMode::ThreadSafe>*)GrassDataPointer;
}
}
else
{
Ar << GrassData.Get();
}
// When loading or saving a component, validate that grass data is valid :
checkf(IsTemplate() || !Ar.IsLoading() || !Ar.IsSaving() || GrassData->HasValidData(), TEXT("If this asserts, then serialization occurred on grass data that wasn't properly loaded/computed. It's a problem"));
}
#if WITH_EDITOR
if (Ar.IsTransacting())
{
Ar << EditToolRenderData.SelectedType;
}
#endif
bool bCooked = false;
if (Ar.UEVer() >= VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING && !HasAnyFlags(RF_ClassDefaultObject))
{
bCooked = Ar.IsCooking() || (FPlatformProperties::RequiresCookedData() && Ar.IsSaving());
// This is needed when loading cooked data, to know to serialize differently
Ar << bCooked;
}
if (FPlatformProperties::RequiresCookedData() && !bCooked && Ar.IsLoading())
{
UE_LOG(LogLandscape, Fatal, TEXT("This platform requires cooked packages, and this landscape does not contain cooked data %s."), *GetName());
}
#if ENABLE_LANDSCAPE_COOKING
if (bCooked)
{
bool bCookedMobileData = Ar.IsCooking() && UseMobileLandscapeMesh(Ar.CookingTarget());
Ar << bCookedMobileData;
// Saving for cooking path
if (bCookedMobileData)
{
if (Ar.IsCooking())
{
check(PlatformData.HasValidPlatformData());
}
PlatformData.Serialize(Ar, this);
}
}
#endif
#if WITH_EDITOR
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
{
PlatformData.Serialize(Ar, this);
}
#endif
#if WITH_EDITOR
if (Ar.IsSaving() && Ar.IsPersistent())
{
//Update the last saved Guid for GI texture
LastBakedTextureMaterialGuid = BakedTextureMaterialGuid;
//Update the last saved Hash for physical material
LastSavedPhysicalMaterialHash = PhysicalMaterialHash;
}
#endif
}
void ULandscapeComponent::GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize)
{
Super::GetResourceSizeEx(CumulativeResourceSize);
CumulativeResourceSize.AddDedicatedSystemMemoryBytes(GrassData->GetAllocatedSize());
}
#if WITH_EDITOR
UMaterialInterface* ULandscapeComponent::GetLandscapeMaterial(int8 InLODIndex) const
{
if (InLODIndex != INDEX_NONE)
{
UWorld* World = GetWorld();
if (World != nullptr)
{
if (const FLandscapePerLODMaterialOverride* LocalMaterialOverride = PerLODOverrideMaterials.FindByPredicate(
[InLODIndex](const FLandscapePerLODMaterialOverride& InOverride) { return (InOverride.LODIndex == InLODIndex) && (InOverride.Material != nullptr); }))
{
return LocalMaterialOverride->Material;
}
}
}
if (OverrideMaterial != nullptr)
{
return OverrideMaterial;
}
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
return Proxy->GetLandscapeMaterial(InLODIndex);
}
return UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ULandscapeComponent::GetLandscapeHoleMaterial() const
{
if (OverrideHoleMaterial)
{
return OverrideHoleMaterial;
}
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
return Proxy->GetLandscapeHoleMaterial();
}
return nullptr;
}
bool ULandscapeComponent::IsLandscapeHoleMaterialValid() const
{
UMaterialInterface* HoleMaterial = GetLandscapeHoleMaterial();
if (!HoleMaterial)
{
HoleMaterial = GetLandscapeMaterial();
}
return HoleMaterial ? HoleMaterial->GetMaterial()->HasAnyExpressionsInMaterialAndFunctionsOfType<UMaterialExpressionLandscapeVisibilityMask>() : false;
}
bool ULandscapeComponent::ComponentHasVisibilityPainted() const
{
for (const FWeightmapLayerAllocationInfo& Allocation : WeightmapLayerAllocations)
{
if (Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer)
{
return true;
}
}
return false;
}
void ULandscapeComponent::GetLayerDebugColorKey(int32& R, int32& G, int32& B) const
{
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info != nullptr)
{
R = INDEX_NONE, G = INDEX_NONE, B = INDEX_NONE;
for (auto It = Info->Layers.CreateConstIterator(); It; It++)
{
const FLandscapeInfoLayerSettings& LayerStruct = *It;
if (LayerStruct.DebugColorChannel > 0
&& LayerStruct.LayerInfoObj)
{
const TArray<FWeightmapLayerAllocationInfo>& ComponentWeightmapLayerAllocations = GetWeightmapLayerAllocations();
for (int32 LayerIdx = 0; LayerIdx < ComponentWeightmapLayerAllocations.Num(); LayerIdx++)
{
if (ComponentWeightmapLayerAllocations[LayerIdx].LayerInfo == LayerStruct.LayerInfoObj)
{
if (LayerStruct.DebugColorChannel & 1) // R
{
R = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
if (LayerStruct.DebugColorChannel & 2) // G
{
G = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
if (LayerStruct.DebugColorChannel & 4) // B
{
B = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
break;
}
}
}
}
}
}
#endif //WITH_EDITOR
ULandscapeInfo::ULandscapeInfo(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, XYComponentBounds(MAX_int32, MAX_int32, MIN_int32, MIN_int32)
{
}
#if WITH_EDITOR
void ULandscapeInfo::UpdateDebugColorMaterial()
{
FlushRenderingCommands();
//GWarn->BeginSlowTask( *FString::Printf(TEXT("Compiling layer color combinations for %s"), *GetName()), true);
for (auto It = XYtoComponentMap.CreateIterator(); It; ++It)
{
ULandscapeComponent* Comp = It.Value();
if (Comp)
{
Comp->EditToolRenderData.UpdateDebugColorMaterial(Comp);
Comp->UpdateEditToolRenderData();
}
}
FlushRenderingCommands();
//GWarn->EndSlowTask();
}
void ULandscapeComponent::UpdatedSharedPropertiesFromActor()
{
ALandscapeProxy* LandscapeProxy = GetLandscapeProxy();
CastShadow = LandscapeProxy->CastShadow;
bCastDynamicShadow = LandscapeProxy->bCastDynamicShadow;
bCastStaticShadow = LandscapeProxy->bCastStaticShadow;
bCastContactShadow = LandscapeProxy->bCastContactShadow;
bCastFarShadow = LandscapeProxy->bCastFarShadow;
bCastHiddenShadow = LandscapeProxy->bCastHiddenShadow;
bCastShadowAsTwoSided = LandscapeProxy->bCastShadowAsTwoSided;
bAffectDistanceFieldLighting = LandscapeProxy->bAffectDistanceFieldLighting;
bRenderCustomDepth = LandscapeProxy->bRenderCustomDepth;
CustomDepthStencilWriteMask = LandscapeProxy->CustomDepthStencilWriteMask;
CustomDepthStencilValue = LandscapeProxy->CustomDepthStencilValue;
SetCullDistance(LandscapeProxy->LDMaxDrawDistance);
LightingChannels = LandscapeProxy->LightingChannels;
UpdateNavigationRelevance();
UpdateRejectNavmeshUnderneath();
}
void ULandscapeComponent::PostLoad()
{
Super::PostLoad();
ALandscapeProxy* LandscapeProxy = GetLandscapeProxy();
if (ensure(LandscapeProxy))
{
// Ensure that the component's lighting settings matches the actor's.
UpdatedSharedPropertiesFromActor();
// check SectionBaseX/Y are correct
const FVector LocalRelativeLocation = GetRelativeLocation();
int32 CheckSectionBaseX = FMath::RoundToInt(LocalRelativeLocation.X) + LandscapeProxy->LandscapeSectionOffset.X;
int32 CheckSectionBaseY = FMath::RoundToInt(LocalRelativeLocation.Y) + LandscapeProxy->LandscapeSectionOffset.Y;
if (CheckSectionBaseX != SectionBaseX ||
CheckSectionBaseY != SectionBaseY)
{
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent SectionBaseX disagrees with its location, attempted automated fix: '%s', %d,%d vs %d,%d."),
*GetFullName(), SectionBaseX, SectionBaseY, CheckSectionBaseX, CheckSectionBaseY);
SectionBaseX = CheckSectionBaseX;
SectionBaseY = CheckSectionBaseY;
}
}
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
// This is to ensure that component relative location is exact section base offset value
FVector LocalRelativeLocation = GetRelativeLocation();
float CheckRelativeLocationX = float(SectionBaseX - LandscapeProxy->LandscapeSectionOffset.X);
float CheckRelativeLocationY = float(SectionBaseY - LandscapeProxy->LandscapeSectionOffset.Y);
if (!FMath::IsNearlyEqual(CheckRelativeLocationX, LocalRelativeLocation.X, UE_DOUBLE_KINDA_SMALL_NUMBER) ||
!FMath::IsNearlyEqual(CheckRelativeLocationY, LocalRelativeLocation.Y, UE_DOUBLE_KINDA_SMALL_NUMBER))
{
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent RelativeLocation disagrees with its section base, attempted automated fix: '%s', %f,%f vs %f,%f."),
*GetFullName(), LocalRelativeLocation.X, LocalRelativeLocation.Y, CheckRelativeLocationX, CheckRelativeLocationY);
LocalRelativeLocation.X = CheckRelativeLocationX;
LocalRelativeLocation.Y = CheckRelativeLocationY;
SetRelativeLocation_Direct(LocalRelativeLocation);
}
// Remove standalone flags from data textures to ensure data is unloaded in the editor when reverting an unsaved level.
// Previous version of landscape set these flags on creation.
if (HeightmapTexture && HeightmapTexture->HasAnyFlags(RF_Standalone))
{
HeightmapTexture->ClearFlags(RF_Standalone);
}
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
{
if (WeightmapTextures[Idx] && WeightmapTextures[Idx]->HasAnyFlags(RF_Standalone))
{
WeightmapTextures[Idx]->ClearFlags(RF_Standalone);
}
}
if (GIBakedBaseColorTexture)
{
if (GIBakedBaseColorTexture->GetOutermost() != GetOutermost())
{
// The GIBakedBaseColorTexture property was never intended to be reassigned, but it was previously editable so we need to null any invalid values
// it will get recreated by ALandscapeProxy::UpdateBakedTextures()
GIBakedBaseColorTexture = nullptr;
BakedTextureMaterialGuid = FGuid();
}
else
{
// Remove public flag from GI textures to stop them being visible in the content browser.
// Previous version of landscape set these flags on creation.
if (GIBakedBaseColorTexture->HasAnyFlags(RF_Public))
{
GIBakedBaseColorTexture->ClearFlags(RF_Public);
}
}
}
LastBakedTextureMaterialGuid = BakedTextureMaterialGuid;
LastSavedPhysicalMaterialHash = PhysicalMaterialHash;
PRAGMA_DISABLE_DEPRECATION_WARNINGS;
if (!OverrideMaterials_DEPRECATED.IsEmpty())
{
PerLODOverrideMaterials.Reserve(OverrideMaterials_DEPRECATED.Num());
for (const FLandscapeComponentMaterialOverride& LocalMaterialOverride : OverrideMaterials_DEPRECATED)
{
PerLODOverrideMaterials.Add({ LocalMaterialOverride.LODIndex.Default, LocalMaterialOverride.Material });
}
OverrideMaterials_DEPRECATED.Reset();
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS;
}
#endif // WITH_EDITOR
#if WITH_EDITORONLY_DATA
// Handle old MaterialInstance
if (MaterialInstance_DEPRECATED)
{
MaterialInstances.Empty(1);
MaterialInstances.Add(MaterialInstance_DEPRECATED);
MaterialInstance_DEPRECATED = nullptr;
#if WITH_EDITOR
if (GIsEditor && MaterialInstances.Num() > 0 && MaterialInstances[0] != nullptr)
{
MaterialInstances[0]->ConditionalPostLoad();
UpdateMaterialInstances();
}
#endif // WITH_EDITOR
}
#endif
#if WITH_EDITOR
auto ReparentObject = [this](UObject* Object)
{
if (Object && !Object->HasAllFlags(RF_Public | RF_Standalone) && (Object->GetOuter() != GetOuter()) && (Object->GetOutermost() == GetOutermost()))
{
Object->Rename(nullptr, GetOuter(), REN_ForceNoResetLoaders);
return true;
}
return false;
};
ReparentObject(HeightmapTexture);
ReparentObject(XYOffsetmapTexture);
for (UTexture2D* WeightmapTexture : WeightmapTextures)
{
ReparentObject(WeightmapTexture);
}
for (UTexture2D* MobileWeightmapTexture : MobileWeightmapTextures)
{
ReparentObject(MobileWeightmapTexture);
}
for (auto& ItPair : LayersData)
{
FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
ReparentObject(LayerComponentData.HeightmapData.Texture);
for (UTexture2D* WeightmapTexture : LayerComponentData.WeightmapData.Textures)
{
ReparentObject(WeightmapTexture);
}
// Fixup missing/mismatching edit layer names :
if (const FLandscapeLayer* EditLayer = GetLandscapeActor() ? GetLandscapeActor()->GetLayer(ItPair.Key) : nullptr)
{
if (LayerComponentData.DebugName != EditLayer->Name)
{
LayerComponentData.DebugName = EditLayer->Name;
}
}
}
for (UMaterialInstance* MaterialInstance : MaterialInstances)
{
ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance);
while (ReparentObject(CurrentMIC))
{
CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance->Parent);
}
}
for (UMaterialInterface* MobileMaterialInterface : MobileMaterialInterfaces)
{
while (ReparentObject(MobileMaterialInterface))
{
MobileMaterialInterface = Cast<UMaterialInstance>(MobileMaterialInterface) ? Cast<UMaterialInstance>(((UMaterialInstance*)MobileMaterialInterface)->Parent) : nullptr;
}
}
for (UMaterialInstance* MobileCombinationMaterialInstance : MobileCombinationMaterialInstances)
{
while (ReparentObject(MobileCombinationMaterialInstance))
{
MobileCombinationMaterialInstance = Cast<UMaterialInstance>(MobileCombinationMaterialInstance->Parent);
}
}
#endif
#if !UE_BUILD_SHIPPING
// This will fix the data in case there is mismatch between save of asset/maps
int8 MaxLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
TArray<ULandscapeMaterialInstanceConstant*> ResolvedMaterials;
if (LODIndexToMaterialIndex.Num() != MaxLOD+1)
{
if (GIsEditor)
{
UpdateMaterialInstances();
}
else
{
// Correct in-place differences by applying the highest LOD value we have to the newly added items as most case will be missing items added at the end
LODIndexToMaterialIndex.SetNumZeroed(MaxLOD + 1);
int8 LastLODIndex = 0;
for (int32 i = 0; i < LODIndexToMaterialIndex.Num(); ++i)
{
if (LODIndexToMaterialIndex[i] > LastLODIndex)
{
LastLODIndex = LODIndexToMaterialIndex[i];
}
if (LODIndexToMaterialIndex[i] == 0 && LastLODIndex != 0)
{
LODIndexToMaterialIndex[i] = LastLODIndex;
}
}
}
}
#endif // UE_BUILD_SHIPPING
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
// Move the MICs and Textures back to the Package if they're currently in the level
// Moving them into the level caused them to be duplicated when running PIE, which is *very very slow*, so we've reverted that change
// Also clear the public flag to avoid various issues, e.g. generating and saving thumbnails that can never be seen
if (ULevel* Level = GetLevel())
{
TArray<UObject*> ObjectsToMoveFromLevelToPackage;
GetGeneratedTexturesAndMaterialInstances(ObjectsToMoveFromLevelToPackage);
UPackage* MyPackage = GetOutermost();
for (auto* Obj : ObjectsToMoveFromLevelToPackage)
{
Obj->ClearFlags(RF_Public);
if (Obj->GetOuter() == Level)
{
Obj->Rename(nullptr, MyPackage, REN_DoNotDirty | REN_DontCreateRedirectors | REN_ForceNoResetLoaders | REN_NonTransactional);
}
}
}
}
#endif
#if !UE_BUILD_SHIPPING
if (MobileCombinationMaterialInstances.Num() == 0)
{
if (GIsEditor)
{
UpdateMaterialInstances();
}
else
{
if (UseMobileLandscapeMesh(GMaxRHIShaderPlatform))
{
UE_LOG(LogLandscape, Error, TEXT("Landscape component (%d, %d) Does not have a valid mobile combination material. To correct this issue, open the map in the editor and resave the map."), SectionBaseX, SectionBaseY);
}
}
}
#endif // UE_BUILD_SHIPPING
if (!HasAnyFlags(RF_ClassDefaultObject))
{
UWorld* World = GetWorld();
ERHIFeatureLevel::Type FeatureLevel = ((GEngine->GetDefaultWorldFeatureLevel() == ERHIFeatureLevel::ES3_1) || (World && (World->FeatureLevel <= ERHIFeatureLevel::ES3_1)))
? ERHIFeatureLevel::ES3_1 : GMaxRHIFeatureLevel;
// If we're loading on a platform that doesn't require cooked data, but defaults to a mobile feature level, generate or preload data from the DDC
if (!FPlatformProperties::RequiresCookedData() && UseMobileLandscapeMesh(GShaderPlatformForFeatureLevel[FeatureLevel]))
{
CheckGenerateLandscapePlatformData(false, nullptr);
}
}
GrassData->ConditionalDiscardDataOnLoad();
}
#endif // WITH_EDITOR
#if WITH_EDITORONLY_DATA
TArray<ALandscapeProxy*> ALandscapeProxy::LandscapeProxies;
#endif
ALandscapeProxy::ALandscapeProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
#if WITH_EDITORONLY_DATA
, TargetDisplayOrder(ELandscapeLayerDisplayMode::Default)
#endif // WITH_EDITORONLY_DATA
#if !WITH_EDITORONLY_DATA
, LandscapeMaterialCached(nullptr)
, LandscapeGrassTypes()
, GrassMaxDiscardDistance(0.0f)
#endif
, bHasLandscapeGrass(true)
{
bReplicates = false;
NetUpdateFrequency = 10.0f;
SetHidden(false);
SetReplicatingMovement(false);
SetCanBeDamaged(false);
CastShadow = true;
bCastDynamicShadow = true;
bCastStaticShadow = true;
bCastContactShadow = true;
bCastFarShadow = true;
bCastHiddenShadow = false;
bCastShadowAsTwoSided = false;
bAffectDistanceFieldLighting = true;
RootComponent->SetRelativeScale3D(FVector(128.0f, 128.0f, 256.0f)); // Old default scale, preserved for compatibility. See ULandscapeEditorObject::NewLandscape_Scale
RootComponent->Mobility = EComponentMobility::Static;
LandscapeSectionOffset = FIntPoint::ZeroValue;
StaticLightingResolution = 1.0f;
StreamingDistanceMultiplier = 1.0f;
MaxLODLevel = -1;
bUseDynamicMaterialInstance = false;
#if WITH_EDITORONLY_DATA
bLockLocation = true;
bIsMovingToLevel = false;
#endif // WITH_EDITORONLY_DATA
ComponentScreenSizeToUseSubSections = 0.65f;
LOD0ScreenSize = 0.5f;
LOD0DistributionSetting = 1.25f;
LODDistributionSetting = 3.0f;
bCastStaticShadow = true;
bUsedForNavigation = true;
bFillCollisionUnderLandscapeForNavmesh = false;
CollisionThickness = 16;
BodyInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
bGenerateOverlapEvents = false;
#if WITH_EDITORONLY_DATA
MaxPaintedLayersPerComponent = 0;
bHasLayersContent = false;
#endif
#if WITH_EDITOR
NumComponentsNeedingGrassMapRender = 0;
NumTexturesToStreamForVisibleGrassMapRender = 0;
NumComponentsNeedingTextureBaking = 0;
if (VisibilityLayer == nullptr)
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<ULandscapeLayerInfoObject> DataLayer;
FConstructorStatics()
: DataLayer(TEXT("LandscapeLayerInfoObject'/Engine/EditorLandscapeResources/DataLayer.DataLayer'"))
{
}
};
static FConstructorStatics ConstructorStatics;
VisibilityLayer = ConstructorStatics.DataLayer.Get();
check(VisibilityLayer);
#if WITH_EDITORONLY_DATA
// This layer should be no weight blending
VisibilityLayer->bNoWeightBlend = true;
#endif
VisibilityLayer->LayerName = UMaterialExpressionLandscapeVisibilityMask::ParameterName;
VisibilityLayer->LayerUsageDebugColor = FLinearColor(0, 0, 0, 0);
VisibilityLayer->AddToRoot();
}
if (!HasAnyFlags(RF_ArchetypeObject | RF_ClassDefaultObject) && GetWorld() != nullptr)
{
FOnFeatureLevelChanged::FDelegate FeatureLevelChangedDelegate = FOnFeatureLevelChanged::FDelegate::CreateUObject(this, &ALandscapeProxy::OnFeatureLevelChanged);
FeatureLevelChangedDelegateHandle = GetWorld()->AddOnFeatureLevelChangedHandler(FeatureLevelChangedDelegate);
}
#endif
static uint32 FrameOffsetForTickIntervalInc = 0;
FrameOffsetForTickInterval = FrameOffsetForTickIntervalInc++;
#if WITH_EDITORONLY_DATA
LandscapeProxies.Add(this);
#endif
}
#if WITH_EDITORONLY_DATA
ALandscape::FLandscapeEdModeInfo::FLandscapeEdModeInfo()
: ViewMode(ELandscapeViewMode::Invalid)
, ToolTarget(ELandscapeToolTargetType::Invalid)
{
}
#endif
ALandscape::ALandscape(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
#if WITH_EDITORONLY_DATA
bLockLocation = false;
WasCompilingShaders = false;
LayerContentUpdateModes = 0;
bSplineLayerUpdateRequested = false;
CombinedLayersWeightmapAllMaterialLayersResource = nullptr;
CurrentLayersWeightmapAllMaterialLayersResource = nullptr;
WeightmapScratchExtractLayerTextureResource = nullptr;
WeightmapScratchPackLayerTextureResource = nullptr;
bLandscapeLayersAreInitialized = false;
bLandscapeLayersAreUsingLocalMerge = false;
LandscapeEdMode = nullptr;
bGrassUpdateEnabled = true;
bIsSpatiallyLoaded = false;
bDefaultOutlinerExpansionState = false;
#endif // WITH_EDITORONLY_DATA
}
ALandscapeStreamingProxy::ALandscapeStreamingProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
#if WITH_EDITORONLY_DATA
bLockLocation = true;
#endif // WITH_EDITORONLY_DATA
}
const ALandscape* ALandscape::GetLandscapeActor() const
{
return this;
}
ALandscape* ALandscape::GetLandscapeActor()
{
return this;
}
const ALandscape* ALandscapeStreamingProxy::GetLandscapeActor() const
{
return LandscapeActor.Get();
}
ALandscape* ALandscapeStreamingProxy::GetLandscapeActor()
{
return LandscapeActor.Get();
}
ULandscapeInfo* ALandscapeProxy::CreateLandscapeInfo(bool bMapCheck)
{
ULandscapeInfo* LandscapeInfo = ULandscapeInfo::FindOrCreate(GetWorld(), LandscapeGuid);
LandscapeInfo->RegisterActor(this, bMapCheck);
return LandscapeInfo;
}
ULandscapeInfo* ALandscapeProxy::GetLandscapeInfo() const
{
return ULandscapeInfo::Find(GetWorld(), LandscapeGuid);
}
FTransform ALandscapeProxy::LandscapeActorToWorld() const
{
FTransform TM = ActorToWorld();
// Add this proxy landscape section offset to obtain landscape actor transform
TM.AddToTranslation(TM.TransformVector(-FVector(LandscapeSectionOffset)));
return TM;
}
static TArray<float> GetLODScreenSizeArray(const ALandscapeProxy* InLandscapeProxy, const int32 InNumLODLevels)
{
static TConsoleVariableData<float>* CVarSMLODDistanceScale = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.StaticMeshLODDistanceScale"));
static IConsoleVariable* CVarLSLOD0DistributionScale = IConsoleManager::Get().FindConsoleVariable(TEXT("r.LandscapeLOD0DistributionScale"));
float CurrentScreenSize = InLandscapeProxy->LOD0ScreenSize / CVarSMLODDistanceScale->GetValueOnGameThread();
const float ScreenSizeMult = 1.f / FMath::Max(InLandscapeProxy->LOD0DistributionSetting * CVarLSLOD0DistributionScale->GetFloat(), 1.01f);
TArray<float> Result;
Result.Empty(InNumLODLevels);
for (int32 Idx = 0; Idx < InNumLODLevels; ++Idx)
{
Result.Add(CurrentScreenSize);
CurrentScreenSize *= ScreenSizeMult;
}
return Result;
}
TArray<float> ALandscapeProxy::GetLODScreenSizeArray() const
{
const int32 MaxPossibleLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
const int32 MaxLOD = MaxLODLevel != INDEX_NONE ? FMath::Min<int32>(MaxLODLevel, MaxPossibleLOD) : MaxPossibleLOD;
const int32 NumLODLevels = MaxLOD + 1;
return ::GetLODScreenSizeArray(this, NumLODLevels);
}
ALandscape* ULandscapeComponent::GetLandscapeActor() const
{
ALandscapeProxy* Landscape = GetLandscapeProxy();
if (Landscape)
{
return Landscape->GetLandscapeActor();
}
return nullptr;
}
ULevel* ULandscapeComponent::GetLevel() const
{
AActor* MyOwner = GetOwner();
return MyOwner ? MyOwner->GetLevel() : nullptr;
}
#if WITH_EDITOR
TArray<UTexture*> ULandscapeComponent::GetGeneratedTextures() const
{
TArray<UTexture*> OutTextures;
if (HeightmapTexture)
{
OutTextures.Add(HeightmapTexture);
}
for (const auto& ItPair : LayersData)
{
const FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
OutTextures.Add(LayerComponentData.HeightmapData.Texture);
OutTextures.Append(LayerComponentData.WeightmapData.Textures);
}
OutTextures.Append(WeightmapTextures);
if (XYOffsetmapTexture)
{
OutTextures.Add(XYOffsetmapTexture);
}
TArray<UMaterialInstance*> OutMaterials;
for (UMaterialInstance* MaterialInstance : MaterialInstances)
{
for (ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance); CurrentMIC; CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC->Parent))
{
// Sometimes weight map is not registered in the WeightmapTextures, so
// we need to get it from here.
FTextureParameterValue* WeightmapPtr = CurrentMIC->TextureParameterValues.FindByPredicate(
[](const FTextureParameterValue& ParamValue)
{
static const FName WeightmapParamName("Weightmap0");
return ParamValue.ParameterInfo.Name == WeightmapParamName;
});
if (WeightmapPtr != nullptr)
{
OutTextures.AddUnique(WeightmapPtr->ParameterValue);
}
}
}
OutTextures.Remove(nullptr);
return OutTextures;
}
TArray<UMaterialInstance*> ULandscapeComponent::GetGeneratedMaterialInstances() const
{
TArray<UMaterialInstance*> OutMaterials;
for (UMaterialInstance* MaterialInstance : MaterialInstances)
{
for (ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance); CurrentMIC; CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC->Parent))
{
OutMaterials.Add(CurrentMIC);
}
}
for (UMaterialInstanceConstant* MaterialInstance : MobileCombinationMaterialInstances)
{
for (ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance); CurrentMIC; CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC->Parent))
{
OutMaterials.Add(CurrentMIC);
}
}
return OutMaterials;
}
void ULandscapeComponent::GetGeneratedTexturesAndMaterialInstances(TArray<UObject*>& OutTexturesAndMaterials) const
{
TArray<UTexture*> LocalTextures = GetGeneratedTextures();
TArray<UMaterialInstance*> LocalMaterialInstances = GetGeneratedMaterialInstances();
OutTexturesAndMaterials.Reserve(LocalTextures.Num() + LocalMaterialInstances.Num());
OutTexturesAndMaterials.Append(LocalTextures);
OutTexturesAndMaterials.Append(LocalMaterialInstances);
}
#endif
ALandscapeProxy* ULandscapeComponent::GetLandscapeProxy() const
{
return CastChecked<ALandscapeProxy>(GetOuter());
}
const FMeshMapBuildData* ULandscapeComponent::GetMeshMapBuildData() const
{
AActor* Owner = GetOwner();
if (Owner)
{
ULevel* OwnerLevel = Owner->GetLevel();
#if WITH_EDITOR
if (FStaticLightingSystemInterface::GetPrimitiveMeshMapBuildData(this))
{
return FStaticLightingSystemInterface::GetPrimitiveMeshMapBuildData(this);
}
#endif
if (OwnerLevel && OwnerLevel->OwningWorld)
{
ULevel* ActiveLightingScenario = OwnerLevel->OwningWorld->GetActiveLightingScenario();
UMapBuildDataRegistry* MapBuildData = NULL;
if (ActiveLightingScenario && ActiveLightingScenario->MapBuildData)
{
MapBuildData = ActiveLightingScenario->MapBuildData;
}
else if (OwnerLevel->MapBuildData)
{
MapBuildData = OwnerLevel->MapBuildData;
}
if (MapBuildData)
{
return MapBuildData->GetMeshBuildData(MapBuildDataId);
}
}
}
return NULL;
}
bool ULandscapeComponent::IsPrecomputedLightingValid() const
{
return GetMeshMapBuildData() != NULL;
}
void ULandscapeComponent::PropagateLightingScenarioChange()
{
FComponentRecreateRenderStateContext Context(this);
}
TArray<URuntimeVirtualTexture*> const& ULandscapeComponent::GetRuntimeVirtualTextures() const
{
return GetLandscapeProxy()->RuntimeVirtualTextures;
}
ERuntimeVirtualTextureMainPassType ULandscapeComponent::GetVirtualTextureRenderPassType() const
{
return GetLandscapeProxy()->VirtualTextureRenderPassType;
}
ULandscapeInfo* ULandscapeComponent::GetLandscapeInfo() const
{
return GetLandscapeProxy()->GetLandscapeInfo();
}
void ULandscapeComponent::BeginDestroy()
{
Super::BeginDestroy();
if (LODStreamingProxy != nullptr)
{
LODStreamingProxy->UnlinkStreaming();
}
#if WITH_EDITOR
// Ask render thread to destroy EditToolRenderData
EditToolRenderData = FLandscapeEditToolRenderData();
UpdateEditToolRenderData();
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
// Remove any weightmap allocations from the Landscape Actor's map
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
int32 WeightmapIndex = WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex;
if (WeightmapTextures.IsValidIndex(WeightmapIndex))
{
UTexture2D* WeightmapTexture = WeightmapTextures[WeightmapIndex];
TObjectPtr<ULandscapeWeightmapUsage>* Usage = Proxy->WeightmapUsageMap.Find(WeightmapTexture);
if (Usage != nullptr && (*Usage) != nullptr)
{
(*Usage)->ChannelUsage[WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel] = nullptr;
if ((*Usage)->IsEmpty())
{
Proxy->WeightmapUsageMap.Remove(WeightmapTexture);
}
}
}
}
WeightmapTexturesUsage.Reset();
}
#endif
}
FPrimitiveSceneProxy* ULandscapeComponent::CreateSceneProxy()
{
check(LODStreamingProxy);
LODStreamingProxy->ClearStreamingResourceState();
LODStreamingProxy->UnlinkStreaming();
const auto FeatureLevel = GetWorld()->FeatureLevel;
FPrimitiveSceneProxy* Proxy = nullptr;
if (FeatureLevel >= ERHIFeatureLevel::SM5 || !UseMobileLandscapeMesh(GShaderPlatformForFeatureLevel[FeatureLevel]))
{
Proxy = new FLandscapeComponentSceneProxy(this);
}
else // i.e. (FeatureLevel <= ERHIFeatureLevel::ES3_1)
{
if (PlatformData.HasValidRuntimeData())
{
Proxy = new FLandscapeComponentSceneProxyMobile(this);
LODStreamingProxy->InitResourceStateForMobileStreaming();
LODStreamingProxy->LinkStreaming();
}
}
return Proxy;
}
bool ULandscapeComponent::IsShown(const FEngineShowFlags& ShowFlags) const
{
return ShowFlags.Landscape;
}
void ULandscapeComponent::DestroyComponent(bool bPromoteChildren/*= false*/)
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
Proxy->LandscapeComponents.Remove(this);
}
Super::DestroyComponent(bPromoteChildren);
}
FBoxSphereBounds ULandscapeComponent::CalcBounds(const FTransform& LocalToWorld) const
{
FBox MyBounds = CachedLocalBox.TransformBy(LocalToWorld);
MyBounds = MyBounds.ExpandBy({ 0, 0, NegativeZBoundsExtension }, { 0, 0, PositiveZBoundsExtension });
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
MyBounds = MyBounds.ExpandBy({ 0, 0, Proxy->NegativeZBoundsExtension }, { 0, 0, Proxy->PositiveZBoundsExtension });
}
return FBoxSphereBounds(MyBounds);
}
static void OnStaticMeshLODDistanceScaleChanged()
{
extern RENDERER_API TAutoConsoleVariable<float> CVarStaticMeshLODDistanceScale;
static float LastValue = 1.0f;
if (LastValue != CVarStaticMeshLODDistanceScale.GetValueOnAnyThread())
{
LastValue = CVarStaticMeshLODDistanceScale.GetValueOnAnyThread();
for (auto* LandscapeComponent : TObjectRange<ULandscapeComponent>(RF_ClassDefaultObject | RF_ArchetypeObject, true, EInternalObjectFlags::Garbage))
{
LandscapeComponent->MarkRenderStateDirty();
}
}
}
FAutoConsoleVariableSink OnStaticMeshLODDistanceScaleChangedSink(FConsoleCommandDelegate::CreateStatic(&OnStaticMeshLODDistanceScaleChanged));
void ULandscapeComponent::OnRegister()
{
Super::OnRegister();
if (GetLandscapeProxy())
{
// Generate MID representing the MIC
if (GetLandscapeProxy()->bUseDynamicMaterialInstance)
{
MaterialInstancesDynamic.Reserve(MaterialInstances.Num());
for (int32 i = 0; i < MaterialInstances.Num(); ++i)
{
MaterialInstancesDynamic.Add(UMaterialInstanceDynamic::Create(MaterialInstances[i], this));
}
}
// AActor::GetWorld checks for Unreachable and BeginDestroyed
UWorld* World = GetLandscapeProxy()->GetWorld();
if (World)
{
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info)
{
Info->RegisterActorComponent(this);
}
}
}
}
void ULandscapeComponent::OnUnregister()
{
Super::OnUnregister();
#if WITH_EDITOR
PhysicalMaterialTask.Release();
#endif
if (GetLandscapeProxy())
{
// Generate MID representing the MIC
if (GetLandscapeProxy()->bUseDynamicMaterialInstance)
{
MaterialInstancesDynamic.Empty();
}
// AActor::GetWorld checks for Unreachable and BeginDestroyed
UWorld* World = GetLandscapeProxy()->GetWorld();
// Game worlds don't have landscape infos
if (World && !World->IsGameWorld())
{
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info)
{
Info->UnregisterActorComponent(this);
}
}
}
}
UTexture2D* ULandscapeComponent::GetHeightmap(bool InReturnEditingHeightmap) const
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingHeightmap)
{
if (const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->HeightmapData.Texture;
}
}
#endif
return HeightmapTexture;
}
UTexture2D* ULandscapeComponent::GetHeightmap(const FGuid& InLayerGuid) const
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (const FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->HeightmapData.Texture;
}
}
#endif
return HeightmapTexture;
}
const TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(bool InReturnEditingWeightmap) const
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.Textures;
}
}
#endif
return WeightmapTextures;
}
TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(bool InReturnEditingWeightmap)
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.Textures;
}
}
#endif
return WeightmapTextures;
}
const TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(const FGuid& InLayerGuid) const
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (const FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.Textures;
}
}
#endif
return WeightmapTextures;
}
TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(const FGuid& InLayerGuid)
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.Textures;
}
}
#endif
return WeightmapTextures;
}
const TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(bool InReturnEditingWeightmap) const
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.LayerAllocations;
}
}
#endif
return WeightmapLayerAllocations;
}
TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(const FGuid& InLayerGuid)
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.LayerAllocations;
}
}
#endif
return WeightmapLayerAllocations;
}
const TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(const FGuid& InLayerGuid) const
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (const FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.LayerAllocations;
}
}
#endif
return WeightmapLayerAllocations;
}
TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(bool InReturnEditingWeightmap)
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.LayerAllocations;
}
}
#endif
return WeightmapLayerAllocations;
}
#if WITH_EDITOR
void ULandscapeComponent::SetEditingLayer(const FGuid& InEditingLayer)
{
LandscapeEditingLayer = InEditingLayer;
}
FLandscapeLayerComponentData* ULandscapeComponent::GetEditingLayer()
{
if (CachedEditingLayer != LandscapeEditingLayer)
{
CachedEditingLayer = LandscapeEditingLayer;
CachedEditingLayerData = CachedEditingLayer.IsValid() ? LayersData.Find(CachedEditingLayer) : nullptr;
}
return CachedEditingLayerData;
}
const FLandscapeLayerComponentData* ULandscapeComponent::GetEditingLayer() const
{
if (CachedEditingLayer != LandscapeEditingLayer)
{
CachedEditingLayer = LandscapeEditingLayer;
CachedEditingLayerData = CachedEditingLayer.IsValid() ? const_cast<TMap<FGuid, FLandscapeLayerComponentData>&>(LayersData).Find(CachedEditingLayer) : nullptr;
}
return CachedEditingLayerData;
}
void ULandscapeComponent::CopyFinalLayerIntoEditingLayer(FLandscapeEditDataInterface& DataInterface, TSet<UTexture2D*>& ProcessedHeightmaps)
{
Modify();
GetLandscapeProxy()->Modify();
// Heightmap
UTexture2D* EditingTexture = GetHeightmap(true);
if (!ProcessedHeightmaps.Contains(EditingTexture))
{
DataInterface.CopyTextureFromHeightmap(EditingTexture, this, 0);
ProcessedHeightmaps.Add(EditingTexture);
}
// Weightmap
const TArray<FWeightmapLayerAllocationInfo>& FinalWeightmapLayerAllocations = GetWeightmapLayerAllocations();
TArray<FWeightmapLayerAllocationInfo>& EditingLayerWeightmapLayerAllocations = GetWeightmapLayerAllocations(GetEditingLayerGUID());
// Add missing Alloc Infos
for (const FWeightmapLayerAllocationInfo& FinalAllocInfo : FinalWeightmapLayerAllocations)
{
int32 Index = EditingLayerWeightmapLayerAllocations.IndexOfByPredicate([&FinalAllocInfo](const FWeightmapLayerAllocationInfo& EditingAllocInfo) { return EditingAllocInfo.LayerInfo == FinalAllocInfo.LayerInfo; });
if (Index == INDEX_NONE)
{
new (EditingLayerWeightmapLayerAllocations) FWeightmapLayerAllocationInfo(FinalAllocInfo.LayerInfo);
}
}
const bool bEditingWeighmaps = true;
const bool bSaveToTransactionBuffer = true;
ReallocateWeightmaps(&DataInterface, bEditingWeighmaps, bSaveToTransactionBuffer);
const TArray<UTexture2D*>& EditingWeightmapTextures = GetWeightmapTextures(true);
for (const FWeightmapLayerAllocationInfo& AllocInfo : EditingLayerWeightmapLayerAllocations)
{
DataInterface.CopyTextureFromWeightmap(EditingWeightmapTextures[AllocInfo.WeightmapTextureIndex], AllocInfo.WeightmapTextureChannel, this, AllocInfo.LayerInfo, 0);
}
}
FGuid ULandscapeComponent::GetEditingLayerGUID() const
{
ALandscape* Landscape = GetLandscapeActor();
return Landscape != nullptr ? Landscape->GetEditingLayer() : FGuid();
}
bool ULandscapeComponent::HasLayersData() const
{
return LayersData.Num() > 0;
}
const FLandscapeLayerComponentData* ULandscapeComponent::GetLayerData(const FGuid& InLayerGuid) const
{
return LayersData.Find(InLayerGuid);
}
FLandscapeLayerComponentData* ULandscapeComponent::GetLayerData(const FGuid& InLayerGuid)
{
return LayersData.Find(InLayerGuid);
}
void ULandscapeComponent::ForEachLayer(TFunctionRef<void(const FGuid&, struct FLandscapeLayerComponentData&)> Fn)
{
for (auto& Pair : LayersData)
{
Fn(Pair.Key, Pair.Value);
}
}
void ULandscapeComponent::AddLayerData(const FGuid& InLayerGuid, const FLandscapeLayerComponentData& InData)
{
Modify();
check(!LandscapeEditingLayer.IsValid());
FLandscapeLayerComponentData& Data = LayersData.FindOrAdd(InLayerGuid);
Data = InData;
CachedEditingLayer.Invalidate();
CachedEditingLayerData = nullptr;
}
void ULandscapeComponent::AddDefaultLayerData(const FGuid& InLayerGuid, const TArray<ULandscapeComponent*>& InComponentsUsingHeightmap, TMap<UTexture2D*, UTexture2D*>& InOutCreatedHeightmapTextures)
{
Modify();
UTexture2D* ComponentHeightmap = GetHeightmap();
// Compute per layer data
FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid);
if (LayerData == nullptr || !LayerData->IsInitialized())
{
const FLandscapeLayer* EditLayer = GetLandscapeActor() ? GetLandscapeActor()->GetLayer(InLayerGuid) : nullptr;
FLandscapeLayerComponentData NewData(EditLayer ? EditLayer->Name : FName());
// Setup Heightmap data
UTexture2D** LayerHeightmap = InOutCreatedHeightmapTextures.Find(ComponentHeightmap);
if (LayerHeightmap == nullptr)
{
UTexture2D* NewLayerHeightmap = GetLandscapeProxy()->CreateLandscapeTexture(ComponentHeightmap->Source.GetSizeX(), ComponentHeightmap->Source.GetSizeY(), TEXTUREGROUP_Terrain_Heightmap, ComponentHeightmap->Source.GetFormat());
LayerHeightmap = &InOutCreatedHeightmapTextures.Add(ComponentHeightmap, NewLayerHeightmap);
ULandscapeComponent::CreateEmptyTextureMips(NewLayerHeightmap, true);
// Init Mip0 to be at 32768 which is equal to "0"
FColor* Mip0Data = (FColor*)NewLayerHeightmap->Source.LockMip(0);
for (ULandscapeComponent* ComponentUsingHeightmap : InComponentsUsingHeightmap)
{
int32 HeightmapComponentOffsetX = FMath::RoundToInt((float)NewLayerHeightmap->Source.GetSizeX() * ComponentUsingHeightmap->HeightmapScaleBias.Z);
int32 HeightmapComponentOffsetY = FMath::RoundToInt((float)NewLayerHeightmap->Source.GetSizeY() * ComponentUsingHeightmap->HeightmapScaleBias.W);
for (int32 SubsectionY = 0; SubsectionY < NumSubsections; SubsectionY++)
{
for (int32 SubsectionX = 0; SubsectionX < NumSubsections; SubsectionX++)
{
for (int32 SubY = 0; SubY <= SubsectionSizeQuads; SubY++)
{
for (int32 SubX = 0; SubX <= SubsectionSizeQuads; SubX++)
{
// X/Y of the vertex we're looking at in component's coordinates.
const int32 CompX = SubsectionSizeQuads * SubsectionX + SubX;
const int32 CompY = SubsectionSizeQuads * SubsectionY + SubY;
// X/Y of the vertex we're looking indexed into the texture data
const int32 TexX = (SubsectionSizeQuads + 1) * SubsectionX + SubX;
const int32 TexY = (SubsectionSizeQuads + 1) * SubsectionY + SubY;
const int32 HeightTexDataIdx = (HeightmapComponentOffsetX + TexX) + (HeightmapComponentOffsetY + TexY) * NewLayerHeightmap->Source.GetSizeX();
// copy height and normal data
const uint16 HeightValue = LandscapeDataAccess::GetTexHeight(0.f);
Mip0Data[HeightTexDataIdx].R = HeightValue >> 8;
Mip0Data[HeightTexDataIdx].G = HeightValue & 255;
// Normal with get calculated later
Mip0Data[HeightTexDataIdx].B = 0.0f;
Mip0Data[HeightTexDataIdx].A = 0.0f;
}
}
}
}
}
NewLayerHeightmap->Source.UnlockMip(0);
NewLayerHeightmap->UpdateResource();
}
NewData.HeightmapData.Texture = *LayerHeightmap;
// Nothing to do for Weightmap by default
AddLayerData(InLayerGuid, MoveTemp(NewData));
}
}
void ULandscapeComponent::RemoveLayerData(const FGuid& InLayerGuid)
{
Modify();
check(!LandscapeEditingLayer.IsValid());
LayersData.Remove(InLayerGuid);
CachedEditingLayer.Invalidate();
CachedEditingLayerData = nullptr;
}
void ULandscapeComponent::SetHeightmap(UTexture2D* NewHeightmap)
{
check(NewHeightmap != nullptr);
HeightmapTexture = NewHeightmap;
}
void ULandscapeComponent::SetWeightmapTextures(const TArray<UTexture2D*>& InNewWeightmapTextures, bool InApplyToEditingWeightmap)
{
#if WITH_EDITORONLY_DATA
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
if (InApplyToEditingWeightmap && EditingLayer != nullptr)
{
EditingLayer->WeightmapData.Textures.Reset(InNewWeightmapTextures.Num());
EditingLayer->WeightmapData.Textures.Append(InNewWeightmapTextures);
}
else
#endif
{
WeightmapTextures = InNewWeightmapTextures;
}
}
void ULandscapeComponent::SetWeightmapLayerAllocations(const TArray<FWeightmapLayerAllocationInfo>& InNewWeightmapLayerAllocations)
{
WeightmapLayerAllocations = InNewWeightmapLayerAllocations;
}
TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(bool InReturnEditingWeightmap)
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.TextureUsages;
}
}
#endif
return WeightmapTexturesUsage;
}
const TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(bool InReturnEditingWeightmap) const
{
#if WITH_EDITORONLY_DATA
if (InReturnEditingWeightmap)
{
if (const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer())
{
return EditingLayer->WeightmapData.TextureUsages;
}
}
#endif
return WeightmapTexturesUsage;
}
TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(const FGuid& InLayerGuid)
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.TextureUsages;
}
}
#endif
return WeightmapTexturesUsage;
}
const TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(const FGuid& InLayerGuid) const
{
#if WITH_EDITORONLY_DATA
if (InLayerGuid.IsValid())
{
if (const FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid))
{
return LayerData->WeightmapData.TextureUsages;
}
}
#endif
return WeightmapTexturesUsage;
}
void ULandscapeComponent::SetWeightmapTexturesUsage(const TArray<ULandscapeWeightmapUsage*>& InNewWeightmapTexturesUsage, bool InApplyToEditingWeightmap)
{
#if WITH_EDITORONLY_DATA
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
if (InApplyToEditingWeightmap && EditingLayer != nullptr)
{
EditingLayer->WeightmapData.TextureUsages.Reset(InNewWeightmapTexturesUsage.Num());
EditingLayer->WeightmapData.TextureUsages.Append(InNewWeightmapTexturesUsage);
}
else
#endif
{
WeightmapTexturesUsage = InNewWeightmapTexturesUsage;
}
}
#endif
void ALandscapeProxy::PostRegisterAllComponents()
{
Super::PostRegisterAllComponents();
ULandscapeInfo* LandscapeInfo = nullptr;
if (!IsPendingKillPending())
{
// Duplicated Landscapes don't have a valid guid until PostEditImport is called, we'll register then
if (LandscapeGuid.IsValid())
{
#if WITH_EDITOR
if (GIsEditor && !GetWorld()->IsGameWorld())
{
// Note: This can happen when loading certain cooked assets in an editor
// Todo: Determine the root cause of this and fix it at a higher level!
if (LandscapeComponents.Num() > 0 && LandscapeComponents[0] == nullptr)
{
LandscapeComponents.Empty();
}
UpdateCachedHasLayersContent(true);
// Cache the value at this point as CreateLandscapeInfo (-> RegisterActor) might create/destroy layers content if there was a mismatch between landscape & proxy
// Check the actual flag here not HasLayersContent() which could return true if the LandscapeActor is valid.
bool bHasLayersContentBefore = bHasLayersContent;
LandscapeInfo = CreateLandscapeInfo(true);
FixupWeightmaps();
const bool bNeedOldDataMigration = !bHasLayersContentBefore && CanHaveLayersContent();
if (bNeedOldDataMigration && LandscapeInfo->LandscapeActor.IsValid() && LandscapeInfo->LandscapeActor.Get()->HasLayersContent())
{
LandscapeInfo->LandscapeActor.Get()->CopyOldDataToDefaultLayer(this);
}
}
else
#endif // WITH_EDITOR
{
LandscapeInfo = CreateLandscapeInfo(true);
}
}
if (UWorld* OwningWorld = GetWorld())
{
if (ULandscapeSubsystem* LandscapeSubsystem = OwningWorld->GetSubsystem<ULandscapeSubsystem>())
{
LandscapeSubsystem->RegisterActor(this);
}
}
}
#if WITH_EDITOR
// Game worlds don't have landscape infos
if (!GetWorld()->IsGameWorld() && !IsPendingKillPending())
{
if (LandscapeGuid.IsValid())
{
LandscapeInfo->FixupProxiesTransform();
}
}
#endif
}
void ALandscapeProxy::UnregisterAllComponents(const bool bForReregister)
{
// Game worlds don't have landscape infos
// On shutdown the world will be unreachable
if (GetWorld() && IsValidChecked(GetWorld()) && !GetWorld()->IsUnreachable() &&
// When redoing the creation of a landscape we may get UnregisterAllComponents called when
// we are in a "pre-initialized" state (empty guid, etc)
LandscapeGuid.IsValid())
{
ULandscapeInfo* LandscapeInfo = GetLandscapeInfo();
if (LandscapeInfo)
{
LandscapeInfo->UnregisterActor(this);
}
if (ULandscapeSubsystem* LandscapeSubsystem = GetWorld()->GetSubsystem<ULandscapeSubsystem>())
{
LandscapeSubsystem->UnregisterActor(this);
}
}
Super::UnregisterAllComponents(bForReregister);
}
FArchive& operator<<(FArchive& Ar, FWeightmapLayerAllocationInfo& U)
{
return Ar << U.LayerInfo << U.WeightmapTextureChannel << U.WeightmapTextureIndex;
}
#if WITH_EDITORONLY_DATA
FArchive& operator<<(FArchive& Ar, FLandscapeAddCollision& U)
{
return Ar << U.Corners[0] << U.Corners[1] << U.Corners[2] << U.Corners[3];
}
#endif // WITH_EDITORONLY_DATA
FArchive& operator<<(FArchive& Ar, FLandscapeLayerStruct*& L)
{
if (L)
{
Ar << L->LayerInfoObj;
#if WITH_EDITORONLY_DATA
return Ar << L->ThumbnailMIC;
#else
return Ar;
#endif // WITH_EDITORONLY_DATA
}
return Ar;
}
void ULandscapeInfo::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
if (Ar.IsTransacting())
{
Ar << XYtoComponentMap;
#if WITH_EDITORONLY_DATA
Ar << XYtoAddCollisionMap;
#endif
Ar << SelectedComponents;
Ar << SelectedRegion;
Ar << SelectedRegionComponents;
}
}
void ALandscape::PostLoad()
{
if (!LandscapeGuid.IsValid())
{
LandscapeGuid = FGuid::NewGuid();
}
else
{
#if WITH_EDITOR
UWorld* CurrentWorld = GetWorld();
for (ALandscape* Landscape : TObjectRange<ALandscape>(RF_ClassDefaultObject | RF_BeginDestroyed))
{
if (Landscape && Landscape != this && Landscape->LandscapeGuid == LandscapeGuid && Landscape->GetWorld() == CurrentWorld)
{
// Duplicated landscape level, need to generate new GUID. This can happen during PIE or gameplay when streaming the same landscape actor.
Modify();
LandscapeGuid = FGuid::NewGuid();
break;
}
}
#endif
}
#if WITH_EDITOR
for (FLandscapeLayer& Layer : LandscapeLayers)
{
// For now, only Layer reserved for Landscape Spline uses AlphaBlend
Layer.BlendMode = (Layer.Guid == LandscapeSplinesTargetLayerGuid) ? LSBM_AlphaBlend : LSBM_AdditiveBlend;
for (FLandscapeLayerBrush& Brush : Layer.Brushes)
{
Brush.SetOwner(this);
}
}
#endif
Super::PostLoad();
}
FBox ALandscape::GetLoadedBounds() const
{
return GetLandscapeInfo()->GetLoadedBounds();
}
// ----------------------------------------------------------------------------------
// This shader allows to render parts of the heightmaps (all pixels except the redundant ones on the right/bottom edges) in an atlas render target (uncompressed height)
class FLandscapeMergeHeightmapsPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLandscapeMergeHeightmapsPS);
SHADER_USE_PARAMETER_STRUCT(FLandscapeMergeHeightmapsPS, FGlobalShader);
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FUintVector4, InHeightmapAtlasSubregion)
SHADER_PARAMETER(FUintVector4, InHeightmapSubregion)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, InHeightmap)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& InParameters)
{
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("MERGE_HEIGHTMAP"), 1);
}
static void MergeHeightmap(FRDGBuilder& GraphBuilder, FParameters* InParameters, const FIntRect& InRenderTargetArea)
{
FGlobalShaderMap* ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
TShaderMapRef<FLandscapeMergeHeightmapsPS> PixelShader(ShaderMap);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("LandscapeLayers_MergeHeightmap"),
PixelShader,
InParameters,
InRenderTargetArea);
}
};
IMPLEMENT_GLOBAL_SHADER(FLandscapeMergeHeightmapsPS, "/Engine/Private/Landscape/LandscapeMergeHeightmapsPS.usf", "MergeHeightmap", SF_Pixel);
// ----------------------------------------------------------------------------------
// This shader allows to resample the heightmap (bilinear interpolation) from a given atlas usually heightmap produced by FLandscapeMergeHeightmapsPS :
// The output heightmap's heights can be either compressed or uncompressed depending on the render target format (8 bits/channel for the former, 16/32 bits/channel for the latter)
class FLandscapeResampleHeightmapsPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLandscapeResampleHeightmapsPS);
SHADER_USE_PARAMETER_STRUCT(FLandscapeResampleHeightmapsPS, FGlobalShader);
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FMatrix44f, InOutputUVToMergedHeightmapUV)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, InMergedHeightmap)
SHADER_PARAMETER_SAMPLER(SamplerState, InMergedHeightmapSampler)
SHADER_PARAMETER(FUintVector2, InRenderAreaSize)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FCompressHeight : SHADER_PERMUTATION_BOOL("COMPRESS_HEIGHT");
using FPermutationDomain = TShaderPermutationDomain<FCompressHeight>;
static FPermutationDomain GetPermutationVector(bool bCompressHeight)
{
FPermutationDomain PermutationVector;
PermutationVector.Set<FCompressHeight>(bCompressHeight);
return PermutationVector;
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& InParameters)
{
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("RESAMPLE_HEIGHTMAP"), 1);
}
static void ResampleHeightmap(FRDGBuilder& GraphBuilder, FParameters* InParameters, bool bCompressHeight)
{
FGlobalShaderMap* ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
const FLandscapeResampleHeightmapsPS::FPermutationDomain PixelPermutationVector = FLandscapeResampleHeightmapsPS::GetPermutationVector(bCompressHeight);
TShaderMapRef<FLandscapeResampleHeightmapsPS> PixelShader(ShaderMap, PixelPermutationVector);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
ShaderMap,
RDG_EVENT_NAME("LandscapeLayers_ResampleHeightmap"),
PixelShader,
InParameters,
FIntRect(0, 0, InParameters->InRenderAreaSize.X, InParameters->InRenderAreaSize.Y));
}
};
IMPLEMENT_GLOBAL_SHADER(FLandscapeResampleHeightmapsPS, "/Engine/Private/Landscape/LandscapeMergeHeightmapsPS.usf", "ResampleHeightmap", SF_Pixel);
// Render-thread version of the data / functions we need for the local merge of edit layers :
namespace RenderMergedLandscape_RenderThread
{
struct FHeightmapRenderInfo
{
// Transform to go from the output render area space ((0,0) in the lower left corner, (1,1) in the upper-right) to the temporary render target space
FMatrix OutputUVToMergedHeightmapUV;
FBox RenderAreaExtents;
// TODO [jonathan.bard] : remove ? This is only used to compute the temporary render target size
FIntPoint SubsectionSizeQuads;
int32 NumSubsections = 1;
bool bCompressHeight = false;
TMap<FIntPoint, FTexture2DResourceSubregion> ComponentHeightmapsToRender;
};
void RenderMergedHeightmap(const FHeightmapRenderInfo& InRenderInfo, FRDGBuilder& GraphBuilder, FRDGTextureRef OutputTexture)
{
// Find the total area that those components need to be rendered to :
FIntRect ComponentKeyRect;
for (auto Iter = InRenderInfo.ComponentHeightmapsToRender.CreateConstIterator(); Iter; ++Iter)
{
ComponentKeyRect.Include(Iter.Key());
}
ComponentKeyRect.Max += FIntPoint(1, 1);
FIntPoint NumComponentsToRender(ComponentKeyRect.Width(), ComponentKeyRect.Height());
FIntPoint NumSubsectionsToRender = NumComponentsToRender * InRenderInfo.NumSubsections;
FIntPoint RenderTargetSize = NumSubsectionsToRender * InRenderInfo.SubsectionSizeQuads + 1; // add one for the end vertex
FIntPoint ComponentSizeQuads = InRenderInfo.SubsectionSizeQuads * InRenderInfo.NumSubsections;
// We need a temporary render target that can contain all heightmaps. Use PF_G16 (decoded height) as this will be resampled using bilinear sampling :
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(RenderTargetSize, PF_G16, FClearValueBinding::Black, TexCreate_RenderTargetable | TexCreate_ShaderResource);
FRDGTextureRef AtlasTexture = GraphBuilder.CreateTexture(Desc, TEXT("LandscapeHeightmapAtlas"));
FRDGTextureSRVRef AtlasTextureSRV = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(AtlasTexture));
FRenderTargetBinding AtlasTextureRT(AtlasTexture, ERenderTargetLoadAction::ELoad);
TMap<FTexture2DResource*, FRDGTextureSRVRef> HeightmapTextureSRVs;
// Fill that render target subsection by subsection, in order to bypass the redundant columns/lines on the subsection edges:
for (int32 ComponentY = ComponentKeyRect.Min.Y; ComponentY < ComponentKeyRect.Max.Y; ++ComponentY)
{
for (int32 ComponentX = ComponentKeyRect.Min.X; ComponentX < ComponentKeyRect.Max.X; ++ComponentX)
{
FIntPoint LandscapeComponentKey(ComponentX, ComponentY);
if (const FTexture2DResourceSubregion* HeightmapResourceSubregion = InRenderInfo.ComponentHeightmapsToRender.Find(LandscapeComponentKey))
{
FIntPoint SubsectionSubregionSize = HeightmapResourceSubregion->Subregion.Size() / InRenderInfo.NumSubsections;
FRDGTextureSRVRef* Heightmap = HeightmapTextureSRVs.Find(HeightmapResourceSubregion->Texture);
if (Heightmap == nullptr)
{
FString* DebugString = GraphBuilder.AllocObject<FString>(HeightmapResourceSubregion->Texture->GetTextureName().ToString());
FRDGTextureRef TextureRef = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(HeightmapResourceSubregion->Texture->TextureRHI, **DebugString));
Heightmap = &HeightmapTextureSRVs.Add(HeightmapResourceSubregion->Texture, GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(TextureRef)));
}
for (int32 SubsectionY = 0; SubsectionY < InRenderInfo.NumSubsections; ++SubsectionY)
{
for (int32 SubsectionX = 0; SubsectionX < InRenderInfo.NumSubsections; ++SubsectionX)
{
FIntPoint SubsectionLocalKey(SubsectionX, SubsectionY);
FIntPoint SubsectionKey = LandscapeComponentKey * InRenderInfo.NumSubsections + SubsectionLocalKey;
FIntRect HeightmapAtlasSubregion;
HeightmapAtlasSubregion.Min = SubsectionKey * InRenderInfo.SubsectionSizeQuads;
// We only really need the +1 on the very last subsection to get the last row/column, since we end up overwriting the other end
// rows/columns when we proceed to the next tile. However it's much easier to add the +1 here and do a small amount of duplicate
// writes, because otherwise we would have to adjust HeightmapSubregion to align with the region we're writing, which would get
// messy in cases of different mip levels.
HeightmapAtlasSubregion.Max = HeightmapAtlasSubregion.Min + InRenderInfo.SubsectionSizeQuads + 1;
FIntRect HeightmapSubregion;
HeightmapSubregion.Min = HeightmapResourceSubregion->Subregion.Min + SubsectionLocalKey * SubsectionSubregionSize;
HeightmapSubregion.Max = HeightmapSubregion.Min + SubsectionSubregionSize;
FLandscapeMergeHeightmapsPS::FParameters* MergeHeightmapsPSParams = GraphBuilder.AllocParameters<FLandscapeMergeHeightmapsPS::FParameters>();
MergeHeightmapsPSParams->InHeightmapAtlasSubregion = FUintVector4(HeightmapAtlasSubregion.Min.X, HeightmapAtlasSubregion.Min.Y, HeightmapAtlasSubregion.Max.X, HeightmapAtlasSubregion.Max.Y);
MergeHeightmapsPSParams->InHeightmapSubregion = FUintVector4(HeightmapSubregion.Min.X, HeightmapSubregion.Min.Y, HeightmapSubregion.Max.X, HeightmapSubregion.Max.Y);
MergeHeightmapsPSParams->InHeightmap = *Heightmap;
MergeHeightmapsPSParams->RenderTargets[0] = AtlasTextureRT;
FLandscapeMergeHeightmapsPS::MergeHeightmap(GraphBuilder, MergeHeightmapsPSParams, HeightmapAtlasSubregion);
}
}
}
else
{
// We can clear all subsections of a given component at once :
FIntRect HeightmapAtlasSubregion;
HeightmapAtlasSubregion.Min = LandscapeComponentKey * ComponentSizeQuads;
HeightmapAtlasSubregion.Max = HeightmapAtlasSubregion.Min + ComponentSizeQuads;
FRDGTextureClearInfo ClearInfo;
ClearInfo.Viewport = HeightmapAtlasSubregion;
AddClearRenderTargetPass(GraphBuilder, AtlasTexture, ClearInfo);
}
}
}
{
FIntVector RenderAreaSize = OutputTexture->Desc.GetSize();
FLandscapeResampleHeightmapsPS::FParameters* ResampleHeightmapsPSParams = GraphBuilder.AllocParameters<FLandscapeResampleHeightmapsPS::FParameters>();
ResampleHeightmapsPSParams->InOutputUVToMergedHeightmapUV = FMatrix44f(InRenderInfo.OutputUVToMergedHeightmapUV);
ResampleHeightmapsPSParams->InMergedHeightmap = AtlasTextureSRV;
ResampleHeightmapsPSParams->InMergedHeightmapSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
ResampleHeightmapsPSParams->InRenderAreaSize = FUintVector2((uint32)RenderAreaSize.X, (uint32)RenderAreaSize.Y);
ResampleHeightmapsPSParams->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::ENoAction);;
// We now need to resample the atlas texture where the render area is :
FLandscapeResampleHeightmapsPS::ResampleHeightmap(GraphBuilder, ResampleHeightmapsPSParams, InRenderInfo.bCompressHeight);
}
}
}
bool ALandscape::IsValidRenderTargetFormatHeightmap(EPixelFormat InRenderTargetFormat, bool& bOutCompressHeight)
{
bOutCompressHeight = false;
switch (InRenderTargetFormat)
{
// 8 bits formats : need compression
case PF_A8R8G8B8:
case PF_R8G8B8A8:
case PF_R8G8:
case PF_B8G8R8A8:
{
bOutCompressHeight = true;
return true;
}
// 16 bits formats :
case PF_G16:
// We don't use 16 bit float formats because they will have precision issues
// (we need 16 bits of mantissa)
// TODO: We can support 32 bit floating point formats, but for these, we probably
// want to output the height as an unpacked, signed values. We'll add support for
// that in a later CL.
//case PF_R32_FLOAT:
//case PF_G32R32F:
//case PF_R32G32B32F:
//case PF_A32B32G32R32F:
{
return true;
}
default:
break;
}
return false;
}
// TODO [jonathan.bard] This does not support being called at runtime yet because ULandscapeInfo::LandscapeActor is not valid at runtime or in non-editor worlds (e.g. PIE), for no good reason :
void ALandscape::RenderHeightmap(const FTransform& InRenderAreaWorldTransform, const FBox2D& InRenderAreaExtents, UTextureRenderTarget2D* OutRenderTarget)
{
// TODO: We may want a version of this function that returns a lambda that can be passed to the render thread and run
// there to add the pass to an existing FRDGBuilder, in case the user wants this to be a part of a render graph with
// other passes. In that case RenderHeightmap would just use that function.
TRACE_CPUPROFILER_EVENT_SCOPE(Landscape_RenderMergedHeightmap);
RenderCaptureInterface::FScopedCapture RenderCapture((RenderCaptureNextHeightmapRenders != 0), TEXT("RenderHeightmapCapture"));
RenderCaptureNextHeightmapRenders = FMath::Max(RenderCaptureNextHeightmapRenders - 1, 0);
ULandscapeInfo* Info = GetLandscapeInfo();
if (Info == nullptr)
{
UE_LOG(LogLandscape, Error, TEXT("RenderHeightmap : Cannot render anything if there's no associated landscape info with this landscape (%s)"), *GetFullName());
return;
}
// Check render target validity :
if (OutRenderTarget == nullptr)
{
UE_LOG(LogLandscape, Error, TEXT("RenderHeightmap : Missing render target"));
return;
}
bool bCompressHeight = false;
if (!IsValidRenderTargetFormatHeightmap(OutRenderTarget->GetFormat(), bCompressHeight))
{
UE_LOG(LogLandscape, Warning, TEXT("RenderHeightmap : invalid render target format for rendering heightmap (%s)"), GetPixelFormatString(OutRenderTarget->GetFormat()));
return;
}
// It can be helpful to visualize where the render happened so leave a visual log for that:
UE_VLOG_OBOX(this, LogLandscape, Log, FBox(FVector(InRenderAreaExtents.Min, 0.0), FVector(InRenderAreaExtents.Max, 0.0)), InRenderAreaWorldTransform.ToMatrixWithScale(), FColor::Blue, TEXT(""));
// Don't do anything if this render area overlaps with no landscape component :
TMap<FIntPoint, ULandscapeComponent*> OverlappedComponents;
FIntRect ComponentIndicesBoundingRect;
if (!Info->GetOverlappedComponents(InRenderAreaWorldTransform, InRenderAreaExtents, OverlappedComponents, ComponentIndicesBoundingRect))
{
UE_LOG(LogLandscape, Log, TEXT("RenderHeightmap : no heightmap to render"));
return;
}
const FTransform& LandscapeTransform = GetTransform();
RenderMergedLandscape_RenderThread::FHeightmapRenderInfo HeightmapMergeRenderInfo;
// For now, merge the heightmap at max resolution :
HeightmapMergeRenderInfo.SubsectionSizeQuads = SubsectionSizeQuads;
HeightmapMergeRenderInfo.NumSubsections = NumSubsections;
HeightmapMergeRenderInfo.bCompressHeight = bCompressHeight;
for (auto It : OverlappedComponents)
{
ULandscapeComponent* Component = It.Value;
FIntPoint ComponentKey = It.Key;
UTexture2D* ComponentHeightmap = Component->GetHeightmap();
// Get the subregion of the heightmap that this component uses (differs due to texture sharing).
// HeightmapScaleBias ZW values give us the offset of the component in a shared texture. You might think that XY would
// give the portion of the texture it occupies, but no, XY are 1/size, for some reason. Just calculate the subregion
// size ourselves.
int32 ComponentSize = Component->NumSubsections * (Component->SubsectionSizeQuads + 1);
FIntPoint HeightmapOffset(0, 0);
FTextureResource* HeightmapResource = ComponentHeightmap->GetResource();
if (ensure(HeightmapResource))
{
// We get the overall heightmap size via the resource instead of direct GetSizeX/Y calls because apparently
// the latter are unreliable while the texture is being built.
HeightmapOffset = FIntPoint(
FMath::RoundToDouble(Component->HeightmapScaleBias.Z * HeightmapResource->GetSizeX()),
FMath::RoundToDouble(Component->HeightmapScaleBias.W * HeightmapResource->GetSizeY()));
}
// When mips are partially loaded, we need to take that into consideration when merging the heightmap :
uint32 MipBias = ComponentHeightmap->GetNumMips() - ComponentHeightmap->GetNumResidentMips();
// Theoretically speaking, all of our component heightmaps should be powers of two when we include the duplicated
// rows/columns across subsections, so we shouldn't get weird truncation results here...
HeightmapOffset.X >>= MipBias;
HeightmapOffset.Y >>= MipBias;
ComponentSize >>= MipBias;
// Effective area of the texture affecting this component (because of texture sharing) :
FIntRect HeightmapSubregion(HeightmapOffset, HeightmapOffset + ComponentSize);
HeightmapMergeRenderInfo.ComponentHeightmapsToRender.Add(ComponentKey, FTexture2DResourceSubregion(ComponentHeightmap->GetResource()->GetTexture2DResource(), HeightmapSubregion));
}
// Create the transform that will go from output target UVs to world space:
FVector OutputUVOrigin = InRenderAreaWorldTransform.TransformPosition(FVector(InRenderAreaExtents.Min.X, InRenderAreaExtents.Min.Y, 0.0));
FVector OutputUVScale = InRenderAreaWorldTransform.GetScale3D() * FVector(InRenderAreaExtents.GetSize(), 1.0);
FTransform OutputUVToWorld(InRenderAreaWorldTransform.GetRotation(), OutputUVOrigin, OutputUVScale);
// Create the transform that will go from merged heightmap UVs to world space. Note that this is slightly trickier because
// vertices in the landscape correspond to pixel centers. So UV (0,0) is not at the minimal landscape vertex, but is instead
// half a quad further (one pixel is one quad in size, so the center of the first pixel ends up at the minimal vertex).
// For related reasons, the size of the merged heightmap in world coordinates is actually one quad bigger in each direction.
check((ComponentIndicesBoundingRect.Min.X < ComponentIndicesBoundingRect.Max.X) && (ComponentIndicesBoundingRect.Min.Y < ComponentIndicesBoundingRect.Max.Y));
FVector MergedHeightmapScale = (FVector(ComponentIndicesBoundingRect.Max - ComponentIndicesBoundingRect.Min) * static_cast<double>(ComponentSizeQuads) + 1)
* LandscapeTransform.GetScale3D();
MergedHeightmapScale.Z = 1.0f;
FVector MergedHeightmapUVOrigin = LandscapeTransform.TransformPosition(FVector(ComponentIndicesBoundingRect.Min) * (double)ComponentSizeQuads - FVector(0.5,0.5,0));
FTransform MergedHeightmapUVToWorld(LandscapeTransform.GetRotation(), MergedHeightmapUVOrigin, MergedHeightmapScale);
HeightmapMergeRenderInfo.OutputUVToMergedHeightmapUV = OutputUVToWorld.ToMatrixWithScale() * MergedHeightmapUVToWorld.ToInverseMatrixWithScale();
// Extract the render thread version of the render target :
FTextureRenderTarget2DResource* OutputRenderTargetResource = OutRenderTarget->GameThread_GetRenderTargetResource()->GetTextureRenderTarget2DResource();
check(OutputRenderTargetResource != nullptr);
ENQUEUE_RENDER_COMMAND(RenderHeightmap)([HeightmapMergeRenderInfo, OutputRenderTargetResource](FRHICommandListImmediate& RHICmdList)
{
FMemMark Mark(FMemStack::Get());
FRDGBuilder GraphBuilder(RHICmdList, RDG_EVENT_NAME("RenderHeightmap"));
FRDGTextureRef OutputHeightmap = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(OutputRenderTargetResource->GetTextureRHI(), TEXT("MergedHeightmap")));
RenderMergedLandscape_RenderThread::RenderMergedHeightmap(HeightmapMergeRenderInfo, GraphBuilder, OutputHeightmap);
GraphBuilder.Execute();
});
}
#if WITH_EDITOR
FBox ALandscape::GetCompleteBounds() const
{
if (ensure(GetLandscapeInfo()))
{
return GetLandscapeInfo()->GetCompleteBounds();
}
else
{
return FBox(EForceInit::ForceInit);
}
}
void ALandscapeProxy::OnFeatureLevelChanged(ERHIFeatureLevel::Type NewFeatureLevel)
{
FlushGrassComponents();
UpdateAllComponentMaterialInstances();
if (UseMobileLandscapeMesh(GShaderPlatformForFeatureLevel[NewFeatureLevel]))
{
for (ULandscapeComponent* Component : LandscapeComponents)
{
if (Component != nullptr)
{
Component->CheckGenerateLandscapePlatformData(false, nullptr);
}
}
}
}
#endif
void ALandscapeProxy::PreSave(const class ITargetPlatform* TargetPlatform)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS;
Super::PreSave(TargetPlatform);
PRAGMA_ENABLE_DEPRECATION_WARNINGS;
}
void ALandscapeProxy::PreSave(FObjectPreSaveContext ObjectSaveContext)
{
Super::PreSave(ObjectSaveContext);
#if WITH_EDITOR
// Work out whether we have grass or not for the next game run
BuildGrassMaps();
//Update the baked textures before saving
BuildGIBakedTextures();
for (ULandscapeComponent* Component : LandscapeComponents)
{
// Reset flag
Component->GrassData->bIsDirty = false;
}
if (ALandscape* Landscape = GetLandscapeActor())
{
for (ULandscapeComponent* LandscapeComponent : LandscapeComponents)
{
Landscape->ClearDirtyData(LandscapeComponent);
// Make sure edit layer debug names are synchronized upon save :
LandscapeComponent->ForEachLayer([&](const FGuid& LayerGuid, FLandscapeLayerComponentData& LayerData)
{
if (const FLandscapeLayer* EditLayer = Landscape->GetLayer(LayerGuid))
{
LayerData.DebugName = EditLayer->Name;
}
});
}
}
#endif // WITH_EDITOR
}
void ALandscapeProxy::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FLandscapeCustomVersion::GUID);
Ar.UsingCustomVersion(FEditorObjectVersion::GUID);
#if WITH_EDITORONLY_DATA
if (Ar.IsLoading() && Ar.CustomVer(FLandscapeCustomVersion::GUID) < FLandscapeCustomVersion::MigrateOldPropertiesToNewRenderingProperties)
{
if (LODDistanceFactor_DEPRECATED > 0)
{
const float LOD0LinearDistributionSettingMigrationTable[11] = { 1.75f, 1.75f, 1.75f, 1.75f, 1.75f, 1.68f, 1.55f, 1.4f, 1.25f, 1.25f, 1.25f };
const float LODDLinearDistributionSettingMigrationTable[11] = { 2.0f, 2.0f, 2.0f, 1.65f, 1.35f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
const float LOD0SquareRootDistributionSettingMigrationTable[11] = { 1.75f, 1.6f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
const float LODDSquareRootDistributionSettingMigrationTable[11] = { 2.0f, 1.8f, 1.55f, 1.3f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
if (LODFalloff_DEPRECATED == ELandscapeLODFalloff::Type::Linear)
{
LOD0DistributionSetting = LOD0LinearDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
LODDistributionSetting = LODDLinearDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
}
else if (LODFalloff_DEPRECATED == ELandscapeLODFalloff::Type::SquareRoot)
{
LOD0DistributionSetting = LOD0SquareRootDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
LODDistributionSetting = LODDSquareRootDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
}
}
}
#endif // WITH_EDITORONLY_DATA
}
void ALandscapeProxy::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
ALandscapeProxy* This = CastChecked<ALandscapeProxy>(InThis);
Super::AddReferencedObjects(InThis, Collector);
#if WITH_EDITORONLY_DATA
Collector.AddReferencedObjects(This->MaterialInstanceConstantMap, This);
#endif
}
#if WITH_EDITOR
FName FLandscapeInfoLayerSettings::GetLayerName() const
{
checkSlow(LayerInfoObj == nullptr || LayerInfoObj->LayerName == LayerName);
return LayerName;
}
FLandscapeEditorLayerSettings& FLandscapeInfoLayerSettings::GetEditorSettings() const
{
check(LayerInfoObj);
ULandscapeInfo* LandscapeInfo = Owner->GetLandscapeInfo();
return LandscapeInfo->GetLayerEditorSettings(LayerInfoObj);
}
FLandscapeEditorLayerSettings& ULandscapeInfo::GetLayerEditorSettings(ULandscapeLayerInfoObject* LayerInfo) const
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
FLandscapeEditorLayerSettings* EditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(LayerInfo);
if (EditorLayerSettings)
{
return *EditorLayerSettings;
}
else
{
int32 Index = Proxy->EditorLayerSettings.Add(FLandscapeEditorLayerSettings(LayerInfo));
return Proxy->EditorLayerSettings[Index];
}
}
void ULandscapeInfo::CreateLayerEditorSettingsFor(ULandscapeLayerInfoObject* LayerInfo)
{
ForAllLandscapeProxies([LayerInfo](ALandscapeProxy* Proxy)
{
FLandscapeEditorLayerSettings* EditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(LayerInfo);
if (!EditorLayerSettings)
{
Proxy->Modify();
Proxy->EditorLayerSettings.Add(FLandscapeEditorLayerSettings(LayerInfo));
}
});
}
ULandscapeLayerInfoObject* ULandscapeInfo::GetLayerInfoByName(FName LayerName, ALandscapeProxy* Owner /*= nullptr*/) const
{
ULandscapeLayerInfoObject* LayerInfo = nullptr;
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj->LayerName == LayerName
&& (Owner == nullptr || Layers[j].Owner == Owner))
{
LayerInfo = Layers[j].LayerInfoObj;
}
}
return LayerInfo;
}
int32 ULandscapeInfo::GetLayerInfoIndex(ULandscapeLayerInfoObject* LayerInfo, ALandscapeProxy* Owner /*= nullptr*/) const
{
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj == LayerInfo
&& (Owner == nullptr || Layers[j].Owner == Owner))
{
return j;
}
}
return INDEX_NONE;
}
int32 ULandscapeInfo::GetLayerInfoIndex(FName LayerName, ALandscapeProxy* Owner /*= nullptr*/) const
{
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].GetLayerName() == LayerName
&& (Owner == nullptr || Layers[j].Owner == Owner))
{
return j;
}
}
return INDEX_NONE;
}
bool ULandscapeInfo::UpdateLayerInfoMapInternal(ALandscapeProxy* Proxy, bool bInvalidate)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ULandscapeInfo::UpdateLayerInfoMapInternal);
bool bHasCollision = false;
if (GIsEditor)
{
if (Proxy)
{
if (bInvalidate)
{
// this is a horribly dangerous combination of parameters...
for (int32 i = 0; i < Layers.Num(); i++)
{
if (Layers[i].Owner == Proxy)
{
Layers.RemoveAt(i--);
}
}
}
else // Proxy && !bInvalidate
{
TArray<FName> LayerNames = Proxy->GetLayersFromMaterial();
// Validate any existing layer infos owned by this proxy
for (int32 i = 0; i < Layers.Num(); i++)
{
if (Layers[i].Owner == Proxy)
{
Layers[i].bValid = LayerNames.Contains(Layers[i].GetLayerName());
}
}
// Add placeholders for any unused material layers
for (int32 i = 0; i < LayerNames.Num(); i++)
{
int32 LayerInfoIndex = GetLayerInfoIndex(LayerNames[i]);
if (LayerInfoIndex == INDEX_NONE)
{
FLandscapeInfoLayerSettings LayerSettings(LayerNames[i], Proxy);
LayerSettings.bValid = true;
Layers.Add(LayerSettings);
}
}
// Populate from layers used in components
for (int32 ComponentIndex = 0; ComponentIndex < Proxy->LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Component = Proxy->LandscapeComponents[ComponentIndex];
// Add layers from per-component override materials
if (Component->OverrideMaterial != nullptr)
{
TArray<FName> ComponentLayerNames = Proxy->GetLayersFromMaterial(Component->OverrideMaterial);
for (int32 i = 0; i < ComponentLayerNames.Num(); i++)
{
int32 LayerInfoIndex = GetLayerInfoIndex(ComponentLayerNames[i]);
if (LayerInfoIndex == INDEX_NONE)
{
FLandscapeInfoLayerSettings LayerSettings(ComponentLayerNames[i], Proxy);
LayerSettings.bValid = true;
Layers.Add(LayerSettings);
}
}
}
const TArray<FWeightmapLayerAllocationInfo>& ComponentWeightmapLayerAllocations = Component->GetWeightmapLayerAllocations();
for (int32 AllocationIndex = 0; AllocationIndex < ComponentWeightmapLayerAllocations.Num(); AllocationIndex++)
{
ULandscapeLayerInfoObject* LayerInfo = ComponentWeightmapLayerAllocations[AllocationIndex].LayerInfo;
if (LayerInfo)
{
int32 LayerInfoIndex = GetLayerInfoIndex(LayerInfo);
bool bValid = LayerNames.Contains(LayerInfo->LayerName);
if (bValid)
{
//LayerInfo->IsReferencedFromLoadedData = true;
}
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
// Valid layer infos take precedence over invalid ones
// Landscape Actors take precedence over Proxies
if ((bValid && !LayerSettings.bValid)
|| (bValid == LayerSettings.bValid && Proxy->IsA<ALandscape>()))
{
LayerSettings.Owner = Proxy;
LayerSettings.bValid = bValid;
LayerSettings.ThumbnailMIC = nullptr;
}
}
else
{
// handle existing placeholder layers
LayerInfoIndex = GetLayerInfoIndex(LayerInfo->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
//if (LayerSettings.Owner == Proxy)
{
LayerSettings.Owner = Proxy;
LayerSettings.LayerInfoObj = LayerInfo;
LayerSettings.bValid = bValid;
LayerSettings.ThumbnailMIC = nullptr;
}
}
else
{
FLandscapeInfoLayerSettings LayerSettings(LayerInfo, Proxy);
LayerSettings.bValid = bValid;
Layers.Add(LayerSettings);
}
}
}
}
}
// Add any layer infos cached in the actor
Proxy->EditorLayerSettings.RemoveAll([](const FLandscapeEditorLayerSettings& Settings) { return Settings.LayerInfoObj == nullptr; });
for (int32 i = 0; i < Proxy->EditorLayerSettings.Num(); i++)
{
FLandscapeEditorLayerSettings& EditorLayerSettings = Proxy->EditorLayerSettings[i];
if (LayerNames.Contains(EditorLayerSettings.LayerInfoObj->LayerName))
{
// intentionally using the layer name here so we don't add layer infos from
// the cache that have the same name as an actual assignment from a component above
int32 LayerInfoIndex = GetLayerInfoIndex(EditorLayerSettings.LayerInfoObj->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
if (LayerSettings.LayerInfoObj == nullptr)
{
LayerSettings.Owner = Proxy;
LayerSettings.LayerInfoObj = EditorLayerSettings.LayerInfoObj;
LayerSettings.bValid = true;
}
}
}
else
{
Proxy->Modify();
Proxy->EditorLayerSettings.RemoveAt(i--);
}
}
}
}
else // !Proxy
{
Layers.Empty();
if (!bInvalidate)
{
ForAllLandscapeProxies([this](ALandscapeProxy* EachProxy)
{
if (!EachProxy->IsPendingKillPending())
{
checkSlow(EachProxy->GetLandscapeInfo() == this);
UpdateLayerInfoMapInternal(EachProxy, false);
}
});
}
}
//if (GCallbackEvent)
//{
// GCallbackEvent->Send( CALLBACK_EditorPostModal );
//}
}
return bHasCollision;
}
bool ULandscapeInfo::UpdateLayerInfoMap(ALandscapeProxy* Proxy /*= nullptr*/, bool bInvalidate /*= false*/)
{
bool bResult = UpdateLayerInfoMapInternal(Proxy, bInvalidate);
if (GIsEditor)
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape && Landscape->HasLayersContent())
{
Landscape->RequestLayersInitialization(/*bInRequestContentUpdate*/false);
}
}
return bResult;
}
#endif // WITH_EDITOR
void ALandscapeProxy::PostLoad()
{
Super::PostLoad();
// Temporary
if (ComponentSizeQuads == 0 && LandscapeComponents.Num() > 0)
{
ULandscapeComponent* Comp = LandscapeComponents[0];
if (Comp)
{
ComponentSizeQuads = Comp->ComponentSizeQuads;
SubsectionSizeQuads = Comp->SubsectionSizeQuads;
NumSubsections = Comp->NumSubsections;
}
}
if (IsTemplate() == false)
{
BodyInstance.FixupData(this);
}
if ((GetLinker() && (GetLinker()->UEVer() < VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES)) ||
LandscapeComponents.Num() != CollisionComponents.Num() ||
LandscapeComponents.ContainsByPredicate([](ULandscapeComponent* Comp) { return ((Comp != nullptr) && !Comp->CollisionComponent.IsValid()); }))
{
CreateLandscapeInfo();
}
#if WITH_EDITOR
PRAGMA_DISABLE_DEPRECATION_WARNINGS;
if (!LandscapeMaterialsOverride_DEPRECATED.IsEmpty())
{
PerLODOverrideMaterials.Reserve(LandscapeMaterialsOverride_DEPRECATED.Num());
for (const FLandscapeProxyMaterialOverride& LocalMaterialOverride : LandscapeMaterialsOverride_DEPRECATED)
{
PerLODOverrideMaterials.Add({ LocalMaterialOverride.LODIndex.Default, LocalMaterialOverride.Material });
}
LandscapeMaterialsOverride_DEPRECATED.Reset();
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS;
if (GIsEditor && GetWorld() && !GetWorld()->IsGameWorld())
{
if ((GetLinker() && (GetLinker()->UEVer() < VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES)) ||
LandscapeComponents.Num() != CollisionComponents.Num() ||
LandscapeComponents.ContainsByPredicate([](ULandscapeComponent* Comp) { return ((Comp != nullptr) && !Comp->CollisionComponent.IsValid()); }))
{
// Need to clean up invalid collision components
RecreateCollisionComponents();
}
}
EditorLayerSettings.RemoveAll([](const FLandscapeEditorLayerSettings& Settings) { return Settings.LayerInfoObj == nullptr; });
if (EditorCachedLayerInfos_DEPRECATED.Num() > 0)
{
for (int32 i = 0; i < EditorCachedLayerInfos_DEPRECATED.Num(); i++)
{
EditorLayerSettings.Add(FLandscapeEditorLayerSettings(EditorCachedLayerInfos_DEPRECATED[i]));
}
EditorCachedLayerInfos_DEPRECATED.Empty();
}
bool bFixedUpInvalidMaterialInstances = false;
for (ULandscapeComponent* Comp : LandscapeComponents)
{
if (Comp)
{
// Validate the layer combination and store it in the MaterialInstanceConstantMap
if (UMaterialInstance* MaterialInstance = Comp->GetMaterialInstance(0, false))
{
UMaterialInstanceConstant* CombinationMaterialInstance = Cast<UMaterialInstanceConstant>(MaterialInstance->Parent);
// Only validate if uncooked and in the editor/commandlet mode (we cannot re-build material instance constants if this is not the case : see UMaterialInstance::CacheResourceShadersForRendering, which is only called if FApp::CanEverRender() returns true)
if (!Comp->GetOutermost()->HasAnyPackageFlags(PKG_FilterEditorOnly) && (GIsEditor && FApp::CanEverRender()))
{
if (Comp->ValidateCombinationMaterial(CombinationMaterialInstance))
{
MaterialInstanceConstantMap.Add(*ULandscapeComponent::GetLayerAllocationKey(Comp->GetWeightmapLayerAllocations(), CombinationMaterialInstance->Parent), CombinationMaterialInstance);
}
else
{
// There was a problem with the loaded material : it doesn't match the expected material combination, we need to regenerate the material instances :
Comp->UpdateMaterialInstances();
bFixedUpInvalidMaterialInstances = true;
}
}
else if (CombinationMaterialInstance)
{
// Skip ValidateCombinationMaterial
MaterialInstanceConstantMap.Add(*ULandscapeComponent::GetLayerAllocationKey(Comp->GetWeightmapLayerAllocations(), CombinationMaterialInstance->Parent), CombinationMaterialInstance);
}
}
}
}
if (bFixedUpInvalidMaterialInstances)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("LandscapeName"), FText::FromString(GetPathName()));
Arguments.Add(TEXT("ProxyPackage"), FText::FromString(GetOutermost()->GetName()));
FMessageLog("MapCheck").Info()
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_FixedUpInvalidLandscapeMaterialInstances", "{LandscapeName} : Fixed up invalid landscape material instances. Please re-save {ProxyPackage}."), Arguments)))
->AddToken(FMapErrorToken::Create(FMapErrors::FixedUpInvalidLandscapeMaterialInstances));
}
// track feature level change to flush grass cache
if (GetWorld())
{
FOnFeatureLevelChanged::FDelegate FeatureLevelChangedDelegate = FOnFeatureLevelChanged::FDelegate::CreateUObject(this, &ALandscapeProxy::OnFeatureLevelChanged);
FeatureLevelChangedDelegateHandle = GetWorld()->AddOnFeatureLevelChangedHandler(FeatureLevelChangedDelegate);
}
RepairInvalidTextures();
#endif // WITH_EDITOR
}
FIntPoint ALandscapeProxy::GetSectionBaseOffset() const
{
return LandscapeSectionOffset;
}
#if WITH_EDITOR
void ALandscapeProxy::Destroyed()
{
Super::Destroyed();
UWorld* World = GetWorld();
if (GIsEditor && !World->IsGameWorld())
{
ULandscapeInfo::RecreateLandscapeInfo(World, false);
if (SplineComponent)
{
SplineComponent->ModifySplines();
}
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
NumComponentsNeedingGrassMapRender = 0;
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
NumTexturesToStreamForVisibleGrassMapRender = 0;
}
// unregister feature level changed handler for grass
if (FeatureLevelChangedDelegateHandle.IsValid())
{
World->RemoveOnFeatureLevelChangedHandler(FeatureLevelChangedDelegateHandle);
FeatureLevelChangedDelegateHandle.Reset();
}
}
void ALandscapeProxy::GetSharedProperties(ALandscapeProxy* Landscape)
{
if (GIsEditor && Landscape)
{
Modify();
LandscapeGuid = Landscape->LandscapeGuid;
//@todo UE merge, landscape, this needs work
RootComponent->SetRelativeScale3D(Landscape->GetRootComponent()->GetComponentToWorld().GetScale3D());
//PrePivot = Landscape->PrePivot;
StaticLightingResolution = Landscape->StaticLightingResolution;
CastShadow = Landscape->CastShadow;
bCastDynamicShadow = Landscape->bCastDynamicShadow;
bCastStaticShadow = Landscape->bCastStaticShadow;
bCastContactShadow = Landscape->bCastContactShadow;
bCastFarShadow = Landscape->bCastFarShadow;
bCastHiddenShadow = Landscape->bCastHiddenShadow;
bCastShadowAsTwoSided = Landscape->bCastShadowAsTwoSided;
bAffectDistanceFieldLighting = Landscape->bAffectDistanceFieldLighting;
LightingChannels = Landscape->LightingChannels;
bRenderCustomDepth = Landscape->bRenderCustomDepth;
CustomDepthStencilWriteMask = Landscape->CustomDepthStencilWriteMask;
CustomDepthStencilValue = Landscape->CustomDepthStencilValue;
LDMaxDrawDistance = Landscape->LDMaxDrawDistance;
ComponentSizeQuads = Landscape->ComponentSizeQuads;
NumSubsections = Landscape->NumSubsections;
SubsectionSizeQuads = Landscape->SubsectionSizeQuads;
MaxLODLevel = Landscape->MaxLODLevel;
LODDistanceFactor_DEPRECATED = Landscape->LODDistanceFactor_DEPRECATED;
LODFalloff_DEPRECATED = Landscape->LODFalloff_DEPRECATED;
ComponentScreenSizeToUseSubSections = Landscape->ComponentScreenSizeToUseSubSections;
LODDistributionSetting = Landscape->LODDistributionSetting;
LOD0DistributionSetting = Landscape->LOD0DistributionSetting;
LOD0ScreenSize = Landscape->LOD0ScreenSize;
NegativeZBoundsExtension = Landscape->NegativeZBoundsExtension;
PositiveZBoundsExtension = Landscape->PositiveZBoundsExtension;
CollisionMipLevel = Landscape->CollisionMipLevel;
bBakeMaterialPositionOffsetIntoCollision = Landscape->bBakeMaterialPositionOffsetIntoCollision;
RuntimeVirtualTextures = Landscape->RuntimeVirtualTextures;
VirtualTextureLodBias = Landscape->VirtualTextureLodBias;
VirtualTextureNumLods = Landscape->VirtualTextureNumLods;
VirtualTextureRenderPassType = Landscape->VirtualTextureRenderPassType;
if (!LandscapeMaterial)
{
LandscapeMaterial = Landscape->LandscapeMaterial;
PerLODOverrideMaterials = Landscape->PerLODOverrideMaterials;
}
if (!LandscapeHoleMaterial)
{
LandscapeHoleMaterial = Landscape->LandscapeHoleMaterial;
}
if (LandscapeMaterial == Landscape->LandscapeMaterial)
{
EditorLayerSettings = Landscape->EditorLayerSettings;
}
if (!DefaultPhysMaterial)
{
DefaultPhysMaterial = Landscape->DefaultPhysMaterial;
}
LightmassSettings = Landscape->LightmassSettings;
}
}
void ALandscapeProxy::FixupSharedData(ALandscape* Landscape)
{
if (Landscape == nullptr)
{
return;
}
bool bUpdated = false;
if (MaxLODLevel != Landscape->MaxLODLevel)
{
MaxLODLevel = Landscape->MaxLODLevel;
bUpdated = true;
}
if (ComponentScreenSizeToUseSubSections != Landscape->ComponentScreenSizeToUseSubSections)
{
ComponentScreenSizeToUseSubSections = Landscape->ComponentScreenSizeToUseSubSections;
bUpdated = true;
}
if (LODDistributionSetting != Landscape->LODDistributionSetting)
{
LODDistributionSetting = Landscape->LODDistributionSetting;
bUpdated = true;
}
if (LOD0DistributionSetting != Landscape->LOD0DistributionSetting)
{
LOD0DistributionSetting = Landscape->LOD0DistributionSetting;
bUpdated = true;
}
if (LOD0ScreenSize != Landscape->LOD0ScreenSize)
{
LOD0ScreenSize = Landscape->LOD0ScreenSize;
bUpdated = true;
}
if (TargetDisplayOrder != Landscape->TargetDisplayOrder)
{
TargetDisplayOrder = Landscape->TargetDisplayOrder;
bUpdated = true;
}
if (TargetDisplayOrderList != Landscape->TargetDisplayOrderList)
{
TargetDisplayOrderList = Landscape->TargetDisplayOrderList;
bUpdated = true;
}
TSet<FGuid> LayerGuids;
Algo::Transform(Landscape->LandscapeLayers, LayerGuids, [](const FLandscapeLayer& Layer) { return Layer.Guid; });
bUpdated |= RemoveObsoleteLayers(LayerGuids);
for (const FLandscapeLayer& Layer : Landscape->LandscapeLayers)
{
bUpdated |= AddLayer(Layer.Guid);
}
if (bUpdated)
{
MarkPackageDirty();
}
}
void ALandscapeProxy::SetAbsoluteSectionBase(FIntPoint InSectionBase)
{
FIntPoint Difference = InSectionBase - LandscapeSectionOffset;
LandscapeSectionOffset = InSectionBase;
RecreateComponentsRenderState([Difference](ULandscapeComponent* Comp)
{
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
Comp->SetSectionBase(AbsoluteSectionBase);
});
for (int32 CompIdx = 0; CompIdx < CollisionComponents.Num(); CompIdx++)
{
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[CompIdx];
if (Comp)
{
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
Comp->SetSectionBase(AbsoluteSectionBase);
}
}
}
void ALandscapeProxy::RecreateComponentsState()
{
RecreateComponentsRenderState([](ULandscapeComponent* Comp)
{
Comp->UpdateComponentToWorld();
Comp->UpdateCachedBounds();
Comp->UpdateBounds();
});
for (int32 ComponentIndex = 0; ComponentIndex < CollisionComponents.Num(); ComponentIndex++)
{
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[ComponentIndex];
if (Comp)
{
Comp->UpdateComponentToWorld();
Comp->RecreatePhysicsState();
}
}
}
void ALandscapeProxy::RecreateComponentsRenderState(TFunctionRef<void(ULandscapeComponent*)> Fn)
{
// Batch component render state recreation
TArray<FComponentRecreateRenderStateContext> ComponentRecreateRenderStates;
ComponentRecreateRenderStates.Reserve(LandscapeComponents.Num());
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
if (Comp)
{
Fn(Comp);
ComponentRecreateRenderStates.Emplace(Comp);
}
}
}
UMaterialInterface* ALandscapeProxy::GetLandscapeMaterial(int8 InLODIndex) const
{
if (InLODIndex != INDEX_NONE)
{
UWorld* World = GetWorld();
if (World != nullptr)
{
if (const FLandscapePerLODMaterialOverride* LocalMaterialOverride = PerLODOverrideMaterials.FindByPredicate(
[InLODIndex](const FLandscapePerLODMaterialOverride& InOverride) { return (InOverride.LODIndex == InLODIndex) && (InOverride.Material != nullptr); }))
{
return LocalMaterialOverride->Material;
}
}
}
return LandscapeMaterial != nullptr ? LandscapeMaterial : UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ALandscapeProxy::GetLandscapeHoleMaterial() const
{
return LandscapeHoleMaterial;
}
UMaterialInterface* ALandscapeStreamingProxy::GetLandscapeMaterial(int8 InLODIndex) const
{
if (InLODIndex != INDEX_NONE)
{
UWorld* World = GetWorld();
if (World != nullptr)
{
if (const FLandscapePerLODMaterialOverride* LocalMaterialOverride = PerLODOverrideMaterials.FindByPredicate(
[InLODIndex](const FLandscapePerLODMaterialOverride& InOverride) { return (InOverride.LODIndex == InLODIndex) && (InOverride.Material != nullptr); }))
{
return LocalMaterialOverride->Material;
}
}
}
if (LandscapeMaterial != nullptr)
{
return LandscapeMaterial;
}
if (LandscapeActor != nullptr)
{
return LandscapeActor->GetLandscapeMaterial(InLODIndex);
}
return UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ALandscapeStreamingProxy::GetLandscapeHoleMaterial() const
{
if (LandscapeHoleMaterial)
{
return LandscapeHoleMaterial;
}
else if (ALandscape* Landscape = LandscapeActor.Get())
{
return Landscape->GetLandscapeHoleMaterial();
}
return nullptr;
}
void ALandscape::PreSave(const class ITargetPlatform* TargetPlatform)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS;
Super::PreSave(TargetPlatform);
PRAGMA_ENABLE_DEPRECATION_WARNINGS;
}
void ALandscape::PreSave(FObjectPreSaveContext ObjectSaveContext)
{
Super::PreSave(ObjectSaveContext);
//ULandscapeInfo* Info = GetLandscapeInfo();
//if (GIsEditor && Info && !ObjectSaveContext.IsProceduralSave())
//{
// for (TSet<ALandscapeProxy*>::TIterator It(Info->Proxies); It; ++It)
// {
// ALandscapeProxy* Proxy = *It;
// if (!ensure(Proxy->LandscapeActor == this))
// {
// Proxy->LandscapeActor = this;
// Proxy->GetSharedProperties(this);
// }
// }
//}
}
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxyForLevel(ULevel* Level) const
{
ALandscapeProxy* LandscapeProxy = nullptr;
ForAllLandscapeProxies([&LandscapeProxy, Level](ALandscapeProxy* Proxy)
{
if (Proxy->GetLevel() == Level)
{
LandscapeProxy = Proxy;
}
});
return LandscapeProxy;
}
ALandscapeProxy* ULandscapeInfo::GetCurrentLevelLandscapeProxy(bool bRegistered) const
{
ALandscapeProxy* LandscapeProxy = nullptr;
ForAllLandscapeProxies([&LandscapeProxy, bRegistered](ALandscapeProxy* Proxy)
{
if (!bRegistered || Proxy->GetRootComponent()->IsRegistered())
{
UWorld* ProxyWorld = Proxy->GetWorld();
if (ProxyWorld &&
ProxyWorld->GetCurrentLevel() == Proxy->GetOuter())
{
LandscapeProxy = Proxy;
}
}
});
return LandscapeProxy;
}
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxy() const
{
// Mostly this Proxy used to calculate transformations
// in Editor all proxies of same landscape actor have root components in same locations
// so it doesn't really matter which proxy we return here
// prefer LandscapeActor in case it is loaded
if (LandscapeActor.IsValid())
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape != nullptr &&
Landscape->GetRootComponent()->IsRegistered())
{
return Landscape;
}
}
// prefer current level proxy
ALandscapeProxy* Proxy = GetCurrentLevelLandscapeProxy(true);
if (Proxy != nullptr)
{
return Proxy;
}
// any proxy in the world
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
Proxy = (*It);
if (Proxy != nullptr &&
Proxy->GetRootComponent()->IsRegistered())
{
return Proxy;
}
}
return nullptr;
}
void ULandscapeInfo::Reset()
{
LandscapeActor.Reset();
Proxies.Empty();
XYtoComponentMap.Empty();
XYtoAddCollisionMap.Empty();
//SelectedComponents.Empty();
//SelectedRegionComponents.Empty();
//SelectedRegion.Empty();
}
void ULandscapeInfo::FixupProxiesTransform(bool bDirty)
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape == nullptr ||
Landscape->GetRootComponent()->IsRegistered() == false)
{
return;
}
// Make sure section offset of all proxies is multiple of ALandscapeProxy::ComponentSizeQuads
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
if (bDirty)
{
Proxy->Modify();
}
FIntPoint LandscapeSectionOffset = Proxy->LandscapeSectionOffset - Landscape->LandscapeSectionOffset;
FIntPoint LandscapeSectionOffsetRem(
LandscapeSectionOffset.X % Proxy->ComponentSizeQuads,
LandscapeSectionOffset.Y % Proxy->ComponentSizeQuads);
if (LandscapeSectionOffsetRem.X != 0 || LandscapeSectionOffsetRem.Y != 0)
{
FIntPoint NewLandscapeSectionOffset = Proxy->LandscapeSectionOffset - LandscapeSectionOffsetRem;
UE_LOG(LogLandscape, Warning, TEXT("Landscape section base is not multiple of component size, attempted automated fix: '%s', %d,%d vs %d,%d."),
*Proxy->GetFullName(), Proxy->LandscapeSectionOffset.X, Proxy->LandscapeSectionOffset.Y, NewLandscapeSectionOffset.X, NewLandscapeSectionOffset.Y);
Proxy->SetAbsoluteSectionBase(NewLandscapeSectionOffset);
}
}
FTransform LandscapeTM = Landscape->LandscapeActorToWorld();
// Update transformations of all linked landscape proxies
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
FTransform ProxyRelativeTM(FVector(Proxy->LandscapeSectionOffset));
FTransform ProxyTransform = ProxyRelativeTM * LandscapeTM;
if (!Proxy->GetTransform().Equals(ProxyTransform))
{
Proxy->SetActorTransform(ProxyTransform);
// Let other systems know that an actor was moved
GEngine->BroadcastOnActorMoved(Proxy);
}
}
}
void ULandscapeInfo::UpdateComponentLayerAllowList()
{
ForAllLandscapeProxies([](ALandscapeProxy* Proxy)
{
for (ULandscapeComponent* Comp : Proxy->LandscapeComponents)
{
Comp->UpdateLayerAllowListFromPaintedLayers();
}
});
}
void ULandscapeInfo::RecreateLandscapeInfo(UWorld* InWorld, bool bMapCheck)
{
check(InWorld);
ULandscapeInfoMap& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(InWorld);
LandscapeInfoMap.Modify();
// reset all LandscapeInfo objects
for (auto& LandscapeInfoPair : LandscapeInfoMap.Map)
{
ULandscapeInfo* LandscapeInfo = LandscapeInfoPair.Value;
if (LandscapeInfo != nullptr)
{
LandscapeInfo->Modify();
LandscapeInfo->Reset();
}
}
TMap<FGuid, TArray<ALandscapeProxy*>> ValidLandscapesMap;
// Gather all valid landscapes in the world
for (ALandscapeProxy* Proxy : TActorRange<ALandscapeProxy>(InWorld))
{
if (Proxy->GetLevel() &&
Proxy->GetLevel()->bIsVisible &&
!Proxy->HasAnyFlags(RF_BeginDestroyed) &&
IsValid(Proxy) &&
!Proxy->IsPendingKillPending())
{
ValidLandscapesMap.FindOrAdd(Proxy->GetLandscapeGuid()).Add(Proxy);
}
}
// Register landscapes in global landscape map
for (auto& ValidLandscapesPair : ValidLandscapesMap)
{
auto& LandscapeList = ValidLandscapesPair.Value;
for (ALandscapeProxy* Proxy : LandscapeList)
{
Proxy->CreateLandscapeInfo()->RegisterActor(Proxy, bMapCheck);
}
}
// Remove empty entries from global LandscapeInfo map
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
ULandscapeInfo* Info = It.Value();
if (Info != nullptr && Info->GetLandscapeProxy() == nullptr)
{
Info->MarkAsGarbage();
It.RemoveCurrent();
}
else if (Info == nullptr) // remove invalid entry
{
It.RemoveCurrent();
}
}
// We need to inform Landscape editor tools about LandscapeInfo updates
FEditorSupportDelegates::WorldChange.Broadcast();
}
#endif
ULandscapeInfo* ULandscapeInfo::Find(UWorld* InWorld, const FGuid& LandscapeGuid)
{
ULandscapeInfo* LandscapeInfo = nullptr;
check(LandscapeGuid.IsValid());
if (InWorld != nullptr)
{
auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(InWorld);
LandscapeInfo = LandscapeInfoMap.Map.FindRef(LandscapeGuid);
}
return LandscapeInfo;
}
ULandscapeInfo* ULandscapeInfo::FindOrCreate(UWorld* InWorld, const FGuid& LandscapeGuid)
{
ULandscapeInfo* LandscapeInfo = nullptr;
check(LandscapeGuid.IsValid());
check(InWorld);
auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(InWorld);
LandscapeInfo = LandscapeInfoMap.Map.FindRef(LandscapeGuid);
if (!LandscapeInfo)
{
LandscapeInfo = NewObject<ULandscapeInfo>(GetTransientPackage(), NAME_None, RF_Transactional | RF_Transient);
LandscapeInfoMap.Modify(false);
LandscapeInfo->Initialize(InWorld, LandscapeGuid);
LandscapeInfoMap.Map.Add(LandscapeGuid, LandscapeInfo);
}
check(LandscapeInfo);
return LandscapeInfo;
}
void ULandscapeInfo::Initialize(UWorld* InWorld, const FGuid& InLandscapeGuid)
{
LandscapeGuid = InLandscapeGuid;
}
void ULandscapeInfo::ForAllLandscapeProxies(TFunctionRef<void(ALandscapeProxy*)> Fn) const
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape)
{
Fn(Landscape);
}
for (ALandscapeProxy* LandscapeProxy : Proxies)
{
Fn(LandscapeProxy);
}
}
void ULandscapeInfo::RegisterActor(ALandscapeProxy* Proxy, bool bMapCheck)
{
UWorld* OwningWorld = Proxy->GetWorld();
// do not pass here invalid actors
checkSlow(Proxy);
check(Proxy->GetLandscapeGuid().IsValid());
check(LandscapeGuid.IsValid());
#if WITH_EDITOR
if (!OwningWorld->IsGameWorld())
{
// in case this Info object is not initialized yet
// initialized it with properties from passed actor
if (GetLandscapeProxy() == nullptr)
{
ComponentSizeQuads = Proxy->ComponentSizeQuads;
ComponentNumSubsections = Proxy->NumSubsections;
SubsectionSizeQuads = Proxy->SubsectionSizeQuads;
DrawScale = Proxy->GetRootComponent() != nullptr ? Proxy->GetRootComponent()->GetRelativeScale3D() : FVector(100.0f);
}
// check that passed actor matches all shared parameters
check(LandscapeGuid == Proxy->GetLandscapeGuid());
check(ComponentSizeQuads == Proxy->ComponentSizeQuads);
check(ComponentNumSubsections == Proxy->NumSubsections);
check(SubsectionSizeQuads == Proxy->SubsectionSizeQuads);
if (Proxy->GetRootComponent() != nullptr && !DrawScale.Equals(Proxy->GetRootComponent()->GetRelativeScale3D()))
{
UE_LOG(LogLandscape, Warning, TEXT("Landscape proxy (%s) scale (%s) does not match to main actor scale (%s)."),
*Proxy->GetName(), *Proxy->GetRootComponent()->GetRelativeScale3D().ToCompactString(), *DrawScale.ToCompactString());
}
// register
if (ALandscape* Landscape = Cast<ALandscape>(Proxy))
{
checkf(!LandscapeActor || LandscapeActor == Landscape, TEXT("Multiple landscapes with the same GUID detected: %s vs %s"), *LandscapeActor->GetPathName(), *Landscape->GetPathName());
LandscapeActor = Landscape;
// In world composition user is not allowed to move landscape in editor, only through WorldBrowser
bool bIsLockLocation = LandscapeActor->IsLockLocation();
bIsLockLocation |= OwningWorld != nullptr ? OwningWorld->WorldComposition != nullptr : false;
LandscapeActor->SetLockLocation(bIsLockLocation);
// update proxies reference actor
for (ALandscapeStreamingProxy* StreamingProxy : Proxies)
{
StreamingProxy->LandscapeActor = LandscapeActor;
StreamingProxy->FixupSharedData(Landscape);
}
}
else
{
auto LamdbdaLowerBound = [](ALandscapeProxy* A, ALandscapeProxy* B)
{
FIntPoint SectionBaseA = A->GetSectionBaseOffset();
FIntPoint SectionBaseB = B->GetSectionBaseOffset();
if (SectionBaseA.X != SectionBaseB.X)
{
return SectionBaseA.X < SectionBaseB.X;
}
return SectionBaseA.Y < SectionBaseB.Y;
};
// Insert Proxies in a sorted fashion for generating deterministic results in the Layer system
ALandscapeStreamingProxy* StreamingProxy = CastChecked<ALandscapeStreamingProxy>(Proxy);
if (!Proxies.Contains(Proxy))
{
uint32 InsertIndex = Algo::LowerBound(Proxies, Proxy, LamdbdaLowerBound);
Proxies.Insert(StreamingProxy, InsertIndex);
}
StreamingProxy->LandscapeActor = LandscapeActor;
StreamingProxy->FixupSharedData(LandscapeActor.Get());
}
UpdateLayerInfoMap(Proxy);
UpdateAllAddCollisions();
RegisterSplineActor(Proxy);
}
#endif
//
// add proxy components to the XY map
//
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
{
RegisterActorComponent(Proxy->LandscapeComponents[CompIdx], bMapCheck);
}
for (ULandscapeHeightfieldCollisionComponent* CollComp : Proxy->CollisionComponents)
{
RegisterCollisionComponent(CollComp);
}
}
void ULandscapeInfo::UnregisterActor(ALandscapeProxy* Proxy)
{
UWorld* OwningWorld = Proxy->GetWorld();
#if WITH_EDITOR
if (!OwningWorld->IsGameWorld())
{
if (ALandscape* Landscape = Cast<ALandscape>(Proxy))
{
// Note: UnregisterActor sometimes gets triggered twice, e.g. it has been observed to happen during redo
// Note: In some cases LandscapeActor could be updated to a new landscape actor before the old landscape is unregistered/destroyed
// e.g. this has been observed when merging levels in the editor
if (LandscapeActor.Get() == Landscape)
{
LandscapeActor = nullptr;
}
// update proxies reference to landscape actor
for (ALandscapeStreamingProxy* StreamingProxy : Proxies)
{
StreamingProxy->LandscapeActor = LandscapeActor;
}
}
else
{
ALandscapeStreamingProxy* StreamingProxy = CastChecked<ALandscapeStreamingProxy>(Proxy);
Proxies.Remove(StreamingProxy);
StreamingProxy->LandscapeActor = nullptr;
}
UnregisterSplineActor(Proxy);
}
#endif
// remove proxy components from the XY map
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
{
ULandscapeComponent* Component = Proxy->LandscapeComponents[CompIdx];
if (Component) // When a landscape actor is being GC'd it's possible the components were already GC'd and are null
{
UnregisterActorComponent(Component);
}
}
XYtoComponentMap.Compact();
for (ULandscapeHeightfieldCollisionComponent* CollComp : Proxy->CollisionComponents)
{
if (CollComp)
{
UnregisterCollisionComponent(CollComp);
}
}
XYtoCollisionComponentMap.Compact();
#if WITH_EDITOR
if (!OwningWorld->IsGameWorld())
{
UpdateLayerInfoMap();
UpdateAllAddCollisions();
}
#endif
}
#if WITH_EDITOR
ALandscapeSplineActor* ULandscapeInfo::CreateSplineActor(const FVector& Location)
{
check(LandscapeActor.Get());
UWorld* World = LandscapeActor->GetWorld();
check(World);
FActorSpawnParameters SpawnParams;
SpawnParams.OverrideLevel = World->PersistentLevel;
SpawnParams.bNoFail = true;
SpawnParams.ObjectFlags |= RF_Transactional;
ALandscapeSplineActor* SplineActor = World->SpawnActor<ALandscapeSplineActor>(Location, FRotator::ZeroRotator, SpawnParams);
SplineActor->GetSharedProperties(this);
SplineActor->GetSplinesComponent()->ShowSplineEditorMesh(true);
SplineActor->SetIsSpatiallyLoaded(AreNewLandscapeActorsSpatiallyLoaded());
RegisterSplineActor(SplineActor);
return SplineActor;
}
void ULandscapeInfo::ForAllSplineActors(TFunctionRef<void(TScriptInterface<ILandscapeSplineInterface>)> Fn) const
{
for (const TScriptInterface<ILandscapeSplineInterface>& SplineActor : SplineActors)
{
Fn(SplineActor);
}
}
TArray<TScriptInterface<ILandscapeSplineInterface>> ULandscapeInfo::GetSplineActors() const
{
TArray<TScriptInterface<ILandscapeSplineInterface>> CopySplineActors(SplineActors);
return MoveTemp(CopySplineActors);
}
void ULandscapeInfo::RegisterSplineActor(TScriptInterface<ILandscapeSplineInterface> SplineActor)
{
Modify();
// Sort on insert to ensure spline actors are always processed in the same order, regardless of variation in the
// sub level streaming/registration sequence.
auto SortPredicate = [](const TScriptInterface<ILandscapeSplineInterface>& A, const TScriptInterface<ILandscapeSplineInterface>& B)
{
return Cast<UObject>(A.GetInterface())->GetPathName() < Cast<UObject>(B.GetInterface())->GetPathName();
};
// Add a unique entry, sorted
const int32 LBoundIdx = Algo::LowerBound(SplineActors, SplineActor, SortPredicate);
if (LBoundIdx == SplineActors.Num() || SplineActors[LBoundIdx] != SplineActor)
{
SplineActors.Insert(SplineActor, LBoundIdx);
}
if (SplineActor->GetSplinesComponent())
{
RequestSplineLayerUpdate();
}
}
void ULandscapeInfo::UnregisterSplineActor(TScriptInterface<ILandscapeSplineInterface> SplineActor)
{
Modify();
SplineActors.Remove(SplineActor);
if (SplineActor->GetSplinesComponent())
{
RequestSplineLayerUpdate();
}
}
void ULandscapeInfo::RequestSplineLayerUpdate()
{
if (LandscapeActor)
{
LandscapeActor->RequestSplineLayerUpdate();
}
}
void ULandscapeInfo::ForceLayersFullUpdate()
{
if (LandscapeActor)
{
LandscapeActor->ForceLayersFullUpdate();
}
}
#endif
void ULandscapeInfo::RegisterCollisionComponent(ULandscapeHeightfieldCollisionComponent* Component)
{
if (Component == nullptr || !Component->IsRegistered())
{
return;
}
FIntPoint ComponentKey = Component->GetSectionBase() / Component->CollisionSizeQuads;
auto RegisteredComponent = XYtoCollisionComponentMap.FindRef(ComponentKey);
if (RegisteredComponent != Component)
{
if (RegisteredComponent == nullptr)
{
XYtoCollisionComponentMap.Add(ComponentKey, Component);
}
}
}
void ULandscapeInfo::UnregisterCollisionComponent(ULandscapeHeightfieldCollisionComponent* Component)
{
if (ensure(Component))
{
FIntPoint ComponentKey = Component->GetSectionBase() / Component->CollisionSizeQuads;
auto RegisteredComponent = XYtoCollisionComponentMap.FindRef(ComponentKey);
if (RegisteredComponent == Component)
{
XYtoCollisionComponentMap.Remove(ComponentKey);
}
}
}
// TODO [jonathan.bard] This does not support being called at runtime yet because ULandscapeInfo::LandscapeActor
// is not valid at runtime or in non-editor worlds (e.g. PIE), for no good reason, and also XYtoComponentMap is
// described as being valid only in editor.
bool ULandscapeInfo::GetOverlappedComponents(const FTransform& InAreaWorldTransform, const FBox2D& InAreaExtents,
TMap<FIntPoint, ULandscapeComponent*>& OutOverlappedComponents, FIntRect& OutComponentIndicesBoundingRect)
{
if (!LandscapeActor.IsValid())
{
return false;
}
// Compute the AABB for this area in landscape space to find which of the landscape components are overlapping :
FVector Extremas[4];
const FTransform& LandscapeTransform = LandscapeActor->GetTransform();
Extremas[0] = LandscapeTransform.InverseTransformPosition(InAreaWorldTransform.TransformPosition(FVector(InAreaExtents.Min.X, InAreaExtents.Min.Y, 0.0)));
Extremas[1] = LandscapeTransform.InverseTransformPosition(InAreaWorldTransform.TransformPosition(FVector(InAreaExtents.Min.X, InAreaExtents.Max.Y, 0.0)));
Extremas[2] = LandscapeTransform.InverseTransformPosition(InAreaWorldTransform.TransformPosition(FVector(InAreaExtents.Max.X, InAreaExtents.Min.Y, 0.0)));
Extremas[3] = LandscapeTransform.InverseTransformPosition(InAreaWorldTransform.TransformPosition(FVector(InAreaExtents.Max.X, InAreaExtents.Max.Y, 0.0)));
FBox LocalExtents(Extremas, 4);
// Indices of the landscape components needed for rendering this area :
FIntRect BoundingIndices;
BoundingIndices.Min = FIntPoint(FMath::FloorToInt(LocalExtents.Min.X / ComponentSizeQuads), FMath::FloorToInt(LocalExtents.Min.Y / ComponentSizeQuads));
// The max here is meant to be an exclusive bound, hence the +1
BoundingIndices.Max = FIntPoint(FMath::FloorToInt(LocalExtents.Max.X / ComponentSizeQuads), FMath::FloorToInt(LocalExtents.Max.Y / ComponentSizeQuads)) + FIntPoint(1);
// There could be missing components, so the effective area is actually a subset of this area :
FIntRect EffectiveBoundingIndices;
// Go through each loaded component and find out the actual bounds of the area we need to render :
for (int32 KeyY = BoundingIndices.Min.Y; KeyY < BoundingIndices.Max.Y; ++KeyY)
{
for (int32 KeyX = BoundingIndices.Min.X; KeyX < BoundingIndices.Max.X; ++KeyX)
{
FIntPoint Key(KeyX, KeyY);
if (ULandscapeComponent* Component = XYtoComponentMap.FindRef(Key))
{
EffectiveBoundingIndices.Union(FIntRect(Key, Key + FIntPoint(1)));
OutOverlappedComponents.Add(Key, Component);
}
}
}
if (OutOverlappedComponents.IsEmpty())
{
return false;
}
OutComponentIndicesBoundingRect = EffectiveBoundingIndices;
return true;
}
void ULandscapeInfo::RegisterActorComponent(ULandscapeComponent* Component, bool bMapCheck)
{
// Do not register components which are not part of the world
if (Component == nullptr ||
Component->IsRegistered() == false)
{
return;
}
check(Component);
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
if (RegisteredComponent != Component)
{
if (RegisteredComponent == nullptr)
{
XYtoComponentMap.Add(ComponentKey, Component);
}
else if (bMapCheck)
{
#if WITH_EDITOR
ALandscapeProxy* OurProxy = Component->GetLandscapeProxy();
ALandscapeProxy* ExistingProxy = RegisteredComponent->GetLandscapeProxy();
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ProxyName1"), FText::FromString(OurProxy->GetName()));
Arguments.Add(TEXT("LevelName1"), FText::FromString(OurProxy->GetLevel()->GetOutermost()->GetName()));
Arguments.Add(TEXT("ProxyName2"), FText::FromString(ExistingProxy->GetName()));
Arguments.Add(TEXT("LevelName2"), FText::FromString(ExistingProxy->GetLevel()->GetOutermost()->GetName()));
Arguments.Add(TEXT("XLocation"), Component->GetSectionBase().X);
Arguments.Add(TEXT("YLocation"), Component->GetSectionBase().Y);
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(OurProxy))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_LandscapeComponentPostLoad_Warning", "Landscape {ProxyName1} of {LevelName1} has overlapping render components with {ProxyName2} of {LevelName2} at location ({XLocation}, {YLocation})."), Arguments)))
->AddToken(FActionToken::Create(LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponent", "Delete Duplicate"), LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponentDesc", "Deletes the duplicate landscape component."), FOnActionTokenExecuted::CreateUObject(OurProxy, &ALandscapeProxy::RemoveOverlappingComponent, Component), true))
->AddToken(FMapErrorToken::Create(FMapErrors::LandscapeComponentPostLoad_Warning));
// Show MapCheck window
FMessageLog("MapCheck").Open(EMessageSeverity::Warning);
#endif
}
}
#if WITH_EDITOR
// Update Selected Components/Regions
if (Component->EditToolRenderData.SelectedType)
{
if (Component->EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_COMPONENT)
{
SelectedComponents.Add(Component);
}
else if (Component->EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)
{
SelectedRegionComponents.Add(Component);
}
}
#endif
XYComponentBounds.Include(ComponentKey);
}
void ULandscapeInfo::UnregisterActorComponent(ULandscapeComponent* Component)
{
if (ensure(Component))
{
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
if (RegisteredComponent == Component)
{
XYtoComponentMap.Remove(ComponentKey);
}
SelectedComponents.Remove(Component);
SelectedRegionComponents.Remove(Component);
// When removing a key, we need to iterate to find the new bounds
XYComponentBounds = FIntRect(MAX_int32, MAX_int32, MIN_int32, MIN_int32);
for (const auto& XYComponentPair : XYtoComponentMap)
{
XYComponentBounds.Include(XYComponentPair.Key);
}
}
}
namespace LandscapeInfoBoundsHelper
{
void AccumulateBounds(ALandscapeProxy* Proxy, FBox& Bounds)
{
const bool bOnlyCollidingComponents = false;
const bool bIncludeChildActors = false;
FVector Origin;
FVector BoxExtents;
Proxy->GetActorBounds(bOnlyCollidingComponents, Origin, BoxExtents, bIncludeChildActors);
// Reject invalid bounds
if (BoxExtents != FVector::Zero())
{
Bounds += FBox::BuildAABB(Origin, BoxExtents);
}
}
}
FBox ULandscapeInfo::GetLoadedBounds() const
{
FBox Bounds(EForceInit::ForceInit);
if (LandscapeActor.IsValid())
{
LandscapeInfoBoundsHelper::AccumulateBounds(LandscapeActor.Get(), Bounds);
}
// Since in PIE/in-game the Proxies aren't populated, we must iterate through the loaded components
// but this is functionally equivalent to calling ForAllLandscapeProxies
TSet<ALandscapeProxy*> LoadedProxies;
for (auto It = XYtoComponentMap.CreateConstIterator(); It; ++It)
{
if (!It.Value())
{
continue;
}
if (ALandscapeProxy* Proxy = Cast<ALandscapeProxy>(It.Value()->GetOwner()))
{
LoadedProxies.Add(Proxy);
}
}
for (ALandscapeProxy* Proxy : LoadedProxies)
{
LandscapeInfoBoundsHelper::AccumulateBounds(Proxy, Bounds);
}
return Bounds;
}
#if WITH_EDITOR
FBox ULandscapeInfo::GetCompleteBounds() const
{
ALandscape* Landscape = LandscapeActor.Get();
// In a non-WP situation, the current actor's bounds will do.
if(!Landscape || !Landscape->GetWorld() || !Landscape->GetWorld()->GetWorldPartition())
{
return GetLoadedBounds();
}
FBox Bounds(EForceInit::ForceInit);
if (UWorldPartition* WorldPartition = Landscape->GetWorld()->GetWorldPartition())
{
FWorldPartitionHelpers::ForEachActorDesc<ALandscapeProxy>(WorldPartition, [this, &Bounds, Landscape](const FWorldPartitionActorDesc* ActorDesc)
{
FLandscapeActorDesc* LandscapeActorDesc = (FLandscapeActorDesc*)ActorDesc;
if (LandscapeActorDesc->GridGuid == LandscapeGuid)
{
ALandscapeProxy* LandscapeProxy = Cast<ALandscapeProxy>(ActorDesc->GetActor());
// Skip owning landscape actor
if (LandscapeProxy != Landscape)
{
if (LandscapeProxy)
{
// Prioritize loaded bounds, as the bounds in the actor desc might not be up-to-date
LandscapeInfoBoundsHelper::AccumulateBounds(LandscapeProxy, Bounds);
}
else
{
Bounds += ActorDesc->GetBounds();
}
}
}
return true;
});
}
return Bounds;
}
#endif
void ULandscapeComponent::PostInitProperties()
{
Super::PostInitProperties();
// Create a new guid in case this is a newly created component
// If not, this guid will be overwritten when serialized
FPlatformMisc::CreateGuid(StateId);
// Initialize MapBuildDataId to something unique, in case this is a new ULandscapeComponent
MapBuildDataId = FGuid::NewGuid();
}
void ULandscapeComponent::PostDuplicate(bool bDuplicateForPIE)
{
if (!bDuplicateForPIE)
{
// Reset the StateId on duplication since it needs to be unique for each capture.
// PostDuplicate covers direct calls to StaticDuplicateObject, but not actor duplication (see PostEditImport)
FPlatformMisc::CreateGuid(StateId);
}
}
ULandscapeWeightmapUsage::ULandscapeWeightmapUsage(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ClearUsage();
}
// Generate a new guid to force a recache of all landscape derived data
#define LANDSCAPE_FULL_DERIVEDDATA_VER TEXT("3000901CF3B24F028854C2DB986E5B3B")
FString FLandscapeComponentDerivedData::GetDDCKeyString(const FGuid& StateId)
{
return FDerivedDataCacheInterface::BuildCacheKey(TEXT("LS_FULL"), LANDSCAPE_FULL_DERIVEDDATA_VER, *StateId.ToString());
}
void FLandscapeComponentDerivedData::InitializeFromUncompressedData(const TArray<uint8>& UncompressedData, const TArray<TArray<uint8>>& StreamingLODs)
{
int32 UncompressedSize = UncompressedData.Num() * UncompressedData.GetTypeSize();
TArray<uint8> TempCompressedMemory;
// Compressed can be slightly larger than uncompressed
TempCompressedMemory.Empty(UncompressedSize * 4 / 3);
TempCompressedMemory.AddUninitialized(UncompressedSize * 4 / 3);
int32 CompressedSize = TempCompressedMemory.Num() * TempCompressedMemory.GetTypeSize();
verify(FCompression::CompressMemory(
NAME_Zlib,
TempCompressedMemory.GetData(),
CompressedSize,
UncompressedData.GetData(),
UncompressedSize,
COMPRESS_BiasMemory));
// Note: change LANDSCAPE_FULL_DERIVEDDATA_VER when modifying the serialization layout
FMemoryWriter FinalArchive(CompressedLandscapeData, true);
FinalArchive << UncompressedSize;
FinalArchive << CompressedSize;
FinalArchive.Serialize(TempCompressedMemory.GetData(), CompressedSize);
const int32 NumStreamingLODs = StreamingLODs.Num();
StreamingLODDataArray.Empty(NumStreamingLODs);
for (int32 Idx = 0; Idx < NumStreamingLODs; ++Idx)
{
const TArray<uint8>& SrcData = StreamingLODs[Idx];
const int32 NumSrcBytes = SrcData.Num();
FByteBulkData& LODData = StreamingLODDataArray[StreamingLODDataArray.AddDefaulted()];
if (NumSrcBytes > 0)
{
LODData.ResetBulkDataFlags(BULKDATA_Force_NOT_InlinePayload);
LODData.Lock(LOCK_READ_WRITE);
void* Dest = LODData.Realloc(NumSrcBytes);
FMemory::Memcpy(Dest, SrcData.GetData(), NumSrcBytes);
LODData.Unlock();
}
}
}
void FLandscapeComponentDerivedData::Serialize(FArchive& Ar, UObject* Owner)
{
Ar << CompressedLandscapeData;
int32 NumStreamingLODs = StreamingLODDataArray.Num();
Ar << NumStreamingLODs;
if (Ar.IsLoading())
{
StreamingLODDataArray.Empty(NumStreamingLODs);
StreamingLODDataArray.AddDefaulted(NumStreamingLODs);
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
CachedLODDataPackagePath.Empty();
CachedLODDataPackageSegment = EPackageSegment::Header;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
for (int32 Idx = 0; Idx < NumStreamingLODs; ++Idx)
{
FByteBulkData& LODData = StreamingLODDataArray[Idx];
LODData.Serialize(Ar, Owner, Idx);
PRAGMA_DISABLE_DEPRECATION_WARNINGS
if (CachedLODDataPackagePath.IsEmpty() &&
!!(LODData.GetBulkDataFlags() & BULKDATA_Force_NOT_InlinePayload) &&
LODData.IsUsingIODispatcher() == false)
{
CachedLODDataPackagePath = LODData.GetPackagePath();
CachedLODDataPackageSegment = LODData.GetPackageSegment();
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
}
bool FLandscapeComponentDerivedData::LoadFromDDC(const FGuid& StateId, UObject* Component)
{
TArray<uint8> Bytes;
if (GetDerivedDataCacheRef().GetSynchronous(*GetDDCKeyString(StateId), Bytes, Component->GetPathName()))
{
FMemoryReader Ar(Bytes, true);
Serialize(Ar, Component);
return true;
}
return false;
}
void FLandscapeComponentDerivedData::SaveToDDC(const FGuid& StateId, UObject* Component)
{
check(CompressedLandscapeData.Num() > 0);
TArray<uint8> Bytes;
FMemoryWriter Ar(Bytes, true);
Serialize(Ar, Component);
GetDerivedDataCacheRef().Put(*GetDDCKeyString(StateId), Bytes, Component->GetPathName());
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
ALandscapeProxy::~ALandscapeProxy()
{
for (int32 Index = 0; Index < AsyncFoliageTasks.Num(); Index++)
{
FAsyncTask<FAsyncGrassTask>* Task = AsyncFoliageTasks[Index];
Task->EnsureCompletion(true);
FAsyncGrassTask& Inner = Task->GetTask();
delete Task;
}
AsyncFoliageTasks.Empty();
#if WITH_EDITOR
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
NumComponentsNeedingGrassMapRender = 0;
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
NumTexturesToStreamForVisibleGrassMapRender = 0;
#endif
#if WITH_EDITORONLY_DATA
LandscapeProxies.Remove(this);
#endif
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
//
// ALandscapeMeshProxyActor
//
ALandscapeMeshProxyActor::ALandscapeMeshProxyActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetCanBeDamaged(false);
LandscapeMeshProxyComponent = CreateDefaultSubobject<ULandscapeMeshProxyComponent>(TEXT("LandscapeMeshProxyComponent0"));
LandscapeMeshProxyComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
LandscapeMeshProxyComponent->Mobility = EComponentMobility::Static;
LandscapeMeshProxyComponent->SetGenerateOverlapEvents(false);
RootComponent = LandscapeMeshProxyComponent;
}
//
// ULandscapeMeshProxyComponent
//
ULandscapeMeshProxyComponent::ULandscapeMeshProxyComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void ULandscapeMeshProxyComponent::InitializeForLandscape(ALandscapeProxy* Landscape, int8 InProxyLOD)
{
LandscapeGuid = Landscape->GetLandscapeGuid();
for (ULandscapeComponent* Component : Landscape->LandscapeComponents)
{
if (Component)
{
ProxyComponentBases.Add(Component->GetSectionBase() / Component->ComponentSizeQuads);
}
}
if (InProxyLOD != INDEX_NONE)
{
ProxyLOD = FMath::Clamp<int32>(InProxyLOD, 0, FMath::CeilLogTwo(Landscape->SubsectionSizeQuads + 1) - 1);
}
}
#if WITH_EDITOR
void ALandscapeProxy::SerializeStateHashes(FArchive& Ar)
{
for (FLandscapePerLODMaterialOverride& MaterialOverride : PerLODOverrideMaterials)
{
if (MaterialOverride.Material != nullptr)
{
FGuid LocalStateId = MaterialOverride.Material->GetMaterial_Concurrent()->StateId;
Ar << LocalStateId;
Ar << MaterialOverride.LODIndex;
}
}
}
void ULandscapeComponent::SerializeStateHashes(FArchive& Ar)
{
FGuid HeightmapGuid = HeightmapTexture->Source.GetId();
Ar << HeightmapGuid;
for (auto WeightmapTexture : WeightmapTextures)
{
FGuid WeightmapGuid = WeightmapTexture->Source.GetId();
Ar << WeightmapGuid;
}
bool bMeshHoles = GetLandscapeProxy()->bMeshHoles;
uint8 MeshHolesMaxLod = GetLandscapeProxy()->MeshHolesMaxLod;
Ar << bMeshHoles << MeshHolesMaxLod;
// Take into account the Heightmap offset per component
Ar << HeightmapScaleBias.Z;
Ar << HeightmapScaleBias.W;
if (OverrideMaterial != nullptr)
{
FGuid LocalStateId = OverrideMaterial->GetMaterial_Concurrent()->StateId;
Ar << LocalStateId;
}
for (FLandscapePerLODMaterialOverride& MaterialOverride : PerLODOverrideMaterials)
{
if (MaterialOverride.Material != nullptr)
{
FGuid LocalStateId = MaterialOverride.Material->GetMaterial_Concurrent()->StateId;
Ar << LocalStateId;
Ar << MaterialOverride.LODIndex;
}
}
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy->LandscapeMaterial != nullptr)
{
FGuid LocalStateId = Proxy->LandscapeMaterial->GetMaterial_Concurrent()->StateId;
Ar << LocalStateId;
}
Proxy->SerializeStateHashes(Ar);
}
FLandscapeGIBakedTextureBuilder::FLandscapeGIBakedTextureBuilder(UWorld* InWorld)
:World(InWorld)
,OutdatedGIBakedTextureComponentsCount(0)
,GIBakedTexturesLastCheckTime(0)
{
}
void FLandscapeGIBakedTextureBuilder::Build()
{
if (World)
{
for (TActorIterator<ALandscapeProxy> ProxyIt(World); ProxyIt; ++ProxyIt)
{
ProxyIt->BuildGIBakedTextures();
}
//Force update the outdated count when using the build menu option.
OutdatedGIBakedTextureComponentsCount = 0;
GIBakedTexturesLastCheckTime = FPlatformTime::Seconds();
}
}
int32 FLandscapeGIBakedTextureBuilder::GetOutdatedGIBakedTextureComponentsCount(bool bInForceUpdate) const
{
if (World)
{
bool bUpdate = bInForceUpdate;
double GIBakedTexturesTimeNow = FPlatformTime::Seconds();
if (!bUpdate)
{
// Recheck every 20 secs
if ((GIBakedTexturesTimeNow - GIBakedTexturesLastCheckTime) > 20)
{
bUpdate = true;
}
}
if (bUpdate)
{
GIBakedTexturesLastCheckTime = GIBakedTexturesTimeNow;
OutdatedGIBakedTextureComponentsCount = 0;
for (TActorIterator<ALandscapeProxy> ProxyIt(World); ProxyIt; ++ProxyIt)
{
OutdatedGIBakedTextureComponentsCount += ProxyIt->GetOutdatedGIBakedTextureComponentsCount();
}
}
}
return OutdatedGIBakedTextureComponentsCount;
}
void ALandscapeProxy::BuildGIBakedTextures(struct FScopedSlowTask* InSlowTask /* = nullptr */)
{
if (!HasAnyFlags(RF_ClassDefaultObject))
{
const bool bShouldMarkDirty = true;
UpdateGIBakedTextureData(bShouldMarkDirty);
}
}
int32 ALandscapeProxy::GetOutdatedGIBakedTextureComponentsCount() const
{
int32 OutdatedGITextureComponentsCount = 0;
UpdateGIBakedTextureStatus(nullptr, nullptr, &OutdatedGITextureComponentsCount);
return OutdatedGITextureComponentsCount;
}
void ALandscapeProxy::UpdateGIBakedTextureStatus(bool* bOutGenerateLandscapeGIData, TMap<UTexture2D*, FGIBakedTextureState>* OutComponentsNeedBakingByHeightmap, int32* OutdatedComponentsCount) const
{
int32 OutdatedComponents = 0;
int32 ComponentsNeedToBeCleared = 0;
int32 ComponentsNeedToBeBaked = 0;
//@todo - remove Landscape GI Data
if (true)
{
if (bOutGenerateLandscapeGIData)
{
*bOutGenerateLandscapeGIData = false;
}
for (ULandscapeComponent* Component : LandscapeComponents)
{
if (Component != nullptr && Component->GIBakedBaseColorTexture != nullptr)
{
ComponentsNeedToBeCleared++;
}
}
OutdatedComponents += ComponentsNeedToBeCleared;
}
else
{
// Stores the components and their state hash data for a single atlas
struct FGIBakeTextureStateBuilder
{
// pointer as FMemoryWriter caches the address of the FBufferArchive, and this struct could be relocated on a realloc.
TUniquePtr<FBufferArchive> ComponentStateAr;
TArray<ULandscapeComponent*> Components;
FGIBakeTextureStateBuilder()
{
ComponentStateAr = MakeUnique<FBufferArchive>();
}
};
TMap<UTexture2D*, FGIBakeTextureStateBuilder> ComponentsByHeightmap;
for (ULandscapeComponent* Component : LandscapeComponents)
{
if (Component == nullptr)
{
continue;
}
FGIBakeTextureStateBuilder& Info = ComponentsByHeightmap.FindOrAdd(Component->GetHeightmap());
Info.Components.Add(Component);
Component->SerializeStateHashes(*Info.ComponentStateAr);
}
for (auto It = ComponentsByHeightmap.CreateIterator(); It; ++It)
{
FGIBakeTextureStateBuilder& Info =It.Value();
// Calculate a combined Guid-like ID we can use for this component
uint32 Hash[5];
FSHA1::HashBuffer(Info.ComponentStateAr->GetData(), Info.ComponentStateAr->Num(), (uint8*)Hash);
FGuid CombinedStateId = FGuid(Hash[0] ^ Hash[4], Hash[1], Hash[2], Hash[3]);
if (Info.Components[0]->BakedTextureMaterialGuid != CombinedStateId)
{
ComponentsNeedToBeBaked += Info.Components.Num();
if (OutComponentsNeedBakingByHeightmap)
{
FGIBakedTextureState& GIBakedTextureState = OutComponentsNeedBakingByHeightmap->FindOrAdd(It.Key());
GIBakedTextureState.Components = MoveTemp(Info.Components);
GIBakedTextureState.CombinedStateId = CombinedStateId;
}
}
}
OutdatedComponents += ComponentsNeedToBeBaked;
}
if (OutdatedComponentsCount)
{
if (OutdatedComponents == 0)
{
for (auto Component : LandscapeComponents)
{
const bool bIsDirty = Component->GetPackage()->IsDirty();
if (Component->LastBakedTextureMaterialGuid != Component->BakedTextureMaterialGuid && !bIsDirty)
{
OutdatedComponents++;
}
}
}
*OutdatedComponentsCount = OutdatedComponents;
}
}
void ALandscapeProxy::UpdateGIBakedTextureData(bool bInShouldMarkDirty)
{
const bool bBakeAllGITextures = true;
UpdateGIBakedTextures(bBakeAllGITextures);
if (bInShouldMarkDirty && GetOutdatedGIBakedTextureComponentsCount() > 0)
{
MarkPackageDirty();
}
}
void ALandscapeProxy::UpdateGIBakedTextures(bool bBakeAllGITextures)
{
// See if we can render
UWorld* World = GetWorld();
if (!GIsEditor || GUsingNullRHI || !World || World->IsGameWorld() || World->FeatureLevel < ERHIFeatureLevel::SM5)
{
return;
}
if (!bBakeAllGITextures && UpdateBakedTexturesCountdown-- > 0)
{
return;
}
bool bGenerateLandscapeGIData = true;
TMap<UTexture2D*, FGIBakedTextureState> ComponentsToBeBakedByHeightmap;
UpdateGIBakedTextureStatus(&bGenerateLandscapeGIData, &ComponentsToBeBakedByHeightmap);
if (!bGenerateLandscapeGIData)
{
// Clear out any existing GI textures
for (ULandscapeComponent* Component : LandscapeComponents)
{
if (Component != nullptr && Component->GIBakedBaseColorTexture != nullptr)
{
Component->BakedTextureMaterialGuid.Invalidate();
Component->GIBakedBaseColorTexture = nullptr;
Component->MarkRenderStateDirty();
}
}
// Don't check if we need to update anything for another 60 frames
UpdateBakedTexturesCountdown = 60;
return;
}
TotalComponentsNeedingTextureBaking -= NumComponentsNeedingTextureBaking;
NumComponentsNeedingTextureBaking = 0;
int32 NumGenerated = 0;
for (auto It = ComponentsToBeBakedByHeightmap.CreateConstIterator(); It; ++It)
{
const FGIBakedTextureState& Info = It.Value();
bool bCanBake = true;
for (ULandscapeComponent* Component : Info.Components)
{
// not registered; ignore this component
if (!Component->SceneProxy)
{
continue;
}
// Check we can render the material
UMaterialInstance* MaterialInstance = Component->GetMaterialInstance(0, false);
if (!MaterialInstance)
{
// Cannot render this component yet as it doesn't have a material; abandon the atlas for this heightmap
bCanBake = false;
break;
}
FMaterialResource* MaterialResource = MaterialInstance->GetMaterialResource(World->FeatureLevel);
if (!MaterialResource || !MaterialResource->HasValidGameThreadShaderMap())
{
// Cannot render this component yet as its shaders aren't compiled; abandon the atlas for this heightmap
bCanBake = false;
break;
}
}
if (bCanBake)
{
// We throttle, baking only one atlas per frame if bBakeAllGITextures is false.
if (!bBakeAllGITextures && NumGenerated > 0)
{
NumComponentsNeedingTextureBaking += Info.Components.Num();
}
else
{
UTexture2D* HeightmapTexture = It.Key();
// 1/8 the res of the heightmap
FIntPoint AtlasSize(HeightmapTexture->Source.GetSizeX() >> 3, HeightmapTexture->Source.GetSizeY() >> 3);
TArray<FColor> AtlasSamples;
AtlasSamples.AddZeroed(AtlasSize.X * AtlasSize.Y);
for (ULandscapeComponent* Component : Info.Components)
{
// not registered; ignore this component
if (!Component->SceneProxy)
{
continue;
}
int32 ComponentSamples = (SubsectionSizeQuads + 1) * NumSubsections;
check(FMath::IsPowerOfTwo(ComponentSamples));
int32 BakeSize = ComponentSamples >> 3;
TArray<FColor> Samples;
if (FMaterialUtilities::ExportBaseColor(Component, BakeSize, Samples))
{
int32 AtlasOffsetX = FMath::RoundToInt(Component->HeightmapScaleBias.Z * (float)HeightmapTexture->Source.GetSizeX()) >> 3;
int32 AtlasOffsetY = FMath::RoundToInt(Component->HeightmapScaleBias.W * (float)HeightmapTexture->Source.GetSizeY()) >> 3;
for (int32 y = 0; y < BakeSize; y++)
{
FMemory::Memcpy(&AtlasSamples[(y + AtlasOffsetY) * AtlasSize.X + AtlasOffsetX], &Samples[y * BakeSize], sizeof(FColor) * BakeSize);
}
NumGenerated++;
}
}
UTexture2D* AtlasTexture = FMaterialUtilities::CreateTexture(GetOutermost(), HeightmapTexture->GetName() + TEXT("_BaseColor"), AtlasSize, AtlasSamples, TC_Default, TEXTUREGROUP_World, RF_NoFlags, true, Info.CombinedStateId);
for (ULandscapeComponent* Component : Info.Components)
{
Component->BakedTextureMaterialGuid = Info.CombinedStateId;
Component->GIBakedBaseColorTexture = AtlasTexture;
Component->MarkRenderStateDirty();
}
}
}
}
TotalComponentsNeedingTextureBaking += NumComponentsNeedingTextureBaking;
if (NumGenerated == 0)
{
// Don't check if we need to update anything for another 60 frames
UpdateBakedTexturesCountdown = 60;
}
}
FLandscapePhysicalMaterialBuilder::FLandscapePhysicalMaterialBuilder(UWorld* InWorld)
:World(InWorld)
,OudatedPhysicalMaterialComponentsCount(0)
{
}
void FLandscapePhysicalMaterialBuilder::Build()
{
if (World)
{
for (TActorIterator<ALandscapeProxy> ProxyIt(World); ProxyIt; ++ProxyIt)
{
ProxyIt->BuildPhysicalMaterial();
}
}
}
int32 FLandscapePhysicalMaterialBuilder::GetOudatedPhysicalMaterialComponentsCount()
{
if (World)
{
OudatedPhysicalMaterialComponentsCount = 0;
for (TActorIterator<ALandscapeProxy> ProxyIt(World); ProxyIt; ++ProxyIt)
{
OudatedPhysicalMaterialComponentsCount += ProxyIt->GetOudatedPhysicalMaterialComponentsCount();
}
}
return OudatedPhysicalMaterialComponentsCount;
}
int32 ALandscapeProxy::GetOudatedPhysicalMaterialComponentsCount() const
{
int32 OudatedPhysicalMaterialComponentsCount = 0;
UpdatePhysicalMaterialTasksStatus(nullptr, &OudatedPhysicalMaterialComponentsCount);
return OudatedPhysicalMaterialComponentsCount;
}
void ALandscapeProxy::BuildPhysicalMaterial(struct FScopedSlowTask* InSlowTask)
{
if (!HasAnyFlags(RF_ClassDefaultObject))
{
const bool bShouldMarkDirty = true;
UpdatePhysicalMaterialTasks(bShouldMarkDirty);
}
}
void ALandscapeProxy::UpdatePhysicalMaterialTasksStatus(TSet<ULandscapeComponent*>* OutdatedComponents, int32* OutdatedComponentsCount) const
{
int32 OutdatedCount = 0;
for (auto Component : LandscapeComponents)
{
uint32 Hash = Component->CalculatePhysicalMaterialTaskHash();
if (Component->PhysicalMaterialHash != Hash || Component->PhysicalMaterialTask.IsValid())
{
OutdatedCount++;
if (OutdatedComponents)
{
OutdatedComponents->Add(Component);
}
}
}
if (OutdatedCount == 0)
{
for (auto Component : LandscapeComponents)
{
const bool bIsDirty = Component->GetPackage()->IsDirty();
if (Component->LastSavedPhysicalMaterialHash != Component->PhysicalMaterialHash && !bIsDirty)
{
OutdatedCount++;
}
}
}
if (OutdatedComponentsCount)
{
*OutdatedComponentsCount = OutdatedCount;
}
}
void ALandscapeProxy::UpdatePhysicalMaterialTasks(bool bInShouldMarkDirty)
{
TSet<ULandscapeComponent*> OutdatedComponents;
int32 PendingComponentsToBeSaved = 0;
UpdatePhysicalMaterialTasksStatus(&OutdatedComponents, &PendingComponentsToBeSaved);
for (ULandscapeComponent* Component : OutdatedComponents)
{
Component->UpdatePhysicalMaterialTasks();
}
if (bInShouldMarkDirty && PendingComponentsToBeSaved >0)
{
MarkPackageDirty();
}
}
#endif
void ALandscapeProxy::InvalidateGeneratedComponentData(bool bInvalidateLightingCache)
{
InvalidateGeneratedComponentData(LandscapeComponents, bInvalidateLightingCache);
}
void ALandscapeProxy::InvalidateGeneratedComponentData(const TArray<ULandscapeComponent*>& Components, bool bInvalidateLightingCache)
{
TMap<ALandscapeProxy*, TSet<ULandscapeComponent*>> ByProxy;
for (auto Iter = Components.CreateConstIterator(); Iter; ++Iter)
{
ULandscapeComponent* Component = *Iter;
if (bInvalidateLightingCache)
{
Component->InvalidateLightingCache();
}
Component->BakedTextureMaterialGuid.Invalidate();
ByProxy.FindOrAdd(Component->GetLandscapeProxy()).Add(Component);
}
for (auto Iter = ByProxy.CreateConstIterator(); Iter; ++Iter)
{
Iter.Key()->FlushGrassComponents(&Iter.Value());
#if WITH_EDITOR
FLandscapeProxyComponentDataChangedParams ChangeParams(Iter.Value());
Iter.Key()->OnComponentDataChanged.Broadcast(Iter.Key(), ChangeParams);
#endif
}
}
void ALandscapeProxy::InvalidateGeneratedComponentData(const TSet<ULandscapeComponent*>& Components, bool bInvalidateLightingCache)
{
InvalidateGeneratedComponentData(Components.Array(), bInvalidateLightingCache);
}
ULandscapeLODStreamingProxy::ULandscapeLODStreamingProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
LandscapeComponent = Cast<ULandscapeComponent>(GetOuter());
}
int32 ULandscapeLODStreamingProxy::CalcCumulativeLODSize(int32 NumLODs) const
{
check(LandscapeComponent);
const int32 NumStreamingLODs = LandscapeComponent->PlatformData.StreamingLODDataArray.Num();
const int32 LastLODIdx = NumStreamingLODs - NumLODs + 1;
int64 Result = 0;
for (int32 Idx = NumStreamingLODs - 1; Idx >= LastLODIdx; --Idx)
{
Result += LandscapeComponent->PlatformData.StreamingLODDataArray[Idx].GetBulkDataSize();
}
return (int32)Result;
}
bool ULandscapeLODStreamingProxy::GetMipDataFilename(const int32 MipIndex, FString& OutBulkDataFilename) const
{
FPackagePath PackagePath;
EPackageSegment PackageSegment;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool bResult = GetMipDataPackagePath(MipIndex, PackagePath, PackageSegment);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
if (bResult)
{
OutBulkDataFilename = PackagePath.GetLocalFullPath(PackageSegment);
return true;
}
return false;
}
bool ULandscapeLODStreamingProxy::GetMipDataPackagePath(const int32 MipIndex, FPackagePath& OutPackagePath, EPackageSegment& OutPackageSegment) const
{
check(LandscapeComponent);
const int32 NumStreamingLODs = LandscapeComponent->PlatformData.StreamingLODDataArray.Num();
if (MipIndex >= 0 && MipIndex < NumStreamingLODs)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
OutPackagePath = LandscapeComponent->PlatformData.CachedLODDataPackagePath;
OutPackageSegment = LandscapeComponent->PlatformData.CachedLODDataPackageSegment;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
return true;
}
return false;
}
FIoFilenameHash ULandscapeLODStreamingProxy::GetMipIoFilenameHash(const int32 MipIndex) const
{
if (LandscapeComponent && LandscapeComponent->PlatformData.StreamingLODDataArray.IsValidIndex(MipIndex))
{
return LandscapeComponent->PlatformData.StreamingLODDataArray[MipIndex].GetIoFilenameHash();
}
else
{
return INVALID_IO_FILENAME_HASH;
}
}
bool ULandscapeLODStreamingProxy::StreamOut(int32 NewMipCount)
{
check(IsInGameThread());
if (!HasPendingInitOrStreaming() && CachedSRRState.StreamOut(NewMipCount))
{
PendingUpdate = new FLandscapeMeshMobileStreamOut(this);
return !PendingUpdate->IsCancelled();
}
return false;
}
bool ULandscapeLODStreamingProxy::StreamIn(int32 NewMipCount, bool bHighPrio)
{
check(IsInGameThread());
if (!HasPendingInitOrStreaming() && CachedSRRState.StreamIn(NewMipCount))
{
#if WITH_EDITOR
if (FPlatformProperties::HasEditorOnlyData())
{
PendingUpdate = new FLandscapeMeshMobileStreamIn_GPUDataOnly(this);
}
else
#endif
{
PendingUpdate = new FLandscapeMeshMobileStreamIn_IO_AsyncReallocate(this, bHighPrio);
}
return !PendingUpdate->IsCancelled();
}
return false;
}
TArray<float> ULandscapeLODStreamingProxy::GetLODScreenSizeArray() const
{
check(LandscapeComponent);
return ::GetLODScreenSizeArray(LandscapeComponent->GetLandscapeProxy(), CachedSRRState.MaxNumLODs);
}
TSharedPtr<FLandscapeMobileRenderData, ESPMode::ThreadSafe> ULandscapeLODStreamingProxy::GetRenderData() const
{
check(LandscapeComponent);
return LandscapeComponent->PlatformData.CachedRenderData;
}
FByteBulkData& ULandscapeLODStreamingProxy::GetStreamingLODBulkData(int32 LODIdx) const
{
check(LandscapeComponent);
return LandscapeComponent->PlatformData.StreamingLODDataArray[LODIdx];
}
void ULandscapeLODStreamingProxy::CancelAllPendingStreamingActions()
{
FlushRenderingCommands();
for (TObjectIterator<ULandscapeLODStreamingProxy> It; It; ++It)
{
ULandscapeLODStreamingProxy* StaticMesh = *It;
StaticMesh->CancelPendingStreamingRequest();
}
FlushRenderingCommands();
}
bool ULandscapeLODStreamingProxy::HasPendingRenderResourceInitialization() const
{
return LandscapeComponent && LandscapeComponent->PlatformData.CachedRenderData && !LandscapeComponent->PlatformData.CachedRenderData->bReadyForStreaming;
}
void ULandscapeLODStreamingProxy::ClearStreamingResourceState()
{
CachedSRRState.Clear();
}
void ULandscapeLODStreamingProxy::InitResourceStateForMobileStreaming()
{
check(LandscapeComponent);
const int32 NumLODs = LandscapeComponent->PlatformData.StreamingLODDataArray.Num() + 1;
const bool bHasValidRenderData = LandscapeComponent->PlatformData.CachedRenderData.IsValid();
CachedSRRState.Clear();
CachedSRRState.bSupportsStreaming = !NeverStream && NumLODs > 1 && bHasValidRenderData;
CachedSRRState.NumNonStreamingLODs = 1;
CachedSRRState.NumNonOptionalLODs = NumLODs;
CachedSRRState.MaxNumLODs = NumLODs;
CachedSRRState.NumResidentLODs = bHasValidRenderData ? (NumLODs - LandscapeComponent->PlatformData.CachedRenderData->CurrentFirstLODIdx) : NumLODs;
CachedSRRState.NumRequestedLODs = CachedSRRState.NumResidentLODs;
// Set bHasPendingInitHint so that HasPendingRenderResourceInitialization() gets called.
CachedSRRState.bHasPendingInitHint = true;
}
#if WITH_EDITOR
FLandscapeProxyComponentDataChangedParams::FLandscapeProxyComponentDataChangedParams(const TSet<ULandscapeComponent*>& InComponents)
: Components(InComponents.Array())
{
}
void FLandscapeProxyComponentDataChangedParams::ForEachComponent(TFunctionRef<void(const ULandscapeComponent*)> Func) const
{
for (ULandscapeComponent* Component : Components)
{
Func(Component);
}
}
#endif
#undef LOCTEXT_NAMESPACE