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WorldPartition - Added Lanscape HLODs Created a custom HLOD builder for ULandscapeComponent * Landscape LOD used to generate the HLOD is autocomputed from the expected draw distance, same for the baked texture size * Expose ALandscapeProxy::GetLODScreenSizeArray() * Actually reverting changes done in CL 18794652 (moving proxy mesh creation back to ALandscapeProxy) * ComputeLayerHash() now takes a bool to choose if we want to compute the hash for edition or runtime data #preflight 620a60a1583261b0a6539c22 #rb Patrick.Enfedaque #ROBOMERGE-AUTHOR: sebastien.lussier #ROBOMERGE-SOURCE: CL 18980225 in //UE5/Release-5.0/... via CL 18980661 via CL 18981014 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18981050 by sebastien lussier in ue5-main branch]
323 lines
12 KiB
C++
323 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandscapeHLODBuilder.h"
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#if WITH_EDITOR
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#include "Landscape.h"
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#include "LandscapeProxy.h"
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#include "LandscapeComponent.h"
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#include "LandscapeMeshProxyComponent.h"
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#include "MeshDescription.h"
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#include "TriangleTypes.h"
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#include "StaticMeshAttributes.h"
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#include "Materials/MaterialInstanceConstant.h"
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#include "MaterialUtilities.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/StaticMeshSourceData.h"
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#include "Algo/ForEach.h"
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#include "Serialization/ArchiveCrc32.h"
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#include "Engine/HLODProxy.h"
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#endif
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ULandscapeHLODBuilder::ULandscapeHLODBuilder(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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#if WITH_EDITOR
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static uint32 GetTransformHash(const FRotator& ComponentRotation, const FVector& ComponentLocation, const FVector& ComponentScale)
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{
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FArchiveCrc32 Ar;
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// Include transform - round sufficiently to ensure stability
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FIntVector Location(FMath::RoundToInt(ComponentLocation.X), FMath::RoundToInt(ComponentLocation.Y), FMath::RoundToInt(ComponentLocation.Z));
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Ar << Location;
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FRotator Rotator(ComponentRotation.GetDenormalized());
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FIntVector Rotation(FMath::RoundToInt(Rotator.Pitch), FMath::RoundToInt(Rotator.Yaw), FMath::RoundToInt(Rotator.Roll));
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Ar << Rotation;
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float SCALE_FACTOR = 100;
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FIntVector Scale(FMath::RoundToInt(ComponentScale.X * SCALE_FACTOR), FMath::RoundToInt(ComponentScale.Y * SCALE_FACTOR), FMath::RoundToInt(ComponentScale.Z * SCALE_FACTOR));
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Ar << Scale;
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return Ar.GetCrc();
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}
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uint32 ULandscapeHLODBuilder::ComputeHLODHash(const UActorComponent* InSourceComponent) const
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{
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FArchiveCrc32 Ar;
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if (const ULandscapeComponent* LSComponent = Cast<ULandscapeComponent>(InSourceComponent))
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{
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT("ULandscapeHLODBuilder::ComputeHLODHash %s"), *InSourceComponent->GetName());
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ALandscapeProxy* LSProxy = LSComponent->GetLandscapeProxy();
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// LS LOD setup
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TArray<float> LODScreenSize = LSProxy->GetLODScreenSizeArray();
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Ar << LODScreenSize;
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT(" - LODScreenSize = %x"), Ar.GetCrc());
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// LS Transform
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uint32 TransformHash = GetTransformHash(LSComponent->GetComponentRotation(), LSComponent->GetComponentLocation(), LSComponent->GetComponentScale());
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Ar << TransformHash;
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT(" - TransformHash = %x"), Ar.GetCrc());
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// LS Content - Heightmap & Weightmaps
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uint32 LSContentHash = LSComponent->ComputeLayerHash(/*InReturnEditingHash=*/ false);
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Ar << LSContentHash;
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT(" - LSContentHash = %x"), Ar.GetCrc());
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TSet<UTexture*> UsedTextures;
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// LS Materials
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{
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TArray<UMaterialInterface*> UsedMaterials;
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if (LSProxy->bUseDynamicMaterialInstance)
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{
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UsedMaterials.Append(LSComponent->MaterialInstancesDynamic);
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}
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else
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{
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UsedMaterials.Append(LSComponent->MaterialInstances);
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}
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UsedMaterials.Add(LSComponent->OverrideMaterial);
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UsedMaterials.Add(LSComponent->OverrideHoleMaterial);
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TArray<uint32> UsedMaterialsCRC;
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for (UMaterialInterface* MaterialInterface : UsedMaterials)
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{
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if (MaterialInterface)
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{
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uint32 MaterialCRC = UHLODProxy::GetCRC(MaterialInterface);
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UsedMaterialsCRC.Add(MaterialCRC);
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TArray<UTexture*> Textures;
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MaterialInterface->GetUsedTextures(Textures, EMaterialQualityLevel::High, true, ERHIFeatureLevel::SM5, true);
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UsedTextures.Append(Textures);
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}
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}
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UsedMaterialsCRC.Sort();
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Ar << UsedMaterialsCRC;
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT(" - UsedMaterialsCRC = %x"), Ar.GetCrc());
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}
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// LS Textures
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{
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TArray<uint32> UsedTexturesCRC;
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for (UTexture* Texture : UsedTextures)
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{
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uint32 TextureCRC = UHLODProxy::GetCRC(Texture);
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UsedTexturesCRC.Add(TextureCRC);
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}
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UsedTexturesCRC.Sort();
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Ar << UsedTexturesCRC;
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UE_LOG(LogHLODBuilder, VeryVerbose, TEXT(" - UsedTexturesCRC = %x"), Ar.GetCrc());
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}
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}
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return Ar.GetCrc();
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}
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static int32 GetMeshTextureSizeFromTargetTexelDensity(const FMeshDescription& InMesh, float InTargetTexelDensity)
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{
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FStaticMeshConstAttributes Attributes(InMesh);
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TVertexAttributesConstRef<FVector3f> VertexPositions = Attributes.GetVertexPositions();
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double Mesh3DArea = 0;
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for (const FTriangleID TriangleID : InMesh.Triangles().GetElementIDs())
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{
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TArrayView<const FVertexID> TriVertices = InMesh.GetTriangleVertices(TriangleID);
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// World space area
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Mesh3DArea += UE::Geometry::VectorUtil::Area(VertexPositions[TriVertices[0]],
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VertexPositions[TriVertices[1]],
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VertexPositions[TriVertices[2]]);
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}
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double TexelRatio = FMath::Sqrt(1.0 / Mesh3DArea) * 100;
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// Compute the perfect texture size that would get us to our texture density
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// Also compute the nearest power of two sizes (below and above our target)
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const int32 SizePerfect = FMath::CeilToInt(InTargetTexelDensity / TexelRatio);
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const int32 SizeHi = FMath::RoundUpToPowerOfTwo(SizePerfect);
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const int32 SizeLo = SizeHi >> 1;
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// Compute the texel density we achieve with these two texture sizes
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const double TexelDensityLo = SizeLo * TexelRatio;
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const double TexelDensityHi = SizeHi * TexelRatio;
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// Select best match between low & high res textures.
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const double TexelDensityLoDiff = InTargetTexelDensity - TexelDensityLo;
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const double TexelDensityHiDiff = TexelDensityHi - InTargetTexelDensity;
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const int32 BestTextureSize = TexelDensityLoDiff < TexelDensityHiDiff ? SizeLo : SizeHi;
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return BestTextureSize;
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}
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static int32 ComputeRequiredLandscapeLOD(const ALandscapeProxy* InLandscapeProxy, const float InViewDistance)
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{
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check(InLandscapeProxy && !InLandscapeProxy->LandscapeComponents.IsEmpty());
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// These constants are showing up a lot in the screen size computation for Level HLODs. This should be configurable per project.
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const float HalfFOV = PI * 0.25f;
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const float ScreenWidth = 1920.0f;
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const float ScreenHeight = 1080.0f;
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const FPerspectiveMatrix ProjMatrix(HalfFOV, ScreenWidth, ScreenHeight, 1.0f);
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TArray<float> LODScreenSizes = InLandscapeProxy->GetLODScreenSizeArray();
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ULandscapeComponent* LSComponent = InLandscapeProxy->LandscapeComponents[0];
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float ComponentRadiusScaled = LSComponent->GetLocalBounds().SphereRadius * LSComponent->GetComponentTransform().GetScale3D().GetAbsMax();
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float ExpectedScreenSize = ComputeBoundsScreenSize(FVector::ZeroVector, ComponentRadiusScaled, FVector(0.0f, 0.0f, InViewDistance), ProjMatrix);
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int32 RequiredLOD;
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for (RequiredLOD = 0; RequiredLOD < LODScreenSizes.Num(); ++RequiredLOD)
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{
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if (ExpectedScreenSize > LODScreenSizes[RequiredLOD])
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{
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break;
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}
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}
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return RequiredLOD;
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}
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static UMaterialInterface* BakeLandscapeMaterial(const FHLODBuildContext& InHLODBuildContext, const FMeshDescription& InMeshDescription, const ALandscapeProxy* InLandscapeProxy, const int32 InLandscapeLOD, int32 InTextureSize)
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{
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// Build landscape material
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FFlattenMaterial LandscapeFlattenMaterial;
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LandscapeFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Diffuse, InTextureSize);
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LandscapeFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Normal, InTextureSize);
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LandscapeFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Metallic, InTextureSize);
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LandscapeFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Roughness, InTextureSize);
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LandscapeFlattenMaterial.SetPropertySize(EFlattenMaterialProperties::Specular, InTextureSize);
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FMaterialUtilities::ExportLandscapeMaterial(InLandscapeProxy, LandscapeFlattenMaterial);
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// Optimize flattened material
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FMaterialUtilities::OptimizeFlattenMaterial(LandscapeFlattenMaterial);
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UMaterial* LandscapeMaterial = GEngine->DefaultLandscapeFlattenMaterial;
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// Validate that the flatten material expects world space normals
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if (LandscapeMaterial->bTangentSpaceNormal)
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{
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UE_LOG(LogHLODBuilder, Error, TEXT("Landscape flatten material %s should use world space normals rather than tangent space normals."), *LandscapeMaterial->GetName());
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}
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FMaterialProxySettings MaterialProxySettings;
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MaterialProxySettings.TextureSizingType = ETextureSizingType::TextureSizingType_UseSingleTextureSize;
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MaterialProxySettings.TextureSize = InTextureSize;
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MaterialProxySettings.bNormalMap = true;
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MaterialProxySettings.bMetallicMap = true;
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MaterialProxySettings.bRoughnessMap = true;
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MaterialProxySettings.bSpecularMap = true;
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// Create a new proxy material instance
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TArray<UObject*> GeneratedAssets;
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UMaterialInstanceConstant* LandscapeMaterialInstance = FMaterialUtilities::CreateFlattenMaterialInstance(InHLODBuildContext.AssetsOuter->GetPackage(), MaterialProxySettings, LandscapeMaterial, LandscapeFlattenMaterial, InHLODBuildContext.AssetsBaseName, InLandscapeProxy->GetName(), GeneratedAssets);
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Algo::ForEach(GeneratedAssets, [](UObject* Asset)
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{
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// We don't want any of the generate HLOD assets to be public
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Asset->ClearFlags(RF_Public | RF_Standalone);
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// Use clamp texture addressing to avoid artifacts between tiles
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if (UTexture2D* Texture = Cast<UTexture2D>(Asset))
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{
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Texture->AddressX = TA_Clamp;
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Texture->AddressY = TA_Clamp;
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}
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});
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return LandscapeMaterialInstance;
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}
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// This is an initial implementation for UE 5.0
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// Multiple improvements could be done
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// * Currently, for each referenced landscape proxy, we generate individual HLOD meshes & textures. This should output a single mesh for all proxies
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// * Generated mesh could be Nanite-enabled
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TArray<UActorComponent*> ULandscapeHLODBuilder::Build(const FHLODBuildContext& InHLODBuildContext, const TArray<UActorComponent*>& InSourceComponents) const
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{
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TArray<ULandscapeComponent*> SourceLandscapeComponents = FilterComponents<ULandscapeComponent>(InSourceComponents);
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TSet<ALandscapeProxy*> LandscapeProxies;
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Algo::Transform(SourceLandscapeComponents, LandscapeProxies, [](ULandscapeComponent* SourceComponent) { return SourceComponent->GetLandscapeProxy(); });
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// This code assume all components of a proxy are included in the same build... validate this
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checkCode
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(
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for (ALandscapeProxy* LandscapeProxy : LandscapeProxies)
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{
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for (ULandscapeComponent* LandscapeComponent : LandscapeProxy->LandscapeComponents)
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{
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check(SourceLandscapeComponents.Contains(LandscapeComponent));
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}
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}
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);
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TArray<UActorComponent*> HLODComponents;
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TArray<UStaticMesh*> StaticMeshes;
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for (ALandscapeProxy* LandscapeProxy : LandscapeProxies)
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{
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UStaticMesh* StaticMesh = NewObject<UStaticMesh>(InHLODBuildContext.AssetsOuter);
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FMeshDescription* MeshDescription = nullptr;
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// Compute source landscape LOD
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int32 LandscapeLOD = ComputeRequiredLandscapeLOD(LandscapeProxy, InHLODBuildContext.MinVisibleDistance);
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// Mesh
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{
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FStaticMeshSourceModel& SrcModel = StaticMesh->AddSourceModel();
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// Don't allow the engine to recalculate normals
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SrcModel.BuildSettings.bRecomputeNormals = false;
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SrcModel.BuildSettings.bRecomputeTangents = false;
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SrcModel.BuildSettings.bRemoveDegenerates = false;
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SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false;
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SrcModel.BuildSettings.bUseFullPrecisionUVs = false;
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MeshDescription = StaticMesh->CreateMeshDescription(0);
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LandscapeProxy->ExportToRawMesh(LandscapeLOD, *MeshDescription);
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StaticMesh->CommitMeshDescription(0);
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StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;
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}
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// Material
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{
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float TargetTexelDensityPerMeter = FMaterialUtilities::ComputeRequiredTexelDensityFromDrawDistance(InHLODBuildContext.MinVisibleDistance, MeshDescription->GetBounds().SphereRadius);
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int32 RequiredTextureSize = GetMeshTextureSizeFromTargetTexelDensity(*MeshDescription, TargetTexelDensityPerMeter);
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UMaterialInterface* LandscapeMaterial = BakeLandscapeMaterial(InHLODBuildContext, *MeshDescription, LandscapeProxy, LandscapeLOD, RequiredTextureSize);
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//Assign the proxy material to the static mesh
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StaticMesh->GetStaticMaterials().Add(FStaticMaterial(LandscapeMaterial));
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}
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StaticMeshes.Add(StaticMesh);
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ULandscapeMeshProxyComponent* LandcapeMeshProxyComponent = NewObject<ULandscapeMeshProxyComponent>();
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LandcapeMeshProxyComponent->InitializeForLandscape(LandscapeProxy, LandscapeLOD);
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LandcapeMeshProxyComponent->SetStaticMesh(StaticMesh);
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HLODComponents.Add(LandcapeMeshProxyComponent);
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}
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UStaticMesh::BatchBuild(StaticMeshes);
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return HLODComponents;
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}
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#endif
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