Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/LandscapeRender.cpp
Chris Bunner ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3358140 on 2017/03/22 by Rolando.Caloca

	DR - Fix copy to cube face
	- Compile fix when using dump layer
	- Add new error enum

Change 3358301 on 2017/03/22 by Mitchell.Wilson

	Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.

Change 3358477 on 2017/03/22 by Mitchell.Wilson

	Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.

Change 3358529 on 2017/03/22 by Mark.Satterthwaite

	Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.

Change 3358745 on 2017/03/22 by Mark.Satterthwaite

	Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.

Change 3358837 on 2017/03/22 by Joe.Graf

	Merge of pull request #3214 for the RenderDocPlugin

	#CodeReview: matt.kuhlenschmidt, marcus.wassmer
	#rb: marcus.wassmer

Change 3359112 on 2017/03/22 by Ben.Salem

	Update perf monitor to include frame time by default. Also, use only  game/PIE world timers when in editor, instead of all worlds combined.

	#tests Ran several Showdown test runs with plugin!

Change 3359363 on 2017/03/22 by Joe.Graf

	First pass at non-unity & no pch compilation

Change 3359449 on 2017/03/22 by Joe.Graf

	Added missing null check when exporting a EXR on Linux (UE-40268)

	#CodeReview: dmitry.rekman
	#rb: n/a

Change 3360349 on 2017/03/23 by Guillaume.Abadie

	Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.

	#jira UE-42920

Change 3360405 on 2017/03/23 by Marcus.Wassmer

	Better method for detecting Kepler

Change 3360718 on 2017/03/23 by Daniel.Wright

	Planar reflections handle views smaller than the render target in a general way
	* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
	* Planar reflections are now supported in splitscreen

Change 3360758 on 2017/03/23 by Daniel.Wright

	[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead

Change 3360762 on 2017/03/23 by Daniel.Wright

	[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool

Change 3360768 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram

Change 3360770 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox

Change 3360771 on 2017/03/23 by Daniel.Wright

	[Copy] Particle lights no longer force tiled deferred lighting.  Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen.  Saves 1.5ms Xbox with one particle light.

Change 3360774 on 2017/03/23 by Daniel.Wright

	[Copy] Distance field cvar comments

Change 3360782 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled selection color on Volume materials

Change 3360795 on 2017/03/23 by Daniel.Wright

	[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption.  Albedo is [0-1] reflectance, while Extinction is a world space density.

Change 3360799 on 2017/03/23 by Daniel.Wright

	[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y

Change 3360806 on 2017/03/23 by Daniel.Wright

	[Copy] Fixed volumetric fog being offset when viewport min is not 0

Change 3360809 on 2017/03/23 by Daniel.Wright

	[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot.  Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.

Change 3361651 on 2017/03/23 by Brian.Karis

	Higher quality sharp SSR at quality 4

Change 3361678 on 2017/03/23 by Brian.Karis

	Fresnel darkens diffuse for clearcoat.

Change 3361683 on 2017/03/23 by Brian.Karis

	Fixed SSR artifact

Change 3361691 on 2017/03/23 by Brian.Karis

	Chagned min roughness limit

Change 3361707 on 2017/03/23 by Brian.Karis

	Added inverse film tone map

Change 3361726 on 2017/03/23 by Brian.Karis

	Better precision inverse

Change 3361758 on 2017/03/23 by Brian.Karis

	Material flag normal curvature to roughness is no longer forward only.

Change 3361765 on 2017/03/23 by Brian.Karis

	Update ACES

Change 3361774 on 2017/03/23 by Brian.Karis

	Cleaned up alpha support and disabled screen edge clipping.

Change 3362478 on 2017/03/24 by Guillaume.Abadie

	Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.

	#author Brian.Karis

	#jira UE-42920

Change 3362738 on 2017/03/24 by Rolando.Caloca

	DR - Hide scene capture on IF

Change 3362890 on 2017/03/24 by Guillaume.Abadie

	Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha

Change 3363665 on 2017/03/24 by Mark.Satterthwaite

	PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)

Change 3363866 on 2017/03/24 by Arne.Schober

	DR - Updated NVAPI
	#RB Marcus.Wassmer

Change 3364300 on 2017/03/24 by Brian.Karis

	SSR use dynamic velocity

Change 3364372 on 2017/03/24 by Brian.Karis

	Fix changing off axis projection velocities.

Change 3364373 on 2017/03/24 by Brian.Karis

	Enabled velocity drawing in scene captures

Change 3365531 on 2017/03/27 by Guillaume.Abadie

	Computes the material's screen position material expression directly from the pixel shader SvPosition

Change 3365764 on 2017/03/27 by Chris.Bunner

	Lowering severity of crash for missing values in scalability.ini.

	#jira UE-41331

Change 3365916 on 2017/03/27 by Guillaume.Abadie

	Exposes the viewport offset within the view property material expression

Change 3365979 on 2017/03/27 by Brian.Karis

	Fixed skylight intensity from double applying

Change 3365987 on 2017/03/27 by Brian.Karis

	Stopped post process indirect lighting intensity from scaling skylight reflections

Change 3365991 on 2017/03/27 by Brian.Karis

	Fix for static analysis

Change 3366028 on 2017/03/27 by Daniel.Wright

	Volumetric fog supports static shadowing from Stationary lights
	* Using bilinear on static shadowmap depths + 1 PCF to smooth out results

Change 3366029 on 2017/03/27 by Daniel.Wright

	Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog

Change 3366055 on 2017/03/27 by Guillaume.Abadie

	Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.

Change 3366447 on 2017/03/27 by Simon.Tourangeau

	Fix IES light profile importer.
	- Bug in the LM-63-1986 format importer.

Change 3366836 on 2017/03/27 by Brian.Karis

	ClearUAV now supports int types

Change 3367435 on 2017/03/28 by Benjamin.Hyder

	Submitting Decal Automation map for initial approval

Change 3367572 on 2017/03/28 by Chris.Bunner

	Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.

	#jira UE-42989

Change 3367756 on 2017/03/28 by Olaf.Piesche

	Niagara material usage flags

Change 3367835 on 2017/03/28 by Marcus.Wassmer

	Fix crash when TileRenderer runs before anything else.  Make explicit behavior when rendering at a time when there is no valid scene.

Change 3367837 on 2017/03/28 by Marcus.Wassmer

	Missed a file.

Change 3367838 on 2017/03/28 by Richard.Wallis

	Updated items from original shelved version by Mark Satt:

	- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's

	**Description below taken from Mark Satt's original verison of this in CL3343280**

	Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.

	Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.

	- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently  supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
	- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
	- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
	- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
	- This bumps the object version and will cause all content to recook.
	- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).

Change 3367854 on 2017/03/28 by Mark.Satterthwaite

	Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.

Change 3367877 on 2017/03/28 by Brian.Karis

	Fixed linux build hopefully

Change 3368001 on 2017/03/28 by Mark.Satterthwaite

	Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.

Change 3368019 on 2017/03/28 by Mark.Satterthwaite

	And another fix for Windows compilation of MetalShaderFormat.

Change 3368042 on 2017/03/28 by Mark.Satterthwaite

	And a couple of simpler MSVC errors.

Change 3368271 on 2017/03/28 by Mark.Satterthwaite

	Make SceneRenderTargets compile again.

Change 3368691 on 2017/03/28 by Daniel.Wright

	[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis

Change 3369689 on 2017/03/29 by Marcus.Wassmer

	Fix non editor compile for now

Change 3369862 on 2017/03/29 by Marcus.Wassmer

	Get the rest of the things compiling again.

Change 3369896 on 2017/03/29 by Chris.Bunner

	Enabling AMD HDR support by default.

	#jira UE-42113

Change 3370535 on 2017/03/29 by Marcus.Wassmer

	DR - Fix template explicit instantiation for ClearUAV permutations
	#RB Brian.Karis, Arne.Schober

Change 3370704 on 2017/03/29 by Rolando.Caloca

	DR - Rewrote GPU Skin Cache
	- Per section buffers
	- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
	Copied from 3370529

Change 3371389 on 2017/03/30 by Richard.Wallis

	Remove temp working directories after archive packages built.

Change 3371641 on 2017/03/30 by Rolando.Caloca

	DR - Copy 3371640 (fix mem leak)

Change 3372436 on 2017/03/30 by Uriel.Doyon

	Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
	This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.

	Removed the limitation of only processing UMeshComponent when handling spawed primitive.
	This releases the level manager from having to manage dynamic primitives.
	This improves performance by not having to manage dynamic references in the level manager.

	Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
	many cases automatically where previously a manual callback to notify would have been required.

	Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
	because of lack of references in the streamer.

Change 3372740 on 2017/03/30 by Chris.Bunner

	[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
	StencilSceneTexture added to deferred list.
	A few known issues to be fixed in a follow-up CL.

Change 3372765 on 2017/03/30 by Uriel.Doyon

	Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update

Change 3372979 on 2017/03/30 by Richard.Hinckley

	#jira UE-43501
	The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.

Change 3373053 on 2017/03/30 by Simon.Tourangeau

	LPV Fade support
	- mostly integrated from CL 2959511

Change 3373272 on 2017/03/30 by Uriel.Doyon

	Added support for the concurrent update of dynamic primitives by the streaming manager.

Change 3373450 on 2017/03/30 by Rolando.Caloca

	DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
	Copy 3373364

	#jira UE-43492

Change 3373470 on 2017/03/30 by Marcus.Wassmer

	Nvidia Aftermath support

Change 3374187 on 2017/03/31 by Chris.Bunner

	Volume texture support for CombineLUTs/Tonemap compute pass.
	Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
	Skip compute post process out-of-bounds writes.
	Unsigned type conversion fixes.
	Trimmed compute post process shader inputs.

Change 3374233 on 2017/03/31 by Chris.Bunner

	Removed several redundant post process compute fences and resource transitions.
	Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).

Change 3374412 on 2017/03/31 by Rolando.Caloca

	DR - Fix static analysis

Change 3374544 on 2017/03/31 by Richard.Wallis

	FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.

	Future Work
	- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
	- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
	- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock

Change 3374588 on 2017/03/31 by Richard.Wallis

	Windows Compile Fixes

Change 3374810 on 2017/03/31 by Benjamin.Hyder

	updating recommended GPU drivers

Change 3375207 on 2017/03/31 by Rolando.Caloca

	DR - vk - Fixed swapchain format selection for some Linux platforms

Change 3375248 on 2017/03/31 by Rolando.Caloca

	DR - vk - Prefer D32S8

Change 3375495 on 2017/03/31 by Rolando.Caloca

	DR - vk - Update to sdk 1.0.42.2

Change 3375496 on 2017/03/31 by Rolando.Caloca

	DR - Force compiling with updated Vulkan SDK

Change 3375636 on 2017/03/31 by Mark.Satterthwaite

	Copying Metal improvements from task stream, with some modifications:
	- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
	- Support for Apple's Instruments "Points of Interest" tool.
	- Consolidation of some Mac & iOS compiler, memory and thread handling code.
	- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
	- Improvements to the internal FMetalDebug layer, still off by default.
	- Limited support for Xcode automatic code-signing for iOS/tvOS.
	- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
	- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
	- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
	- Smattering of lesser fixes.

Change 3375654 on 2017/03/31 by Mark.Satterthwaite

	Incremental Windows build fix.

Change 3375656 on 2017/04/01 by Mark.Satterthwaite

	Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).

Change 3375797 on 2017/04/01 by Mark.Satterthwaite

	Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...

Change 3375798 on 2017/04/01 by Mark.Satterthwaite

	Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.

Change 3375835 on 2017/04/01 by Mark.Satterthwaite

	Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.

Change 3376143 on 2017/04/02 by Mark.Satterthwaite

	Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.

Change 3376324 on 2017/04/03 by Chris.Bunner

	Fixed cvar re-registration log spam and flagged a testing-only cvar as such.

Change 3376726 on 2017/04/03 by Benjamin.Hyder

	Submitting initial HDR test map (WIP)

Change 3376756 on 2017/04/03 by Guillaume.Abadie

	Fixes scene captures ordering's backward compatibility.

	Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.

Change 3377378 on 2017/04/03 by Arne.Schober

	DR - Fix ShaderRecompiling over and over again
	#RB Chris.Bunner

Change 3377512 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events

Change 3377518 on 2017/04/03 by Daniel.Wright

	[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12

Change 3377526 on 2017/04/03 by Daniel.Wright

	[Copy] "Ran out of GPU queries!" log only happens once

Change 3377535 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed unreferenced local variable

Change 3377539 on 2017/04/03 by Daniel.Wright

	[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages

Change 3377546 on 2017/04/03 by Daniel.Wright

	[Copy] Added r.LightMaxDrawDistanceScale for local light scalability

Change 3377553 on 2017/04/03 by Daniel.Wright

	[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path

Change 3377560 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes

Change 3377565 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)

Change 3377572 on 2017/04/03 by Daniel.Wright

	[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC

Change 3377586 on 2017/04/03 by Daniel.Wright

	Fixed compile error

Change 3377699 on 2017/04/03 by David.Hill

	FFT Code.  Moved over from raven and refactored

	#review-3374589 @guillaume.abadie

Change 3377910 on 2017/04/03 by David.Hill

	GPU FFT: Fix Linux Build
	adding a missing template<> to an IMPLEMENT_SHADER_TYPE

Change 3378751 on 2017/04/04 by Marcus.Wassmer

	HQ particle lights now spawn attached to the same socket as their parent module.

Change 3378819 on 2017/04/04 by Richard.Wallis

	Should be no need to protect shader cache against RHI thread now.

Change 3378823 on 2017/04/04 by Richard.Wallis

	FRHIShaderLibrary Opaque Type

	- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
	- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
	- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.

Change 3378883 on 2017/04/04 by Arne.Schober

	DR - Fix DCC build

Change 3378885 on 2017/04/04 by Richard.Wallis

	Metal resource cast compile fix post merge.

Change 3378946 on 2017/04/04 by Chris.Bunner

	SM4 assert fix.

Change 3378953 on 2017/04/04 by Chris.Bunner

	Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
	Allowed material nodes to opt out of mask-based pin coloration.
	#tests Compiled most Paragon materials + QAGame test maps.

	#jira UE-39885

Change 3379189 on 2017/04/04 by Arne.Schober

	DR - Fix aftermath staging

Change 3379229 on 2017/04/04 by Arne.Schober

	DR - Fix missing include

Change 3379374 on 2017/04/04 by Mark.Satterthwaite

	Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.

Change 3379505 on 2017/04/04 by Rolando.Caloca

	DR - Fix mismatched interpolators

Change 3379539 on 2017/04/04 by Mark.Satterthwaite

	No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...

	#jira UE-43626

Change 3379561 on 2017/04/04 by Rolando.Caloca

	DR - Fix root signature issues on D3D12 PC

Change 3379590 on 2017/04/04 by Mark.Satterthwaite

	Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.

	#jira UE-43626

Change 3379917 on 2017/04/04 by Uriel.Doyon

	Fix to input mismatch

Change 3380578 on 2017/04/05 by Chris.Bunner

	Shader type fixes.

	#jira UE-43652

Change 3380639 on 2017/04/05 by Rolando.Caloca

	DR - Expose GetOrCreate PSO and document

Change 3380821 on 2017/04/05 by Guillaume.Abadie

	Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()

	#jira UE-43642

Change 3381092 on 2017/04/05 by Guillaume.Abadie

	Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.

	This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.

Change 3381300 on 2017/04/05 by Mark.Satterthwaite

	Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.

	#jira UE-43597

Change 3381359 on 2017/04/05 by Guillaume.Abadie

	Back out changelist 3381092

Change 3381421 on 2017/04/05 by Mark.Satterthwaite

	Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.

	#jira UE-43689

Change 3381422 on 2017/04/05 by Mark.Satterthwaite

	Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.

	#jira UE-43691

Change 3381503 on 2017/04/05 by Daniel.Wright

	More intuitive controls for Volumetric Fog
	* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
	* InscatteringColorCubemap is now supported by Volumetric Fog
	* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
	* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
	* Volume Materials have twice the interpolators available

Change 3381527 on 2017/04/05 by Mark.Satterthwaite

	Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.

Change 3381671 on 2017/04/05 by Mark.Satterthwaite

	Better error message for failure to compile shaders remotely from PC for Metal.

Change 3381769 on 2017/04/05 by Rolando.Caloca

	DR - Added lock texture array 2d on Vulkan

Change 3382003 on 2017/04/05 by Mark.Satterthwaite

	Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.

Change 3382030 on 2017/04/05 by Zachary.Wilson

	Fix compiling Metal text shaders from PC broken in merge from task stream.
	#submitter mark.satterthwaite

	#jira UE-43652

Change 3382880 on 2017/04/06 by Mark.Satterthwaite

	Michael Trepka's CL #3379927:
	VolumetricFogVoxelization implementation for Mac

Change 3383315 on 2017/04/06 by Mark.Satterthwaite

	Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.

	#jira UE-43739

Change 3384639 on 2017/04/07 by Marcus.Wassmer

	Move ShaderResource version bump to RenderingObjectVersion

Change 3384704 on 2017/04/07 by Mark.Satterthwaite

	Compile fix for merge.

Change 3384933 on 2017/04/07 by Rolando.Caloca

	DR - Fix skin cache crash with BP (copy 3384714)

Change 3385104 on 2017/04/07 by Mark.Satterthwaite

	Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.

	#jira UE-43783

Change 3385105 on 2017/04/07 by Mark.Satterthwaite

	Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783

	#jira UE-43783

Change 3385118 on 2017/04/07 by Arne.Schober

	DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
	#RB none

Change 3385149 on 2017/04/07 by Marcus.Wassmer

	Fix skincache motion blur

Change 3385189 on 2017/04/07 by Rolando.Caloca

	DR - Fix swapchain format for editor on Vulkan

Change 3385287 on 2017/04/07 by Mark.Satterthwaite

	Enable SM5 on Intel as of 10.12.4 and later.

Change 3385347 on 2017/04/07 by Rolando.Caloca

	DR - Temp fix for GL4 corruption on editor
	#jira UE-43785

Change 3385363 on 2017/04/07 by Rolando.Caloca

	DR - Actually fix all win platforms for GL bug
	#jira UE-43785

Change 3385557 on 2017/04/07 by Arne.Schober

	DR - [UE-43205] - Fix mesh paint
	#RB none

Change 3385608 on 2017/04/07 by Daniel.Wright

	Fixed SampleCmp being used on a non-depth texture, causing a d3d error

Change 3385980 on 2017/04/10 by Rolando.Caloca

	DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture

Change 3386042 on 2017/04/10 by Rolando.Caloca

	DR - Fix metal merge issue

Change 3386157 on 2017/04/10 by Rolando.Caloca

	DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)

Change 3386356 on 2017/04/10 by Chris.Bunner

	Resolving merge errors.

Change 3386414 on 2017/04/10 by Chris.Bunner

	Resolved merge issue in RendererScene.cpp.

Change 3386700 on 2017/04/10 by Mark.Satterthwaite

	Silence documentation warnings.

Change 3387178 on 2017/04/10 by Chris.Bunner

	Removed invalid mask correction on MakeMA material nodes.

Change 3388177 on 2017/04/11 by Marcus.Wassmer

	Disable ensure that is no longer relevant now that we bind clear colors on texture creation

Change 3388261 on 2017/04/11 by Chris.Bunner

	Static analysis fix.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00

3153 lines
110 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LandscapeRender.cpp: New terrain rendering
=============================================================================*/
#include "LandscapeRender.h"
#include "LightMap.h"
#include "ShadowMap.h"
#include "LandscapeLayerInfoObject.h"
#include "LandscapePrivate.h"
#include "LandscapeMeshProxyComponent.h"
#include "Materials/Material.h"
#include "Materials/MaterialExpressionTextureCoordinate.h"
#include "Materials/MaterialExpressionLandscapeLayerCoords.h"
#include "ShaderParameterUtils.h"
#include "TessellationRendering.h"
#include "LandscapeEdit.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "Materials/MaterialExpressionTextureSample.h"
#include "LandscapeMaterialInstanceConstant.h"
#include "Engine/ShadowMapTexture2D.h"
#include "EngineGlobals.h"
#include "UnrealEngine.h"
#include "LandscapeLight.h"
#include "Containers/Algo/Find.h"
#include "Engine/StaticMesh.h"
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FLandscapeUniformShaderParameters, TEXT("LandscapeParameters"));
#define LANDSCAPE_LOD_DISTANCE_FACTOR 2.f
#define LANDSCAPE_MAX_COMPONENT_SIZE 255
#define LANDSCAPE_LOD_SQUARE_ROOT_FACTOR 1.5f
int32 GLandscapeMeshLODBias = 0;
FAutoConsoleVariableRef CVarLandscapeMeshLODBias(
TEXT("r.LandscapeLODBias"),
GLandscapeMeshLODBias,
TEXT("LOD bias for landscape/terrain meshes."),
ECVF_Scalability
);
/*------------------------------------------------------------------------------
Forsyth algorithm for cache optimizing index buffers.
------------------------------------------------------------------------------*/
// Forsyth algorithm to optimize post-transformed vertex cache
namespace
{
// code for computing vertex score was taken, as much as possible
// directly from the original publication.
float ComputeVertexCacheScore(int32 CachePosition, uint32 VertexCacheSize)
{
const float FindVertexScoreCacheDecayPower = 1.5f;
const float FindVertexScoreLastTriScore = 0.75f;
float Score = 0.0f;
if (CachePosition < 0)
{
// Vertex is not in FIFO cache - no score.
}
else
{
if (CachePosition < 3)
{
// This vertex was used in the last triangle,
// so it has a fixed score, whichever of the three
// it's in. Otherwise, you can get very different
// answers depending on whether you add
// the triangle 1,2,3 or 3,1,2 - which is silly.
Score = FindVertexScoreLastTriScore;
}
else
{
check(CachePosition < (int32)VertexCacheSize);
// Points for being high in the cache.
const float Scaler = 1.0f / (VertexCacheSize - 3);
Score = 1.0f - (CachePosition - 3) * Scaler;
Score = FMath::Pow(Score, FindVertexScoreCacheDecayPower);
}
}
return Score;
}
float ComputeVertexValenceScore(uint32 numActiveFaces)
{
const float FindVertexScoreValenceBoostScale = 2.0f;
const float FindVertexScoreValenceBoostPower = 0.5f;
float Score = 0.f;
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float ValenceBoost = FMath::Pow(float(numActiveFaces), -FindVertexScoreValenceBoostPower);
Score += FindVertexScoreValenceBoostScale * ValenceBoost;
return Score;
}
const uint32 MaxVertexCacheSize = 64;
const uint32 MaxPrecomputedVertexValenceScores = 64;
float VertexCacheScores[MaxVertexCacheSize + 1][MaxVertexCacheSize];
float VertexValenceScores[MaxPrecomputedVertexValenceScores];
bool bVertexScoresComputed = false; //ComputeVertexScores();
bool ComputeVertexScores()
{
for (uint32 CacheSize = 0; CacheSize <= MaxVertexCacheSize; ++CacheSize)
{
for (uint32 CachePos = 0; CachePos < CacheSize; ++CachePos)
{
VertexCacheScores[CacheSize][CachePos] = ComputeVertexCacheScore(CachePos, CacheSize);
}
}
for (uint32 Valence = 0; Valence < MaxPrecomputedVertexValenceScores; ++Valence)
{
VertexValenceScores[Valence] = ComputeVertexValenceScore(Valence);
}
return true;
}
inline float FindVertexCacheScore(uint32 CachePosition, uint32 MaxSizeVertexCache)
{
return VertexCacheScores[MaxSizeVertexCache][CachePosition];
}
inline float FindVertexValenceScore(uint32 NumActiveTris)
{
return VertexValenceScores[NumActiveTris];
}
float FindVertexScore(uint32 NumActiveFaces, uint32 CachePosition, uint32 VertexCacheSize)
{
check(bVertexScoresComputed);
if (NumActiveFaces == 0)
{
// No tri needs this vertex!
return -1.0f;
}
float Score = 0.f;
if (CachePosition < VertexCacheSize)
{
Score += VertexCacheScores[VertexCacheSize][CachePosition];
}
if (NumActiveFaces < MaxPrecomputedVertexValenceScores)
{
Score += VertexValenceScores[NumActiveFaces];
}
else
{
Score += ComputeVertexValenceScore(NumActiveFaces);
}
return Score;
}
struct OptimizeVertexData
{
float Score;
uint32 ActiveFaceListStart;
uint32 ActiveFaceListSize;
uint32 CachePos0;
uint32 CachePos1;
OptimizeVertexData() : Score(0.f), ActiveFaceListStart(0), ActiveFaceListSize(0), CachePos0(0), CachePos1(0) { }
};
//-----------------------------------------------------------------------------
// OptimizeFaces
//-----------------------------------------------------------------------------
// Parameters:
// InIndexList
// input index list
// OutIndexList
// a pointer to a preallocated buffer the same size as indexList to
// hold the optimized index list
// LRUCacheSize
// the size of the simulated post-transform cache (max:64)
//-----------------------------------------------------------------------------
template <typename INDEX_TYPE>
void OptimizeFaces(const TArray<INDEX_TYPE>& InIndexList, TArray<INDEX_TYPE>& OutIndexList, uint16 LRUCacheSize)
{
uint32 VertexCount = 0;
const uint32 IndexCount = InIndexList.Num();
// compute face count per vertex
for (uint32 i = 0; i < IndexCount; ++i)
{
uint32 Index = InIndexList[i];
VertexCount = FMath::Max(Index, VertexCount);
}
VertexCount++;
TArray<OptimizeVertexData> VertexDataList;
VertexDataList.Empty(VertexCount);
for (uint32 i = 0; i < VertexCount; i++)
{
VertexDataList.Add(OptimizeVertexData());
}
OutIndexList.Empty(IndexCount);
OutIndexList.AddZeroed(IndexCount);
// compute face count per vertex
for (uint32 i = 0; i < IndexCount; ++i)
{
uint32 Index = InIndexList[i];
OptimizeVertexData& VertexData = VertexDataList[Index];
VertexData.ActiveFaceListSize++;
}
TArray<uint32> ActiveFaceList;
const uint32 EvictedCacheIndex = TNumericLimits<uint32>::Max();
{
// allocate face list per vertex
uint32 CurActiveFaceListPos = 0;
for (uint32 i = 0; i < VertexCount; ++i)
{
OptimizeVertexData& VertexData = VertexDataList[i];
VertexData.CachePos0 = EvictedCacheIndex;
VertexData.CachePos1 = EvictedCacheIndex;
VertexData.ActiveFaceListStart = CurActiveFaceListPos;
CurActiveFaceListPos += VertexData.ActiveFaceListSize;
VertexData.Score = FindVertexScore(VertexData.ActiveFaceListSize, VertexData.CachePos0, LRUCacheSize);
VertexData.ActiveFaceListSize = 0;
}
ActiveFaceList.Empty(CurActiveFaceListPos);
ActiveFaceList.AddZeroed(CurActiveFaceListPos);
}
// fill out face list per vertex
for (uint32 i = 0; i < IndexCount; i += 3)
{
for (uint32 j = 0; j < 3; ++j)
{
uint32 Index = InIndexList[i + j];
OptimizeVertexData& VertexData = VertexDataList[Index];
ActiveFaceList[VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize] = i;
VertexData.ActiveFaceListSize++;
}
}
TArray<uint8> ProcessedFaceList;
ProcessedFaceList.Empty(IndexCount);
ProcessedFaceList.AddZeroed(IndexCount);
uint32 VertexCacheBuffer[(MaxVertexCacheSize + 3) * 2];
uint32* Cache0 = VertexCacheBuffer;
uint32* Cache1 = VertexCacheBuffer + (MaxVertexCacheSize + 3);
uint32 EntriesInCache0 = 0;
uint32 BestFace = 0;
float BestScore = -1.f;
const float MaxValenceScore = FindVertexScore(1, EvictedCacheIndex, LRUCacheSize) * 3.f;
for (uint32 i = 0; i < IndexCount; i += 3)
{
if (BestScore < 0.f)
{
// no verts in the cache are used by any unprocessed faces so
// search all unprocessed faces for a new starting point
for (uint32 j = 0; j < IndexCount; j += 3)
{
if (ProcessedFaceList[j] == 0)
{
uint32 Face = j;
float FaceScore = 0.f;
for (uint32 k = 0; k < 3; ++k)
{
uint32 Index = InIndexList[Face + k];
OptimizeVertexData& VertexData = VertexDataList[Index];
check(VertexData.ActiveFaceListSize > 0);
check(VertexData.CachePos0 >= LRUCacheSize);
FaceScore += VertexData.Score;
}
if (FaceScore > BestScore)
{
BestScore = FaceScore;
BestFace = Face;
check(BestScore <= MaxValenceScore);
if (BestScore >= MaxValenceScore)
{
break;
}
}
}
}
check(BestScore >= 0.f);
}
ProcessedFaceList[BestFace] = 1;
uint32 EntriesInCache1 = 0;
// add bestFace to LRU cache and to newIndexList
for (uint32 V = 0; V < 3; ++V)
{
INDEX_TYPE Index = InIndexList[BestFace + V];
OutIndexList[i + V] = Index;
OptimizeVertexData& VertexData = VertexDataList[Index];
if (VertexData.CachePos1 >= EntriesInCache1)
{
VertexData.CachePos1 = EntriesInCache1;
Cache1[EntriesInCache1++] = Index;
if (VertexData.ActiveFaceListSize == 1)
{
--VertexData.ActiveFaceListSize;
continue;
}
}
check(VertexData.ActiveFaceListSize > 0);
uint32 FindIndex;
for (FindIndex = VertexData.ActiveFaceListStart; FindIndex < VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize; FindIndex++)
{
if (ActiveFaceList[FindIndex] == BestFace)
{
break;
}
}
check(FindIndex != VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize);
if (FindIndex != VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize - 1)
{
uint32 SwapTemp = ActiveFaceList[FindIndex];
ActiveFaceList[FindIndex] = ActiveFaceList[VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize - 1];
ActiveFaceList[VertexData.ActiveFaceListStart + VertexData.ActiveFaceListSize - 1] = SwapTemp;
}
--VertexData.ActiveFaceListSize;
VertexData.Score = FindVertexScore(VertexData.ActiveFaceListSize, VertexData.CachePos1, LRUCacheSize);
}
// move the rest of the old verts in the cache down and compute their new scores
for (uint32 C0 = 0; C0 < EntriesInCache0; ++C0)
{
uint32 Index = Cache0[C0];
OptimizeVertexData& VertexData = VertexDataList[Index];
if (VertexData.CachePos1 >= EntriesInCache1)
{
VertexData.CachePos1 = EntriesInCache1;
Cache1[EntriesInCache1++] = Index;
VertexData.Score = FindVertexScore(VertexData.ActiveFaceListSize, VertexData.CachePos1, LRUCacheSize);
}
}
// find the best scoring triangle in the current cache (including up to 3 that were just evicted)
BestScore = -1.f;
for (uint32 C1 = 0; C1 < EntriesInCache1; ++C1)
{
uint32 Index = Cache1[C1];
OptimizeVertexData& VertexData = VertexDataList[Index];
VertexData.CachePos0 = VertexData.CachePos1;
VertexData.CachePos1 = EvictedCacheIndex;
for (uint32 j = 0; j < VertexData.ActiveFaceListSize; ++j)
{
uint32 Face = ActiveFaceList[VertexData.ActiveFaceListStart + j];
float FaceScore = 0.f;
for (uint32 V = 0; V < 3; V++)
{
uint32 FaceIndex = InIndexList[Face + V];
OptimizeVertexData& FaceVertexData = VertexDataList[FaceIndex];
FaceScore += FaceVertexData.Score;
}
if (FaceScore > BestScore)
{
BestScore = FaceScore;
BestFace = Face;
}
}
}
uint32* SwapTemp = Cache0;
Cache0 = Cache1;
Cache1 = SwapTemp;
EntriesInCache0 = FMath::Min(EntriesInCache1, (uint32)LRUCacheSize);
}
}
} // namespace
struct FLandscapeDebugOptions
{
FLandscapeDebugOptions()
: bShowPatches(false)
, bDisableStatic(false)
, bDisableCombine(false)
, PatchesConsoleCommand(
TEXT("Landscape.Patches"),
TEXT("Show/hide Landscape patches"),
FConsoleCommandDelegate::CreateRaw(this, &FLandscapeDebugOptions::Patches))
, StaticConsoleCommand(
TEXT("Landscape.Static"),
TEXT("Enable/disable Landscape static drawlists"),
FConsoleCommandDelegate::CreateRaw(this, &FLandscapeDebugOptions::Static))
, CombineConsoleCommand(
TEXT("Landscape.Combine"),
TEXT("Enable/disable Landscape component combining"),
FConsoleCommandDelegate::CreateRaw(this, &FLandscapeDebugOptions::Combine))
{
}
bool bShowPatches;
bool bDisableStatic;
bool bDisableCombine;
private:
FAutoConsoleCommand PatchesConsoleCommand;
FAutoConsoleCommand StaticConsoleCommand;
FAutoConsoleCommand CombineConsoleCommand;
void Patches()
{
bShowPatches = !bShowPatches;
UE_LOG(LogLandscape, Display, TEXT("Landscape.Patches: %s"), bShowPatches ? TEXT("Show") : TEXT("Hide"));
}
void Static()
{
bDisableStatic = !bDisableStatic;
UE_LOG(LogLandscape, Display, TEXT("Landscape.Static: %s"), bDisableStatic ? TEXT("Disabled") : TEXT("Enabled"));
}
void Combine()
{
bDisableCombine = !bDisableCombine;
UE_LOG(LogLandscape, Display, TEXT("Landscape.Combine: %s"), bDisableCombine ? TEXT("Disabled") : TEXT("Enabled"));
}
};
FLandscapeDebugOptions GLandscapeDebugOptions;
#if WITH_EDITOR
LANDSCAPE_API bool GLandscapeEditModeActive = false;
LANDSCAPE_API ELandscapeViewMode::Type GLandscapeViewMode = ELandscapeViewMode::Normal;
LANDSCAPE_API int32 GLandscapeEditRenderMode = ELandscapeEditRenderMode::None;
LANDSCAPE_API int32 GLandscapePreviewMeshRenderMode = 0;
UMaterialInterface* GLayerDebugColorMaterial = nullptr;
UMaterialInterface* GSelectionColorMaterial = nullptr;
UMaterialInterface* GSelectionRegionMaterial = nullptr;
UMaterialInterface* GMaskRegionMaterial = nullptr;
UTexture2D* GLandscapeBlackTexture = nullptr;
UMaterialInterface* GLandscapeLayerUsageMaterial = nullptr;
#endif
void ULandscapeComponent::GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials, bool bGetDebugMaterials) const
{
// TODO - investigate whether this is correct
OutMaterials.Append(MaterialInstances.FilterByPredicate([](UMaterialInstance* MaterialInstance) { return MaterialInstance != nullptr; }));
if (OverrideMaterial)
{
OutMaterials.Add(OverrideMaterial);
}
if (OverrideHoleMaterial)
{
OutMaterials.Add(OverrideHoleMaterial);
}
if (MobileMaterialInterface)
{
OutMaterials.AddUnique(MobileMaterialInterface);
}
#if WITH_EDITORONLY_DATA
if (EditToolRenderData.ToolMaterial)
{
OutMaterials.Add(EditToolRenderData.ToolMaterial);
}
if (EditToolRenderData.GizmoMaterial)
{
OutMaterials.Add(EditToolRenderData.GizmoMaterial);
}
#endif
#if WITH_EDITOR
//if (bGetDebugMaterials) // TODO: This should be tested and enabled
{
OutMaterials.Add(GLayerDebugColorMaterial);
OutMaterials.Add(GSelectionColorMaterial);
OutMaterials.Add(GSelectionRegionMaterial);
OutMaterials.Add(GMaskRegionMaterial);
OutMaterials.Add(GLandscapeLayerUsageMaterial);
}
#endif
}
//
// FLandscapeComponentSceneProxy
//
TMap<uint32, FLandscapeSharedBuffers*>FLandscapeComponentSceneProxy::SharedBuffersMap;
TMap<uint32, FLandscapeSharedAdjacencyIndexBuffer*>FLandscapeComponentSceneProxy::SharedAdjacencyIndexBufferMap;
TMap<FLandscapeNeighborInfo::FLandscapeKey, TMap<FIntPoint, const FLandscapeNeighborInfo*> > FLandscapeNeighborInfo::SharedSceneProxyMap;
const static FName NAME_LandscapeResourceNameForDebugging(TEXT("Landscape"));
FLandscapeComponentSceneProxy::FLandscapeComponentSceneProxy(ULandscapeComponent* InComponent, TArrayView<UMaterialInterface* const> InMaterialInterfacesByLOD)
: FPrimitiveSceneProxy(InComponent, NAME_LandscapeResourceNameForDebugging)
, FLandscapeNeighborInfo(InComponent->GetWorld(), InComponent->GetLandscapeProxy()->GetLandscapeGuid(), InComponent->GetSectionBase() / InComponent->ComponentSizeQuads, InComponent->HeightmapTexture, InComponent->ForcedLOD, InComponent->LODBias)
, MaxLOD(FMath::CeilLogTwo(InComponent->SubsectionSizeQuads + 1) - 1)
, FirstLOD(0)
, LastLOD(FMath::CeilLogTwo(InComponent->SubsectionSizeQuads + 1) - 1)
, NumSubsections(InComponent->NumSubsections)
, SubsectionSizeQuads(InComponent->SubsectionSizeQuads)
, SubsectionSizeVerts(InComponent->SubsectionSizeQuads + 1)
, ComponentSizeQuads(InComponent->ComponentSizeQuads)
, ComponentSizeVerts(InComponent->ComponentSizeQuads + 1)
, StaticLightingLOD(InComponent->GetLandscapeProxy()->StaticLightingLOD)
, SectionBase(InComponent->GetSectionBase())
, WeightmapScaleBias(InComponent->WeightmapScaleBias)
, WeightmapSubsectionOffset(InComponent->WeightmapSubsectionOffset)
, WeightmapTextures(InComponent->WeightmapTextures)
, NumWeightmapLayerAllocations(InComponent->WeightmapLayerAllocations.Num())
, NormalmapTexture(InComponent->HeightmapTexture)
, BaseColorForGITexture(InComponent->GIBakedBaseColorTexture)
, HeightmapScaleBias(InComponent->HeightmapScaleBias)
, XYOffsetmapTexture(InComponent->XYOffsetmapTexture)
, SharedBuffersKey(0)
, SharedBuffers(nullptr)
, VertexFactory(nullptr)
#if WITH_EDITORONLY_DATA
, EditToolRenderData(InComponent->EditToolRenderData)
#endif
, ComponentLightInfo(nullptr)
, LandscapeComponent(InComponent)
, LODFalloff(InComponent->GetLandscapeProxy()->LODFalloff)
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
, CollisionMipLevel(InComponent->CollisionMipLevel)
, SimpleCollisionMipLevel(InComponent->SimpleCollisionMipLevel)
, CollisionResponse(InComponent->GetLandscapeProxy()->BodyInstance.GetResponseToChannels())
#endif
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
, LightMapResolution(InComponent->GetStaticLightMapResolution())
#endif
{
MaterialInterfacesByLOD.Append(InMaterialInterfacesByLOD.GetData(), InMaterialInterfacesByLOD.Num());
if (!IsComponentLevelVisible())
{
bNeedsLevelAddedToWorldNotification = true;
}
LevelColor = FLinearColor(1.f, 1.f, 1.f);
const auto FeatureLevel = GetScene().GetFeatureLevel();
if (FeatureLevel <= ERHIFeatureLevel::ES3_1)
{
HeightmapTexture = nullptr;
HeightmapSubsectionOffsetU = 0;
HeightmapSubsectionOffsetV = 0;
}
else
{
HeightmapSubsectionOffsetU = ((float)(InComponent->SubsectionSizeQuads + 1) / (float)HeightmapTexture->GetSizeX());
HeightmapSubsectionOffsetV = ((float)(InComponent->SubsectionSizeQuads + 1) / (float)HeightmapTexture->GetSizeY());
}
LODBias = FMath::Clamp<int8>(LODBias, -MaxLOD, MaxLOD);
if (InComponent->GetLandscapeProxy()->MaxLODLevel >= 0)
{
MaxLOD = FMath::Min<int8>(MaxLOD, InComponent->GetLandscapeProxy()->MaxLODLevel);
}
FirstLOD = (ForcedLOD >= 0) ? FMath::Min<int32>(ForcedLOD, MaxLOD) : FMath::Max<int32>(LODBias, 0);
LastLOD = (ForcedLOD >= 0) ? FirstLOD : MaxLOD; // we always need to go to MaxLOD regardless of LODBias as we could need the lowest LODs due to streaming.
float LODDistanceFactor;
switch (LODFalloff)
{
case ELandscapeLODFalloff::SquareRoot:
LODDistanceFactor = FMath::Square(FMath::Min(LANDSCAPE_LOD_SQUARE_ROOT_FACTOR * InComponent->GetLandscapeProxy()->LODDistanceFactor, MAX_LANDSCAPE_LOD_DISTANCE_FACTOR));
break;
case ELandscapeLODFalloff::Linear:
default:
LODDistanceFactor = InComponent->GetLandscapeProxy()->LODDistanceFactor;
break;
}
LODDistance = FMath::Sqrt(2.f * FMath::Square((float)SubsectionSizeQuads)) * LANDSCAPE_LOD_DISTANCE_FACTOR / LODDistanceFactor; // vary in 0...1
DistDiff = -FMath::Sqrt(2.f * FMath::Square(0.5f*(float)SubsectionSizeQuads));
if (InComponent->StaticLightingResolution > 0.f)
{
StaticLightingResolution = InComponent->StaticLightingResolution;
}
else
{
StaticLightingResolution = InComponent->GetLandscapeProxy()->StaticLightingResolution;
}
ComponentLightInfo = MakeUnique<FLandscapeLCI>(InComponent);
check(ComponentLightInfo);
const bool bHasStaticLighting = ComponentLightInfo->GetLightMap() || ComponentLightInfo->GetShadowMap();
// Check material usage
if (ensure(MaterialInterfacesByLOD.Num() > 0))
{
for (UMaterialInterface*& MaterialInterface : MaterialInterfacesByLOD)
{
if (MaterialInterface == nullptr ||
(bHasStaticLighting && !MaterialInterface->CheckMaterialUsage(MATUSAGE_StaticLighting)))
{
MaterialInterface = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
}
else
{
MaterialInterfacesByLOD.Add(UMaterial::GetDefaultMaterial(MD_Surface));
}
// TODO - LOD Materials - Currently all LOD materials are instances of [0] so have the same relevance
MaterialRelevance = MaterialInterfacesByLOD[0]->GetRelevance(FeatureLevel);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) || (UE_BUILD_SHIPPING && WITH_EDITOR)
if (GIsEditor)
{
ALandscapeProxy* Proxy = InComponent->GetLandscapeProxy();
// Try to find a color for level coloration.
if (Proxy)
{
ULevel* Level = Proxy->GetLevel();
ULevelStreaming* LevelStreaming = FLevelUtils::FindStreamingLevel(Level);
if (LevelStreaming)
{
LevelColor = LevelStreaming->LevelColor;
}
}
}
#endif
// We dissallow tessellation after LOD 0 so bRequiresAdjacencyInformation can only be true if LOD 0 needs it
bRequiresAdjacencyInformation = MaterialSettingsRequireAdjacencyInformation_GameThread(MaterialInterfacesByLOD[0], XYOffsetmapTexture == nullptr ? &FLandscapeVertexFactory::StaticType : &FLandscapeXYOffsetVertexFactory::StaticType, InComponent->GetWorld()->FeatureLevel);
const int8 SubsectionSizeLog2 = FMath::CeilLogTwo(InComponent->SubsectionSizeQuads + 1);
SharedBuffersKey = (SubsectionSizeLog2 & 0xf) | ((NumSubsections & 0xf) << 4) |
(FeatureLevel <= ERHIFeatureLevel::ES3_1 ? 0 : 1 << 30) | (XYOffsetmapTexture == nullptr ? 0 : 1 << 31);
bSupportsHeightfieldRepresentation = true;
#if WITH_EDITOR
for (auto& Allocation : InComponent->WeightmapLayerAllocations)
{
if (ensure(Allocation.LayerInfo) && Allocation.LayerInfo != ALandscapeProxy::VisibilityLayer)
{
// Use black for hole layer
LayerColors.Add(Allocation.LayerInfo->LayerUsageDebugColor);
}
}
#endif
}
void FLandscapeComponentSceneProxy::CreateRenderThreadResources()
{
check(HeightmapTexture != nullptr);
if (IsComponentLevelVisible())
{
RegisterNeighbors();
}
auto FeatureLevel = GetScene().GetFeatureLevel();
SharedBuffers = FLandscapeComponentSceneProxy::SharedBuffersMap.FindRef(SharedBuffersKey);
if (SharedBuffers == nullptr)
{
SharedBuffers = new FLandscapeSharedBuffers(
SharedBuffersKey, SubsectionSizeQuads, NumSubsections,
FeatureLevel, bRequiresAdjacencyInformation);
FLandscapeComponentSceneProxy::SharedBuffersMap.Add(SharedBuffersKey, SharedBuffers);
if (!XYOffsetmapTexture)
{
FLandscapeVertexFactory* LandscapeVertexFactory = new FLandscapeVertexFactory();
LandscapeVertexFactory->Data.PositionComponent = FVertexStreamComponent(SharedBuffers->VertexBuffer, 0, sizeof(FLandscapeVertex), VET_Float4);
LandscapeVertexFactory->InitResource();
SharedBuffers->VertexFactory = LandscapeVertexFactory;
}
else
{
FLandscapeXYOffsetVertexFactory* LandscapeXYOffsetVertexFactory = new FLandscapeXYOffsetVertexFactory();
LandscapeXYOffsetVertexFactory->Data.PositionComponent = FVertexStreamComponent(SharedBuffers->VertexBuffer, 0, sizeof(FLandscapeVertex), VET_Float4);
LandscapeXYOffsetVertexFactory->InitResource();
SharedBuffers->VertexFactory = LandscapeXYOffsetVertexFactory;
}
}
SharedBuffers->AddRef();
if (bRequiresAdjacencyInformation)
{
if (SharedBuffers->AdjacencyIndexBuffers == nullptr)
{
ensure(SharedBuffers->NumIndexBuffers > 0);
if (SharedBuffers->IndexBuffers[0])
{
// Recreate Index Buffers, this case happens only there are Landscape Components using different material (one uses tessellation, other don't use it)
if (SharedBuffers->bUse32BitIndices && !((FRawStaticIndexBuffer16or32<uint32>*)SharedBuffers->IndexBuffers[0])->Num())
{
SharedBuffers->CreateIndexBuffers<uint32>(FeatureLevel, bRequiresAdjacencyInformation);
}
else if (!((FRawStaticIndexBuffer16or32<uint16>*)SharedBuffers->IndexBuffers[0])->Num())
{
SharedBuffers->CreateIndexBuffers<uint16>(FeatureLevel, bRequiresAdjacencyInformation);
}
}
SharedBuffers->AdjacencyIndexBuffers = new FLandscapeSharedAdjacencyIndexBuffer(SharedBuffers);
FLandscapeComponentSceneProxy::SharedAdjacencyIndexBufferMap.Add(SharedBuffersKey, SharedBuffers->AdjacencyIndexBuffers);
}
SharedBuffers->AdjacencyIndexBuffers->AddRef();
// Delayed Initialize for IndexBuffers
for (int32 i = 0; i < SharedBuffers->NumIndexBuffers; i++)
{
SharedBuffers->IndexBuffers[i]->InitResource();
}
}
// Assign vertex factory
VertexFactory = SharedBuffers->VertexFactory;
// Assign LandscapeUniformShaderParameters
LandscapeUniformShaderParameters.InitResource();
#if WITH_EDITOR
// Create MeshBatch for grass rendering
if(SharedBuffers->GrassIndexBuffer)
{
const int32 NumMips = FMath::CeilLogTwo(SubsectionSizeVerts);
GrassMeshBatch.Elements.Empty(NumMips);
GrassMeshBatch.Elements.AddDefaulted(NumMips);
GrassBatchParams.Empty(NumMips);
GrassBatchParams.AddDefaulted(NumMips);
FMaterialRenderProxy* RenderProxy = MaterialInterfacesByLOD[0]->GetRenderProxy(false);
GrassMeshBatch.VertexFactory = VertexFactory;
GrassMeshBatch.MaterialRenderProxy = RenderProxy;
GrassMeshBatch.LCI = nullptr;
GrassMeshBatch.ReverseCulling = false;
GrassMeshBatch.CastShadow = false;
GrassMeshBatch.Type = PT_PointList;
GrassMeshBatch.DepthPriorityGroup = SDPG_World;
// Combined grass rendering batch element
FMeshBatchElement* GrassBatchElement = &GrassMeshBatch.Elements[0];
FLandscapeBatchElementParams* BatchElementParams = &GrassBatchParams[0];
BatchElementParams->LocalToWorldNoScalingPtr = &LocalToWorldNoScaling;
BatchElementParams->LandscapeUniformShaderParametersResource = &LandscapeUniformShaderParameters;
BatchElementParams->SceneProxy = this;
BatchElementParams->SubX = -1;
BatchElementParams->SubY = -1;
BatchElementParams->CurrentLOD = 0;
GrassBatchElement->UserData = BatchElementParams;
if (NeedsUniformBufferUpdate())
{
UpdateUniformBuffer();
}
GrassBatchElement->PrimitiveUniformBufferResource = &GetUniformBuffer();
GrassBatchElement->IndexBuffer = SharedBuffers->GrassIndexBuffer;
GrassBatchElement->NumPrimitives = FMath::Square(NumSubsections) * FMath::Square(SubsectionSizeVerts);
GrassBatchElement->FirstIndex = 0;
GrassBatchElement->MinVertexIndex = 0;
GrassBatchElement->MaxVertexIndex = SharedBuffers->NumVertices - 1;
for (int32 Mip = 1; Mip < NumMips; ++Mip)
{
const int32 MipSubsectionSizeVerts = SubsectionSizeVerts >> Mip;
FMeshBatchElement* CollisionBatchElement = &GrassMeshBatch.Elements[Mip];
*CollisionBatchElement = *GrassBatchElement;
FLandscapeBatchElementParams* CollisionBatchElementParams = &GrassBatchParams[Mip];
*CollisionBatchElementParams = *BatchElementParams;
CollisionBatchElementParams->CurrentLOD = Mip;
CollisionBatchElement->UserData = CollisionBatchElementParams;
CollisionBatchElement->NumPrimitives = FMath::Square(NumSubsections) * FMath::Square(MipSubsectionSizeVerts);
CollisionBatchElement->FirstIndex = SharedBuffers->GrassIndexMipOffsets[Mip];
}
}
#endif
}
void FLandscapeComponentSceneProxy::OnLevelAddedToWorld()
{
RegisterNeighbors();
}
FLandscapeComponentSceneProxy::~FLandscapeComponentSceneProxy()
{
UnregisterNeighbors();
// Free the subsection uniform buffer
LandscapeUniformShaderParameters.ReleaseResource();
if (SharedBuffers)
{
check(SharedBuffers == FLandscapeComponentSceneProxy::SharedBuffersMap.FindRef(SharedBuffersKey));
if (SharedBuffers->Release() == 0)
{
FLandscapeComponentSceneProxy::SharedBuffersMap.Remove(SharedBuffersKey);
}
SharedBuffers = nullptr;
}
}
int32 GAllowLandscapeShadows = 1;
static FAutoConsoleVariableRef CVarAllowLandscapeShadows(
TEXT("r.AllowLandscapeShadows"),
GAllowLandscapeShadows,
TEXT("Allow Landscape Shadows")
);
bool FLandscapeComponentSceneProxy::CanBeOccluded() const
{
return !MaterialRelevance.bDisableDepthTest;
}
FPrimitiveViewRelevance FLandscapeComponentSceneProxy::GetViewRelevance(const FSceneView* View) const
{
FPrimitiveViewRelevance Result;
const bool bCollisionView = (View->Family->EngineShowFlags.CollisionVisibility || View->Family->EngineShowFlags.CollisionPawn);
Result.bDrawRelevance = (IsShown(View) || bCollisionView) && View->Family->EngineShowFlags.Landscape;
Result.bRenderCustomDepth = ShouldRenderCustomDepth();
Result.bUsesLightingChannels = GetLightingChannelMask() != GetDefaultLightingChannelMask();
auto FeatureLevel = View->GetFeatureLevel();
#if WITH_EDITOR
if (!GLandscapeEditModeActive)
{
// No tools to render, just use the cached material relevance.
#endif
MaterialRelevance.SetPrimitiveViewRelevance(Result);
#if WITH_EDITOR
}
else
{
// Also add the tool material(s)'s relevance to the MaterialRelevance
FMaterialRelevance ToolRelevance = MaterialRelevance;
// Tool brushes and Gizmo
if (EditToolRenderData.ToolMaterial)
{
Result.bDynamicRelevance = true;
ToolRelevance |= EditToolRenderData.ToolMaterial->GetRelevance_Concurrent(FeatureLevel);
}
if (EditToolRenderData.GizmoMaterial)
{
Result.bDynamicRelevance = true;
ToolRelevance |= EditToolRenderData.GizmoMaterial->GetRelevance_Concurrent(FeatureLevel);
}
// Region selection
if (EditToolRenderData.SelectedType)
{
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::SelectRegion) && (EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)
&& !(GLandscapeEditRenderMode & ELandscapeEditRenderMode::Mask) && GSelectionRegionMaterial)
{
Result.bDynamicRelevance = true;
ToolRelevance |= GSelectionRegionMaterial->GetRelevance_Concurrent(FeatureLevel);
}
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::SelectComponent) && (EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_COMPONENT) && GSelectionColorMaterial)
{
Result.bDynamicRelevance = true;
ToolRelevance |= GSelectionColorMaterial->GetRelevance_Concurrent(FeatureLevel);
}
}
// Mask
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::Mask) && GMaskRegionMaterial != nullptr &&
(((EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)) || (!(GLandscapeEditRenderMode & ELandscapeEditRenderMode::InvertedMask))))
{
Result.bDynamicRelevance = true;
ToolRelevance |= GMaskRegionMaterial->GetRelevance_Concurrent(FeatureLevel);
}
ToolRelevance.SetPrimitiveViewRelevance(Result);
}
// Various visualizations need to render using dynamic relevance
if ((View->Family->EngineShowFlags.Bounds && IsSelected()) ||
GLandscapeDebugOptions.bShowPatches)
{
Result.bDynamicRelevance = true;
}
#endif
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
const bool bInCollisionView = View->Family->EngineShowFlags.CollisionVisibility || View->Family->EngineShowFlags.CollisionPawn;
#endif
// Use the dynamic path for rendering landscape components pass only for Rich Views or if the static path is disabled for debug.
if (IsRichView(*View->Family) ||
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bInCollisionView ||
#endif
GLandscapeDebugOptions.bDisableStatic ||
View->Family->EngineShowFlags.Wireframe ||
#if WITH_EDITOR
(IsSelected() && !GLandscapeEditModeActive) ||
GLandscapeViewMode != ELandscapeViewMode::Normal ||
#else
IsSelected() ||
#endif
!IsStaticPathAvailable())
{
Result.bDynamicRelevance = true;
}
else
{
Result.bStaticRelevance = true;
}
Result.bShadowRelevance = (GAllowLandscapeShadows > 0) && IsShadowCast(View);
return Result;
}
/**
* Determines the relevance of this primitive's elements to the given light.
* @param LightSceneProxy The light to determine relevance for
* @param bDynamic (output) The light is dynamic for this primitive
* @param bRelevant (output) The light is relevant for this primitive
* @param bLightMapped (output) The light is light mapped for this primitive
*/
void FLandscapeComponentSceneProxy::GetLightRelevance(const FLightSceneProxy* LightSceneProxy, bool& bDynamic, bool& bRelevant, bool& bLightMapped, bool& bShadowMapped) const
{
// Attach the light to the primitive's static meshes.
bDynamic = true;
bRelevant = false;
bLightMapped = true;
bShadowMapped = true;
if (ComponentLightInfo)
{
ELightInteractionType InteractionType = ComponentLightInfo->GetInteraction(LightSceneProxy).GetType();
if (InteractionType != LIT_CachedIrrelevant)
{
bRelevant = true;
}
if (InteractionType != LIT_CachedLightMap && InteractionType != LIT_CachedIrrelevant)
{
bLightMapped = false;
}
if (InteractionType != LIT_Dynamic)
{
bDynamic = false;
}
if (InteractionType != LIT_CachedSignedDistanceFieldShadowMap2D)
{
bShadowMapped = false;
}
}
else
{
bRelevant = true;
bLightMapped = false;
}
}
FLightInteraction FLandscapeComponentSceneProxy::FLandscapeLCI::GetInteraction(const class FLightSceneProxy* LightSceneProxy) const
{
// ask base class
ELightInteractionType LightInteraction = GetStaticInteraction(LightSceneProxy, IrrelevantLights);
if(LightInteraction != LIT_MAX)
{
return FLightInteraction(LightInteraction);
}
// Use dynamic lighting if the light doesn't have static lighting.
return FLightInteraction::Dynamic();
}
#if WITH_EDITOR
namespace DebugColorMask
{
const FLinearColor Masks[5] =
{
FLinearColor(1.f, 0.f, 0.f, 0.f),
FLinearColor(0.f, 1.f, 0.f, 0.f),
FLinearColor(0.f, 0.f, 1.f, 0.f),
FLinearColor(0.f, 0.f, 0.f, 1.f),
FLinearColor(0.f, 0.f, 0.f, 0.f)
};
};
#endif
void FLandscapeComponentSceneProxy::OnTransformChanged()
{
// Set Lightmap ScaleBias
int32 PatchExpandCountX = 0;
int32 PatchExpandCountY = 0;
int32 DesiredSize = 1; // output by GetTerrainExpandPatchCount but not used below
const float LightMapRatio = ::GetTerrainExpandPatchCount(StaticLightingResolution, PatchExpandCountX, PatchExpandCountY, ComponentSizeQuads, (NumSubsections * (SubsectionSizeQuads + 1)), DesiredSize, StaticLightingLOD);
const float LightmapLODScaleX = LightMapRatio / ((ComponentSizeVerts >> StaticLightingLOD) + 2 * PatchExpandCountX);
const float LightmapLODScaleY = LightMapRatio / ((ComponentSizeVerts >> StaticLightingLOD) + 2 * PatchExpandCountY);
const float LightmapBiasX = PatchExpandCountX * LightmapLODScaleX;
const float LightmapBiasY = PatchExpandCountY * LightmapLODScaleY;
const float LightmapScaleX = LightmapLODScaleX * (float)((ComponentSizeVerts >> StaticLightingLOD) - 1) / ComponentSizeQuads;
const float LightmapScaleY = LightmapLODScaleY * (float)((ComponentSizeVerts >> StaticLightingLOD) - 1) / ComponentSizeQuads;
const float LightmapExtendFactorX = (float)SubsectionSizeQuads * LightmapScaleX;
const float LightmapExtendFactorY = (float)SubsectionSizeQuads * LightmapScaleY;
// cache component's WorldToLocal
FMatrix LtoW = GetLocalToWorld();
WorldToLocal = LtoW.InverseFast();
// cache component's LocalToWorldNoScaling
LocalToWorldNoScaling = LtoW;
LocalToWorldNoScaling.RemoveScaling();
// Set FLandscapeUniformVSParameters for this subsection
FLandscapeUniformShaderParameters LandscapeParams;
LandscapeParams.HeightmapUVScaleBias = HeightmapScaleBias;
LandscapeParams.WeightmapUVScaleBias = WeightmapScaleBias;
LandscapeParams.LocalToWorldNoScaling = LocalToWorldNoScaling;
LandscapeParams.LandscapeLightmapScaleBias = FVector4(
LightmapScaleX,
LightmapScaleY,
LightmapBiasY,
LightmapBiasX);
LandscapeParams.SubsectionSizeVertsLayerUVPan = FVector4(
SubsectionSizeVerts,
1.f / (float)SubsectionSizeQuads,
SectionBase.X,
SectionBase.Y
);
LandscapeParams.SubsectionOffsetParams = FVector4(
HeightmapSubsectionOffsetU,
HeightmapSubsectionOffsetV,
WeightmapSubsectionOffset,
SubsectionSizeQuads
);
LandscapeParams.LightmapSubsectionOffsetParams = FVector4(
LightmapExtendFactorX,
LightmapExtendFactorY,
0,
0
);
LandscapeUniformShaderParameters.SetContents(LandscapeParams);
}
/**
* Draw the scene proxy as a dynamic element
*
* @param PDI - draw interface to render to
* @param View - current view
*/
void FLandscapeComponentSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface* PDI)
{
const int32 NumBatchesPerLOD = (ForcedLOD < 0 && NumSubsections > 1) ? (FMath::Square(NumSubsections) + 1) : 1;
const int32 NumBatchesLastLOD = (ForcedLOD < 0) ? (1 + LastLOD - FirstLOD) * NumBatchesPerLOD : 1;
StaticBatchParamArray.Empty(ForcedLOD < 0 ? (1 + LastLOD - FirstLOD) * NumBatchesPerLOD : 1);
const int32 LastMaterialIndex = MaterialInterfacesByLOD.Num() - 1;
const int32 LastMaterialLOD = FMath::Min(LastLOD, LastMaterialIndex);
for (int i = FirstLOD; i <= LastLOD; ++i)
{
// the LastMaterialLOD covers all LODs up to LastLOD
const bool bLast = (i >= LastMaterialLOD);
FMeshBatch MeshBatch;
MeshBatch.Elements.Empty(bLast ? NumBatchesLastLOD : NumBatchesPerLOD);
UMaterialInterface* MaterialInterface = MaterialInterfacesByLOD[FMath::Min(i, LastMaterialIndex)];
// Could be different from bRequiresAdjacencyInformation during shader compilation
bool bCurrentRequiresAdjacencyInformation = MaterialRenderingRequiresAdjacencyInformation_RenderingThread(MaterialInterface, VertexFactory->GetType(), GetScene().GetFeatureLevel());
if (bCurrentRequiresAdjacencyInformation)
{
check(SharedBuffers->AdjacencyIndexBuffers);
}
FMaterialRenderProxy* RenderProxy = MaterialInterface->GetRenderProxy(false);
MeshBatch.VertexFactory = VertexFactory;
MeshBatch.MaterialRenderProxy = RenderProxy;
MeshBatch.LCI = ComponentLightInfo.Get();
MeshBatch.ReverseCulling = IsLocalToWorldDeterminantNegative();
MeshBatch.CastShadow = true;
MeshBatch.Type = bCurrentRequiresAdjacencyInformation ? PT_12_ControlPointPatchList : PT_TriangleList;
MeshBatch.DepthPriorityGroup = SDPG_World;
MeshBatch.LODIndex = 0;
MeshBatch.bRequiresPerElementVisibility = true;
for (int32 LOD = i; LOD <= (bLast ? LastLOD : i); LOD++)
{
int32 LodSubsectionSizeVerts = SubsectionSizeVerts >> LOD;
if (ForcedLOD < 0 && NumSubsections > 1)
{
// Per-subsection batch elements
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
FMeshBatchElement* BatchElement = new(MeshBatch.Elements) FMeshBatchElement;
FLandscapeBatchElementParams* BatchElementParams = new(StaticBatchParamArray)FLandscapeBatchElementParams;
BatchElement->UserData = BatchElementParams;
BatchElement->PrimitiveUniformBufferResource = &GetUniformBuffer();
BatchElementParams->LandscapeUniformShaderParametersResource = &LandscapeUniformShaderParameters;
BatchElementParams->LocalToWorldNoScalingPtr = &LocalToWorldNoScaling;
BatchElementParams->SceneProxy = this;
BatchElementParams->SubX = SubX;
BatchElementParams->SubY = SubY;
BatchElementParams->CurrentLOD = LOD;
uint32 NumPrimitives = FMath::Square((LodSubsectionSizeVerts - 1)) * 2;
if (bCurrentRequiresAdjacencyInformation)
{
BatchElement->IndexBuffer = SharedBuffers->AdjacencyIndexBuffers->IndexBuffers[LOD];
BatchElement->FirstIndex = (SubX + SubY * NumSubsections) * NumPrimitives * 12;
}
else
{
BatchElement->IndexBuffer = SharedBuffers->IndexBuffers[LOD];
BatchElement->FirstIndex = (SubX + SubY * NumSubsections) * NumPrimitives * 3;
}
BatchElement->NumPrimitives = NumPrimitives;
BatchElement->MinVertexIndex = SharedBuffers->IndexRanges[LOD].MinIndex[SubX][SubY];
BatchElement->MaxVertexIndex = SharedBuffers->IndexRanges[LOD].MaxIndex[SubX][SubY];
}
}
}
// Combined batch element
FMeshBatchElement* BatchElement = new(MeshBatch.Elements) FMeshBatchElement;
FLandscapeBatchElementParams* BatchElementParams = new(StaticBatchParamArray)FLandscapeBatchElementParams;
BatchElementParams->LocalToWorldNoScalingPtr = &LocalToWorldNoScaling;
BatchElement->UserData = BatchElementParams;
BatchElement->PrimitiveUniformBufferResource = &GetUniformBuffer();
BatchElementParams->LandscapeUniformShaderParametersResource = &LandscapeUniformShaderParameters;
BatchElementParams->SceneProxy = this;
BatchElementParams->SubX = -1;
BatchElementParams->SubY = -1;
BatchElementParams->CurrentLOD = LOD;
BatchElement->IndexBuffer = bCurrentRequiresAdjacencyInformation ? SharedBuffers->AdjacencyIndexBuffers->IndexBuffers[LOD] : SharedBuffers->IndexBuffers[LOD];
BatchElement->NumPrimitives = FMath::Square((LodSubsectionSizeVerts - 1)) * FMath::Square(NumSubsections) * 2;
BatchElement->FirstIndex = 0;
BatchElement->MinVertexIndex = SharedBuffers->IndexRanges[LOD].MinIndexFull;
BatchElement->MaxVertexIndex = SharedBuffers->IndexRanges[LOD].MaxIndexFull;
}
PDI->DrawMesh(MeshBatch, FLT_MAX);
if (bLast)
{
break;
}
}
}
uint64 FLandscapeVertexFactory::GetStaticBatchElementVisibility(const class FSceneView& View, const struct FMeshBatch* Batch) const
{
const FLandscapeComponentSceneProxy* SceneProxy = ((FLandscapeBatchElementParams*)Batch->Elements[0].UserData)->SceneProxy;
return SceneProxy->GetStaticBatchElementVisibility(View, Batch);
}
uint64 FLandscapeComponentSceneProxy::GetStaticBatchElementVisibility(const class FSceneView& View, const struct FMeshBatch* Batch) const
{
uint64 BatchesToRenderMask = 0;
SCOPE_CYCLE_COUNTER(STAT_LandscapeStaticDrawLODTime);
if (ForcedLOD >= 0)
{
// When forcing LOD we only create one Batch Element
ensure(Batch->Elements.Num() == 1);
int32 BatchElementIndex = 0;
BatchesToRenderMask |= (((uint64)1) << BatchElementIndex);
INC_DWORD_STAT(STAT_LandscapeDrawCalls);
INC_DWORD_STAT_BY(STAT_LandscapeTriangles, Batch->Elements[BatchElementIndex].NumPrimitives);
}
else
{
// camera position in local heightmap space
FVector CameraLocalPos3D = WorldToLocal.TransformPosition(View.ViewMatrices.GetViewOrigin());
FVector2D CameraLocalPos(CameraLocalPos3D.X, CameraLocalPos3D.Y);
int32 BatchesPerLOD = NumSubsections > 1 ? FMath::Square(NumSubsections) + 1 : 1;
int32 CalculatedLods[LANDSCAPE_MAX_SUBSECTION_NUM][LANDSCAPE_MAX_SUBSECTION_NUM];
int32 CombinedLOD = -1;
int32 bAllSameLOD = true;
int32 BatchLOD = ((FLandscapeBatchElementParams*)Batch->Elements[0].UserData)->CurrentLOD;
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
int32 ThisSubsectionLOD = CalcLODForSubsection(View, SubX, SubY, CameraLocalPos);
// check if all LODs are the same.
if (ThisSubsectionLOD != CombinedLOD && CombinedLOD != -1)
{
bAllSameLOD = false;
}
CombinedLOD = ThisSubsectionLOD;
CalculatedLods[SubX][SubY] = ThisSubsectionLOD;
}
}
if (bAllSameLOD && NumSubsections > 1 && !GLandscapeDebugOptions.bDisableCombine)
{
// choose the combined batch element
int32 BatchElementIndex = (CombinedLOD - BatchLOD + 1) * BatchesPerLOD - 1;
if (Batch->Elements.IsValidIndex(BatchElementIndex))
{
BatchesToRenderMask |= (((uint64)1) << BatchElementIndex);
INC_DWORD_STAT(STAT_LandscapeDrawCalls);
INC_DWORD_STAT_BY(STAT_LandscapeTriangles, Batch->Elements[BatchElementIndex].NumPrimitives);
}
}
else
{
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
int32 BatchElementIndex = (CalculatedLods[SubX][SubY] - BatchLOD) * BatchesPerLOD + SubY * NumSubsections + SubX;
if (Batch->Elements.IsValidIndex(BatchElementIndex))
{
BatchesToRenderMask |= (((uint64)1) << BatchElementIndex);
INC_DWORD_STAT(STAT_LandscapeDrawCalls);
INC_DWORD_STAT_BY(STAT_LandscapeTriangles, Batch->Elements[BatchElementIndex].NumPrimitives);
}
}
}
}
}
INC_DWORD_STAT(STAT_LandscapeComponents);
return BatchesToRenderMask;
}
float FLandscapeComponentSceneProxy::CalcDesiredLOD(const FSceneView& View, const FVector2D& CameraLocalPos, int32 SubX, int32 SubY) const
{
int32 OverrideLOD = GetCVarForceLOD();
#if WITH_EDITOR
if (View.Family->LandscapeLODOverride >= 0)
{
OverrideLOD = View.Family->LandscapeLODOverride;
}
#endif
if (OverrideLOD >= 0)
{
return FMath::Clamp<int32>(OverrideLOD, FirstLOD, LastLOD);
}
// FLandscapeComponentSceneProxy::NumSubsections, SubsectionSizeQuads, MaxLOD, LODFalloff and LODDistance are the same for all components and so are safe to use in the neighbour LOD calculations
// HeightmapTexture, LODBias, ForcedLOD are component-specific with neighbor lookup
const bool bIsInThisComponent = (SubX >= 0 && SubX < NumSubsections && SubY >= 0 && SubY < NumSubsections);
auto* SubsectionHeightmapTexture = HeightmapTexture;
int8 SubsectionForcedLOD = ForcedLOD;
int8 SubsectionLODBias = LODBias;
if (SubX < 0)
{
SubsectionHeightmapTexture = Neighbors[1] ? Neighbors[1]->HeightmapTexture : nullptr;
SubsectionForcedLOD = Neighbors[1] ? Neighbors[1]->ForcedLOD : -1;
SubsectionLODBias = Neighbors[1] ? Neighbors[1]->LODBias : 0;
}
else if (SubX >= NumSubsections)
{
SubsectionHeightmapTexture = Neighbors[2] ? Neighbors[2]->HeightmapTexture : nullptr;
SubsectionForcedLOD = Neighbors[2] ? Neighbors[2]->ForcedLOD : -1;
SubsectionLODBias = Neighbors[2] ? Neighbors[2]->LODBias : 0;
}
else if (SubY < 0)
{
SubsectionHeightmapTexture = Neighbors[0] ? Neighbors[0]->HeightmapTexture : nullptr;
SubsectionForcedLOD = Neighbors[0] ? Neighbors[0]->ForcedLOD : -1;
SubsectionLODBias = Neighbors[0] ? Neighbors[0]->LODBias : 0;
}
else if (SubY >= NumSubsections)
{
SubsectionHeightmapTexture = Neighbors[3] ? Neighbors[3]->HeightmapTexture : nullptr;
SubsectionForcedLOD = Neighbors[3] ? Neighbors[3]->ForcedLOD : -1;
SubsectionLODBias = Neighbors[3] ? Neighbors[3]->LODBias : 0;
}
SubsectionLODBias = FMath::Clamp<int8>(SubsectionLODBias + GLandscapeMeshLODBias, -MaxLOD, MaxLOD);
const int32 MinStreamedLOD = SubsectionHeightmapTexture ? FMath::Min<int32>(((FTexture2DResource*)SubsectionHeightmapTexture->Resource)->GetCurrentFirstMip(), FMath::CeilLogTwo(SubsectionSizeVerts) - 1) : 0;
float fLOD = FLT_MAX;
if (SubsectionForcedLOD >= 0)
{
fLOD = SubsectionForcedLOD;
}
else
{
if (View.IsPerspectiveProjection())
{
FVector2D ComponentPosition(0.5f * (float)SubsectionSizeQuads, 0.5f * (float)SubsectionSizeQuads);
FVector2D CurrentCameraLocalPos = CameraLocalPos - FVector2D(SubX * SubsectionSizeQuads, SubY * SubsectionSizeQuads);
float ComponentDistance = FVector2D(CurrentCameraLocalPos - ComponentPosition).Size() + DistDiff;
switch (LODFalloff)
{
case ELandscapeLODFalloff::SquareRoot:
fLOD = FMath::Sqrt(FMath::Max(0.f, ComponentDistance / LODDistance));
break;
default:
case ELandscapeLODFalloff::Linear:
fLOD = ComponentDistance / LODDistance;
break;
}
}
else
{
float Scale = 1.0f / (View.ViewRect.Width() * View.ViewMatrices.GetProjectionMatrix().M[0][0]);
// The "/ 5.0f" is totally arbitrary
switch (LODFalloff)
{
case ELandscapeLODFalloff::SquareRoot:
fLOD = FMath::Sqrt(Scale / 5.0f);
break;
default:
case ELandscapeLODFalloff::Linear:
fLOD = Scale / 5.0f;
break;
}
}
fLOD = FMath::Clamp<float>(fLOD, SubsectionLODBias, FMath::Min<int32>(MaxLOD, MaxLOD + SubsectionLODBias));
}
// ultimately due to texture streaming we sometimes need to go past MaxLOD
fLOD = FMath::Max<float>(fLOD, MinStreamedLOD);
return fLOD;
}
int32 FLandscapeComponentSceneProxy::CalcLODForSubsection(const FSceneView& View, int32 SubX, int32 SubY, const FVector2D& CameraLocalPos) const
{
return FMath::FloorToInt(CalcDesiredLOD(View, CameraLocalPos, SubX, SubY));
}
void FLandscapeComponentSceneProxy::CalcLODParamsForSubsection(const FSceneView& View, const FVector2D& CameraLocalPos, int32 SubX, int32 SubY, int32 BatchLOD, float& OutfLOD, FVector4& OutNeighborLODs) const
{
OutfLOD = FMath::Max<float>(BatchLOD, CalcDesiredLOD(View, CameraLocalPos, SubX, SubY));
OutNeighborLODs[0] = FMath::Max<float>(OutfLOD, CalcDesiredLOD(View, CameraLocalPos, SubX, SubY - 1));
OutNeighborLODs[1] = FMath::Max<float>(OutfLOD, CalcDesiredLOD(View, CameraLocalPos, SubX - 1, SubY ));
OutNeighborLODs[2] = FMath::Max<float>(OutfLOD, CalcDesiredLOD(View, CameraLocalPos, SubX + 1, SubY ));
OutNeighborLODs[3] = FMath::Max<float>(OutfLOD, CalcDesiredLOD(View, CameraLocalPos, SubX, SubY + 1));
}
namespace
{
FLinearColor GetColorForLod(int32 CurrentLOD, int32 ForcedLOD)
{
int32 ColorIndex = INDEX_NONE;
if (GEngine->LODColorationColors.Num() > 0)
{
ColorIndex = CurrentLOD;
ColorIndex = FMath::Clamp(ColorIndex, 0, GEngine->LODColorationColors.Num() - 1);
}
const FLinearColor& LODColor = ColorIndex != INDEX_NONE ? GEngine->LODColorationColors[ColorIndex] : FLinearColor::Gray;
return ForcedLOD >= 0 ? LODColor : LODColor * 0.2f;
}
}
void FLandscapeComponentSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FLandscapeComponentSceneProxy_GetMeshElements);
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
const bool bInCollisionView = ViewFamily.EngineShowFlags.CollisionVisibility || ViewFamily.EngineShowFlags.CollisionPawn;
const bool bDrawSimpleCollision = ViewFamily.EngineShowFlags.CollisionPawn && CollisionResponse.GetResponse(ECC_Pawn) != ECR_Ignore;
const bool bDrawComplexCollision = ViewFamily.EngineShowFlags.CollisionVisibility && CollisionResponse.GetResponse(ECC_Visibility) != ECR_Ignore;
#endif
int32 NumPasses = 0;
int32 NumTriangles = 0;
int32 NumDrawCalls = 0;
const bool bIsWireframe = ViewFamily.EngineShowFlags.Wireframe;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
const FSceneView* View = Views[ViewIndex];
FVector CameraLocalPos3D = WorldToLocal.TransformPosition(View->ViewMatrices.GetViewOrigin());
FVector2D CameraLocalPos(CameraLocalPos3D.X, CameraLocalPos3D.Y);
FLandscapeElementParamArray& ParameterArray = Collector.AllocateOneFrameResource<FLandscapeElementParamArray>();
ParameterArray.ElementParams.Empty(NumSubsections * NumSubsections);
ParameterArray.ElementParams.AddDefaulted(NumSubsections * NumSubsections);
FMeshBatch& Mesh = Collector.AllocateMesh();
Mesh.LCI = ComponentLightInfo.Get();
Mesh.CastShadow = true;
Mesh.VertexFactory = VertexFactory;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
#if WITH_EDITOR
FMeshBatch& MeshTools = Collector.AllocateMesh();
MeshTools.LCI = ComponentLightInfo.Get();
MeshTools.Type = PT_TriangleList;
MeshTools.CastShadow = false;
MeshTools.VertexFactory = VertexFactory;
MeshTools.ReverseCulling = IsLocalToWorldDeterminantNegative();
#endif
// Calculate the LOD to use for the material
// TODO: Render different subsections with different material LODs like the static render pass does
int32 MaterialLOD = MaterialInterfacesByLOD.Num() - 1;
// Setup the LOD parameters
int32 CalculatedLods[LANDSCAPE_MAX_SUBSECTION_NUM][LANDSCAPE_MAX_SUBSECTION_NUM];
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
int32 CurrentLOD = CalcLODForSubsection(*View, SubX, SubY, CameraLocalPos);
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (bInCollisionView)
{
if (bDrawSimpleCollision)
{
CurrentLOD = FMath::Max(CollisionMipLevel, SimpleCollisionMipLevel);
}
else if (bDrawComplexCollision)
{
CurrentLOD = CollisionMipLevel;
}
}
#endif
CalculatedLods[SubY][SubX] = CurrentLOD;
MaterialLOD = FMath::Min(MaterialLOD, CurrentLOD);
}
}
UMaterialInterface* const MaterialInterface = MaterialInterfacesByLOD[MaterialLOD];
// Could be different from bRequiresAdjacencyInformation during shader compilation
const bool bCurrentRequiresAdjacencyInformation = MaterialRenderingRequiresAdjacencyInformation_RenderingThread(MaterialInterface, VertexFactory->GetType(), View->GetFeatureLevel());
Mesh.Type = bCurrentRequiresAdjacencyInformation ? PT_12_ControlPointPatchList : PT_TriangleList;
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
const int32 SubSectionIdx = SubX + SubY*NumSubsections;
const int32 CurrentLOD = CalculatedLods[SubY][SubX];
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// We simplify this by considering only the biggest LOD index for this mesh element.
Mesh.VisualizeLODIndex = (int8)FMath::Max((int32)Mesh.VisualizeLODIndex, CurrentLOD);
#endif
FMeshBatchElement& BatchElement = (SubX == 0 && SubY == 0) ? *Mesh.Elements.GetData() : *(new(Mesh.Elements) FMeshBatchElement);
BatchElement.PrimitiveUniformBufferResource = &GetUniformBuffer();
FLandscapeBatchElementParams& BatchElementParams = ParameterArray.ElementParams[SubSectionIdx];
BatchElementParams.LocalToWorldNoScalingPtr = &LocalToWorldNoScaling;
BatchElement.UserData = &BatchElementParams;
BatchElementParams.LandscapeUniformShaderParametersResource = &LandscapeUniformShaderParameters;
BatchElementParams.SceneProxy = this;
BatchElementParams.SubX = SubX;
BatchElementParams.SubY = SubY;
BatchElementParams.CurrentLOD = CurrentLOD;
int32 LodSubsectionSizeVerts = (SubsectionSizeVerts >> CurrentLOD);
uint32 NumPrimitives = FMath::Square((LodSubsectionSizeVerts - 1)) * 2;
if (bCurrentRequiresAdjacencyInformation)
{
check(SharedBuffers->AdjacencyIndexBuffers);
BatchElement.IndexBuffer = SharedBuffers->AdjacencyIndexBuffers->IndexBuffers[CurrentLOD];
BatchElement.FirstIndex = (SubX + SubY * NumSubsections) * NumPrimitives * 12;
}
else
{
BatchElement.IndexBuffer = SharedBuffers->IndexBuffers[CurrentLOD];
BatchElement.FirstIndex = (SubX + SubY * NumSubsections) * NumPrimitives * 3;
}
BatchElement.NumPrimitives = NumPrimitives;
BatchElement.MinVertexIndex = SharedBuffers->IndexRanges[CurrentLOD].MinIndex[SubX][SubY];
BatchElement.MaxVertexIndex = SharedBuffers->IndexRanges[CurrentLOD].MaxIndex[SubX][SubY];
#if WITH_EDITOR
FMeshBatchElement& BatchElementTools = (SubX == 0 && SubY == 0) ? *MeshTools.Elements.GetData() : *(new(MeshTools.Elements) FMeshBatchElement);
BatchElementTools.PrimitiveUniformBufferResource = &GetUniformBuffer();
BatchElementTools.UserData = &BatchElementParams;
// Tools never use tessellation
BatchElementTools.IndexBuffer = SharedBuffers->IndexBuffers[CurrentLOD];
BatchElementTools.NumPrimitives = NumPrimitives;
BatchElementTools.FirstIndex = (SubX + SubY * NumSubsections) * NumPrimitives * 3;
BatchElementTools.MinVertexIndex = SharedBuffers->IndexRanges[CurrentLOD].MinIndex[SubX][SubY];
BatchElementTools.MaxVertexIndex = SharedBuffers->IndexRanges[CurrentLOD].MaxIndex[SubX][SubY];
#endif
}
}
// Render the landscape component
#if WITH_EDITOR
const bool bMaterialModifiesMeshPosition = MaterialInterface->GetRenderProxy(false)->GetMaterial(View->GetFeatureLevel())->MaterialModifiesMeshPosition_RenderThread();
switch (GLandscapeViewMode)
{
case ELandscapeViewMode::DebugLayer:
if (GLayerDebugColorMaterial)
{
auto DebugColorMaterialInstance = new FLandscapeDebugMaterialRenderProxy(GLayerDebugColorMaterial->GetRenderProxy(false),
(EditToolRenderData.DebugChannelR >= 0 ? WeightmapTextures[EditToolRenderData.DebugChannelR / 4] : nullptr),
(EditToolRenderData.DebugChannelG >= 0 ? WeightmapTextures[EditToolRenderData.DebugChannelG / 4] : nullptr),
(EditToolRenderData.DebugChannelB >= 0 ? WeightmapTextures[EditToolRenderData.DebugChannelB / 4] : nullptr),
(EditToolRenderData.DebugChannelR >= 0 ? DebugColorMask::Masks[EditToolRenderData.DebugChannelR % 4] : DebugColorMask::Masks[4]),
(EditToolRenderData.DebugChannelG >= 0 ? DebugColorMask::Masks[EditToolRenderData.DebugChannelG % 4] : DebugColorMask::Masks[4]),
(EditToolRenderData.DebugChannelB >= 0 ? DebugColorMask::Masks[EditToolRenderData.DebugChannelB % 4] : DebugColorMask::Masks[4])
);
MeshTools.MaterialRenderProxy = DebugColorMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(DebugColorMaterialInstance);
MeshTools.bCanApplyViewModeOverrides = true;
MeshTools.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, MeshTools);
NumPasses++;
NumTriangles += MeshTools.GetNumPrimitives();
NumDrawCalls += MeshTools.Elements.Num();
}
break;
case ELandscapeViewMode::LayerDensity:
{
int32 ColorIndex = FMath::Min<int32>(NumWeightmapLayerAllocations, GEngine->ShaderComplexityColors.Num());
auto LayerDensityMaterialInstance = new FColoredMaterialRenderProxy(GEngine->LevelColorationUnlitMaterial->GetRenderProxy(false), ColorIndex ? GEngine->ShaderComplexityColors[ColorIndex - 1] : FLinearColor::Black);
MeshTools.MaterialRenderProxy = LayerDensityMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(LayerDensityMaterialInstance);
MeshTools.bCanApplyViewModeOverrides = true;
MeshTools.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, MeshTools);
NumPasses++;
NumTriangles += MeshTools.GetNumPrimitives();
NumDrawCalls += MeshTools.Elements.Num();
}
break;
case ELandscapeViewMode::LayerUsage:
if (GLandscapeLayerUsageMaterial)
{
float Rotation = ((SectionBase.X / ComponentSizeQuads) ^ (SectionBase.Y / ComponentSizeQuads)) & 1 ? 0 : 2.f * PI;
auto LayerUsageMaterialInstance = new FLandscapeLayerUsageRenderProxy(GLandscapeLayerUsageMaterial->GetRenderProxy(false), ComponentSizeVerts, LayerColors, Rotation);
MeshTools.MaterialRenderProxy = LayerUsageMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(LayerUsageMaterialInstance);
MeshTools.bCanApplyViewModeOverrides = true;
MeshTools.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, MeshTools);
NumPasses++;
NumTriangles += MeshTools.GetNumPrimitives();
NumDrawCalls += MeshTools.Elements.Num();
}
break;
case ELandscapeViewMode::LOD:
{
auto& TemplateMesh = bIsWireframe ? Mesh : MeshTools;
for (int32 i = 0; i < TemplateMesh.Elements.Num(); i++)
{
FMeshBatch& LODMesh = Collector.AllocateMesh();
LODMesh = TemplateMesh;
LODMesh.Elements.Empty(1);
LODMesh.Elements.Add(TemplateMesh.Elements[i]);
int32 CurrentLOD = ((FLandscapeBatchElementParams*)TemplateMesh.Elements[i].UserData)->CurrentLOD;
LODMesh.VisualizeLODIndex = CurrentLOD;
FLinearColor Color = GetColorForLod(CurrentLOD, ForcedLOD);
FMaterialRenderProxy* LODMaterialProxy =
bMaterialModifiesMeshPosition && bIsWireframe
? (FMaterialRenderProxy*)new FOverrideSelectionColorMaterialRenderProxy(MaterialInterface->GetRenderProxy(false), Color)
: (FMaterialRenderProxy*)new FColoredMaterialRenderProxy(GEngine->LevelColorationUnlitMaterial->GetRenderProxy(false), Color);
Collector.RegisterOneFrameMaterialProxy(LODMaterialProxy);
LODMesh.MaterialRenderProxy = LODMaterialProxy;
LODMesh.bCanApplyViewModeOverrides = !bIsWireframe;
LODMesh.bWireframe = bIsWireframe;
LODMesh.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, LODMesh);
NumPasses++;
NumTriangles += TemplateMesh.Elements[i].NumPrimitives;
NumDrawCalls++;
}
}
break;
case ELandscapeViewMode::WireframeOnTop:
{
// base mesh
Mesh.MaterialRenderProxy = MaterialInterface->GetRenderProxy(false);
Mesh.bCanApplyViewModeOverrides = false;
Collector.AddMesh(ViewIndex, Mesh);
NumPasses++;
NumTriangles += Mesh.GetNumPrimitives();
NumDrawCalls += Mesh.Elements.Num();
// wireframe on top
FMeshBatch& WireMesh = Collector.AllocateMesh();
WireMesh = MeshTools;
auto WireMaterialInstance = new FColoredMaterialRenderProxy(GEngine->LevelColorationUnlitMaterial->GetRenderProxy(false), FLinearColor(0, 0, 1));
WireMesh.MaterialRenderProxy = WireMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(WireMaterialInstance);
WireMesh.bCanApplyViewModeOverrides = false;
WireMesh.bWireframe = true;
Collector.AddMesh(ViewIndex, WireMesh);
NumPasses++;
NumTriangles += WireMesh.GetNumPrimitives();
NumDrawCalls++;
}
break;
default:
#endif // WITH_EDITOR
#if WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (AllowDebugViewmodes() && bInCollisionView)
{
if (bDrawSimpleCollision || bDrawComplexCollision)
{
// Override the mesh's material with our material that draws the collision color
auto CollisionMaterialInstance = new FColoredMaterialRenderProxy(
GEngine->ShadedLevelColorationUnlitMaterial->GetRenderProxy(IsSelected(), IsHovered()),
WireframeColor
);
Collector.RegisterOneFrameMaterialProxy(CollisionMaterialInstance);
Mesh.MaterialRenderProxy = CollisionMaterialInstance;
Mesh.bCanApplyViewModeOverrides = true;
Mesh.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, Mesh);
NumPasses++;
NumTriangles += Mesh.GetNumPrimitives();
NumDrawCalls += Mesh.Elements.Num();
}
}
else
#endif
// Regular Landscape rendering. Only use the dynamic path if we're rendering a rich view or we've disabled the static path for debugging.
if( IsRichView(ViewFamily) ||
GLandscapeDebugOptions.bDisableStatic ||
bIsWireframe ||
#if WITH_EDITOR
(IsSelected() && !GLandscapeEditModeActive) ||
#else
IsSelected() ||
#endif
!IsStaticPathAvailable())
{
Mesh.MaterialRenderProxy = MaterialInterface->GetRenderProxy(false);
Mesh.bCanApplyViewModeOverrides = true;
Mesh.bUseWireframeSelectionColoring = IsSelected();
Collector.AddMesh(ViewIndex, Mesh);
NumPasses++;
NumTriangles += Mesh.GetNumPrimitives();
NumDrawCalls += Mesh.Elements.Num();
}
#if WITH_EDITOR
} // switch
#endif
#if WITH_EDITOR
// Extra render passes for landscape tools
if (GLandscapeEditModeActive)
{
// Region selection
if (EditToolRenderData.SelectedType)
{
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::SelectRegion) && (EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)
&& !(GLandscapeEditRenderMode & ELandscapeEditRenderMode::Mask))
{
FMeshBatch& SelectMesh = Collector.AllocateMesh();
SelectMesh = MeshTools;
auto SelectMaterialInstance = new FLandscapeSelectMaterialRenderProxy(GSelectionRegionMaterial->GetRenderProxy(false), EditToolRenderData.DataTexture ? EditToolRenderData.DataTexture : GLandscapeBlackTexture);
SelectMesh.MaterialRenderProxy = SelectMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(SelectMaterialInstance);
Collector.AddMesh(ViewIndex, SelectMesh);
NumPasses++;
NumTriangles += SelectMesh.GetNumPrimitives();
NumDrawCalls += SelectMesh.Elements.Num();
}
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::SelectComponent) && (EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_COMPONENT))
{
FMeshBatch& SelectMesh = Collector.AllocateMesh();
SelectMesh = MeshTools;
SelectMesh.MaterialRenderProxy = GSelectionColorMaterial->GetRenderProxy(0);
Collector.AddMesh(ViewIndex, SelectMesh);
NumPasses++;
NumTriangles += SelectMesh.GetNumPrimitives();
NumDrawCalls += SelectMesh.Elements.Num();
}
}
// Mask
if ((GLandscapeEditRenderMode & ELandscapeEditRenderMode::SelectRegion) && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Mask))
{
if (EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)
{
FMeshBatch& MaskMesh = Collector.AllocateMesh();
MaskMesh = MeshTools;
auto MaskMaterialInstance = new FLandscapeMaskMaterialRenderProxy(GMaskRegionMaterial->GetRenderProxy(false), EditToolRenderData.DataTexture ? EditToolRenderData.DataTexture : GLandscapeBlackTexture, !!(GLandscapeEditRenderMode & ELandscapeEditRenderMode::InvertedMask));
MaskMesh.MaterialRenderProxy = MaskMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(MaskMaterialInstance);
Collector.AddMesh(ViewIndex, MaskMesh);
NumPasses++;
NumTriangles += MaskMesh.GetNumPrimitives();
NumDrawCalls += MaskMesh.Elements.Num();
}
else if (!(GLandscapeEditRenderMode & ELandscapeEditRenderMode::InvertedMask))
{
FMeshBatch& MaskMesh = Collector.AllocateMesh();
MaskMesh = MeshTools;
auto MaskMaterialInstance = new FLandscapeMaskMaterialRenderProxy(GMaskRegionMaterial->GetRenderProxy(false), GLandscapeBlackTexture, false);
MaskMesh.MaterialRenderProxy = MaskMaterialInstance;
Collector.RegisterOneFrameMaterialProxy(MaskMaterialInstance);
Collector.AddMesh(ViewIndex, MaskMesh);
NumPasses++;
NumTriangles += MaskMesh.GetNumPrimitives();
NumDrawCalls += MaskMesh.Elements.Num();
}
}
// Edit mode tools
if (EditToolRenderData.ToolMaterial)
{
FMeshBatch& EditMesh = Collector.AllocateMesh();
EditMesh = MeshTools;
EditMesh.MaterialRenderProxy = EditToolRenderData.ToolMaterial->GetRenderProxy(0);
Collector.AddMesh(ViewIndex, EditMesh);
NumPasses++;
NumTriangles += EditMesh.GetNumPrimitives();
NumDrawCalls += EditMesh.Elements.Num();
}
if (EditToolRenderData.GizmoMaterial && GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo)
{
FMeshBatch& EditMesh = Collector.AllocateMesh();
EditMesh = MeshTools;
EditMesh.MaterialRenderProxy = EditToolRenderData.GizmoMaterial->GetRenderProxy(0);
Collector.AddMesh(ViewIndex, EditMesh);
NumPasses++;
NumTriangles += EditMesh.GetNumPrimitives();
NumDrawCalls += EditMesh.Elements.Num();
}
}
#endif // WITH_EDITOR
if (GLandscapeDebugOptions.bShowPatches)
{
DrawWireBox(Collector.GetPDI(ViewIndex), GetBounds().GetBox(), FColor(255, 255, 0), SDPG_World);
}
RenderBounds(Collector.GetPDI(ViewIndex), ViewFamily.EngineShowFlags, GetBounds(), IsSelected());
}
}
INC_DWORD_STAT_BY(STAT_LandscapeComponents, NumPasses);
INC_DWORD_STAT_BY(STAT_LandscapeDrawCalls, NumDrawCalls);
INC_DWORD_STAT_BY(STAT_LandscapeTriangles, NumTriangles * NumPasses);
}
//
// FLandscapeVertexBuffer
//
/**
* Initialize the RHI for this rendering resource
*/
void FLandscapeVertexBuffer::InitRHI()
{
// create a static vertex buffer
FRHIResourceCreateInfo CreateInfo;
void* BufferData = nullptr;
VertexBufferRHI = RHICreateAndLockVertexBuffer(NumVertices * sizeof(FLandscapeVertex), BUF_Static, CreateInfo, BufferData);
FLandscapeVertex* Vertex = (FLandscapeVertex*)BufferData;
int32 VertexIndex = 0;
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
for (int32 y = 0; y < SubsectionSizeVerts; y++)
{
for (int32 x = 0; x < SubsectionSizeVerts; x++)
{
Vertex->VertexX = x;
Vertex->VertexY = y;
Vertex->SubX = SubX;
Vertex->SubY = SubY;
Vertex++;
VertexIndex++;
}
}
}
}
check(NumVertices == VertexIndex);
RHIUnlockVertexBuffer(VertexBufferRHI);
}
//
// FLandscapeSharedBuffers
//
template <typename INDEX_TYPE>
void FLandscapeSharedBuffers::CreateIndexBuffers(ERHIFeatureLevel::Type InFeatureLevel, bool bRequiresAdjacencyInformation)
{
if (InFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
if (!bVertexScoresComputed)
{
bVertexScoresComputed = ComputeVertexScores();
}
}
TMap<uint64, INDEX_TYPE> VertexMap;
INDEX_TYPE VertexCount = 0;
int32 SubsectionSizeQuads = SubsectionSizeVerts - 1;
// Layout index buffer to determine best vertex order
int32 MaxLOD = NumIndexBuffers - 1;
for (int32 Mip = MaxLOD; Mip >= 0; Mip--)
{
int32 LodSubsectionSizeQuads = (SubsectionSizeVerts >> Mip) - 1;
TArray<INDEX_TYPE> NewIndices;
int32 ExpectedNumIndices = FMath::Square(NumSubsections) * FMath::Square(LodSubsectionSizeQuads) * 6;
NewIndices.Empty(ExpectedNumIndices);
int32& MaxIndexFull = IndexRanges[Mip].MaxIndexFull;
int32& MinIndexFull = IndexRanges[Mip].MinIndexFull;
MaxIndexFull = 0;
MinIndexFull = MAX_int32;
if (InFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
// ES2 version
float MipRatio = (float)SubsectionSizeQuads / (float)LodSubsectionSizeQuads; // Morph current MIP to base MIP
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
TArray<INDEX_TYPE> SubIndices;
SubIndices.Empty(FMath::Square(LodSubsectionSizeQuads) * 6);
int32& MaxIndex = IndexRanges[Mip].MaxIndex[SubX][SubY];
int32& MinIndex = IndexRanges[Mip].MinIndex[SubX][SubY];
MaxIndex = 0;
MinIndex = MAX_int32;
for (int32 y = 0; y < LodSubsectionSizeQuads; y++)
{
for (int32 x = 0; x < LodSubsectionSizeQuads; x++)
{
int32 x0 = FMath::RoundToInt((float)x * MipRatio);
int32 y0 = FMath::RoundToInt((float)y * MipRatio);
int32 x1 = FMath::RoundToInt((float)(x + 1) * MipRatio);
int32 y1 = FMath::RoundToInt((float)(y + 1) * MipRatio);
FLandscapeVertexRef V00(x0, y0, SubX, SubY);
FLandscapeVertexRef V10(x1, y0, SubX, SubY);
FLandscapeVertexRef V11(x1, y1, SubX, SubY);
FLandscapeVertexRef V01(x0, y1, SubX, SubY);
uint64 Key00 = V00.MakeKey();
uint64 Key10 = V10.MakeKey();
uint64 Key11 = V11.MakeKey();
uint64 Key01 = V01.MakeKey();
INDEX_TYPE i00;
INDEX_TYPE i10;
INDEX_TYPE i11;
INDEX_TYPE i01;
INDEX_TYPE* KeyPtr = VertexMap.Find(Key00);
if (KeyPtr == nullptr)
{
i00 = VertexCount++;
VertexMap.Add(Key00, i00);
}
else
{
i00 = *KeyPtr;
}
KeyPtr = VertexMap.Find(Key10);
if (KeyPtr == nullptr)
{
i10 = VertexCount++;
VertexMap.Add(Key10, i10);
}
else
{
i10 = *KeyPtr;
}
KeyPtr = VertexMap.Find(Key11);
if (KeyPtr == nullptr)
{
i11 = VertexCount++;
VertexMap.Add(Key11, i11);
}
else
{
i11 = *KeyPtr;
}
KeyPtr = VertexMap.Find(Key01);
if (KeyPtr == nullptr)
{
i01 = VertexCount++;
VertexMap.Add(Key01, i01);
}
else
{
i01 = *KeyPtr;
}
// Update the min/max index ranges
MaxIndex = FMath::Max<int32>(MaxIndex, i00);
MinIndex = FMath::Min<int32>(MinIndex, i00);
MaxIndex = FMath::Max<int32>(MaxIndex, i10);
MinIndex = FMath::Min<int32>(MinIndex, i10);
MaxIndex = FMath::Max<int32>(MaxIndex, i11);
MinIndex = FMath::Min<int32>(MinIndex, i11);
MaxIndex = FMath::Max<int32>(MaxIndex, i01);
MinIndex = FMath::Min<int32>(MinIndex, i01);
SubIndices.Add(i00);
SubIndices.Add(i11);
SubIndices.Add(i10);
SubIndices.Add(i00);
SubIndices.Add(i01);
SubIndices.Add(i11);
}
}
// update min/max for full subsection
MaxIndexFull = FMath::Max<int32>(MaxIndexFull, MaxIndex);
MinIndexFull = FMath::Min<int32>(MinIndexFull, MinIndex);
TArray<INDEX_TYPE> NewSubIndices;
::OptimizeFaces<INDEX_TYPE>(SubIndices, NewSubIndices, 32);
NewIndices.Append(NewSubIndices);
}
}
}
else
{
// non-ES2 version
int32 SubOffset = 0;
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
int32& MaxIndex = IndexRanges[Mip].MaxIndex[SubX][SubY];
int32& MinIndex = IndexRanges[Mip].MinIndex[SubX][SubY];
MaxIndex = 0;
MinIndex = MAX_int32;
for (int32 y = 0; y < LodSubsectionSizeQuads; y++)
{
for (int32 x = 0; x < LodSubsectionSizeQuads; x++)
{
INDEX_TYPE i00 = (x + 0) + (y + 0) * SubsectionSizeVerts + SubOffset;
INDEX_TYPE i10 = (x + 1) + (y + 0) * SubsectionSizeVerts + SubOffset;
INDEX_TYPE i11 = (x + 1) + (y + 1) * SubsectionSizeVerts + SubOffset;
INDEX_TYPE i01 = (x + 0) + (y + 1) * SubsectionSizeVerts + SubOffset;
NewIndices.Add(i00);
NewIndices.Add(i11);
NewIndices.Add(i10);
NewIndices.Add(i00);
NewIndices.Add(i01);
NewIndices.Add(i11);
// Update the min/max index ranges
MaxIndex = FMath::Max<int32>(MaxIndex, i00);
MinIndex = FMath::Min<int32>(MinIndex, i00);
MaxIndex = FMath::Max<int32>(MaxIndex, i10);
MinIndex = FMath::Min<int32>(MinIndex, i10);
MaxIndex = FMath::Max<int32>(MaxIndex, i11);
MinIndex = FMath::Min<int32>(MinIndex, i11);
MaxIndex = FMath::Max<int32>(MaxIndex, i01);
MinIndex = FMath::Min<int32>(MinIndex, i01);
}
}
// update min/max for full subsection
MaxIndexFull = FMath::Max<int32>(MaxIndexFull, MaxIndex);
MinIndexFull = FMath::Min<int32>(MinIndexFull, MinIndex);
SubOffset += FMath::Square(SubsectionSizeVerts);
}
}
check(MinIndexFull <= (uint32)((INDEX_TYPE)(~(INDEX_TYPE)0)));
check(NewIndices.Num() == ExpectedNumIndices);
}
// Create and init new index buffer with index data
FRawStaticIndexBuffer16or32<INDEX_TYPE>* IndexBuffer = (FRawStaticIndexBuffer16or32<INDEX_TYPE>*)IndexBuffers[Mip];
if (!IndexBuffer)
{
IndexBuffer = new FRawStaticIndexBuffer16or32<INDEX_TYPE>(false);
}
IndexBuffer->AssignNewBuffer(NewIndices);
// Delay init resource to keep CPU data until create AdjacencyIndexbuffers
if (!bRequiresAdjacencyInformation)
{
IndexBuffer->InitResource();
}
IndexBuffers[Mip] = IndexBuffer;
}
}
#if WITH_EDITOR
template <typename INDEX_TYPE>
void FLandscapeSharedBuffers::CreateGrassIndexBuffer()
{
TArray<INDEX_TYPE> NewIndices;
int32 ExpectedNumIndices = FMath::Square(NumSubsections) * (FMath::Square(SubsectionSizeVerts) * 4/3 - 1); // *4/3 is for mips, -1 because we only go down to 2x2 not 1x1
NewIndices.Empty(ExpectedNumIndices);
int32 NumMips = FMath::CeilLogTwo(SubsectionSizeVerts);
for (int32 Mip = 0; Mip < NumMips; ++Mip)
{
// Store offset to the start of this mip in the index buffer
GrassIndexMipOffsets.Add(NewIndices.Num());
int32 MipSubsectionSizeVerts = SubsectionSizeVerts >> Mip;
int32 SubOffset = 0;
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
for (int32 y = 0; y < MipSubsectionSizeVerts; y++)
{
for (int32 x = 0; x < MipSubsectionSizeVerts; x++)
{
// intentionally using SubsectionSizeVerts not MipSubsectionSizeVerts, this is a vert buffer index not a mip vert index
NewIndices.Add(x + y * SubsectionSizeVerts + SubOffset);
}
}
// intentionally using SubsectionSizeVerts not MipSubsectionSizeVerts (as above)
SubOffset += FMath::Square(SubsectionSizeVerts);
}
}
}
check(NewIndices.Num() == ExpectedNumIndices);
// Create and init new index buffer with index data
FRawStaticIndexBuffer16or32<INDEX_TYPE>* IndexBuffer = new FRawStaticIndexBuffer16or32<INDEX_TYPE>(false);
IndexBuffer->AssignNewBuffer(NewIndices);
IndexBuffer->InitResource();
GrassIndexBuffer = IndexBuffer;
}
#endif
FLandscapeSharedBuffers::FLandscapeSharedBuffers(const int32 InSharedBuffersKey, const int32 InSubsectionSizeQuads, const int32 InNumSubsections, const ERHIFeatureLevel::Type InFeatureLevel, const bool bRequiresAdjacencyInformation)
: SharedBuffersKey(InSharedBuffersKey)
, NumIndexBuffers(FMath::CeilLogTwo(InSubsectionSizeQuads + 1))
, SubsectionSizeVerts(InSubsectionSizeQuads + 1)
, NumSubsections(InNumSubsections)
, VertexFactory(nullptr)
, VertexBuffer(nullptr)
, AdjacencyIndexBuffers(nullptr)
, bUse32BitIndices(false)
#if WITH_EDITOR
, GrassIndexBuffer(nullptr)
#endif
{
NumVertices = FMath::Square(SubsectionSizeVerts) * FMath::Square(NumSubsections);
if (InFeatureLevel > ERHIFeatureLevel::ES3_1)
{
// Vertex Buffer cannot be shared
VertexBuffer = new FLandscapeVertexBuffer(InFeatureLevel, NumVertices, SubsectionSizeVerts, NumSubsections);
}
IndexBuffers = new FIndexBuffer*[NumIndexBuffers];
FMemory::Memzero(IndexBuffers, sizeof(FIndexBuffer*)* NumIndexBuffers);
IndexRanges = new FLandscapeIndexRanges[NumIndexBuffers]();
// See if we need to use 16 or 32-bit index buffers
if (NumVertices > 65535)
{
bUse32BitIndices = true;
CreateIndexBuffers<uint32>(InFeatureLevel, bRequiresAdjacencyInformation);
#if WITH_EDITOR
if (InFeatureLevel > ERHIFeatureLevel::ES3_1)
{
CreateGrassIndexBuffer<uint32>();
}
#endif
}
else
{
CreateIndexBuffers<uint16>(InFeatureLevel, bRequiresAdjacencyInformation);
#if WITH_EDITOR
if (InFeatureLevel > ERHIFeatureLevel::ES3_1)
{
CreateGrassIndexBuffer<uint16>();
}
#endif
}
}
FLandscapeSharedBuffers::~FLandscapeSharedBuffers()
{
delete VertexBuffer;
for (int32 i = 0; i < NumIndexBuffers; i++)
{
IndexBuffers[i]->ReleaseResource();
delete IndexBuffers[i];
}
delete[] IndexBuffers;
delete[] IndexRanges;
#if WITH_EDITOR
if (GrassIndexBuffer)
{
GrassIndexBuffer->ReleaseResource();
delete GrassIndexBuffer;
}
#endif
if (AdjacencyIndexBuffers)
{
if (AdjacencyIndexBuffers->Release() == 0)
{
FLandscapeComponentSceneProxy::SharedAdjacencyIndexBufferMap.Remove(SharedBuffersKey);
}
AdjacencyIndexBuffers = nullptr;
}
delete VertexFactory;
}
template<typename IndexType>
static void BuildLandscapeAdjacencyIndexBuffer(int32 LODSubsectionSizeQuads, int32 NumSubsections, const FRawStaticIndexBuffer16or32<IndexType>* Indices, TArray<IndexType>& OutPnAenIndices)
{
if (Indices && Indices->Num())
{
// Landscape use regular grid, so only expand Index buffer works
// PN AEN Dominant Corner
uint32 TriCount = LODSubsectionSizeQuads*LODSubsectionSizeQuads * 2;
uint32 ExpandedCount = 12 * TriCount * NumSubsections * NumSubsections;
OutPnAenIndices.Empty(ExpandedCount);
OutPnAenIndices.AddUninitialized(ExpandedCount);
for (int32 SubY = 0; SubY < NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < NumSubsections; SubX++)
{
uint32 SubsectionTriIndex = (SubX + SubY * NumSubsections) * TriCount;
for (uint32 TriIdx = SubsectionTriIndex; TriIdx < SubsectionTriIndex + TriCount; ++TriIdx)
{
uint32 OutStartIdx = TriIdx * 12;
uint32 InStartIdx = TriIdx * 3;
OutPnAenIndices[OutStartIdx + 0] = Indices->Get(InStartIdx + 0);
OutPnAenIndices[OutStartIdx + 1] = Indices->Get(InStartIdx + 1);
OutPnAenIndices[OutStartIdx + 2] = Indices->Get(InStartIdx + 2);
OutPnAenIndices[OutStartIdx + 3] = Indices->Get(InStartIdx + 0);
OutPnAenIndices[OutStartIdx + 4] = Indices->Get(InStartIdx + 1);
OutPnAenIndices[OutStartIdx + 5] = Indices->Get(InStartIdx + 1);
OutPnAenIndices[OutStartIdx + 6] = Indices->Get(InStartIdx + 2);
OutPnAenIndices[OutStartIdx + 7] = Indices->Get(InStartIdx + 2);
OutPnAenIndices[OutStartIdx + 8] = Indices->Get(InStartIdx + 0);
OutPnAenIndices[OutStartIdx + 9] = Indices->Get(InStartIdx + 0);
OutPnAenIndices[OutStartIdx + 10] = Indices->Get(InStartIdx + 1);
OutPnAenIndices[OutStartIdx + 11] = Indices->Get(InStartIdx + 2);
}
}
}
}
else
{
OutPnAenIndices.Empty();
}
}
FLandscapeSharedAdjacencyIndexBuffer::FLandscapeSharedAdjacencyIndexBuffer(FLandscapeSharedBuffers* Buffers)
{
check(Buffers && Buffers->IndexBuffers);
// Currently only support PN-AEN-Dominant Corner, which is the only mode for UE4 for now
IndexBuffers.Empty(Buffers->NumIndexBuffers);
bool b32BitIndex = Buffers->NumVertices > 65535;
for (int32 i = 0; i < Buffers->NumIndexBuffers; ++i)
{
if (b32BitIndex)
{
TArray<uint32> OutPnAenIndices;
BuildLandscapeAdjacencyIndexBuffer<uint32>((Buffers->SubsectionSizeVerts >> i) - 1, Buffers->NumSubsections, (FRawStaticIndexBuffer16or32<uint32>*)Buffers->IndexBuffers[i], OutPnAenIndices);
FRawStaticIndexBuffer16or32<uint32>* IndexBuffer = new FRawStaticIndexBuffer16or32<uint32>();
IndexBuffer->AssignNewBuffer(OutPnAenIndices);
IndexBuffers.Add(IndexBuffer);
}
else
{
TArray<uint16> OutPnAenIndices;
BuildLandscapeAdjacencyIndexBuffer<uint16>((Buffers->SubsectionSizeVerts >> i) - 1, Buffers->NumSubsections, (FRawStaticIndexBuffer16or32<uint16>*)Buffers->IndexBuffers[i], OutPnAenIndices);
FRawStaticIndexBuffer16or32<uint16>* IndexBuffer = new FRawStaticIndexBuffer16or32<uint16>();
IndexBuffer->AssignNewBuffer(OutPnAenIndices);
IndexBuffers.Add(IndexBuffer);
}
IndexBuffers[i]->InitResource();
}
}
FLandscapeSharedAdjacencyIndexBuffer::~FLandscapeSharedAdjacencyIndexBuffer()
{
for (int32 i = 0; i < IndexBuffers.Num(); ++i)
{
IndexBuffers[i]->ReleaseResource();
delete IndexBuffers[i];
}
}
//
// FLandscapeVertexFactoryVertexShaderParameters
//
/** Shader parameters for use with FLandscapeVertexFactory */
class FLandscapeVertexFactoryVertexShaderParameters : public FVertexFactoryShaderParameters
{
public:
/**
* Bind shader constants by name
* @param ParameterMap - mapping of named shader constants to indices
*/
virtual void Bind(const FShaderParameterMap& ParameterMap) override
{
HeightmapTextureParameter.Bind(ParameterMap, TEXT("HeightmapTexture"));
HeightmapTextureParameterSampler.Bind(ParameterMap, TEXT("HeightmapTextureSampler"));
LodValuesParameter.Bind(ParameterMap, TEXT("LodValues"));
NeighborSectionLodParameter.Bind(ParameterMap, TEXT("NeighborSectionLod"));
LodBiasParameter.Bind(ParameterMap, TEXT("LodBias"));
SectionLodsParameter.Bind(ParameterMap, TEXT("SectionLods"));
XYOffsetTextureParameter.Bind(ParameterMap, TEXT("XYOffsetmapTexture"));
XYOffsetTextureParameterSampler.Bind(ParameterMap, TEXT("XYOffsetmapTextureSampler"));
}
/**
* Serialize shader params to an archive
* @param Ar - archive to serialize to
*/
virtual void Serialize(FArchive& Ar) override
{
Ar << HeightmapTextureParameter;
Ar << HeightmapTextureParameterSampler;
Ar << LodValuesParameter;
Ar << NeighborSectionLodParameter;
Ar << LodBiasParameter;
Ar << SectionLodsParameter;
Ar << XYOffsetTextureParameter;
Ar << XYOffsetTextureParameterSampler;
}
/**
* Set any shader data specific to this vertex factory
*/
virtual void SetMesh(FRHICommandList& RHICmdList, FShader* VertexShader, const class FVertexFactory* VertexFactory, const class FSceneView& View, const struct FMeshBatchElement& BatchElement, uint32 DataFlags) const override
{
SCOPE_CYCLE_COUNTER(STAT_LandscapeVFDrawTime);
const FLandscapeBatchElementParams* BatchElementParams = (const FLandscapeBatchElementParams*)BatchElement.UserData;
check(BatchElementParams);
const FLandscapeComponentSceneProxy* SceneProxy = BatchElementParams->SceneProxy;
SetUniformBufferParameter(RHICmdList, VertexShader->GetVertexShader(), VertexShader->GetUniformBufferParameter<FLandscapeUniformShaderParameters>(), *BatchElementParams->LandscapeUniformShaderParametersResource);
if (HeightmapTextureParameter.IsBound())
{
SetTextureParameter(
RHICmdList,
VertexShader->GetVertexShader(),
HeightmapTextureParameter,
HeightmapTextureParameterSampler,
TStaticSamplerState<SF_Point>::GetRHI(),
SceneProxy->HeightmapTexture->Resource->TextureRHI
);
}
if (LodBiasParameter.IsBound())
{
FVector4 LodBias(
0.0f, // unused
0.0f, // unused
((FTexture2DResource*)SceneProxy->HeightmapTexture->Resource)->GetCurrentFirstMip(),
SceneProxy->XYOffsetmapTexture ? ((FTexture2DResource*)SceneProxy->XYOffsetmapTexture->Resource)->GetCurrentFirstMip() : 0.0f
);
SetShaderValue(RHICmdList, VertexShader->GetVertexShader(), LodBiasParameter, LodBias);
}
// Calculate LOD params
FVector CameraLocalPos3D = SceneProxy->WorldToLocal.TransformPosition(View.ViewMatrices.GetViewOrigin());
FVector2D CameraLocalPos = FVector2D(CameraLocalPos3D.X, CameraLocalPos3D.Y);
FVector4 fCurrentLODs;
FVector4 CurrentNeighborLODs[4];
if (BatchElementParams->SubX == -1)
{
for (int32 SubY = 0; SubY < SceneProxy->NumSubsections; SubY++)
{
for (int32 SubX = 0; SubX < SceneProxy->NumSubsections; SubX++)
{
int32 SubIndex = SubX + 2 * SubY;
SceneProxy->CalcLODParamsForSubsection(View, CameraLocalPos, SubX, SubY, BatchElementParams->CurrentLOD, fCurrentLODs[SubIndex], CurrentNeighborLODs[SubIndex]);
}
}
}
else
{
int32 SubIndex = BatchElementParams->SubX + 2 * BatchElementParams->SubY;
SceneProxy->CalcLODParamsForSubsection(View, CameraLocalPos, BatchElementParams->SubX, BatchElementParams->SubY, BatchElementParams->CurrentLOD, fCurrentLODs[SubIndex], CurrentNeighborLODs[SubIndex]);
}
if (SectionLodsParameter.IsBound())
{
SetShaderValue(RHICmdList, VertexShader->GetVertexShader(), SectionLodsParameter, fCurrentLODs);
}
if (NeighborSectionLodParameter.IsBound())
{
SetShaderValue(RHICmdList, VertexShader->GetVertexShader(), NeighborSectionLodParameter, CurrentNeighborLODs);
}
if (LodValuesParameter.IsBound())
{
FVector4 LodValues(
BatchElementParams->CurrentLOD,
0.0f, // unused
(float)((SceneProxy->SubsectionSizeVerts >> BatchElementParams->CurrentLOD) - 1),
1.f / (float)((SceneProxy->SubsectionSizeVerts >> BatchElementParams->CurrentLOD) - 1));
SetShaderValue(RHICmdList, VertexShader->GetVertexShader(), LodValuesParameter, LodValues);
}
if (XYOffsetTextureParameter.IsBound() && SceneProxy->XYOffsetmapTexture)
{
SetTextureParameter(
RHICmdList,
VertexShader->GetVertexShader(),
XYOffsetTextureParameter,
XYOffsetTextureParameterSampler,
TStaticSamplerState<SF_Point>::GetRHI(),
SceneProxy->XYOffsetmapTexture->Resource->TextureRHI
);
}
}
virtual uint32 GetSize() const override
{
return sizeof(*this);
}
protected:
FShaderParameter LodValuesParameter;
FShaderParameter NeighborSectionLodParameter;
FShaderParameter LodBiasParameter;
FShaderParameter SectionLodsParameter;
FShaderResourceParameter HeightmapTextureParameter;
FShaderResourceParameter HeightmapTextureParameterSampler;
FShaderResourceParameter XYOffsetTextureParameter;
FShaderResourceParameter XYOffsetTextureParameterSampler;
TShaderUniformBufferParameter<FLandscapeUniformShaderParameters> LandscapeShaderParameters;
};
//
// FLandscapeVertexFactoryPixelShaderParameters
//
/**
* Bind shader constants by name
* @param ParameterMap - mapping of named shader constants to indices
*/
void FLandscapeVertexFactoryPixelShaderParameters::Bind(const FShaderParameterMap& ParameterMap)
{
NormalmapTextureParameter.Bind(ParameterMap, TEXT("NormalmapTexture"));
NormalmapTextureParameterSampler.Bind(ParameterMap, TEXT("NormalmapTextureSampler"));
LocalToWorldNoScalingParameter.Bind(ParameterMap, TEXT("LocalToWorldNoScaling"));
}
/**
* Serialize shader params to an archive
* @param Ar - archive to serialize to
*/
void FLandscapeVertexFactoryPixelShaderParameters::Serialize(FArchive& Ar)
{
Ar << NormalmapTextureParameter
<< NormalmapTextureParameterSampler
<< LocalToWorldNoScalingParameter;
}
/**
* Set any shader data specific to this vertex factory
*/
void FLandscapeVertexFactoryPixelShaderParameters::SetMesh(FRHICommandList& RHICmdList, FShader* PixelShader, const FVertexFactory* VertexFactory, const FSceneView& View, const FMeshBatchElement& BatchElement, uint32 DataFlags) const
{
SCOPE_CYCLE_COUNTER(STAT_LandscapeVFDrawTime);
const FLandscapeBatchElementParams* BatchElementParams = (const FLandscapeBatchElementParams*)BatchElement.UserData;
if (LocalToWorldNoScalingParameter.IsBound())
{
SetShaderValue(RHICmdList, PixelShader->GetPixelShader(), LocalToWorldNoScalingParameter, *BatchElementParams->LocalToWorldNoScalingPtr);
}
if (NormalmapTextureParameter.IsBound())
{
SetTextureParameter(
RHICmdList,
PixelShader->GetPixelShader(),
NormalmapTextureParameter,
NormalmapTextureParameterSampler,
BatchElementParams->SceneProxy->NormalmapTexture->Resource);
}
}
//
// FLandscapeVertexFactory
//
void FLandscapeVertexFactory::InitRHI()
{
// list of declaration items
FVertexDeclarationElementList Elements;
// position decls
Elements.Add(AccessStreamComponent(Data.PositionComponent, 0));
// create the actual device decls
InitDeclaration(Elements);
}
FVertexFactoryShaderParameters* FLandscapeVertexFactory::ConstructShaderParameters(EShaderFrequency ShaderFrequency)
{
switch (ShaderFrequency)
{
case SF_Vertex:
return new FLandscapeVertexFactoryVertexShaderParameters();
break;
case SF_Pixel:
return new FLandscapeVertexFactoryPixelShaderParameters();
break;
default:
return nullptr;
}
}
void FLandscapeVertexFactory::ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
FVertexFactory::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
}
IMPLEMENT_VERTEX_FACTORY_TYPE(FLandscapeVertexFactory, "LandscapeVertexFactory", true, true, true, false, false);
/**
* Copy the data from another vertex factory
* @param Other - factory to copy from
*/
void FLandscapeVertexFactory::Copy(const FLandscapeVertexFactory& Other)
{
//SetSceneProxy(Other.Proxy());
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FLandscapeVertexFactoryCopyData,
FLandscapeVertexFactory*, VertexFactory, this,
const FDataType*, DataCopy, &Other.Data,
{
VertexFactory->Data = *DataCopy;
});
BeginUpdateResourceRHI(this);
}
//
// FLandscapeXYOffsetVertexFactory
//
void FLandscapeXYOffsetVertexFactory::ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
FLandscapeVertexFactory::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
OutEnvironment.SetDefine(TEXT("LANDSCAPE_XYOFFSET"), TEXT("1"));
}
IMPLEMENT_VERTEX_FACTORY_TYPE(FLandscapeXYOffsetVertexFactory, "LandscapeVertexFactory", true, true, true, false, false);
/** ULandscapeMaterialInstanceConstant */
ULandscapeMaterialInstanceConstant::ULandscapeMaterialInstanceConstant(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsLayerThumbnail = false;
}
class FLandscapeMaterialResource : public FMaterialResource
{
const bool bIsLayerThumbnail;
const bool bDisableTessellation;
public:
FLandscapeMaterialResource(ULandscapeMaterialInstanceConstant* Parent)
: bIsLayerThumbnail(Parent->bIsLayerThumbnail)
, bDisableTessellation(Parent->bDisableTessellation)
{
}
void GetShaderMapId(EShaderPlatform Platform, FMaterialShaderMapId& OutId) const override
{
FMaterialResource::GetShaderMapId(Platform, OutId);
if (bIsLayerThumbnail || bDisableTessellation)
{
FSHA1 Hash;
Hash.Update(OutId.BasePropertyOverridesHash.Hash, ARRAY_COUNT(OutId.BasePropertyOverridesHash.Hash));
const FString HashString = TEXT("bOverride_TessellationMode");
Hash.UpdateWithString(*HashString, HashString.Len());
Hash.Final();
Hash.GetHash(OutId.BasePropertyOverridesHash.Hash);
}
}
bool IsUsedWithLandscape() const override
{
return !bIsLayerThumbnail;
}
bool IsUsedWithStaticLighting() const override
{
if (bIsLayerThumbnail)
{
return false;
}
return FMaterialResource::IsUsedWithStaticLighting();
}
bool IsUsedWithSkeletalMesh() const override { return false; }
bool IsUsedWithParticleSystem() const override { return false; }
bool IsUsedWithParticleSprites() const override { return false; }
bool IsUsedWithBeamTrails() const override { return false; }
bool IsUsedWithMeshParticles() const override { return false; }
bool IsUsedWithNiagaraSprites() const override { return false; }
bool IsUsedWithNiagaraRibbons() const override { return false; }
bool IsUsedWithNiagaraMeshParticles() const override { return false; }
bool IsUsedWithMorphTargets() const override { return false; }
bool IsUsedWithSplineMeshes() const override { return false; }
bool IsUsedWithInstancedStaticMeshes() const override { return false; }
bool IsUsedWithAPEXCloth() const override { return false; }
EMaterialTessellationMode GetTessellationMode() const override { return (bIsLayerThumbnail || bDisableTessellation) ? MTM_NoTessellation : FMaterialResource::GetTessellationMode(); };
bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const override
{
if (VertexFactoryType)
{
if (bIsLayerThumbnail)
{
// Thumbnail MICs are only rendered in the preview scene using a simple LocalVertexFactory
static const FName LocalVertexFactory = FName(TEXT("FLocalVertexFactory"));
if (VertexFactoryType->GetFName() == LocalVertexFactory)
{
// reduce the number of shaders compiled for the thumbnail materials by only compiling with shader types known to be used by the preview scene
static const TArray<FName> AllowedShaderTypes =
{
FName(TEXT("TBasePassVSFNoLightMapPolicy")),
FName(TEXT("TBasePassPSFNoLightMapPolicy")),
FName(TEXT("TBasePassVSFCachedPointIndirectLightingPolicy")),
FName(TEXT("TBasePassPSFCachedPointIndirectLightingPolicy")),
FName(TEXT("TShadowDepthVSVertexShadowDepth_OutputDepthfalse")),
FName(TEXT("TShadowDepthVSVertexShadowDepth_OutputDepthtrue")), // used by LPV
FName(TEXT("TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrectfalse")),
FName(TEXT("TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrecttrue")), // used by LPV
FName(TEXT("TDepthOnlyVS<false>")),
FName(TEXT("TDepthOnlyVS<true>")),
FName(TEXT("FDepthOnlyPS")),
};
// shader types known *not* to be used by the preview scene
static const TArray<FName> ExcludedShaderTypes =
{
// This is not an exhaustive list
FName(TEXT("FDebugViewModeVS")),
FName(TEXT("FConvertToUniformMeshVS")),
FName(TEXT("FConvertToUniformMeshGS")),
FName(TEXT("FVelocityVS")),
FName(TEXT("FVelocityPS")),
FName(TEXT("FHitProxyVS")),
FName(TEXT("FHitProxyPS")),
FName(TEXT("TLightMapDensityVSFNoLightMapPolicy")),
FName(TEXT("TLightMapDensityPSFNoLightMapPolicy")),
FName(TEXT("TLightMapDensityVSFDummyLightMapPolicy")),
FName(TEXT("TLightMapDensityPSFDummyLightMapPolicy")),
FName(TEXT("TBasePassPSFNoLightMapPolicySkylight")),
FName(TEXT("TBasePassPSFCachedPointIndirectLightingPolicySkylight")),
FName(TEXT("TBasePassVSFCachedVolumeIndirectLightingPolicy")),
FName(TEXT("TBasePassPSFCachedVolumeIndirectLightingPolicy")),
FName(TEXT("TBasePassPSFCachedVolumeIndirectLightingPolicySkylight")),
FName(TEXT("TBasePassVSFNoLightMapPolicyAtmosphericFog")),
FName(TEXT("TBasePassVSFCachedPointIndirectLightingPolicyAtmosphericFog")),
FName(TEXT("TBasePassVSFSelfShadowedCachedPointIndirectLightingPolicy")),
FName(TEXT("TBasePassPSFSelfShadowedCachedPointIndirectLightingPolicy")),
FName(TEXT("TBasePassPSFSelfShadowedCachedPointIndirectLightingPolicySkylight")),
FName(TEXT("TBasePassVSFSelfShadowedCachedPointIndirectLightingPolicyAtmosphericFog")),
FName(TEXT("TBasePassVSFSelfShadowedTranslucencyPolicy")),
FName(TEXT("TBasePassPSFSelfShadowedTranslucencyPolicy")),
FName(TEXT("TBasePassPSFSelfShadowedTranslucencyPolicySkylight")),
FName(TEXT("TBasePassVSFSelfShadowedTranslucencyPolicyAtmosphericFog")),
FName(TEXT("TShadowDepthVSVertexShadowDepth_PerspectiveCorrectfalse")),
FName(TEXT("TShadowDepthVSVertexShadowDepth_PerspectiveCorrecttrue")),
FName(TEXT("TShadowDepthVSVertexShadowDepth_OnePassPointLightfalse")),
FName(TEXT("TShadowDepthPSPixelShadowDepth_PerspectiveCorrectfalse")),
FName(TEXT("TShadowDepthPSPixelShadowDepth_PerspectiveCorrecttrue")),
FName(TEXT("TShadowDepthPSPixelShadowDepth_OnePassPointLightfalse")),
FName(TEXT("TShadowDepthPSPixelShadowDepth_OnePassPointLighttrue")),
FName(TEXT("TShadowDepthVSForGSVertexShadowDepth_OutputDepthfalse")),
FName(TEXT("TShadowDepthVSForGSVertexShadowDepth_OutputDepthtrue")),
FName(TEXT("TShadowDepthVSForGSVertexShadowDepth_PerspectiveCorrectfalse")),
FName(TEXT("TShadowDepthVSForGSVertexShadowDepth_PerspectiveCorrecttrue")),
FName(TEXT("TShadowDepthVSForGSVertexShadowDepth_OnePassPointLightfalse")),
FName(TEXT("FOnePassPointShadowDepthGS")),
FName(TEXT("TTranslucencyShadowDepthVS<TranslucencyShadowDepth_Standard>")),
FName(TEXT("TTranslucencyShadowDepthPS<TranslucencyShadowDepth_Standard>")),
FName(TEXT("TTranslucencyShadowDepthVS<TranslucencyShadowDepth_PerspectiveCorrect>")),
FName(TEXT("TTranslucencyShadowDepthPS<TranslucencyShadowDepth_PerspectiveCorrect>")),
};
if (Algo::Find(AllowedShaderTypes, ShaderType->GetFName()))
{
return FMaterialResource::ShouldCache(Platform, ShaderType, VertexFactoryType);
}
else
{
if (Algo::Find(ExcludedShaderTypes, ShaderType->GetFName()))
{
UE_LOG(LogLandscape, VeryVerbose, TEXT("Excluding shader %s from landscape thumbnail material"), ShaderType->GetName());
return false;
}
else
{
UE_LOG(LogLandscape, Warning, TEXT("Shader %s unknown by landscape thumbnail material, please add to either AllowedShaderTypes or ExcludedShaderTypes"), ShaderType->GetName());
return FMaterialResource::ShouldCache(Platform, ShaderType, VertexFactoryType);
}
}
}
}
else
{
// Landscape MICs are only for use with the Landscape vertex factories
// Todo: only compile LandscapeXYOffsetVertexFactory if we are using it
static const FName LandscapeVertexFactory = FName(TEXT("FLandscapeVertexFactory"));
static const FName LandscapeXYOffsetVertexFactory = FName(TEXT("FLandscapeXYOffsetVertexFactory"));
static const FName LandscapeVertexFactoryMobile = FName(TEXT("FLandscapeVertexFactoryMobile"));
if (VertexFactoryType->GetFName() == LandscapeVertexFactory ||
VertexFactoryType->GetFName() == LandscapeXYOffsetVertexFactory ||
VertexFactoryType->GetFName() == LandscapeVertexFactoryMobile)
{
return FMaterialResource::ShouldCache(Platform, ShaderType, VertexFactoryType);
}
}
}
return false;
}
};
FMaterialResource* ULandscapeMaterialInstanceConstant::AllocatePermutationResource()
{
return new FLandscapeMaterialResource(this);
}
bool ULandscapeMaterialInstanceConstant::HasOverridenBaseProperties() const
{
if (Parent)
{
// force a static permutation for ULandscapeMaterialInstanceConstants
if (!Parent->IsA<ULandscapeMaterialInstanceConstant>())
{
return true;
}
ULandscapeMaterialInstanceConstant* LandscapeMICParent = CastChecked<ULandscapeMaterialInstanceConstant>(Parent);
if (bDisableTessellation != LandscapeMICParent->bDisableTessellation)
{
return true;
}
}
return Super::HasOverridenBaseProperties();
}
//////////////////////////////////////////////////////////////////////////
void ULandscapeComponent::GetStreamingTextureInfo(FStreamingTextureLevelContext& LevelContext, TArray<FStreamingTexturePrimitiveInfo>& OutStreamingTextures) const
{
ALandscapeProxy* Proxy = Cast<ALandscapeProxy>(GetOuter());
FSphere BoundingSphere = Bounds.GetSphere();
float LocalStreamingDistanceMultiplier = 1.f;
float TexelFactor = 0.0f;
if (Proxy)
{
LocalStreamingDistanceMultiplier = FMath::Max(0.0f, Proxy->StreamingDistanceMultiplier);
TexelFactor = 0.75f * LocalStreamingDistanceMultiplier * ComponentSizeQuads * FMath::Abs(Proxy->GetRootComponent()->RelativeScale3D.X);
}
// TODO - LOD Materials - Currently all LOD materials are instances of [0] so have the same textures
UMaterialInterface* MaterialInterface = GetWorld()->FeatureLevel >= ERHIFeatureLevel::SM4 ? MaterialInstances[0] : MobileMaterialInterface;
// Normal usage...
// Enumerate the textures used by the material.
if (MaterialInterface)
{
TArray<UTexture*> Textures;
MaterialInterface->GetUsedTextures(Textures, EMaterialQualityLevel::Num, false, GetWorld()->FeatureLevel, false);
// Add each texture to the output with the appropriate parameters.
// TODO: Take into account which UVIndex is being used.
for (int32 TextureIndex = 0; TextureIndex < Textures.Num(); TextureIndex++)
{
UTexture2D* Texture2D = Cast<UTexture2D>(Textures[TextureIndex]);
if (!Texture2D) continue;
FStreamingTexturePrimitiveInfo& StreamingTexture = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingTexture.Bounds = BoundingSphere;
StreamingTexture.TexelFactor = TexelFactor;
StreamingTexture.Texture = Texture2D;
}
UMaterial* Material = MaterialInterface->GetMaterial();
if (Material)
{
int32 NumExpressions = Material->Expressions.Num();
for (int32 ExpressionIndex = 0; ExpressionIndex < NumExpressions; ExpressionIndex++)
{
UMaterialExpression* Expression = Material->Expressions[ExpressionIndex];
UMaterialExpressionTextureSample* TextureSample = Cast<UMaterialExpressionTextureSample>(Expression);
// TODO: This is only works for direct Coordinate Texture Sample cases
if (TextureSample && TextureSample->Coordinates.IsConnected())
{
UMaterialExpressionTextureCoordinate* TextureCoordinate = nullptr;
UMaterialExpressionLandscapeLayerCoords* TerrainTextureCoordinate = nullptr;
for (UMaterialExpression* FindExp : Material->Expressions)
{
if (FindExp && FindExp->GetFName() == TextureSample->Coordinates.ExpressionName)
{
TextureCoordinate = Cast<UMaterialExpressionTextureCoordinate>(FindExp);
if (!TextureCoordinate)
{
TerrainTextureCoordinate = Cast<UMaterialExpressionLandscapeLayerCoords>(FindExp);
}
break;
}
}
if (TextureCoordinate || TerrainTextureCoordinate)
{
for (int32 i = 0; i < OutStreamingTextures.Num(); ++i)
{
FStreamingTexturePrimitiveInfo& StreamingTexture = OutStreamingTextures[i];
if (StreamingTexture.Texture == TextureSample->Texture)
{
if (TextureCoordinate)
{
StreamingTexture.TexelFactor = TexelFactor * FPlatformMath::Max(TextureCoordinate->UTiling, TextureCoordinate->VTiling);
}
else //if ( TerrainTextureCoordinate )
{
StreamingTexture.TexelFactor = TexelFactor * TerrainTextureCoordinate->MappingScale;
}
break;
}
}
}
}
}
}
// Lightmap
const auto FeatureLevel = GetWorld() ? GetWorld()->FeatureLevel : GMaxRHIFeatureLevel;
const FMeshMapBuildData* MapBuildData = GetMeshMapBuildData();
FLightMap2D* Lightmap = MapBuildData && MapBuildData->LightMap ? MapBuildData->LightMap->GetLightMap2D() : nullptr;
uint32 LightmapIndex = AllowHighQualityLightmaps(FeatureLevel) ? 0 : 1;
if (Lightmap && Lightmap->IsValid(LightmapIndex))
{
const FVector2D& Scale = Lightmap->GetCoordinateScale();
if (Scale.X > SMALL_NUMBER && Scale.Y > SMALL_NUMBER)
{
float LightmapFactorX = TexelFactor / Scale.X;
float LightmapFactorY = TexelFactor / Scale.Y;
FStreamingTexturePrimitiveInfo& StreamingTexture = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingTexture.Bounds = BoundingSphere;
StreamingTexture.TexelFactor = FMath::Max(LightmapFactorX, LightmapFactorY);
StreamingTexture.Texture = Lightmap->GetTexture(LightmapIndex);
}
}
// Shadowmap
FShadowMap2D* Shadowmap = MapBuildData && MapBuildData->ShadowMap ? MapBuildData->ShadowMap->GetShadowMap2D() : nullptr;
if (Shadowmap && Shadowmap->IsValid())
{
const FVector2D& Scale = Shadowmap->GetCoordinateScale();
if (Scale.X > SMALL_NUMBER && Scale.Y > SMALL_NUMBER)
{
float ShadowmapFactorX = TexelFactor / Scale.X;
float ShadowmapFactorY = TexelFactor / Scale.Y;
FStreamingTexturePrimitiveInfo& StreamingTexture = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingTexture.Bounds = BoundingSphere;
StreamingTexture.TexelFactor = FMath::Max(ShadowmapFactorX, ShadowmapFactorY);
StreamingTexture.Texture = Shadowmap->GetTexture();
}
}
}
// Weightmap
for (int32 TextureIndex = 0; TextureIndex < WeightmapTextures.Num(); TextureIndex++)
{
FStreamingTexturePrimitiveInfo& StreamingWeightmap = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingWeightmap.Bounds = BoundingSphere;
StreamingWeightmap.TexelFactor = TexelFactor;
StreamingWeightmap.Texture = WeightmapTextures[TextureIndex];
}
// Heightmap
if (HeightmapTexture)
{
FStreamingTexturePrimitiveInfo& StreamingHeightmap = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingHeightmap.Bounds = BoundingSphere;
float HeightmapTexelFactor = TexelFactor * (static_cast<float>(HeightmapTexture->GetSizeY()) / (ComponentSizeQuads + 1));
StreamingHeightmap.TexelFactor = ForcedLOD >= 0 ? -(1 << (13 - ForcedLOD)) : HeightmapTexelFactor; // Minus Value indicate forced resolution (Mip 13 for 8k texture)
StreamingHeightmap.Texture = HeightmapTexture;
}
// XYOffset
if (XYOffsetmapTexture)
{
FStreamingTexturePrimitiveInfo& StreamingXYOffset = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingXYOffset.Bounds = BoundingSphere;
StreamingXYOffset.TexelFactor = TexelFactor;
StreamingXYOffset.Texture = XYOffsetmapTexture;
}
#if WITH_EDITOR
if (GIsEditor && EditToolRenderData.DataTexture)
{
FStreamingTexturePrimitiveInfo& StreamingDatamap = *new(OutStreamingTextures)FStreamingTexturePrimitiveInfo;
StreamingDatamap.Bounds = BoundingSphere;
StreamingDatamap.TexelFactor = TexelFactor;
StreamingDatamap.Texture = EditToolRenderData.DataTexture;
}
#endif
}
void ALandscapeProxy::ChangeLODDistanceFactor(float InLODDistanceFactor)
{
LODDistanceFactor = FMath::Clamp<float>(InLODDistanceFactor, 0.1f, MAX_LANDSCAPE_LOD_DISTANCE_FACTOR);
float LODFactor;
switch (LODFalloff)
{
case ELandscapeLODFalloff::SquareRoot:
LODFactor = FMath::Square(FMath::Min(LANDSCAPE_LOD_SQUARE_ROOT_FACTOR * LODDistanceFactor, MAX_LANDSCAPE_LOD_DISTANCE_FACTOR));
break;
default:
case ELandscapeLODFalloff::Linear:
LODFactor = LODDistanceFactor;
break;
}
if (LandscapeComponents.Num())
{
int32 CompNum = LandscapeComponents.Num();
FLandscapeComponentSceneProxy** Proxies = new FLandscapeComponentSceneProxy*[CompNum];
for (int32 Idx = 0; Idx < CompNum; ++Idx)
{
Proxies[Idx] = (FLandscapeComponentSceneProxy*)(LandscapeComponents[Idx]->SceneProxy);
}
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(
LandscapeChangeLODDistanceFactorCommand,
FLandscapeComponentSceneProxy**, Proxies, Proxies,
int32, CompNum, CompNum,
float, InLODDistanceFactor, FMath::Sqrt(2.f * FMath::Square((float)SubsectionSizeQuads)) * LANDSCAPE_LOD_DISTANCE_FACTOR / LODFactor,
{
for (int32 Idx = 0; Idx < CompNum; ++Idx)
{
Proxies[Idx]->ChangeLODDistanceFactor_RenderThread(InLODDistanceFactor);
}
delete[] Proxies;
}
);
}
};
void FLandscapeComponentSceneProxy::ChangeLODDistanceFactor_RenderThread(float InLODDistanceFactor)
{
LODDistance = InLODDistanceFactor;
}
bool FLandscapeComponentSceneProxy::HeightfieldHasPendingStreaming() const
{
return HeightmapTexture && HeightmapTexture->bHasStreamingUpdatePending;
}
void FLandscapeComponentSceneProxy::GetHeightfieldRepresentation(UTexture2D*& OutHeightmapTexture, UTexture2D*& OutDiffuseColorTexture, FHeightfieldComponentDescription& OutDescription)
{
OutHeightmapTexture = HeightmapTexture;
OutDiffuseColorTexture = BaseColorForGITexture;
OutDescription.HeightfieldScaleBias = HeightmapScaleBias;
OutDescription.MinMaxUV = FVector4(
HeightmapScaleBias.Z,
HeightmapScaleBias.W,
HeightmapScaleBias.Z + SubsectionSizeVerts * NumSubsections * HeightmapScaleBias.X - HeightmapScaleBias.X,
HeightmapScaleBias.W + SubsectionSizeVerts * NumSubsections * HeightmapScaleBias.Y - HeightmapScaleBias.Y);
OutDescription.HeightfieldRect = FIntRect(SectionBase.X, SectionBase.Y, SectionBase.X + NumSubsections * SubsectionSizeQuads, SectionBase.Y + NumSubsections * SubsectionSizeQuads);
OutDescription.NumSubsections = NumSubsections;
OutDescription.SubsectionScaleAndBias = FVector4(SubsectionSizeQuads, SubsectionSizeQuads, HeightmapSubsectionOffsetU, HeightmapSubsectionOffsetV);
}
void FLandscapeComponentSceneProxy::GetLCIs(FLCIArray& LCIs)
{
FLightCacheInterface* LCI = ComponentLightInfo.Get();
if (LCI)
{
LCIs.Push(LCI);
}
}
//
// FLandscapeNeighborInfo
//
void FLandscapeNeighborInfo::RegisterNeighbors()
{
if (!bRegistered)
{
// Register ourselves in the map.
TMap<FIntPoint, const FLandscapeNeighborInfo*>& SceneProxyMap = SharedSceneProxyMap.FindOrAdd(LandscapeKey);
const FLandscapeNeighborInfo* Existing = SceneProxyMap.FindRef(ComponentBase);
if (Existing == nullptr)//(ensure(Existing == nullptr))
{
SceneProxyMap.Add(ComponentBase, this);
bRegistered = true;
// Find Neighbors
Neighbors[0] = SceneProxyMap.FindRef(ComponentBase + FIntPoint(0, -1));
Neighbors[1] = SceneProxyMap.FindRef(ComponentBase + FIntPoint(-1, 0));
Neighbors[2] = SceneProxyMap.FindRef(ComponentBase + FIntPoint(1, 0));
Neighbors[3] = SceneProxyMap.FindRef(ComponentBase + FIntPoint(0, 1));
// Add ourselves to our neighbors
if (Neighbors[0])
{
Neighbors[0]->Neighbors[3] = this;
}
if (Neighbors[1])
{
Neighbors[1]->Neighbors[2] = this;
}
if (Neighbors[2])
{
Neighbors[2]->Neighbors[1] = this;
}
if (Neighbors[3])
{
Neighbors[3]->Neighbors[0] = this;
}
}
else
{
UE_LOG(LogLandscape, Warning, TEXT("Duplicate ComponentBase %d, %d"), ComponentBase.X, ComponentBase.Y);
}
}
}
void FLandscapeNeighborInfo::UnregisterNeighbors()
{
if (bRegistered)
{
// Remove ourselves from the map
TMap<FIntPoint, const FLandscapeNeighborInfo*>* SceneProxyMap = SharedSceneProxyMap.Find(LandscapeKey);
check(SceneProxyMap);
const FLandscapeNeighborInfo* MapEntry = SceneProxyMap->FindRef(ComponentBase);
if (MapEntry == this) //(/*ensure*/(MapEntry == this))
{
SceneProxyMap->Remove(ComponentBase);
if (SceneProxyMap->Num() == 0)
{
// remove the entire LandscapeKey entry as this is the last scene proxy
SharedSceneProxyMap.Remove(LandscapeKey);
}
else
{
// remove reference to us from our neighbors
if (Neighbors[0])
{
Neighbors[0]->Neighbors[3] = nullptr;
}
if (Neighbors[1])
{
Neighbors[1]->Neighbors[2] = nullptr;
}
if (Neighbors[2])
{
Neighbors[2]->Neighbors[1] = nullptr;
}
if (Neighbors[3])
{
Neighbors[3]->Neighbors[0] = nullptr;
}
}
}
}
}
//
// FLandscapeMeshProxySceneProxy
//
FLandscapeMeshProxySceneProxy::FLandscapeMeshProxySceneProxy(UStaticMeshComponent* InComponent, const FGuid& InGuid, const TArray<FIntPoint>& InProxyComponentBases, int8 InProxyLOD)
: FStaticMeshSceneProxy(InComponent, false)
{
if (!IsComponentLevelVisible())
{
bNeedsLevelAddedToWorldNotification = true;
}
ProxyNeighborInfos.Empty(InProxyComponentBases.Num());
for (FIntPoint ComponentBase : InProxyComponentBases)
{
new(ProxyNeighborInfos) FLandscapeNeighborInfo(InComponent->GetWorld(), InGuid, ComponentBase, nullptr, InProxyLOD, 0);
}
}
void FLandscapeMeshProxySceneProxy::CreateRenderThreadResources()
{
FStaticMeshSceneProxy::CreateRenderThreadResources();
if (IsComponentLevelVisible())
{
for (FLandscapeNeighborInfo& Info : ProxyNeighborInfos)
{
Info.RegisterNeighbors();
}
}
}
void FLandscapeMeshProxySceneProxy::OnLevelAddedToWorld()
{
for (FLandscapeNeighborInfo& Info : ProxyNeighborInfos)
{
Info.RegisterNeighbors();
}
}
FLandscapeMeshProxySceneProxy::~FLandscapeMeshProxySceneProxy()
{
for (FLandscapeNeighborInfo& Info : ProxyNeighborInfos)
{
Info.UnregisterNeighbors();
}
}
FPrimitiveSceneProxy* ULandscapeMeshProxyComponent::CreateSceneProxy()
{
if (GetStaticMesh() == NULL
|| GetStaticMesh()->RenderData == NULL
|| GetStaticMesh()->RenderData->LODResources.Num() == 0
|| GetStaticMesh()->RenderData->LODResources[0].VertexBuffer.GetNumVertices() == 0)
{
return NULL;
}
return new FLandscapeMeshProxySceneProxy(this, LandscapeGuid, ProxyComponentBases, ProxyLOD);
}