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UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/Landscape.cpp

2489 lines
71 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Landscape.cpp: Terrain rendering
=============================================================================*/
#include "Landscape.h"
#include "EditorSupportDelegates.h"
#include "LandscapeDataAccess.h"
#include "LandscapeRender.h"
#include "LandscapeRenderMobile.h"
#include "MessageLog.h"
#include "UObjectToken.h"
#include "MapErrors.h"
#include "DerivedDataCacheInterface.h"
#include "TargetPlatform.h"
#include "LandscapeMeshCollisionComponent.h"
#include "LandscapeMaterialInstanceConstant.h"
#include "LandscapeSplinesComponent.h"
#include "LandscapeInfo.h"
#include "LandscapeInfoMap.h"
#include "LandscapeLayerInfoObject.h"
#include "LightMap.h"
#include "ShadowMap.h"
#include "Engine/CollisionProfile.h"
#include "Materials/Material.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "AI/Navigation/NavigationSystem.h"
#include "EngineUtils.h"
#include "Engine/StaticMesh.h"
#include "LandscapeMeshProxyComponent.h"
#include "LandscapeMeshProxyActor.h"
#include "Materials/MaterialExpressionLandscapeLayerWeight.h"
#include "Materials/MaterialExpressionLandscapeLayerSwitch.h"
#include "Materials/MaterialExpressionLandscapeLayerSample.h"
#include "Materials/MaterialExpressionLandscapeLayerBlend.h"
#include "Materials/MaterialExpressionLandscapeVisibilityMask.h"
#if WITH_EDITOR
#include "MaterialExportUtils.h"
#endif
/** Landscape stats */
DEFINE_STAT(STAT_LandscapeDynamicDrawTime);
DEFINE_STAT(STAT_LandscapeStaticDrawLODTime);
DEFINE_STAT(STAT_LandscapeVFDrawTime);
DEFINE_STAT(STAT_LandscapeComponents);
DEFINE_STAT(STAT_LandscapeDrawCalls);
DEFINE_STAT(STAT_LandscapeTriangles);
DEFINE_STAT(STAT_LandscapeVertexMem);
DEFINE_STAT(STAT_LandscapeComponentMem);
// Set this to 0 to disable landscape cooking and thus disable it on device.
#define ENABLE_LANDSCAPE_COOKING 1
#define LOCTEXT_NAMESPACE "Landscape"
static void PrintNumLandscapeShadows()
{
int32 NumComponents = 0;
int32 NumShadowCasters = 0;
for (TObjectIterator<ULandscapeComponent> It; It; ++It)
{
ULandscapeComponent* LC = *It;
NumComponents++;
if (LC->CastShadow && LC->bCastDynamicShadow)
{
NumShadowCasters++;
}
}
UE_LOG(LogConsoleResponse, Display, TEXT("%d/%d landscape components cast shadows"), NumShadowCasters, NumComponents);
}
FAutoConsoleCommand CmdPrintNumLandscapeShadows(
TEXT("ls.PrintNumLandscapeShadows"),
TEXT("Prints the number of landscape components that cast shadows."),
FConsoleCommandDelegate::CreateStatic(PrintNumLandscapeShadows)
);
ULandscapeComponent::ULandscapeComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, GrassData(MakeShareable(new FLandscapeComponentGrassData()))
{
SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
bGenerateOverlapEvents = false;
CastShadow = true;
// by default we want to see the Landscape shadows even in the far shadow cascades
bCastFarShadow = true;
bUseAsOccluder = true;
bAllowCullDistanceVolume = false;
CollisionMipLevel = 0;
StaticLightingResolution = 0.f; // Default value 0 means no overriding
HeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
WeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
bBoundsChangeTriggersStreamingDataRebuild = true;
ForcedLOD = -1;
LODBias = 0;
#if WITH_EDITORONLY_DATA
LightingLODBias = -1; // -1 Means automatic LOD calculation based on ForcedLOD + LODBias
#endif
Mobility = EComponentMobility::Static;
#if WITH_EDITORONLY_DATA
EditToolRenderData = NULL;
#endif
LpvBiasMultiplier = 0.0f; // Bias is 0 for landscape, since it's single sided
}
ULandscapeComponent::~ULandscapeComponent()
{
}
void ULandscapeComponent::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
ULandscapeComponent* This = CastChecked<ULandscapeComponent>(InThis);
if (This->LightMap != NULL)
{
This->LightMap->AddReferencedObjects(Collector);
}
if (This->ShadowMap != NULL)
{
This->ShadowMap->AddReferencedObjects(Collector);
}
Super::AddReferencedObjects(This, Collector);
}
void ULandscapeComponent::Serialize(FArchive& Ar)
{
#if ENABLE_LANDSCAPE_COOKING && WITH_EDITOR
// Saving for cooking path
if (Ar.IsCooking() && Ar.IsSaving() && !HasAnyFlags(RF_ClassDefaultObject))
{
if (!Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::VertexShaderTextureSampling))
{
if (!PlatformData.HasValidPlatformData())
{
GeneratePlatformVertexData();
GeneratePlatformPixelData(true);
}
}
}
#endif
if (Ar.IsCooking() && !Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::VertexShaderTextureSampling))
{
// These properties are not used for ES2 so we back them up and clear them before serializing them.
UTexture2D* BackupHeightmapTexture = nullptr;
UTexture2D* BackupXYOffsetmapTexture = nullptr;
UMaterialInstanceConstant* BackupMaterialInstance = nullptr;
TArray<UTexture2D*> BackupWeightmapTextures;
Exchange(HeightmapTexture, BackupHeightmapTexture);
Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
Exchange(BackupMaterialInstance, MaterialInstance);
Exchange(BackupWeightmapTextures, WeightmapTextures);
Super::Serialize(Ar);
Exchange(HeightmapTexture, BackupHeightmapTexture);
Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
Exchange(BackupMaterialInstance, MaterialInstance);
Exchange(BackupWeightmapTextures, WeightmapTextures);
}
else
{
Super::Serialize(Ar);
}
Ar << LightMap;
Ar << ShadowMap;
if (Ar.UE4Ver() >= VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA)
{
// Share the shared ref so PIE can share this data
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
{
if (Ar.IsSaving())
{
PTRINT GrassDataPointer = (PTRINT)&GrassData;
Ar << GrassDataPointer;
}
else
{
PTRINT GrassDataPointer;
Ar << GrassDataPointer;
// Duplicate shared reference
GrassData = *(TSharedRef<FLandscapeComponentGrassData, ESPMode::ThreadSafe>*)GrassDataPointer;
}
}
else
{
Ar << GrassData.Get();
}
}
#if WITH_EDITOR
if (Ar.IsTransacting())
{
if (EditToolRenderData)
{
Ar << EditToolRenderData->SelectedType;
}
else
{
int32 TempV = 0;
Ar << TempV;
}
}
#endif
bool bCooked = false;
if (Ar.UE4Ver() >= VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING && !HasAnyFlags(RF_ClassDefaultObject))
{
bCooked = Ar.IsCooking();
// Save a bool indicating whether this is cooked data
// This is needed when loading cooked data, to know to serialize differently
Ar << bCooked;
}
if (FPlatformProperties::RequiresCookedData() && !bCooked && Ar.IsLoading())
{
UE_LOG(LogLandscape, Fatal, TEXT("This platform requires cooked packages, and this landscape does not contain cooked data %s."), *GetName());
}
#if ENABLE_LANDSCAPE_COOKING
if (bCooked)
{
// Saving for cooking path
if (Ar.IsCooking() && !Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::VertexShaderTextureSampling))
{
bool bValid = PlatformData.HasValidPlatformData();
Ar << bValid;
if (bValid)
{
Ar << PlatformData;
}
if (Ar.UE4Ver() >= VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES)
{
Ar << MobileMaterialInterface;
Ar << MobileWeightNormalmapTexture;
}
}
else if (!FPlatformProperties::SupportsVertexShaderTextureSampling())
{
// Loading cooked data path
bool bValid = false;
Ar << bValid;
if (bValid)
{
Ar << PlatformData;
}
if (Ar.UE4Ver() >= VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES)
{
Ar << MobileMaterialInterface;
Ar << MobileWeightNormalmapTexture;
}
}
if (Ar.UE4Ver() >= VER_UE4_LANDSCAPE_GRASS_COOKING && Ar.UE4Ver() < VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA)
{
// deal with previous cooked FGrassMap data
int32 NumChannels = 0;
Ar << NumChannels;
if (NumChannels)
{
TArray<uint8> OldData;
OldData.BulkSerialize(Ar);
}
}
}
#endif
}
SIZE_T ULandscapeComponent::GetResourceSize(EResourceSizeMode::Type Mode)
{
return Super::GetResourceSize(Mode) + GrassData->GetAllocatedSize();
}
#if WITH_EDITOR
UMaterialInterface* ULandscapeComponent::GetLandscapeMaterial() const
{
if (OverrideMaterial)
{
return OverrideMaterial;
}
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
return Proxy->GetLandscapeMaterial();
}
return UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ULandscapeComponent::GetLandscapeHoleMaterial() const
{
if (OverrideHoleMaterial)
{
return OverrideHoleMaterial;
}
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
return Proxy->GetLandscapeHoleMaterial();
}
return nullptr;
}
bool ULandscapeComponent::ComponentHasVisibilityPainted() const
{
for (const FWeightmapLayerAllocationInfo& Allocation : WeightmapLayerAllocations)
{
if (Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer)
{
return true;
}
}
return false;
}
FString ULandscapeComponent::GetLayerAllocationKey(UMaterialInterface* LandscapeMaterial, bool bMobile /*= false*/) const
{
if (!LandscapeMaterial)
{
return FString();
}
FString Result = LandscapeMaterial->GetPathName();
// Sort the allocations
TArray<FString> LayerStrings;
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
LayerStrings.Add(FString::Printf(TEXT("_%s_%d"), *WeightmapLayerAllocations[LayerIdx].GetLayerName().ToString(), bMobile ? 0 : WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex));
}
/**
* Generate a key for this component's layer allocations to use with MaterialInstanceConstantMap.
*/
LayerStrings.Sort(TGreater<FString>());
for (int32 LayerIdx = 0; LayerIdx < LayerStrings.Num(); LayerIdx++)
{
Result += LayerStrings[LayerIdx];
}
return Result;
}
void ULandscapeComponent::GetLayerDebugColorKey(int32& R, int32& G, int32& B) const
{
ULandscapeInfo* Info = GetLandscapeInfo(false);
if (Info)
{
R = INDEX_NONE, G = INDEX_NONE, B = INDEX_NONE;
for (auto It = Info->Layers.CreateConstIterator(); It; It++)
{
const FLandscapeInfoLayerSettings& LayerStruct = *It;
if (LayerStruct.DebugColorChannel > 0
&& LayerStruct.LayerInfoObj)
{
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
if (WeightmapLayerAllocations[LayerIdx].LayerInfo == LayerStruct.LayerInfoObj)
{
if (LayerStruct.DebugColorChannel & 1) // R
{
R = (WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
if (LayerStruct.DebugColorChannel & 2) // G
{
G = (WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
if (LayerStruct.DebugColorChannel & 4) // B
{
B = (WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
}
break;
}
}
}
}
}
}
#endif //WITH_EDITOR
ULandscapeMeshCollisionComponent::ULandscapeMeshCollisionComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// make landscape always create?
bAlwaysCreatePhysicsState = true;
}
ULandscapeInfo::ULandscapeInfo(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
#if WITH_EDITOR
bIsValid = false;
#endif
}
#if WITH_EDITOR
void ULandscapeInfo::UpdateDebugColorMaterial()
{
FlushRenderingCommands();
//GWarn->BeginSlowTask( *FString::Printf(TEXT("Compiling layer color combinations for %s"), *GetName()), true);
for (auto It = XYtoComponentMap.CreateIterator(); It; ++It)
{
ULandscapeComponent* Comp = It.Value();
if (Comp && Comp->EditToolRenderData)
{
Comp->EditToolRenderData->UpdateDebugColorMaterial();
}
}
FlushRenderingCommands();
//GWarn->EndSlowTask();
}
void ULandscapeComponent::PostLoad()
{
Super::PostLoad();
ALandscapeProxy* LandscapeProxy = GetLandscapeProxy();
if (ensure(LandscapeProxy))
{
// Ensure that the component's lighting settings matches the actor's.
bCastStaticShadow = LandscapeProxy->bCastStaticShadow;
bCastShadowAsTwoSided = LandscapeProxy->bCastShadowAsTwoSided;
// check SectionBaseX/Y are correct
int32 CheckSectionBaseX = FMath::RoundToInt(RelativeLocation.X) + LandscapeProxy->LandscapeSectionOffset.X;
int32 CheckSectionBaseY = FMath::RoundToInt(RelativeLocation.Y) + LandscapeProxy->LandscapeSectionOffset.Y;
if (CheckSectionBaseX != SectionBaseX ||
CheckSectionBaseY != SectionBaseY)
{
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent SectionBaseX disagrees with its location, attempted automated fix: '%s', %d,%d vs %d,%d."),
*GetFullName(), SectionBaseX, SectionBaseY, CheckSectionBaseX, CheckSectionBaseY);
SectionBaseX = CheckSectionBaseX;
SectionBaseY = CheckSectionBaseY;
}
}
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
// This is to ensure that component relative location is exact section base offset value
float CheckRelativeLocationX = float(SectionBaseX - LandscapeProxy->LandscapeSectionOffset.X);
float CheckRelativeLocationY = float(SectionBaseY - LandscapeProxy->LandscapeSectionOffset.Y);
if (CheckRelativeLocationX != RelativeLocation.X ||
CheckRelativeLocationY != RelativeLocation.Y)
{
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent RelativeLocation disagrees with its section base, attempted automated fix: '%s', %f,%f vs %f,%f."),
*GetFullName(), RelativeLocation.X, RelativeLocation.Y, CheckRelativeLocationX, CheckRelativeLocationY);
RelativeLocation.X = CheckRelativeLocationX;
RelativeLocation.Y = CheckRelativeLocationY;
}
// Remove standalone flags from data textures to ensure data is unloaded in the editor when reverting an unsaved level.
// Previous version of landscape set these flags on creation.
if (HeightmapTexture && HeightmapTexture->HasAnyFlags(RF_Standalone))
{
HeightmapTexture->ClearFlags(RF_Standalone);
}
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
{
if (WeightmapTextures[Idx] && WeightmapTextures[Idx]->HasAnyFlags(RF_Standalone))
{
WeightmapTextures[Idx]->ClearFlags(RF_Standalone);
}
}
}
#endif
if (!HasAnyFlags(RF_ClassDefaultObject))
{
// If we're loading on a platform that doesn't require cooked data, but *only* supports OpenGL ES, preload data from the DDC
if (!FPlatformProperties::RequiresCookedData() && GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
// Only check the DDC if we don't already have it loaded
if (!PlatformData.HasValidPlatformData())
{
// Attempt to load the ES2 landscape data from the DDC
if (!PlatformData.LoadFromDDC(StateId))
{
// Height Data is available after loading height map, so need to defer it
UE_LOG(LogLandscape, Warning, TEXT("Attempt to access the DDC when there is none available on component '%s'."), *GetFullName());
}
}
}
}
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
// Move the MICs and Textures back to the Package if they're currently in the level
// Moving them into the level caused them to be duplicated when running PIE, which is *very very slow*, so we've reverted that change
// Also clear the public flag to avoid various issues, e.g. generating and saving thumbnails that can never be seen
{
ULevel* Level = GetLevel();
if (ensure(Level))
{
TArray<UObject*> ObjectsToMoveFromLevelToPackage;
GetGeneratedTexturesAndMaterialInstances(ObjectsToMoveFromLevelToPackage);
UPackage* MyPackage = GetOutermost();
for (auto* Obj : ObjectsToMoveFromLevelToPackage)
{
Obj->ClearFlags(RF_Public);
if (Obj->GetOuter() == Level)
{
Obj->Rename(NULL, MyPackage, REN_DoNotDirty | REN_DontCreateRedirectors | REN_ForceNoResetLoaders | REN_NonTransactional);
}
}
}
}
}
#endif
}
#endif // WITH_EDITOR
ALandscape::ALandscape(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsProxy = false;
#if WITH_EDITORONLY_DATA
bLockLocation = false;
#endif // WITH_EDITORONLY_DATA
}
ALandscape* ALandscape::GetLandscapeActor()
{
return this;
}
ALandscapeProxy::ALandscapeProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bReplicates = false;
NetUpdateFrequency = 10.0f;
bHidden = false;
bReplicateMovement = false;
bCanBeDamaged = false;
// by default we want to see the Landscape shadows even in the far shadow cascades
bCastFarShadow = true;
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent0"));
RootComponent = SceneComponent;
RootComponent->RelativeScale3D = FVector(128.0f, 128.0f, 256.0f); // Old default scale, preserved for compatibility. See ULandscapeEditorObject::NewLandscape_Scale
RootComponent->Mobility = EComponentMobility::Static;
LandscapeSectionOffset = FIntPoint::ZeroValue;
StaticLightingResolution = 1.0f;
StreamingDistanceMultiplier = 1.0f;
bIsProxy = true;
MaxLODLevel = -1;
#if WITH_EDITORONLY_DATA
bLockLocation = true;
bIsMovingToLevel = false;
bStaticSectionOffset = true;
#endif // WITH_EDITORONLY_DATA
LODDistanceFactor = 1.0f;
LODFalloff = ELandscapeLODFalloff::Linear;
bCastStaticShadow = true;
bCastShadowAsTwoSided = false;
bUsedForNavigation = true;
CollisionThickness = 16;
BodyInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
#if WITH_EDITORONLY_DATA
MaxPaintedLayersPerComponent = 0;
#endif
#if WITH_EDITOR
if (VisibilityLayer == NULL)
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<ULandscapeLayerInfoObject> DataLayer;
FConstructorStatics()
: DataLayer(TEXT("LandscapeLayerInfoObject'/Engine/EditorLandscapeResources/DataLayer.DataLayer'"))
{
}
};
static FConstructorStatics ConstructorStatics;
VisibilityLayer = ConstructorStatics.DataLayer.Get();
check(VisibilityLayer);
#if WITH_EDITORONLY_DATA
// This layer should be no weight blending
VisibilityLayer->bNoWeightBlend = true;
#endif
VisibilityLayer->AddToRoot();
}
#endif
}
ALandscape* ALandscapeProxy::GetLandscapeActor()
{
#if WITH_EDITORONLY_DATA
return LandscapeActor.Get();
#else
return 0;
#endif // WITH_EDITORONLY_DATA
}
#if WITH_EDITOR
ULandscapeInfo* ALandscapeProxy::GetLandscapeInfo(bool bSpawnNewActor /*= true*/)
{
// LandscapeInfo generate
if (GIsEditor)
{
UWorld* OwningWorld = GetWorld();
if (OwningWorld)
{
auto &LandscapeInfoMap = GetLandscapeInfoMap(OwningWorld);
ULandscapeInfo* LandscapeInfo = LandscapeInfoMap.Map.FindRef(LandscapeGuid);
if (!LandscapeInfo && bSpawnNewActor && !HasAnyFlags(RF_BeginDestroyed))
{
LandscapeInfo = NewObject<ULandscapeInfo>(OwningWorld, NAME_None, RF_Transactional | RF_Transient);
LandscapeInfoMap.Modify(false);
LandscapeInfoMap.Map.Add(LandscapeGuid, LandscapeInfo);
}
return LandscapeInfo;
}
}
return NULL;
}
#endif
ALandscape* ULandscapeComponent::GetLandscapeActor() const
{
ALandscapeProxy* Landscape = GetLandscapeProxy();
if (Landscape)
{
return Landscape->GetLandscapeActor();
}
return NULL;
}
ULevel* ULandscapeComponent::GetLevel() const
{
AActor* MyOwner = GetOwner();
return MyOwner ? MyOwner->GetLevel() : NULL;
}
void ULandscapeComponent::GetGeneratedTexturesAndMaterialInstances(TArray<UObject*>& OutTexturesAndMaterials) const
{
if (HeightmapTexture)
{
OutTexturesAndMaterials.Add(HeightmapTexture);
}
for (auto* Tex : WeightmapTextures)
{
OutTexturesAndMaterials.Add(Tex);
}
if (XYOffsetmapTexture)
{
OutTexturesAndMaterials.Add(XYOffsetmapTexture);
}
for (UMaterialInstance* CurrentMIC = MaterialInstance; CurrentMIC && CurrentMIC->IsA<ULandscapeMaterialInstanceConstant>(); CurrentMIC = Cast<UMaterialInstance>(CurrentMIC->Parent))
{
OutTexturesAndMaterials.Add(CurrentMIC);
// Sometimes weight map is not registered in the WeightmapTextures, so
// we need to get it from here.
if (CurrentMIC->IsA<ULandscapeMaterialInstanceConstant>())
{
auto* LandscapeMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC);
auto* WeightmapPtr = LandscapeMIC->TextureParameterValues.FindByPredicate(
[](const FTextureParameterValue& ParamValue)
{
static const FName WeightmapParamName("Weightmap0");
return ParamValue.ParameterName == WeightmapParamName;
}
);
if (WeightmapPtr != nullptr &&
!OutTexturesAndMaterials.Contains(WeightmapPtr->ParameterValue))
{
OutTexturesAndMaterials.Add(WeightmapPtr->ParameterValue);
}
}
}
}
ALandscapeProxy* ULandscapeComponent::GetLandscapeProxy() const
{
return CastChecked<ALandscapeProxy>(GetOuter());
}
FIntPoint ULandscapeComponent::GetSectionBase() const
{
return FIntPoint(SectionBaseX, SectionBaseY);
}
void ULandscapeComponent::SetSectionBase(FIntPoint InSectionBase)
{
SectionBaseX = InSectionBase.X;
SectionBaseY = InSectionBase.Y;
}
#if WITH_EDITOR
ULandscapeInfo* ULandscapeComponent::GetLandscapeInfo(bool bSpawnNewActor /*= true*/) const
{
if (GetLandscapeProxy())
{
return GetLandscapeProxy()->GetLandscapeInfo(bSpawnNewActor);
}
return NULL;
}
#endif
void ULandscapeComponent::BeginDestroy()
{
Super::BeginDestroy();
#if WITH_EDITOR
if (EditToolRenderData != NULL)
{
// Ask render thread to destroy EditToolRenderData
EditToolRenderData->Cleanup();
EditToolRenderData = NULL;
}
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
// Remove any weightmap allocations from the Landscape Actor's map
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
{
int32 WeightmapIndex = WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex;
if (WeightmapTextures.IsValidIndex(WeightmapIndex))
{
UTexture2D* WeightmapTexture = WeightmapTextures[WeightmapIndex];
FLandscapeWeightmapUsage* Usage = Proxy->WeightmapUsageMap.Find(WeightmapTexture);
if (Usage != NULL)
{
Usage->ChannelUsage[WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel] = NULL;
if (Usage->FreeChannelCount() == 4)
{
Proxy->WeightmapUsageMap.Remove(WeightmapTexture);
}
}
}
}
}
#endif
}
FPrimitiveSceneProxy* ULandscapeComponent::CreateSceneProxy()
{
const auto FeatureLevel = GetWorld()->FeatureLevel;
FPrimitiveSceneProxy* Proxy = NULL;
if (FeatureLevel >= ERHIFeatureLevel::SM4)
{
#if WITH_EDITOR
if (EditToolRenderData == NULL)
{
EditToolRenderData = new FLandscapeEditToolRenderData(this);
}
Proxy = new FLandscapeComponentSceneProxy(this, EditToolRenderData);
#else
Proxy = new FLandscapeComponentSceneProxy(this, NULL);
#endif
}
else // i.e. (FeatureLevel <= ERHIFeatureLevel::ES3_1)
{
#if WITH_EDITOR
// We need to cook platform data for ES2 preview in editor
// We can't always pre-cook it in PostLoad/Serialize etc because landscape can be edited
if (!PlatformData.HasValidPlatformData())
{
// Try to reload the ES2 landscape data from the DDC
if (!PlatformData.LoadFromDDC(StateId))
{
// Generate and save to the derived data cache
GeneratePlatformVertexData();
if (PlatformData.HasValidPlatformData())
{
PlatformData.SaveToDDC(StateId);
}
}
}
if (PlatformData.HasValidPlatformData())
{
if (EditToolRenderData == NULL)
{
EditToolRenderData = new FLandscapeEditToolRenderData(this);
}
Proxy = new FLandscapeComponentSceneProxyMobile(this, EditToolRenderData);
}
#else
if (PlatformData.HasValidPlatformData())
{
Proxy = new FLandscapeComponentSceneProxyMobile(this, NULL);
}
#endif
}
return Proxy;
}
void ULandscapeComponent::DestroyComponent(bool bPromoteChildren/*= false*/)
{
ALandscapeProxy* Proxy = GetLandscapeProxy();
if (Proxy)
{
Proxy->LandscapeComponents.Remove(this);
}
Super::DestroyComponent(bPromoteChildren);
}
FBoxSphereBounds ULandscapeComponent::CalcBounds(const FTransform& LocalToWorld) const
{
return FBoxSphereBounds(CachedLocalBox.TransformBy(LocalToWorld));
}
void ULandscapeComponent::OnRegister()
{
Super::OnRegister();
#if WITH_EDITOR
ULandscapeInfo* Info = GetLandscapeInfo(false);
if (Info)
{
Info->RegisterActorComponent(this);
}
#endif
}
void ULandscapeComponent::OnUnregister()
{
Super::OnUnregister();
#if WITH_EDITOR
ULandscapeInfo* Info = GetLandscapeInfo(false);
if (Info)
{
Info->UnregisterActorComponent(this);
}
#endif
}
void ULandscapeComponent::GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials) const
{
if (MaterialInstance != NULL)
{
OutMaterials.Add(MaterialInstance);
}
}
void ALandscapeProxy::RegisterAllComponents()
{
Super::RegisterAllComponents();
// Landscape was added to world
// We might need to update shared landscape data
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
void ALandscapeProxy::UnregisterAllComponents()
{
Super::UnregisterAllComponents();
// Landscape was removed from world
// We might need to update shared landscape data
if (GEngine && GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
// FLandscapeWeightmapUsage serializer
FArchive& operator<<(FArchive& Ar, FLandscapeWeightmapUsage& U)
{
return Ar << U.ChannelUsage[0] << U.ChannelUsage[1] << U.ChannelUsage[2] << U.ChannelUsage[3];
}
FArchive& operator<<(FArchive& Ar, FLandscapeAddCollision& U)
{
#if WITH_EDITORONLY_DATA
return Ar << U.Corners[0] << U.Corners[1] << U.Corners[2] << U.Corners[3];
#else
return Ar;
#endif // WITH_EDITORONLY_DATA
}
FArchive& operator<<(FArchive& Ar, FLandscapeLayerStruct*& L)
{
if (L)
{
Ar << L->LayerInfoObj;
#if WITH_EDITORONLY_DATA
return Ar << L->ThumbnailMIC;
#else
return Ar;
#endif // WITH_EDITORONLY_DATA
}
return Ar;
}
void ULandscapeInfo::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
// We do not serialize XYtoComponentMap as we don't want these references to hold a component in memory.
// The references are automatically cleaned up by the components' BeginDestroy method.
if (Ar.IsTransacting())
{
Ar << XYtoComponentMap;
Ar << XYtoAddCollisionMap;
Ar << SelectedComponents;
Ar << SelectedRegion;
Ar << SelectedRegionComponents;
}
}
void ALandscape::PostLoad()
{
if (!LandscapeGuid.IsValid())
{
LandscapeGuid = FGuid::NewGuid();
}
Super::PostLoad();
}
void ULandscapeInfo::BeginDestroy()
{
Super::BeginDestroy();
#if WITH_EDITOR
if (DataInterface)
{
delete DataInterface;
DataInterface = NULL;
}
#endif
}
#if WITH_EDITOR
void ALandscape::CheckForErrors()
{
}
#endif
void ALandscapeProxy::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
#if WITH_EDITOR
if (Ar.IsTransacting())
{
Ar << WeightmapUsageMap;
}
#endif
}
void ALandscapeProxy::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
ALandscapeProxy* This = CastChecked<ALandscapeProxy>(InThis);
Super::AddReferencedObjects(InThis, Collector);
Collector.AddReferencedObjects(This->MaterialInstanceConstantMap, This);
for (auto It = This->WeightmapUsageMap.CreateIterator(); It; ++It)
{
Collector.AddReferencedObject(It.Key(), This);
Collector.AddReferencedObject(It.Value().ChannelUsage[0], This);
Collector.AddReferencedObject(It.Value().ChannelUsage[1], This);
Collector.AddReferencedObject(It.Value().ChannelUsage[2], This);
Collector.AddReferencedObject(It.Value().ChannelUsage[3], This);
}
}
#if WITH_EDITOR
void ALandscapeProxy::PreEditUndo()
{
Super::PreEditUndo();
// PostEditUndo doesn't get called when undoing a create action
// and PreEditUndo doesn't get called when undoing a delete action
// so this code needs to be in both!
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
void ALandscapeProxy::PostEditUndo()
{
Super::PostEditUndo();
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
void ULandscapeInfo::PostEditUndo()
{
Super::PostEditUndo();
if (GIsEditor && GetWorld() && !GetWorld()->IsPlayInEditor())
{
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData"));
}
}
FName FLandscapeInfoLayerSettings::GetLayerName() const
{
checkSlow(LayerInfoObj == NULL || LayerInfoObj->LayerName == LayerName);
return LayerName;
}
FLandscapeEditorLayerSettings& FLandscapeInfoLayerSettings::GetEditorSettings() const
{
check(LayerInfoObj);
ULandscapeInfo* LandscapeInfo = Owner->GetLandscapeInfo();
return LandscapeInfo->GetLayerEditorSettings(LayerInfoObj);
}
FLandscapeEditorLayerSettings& ULandscapeInfo::GetLayerEditorSettings(ULandscapeLayerInfoObject* LayerInfo) const
{
auto& LayerSettingsList = GetLandscapeProxy()->EditorLayerSettings;
FLandscapeEditorLayerSettings* EditorLayerSettings = LayerSettingsList.FindByKey(LayerInfo);
if (EditorLayerSettings)
{
return *EditorLayerSettings;
}
else
{
int32 Index = LayerSettingsList.Add(LayerInfo);
return LayerSettingsList[Index];
}
}
void ULandscapeInfo::CreateLayerEditorSettingsFor(ULandscapeLayerInfoObject* LayerInfo)
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape != NULL)
{
FLandscapeEditorLayerSettings* EditorLayerSettings = Landscape->EditorLayerSettings.FindByKey(LayerInfo);
if (EditorLayerSettings == NULL)
{
Landscape->Modify();
Landscape->EditorLayerSettings.Add(LayerInfo);
}
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
FLandscapeEditorLayerSettings* EditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(LayerInfo);
if (EditorLayerSettings == NULL)
{
Proxy->Modify();
Proxy->EditorLayerSettings.Add(LayerInfo);
}
}
}
ULandscapeLayerInfoObject* ULandscapeInfo::GetLayerInfoByName(FName LayerName, ALandscapeProxy* Owner /*= NULL*/) const
{
ULandscapeLayerInfoObject* LayerInfo = NULL;
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj->LayerName == LayerName
&& (Owner == NULL || Layers[j].Owner == Owner))
{
LayerInfo = Layers[j].LayerInfoObj;
}
}
return LayerInfo;
}
int32 ULandscapeInfo::GetLayerInfoIndex(ULandscapeLayerInfoObject* LayerInfo, ALandscapeProxy* Owner /*= NULL*/) const
{
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj == LayerInfo
&& (Owner == NULL || Layers[j].Owner == Owner))
{
return j;
}
}
return INDEX_NONE;
}
int32 ULandscapeInfo::GetLayerInfoIndex(FName LayerName, ALandscapeProxy* Owner /*= NULL*/) const
{
for (int32 j = 0; j < Layers.Num(); j++)
{
if (Layers[j].GetLayerName() == LayerName
&& (Owner == NULL || Layers[j].Owner == Owner))
{
return j;
}
}
return INDEX_NONE;
}
bool ULandscapeInfo::UpdateLayerInfoMap(ALandscapeProxy* Proxy /*= NULL*/, bool bInvalidate /*= false*/)
{
bool bHasCollision = false;
if (GIsEditor)
{
bIsValid = !bInvalidate;
if (Proxy)
{
if (bInvalidate)
{
// this is a horribly dangerous combination of parameters...
for (int32 i = 0; i < Layers.Num(); i++)
{
if (Layers[i].Owner == Proxy)
{
Layers.RemoveAt(i--);
}
}
}
else // Proxy && !bInvalidate
{
TArray<FName> LayerNames = Proxy->GetLayersFromMaterial();
// Validate any existing layer infos owned by this proxy
for (int32 i = 0; i < Layers.Num(); i++)
{
if (Layers[i].Owner == Proxy)
{
Layers[i].bValid = LayerNames.Contains(Layers[i].GetLayerName());
}
}
// Add placeholders for any unused material layers
for (int32 i = 0; i < LayerNames.Num(); i++)
{
int32 LayerInfoIndex = GetLayerInfoIndex(LayerNames[i]);
if (LayerInfoIndex == INDEX_NONE)
{
FLandscapeInfoLayerSettings LayerSettings(LayerNames[i], Proxy);
LayerSettings.bValid = true;
Layers.Add(LayerSettings);
}
}
// Populate from layers used in components
for (int32 ComponentIndex = 0; ComponentIndex < Proxy->LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Component = Proxy->LandscapeComponents[ComponentIndex];
// Add layers from per-component override materials
if (Component->OverrideMaterial != NULL)
{
TArray<FName> ComponentLayerNames = Proxy->GetLayersFromMaterial(Component->OverrideMaterial);
for (int32 i = 0; i < ComponentLayerNames.Num(); i++)
{
int32 LayerInfoIndex = GetLayerInfoIndex(ComponentLayerNames[i]);
if (LayerInfoIndex == INDEX_NONE)
{
FLandscapeInfoLayerSettings LayerSettings(ComponentLayerNames[i], Proxy);
LayerSettings.bValid = true;
Layers.Add(LayerSettings);
}
}
}
for (int32 AllocationIndex = 0; AllocationIndex < Component->WeightmapLayerAllocations.Num(); AllocationIndex++)
{
ULandscapeLayerInfoObject* LayerInfo = Component->WeightmapLayerAllocations[AllocationIndex].LayerInfo;
if (LayerInfo)
{
int32 LayerInfoIndex = GetLayerInfoIndex(LayerInfo);
bool bValid = LayerNames.Contains(LayerInfo->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
// Valid layer infos take precedence over invalid ones
// Landscape Actors take precedence over Proxies
if ((bValid && !LayerSettings.bValid)
|| (bValid == LayerSettings.bValid && !Proxy->bIsProxy))
{
LayerSettings.Owner = Proxy;
LayerSettings.bValid = bValid;
LayerSettings.ThumbnailMIC = NULL;
}
}
else
{
// handle existing placeholder layers
LayerInfoIndex = GetLayerInfoIndex(LayerInfo->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
//if (LayerSettings.Owner == Proxy)
{
LayerSettings.Owner = Proxy;
LayerSettings.LayerInfoObj = LayerInfo;
LayerSettings.bValid = bValid;
LayerSettings.ThumbnailMIC = NULL;
}
}
else
{
FLandscapeInfoLayerSettings LayerSettings(LayerInfo, Proxy);
LayerSettings.bValid = bValid;
Layers.Add(LayerSettings);
}
}
}
}
}
// Add any layer infos cached in the actor
Proxy->EditorLayerSettings.Remove(NULL);
for (int32 i = 0; i < Proxy->EditorLayerSettings.Num(); i++)
{
FLandscapeEditorLayerSettings& LayerInfo = Proxy->EditorLayerSettings[i];
if (LayerNames.Contains(LayerInfo.LayerInfoObj->LayerName))
{
// intentionally using the layer name here so we don't add layer infos from
// the cache that have the same name as an actual assignment from a component above
int32 LayerInfoIndex = GetLayerInfoIndex(LayerInfo.LayerInfoObj->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
if (LayerSettings.LayerInfoObj == NULL)
{
LayerSettings.Owner = Proxy;
LayerSettings.LayerInfoObj = LayerInfo.LayerInfoObj;
LayerSettings.bValid = true;
}
}
}
else
{
Proxy->Modify();
Proxy->EditorLayerSettings.RemoveAt(i--);
}
}
}
}
else // !Proxy
{
Layers.Empty();
if (!bInvalidate)
{
if (LandscapeActor.IsValid() && !LandscapeActor->IsPendingKillPending())
{
checkSlow(LandscapeActor->GetLandscapeInfo() == this);
UpdateLayerInfoMap(LandscapeActor.Get(), false);
}
for (auto It = Proxies.CreateIterator(); It; ++It)
{
ALandscapeProxy* LandscapeProxy = *It;
checkSlow(LandscapeProxy && LandscapeProxy->GetLandscapeInfo() == this);
UpdateLayerInfoMap(LandscapeProxy, false);
}
}
}
//if (GCallbackEvent)
//{
// GCallbackEvent->Send( CALLBACK_EditorPostModal );
//}
}
return bHasCollision;
}
#endif
void ALandscapeProxy::PostLoad()
{
Super::PostLoad();
// Temporary
if (ComponentSizeQuads == 0 && LandscapeComponents.Num() > 0)
{
ULandscapeComponent* Comp = LandscapeComponents[0];
if (Comp)
{
ComponentSizeQuads = Comp->ComponentSizeQuads;
SubsectionSizeQuads = Comp->SubsectionSizeQuads;
NumSubsections = Comp->NumSubsections;
}
}
if (IsTemplate() == false)
{
BodyInstance.FixupData(this);
}
#if WITH_EDITOR
if ((GetLinker() && (GetLinker()->UE4Ver() < VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES)) || LandscapeComponents.Num() != CollisionComponents.Num())
{
// Need to clean up invalid collision components
RecreateCollisionComponents();
}
if (GetLinker() && GetLinker()->UE4Ver() < VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET)
{
bStaticSectionOffset = false;
}
EditorLayerSettings.Remove(NULL);
if (EditorCachedLayerInfos_DEPRECATED.Num() > 0)
{
for (int32 i = 0; i < EditorCachedLayerInfos_DEPRECATED.Num(); i++)
{
EditorLayerSettings.Add(EditorCachedLayerInfos_DEPRECATED[i]);
}
EditorCachedLayerInfos_DEPRECATED.Empty();
}
if (GIsEditor && !GetWorld()->IsPlayInEditor())
{
// defer LandscapeInfo setup
GEngine->DeferredCommands.AddUnique(TEXT("UpdateLandscapeEditorData -warnings"));
}
#endif
}
#if WITH_EDITOR
void ALandscapeProxy::Destroyed()
{
Super::Destroyed();
if (GIsEditor)
{
ULandscapeInfo::RecreateLandscapeInfo(GetWorld(), false);
}
if (SplineComponent)
{
SplineComponent->ModifySplines();
}
#if WITH_EDITOR
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
NumComponentsNeedingGrassMapRender = 0;
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
NumTexturesToStreamForVisibleGrassMapRender = 0;
#endif
}
#endif
#if WITH_EDITOR
void ALandscapeProxy::GetSharedProperties(ALandscapeProxy* Landscape)
{
if (GIsEditor && Landscape)
{
Modify();
LandscapeGuid = Landscape->LandscapeGuid;
//@todo UE4 merge, landscape, this needs work
RootComponent->SetRelativeScale3D(Landscape->GetRootComponent()->GetComponentToWorld().GetScale3D());
//PrePivot = Landscape->PrePivot;
StaticLightingResolution = Landscape->StaticLightingResolution;
bCastStaticShadow = Landscape->bCastStaticShadow;
bCastShadowAsTwoSided = Landscape->bCastShadowAsTwoSided;
ComponentSizeQuads = Landscape->ComponentSizeQuads;
NumSubsections = Landscape->NumSubsections;
SubsectionSizeQuads = Landscape->SubsectionSizeQuads;
MaxLODLevel = Landscape->MaxLODLevel;
LODDistanceFactor = Landscape->LODDistanceFactor;
LODFalloff = Landscape->LODFalloff;
CollisionMipLevel = Landscape->CollisionMipLevel;
if (!LandscapeMaterial)
{
LandscapeMaterial = Landscape->LandscapeMaterial;
}
if (!LandscapeHoleMaterial)
{
LandscapeHoleMaterial = Landscape->LandscapeHoleMaterial;
}
if (LandscapeMaterial == Landscape->LandscapeMaterial)
{
EditorLayerSettings = Landscape->EditorLayerSettings;
}
if (!DefaultPhysMaterial)
{
DefaultPhysMaterial = Landscape->DefaultPhysMaterial;
}
LightmassSettings = Landscape->LightmassSettings;
}
}
FTransform ALandscapeProxy::LandscapeActorToWorld() const
{
FTransform TM = ActorToWorld();
// Add this proxy landscape section offset to obtain landscape actor transform
TM.AddToTranslation(TM.TransformVector(-FVector(LandscapeSectionOffset)));
return TM;
}
void ALandscapeProxy::SetAbsoluteSectionBase(FIntPoint InSectionBase)
{
FIntPoint Difference = InSectionBase - LandscapeSectionOffset;
LandscapeSectionOffset = InSectionBase;
for (int32 CompIdx = 0; CompIdx < LandscapeComponents.Num(); CompIdx++)
{
ULandscapeComponent* Comp = LandscapeComponents[CompIdx];
if (Comp)
{
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
Comp->SetSectionBase(AbsoluteSectionBase);
Comp->RecreateRenderState_Concurrent();
}
}
for (int32 CompIdx = 0; CompIdx < CollisionComponents.Num(); CompIdx++)
{
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[CompIdx];
if (Comp)
{
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
Comp->SetSectionBase(AbsoluteSectionBase);
}
}
}
FIntPoint ALandscapeProxy::GetSectionBaseOffset() const
{
return LandscapeSectionOffset;
}
void ALandscapeProxy::RecreateComponentsState()
{
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
if (Comp)
{
Comp->UpdateComponentToWorld();
Comp->UpdateCachedBounds();
Comp->UpdateBounds();
Comp->RecreateRenderState_Concurrent(); // @todo UE4 jackp just render state needs update?
}
}
for (int32 ComponentIndex = 0; ComponentIndex < CollisionComponents.Num(); ComponentIndex++)
{
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[ComponentIndex];
if (Comp)
{
Comp->UpdateComponentToWorld();
#if WITH_EDITOR
Comp->UpdateAddCollisions();
#endif
Comp->RecreatePhysicsState();
}
}
}
UMaterialInterface* ALandscapeProxy::GetLandscapeMaterial() const
{
if (LandscapeMaterial)
{
return LandscapeMaterial;
}
else if (LandscapeActor)
{
return LandscapeActor->GetLandscapeMaterial();
}
return UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ALandscapeProxy::GetLandscapeHoleMaterial() const
{
if (LandscapeHoleMaterial)
{
return LandscapeHoleMaterial;
}
else if (ALandscape* Landscape = LandscapeActor.Get())
{
return Landscape->GetLandscapeHoleMaterial();
}
return nullptr;
}
UMaterialInterface* ALandscape::GetLandscapeMaterial() const
{
if (LandscapeMaterial)
{
return LandscapeMaterial;
}
return UMaterial::GetDefaultMaterial(MD_Surface);
}
UMaterialInterface* ALandscape::GetLandscapeHoleMaterial() const
{
if (LandscapeHoleMaterial)
{
return LandscapeHoleMaterial;
}
return nullptr;
}
void ALandscape::PreSave()
{
Super::PreSave();
//ULandscapeInfo* Info = GetLandscapeInfo();
//if (GIsEditor && Info && !IsRunningCommandlet())
//{
// for (TSet<ALandscapeProxy*>::TIterator It(Info->Proxies); It; ++It)
// {
// ALandscapeProxy* Proxy = *It;
// if (!ensure(Proxy->LandscapeActor == this))
// {
// Proxy->LandscapeActor = this;
// Proxy->GetSharedProperties(this);
// }
// }
//}
}
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxyForLevel(ULevel* Level) const
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape && Landscape->GetLevel() == Level)
{
return Landscape;
}
for (ALandscapeProxy* LandscapeProxy : Proxies)
{
if (LandscapeProxy && LandscapeProxy->GetLevel() == Level)
{
return LandscapeProxy;
}
}
return nullptr;
}
ALandscapeProxy* ULandscapeInfo::GetCurrentLevelLandscapeProxy(bool bRegistered) const
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape && (!bRegistered || Landscape->GetRootComponent()->IsRegistered()))
{
UWorld* LandscapeWorld = Landscape->GetWorld();
if (LandscapeWorld &&
LandscapeWorld->GetCurrentLevel() == Landscape->GetOuter())
{
return Landscape;
}
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* LandscapeProxy = (*It);
if (LandscapeProxy && (!bRegistered || LandscapeProxy->GetRootComponent()->IsRegistered()))
{
UWorld* ProxyWorld = LandscapeProxy->GetWorld();
if (ProxyWorld &&
ProxyWorld->GetCurrentLevel() == LandscapeProxy->GetOuter())
{
return LandscapeProxy;
}
}
}
return NULL;
}
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxy() const
{
// Mostly this Proxy used to calculate transformations
// in Editor all proxies of same landscape actor have root components in same locations
// so it doesn't really matter which proxy we return here
// prefer LandscapeActor in case it is loaded
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape != NULL &&
Landscape->GetRootComponent()->IsRegistered())
{
return Landscape;
}
// prefer current level proxy
ALandscapeProxy* Proxy = GetCurrentLevelLandscapeProxy(true);
if (Proxy != NULL)
{
return Proxy;
}
// any proxy in the world
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
Proxy = (*It);
if (Proxy != NULL &&
Proxy->GetRootComponent()->IsRegistered())
{
return Proxy;
}
}
return NULL;
}
void ULandscapeInfo::RegisterActor(ALandscapeProxy* Proxy, bool bMapCheck)
{
// do not pass here invalid actors
check(Proxy->GetLandscapeGuid().IsValid());
UWorld* OwningWorld = CastChecked<UWorld>(GetOuter());
// in case this Info object is not initialized yet
// initialized it with properties from passed actor
if (LandscapeGuid.IsValid() == false ||
(GetLandscapeProxy() == NULL && ensure(LandscapeGuid == Proxy->GetLandscapeGuid())))
{
LandscapeGuid = Proxy->GetLandscapeGuid();
ComponentSizeQuads = Proxy->ComponentSizeQuads;
ComponentNumSubsections = Proxy->NumSubsections;
SubsectionSizeQuads = Proxy->SubsectionSizeQuads;
DrawScale = Proxy->GetRootComponent()->RelativeScale3D;
}
// check that passed actor matches all shared parameters
check(LandscapeGuid == Proxy->GetLandscapeGuid());
check(ComponentSizeQuads == Proxy->ComponentSizeQuads);
check(ComponentNumSubsections == Proxy->NumSubsections);
check(SubsectionSizeQuads == Proxy->SubsectionSizeQuads);
if (!DrawScale.Equals(Proxy->GetRootComponent()->RelativeScale3D))
{
UE_LOG(LogLandscape, Warning, TEXT("Landscape proxy (%s) scale (%s) does not match to main actor scale (%s)."),
*Proxy->GetName(), *Proxy->GetRootComponent()->RelativeScale3D.ToCompactString(), *DrawScale.ToCompactString());
}
// register
ALandscape* Landscape = Cast<ALandscape>(Proxy);
if (Landscape)
{
LandscapeActor = Landscape;
// In world composition user is not allowed to move landscape in editor, only through WorldBrowser
LandscapeActor->bLockLocation = (OwningWorld->WorldComposition != NULL);
// update proxies reference actor
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
(*It)->LandscapeActor = LandscapeActor;
}
}
else
{
Proxies.Add(Proxy);
Proxy->LandscapeActor = LandscapeActor;
}
//
// add proxy components to the XY map
//
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
{
RegisterActorComponent(Proxy->LandscapeComponents[CompIdx], bMapCheck);
}
}
void ULandscapeInfo::UnregisterActor(ALandscapeProxy* Proxy)
{
ALandscape* Landscape = Cast<ALandscape>(Proxy);
if (Landscape)
{
check(LandscapeActor.Get() == Landscape);
LandscapeActor = nullptr;
// update proxies reference to landscape actor
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
(*It)->LandscapeActor = nullptr;
}
}
else
{
Proxies.Remove(Proxy);
Proxy->LandscapeActor = nullptr;
}
// remove proxy components from the XY map
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
{
UnregisterActorComponent(Proxy->LandscapeComponents[CompIdx]);
}
XYtoComponentMap.Compact();
}
void ULandscapeInfo::RegisterActorComponent(ULandscapeComponent* Component, bool bMapCheck)
{
// Do not register components which are not part of the world
if (Component == NULL ||
Component->IsRegistered() == false)
{
return;
}
check(Component != NULL);
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
if (RegisteredComponent == NULL)
{
XYtoComponentMap.Add(ComponentKey, Component);
}
else if (bMapCheck)
{
ALandscapeProxy* OurProxy = Component->GetLandscapeProxy();
ALandscapeProxy* ExistingProxy = RegisteredComponent->GetLandscapeProxy();
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ProxyName1"), FText::FromString(OurProxy->GetName()));
Arguments.Add(TEXT("LevelName1"), FText::FromString(OurProxy->GetLevel()->GetOutermost()->GetName()));
Arguments.Add(TEXT("ProxyName2"), FText::FromString(ExistingProxy->GetName()));
Arguments.Add(TEXT("LevelName2"), FText::FromString(ExistingProxy->GetLevel()->GetOutermost()->GetName()));
Arguments.Add(TEXT("XLocation"), Component->GetSectionBase().X);
Arguments.Add(TEXT("YLocation"), Component->GetSectionBase().Y);
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(OurProxy))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_LandscapeComponentPostLoad_Warning", "Landscape {ProxyName1} of {LevelName1} has overlapping render components with {ProxyName2} of {LevelName2} at location ({XLocation}, {YLocation})."), Arguments)))
#if WITH_EDITOR
->AddToken(FActionToken::Create(LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponent", "Delete Duplicate"), LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponentDesc", "Deletes the duplicate landscape component."), FOnActionTokenExecuted::CreateUObject(OurProxy, &ALandscapeProxy::RemoveOverlappingComponent, Component), true))
#endif
->AddToken(FMapErrorToken::Create(FMapErrors::LandscapeComponentPostLoad_Warning));
// Show MapCheck window
FMessageLog("MapCheck").Open(EMessageSeverity::Warning);
}
// Update Selected Components/Regions
#if WITH_EDITOR
if (Component->EditToolRenderData != NULL && Component->EditToolRenderData->SelectedType)
{
if (Component->EditToolRenderData->SelectedType & FLandscapeEditToolRenderData::ST_COMPONENT)
{
SelectedComponents.Add(Component);
}
else if (Component->EditToolRenderData->SelectedType & FLandscapeEditToolRenderData::ST_REGION)
{
SelectedRegionComponents.Add(Component);
}
}
#endif
}
void ULandscapeInfo::UnregisterActorComponent(ULandscapeComponent* Component)
{
check(Component != NULL);
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
if (RegisteredComponent == Component)
{
XYtoComponentMap.Remove(ComponentKey);
}
SelectedComponents.Remove(Component);
SelectedRegionComponents.Remove(Component);
}
void ULandscapeInfo::Reset()
{
LandscapeActor.Reset();
Proxies.Empty();
XYtoComponentMap.Empty();
XYtoAddCollisionMap.Empty();
//SelectedComponents.Empty();
//SelectedRegionComponents.Empty();
//SelectedRegion.Empty();
}
void ULandscapeInfo::FixupProxiesTransform()
{
ALandscape* Landscape = LandscapeActor.Get();
if (Landscape == NULL ||
Landscape->GetRootComponent()->IsRegistered() == false)
{
return;
}
// Make sure section offset of all proxies is multiple of ALandscapeProxy::ComponentSizeQuads
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
FIntPoint LandscapeSectionOffset = Proxy->LandscapeSectionOffset - Landscape->LandscapeSectionOffset;
FIntPoint LandscapeSectionOffsetRem(
LandscapeSectionOffset.X % Proxy->ComponentSizeQuads,
LandscapeSectionOffset.Y % Proxy->ComponentSizeQuads);
if (LandscapeSectionOffsetRem.X != 0 || LandscapeSectionOffsetRem.Y != 0)
{
FIntPoint NewLandscapeSectionOffset = Proxy->LandscapeSectionOffset - LandscapeSectionOffsetRem;
UE_LOG(LogLandscape, Warning, TEXT("Landscape section base is not multiple of component size, attempted automated fix: '%s', %d,%d vs %d,%d."),
*Proxy->GetFullName(), Proxy->LandscapeSectionOffset.X, Proxy->LandscapeSectionOffset.Y, NewLandscapeSectionOffset.X, NewLandscapeSectionOffset.Y);
Proxy->SetAbsoluteSectionBase(NewLandscapeSectionOffset);
}
}
FTransform LandscapeTM = Landscape->LandscapeActorToWorld();
// Update transformations of all linked landscape proxies
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = *It;
FTransform ProxyRelativeTM(FVector(Proxy->LandscapeSectionOffset));
FTransform ProxyTransform = ProxyRelativeTM*LandscapeTM;
if (!Proxy->GetTransform().Equals(ProxyTransform))
{
Proxy->SetActorTransform(ProxyTransform);
Proxy->RecreateComponentsState();
// Let other systems know that an actor was moved
GEngine->BroadcastOnActorMoved(Proxy);
}
}
}
void ULandscapeInfo::FixupProxiesWeightmaps()
{
if (LandscapeActor.IsValid())
{
LandscapeActor->WeightmapUsageMap.Empty();
for (int32 CompIdx = 0; CompIdx < LandscapeActor->LandscapeComponents.Num(); ++CompIdx)
{
ULandscapeComponent* Comp = LandscapeActor->LandscapeComponents[CompIdx];
if (Comp)
{
Comp->FixupWeightmaps();
}
}
}
for (auto It = Proxies.CreateConstIterator(); It; ++It)
{
ALandscapeProxy* Proxy = (*It);
Proxy->WeightmapUsageMap.Empty();
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
{
ULandscapeComponent* Comp = Proxy->LandscapeComponents[CompIdx];
if (Comp)
{
Comp->FixupWeightmaps();
}
}
}
}
//
// This handles legacy behavior of landscapes created under world composition
// We adjust landscape section offsets and set a flag inside landscape that sections offset are static and should never be touched again
//
void AdjustLandscapeSectionOffsets(UWorld* InWorld, const TArray<ALandscapeProxy*> InLandscapeList)
{
// We interested only in registered actors
TArray<ALandscapeProxy*> RegisteredLandscapeList = InLandscapeList.FilterByPredicate([](ALandscapeProxy* Proxy) {
return Proxy->GetRootComponent()->IsRegistered();
});
// Main Landscape actor should act as origin of global components grid
int32 LandcapeIndex = RegisteredLandscapeList.IndexOfByPredicate([](ALandscapeProxy* Proxy) {
return Proxy->IsA<ALandscape>();
});
ALandscapeProxy* StaticLandscape = RegisteredLandscapeList.IsValidIndex(LandcapeIndex) ? RegisteredLandscapeList[LandcapeIndex] : nullptr;
if (StaticLandscape && !StaticLandscape->bStaticSectionOffset)
{
StaticLandscape->SetAbsoluteSectionBase(FIntPoint::ZeroValue);
}
// In case there is no main landscape actor loaded try use any landscape that already has static offsets
if (StaticLandscape == nullptr)
{
LandcapeIndex = RegisteredLandscapeList.IndexOfByPredicate([](ALandscapeProxy* Proxy) {
return Proxy->bStaticSectionOffset;
});
StaticLandscape = RegisteredLandscapeList.IsValidIndex(LandcapeIndex) ? RegisteredLandscapeList[LandcapeIndex] : nullptr;
// Otherwise offsets will stay variable
}
ALandscapeProxy* OriginLandscape = StaticLandscape;
for (ALandscapeProxy* Proxy : RegisteredLandscapeList)
{
if (OriginLandscape == nullptr)
{
OriginLandscape = Proxy;
}
else if (!Proxy->bStaticSectionOffset)
{
// Calculate section offset based on relative position from "origin" landscape
FVector Offset = Proxy->GetActorLocation() - OriginLandscape->GetActorLocation();
FVector DrawScale = OriginLandscape->GetRootComponent()->RelativeScale3D;
FIntPoint QuadsSpaceOffset;
QuadsSpaceOffset.X = FMath::RoundToInt(Offset.X / DrawScale.X);
QuadsSpaceOffset.Y = FMath::RoundToInt(Offset.Y / DrawScale.Y);
Proxy->SetAbsoluteSectionBase(QuadsSpaceOffset + OriginLandscape->LandscapeSectionOffset);
if (StaticLandscape)
{
Proxy->bStaticSectionOffset = true;
}
}
}
}
void ULandscapeInfo::RecreateLandscapeInfo(UWorld* InWorld, bool bMapCheck)
{
check(InWorld);
auto& LandscapeInfoMap = GetLandscapeInfoMap(InWorld);
// reset all LandscapeInfo objects
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
It.Value()->Modify();
It.Value()->Reset();
}
TMap<FGuid, TArray<ALandscapeProxy*>> ValidLandscapesMap;
// Gather all valid landscapes in the world
for (TActorIterator<ALandscapeProxy> It(InWorld); It; ++It)
{
ALandscapeProxy* Proxy = *It;
if (Proxy
&& Proxy->GetLevel()
&& Proxy->GetLevel()->bIsVisible
&& Proxy->HasAnyFlags(RF_BeginDestroyed) == false
&& Proxy->IsPendingKill() == false
&& Proxy->IsPendingKillPending() == false)
{
ValidLandscapesMap.FindOrAdd(Proxy->GetLandscapeGuid()).Add(Proxy);
}
}
// Handle legacy landscape data under world composition
if (InWorld->WorldComposition)
{
for (auto It = ValidLandscapesMap.CreateIterator(); It; ++It)
{
AdjustLandscapeSectionOffsets(InWorld, It.Value());
}
}
// Register landscapes in global landscape map
for (auto It = ValidLandscapesMap.CreateIterator(); It; ++It)
{
auto& LandscapeList = It.Value();
for (ALandscapeProxy* Proxy : LandscapeList)
{
Proxy->GetLandscapeInfo(true)->RegisterActor(Proxy, bMapCheck);
}
}
// Remove empty entries from global LandscapeInfo map
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
if (It.Value()->GetLandscapeProxy() == NULL)
{
It.Value()->MarkPendingKill();
It.RemoveCurrent();
}
}
// Update layer info maps
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
ULandscapeInfo* LandscapeInfo = It.Value();
if (LandscapeInfo)
{
LandscapeInfo->UpdateLayerInfoMap();
}
}
// Update add collision
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
ULandscapeInfo* LandscapeInfo = It.Value();
if (LandscapeInfo)
{
LandscapeInfo->UpdateAllAddCollisions();
}
}
// We need to inform Landscape editor tools about LandscapeInfo updates
FEditorSupportDelegates::WorldChange.Broadcast();
}
#endif
void ULandscapeComponent::PostInitProperties()
{
Super::PostInitProperties();
// Create a new guid in case this is a newly created component
// If not, this guid will be overwritten when serialized
FPlatformMisc::CreateGuid(StateId);
}
void ULandscapeComponent::PostDuplicate(bool bDuplicateForPIE)
{
if (!bDuplicateForPIE)
{
// Reset the StateId on duplication since it needs to be unique for each capture.
// PostDuplicate covers direct calls to StaticDuplicateObject, but not actor duplication (see PostEditImport)
FPlatformMisc::CreateGuid(StateId);
}
}
// Generate a new guid to force a recache of all landscape derived data
#define LANDSCAPE_FULL_DERIVEDDATA_VER TEXT("016D326F3A954BBA9CCDFA00CEFA31E9")
FString FLandscapeComponentDerivedData::GetDDCKeyString(const FGuid& StateId)
{
return FDerivedDataCacheInterface::BuildCacheKey(TEXT("LS_FULL"), LANDSCAPE_FULL_DERIVEDDATA_VER, *StateId.ToString());
}
void FLandscapeComponentDerivedData::InitializeFromUncompressedData(const TArray<uint8>& UncompressedData)
{
int32 UncompressedSize = UncompressedData.Num() * UncompressedData.GetTypeSize();
TArray<uint8> TempCompressedMemory;
// Compressed can be slightly larger than uncompressed
TempCompressedMemory.Empty(UncompressedSize * 4 / 3);
TempCompressedMemory.AddUninitialized(UncompressedSize * 4 / 3);
int32 CompressedSize = TempCompressedMemory.Num() * TempCompressedMemory.GetTypeSize();
verify(FCompression::CompressMemory(
(ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
TempCompressedMemory.GetData(),
CompressedSize,
UncompressedData.GetData(),
UncompressedSize));
// Note: change LANDSCAPE_FULL_DERIVEDDATA_VER when modifying the serialization layout
FMemoryWriter FinalArchive(CompressedLandscapeData, true);
FinalArchive << UncompressedSize;
FinalArchive << CompressedSize;
FinalArchive.Serialize(TempCompressedMemory.GetData(), CompressedSize);
}
void FLandscapeComponentDerivedData::GetUncompressedData(TArray<uint8>& OutUncompressedData)
{
check(CompressedLandscapeData.Num() > 0);
FMemoryReader Ar(CompressedLandscapeData);
// Note: change LANDSCAPE_FULL_DERIVEDDATA_VER when modifying the serialization layout
int32 UncompressedSize;
Ar << UncompressedSize;
int32 CompressedSize;
Ar << CompressedSize;
TArray<uint8> CompressedData;
CompressedData.Empty(CompressedSize);
CompressedData.AddUninitialized(CompressedSize);
Ar.Serialize(CompressedData.GetData(), CompressedSize);
OutUncompressedData.Empty(UncompressedSize);
OutUncompressedData.AddUninitialized(UncompressedSize);
verify(FCompression::UncompressMemory((ECompressionFlags)COMPRESS_ZLIB, OutUncompressedData.GetData(), UncompressedSize, CompressedData.GetData(), CompressedSize));
// free the compressed data now that we have the uncompressed version
CompressedLandscapeData.Empty();
}
FArchive& operator<<(FArchive& Ar, FLandscapeComponentDerivedData& Data)
{
check(!Ar.IsSaving() || Data.CompressedLandscapeData.Num() > 0);
return Ar << Data.CompressedLandscapeData;
}
bool FLandscapeComponentDerivedData::LoadFromDDC(const FGuid& StateId)
{
return GetDerivedDataCacheRef().GetSynchronous(*GetDDCKeyString(StateId), CompressedLandscapeData);
}
void FLandscapeComponentDerivedData::SaveToDDC(const FGuid& StateId)
{
check(CompressedLandscapeData.Num() > 0);
GetDerivedDataCacheRef().Put(*GetDDCKeyString(StateId), CompressedLandscapeData);
}
void WorldDestroyEventFunction(UWorld* World)
{
World->PerModuleDataObjects.RemoveAll(
[](UObject* Object)
{
return Object->IsA(ULandscapeInfoMap::StaticClass());
}
);
}
#if WITH_EDITORONLY_DATA
ULandscapeInfoMap& GetLandscapeInfoMap(UWorld* World)
{
ULandscapeInfoMap *FoundObject = nullptr;
World->PerModuleDataObjects.FindItemByClass(&FoundObject);
checkf(FoundObject, TEXT("ULandscapInfoMap object was not created for this UWorld."));
return *FoundObject;
}
#endif // WITH_EDITORONLY_DATA
void LandscapeMaterialsParameterValuesGetter(FStaticParameterSet &OutStaticParameterSet, UMaterialInstance* Material)
{
if (Material->Parent)
{
UMaterial *ParentMaterial = Material->Parent->GetMaterial();
TArray<FName> ParameterNames;
TArray<FGuid> Guids;
ParentMaterial->GetAllParameterNames<UMaterialExpressionLandscapeLayerWeight>(ParameterNames, Guids);
ParentMaterial->GetAllParameterNames<UMaterialExpressionLandscapeLayerSwitch>(ParameterNames, Guids);
ParentMaterial->GetAllParameterNames<UMaterialExpressionLandscapeLayerSample>(ParameterNames, Guids);
ParentMaterial->GetAllParameterNames<UMaterialExpressionLandscapeLayerBlend>(ParameterNames, Guids);
ParentMaterial->GetAllParameterNames<UMaterialExpressionLandscapeVisibilityMask>(ParameterNames, Guids);
OutStaticParameterSet.TerrainLayerWeightParameters.AddZeroed(ParameterNames.Num());
for (int32 ParameterIdx = 0; ParameterIdx < ParameterNames.Num(); ParameterIdx++)
{
FStaticTerrainLayerWeightParameter& ParentParameter = OutStaticParameterSet.TerrainLayerWeightParameters[ParameterIdx];
FName ParameterName = ParameterNames[ParameterIdx];
FGuid ExpressionId = Guids[ParameterIdx];
int32 WeightmapIndex = INDEX_NONE;
ParentParameter.bOverride = false;
ParentParameter.ParameterName = ParameterName;
//get the settings from the parent in the MIC chain
if (Material->Parent->GetTerrainLayerWeightParameterValue(ParameterName, WeightmapIndex, ExpressionId))
{
ParentParameter.WeightmapIndex = WeightmapIndex;
}
ParentParameter.ExpressionGUID = ExpressionId;
// if the SourceInstance is overriding this parameter, use its settings
for (int32 WeightParamIdx = 0; WeightParamIdx < Material->GetStaticParameters().TerrainLayerWeightParameters.Num(); WeightParamIdx++)
{
const FStaticTerrainLayerWeightParameter &TerrainLayerWeightParam = Material->GetStaticParameters().TerrainLayerWeightParameters[WeightParamIdx];
if (ParameterName == TerrainLayerWeightParam.ParameterName)
{
ParentParameter.bOverride = TerrainLayerWeightParam.bOverride;
if (TerrainLayerWeightParam.bOverride)
{
ParentParameter.WeightmapIndex = TerrainLayerWeightParam.WeightmapIndex;
}
}
}
}
}
}
bool LandscapeMaterialsParameterSetUpdater(FStaticParameterSet &StaticParameterSet, UMaterial* ParentMaterial)
{
return UpdateParameterSet<FStaticTerrainLayerWeightParameter, UMaterialExpressionLandscapeLayerWeight>(StaticParameterSet.TerrainLayerWeightParameters, ParentMaterial);
}
void ALandscapeProxy::Tick(float DeltaSeconds)
{
if (!IsPendingKillPending() && !HasAnyFlags(RF_NeedLoad | RF_NeedPostLoad | RF_NeedPostLoadSubobjects | RF_Unreachable | RF_PendingKill | RF_ClassDefaultObject | RF_AsyncLoading))
{
// this is NOT an actor tick, it is a FTickableGameObject tick
// the super tick is for an actor tick...
//Super::Tick(DeltaSeconds);
#if WITH_EDITOR
UWorld* World = GetWorld();
if (GIsEditor && World && !World->IsPlayInEditor())
{
UpdateBakedTextures();
}
#endif
TickGrass();
}
}
ALandscapeProxy::~ALandscapeProxy()
{
for (int32 Index = 0; Index < AsyncFoliageTasks.Num(); Index++)
{
FAsyncTask<FAsyncGrassTask>* Task = AsyncFoliageTasks[Index];
Task->EnsureCompletion(true);
FAsyncGrassTask& Inner = Task->GetTask();
delete Task;
}
AsyncFoliageTasks.Empty();
#if WITH_EDITOR
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
NumComponentsNeedingGrassMapRender = 0;
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
NumTexturesToStreamForVisibleGrassMapRender = 0;
#endif
}
//
// ALandscapeMeshProxyActor
//
ALandscapeMeshProxyActor::ALandscapeMeshProxyActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bCanBeDamaged = false;
LandscapeMeshProxyComponent = CreateDefaultSubobject<ULandscapeMeshProxyComponent>(TEXT("LandscapeMeshProxyComponent0"));
LandscapeMeshProxyComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
LandscapeMeshProxyComponent->Mobility = EComponentMobility::Static;
LandscapeMeshProxyComponent->bGenerateOverlapEvents = false;
RootComponent = LandscapeMeshProxyComponent;
}
//
// ULandscapeMeshProxyComponent
//
ULandscapeMeshProxyComponent::ULandscapeMeshProxyComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
#if WITH_EDITOR
void ULandscapeComponent::SerializeStateHashes(FArchive& Ar)
{
if (MaterialInstance)
{
Ar << MaterialInstance->GetMaterial()->StateId;
}
FGuid HeightmapGuid = HeightmapTexture->Source.GetId();
Ar << HeightmapGuid;
for (auto WeightmapTexture : WeightmapTextures)
{
FGuid WeightmapGuid = WeightmapTexture->Source.GetId();
Ar << WeightmapGuid;
}
}
void ALandscapeProxy::UpdateBakedTextures()
{
// See if we can render
UWorld* World = GetWorld();
if (!GIsEditor || GUsingNullRHI || !World || World->IsGameWorld() || World->FeatureLevel < ERHIFeatureLevel::SM4)
{
return;
}
if (UpdateBakedTexturesCountdown-- > 0)
{
return;
}
// Check if we can want to generate landscape GI data
static const auto DistanceFieldCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.GenerateMeshDistanceFields"));
static const auto LandscapeGICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.GenerateLandscapeGIData"));
if (DistanceFieldCVar->GetValueOnGameThread() == 0 || LandscapeGICVar->GetValueOnGameThread() == 0)
{
// Clear out any existing GI textures
for (ULandscapeComponent* Component : LandscapeComponents)
{
if (Component->GIBakedBaseColorTexture != nullptr)
{
Component->BakedTextureMaterialGuid.Invalidate();
Component->GIBakedBaseColorTexture = nullptr;
Component->MarkRenderStateDirty();
}
}
// Don't check if we need to update anything for another 60 frames
UpdateBakedTexturesCountdown = 60;
return;
}
// Stores the components and their state hash data for a single atlas
struct FBakedTextureSourceInfo
{
// pointer as FMemoryWriter caches the address of the FBufferArchive, and this struct could be relocated on a realloc.
FBufferArchive* ComponentStateAr;
TArray<ULandscapeComponent*> Components;
FBakedTextureSourceInfo()
{
ComponentStateAr = new FBufferArchive();
}
~FBakedTextureSourceInfo()
{
delete ComponentStateAr;
}
};
// Group components by heightmap texture
TMap<UTexture2D*, FBakedTextureSourceInfo> ComponentsByHeightmap;
for (ULandscapeComponent* Component : LandscapeComponents)
{
FBakedTextureSourceInfo& Info = ComponentsByHeightmap.FindOrAdd(Component->HeightmapTexture);
Info.Components.Add(Component);
Component->SerializeStateHashes(*Info.ComponentStateAr);
}
TotalComponentsNeedingTextureBaking -= NumComponentsNeedingTextureBaking;
NumComponentsNeedingTextureBaking = 0;
int32 NumGenerated = 0;
for (auto It = ComponentsByHeightmap.CreateConstIterator(); It; ++It)
{
const FBakedTextureSourceInfo& Info = It.Value();
bool bCanBake = true;
for (ULandscapeComponent* Component : Info.Components)
{
// not registered; ignore this component
if (!Component->SceneProxy)
{
continue;
}
// Check we can render the material
UMaterialInstance* MaterialInstance = Component->MaterialInstance;
if (!MaterialInstance)
{
// Cannot render this component yet as it doesn't have a material; abandon the atlas for this heightmap
bCanBake = false;
break;
}
FMaterialResource* MaterialResource = MaterialInstance->GetMaterialResource(World->FeatureLevel);
if (!MaterialResource || !MaterialResource->HasValidGameThreadShaderMap())
{
// Cannot render this component yet as its shaders aren't compiled; abandon the atlas for this heightmap
bCanBake = false;
break;
}
}
if (bCanBake)
{
// Calculate a combined Guid-like ID we can use for this component
uint32 Hash[5];
FSHA1::HashBuffer(Info.ComponentStateAr->GetData(), Info.ComponentStateAr->Num(), (uint8*)Hash);
FGuid CombinedStateId = FGuid(Hash[0] ^ Hash[4], Hash[1], Hash[2], Hash[3]);
bool bNeedsBake = false;
for (ULandscapeComponent* Component : Info.Components)
{
if (Component->BakedTextureMaterialGuid != CombinedStateId)
{
bNeedsBake = true;
break;
}
}
if (bNeedsBake)
{
// We throttle, baking only one atlas per frame
if (NumGenerated > 0)
{
NumComponentsNeedingTextureBaking += Info.Components.Num();
}
else
{
UTexture2D* HeightmapTexture = It.Key();
// 1/8 the res of the heightmap
FIntPoint AtlasSize(HeightmapTexture->GetSizeX() >> 3, HeightmapTexture->GetSizeY() >> 3);
TArray<FColor> AtlasSamples;
AtlasSamples.AddZeroed(AtlasSize.X * AtlasSize.Y);
for (ULandscapeComponent* Component : Info.Components)
{
// not registered; ignore this component
if (!Component->SceneProxy)
{
continue;
}
int32 ComponentSamples = (SubsectionSizeQuads + 1) * NumSubsections;
check(FMath::IsPowerOfTwo(ComponentSamples));
int32 BakeSize = ComponentSamples >> 3;
TArray<FColor> Samples;
if (MaterialExportUtils::ExportBaseColor(Component, BakeSize, Samples))
{
int32 AtlasOffsetX = FMath::RoundToInt(Component->HeightmapScaleBias.Z * (float)HeightmapTexture->GetSizeX()) >> 3;
int32 AtlasOffsetY = FMath::RoundToInt(Component->HeightmapScaleBias.W * (float)HeightmapTexture->GetSizeY()) >> 3;
for (int32 y = 0; y < BakeSize; y++)
{
FMemory::Memcpy(&AtlasSamples[(y + AtlasOffsetY)*AtlasSize.X + AtlasOffsetX], &Samples[y*BakeSize], sizeof(FColor)* BakeSize);
}
NumGenerated++;
}
}
UTexture2D* AtlasTexture = MaterialExportUtils::CreateTexture(GetOutermost(), HeightmapTexture->GetName() + TEXT("_BaseColor"), AtlasSize, AtlasSamples, TC_Default, TEXTUREGROUP_World, RF_Public, true, CombinedStateId);
AtlasTexture->MarkPackageDirty();
for (ULandscapeComponent* Component : Info.Components)
{
Component->BakedTextureMaterialGuid = CombinedStateId;
Component->GIBakedBaseColorTexture = AtlasTexture;
Component->MarkRenderStateDirty();
}
}
}
}
}
TotalComponentsNeedingTextureBaking += NumComponentsNeedingTextureBaking;
if (NumGenerated == 0)
{
// Don't check if we need to update anything for another 60 frames
UpdateBakedTexturesCountdown = 60;
}
}
#endif
void ALandscapeProxy::InvalidateGeneratedComponentData(const TSet<ULandscapeComponent*>& Components)
{
TMap<ALandscapeProxy*, TSet<ULandscapeComponent*>> ByProxy;
for (auto Component : Components)
{
Component->BakedTextureMaterialGuid.Invalidate();
ByProxy.FindOrAdd(Component->GetLandscapeProxy()).Add(Component);
}
for (auto It = ByProxy.CreateConstIterator(); It; ++It)
{
It.Key()->FlushGrassComponents(&It.Value());
}
}
#undef LOCTEXT_NAMESPACE