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#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change3521023by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change3532789by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change3531868by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2352 lines
85 KiB
C++
2352 lines
85 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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StaticLightingSystem.cpp: Bsp light mesh illumination builder code
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "Misc/MessageDialog.h"
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#include "HAL/FileManager.h"
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#include "Misc/Paths.h"
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#include "Misc/Guid.h"
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#include "Misc/ConfigCacheIni.h"
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#include "HAL/IConsoleManager.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/App.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/GarbageCollection.h"
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#include "Layout/Visibility.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/Actor.h"
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#include "Components/PrimitiveComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "Components/LightComponentBase.h"
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#include "AI/Navigation/NavigationSystem.h"
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#include "Engine/MapBuildDataRegistry.h"
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#include "Components/LightComponent.h"
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#include "Model.h"
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#include "Engine/Brush.h"
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#include "Misc/PackageName.h"
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#include "Editor/EditorEngine.h"
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#include "Settings/EditorExperimentalSettings.h"
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#include "Settings/LevelEditorMiscSettings.h"
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#include "Engine/Texture2D.h"
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#include "Misc/FeedbackContext.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/UObjectIterator.h"
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#include "GameFramework/WorldSettings.h"
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#include "Engine/GeneratedMeshAreaLight.h"
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#include "Components/SkyLightComponent.h"
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#include "Components/ModelComponent.h"
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#include "Engine/LightMapTexture2D.h"
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#include "Editor.h"
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#include "Engine/Selection.h"
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#include "EditorModeManager.h"
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#include "EditorModes.h"
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#include "Dialogs/Dialogs.h"
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FSwarmDebugOptions GSwarmDebugOptions;
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#include "Lightmass/LightmassCharacterIndirectDetailVolume.h"
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#include "StaticLighting.h"
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#include "StaticLightingSystem/StaticLightingPrivate.h"
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#include "ModelLight.h"
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#include "Engine/LevelStreaming.h"
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#include "LevelUtils.h"
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#include "EngineModule.h"
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#include "LightMap.h"
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#include "ShadowMap.h"
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#include "EditorBuildUtils.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "Engine/LODActor.h"
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DEFINE_LOG_CATEGORY(LogStaticLightingSystem);
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#include "EngineGlobals.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "Lightmass/LightmassImportanceVolume.h"
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#include "Components/LightmassPortalComponent.h"
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#include "Lightmass/Lightmass.h"
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#include "StatsViewerModule.h"
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#include "Logging/TokenizedMessage.h"
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#include "Logging/MessageLog.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Misc/UObjectToken.h"
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#define LOCTEXT_NAMESPACE "StaticLightingSystem"
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/** The number of hardware threads to not use for building static lighting. */
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#define NUM_STATIC_LIGHTING_UNUSED_THREADS 0
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bool GbLogAddingMappings = false;
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/** Counts the number of lightmap textures generated each lighting build. */
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extern ENGINE_API int32 GLightmapCounter;
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/** Whether to compress lightmaps. Reloaded from ini each lighting build. */
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extern ENGINE_API bool GCompressLightmaps;
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/** Whether to allow lighting builds to generate streaming lightmaps. */
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extern ENGINE_API bool GAllowStreamingLightmaps;
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// NOTE: We're only counting the top-level mip-map for the following variables.
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/** Total number of texels allocated for all lightmap textures. */
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extern ENGINE_API uint64 GNumLightmapTotalTexels;
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/** Total number of texels used if the texture was non-power-of-two. */
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extern ENGINE_API uint64 GNumLightmapTotalTexelsNonPow2;
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/** Number of lightmap textures generated. */
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extern ENGINE_API int32 GNumLightmapTextures;
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/** Total number of mapped texels. */
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extern ENGINE_API uint64 GNumLightmapMappedTexels;
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/** Total number of unmapped texels. */
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extern ENGINE_API uint64 GNumLightmapUnmappedTexels;
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/** Whether to allow cropping of unmapped borders in lightmaps and shadowmaps. Controlled by BaseEngine.ini setting. */
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extern ENGINE_API bool GAllowLightmapCropping;
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/** Total lightmap texture memory size (in bytes), including GLightmapTotalStreamingSize. */
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extern ENGINE_API uint64 GLightmapTotalSize;
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/** Total memory size for streaming lightmaps (in bytes). */
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extern ENGINE_API uint64 GLightmapTotalStreamingSize;
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/** Largest boundingsphere radius to use when packing lightmaps into a texture atlas. */
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extern ENGINE_API float GMaxLightmapRadius;
|
|
|
|
/** Total number of texels allocated for all shadowmap textures. */
|
|
extern ENGINE_API uint64 GNumShadowmapTotalTexels;
|
|
/** Number of shadowmap textures generated. */
|
|
extern ENGINE_API int32 GNumShadowmapTextures;
|
|
/** Total number of mapped texels. */
|
|
extern ENGINE_API uint64 GNumShadowmapMappedTexels;
|
|
/** Total number of unmapped texels. */
|
|
extern ENGINE_API uint64 GNumShadowmapUnmappedTexels;
|
|
/** Total shadowmap texture memory size (in bytes), including GShadowmapTotalStreamingSize. */
|
|
extern ENGINE_API uint64 GShadowmapTotalSize;
|
|
/** Total texture memory size for streaming shadowmaps. */
|
|
extern ENGINE_API uint64 GShadowmapTotalStreamingSize;
|
|
|
|
/** If non-zero, purge old lightmap data when rebuilding lighting. */
|
|
int32 GPurgeOldLightmaps=1;
|
|
static FAutoConsoleVariableRef CVarPurgeOldLightmaps(
|
|
TEXT("PurgeOldLightmaps"),
|
|
GPurgeOldLightmaps,
|
|
TEXT("If non-zero, purge old lightmap data when rebuilding lighting.")
|
|
);
|
|
|
|
|
|
int32 GMultithreadedLightmapEncode = 1;
|
|
static FAutoConsoleVariableRef CVarMultithreadedLightmapEncode(TEXT("r.MultithreadedLightmapEncode"), GMultithreadedLightmapEncode, TEXT("Lightmap encoding after rebuild lightmaps is done multithreaded."));
|
|
int32 GMultithreadedShadowmapEncode = 1;
|
|
static FAutoConsoleVariableRef CVarMultithreadedShadowmapEncode(TEXT("r.MultithreadedShadowmapEncode"), GMultithreadedShadowmapEncode, TEXT("Shadowmap encoding after rebuild lightmaps is done multithreaded."));
|
|
|
|
|
|
|
|
|
|
TSharedPtr<FStaticLightingManager> FStaticLightingManager::StaticLightingManager;
|
|
|
|
TSharedPtr<FStaticLightingManager> FStaticLightingManager::Get()
|
|
{
|
|
if (!StaticLightingManager.IsValid())
|
|
{
|
|
StaticLightingManager = MakeShareable(new FStaticLightingManager);
|
|
}
|
|
return StaticLightingManager;
|
|
}
|
|
|
|
void FStaticLightingManager::ProcessLightingData()
|
|
{
|
|
auto StaticLightingSystem = FStaticLightingManager::Get()->ActiveStaticLightingSystem;
|
|
|
|
check(StaticLightingSystem);
|
|
|
|
FNavigationLockContext NavUpdateLock(StaticLightingSystem->GetWorld(), ENavigationLockReason::LightingUpdate);
|
|
|
|
bool bSuccessful = StaticLightingSystem->FinishLightmassProcess();
|
|
|
|
FEditorDelegates::OnLightingBuildKept.Broadcast();
|
|
|
|
if (!bSuccessful)
|
|
{
|
|
FStaticLightingManager::Get()->FailLightingBuild();
|
|
}
|
|
|
|
FStaticLightingManager::Get()->ClearCurrentNotification();
|
|
}
|
|
|
|
void FStaticLightingManager::CancelLightingBuild()
|
|
{
|
|
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem->IsAsyncBuilding())
|
|
{
|
|
GEditor->SetMapBuildCancelled( true );
|
|
FStaticLightingManager::Get()->ClearCurrentNotification();
|
|
FEditorDelegates::OnLightingBuildFailed.Broadcast();
|
|
}
|
|
else
|
|
{
|
|
FStaticLightingManager::Get()->FailLightingBuild();
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::SendProgressNotification()
|
|
{
|
|
// Start the lightmass 'progress' notification
|
|
FNotificationInfo Info( LOCTEXT("LightBuildMessage", "Building lighting") );
|
|
Info.bFireAndForget = false;
|
|
Info.ButtonDetails.Add(FNotificationButtonInfo(
|
|
LOCTEXT("LightBuildCancel","Cancel"),
|
|
LOCTEXT("LightBuildCancelToolTip","Cancels the lighting build in progress."),
|
|
FSimpleDelegate::CreateStatic(&FStaticLightingManager::CancelLightingBuild)));
|
|
|
|
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (LightBuildNotification.IsValid())
|
|
{
|
|
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::ClearCurrentNotification()
|
|
{
|
|
if ( LightBuildNotification.IsValid() )
|
|
{
|
|
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
|
|
LightBuildNotification.Pin()->ExpireAndFadeout();
|
|
LightBuildNotification.Reset();
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::SetNotificationText( FText Text )
|
|
{
|
|
if ( LightBuildNotification.IsValid() )
|
|
{
|
|
LightBuildNotification.Pin()->SetText( Text );
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::ImportRequested()
|
|
{
|
|
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
|
|
{
|
|
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::ImportRequested;
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::DiscardRequested()
|
|
{
|
|
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
|
|
{
|
|
FStaticLightingManager::Get()->ClearCurrentNotification();
|
|
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::Finished;
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::SendBuildDoneNotification( bool AutoApplyFailed )
|
|
{
|
|
FText CompletedText = LOCTEXT("LightBuildDoneMessage", "Lighting build completed");
|
|
|
|
if (ActiveStaticLightingSystem != StaticLightingSystems.Last().Get() && ActiveStaticLightingSystem->LightingScenario)
|
|
{
|
|
FString PackageName = FPackageName::GetShortName(ActiveStaticLightingSystem->LightingScenario->GetOutermost()->GetName());
|
|
CompletedText = FText::Format(LOCTEXT("LightScenarioBuildDoneMessage", "{0} Lighting Scenario completed"), FText::FromString(PackageName));
|
|
}
|
|
|
|
FNotificationInfo Info(CompletedText);
|
|
Info.bFireAndForget = false;
|
|
Info.bUseThrobber = false;
|
|
|
|
FNotificationButtonInfo ApplyNow = FNotificationButtonInfo(
|
|
LOCTEXT( "LightBuildKeep", "Apply Now" ),
|
|
LOCTEXT( "LightBuildKeepToolTip", "Keeps and applies built lighting data." ),
|
|
FSimpleDelegate::CreateStatic( &FStaticLightingManager::ImportRequested ) );
|
|
ApplyNow.VisibilityOnSuccess = EVisibility::Collapsed;
|
|
|
|
FNotificationButtonInfo Discard = FNotificationButtonInfo(
|
|
LOCTEXT( "LightBuildDiscard", "Discard" ),
|
|
LOCTEXT( "LightBuildDiscardToolTip", "Ignores the built lighting data generated." ),
|
|
FSimpleDelegate::CreateStatic( &FStaticLightingManager::DiscardRequested ) );
|
|
Discard.VisibilityOnSuccess = EVisibility::Collapsed;
|
|
|
|
Info.ButtonDetails.Add( ApplyNow );
|
|
Info.ButtonDetails.Add( Discard );
|
|
|
|
FEditorDelegates::OnLightingBuildSucceeded.Broadcast();
|
|
|
|
LightBuildNotification = FSlateNotificationManager::Get().AddNotification( Info );
|
|
if ( LightBuildNotification.IsValid() )
|
|
{
|
|
LightBuildNotification.Pin()->SetCompletionState( AutoApplyFailed ? SNotificationItem::CS_Pending : SNotificationItem::CS_Success );
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::CreateStaticLightingSystem(const FLightingBuildOptions& Options)
|
|
{
|
|
if (StaticLightingSystems.Num() == 0)
|
|
{
|
|
check(!ActiveStaticLightingSystem);
|
|
|
|
for (ULevel* Level : GWorld->GetLevels())
|
|
{
|
|
if (Level->bIsLightingScenario && Level->bIsVisible)
|
|
{
|
|
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, GWorld, Level));
|
|
}
|
|
}
|
|
|
|
if (StaticLightingSystems.Num() == 0)
|
|
{
|
|
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, GWorld, nullptr));
|
|
}
|
|
|
|
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
|
|
|
|
bool bSuccess = ActiveStaticLightingSystem->BeginLightmassProcess();
|
|
|
|
if (bSuccess)
|
|
{
|
|
SendProgressNotification();
|
|
}
|
|
else
|
|
{
|
|
DestroyStaticLightingSystems();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Tell the user that they must close their current build first.
|
|
FNotificationInfo Info( LOCTEXT("LightBuildInProgressWarning", "A lighting build is already in progress! Please cancel it before triggering a new build.") );
|
|
Info.ExpireDuration = 5.0f;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (Notification.IsValid())
|
|
{
|
|
Notification->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::UpdateBuildLighting()
|
|
{
|
|
if (ActiveStaticLightingSystem != NULL)
|
|
{
|
|
// Note: UpdateLightingBuild can change ActiveStaticLightingSystem
|
|
ActiveStaticLightingSystem->UpdateLightingBuild();
|
|
|
|
if (ActiveStaticLightingSystem && ActiveStaticLightingSystem->CurrentBuildStage == FStaticLightingSystem::Finished)
|
|
{
|
|
ActiveStaticLightingSystem = nullptr;
|
|
StaticLightingSystems.RemoveAt(0);
|
|
|
|
if (StaticLightingSystems.Num() > 0)
|
|
{
|
|
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
|
|
|
|
bool bSuccess = ActiveStaticLightingSystem->BeginLightmassProcess();
|
|
|
|
if (bSuccess)
|
|
{
|
|
SendProgressNotification();
|
|
}
|
|
else
|
|
{
|
|
DestroyStaticLightingSystems();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ActiveStaticLightingSystem)
|
|
{
|
|
FinishLightingBuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::FailLightingBuild( FText ErrorText)
|
|
{
|
|
FStaticLightingManager::Get()->ClearCurrentNotification();
|
|
|
|
if (GEditor->GetMapBuildCancelled())
|
|
{
|
|
ErrorText = LOCTEXT("LightBuildCanceledMessage", "Lighting build canceled.");
|
|
}
|
|
else
|
|
{
|
|
// Override failure message if one provided
|
|
if (ErrorText.IsEmpty())
|
|
{
|
|
ErrorText = LOCTEXT("LightBuildFailedMessage", "Lighting build failed.");
|
|
}
|
|
}
|
|
|
|
FNotificationInfo Info( ErrorText );
|
|
Info.ExpireDuration = 4.f;
|
|
|
|
FEditorDelegates::OnLightingBuildFailed.Broadcast();
|
|
|
|
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (LightBuildNotification.IsValid())
|
|
{
|
|
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to build lighting!!! %s"),*ErrorText.ToString());
|
|
|
|
FMessageLog("LightingResults").Open();
|
|
|
|
DestroyStaticLightingSystems();
|
|
}
|
|
|
|
void FStaticLightingManager::FinishLightingBuild()
|
|
{
|
|
UWorld* World = GWorld;
|
|
|
|
GetRendererModule().UpdateMapNeedsLightingFullyRebuiltState(World);
|
|
GEngine->DeferredCommands.AddUnique(TEXT("MAP CHECK NOTIFYRESULTS"));
|
|
|
|
if (World->Scene)
|
|
{
|
|
// Everything should be built at this point, dump unbuilt interactions for debugging
|
|
World->Scene->DumpUnbuiltLightInteractions(*GLog);
|
|
|
|
// Update reflection captures now that static lighting has changed
|
|
// Update sky light first because it's considered direct lighting, sky diffuse will be visible in reflection capture indirect specular
|
|
World->UpdateAllSkyCaptures();
|
|
World->UpdateAllReflectionCaptures();
|
|
}
|
|
}
|
|
|
|
void FStaticLightingManager::DestroyStaticLightingSystems()
|
|
{
|
|
ActiveStaticLightingSystem = NULL;
|
|
StaticLightingSystems.Empty();
|
|
}
|
|
|
|
bool FStaticLightingManager::IsLightingBuildCurrentlyRunning() const
|
|
{
|
|
return ActiveStaticLightingSystem != NULL;
|
|
}
|
|
|
|
bool FStaticLightingManager::IsLightingBuildCurrentlyExporting() const
|
|
{
|
|
return ActiveStaticLightingSystem != NULL && ActiveStaticLightingSystem->IsAmortizedExporting();
|
|
}
|
|
|
|
FStaticLightingSystem::FStaticLightingSystem(const FLightingBuildOptions& InOptions, UWorld* InWorld, ULevel* InLightingScenario)
|
|
: Options(InOptions)
|
|
, bBuildCanceled(false)
|
|
, DeterministicIndex(0)
|
|
, NextVisibilityId(0)
|
|
, CurrentBuildStage(FStaticLightingSystem::NotRunning)
|
|
, World(InWorld)
|
|
, LightingScenario(InLightingScenario)
|
|
, LightmassProcessor(NULL)
|
|
{
|
|
}
|
|
|
|
FStaticLightingSystem::~FStaticLightingSystem()
|
|
{
|
|
if (LightmassProcessor)
|
|
{
|
|
delete LightmassProcessor;
|
|
}
|
|
}
|
|
|
|
bool FStaticLightingSystem::BeginLightmassProcess()
|
|
{
|
|
StartTime = FPlatformTime::Seconds();
|
|
|
|
CurrentBuildStage = FStaticLightingSystem::Startup;
|
|
|
|
bool bRebuildDirtyGeometryForLighting = true;
|
|
bool bForceNoPrecomputedLighting = false;
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather StartupStatScope(LightmassStatistics.StartupTime);
|
|
|
|
// Flip the results page
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("TimeStamp"), FText::AsDateTime(FDateTime::Now()));
|
|
FText LightingResultsPageName(FText::Format(LOCTEXT("LightingResultsPageName", "Lighting Build - {TimeStamp}"), Arguments));
|
|
FMessageLog("LightingResults").NewPage(LightingResultsPageName);
|
|
|
|
|
|
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
|
|
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Clear();
|
|
|
|
GLightmapCounter = 0;
|
|
GNumLightmapTotalTexels = 0;
|
|
GNumLightmapTotalTexelsNonPow2 = 0;
|
|
GNumLightmapTextures = 0;
|
|
GNumLightmapMappedTexels = 0;
|
|
GNumLightmapUnmappedTexels = 0;
|
|
GLightmapTotalSize = 0;
|
|
GLightmapTotalStreamingSize = 0;
|
|
|
|
GNumShadowmapTotalTexels = 0;
|
|
GNumShadowmapTextures = 0;
|
|
GNumShadowmapMappedTexels = 0;
|
|
GNumShadowmapUnmappedTexels = 0;
|
|
GShadowmapTotalSize = 0;
|
|
GShadowmapTotalStreamingSize = 0;
|
|
|
|
for( TObjectIterator<UPrimitiveComponent> It ; It ; ++It )
|
|
{
|
|
UPrimitiveComponent* Component = *It;
|
|
Component->VisibilityId = INDEX_NONE;
|
|
}
|
|
|
|
FString SkippedLevels;
|
|
for ( int32 LevelIndex=0; LevelIndex < World->GetNumLevels(); LevelIndex++ )
|
|
{
|
|
ULevel* Level = World->GetLevel(LevelIndex);
|
|
|
|
if (ShouldOperateOnLevel(Level))
|
|
{
|
|
Level->LightmapTotalSize = 0.0f;
|
|
Level->ShadowmapTotalSize = 0.0f;
|
|
ULevelStreaming* LevelStreaming = NULL;
|
|
if ( World->PersistentLevel != Level )
|
|
{
|
|
LevelStreaming = FLevelUtils::FindStreamingLevel( Level );
|
|
}
|
|
if (!Options.ShouldBuildLightingForLevel(Level))
|
|
{
|
|
if (SkippedLevels.Len() > 0)
|
|
{
|
|
SkippedLevels += FString(TEXT(", "));
|
|
}
|
|
SkippedLevels += Level->GetName();
|
|
}
|
|
}
|
|
}
|
|
|
|
for( int32 LevelIndex = 0 ; LevelIndex < World->StreamingLevels.Num() ; ++LevelIndex )
|
|
{
|
|
ULevelStreaming* CurStreamingLevel = World->StreamingLevels[ LevelIndex ];
|
|
if (CurStreamingLevel && CurStreamingLevel->GetLoadedLevel() && !CurStreamingLevel->bShouldBeVisibleInEditor)
|
|
{
|
|
if (SkippedLevels.Len() > 0)
|
|
{
|
|
SkippedLevels += FString(TEXT(", ")) + CurStreamingLevel->GetWorldAssetPackageName();
|
|
}
|
|
else
|
|
{
|
|
SkippedLevels += CurStreamingLevel->GetWorldAssetPackageName();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SkippedLevels.Len() > 0 && !IsRunningCommandlet())
|
|
{
|
|
// Warn when some levels are not visible and therefore will not be built, because that indicates that only a partial build will be done,
|
|
// Lighting will still be unbuilt for some areas when playing through the level.
|
|
const FText SkippedLevelsWarning = FText::Format( LOCTEXT("SkippedLevels", "The following levels will not have the lighting rebuilt because of your selected lighting build options: {0}"), FText::FromString( SkippedLevels ) );
|
|
FSuppressableWarningDialog::FSetupInfo Info( SkippedLevelsWarning, LOCTEXT("SkippedLevelsDialogTitle", "Rebuild Lighting - Warning" ), "WarnOnHiddenLevelsBeforeRebuild" );
|
|
Info.ConfirmText = LOCTEXT("SkippedWarningConfirm", "Build");
|
|
|
|
FSuppressableWarningDialog WarnAboutSkippedLevels( Info );
|
|
WarnAboutSkippedLevels.ShowModal();
|
|
}
|
|
|
|
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
|
|
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
|
|
bForceNoPrecomputedLighting = World->GetWorldSettings()->bForceNoPrecomputedLighting || !bAllowStaticLighting;
|
|
GConfig->GetFloat( TEXT("TextureStreaming"), TEXT("MaxLightmapRadius"), GMaxLightmapRadius, GEngineIni );
|
|
GConfig->GetBool( TEXT("TextureStreaming"), TEXT("AllowStreamingLightmaps"), GAllowStreamingLightmaps, GEngineIni );
|
|
|
|
if (!bForceNoPrecomputedLighting)
|
|
{
|
|
// Begin the static lighting progress bar.
|
|
GWarn->BeginSlowTask( LOCTEXT("BeginBuildingStaticLightingTaskStatus", "Building lighting"), false );
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!"));
|
|
}
|
|
|
|
FConfigCacheIni::LoadGlobalIniFile(GLightmassIni, TEXT("Lightmass"), NULL, true);
|
|
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bUseBilinearFilterLightmaps"), GUseBilinearLightmaps, GLightmassIni));
|
|
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bAllowCropping"), GAllowLightmapCropping, GLightmassIni));
|
|
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bRebuildDirtyGeometryForLighting"), bRebuildDirtyGeometryForLighting, GLightmassIni));
|
|
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bCompressLightmaps"), GCompressLightmaps, GLightmassIni));
|
|
|
|
GCompressLightmaps = GCompressLightmaps && World->GetWorldSettings()->LightmassSettings.bCompressLightmaps;
|
|
|
|
GAllowLightmapPadding = true;
|
|
FMemory::Memzero(&LightingMeshBounds, sizeof(FBox));
|
|
FMemory::Memzero(&AutomaticImportanceVolumeBounds, sizeof(FBox));
|
|
|
|
GLightingBuildQuality = Options.QualityLevel;
|
|
|
|
}
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather CollectStatScope(LightmassStatistics.CollectTime);
|
|
|
|
// Prepare lights for rebuild.
|
|
{
|
|
FLightmassStatistics::FScopedGather PrepareStatScope(LightmassStatistics.PrepareLightsTime);
|
|
|
|
if (!Options.bOnlyBuildVisibility)
|
|
{
|
|
// Delete all AGeneratedMeshAreaLight's, since new ones will be created after the build with updated properties.
|
|
USelection* EditorSelection = GEditor->GetSelectedActors();
|
|
for(TObjectIterator<AGeneratedMeshAreaLight> LightIt;LightIt;++LightIt)
|
|
{
|
|
if (ShouldOperateOnLevel((*LightIt)->GetLevel()))
|
|
{
|
|
if (EditorSelection)
|
|
{
|
|
EditorSelection->Deselect(*LightIt);
|
|
}
|
|
(*LightIt)->GetWorld()->DestroyActor(*LightIt);
|
|
}
|
|
}
|
|
|
|
for (TObjectIterator<ULightComponentBase> LightIt(RF_ClassDefaultObject, /** bIncludeDerivedClasses */ true, /** InternalExcludeFlags */ EInternalObjectFlags::PendingKill); LightIt; ++LightIt)
|
|
{
|
|
ULightComponentBase* const Light = *LightIt;
|
|
const bool bLightIsInWorld = Light->GetOwner()
|
|
&& World->ContainsActor(Light->GetOwner())
|
|
&& !Light->GetOwner()->IsPendingKill();
|
|
|
|
if (bLightIsInWorld && ShouldOperateOnLevel(Light->GetOwner()->GetLevel()))
|
|
{
|
|
if (Light->bAffectsWorld
|
|
&& Light->IsRegistered()
|
|
&& (Light->HasStaticShadowing() || Light->HasStaticLighting()))
|
|
{
|
|
// Make sure the light GUIDs are up-to-date.
|
|
Light->ValidateLightGUIDs();
|
|
|
|
// Add the light to the system's list of lights in the world.
|
|
Lights.Add(Light);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather GatherStatScope(LightmassStatistics.GatherLightingInfoTime);
|
|
|
|
if (IsTexelDebuggingEnabled())
|
|
{
|
|
// Clear reference to the selected lightmap
|
|
GCurrentSelectedLightmapSample.Lightmap = NULL;
|
|
GDebugStaticLightingInfo = FDebugLightingOutput();
|
|
}
|
|
|
|
GatherStaticLightingInfo(bRebuildDirtyGeometryForLighting, bForceNoPrecomputedLighting);
|
|
}
|
|
|
|
// Sort the mappings - and tag meshes if doing deterministic mapping
|
|
if (GLightmassDebugOptions.bSortMappings)
|
|
{
|
|
struct FCompareNumTexels
|
|
{
|
|
FORCEINLINE bool operator()( const FStaticLightingMappingSortHelper& A, const FStaticLightingMappingSortHelper& B ) const
|
|
{
|
|
return B.NumTexels < A.NumTexels;
|
|
}
|
|
};
|
|
UnSortedMappings.Sort( FCompareNumTexels() );
|
|
|
|
for (int32 SortIndex = 0; SortIndex < UnSortedMappings.Num(); SortIndex++)
|
|
{
|
|
FStaticLightingMapping* Mapping = UnSortedMappings[SortIndex].Mapping;
|
|
Mappings.Add(Mapping);
|
|
|
|
if (Mapping->bProcessMapping)
|
|
{
|
|
if (Mapping->Mesh)
|
|
{
|
|
Mapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
|
|
}
|
|
}
|
|
}
|
|
UnSortedMappings.Empty();
|
|
}
|
|
|
|
// Verify deterministic lighting setup, if it is enabled...
|
|
for (int32 CheckMapIdx = 0; CheckMapIdx < Mappings.Num(); CheckMapIdx++)
|
|
{
|
|
if (Mappings[CheckMapIdx]->bProcessMapping)
|
|
{
|
|
FGuid CheckGuid = Mappings[CheckMapIdx]->Mesh->Guid;
|
|
if ((CheckGuid.A != 0) ||
|
|
(CheckGuid.B != 0) ||
|
|
(CheckGuid.C != 0) ||
|
|
(CheckGuid.D >= (uint32)(Mappings.Num()))
|
|
)
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Lightmass: Error in deterministic lighting for %s:%s"),
|
|
*(Mappings[CheckMapIdx]->Mesh->Guid.ToString()), *(Mappings[CheckMapIdx]->GetDescription()));
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are dumping binary results, clear up any existing ones
|
|
if (Options.bDumpBinaryResults)
|
|
{
|
|
FStaticLightingSystem::ClearBinaryDumps();
|
|
}
|
|
}
|
|
|
|
ProcessingStartTime = FPlatformTime::Seconds();
|
|
|
|
bool bLightingSuccessful = false;
|
|
if (!bForceNoPrecomputedLighting)
|
|
{
|
|
bool bSavedUpdateStatus_LightMap = FLightMap2D::GetStatusUpdate();
|
|
if (GLightmassDebugOptions.bImmediateProcessMappings)
|
|
{
|
|
FLightMap2D::SetStatusUpdate(false);
|
|
}
|
|
|
|
bLightingSuccessful = CreateLightmassProcessor();
|
|
if (bLightingSuccessful)
|
|
{
|
|
GatherScene();
|
|
bLightingSuccessful = InitiateLightmassProcessor();
|
|
}
|
|
|
|
if (GLightmassDebugOptions.bImmediateProcessMappings)
|
|
{
|
|
FLightMap2D::SetStatusUpdate(bSavedUpdateStatus_LightMap);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
InvalidateStaticLighting();
|
|
ApplyNewLightingData(true);
|
|
}
|
|
|
|
if (!bForceNoPrecomputedLighting)
|
|
{
|
|
// End the static lighting progress bar.
|
|
GWarn->EndSlowTask();
|
|
}
|
|
|
|
return bLightingSuccessful;
|
|
}
|
|
|
|
void FStaticLightingSystem::InvalidateStaticLighting()
|
|
{
|
|
FLightmassStatistics::FScopedGather InvalidationScopeStat(LightmassStatistics.InvalidationTime);
|
|
|
|
for( int32 LevelIndex=0; LevelIndex<World->GetNumLevels(); LevelIndex++ )
|
|
{
|
|
bool bMarkLevelDirty = false;
|
|
ULevel* Level = World->GetLevel(LevelIndex);
|
|
|
|
if (!ShouldOperateOnLevel(Level))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
|
|
|
|
if (bBuildLightingForLevel)
|
|
{
|
|
if (!Options.bOnlyBuildVisibility)
|
|
{
|
|
Level->ReleaseRenderingResources();
|
|
|
|
if (Level->MapBuildData)
|
|
{
|
|
Level->MapBuildData->InvalidateStaticLighting(World);
|
|
}
|
|
}
|
|
if (Level == World->PersistentLevel)
|
|
{
|
|
Level->PrecomputedVisibilityHandler.Invalidate(World->Scene);
|
|
Level->PrecomputedVolumeDistanceField.Invalidate(World->Scene);
|
|
}
|
|
|
|
// Mark any existing cached lightmap data as transient. This allows the derived data cache to purge it more aggressively.
|
|
// It is safe to do so even if some of these lightmaps are needed. It just means compressed data will have to be retrieved
|
|
// from the network cache or rebuilt.
|
|
if (GPurgeOldLightmaps != 0 && Level->MapBuildData)
|
|
{
|
|
UPackage* MapDataPackage = Level->MapBuildData->GetOutermost();
|
|
|
|
for (TObjectIterator<ULightMapTexture2D> It; It; ++It)
|
|
{
|
|
ULightMapTexture2D* LightMapTexture = *It;
|
|
if (LightMapTexture->GetOutermost() == MapDataPackage)
|
|
{
|
|
LightMapTexture->MarkPlatformDataTransient();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdateStaticLightingHLODTreeIndices(TMultiMap<AActor*, FStaticLightingMesh*>& ActorMeshMap, ALODActor* LODActor, uint32 HLODTreeIndex, uint32& HLODLeafIndex)
|
|
{
|
|
check(LODActor && HLODTreeIndex > 0);
|
|
|
|
uint32 LeafStartIndex = HLODLeafIndex;
|
|
++HLODLeafIndex;
|
|
|
|
for (AActor* SubActor : LODActor->SubActors)
|
|
{
|
|
if (ALODActor* LODSubActor = Cast<ALODActor>(SubActor))
|
|
{
|
|
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODSubActor, HLODTreeIndex, HLODLeafIndex);
|
|
}
|
|
else
|
|
{
|
|
TArray<FStaticLightingMesh*> SubActorMeshes;
|
|
ActorMeshMap.MultiFind(SubActor,SubActorMeshes);
|
|
|
|
for (FStaticLightingMesh* SubActorMesh : SubActorMeshes)
|
|
{
|
|
if (SubActorMesh->HLODTreeIndex == 0)
|
|
{
|
|
SubActorMesh->HLODTreeIndex = HLODTreeIndex;
|
|
SubActorMesh->HLODChildStartIndex = HLODLeafIndex;
|
|
SubActorMesh->HLODChildEndIndex = HLODLeafIndex;
|
|
++HLODLeafIndex;
|
|
}
|
|
else
|
|
{
|
|
// Output error to message log containing tokens to the problematic objects
|
|
FMessageLog("LightingResults").Warning()
|
|
->AddToken(FUObjectToken::Create(SubActorMesh->Component->GetOwner()))
|
|
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_InvalidHLODTreeIndex", "will not be correctly lit since it is part of another Hierarchical LOD cluster besides ")))
|
|
->AddToken(FUObjectToken::Create(LODActor));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<FStaticLightingMesh*> LODActorMeshes;
|
|
ActorMeshMap.MultiFind(LODActor, LODActorMeshes);
|
|
for (FStaticLightingMesh* LODActorMesh : LODActorMeshes)
|
|
{
|
|
LODActorMesh->HLODTreeIndex = HLODTreeIndex;
|
|
LODActorMesh->HLODChildStartIndex = LeafStartIndex;
|
|
LODActorMesh->HLODChildEndIndex = HLODLeafIndex - 1;
|
|
check(LODActorMesh->HLODChildEndIndex >= LODActorMesh->HLODChildStartIndex);
|
|
}
|
|
}
|
|
|
|
void FStaticLightingSystem::GatherStaticLightingInfo(bool bRebuildDirtyGeometryForLighting, bool bForceNoPrecomputedLighting)
|
|
{
|
|
uint32 ActorsInvalidated = 0;
|
|
uint32 ActorsToInvalidate = 0;
|
|
for( int32 LevelIndex=0; LevelIndex<World->GetNumLevels(); LevelIndex++ )
|
|
{
|
|
ActorsToInvalidate += World->GetLevel(LevelIndex)->Actors.Num();
|
|
}
|
|
const int32 ProgressUpdateFrequency = FMath::Max<int32>(ActorsToInvalidate / 20, 1);
|
|
|
|
GWarn->StatusUpdate( ActorsInvalidated, ActorsToInvalidate, LOCTEXT("GatheringSceneGeometryStatus", "Gathering scene geometry...") );
|
|
|
|
bool bObjectsToBuildLightingForFound = false;
|
|
// Gather static lighting info from actor components.
|
|
for (int32 LevelIndex = 0; LevelIndex < World->GetNumLevels(); LevelIndex++)
|
|
{
|
|
bool bMarkLevelDirty = false;
|
|
ULevel* Level = World->GetLevel(LevelIndex);
|
|
|
|
if (!ShouldOperateOnLevel(Level))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If the geometry is dirty and we're allowed to automatically clean it up, do so
|
|
if (Level->bGeometryDirtyForLighting)
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build detected that geometry needs to be rebuilt to avoid incorrect lighting (due to modifying a lighting property)."));
|
|
if (bRebuildDirtyGeometryForLighting)
|
|
{
|
|
// This will go ahead and clean up lighting on all dirty levels (not just this one)
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build automatically rebuilding geometry.") );
|
|
GEditor->Exec(World, TEXT("MAP REBUILD ALLDIRTYFORLIGHTING"));
|
|
}
|
|
}
|
|
|
|
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel(Level);
|
|
|
|
// Gather static lighting info from BSP.
|
|
bool bBuildBSPLighting = bBuildLightingForLevel;
|
|
|
|
TArray<FNodeGroup*> NodeGroupsToBuild;
|
|
TArray<UModelComponent*> SelectedModelComponents;
|
|
if (bBuildBSPLighting && !Options.bOnlyBuildVisibility)
|
|
{
|
|
if (Options.bOnlyBuildSelected)
|
|
{
|
|
UModel* Model = Level->Model;
|
|
GLightmassDebugOptions.bGatherBSPSurfacesAcrossComponents = false;
|
|
Model->GroupAllNodes(Level, Lights);
|
|
bBuildBSPLighting = false;
|
|
// Build only selected brushes/surfaces
|
|
TArray<ABrush*> SelectedBrushes;
|
|
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
|
|
{
|
|
AActor* Actor = Level->Actors[ActorIndex];
|
|
if (Actor)
|
|
{
|
|
ABrush* Brush = Cast<ABrush>(Actor);
|
|
if (Brush && Brush->IsSelected())
|
|
{
|
|
SelectedBrushes.Add(Brush);
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<int32> SelectedSurfaceIndices;
|
|
// Find selected surfaces...
|
|
for (int32 SurfIdx = 0; SurfIdx < Model->Surfs.Num(); SurfIdx++)
|
|
{
|
|
bool bSurfaceSelected = false;
|
|
FBspSurf& Surf = Model->Surfs[SurfIdx];
|
|
if ((Surf.PolyFlags & PF_Selected) != 0)
|
|
{
|
|
SelectedSurfaceIndices.Add(SurfIdx);
|
|
bSurfaceSelected = true;
|
|
}
|
|
else
|
|
{
|
|
int32 DummyIdx;
|
|
if (SelectedBrushes.Find(Surf.Actor, DummyIdx) == true)
|
|
{
|
|
SelectedSurfaceIndices.Add(SurfIdx);
|
|
bSurfaceSelected = true;
|
|
}
|
|
}
|
|
|
|
if (bSurfaceSelected == true)
|
|
{
|
|
// Find it's model component...
|
|
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
|
|
{
|
|
const FBspNode& Node = Model->Nodes[NodeIdx];
|
|
if (Node.iSurf == SurfIdx)
|
|
{
|
|
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
|
|
if (SomeModelComponent)
|
|
{
|
|
SelectedModelComponents.AddUnique(SomeModelComponent);
|
|
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
|
|
{
|
|
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
|
|
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pass 2...
|
|
if (SelectedSurfaceIndices.Num() > 0)
|
|
{
|
|
for (int32 SSIdx = 0; SSIdx < SelectedSurfaceIndices.Num(); SSIdx++)
|
|
{
|
|
int32 SurfIdx = SelectedSurfaceIndices[SSIdx];
|
|
// Find it's model component...
|
|
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
|
|
{
|
|
const FBspNode& Node = Model->Nodes[NodeIdx];
|
|
if (Node.iSurf == SurfIdx)
|
|
{
|
|
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
|
|
if (SomeModelComponent)
|
|
{
|
|
SelectedModelComponents.AddUnique(SomeModelComponent);
|
|
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
|
|
{
|
|
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
|
|
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SelectedSurfaceIndices.Num() > 0)
|
|
{
|
|
// Fill in a list of all the node group to rebuild...
|
|
bBuildBSPLighting = false;
|
|
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
|
|
{
|
|
FNodeGroup* NodeGroup = It.Value();
|
|
if (NodeGroup && (NodeGroup->Nodes.Num() > 0))
|
|
{
|
|
for (int32 GroupNodeIdx = 0; GroupNodeIdx < NodeGroup->Nodes.Num(); GroupNodeIdx++)
|
|
{
|
|
int32 CheckIdx;
|
|
if (SelectedSurfaceIndices.Find(Model->Nodes[NodeGroup->Nodes[GroupNodeIdx]].iSurf, CheckIdx) == true)
|
|
{
|
|
NodeGroupsToBuild.AddUnique(NodeGroup);
|
|
bBuildBSPLighting = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bBuildBSPLighting && !bForceNoPrecomputedLighting)
|
|
{
|
|
if (!Options.bOnlyBuildSelected || Options.bOnlyBuildVisibility)
|
|
{
|
|
// generate BSP mappings across the whole level
|
|
AddBSPStaticLightingInfo(Level, bBuildBSPLighting);
|
|
}
|
|
else
|
|
{
|
|
if (NodeGroupsToBuild.Num() > 0)
|
|
{
|
|
bObjectsToBuildLightingForFound = true;
|
|
AddBSPStaticLightingInfo(Level, NodeGroupsToBuild);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gather HLOD primitives
|
|
TMultiMap<AActor*, UPrimitiveComponent*> PrimitiveActorMap;
|
|
TMultiMap<UPrimitiveComponent*, UStaticMeshComponent*> PrimitiveSubStaticMeshMap;
|
|
|
|
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
|
|
{
|
|
AActor* Actor = Level->Actors[ActorIndex];
|
|
if (Actor)
|
|
{
|
|
ALODActor* LODActor = Cast<ALODActor>(Actor);
|
|
if (LODActor && LODActor->GetStaticMeshComponent())
|
|
{
|
|
|
|
UPrimitiveComponent* PrimitiveParent = LODActor->GetStaticMeshComponent()->GetLODParentPrimitive();
|
|
|
|
for (auto SubActor : LODActor->SubActors)
|
|
{
|
|
PrimitiveActorMap.Add(SubActor, LODActor->GetStaticMeshComponent());
|
|
|
|
if (PrimitiveParent)
|
|
{
|
|
PrimitiveActorMap.Add(SubActor, PrimitiveParent);
|
|
}
|
|
|
|
TArray<UStaticMeshComponent*> SubStaticMeshComponents;
|
|
SubActor->GetComponents<UStaticMeshComponent>(SubStaticMeshComponents);
|
|
for (auto SMC : SubStaticMeshComponents)
|
|
{
|
|
PrimitiveSubStaticMeshMap.Add(LODActor->GetStaticMeshComponent(), SMC);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TMultiMap<AActor*, FStaticLightingMesh*> ActorMeshMap;
|
|
TArray<ALODActor*> LODActors;
|
|
|
|
// Gather static lighting info from actors.
|
|
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
|
|
{
|
|
AActor* Actor = Level->Actors[ActorIndex];
|
|
if (Actor)
|
|
{
|
|
const bool bBuildActorLighting =
|
|
bBuildLightingForLevel &&
|
|
(!Options.bOnlyBuildSelected || Actor->IsSelected());
|
|
|
|
TInlineComponentArray<UPrimitiveComponent*> Components;
|
|
Actor->GetComponents(Components);
|
|
|
|
if (bBuildActorLighting)
|
|
{
|
|
bObjectsToBuildLightingForFound = true;
|
|
}
|
|
|
|
TArray<UPrimitiveComponent*> HLODPrimitiveParents;
|
|
PrimitiveActorMap.MultiFind(Actor, HLODPrimitiveParents);
|
|
|
|
ALODActor* LODActor = Cast<ALODActor>(Actor);
|
|
if (LODActor)
|
|
{
|
|
LODActors.Add(LODActor);
|
|
}
|
|
|
|
// Gather static lighting info from each of the actor's components.
|
|
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
|
|
{
|
|
UPrimitiveComponent* Primitive = Components[ComponentIndex];
|
|
if (Primitive->IsRegistered() && !bForceNoPrecomputedLighting)
|
|
{
|
|
// Find the lights relevant to the primitive.
|
|
TArray<ULightComponent*> PrimitiveRelevantLights;
|
|
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
|
|
{
|
|
ULightComponentBase* LightBase = Lights[LightIndex];
|
|
ULightComponent* Light = Cast<ULightComponent>(LightBase);
|
|
|
|
// Only add enabled lights
|
|
if (Light && Light->AffectsPrimitive(Primitive))
|
|
{
|
|
PrimitiveRelevantLights.Add(Light);
|
|
}
|
|
}
|
|
|
|
// Query the component for its static lighting info.
|
|
FStaticLightingPrimitiveInfo PrimitiveInfo;
|
|
Primitive->GetStaticLightingInfo(PrimitiveInfo, PrimitiveRelevantLights, Options);
|
|
if (PrimitiveInfo.Meshes.Num() > 0 && (Primitive->Mobility == EComponentMobility::Static))
|
|
{
|
|
if (World->GetWorldSettings()->bPrecomputeVisibility)
|
|
{
|
|
// Make sure the level gets dirtied since we are changing the visibility Id of a component in it
|
|
bMarkLevelDirty = true;
|
|
}
|
|
|
|
PrimitiveInfo.VisibilityId = Primitive->VisibilityId = NextVisibilityId;
|
|
NextVisibilityId++;
|
|
}
|
|
|
|
TArray<UStaticMeshComponent*> LODSubActorSMComponents;
|
|
|
|
if (LODActor)
|
|
{
|
|
PrimitiveSubStaticMeshMap.MultiFind(Primitive, LODSubActorSMComponents);
|
|
}
|
|
|
|
for (auto Mesh : PrimitiveInfo.Meshes)
|
|
{
|
|
ActorMeshMap.Add(Actor, Mesh);
|
|
}
|
|
|
|
AddPrimitiveStaticLightingInfo(PrimitiveInfo, bBuildActorLighting);
|
|
}
|
|
}
|
|
}
|
|
|
|
ActorsInvalidated++;
|
|
|
|
if (ActorsInvalidated % ProgressUpdateFrequency == 0)
|
|
{
|
|
GWarn->UpdateProgress(ActorsInvalidated, ActorsToInvalidate);
|
|
}
|
|
}
|
|
|
|
// Recurse through HLOD trees, group actors and calculate child ranges
|
|
uint32 HLODTreeIndex = 1;
|
|
uint32 HLODLeafIndex;
|
|
|
|
for (ALODActor* LODActor : LODActors)
|
|
{
|
|
// Only process fully merged (root) HLOD nodes
|
|
if (LODActor->GetStaticMeshComponent() && !LODActor->GetStaticMeshComponent()->GetLODParentPrimitive())
|
|
{
|
|
HLODLeafIndex = 0;
|
|
|
|
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODActor, HLODTreeIndex, HLODLeafIndex);
|
|
|
|
++HLODTreeIndex;
|
|
}
|
|
}
|
|
|
|
if (bMarkLevelDirty)
|
|
{
|
|
Level->MarkPackageDirty();
|
|
}
|
|
}
|
|
|
|
if (Options.bOnlyBuildSelected)
|
|
{
|
|
FMessageLog("LightingResults").Warning(LOCTEXT("LightmassError_BuildSelected", "Building selected actors only, lightmap memory and quality will be sub-optimal until the next full rebuild."));
|
|
|
|
if (!bObjectsToBuildLightingForFound)
|
|
{
|
|
FMessageLog("LightingResults").Error(LOCTEXT("LightmassError_BuildSelectedNothingSelected", "Building selected actors and BSP only, but no actors or BSP selected!"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStaticLightingSystem::EncodeTextures(bool bLightingSuccessful)
|
|
{
|
|
FLightmassStatistics::FScopedGather EncodeStatScope(LightmassStatistics.EncodingTime);
|
|
|
|
FScopedSlowTask SlowTask(2);
|
|
{
|
|
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingLightmapsTime);
|
|
// Flush pending shadow-map and light-map encoding.
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticLightMapsStatusMessage", "Encoding imported static light maps."));
|
|
FLightMap2D::EncodeTextures(World, bLightingSuccessful, GMultithreadedLightmapEncode ? true : false);
|
|
}
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingShadowMapsTime);
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticShadowMapsStatusMessage", "Encoding imported static shadow maps."));
|
|
FShadowMap2D::EncodeTextures(World, LightingScenario, bLightingSuccessful, GMultithreadedShadowmapEncode ? true : false);
|
|
}
|
|
}
|
|
|
|
void FStaticLightingSystem::ApplyNewLightingData(bool bLightingSuccessful)
|
|
{
|
|
{
|
|
FLightmassStatistics::FScopedGather ApplyStatScope(LightmassStatistics.ApplyTime);
|
|
// Now that the lighting is done, we can tell the model components to use their new elements,
|
|
// instead of the pre-lighting ones
|
|
UModelComponent::ApplyTempElements(bLightingSuccessful);
|
|
}
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
|
|
|
|
// Mark lights of the computed level to have valid precomputed lighting.
|
|
for (int32 LevelIndex = 0; LevelIndex < World->GetNumLevels(); LevelIndex++)
|
|
{
|
|
ULevel* Level = World->GetLevel(LevelIndex);
|
|
|
|
if (!ShouldOperateOnLevel(Level))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ULevel* StorageLevel = LightingScenario ? LightingScenario : Level;
|
|
UMapBuildDataRegistry* Registry = StorageLevel->GetOrCreateMapBuildData();
|
|
|
|
// Notify level about new lighting data
|
|
Level->OnApplyNewLightingData(bLightingSuccessful);
|
|
|
|
Level->InitializeRenderingResources();
|
|
|
|
if (World->PersistentLevel == Level)
|
|
{
|
|
Level->PrecomputedVisibilityHandler.UpdateScene(World->Scene);
|
|
Level->PrecomputedVolumeDistanceField.UpdateScene(World->Scene);
|
|
}
|
|
|
|
uint32 ActorCount = Level->Actors.Num();
|
|
|
|
for (uint32 ActorIndex = 0; ActorIndex < ActorCount; ++ActorIndex)
|
|
{
|
|
AActor* Actor = Level->Actors[ActorIndex];
|
|
|
|
if (Actor && bLightingSuccessful && !Options.bOnlyBuildSelected)
|
|
{
|
|
TInlineComponentArray<ULightComponent*> Components;
|
|
Actor->GetComponents(Components);
|
|
|
|
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
|
|
{
|
|
ULightComponent* LightComponent = Components[ComponentIndex];
|
|
if (LightComponent && (LightComponent->HasStaticShadowing() || LightComponent->HasStaticLighting()))
|
|
{
|
|
if (!Registry->GetLightBuildData(LightComponent->LightGuid))
|
|
{
|
|
// Add a dummy entry for ULightComponent::IsPrecomputedLightingValid()
|
|
Registry->FindOrAllocateLightBuildData(LightComponent->LightGuid, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
|
|
|
|
// Store off the quality of the lighting for the level if lighting was successful and we build lighting for this level.
|
|
if( bLightingSuccessful && bBuildLightingForLevel )
|
|
{
|
|
Registry->LevelLightingQuality = Options.QualityLevel;
|
|
Registry->MarkPackageDirty();
|
|
}
|
|
}
|
|
|
|
// Ensure all primitives which were marked dirty by the lighting build are updated.
|
|
// First clear all components so that any references to static lighting assets held
|
|
// by scene proxies will be fully released before any components are reregistered.
|
|
// We do not rerun construction scripts - nothing should have changed that requires that, and
|
|
// want to know which components were not moved during lighting rebuild
|
|
{
|
|
FGlobalComponentRecreateRenderStateContext RecreateRenderState;
|
|
}
|
|
|
|
// Clean up old shadow-map and light-map data.
|
|
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
|
|
|
|
// Commit the changes to the world's BSP surfaces.
|
|
World->CommitModelSurfaces();
|
|
}
|
|
|
|
// Report failed lighting build (don't count cancelled builds as failure).
|
|
if ( !bLightingSuccessful && !bBuildCanceled )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("LightingBuildFailedDialogMessage", "The lighting build failed! See the log for more information!") );
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reports lighting build statistics to the log.
|
|
*/
|
|
void FStaticLightingSystem::ReportStatistics()
|
|
{
|
|
extern UNREALED_API bool GLightmassStatsMode;
|
|
if ( GLightmassStatsMode )
|
|
{
|
|
double TrackedTime =
|
|
LightmassStatistics.StartupTime
|
|
+ LightmassStatistics.CollectTime
|
|
+ LightmassStatistics.ProcessingTime
|
|
+ LightmassStatistics.ImportTime
|
|
+ LightmassStatistics.ApplyTime
|
|
+ LightmassStatistics.EncodingTime
|
|
+ LightmassStatistics.InvalidationTime
|
|
+ LightmassStatistics.FinishingTime;
|
|
double UntrackedTime = LightmassStatistics.TotalTime - TrackedTime;
|
|
UE_LOG(LogStaticLightingSystem, Log,
|
|
TEXT("Illumination: %s total\n")
|
|
TEXT(" %3.1f%%\t%8.1fs Untracked time\n")
|
|
, *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime)
|
|
, UntrackedTime / LightmassStatistics.TotalTime * 100.0
|
|
, UntrackedTime
|
|
);
|
|
UE_LOG(LogStaticLightingSystem, Log,
|
|
TEXT("Breakdown of Illumination time\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tStarting up\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tCollecting\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \t--> Preparing lights\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \t--> Gathering lighting info\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tProcessing\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tEncoding\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tInvalidating\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tFinishing\n")
|
|
, LightmassStatistics.StartupTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.StartupTime
|
|
, LightmassStatistics.CollectTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.CollectTime
|
|
, LightmassStatistics.PrepareLightsTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.PrepareLightsTime
|
|
, LightmassStatistics.GatherLightingInfoTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.GatherLightingInfoTime
|
|
, LightmassStatistics.ProcessingTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ProcessingTime
|
|
, LightmassStatistics.ImportTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ImportTime
|
|
, LightmassStatistics.ApplyTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ApplyTime
|
|
, LightmassStatistics.EncodingTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.EncodingTime
|
|
, LightmassStatistics.InvalidationTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.InvalidationTime
|
|
, LightmassStatistics.FinishingTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.FinishingTime
|
|
);
|
|
UE_LOG(LogStaticLightingSystem, Log,
|
|
TEXT("Breakdown of Processing time\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tCollecting Lightmass scene\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tExporting\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tLightmass\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tSwarm startup\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tSwarm callback\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tSwarm job open\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tSwarm job close\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
|
|
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
|
|
, LightmassStatistics.CollectLightmassSceneTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.CollectLightmassSceneTime
|
|
, LightmassStatistics.ExportTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ExportTime
|
|
, LightmassStatistics.LightmassTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.LightmassTime
|
|
, LightmassStatistics.SwarmStartupTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.SwarmStartupTime
|
|
, LightmassStatistics.SwarmCallbackTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.SwarmCallbackTime
|
|
, LightmassStatistics.SwarmJobOpenTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.SwarmJobOpenTime
|
|
, LightmassStatistics.SwarmJobCloseTime / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.SwarmJobCloseTime
|
|
, LightmassStatistics.ImportTimeInProcessing / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ImportTimeInProcessing
|
|
, LightmassStatistics.ApplyTimeInProcessing / LightmassStatistics.TotalTime * 100.0
|
|
, LightmassStatistics.ApplyTimeInProcessing
|
|
);
|
|
|
|
UE_LOG(LogStaticLightingSystem, Log,
|
|
TEXT("Breakdown of Export Times\n")
|
|
TEXT(" %8.1fs\tVisibility Data\n")
|
|
TEXT(" %8.1fs\tLights\n")
|
|
TEXT(" %8.1fs\tModels\n")
|
|
TEXT(" %8.1fs\tStatic Meshes\n")
|
|
TEXT(" %8.1fs\tMaterials\n")
|
|
TEXT(" %8.1fs\tMesh Instances\n")
|
|
TEXT(" %8.1fs\tLandscape Instances\n")
|
|
TEXT(" %8.1fs\tMappings\n")
|
|
, LightmassStatistics.ExportVisibilityDataTime
|
|
, LightmassStatistics.ExportLightsTime
|
|
, LightmassStatistics.ExportModelsTime
|
|
, LightmassStatistics.ExportStaticMeshesTime
|
|
, LightmassStatistics.ExportMaterialsTime
|
|
, LightmassStatistics.ExportMeshInstancesTime
|
|
, LightmassStatistics.ExportLandscapeInstancesTime
|
|
, LightmassStatistics.ExportMappingsTime
|
|
);
|
|
|
|
UE_LOG(LogStaticLightingSystem, Log,
|
|
TEXT("Scratch counters\n")
|
|
TEXT(" %3.1f%%\tScratch0\n")
|
|
TEXT(" %3.1f%%\tScratch1\n")
|
|
TEXT(" %3.1f%%\tScratch2\n")
|
|
TEXT(" %3.1f%%\tScratch3\n")
|
|
, LightmassStatistics.Scratch0
|
|
, LightmassStatistics.Scratch1
|
|
, LightmassStatistics.Scratch2
|
|
, LightmassStatistics.Scratch3
|
|
);
|
|
|
|
float NumLightmapTotalTexels = float(FMath::Max<uint64>(GNumLightmapTotalTexels,1));
|
|
float NumShadowmapTotalTexels = float(FMath::Max<uint64>(GNumShadowmapTotalTexels,1));
|
|
float LightmapTexelsToMT = float(NUM_HQ_LIGHTMAP_COEF)/float(NUM_STORED_LIGHTMAP_COEF)/1024.0f/1024.0f; // Strip out the SimpleLightMap
|
|
float ShadowmapTexelsToMT = 1.0f/1024.0f/1024.0f;
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing, %.1f M non-pow2 texels)")
|
|
, NumLightmapTotalTexels * LightmapTexelsToMT
|
|
, 100.0f * float(GNumLightmapMappedTexels) / NumLightmapTotalTexels
|
|
, 100.0f * float(GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
|
|
, 100.0f * float(GNumLightmapTotalTexels - GNumLightmapMappedTexels - GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
|
|
, GNumLightmapTotalTexelsNonPow2 * LightmapTexelsToMT
|
|
);
|
|
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing)")
|
|
, NumShadowmapTotalTexels * ShadowmapTexelsToMT
|
|
, 100.0f * float(GNumShadowmapMappedTexels) / NumShadowmapTotalTexels
|
|
, 100.0f * float(GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
|
|
, 100.0f * float(GNumShadowmapTotalTexels - GNumShadowmapMappedTexels - GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
|
|
);
|
|
|
|
for ( int32 LevelIndex=0; LevelIndex < World->GetNumLevels(); LevelIndex++ )
|
|
{
|
|
ULevel* Level = World->GetLevel(LevelIndex);
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Level %2d - Lightmaps: %.1f MB. Shadowmaps: %.1f MB."), LevelIndex, Level->LightmapTotalSize/1024.0f, Level->ShadowmapTotalSize/1024.0f );
|
|
}
|
|
}
|
|
else //if ( GLightmassStatsMode)
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Illumination: %s (%s encoding lightmaps, %s encoding shadowmaps)"), *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingLightmapsTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingShadowMapsTime));
|
|
}
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
|
|
GLightmapTotalSize/1024.0f/1024.0f,
|
|
GLightmapTotalStreamingSize/1024.0f/1024.0f,
|
|
(GLightmapTotalSize - GLightmapTotalStreamingSize)/1024.0f/1024.0f,
|
|
GNumLightmapTextures);
|
|
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
|
|
GShadowmapTotalSize/1024.0f/1024.0f,
|
|
GShadowmapTotalStreamingSize/1024.0f/1024.0f,
|
|
(GShadowmapTotalSize - GShadowmapTotalStreamingSize)/1024.0f/1024.0f,
|
|
GNumShadowmapTextures);
|
|
}
|
|
|
|
void FStaticLightingSystem::CompleteDeterministicMappings(class FLightmassProcessor* InLightmassProcessor)
|
|
{
|
|
check(InLightmassProcessor != NULL);
|
|
if (InLightmassProcessor && GLightmassDebugOptions.bUseImmediateImport && GLightmassDebugOptions.bImmediateProcessMappings)
|
|
{
|
|
// Already completed in the Lightmass Run function...
|
|
return;
|
|
}
|
|
|
|
double ImportAndApplyStartTime = FPlatformTime::Seconds();
|
|
double ApplyTime = 0.0;
|
|
|
|
int32 CurrentStep = Mappings.Num();
|
|
int32 TotalSteps = Mappings.Num() * 2;
|
|
const int32 ProgressUpdateFrequency = FMath::Max<int32>(TotalSteps / 20, 1);
|
|
GWarn->StatusUpdate( CurrentStep, TotalSteps, LOCTEXT("CompleteDeterministicMappingsStatusMessage", "Importing and applying deterministic mappings...") );
|
|
|
|
// Process all the texture mappings first...
|
|
for (int32 MappingIndex = 0; MappingIndex < Mappings.Num(); MappingIndex++)
|
|
{
|
|
FStaticLightingTextureMapping* TextureMapping = Mappings[MappingIndex]->GetTextureMapping();
|
|
if (TextureMapping)
|
|
{
|
|
//UE_LOG(LogStaticLightingSystem, Log, TEXT("%32s Completed - %s"), *(TextureMapping->GetDescription()), *(TextureMapping->GetLightingGuid().ToString()));
|
|
|
|
if (!GLightmassDebugOptions.bUseImmediateImport)
|
|
{
|
|
InLightmassProcessor->ImportMapping(TextureMapping->GetLightingGuid(), true);
|
|
}
|
|
else
|
|
{
|
|
double ApplyStartTime = FPlatformTime::Seconds();
|
|
InLightmassProcessor->ProcessMapping(TextureMapping->GetLightingGuid());
|
|
ApplyTime += FPlatformTime::Seconds() - ApplyStartTime;
|
|
}
|
|
|
|
CurrentStep++;
|
|
|
|
if (CurrentStep % ProgressUpdateFrequency == 0)
|
|
{
|
|
GWarn->UpdateProgress(CurrentStep , TotalSteps);
|
|
}
|
|
}
|
|
}
|
|
|
|
LightmassStatistics.ImportTimeInProcessing += FPlatformTime::Seconds() - ImportAndApplyStartTime - ApplyTime;
|
|
LightmassStatistics.ApplyTimeInProcessing += ApplyTime;
|
|
}
|
|
|
|
struct FCompareByArrayCount
|
|
{
|
|
FORCEINLINE bool operator()( const TArray<ULightComponent*>& A, const TArray<ULightComponent*>& B ) const
|
|
{
|
|
// Sort by descending array count
|
|
return B.Num() < A.Num();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Generates mappings/meshes for all BSP in the given level
|
|
*
|
|
* @param Level Level to build BSP lighting info for
|
|
* @param bBuildLightingForBSP If true, we need BSP mappings generated as well as the meshes
|
|
*/
|
|
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, bool bBuildLightingForBSP)
|
|
{
|
|
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
|
|
// function effectively. Instead, we look across all nodes in the Level's model and
|
|
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
|
|
// have the same lightmap resolution (henceforth known as being "conodes"). Each
|
|
// NodeGroup will get a mapping created for it
|
|
|
|
// cache the model
|
|
UModel* Model = Level->Model;
|
|
|
|
// reset the number of incomplete groups
|
|
Model->NumIncompleteNodeGroups = 0;
|
|
Model->CachedMappings.Empty();
|
|
Model->bInvalidForStaticLighting = false;
|
|
|
|
// create all NodeGroups
|
|
Model->GroupAllNodes(Level, Lights);
|
|
|
|
// now we need to make the mappings/meshes
|
|
bool bMarkLevelDirty = false;
|
|
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
|
|
{
|
|
FNodeGroup* NodeGroup = It.Value();
|
|
|
|
if (NodeGroup->Nodes.Num())
|
|
{
|
|
// get one of the surfaces/components from the NodeGroup
|
|
// @todo UE4: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
|
|
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
|
|
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
|
|
|
|
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
|
|
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
|
|
|
|
// Make sure mapping will have valid size
|
|
NodeGroup->SizeX = FMath::Max(NodeGroup->SizeX, 1);
|
|
NodeGroup->SizeY = FMath::Max(NodeGroup->SizeY, 1);
|
|
|
|
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
|
|
|
|
// Cache the surface's vertices and triangles.
|
|
NodeGroup->BoundingBox.Init();
|
|
|
|
TArray<int32> ComponentVisibilityIds;
|
|
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
|
|
{
|
|
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
|
|
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
|
|
const FVector& TextureBase = Model->Points[NodeSurf.pBase];
|
|
const FVector& TextureX = Model->Vectors[NodeSurf.vTextureU];
|
|
const FVector& TextureY = Model->Vectors[NodeSurf.vTextureV];
|
|
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
|
|
// Compute the surface's tangent basis.
|
|
FVector NodeTangentX = Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
|
|
FVector NodeTangentY = Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
|
|
FVector NodeTangentZ = Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
|
|
|
|
// Generate the node's vertices.
|
|
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
|
|
{
|
|
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
|
|
const FVector& VertexWorldPosition = Model->Points[Vert.pVertex];
|
|
|
|
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
|
|
DestVertex->WorldPosition = VertexWorldPosition;
|
|
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
|
|
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
|
|
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
|
|
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
|
|
DestVertex->WorldTangentX = NodeTangentX;
|
|
DestVertex->WorldTangentY = NodeTangentY;
|
|
DestVertex->WorldTangentZ = NodeTangentZ;
|
|
|
|
// Include the vertex in the surface's bounding box.
|
|
NodeGroup->BoundingBox += VertexWorldPosition;
|
|
}
|
|
|
|
// Generate the node's vertex indices.
|
|
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
|
|
{
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
|
|
|
|
// track the source surface for each triangle
|
|
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
|
|
}
|
|
|
|
UModelComponent* Component = Level->ModelComponents[Node.ComponentIndex];
|
|
if (Component->VisibilityId == INDEX_NONE)
|
|
{
|
|
if (World->GetWorldSettings()->bPrecomputeVisibility)
|
|
{
|
|
// Make sure the level gets dirtied since we are changing the visibility Id of a component in it
|
|
bMarkLevelDirty = true;
|
|
}
|
|
Component->VisibilityId = NextVisibilityId;
|
|
NextVisibilityId++;
|
|
}
|
|
ComponentVisibilityIds.AddUnique(Component->VisibilityId);
|
|
}
|
|
|
|
// Continue only if the component accepts lights (all components in a node group have the same value)
|
|
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
|
|
// node grouping logic is updated to account for CastShadow as well
|
|
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
|
|
{
|
|
// Create the object to represent the surface's mapping/mesh to the static lighting system,
|
|
// the model is now the owner, and all nodes have the same
|
|
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
|
|
// Give the surface mapping the visibility Id's of all components that have nodes in it
|
|
// This results in fairly ineffective precomputed visibility with BSP but is necessary since BSP mappings contain geometry from multiple components
|
|
SurfaceStaticLighting->VisibilityIds = ComponentVisibilityIds;
|
|
|
|
Meshes.Add(SurfaceStaticLighting);
|
|
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
|
|
|
|
if (SomeModelComponent->CastShadow)
|
|
{
|
|
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
|
|
}
|
|
|
|
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
|
|
if (GLightmassDebugOptions.bSortMappings)
|
|
{
|
|
int32 InsertIndex = UnSortedMappings.AddZeroed();
|
|
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
|
|
Helper.Mapping = CurrentMapping;
|
|
Helper.NumTexels = CurrentMapping->GetTexelCount();
|
|
}
|
|
else
|
|
{
|
|
Mappings.Add(CurrentMapping);
|
|
if (bBuildLightingForBSP)
|
|
{
|
|
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
|
|
}
|
|
}
|
|
|
|
if (bBuildLightingForBSP)
|
|
{
|
|
CurrentMapping->bProcessMapping = true;
|
|
}
|
|
|
|
// count how many node groups have yet to come back as complete
|
|
Model->NumIncompleteNodeGroups++;
|
|
|
|
// add this mapping to the list of mappings to be applied later
|
|
Model->CachedMappings.Add(SurfaceStaticLighting);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bMarkLevelDirty)
|
|
{
|
|
Level->MarkPackageDirty();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Generates mappings/meshes for the given NodeGroups
|
|
*
|
|
* @param Level Level to build BSP lighting info for
|
|
* @param NodeGroupsToBuild The node groups to build the BSP lighting info for
|
|
*/
|
|
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, TArray<FNodeGroup*>& NodeGroupsToBuild)
|
|
{
|
|
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
|
|
// function effectively. Instead, we look across all nodes in the Level's model and
|
|
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
|
|
// have the same lightmap resolution (henceforth known as being "conodes"). Each
|
|
// NodeGroup will get a mapping created for it
|
|
|
|
// cache the model
|
|
UModel* Model = Level->Model;
|
|
|
|
// reset the number of incomplete groups
|
|
Model->NumIncompleteNodeGroups = 0;
|
|
Model->CachedMappings.Empty();
|
|
Model->bInvalidForStaticLighting = false;
|
|
|
|
// now we need to make the mappings/meshes
|
|
for (int32 NodeGroupIdx = 0; NodeGroupIdx < NodeGroupsToBuild.Num(); NodeGroupIdx++)
|
|
{
|
|
FNodeGroup* NodeGroup = NodeGroupsToBuild[NodeGroupIdx];
|
|
if (NodeGroup && NodeGroup->Nodes.Num())
|
|
{
|
|
// get one of the surfaces/components from the NodeGroup
|
|
// @todo UE4: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
|
|
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
|
|
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
|
|
|
|
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
|
|
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
|
|
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
|
|
|
|
// Cache the surface's vertices and triangles.
|
|
NodeGroup->BoundingBox.Init();
|
|
|
|
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
|
|
{
|
|
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
|
|
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
|
|
const FVector& TextureBase = Model->Points[NodeSurf.pBase];
|
|
const FVector& TextureX = Model->Vectors[NodeSurf.vTextureU];
|
|
const FVector& TextureY = Model->Vectors[NodeSurf.vTextureV];
|
|
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
|
|
// Compute the surface's tangent basis.
|
|
FVector NodeTangentX = Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
|
|
FVector NodeTangentY = Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
|
|
FVector NodeTangentZ = Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
|
|
|
|
// Generate the node's vertices.
|
|
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
|
|
{
|
|
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
|
|
const FVector& VertexWorldPosition = Model->Points[Vert.pVertex];
|
|
|
|
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
|
|
DestVertex->WorldPosition = VertexWorldPosition;
|
|
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
|
|
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
|
|
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
|
|
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
|
|
DestVertex->WorldTangentX = NodeTangentX;
|
|
DestVertex->WorldTangentY = NodeTangentY;
|
|
DestVertex->WorldTangentZ = NodeTangentZ;
|
|
|
|
// Include the vertex in the surface's bounding box.
|
|
NodeGroup->BoundingBox += VertexWorldPosition;
|
|
}
|
|
|
|
// Generate the node's vertex indices.
|
|
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
|
|
{
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
|
|
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
|
|
|
|
// track the source surface for each triangle
|
|
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
|
|
}
|
|
}
|
|
|
|
// Continue only if the component accepts lights (all components in a node group have the same value)
|
|
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
|
|
// node grouping logic is updated to account for CastShadow as well
|
|
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
|
|
{
|
|
// Create the object to represent the surface's mapping/mesh to the static lighting system,
|
|
// the model is now the owner, and all nodes have the same
|
|
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
|
|
Meshes.Add(SurfaceStaticLighting);
|
|
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
|
|
|
|
if (SomeModelComponent->CastShadow)
|
|
{
|
|
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
|
|
}
|
|
|
|
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
|
|
if (GLightmassDebugOptions.bSortMappings)
|
|
{
|
|
int32 InsertIndex = UnSortedMappings.AddZeroed();
|
|
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
|
|
Helper.Mapping = CurrentMapping;
|
|
Helper.NumTexels = CurrentMapping->GetTexelCount();
|
|
}
|
|
else
|
|
{
|
|
Mappings.Add(CurrentMapping);
|
|
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
|
|
}
|
|
|
|
CurrentMapping->bProcessMapping = true;
|
|
|
|
// count how many node groups have yet to come back as complete
|
|
Model->NumIncompleteNodeGroups++;
|
|
|
|
// add this mapping to the list of mappings to be applied later
|
|
Model->CachedMappings.Add(SurfaceStaticLighting);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStaticLightingSystem::AddPrimitiveStaticLightingInfo(FStaticLightingPrimitiveInfo& PrimitiveInfo, bool bBuildActorLighting)
|
|
{
|
|
// Verify a one to one relationship between mappings and meshes
|
|
//@todo - merge FStaticLightingMesh and FStaticLightingMapping
|
|
check(PrimitiveInfo.Meshes.Num() == PrimitiveInfo.Mappings.Num());
|
|
|
|
// Add the component's shadow casting meshes to the system.
|
|
for(int32 MeshIndex = 0;MeshIndex < PrimitiveInfo.Meshes.Num();MeshIndex++)
|
|
{
|
|
FStaticLightingMesh* Mesh = PrimitiveInfo.Meshes[MeshIndex];
|
|
if (Mesh)
|
|
{
|
|
Mesh->VisibilityIds.Add(PrimitiveInfo.VisibilityId);
|
|
if (!GLightmassDebugOptions.bSortMappings && bBuildActorLighting)
|
|
{
|
|
Mesh->Guid = FGuid(0, 0, 0, DeterministicIndex++);
|
|
}
|
|
Meshes.Add(Mesh);
|
|
LightingMeshBounds += Mesh->BoundingBox;
|
|
|
|
if (Mesh->bCastShadow)
|
|
{
|
|
UpdateAutomaticImportanceVolumeBounds(Mesh->BoundingBox);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If lighting is being built for this component, add its mappings to the system.
|
|
for(int32 MappingIndex = 0;MappingIndex < PrimitiveInfo.Mappings.Num();MappingIndex++)
|
|
{
|
|
FStaticLightingMapping* CurrentMapping = PrimitiveInfo.Mappings[MappingIndex];
|
|
if (GbLogAddingMappings)
|
|
{
|
|
FStaticLightingMesh* SLMesh = CurrentMapping->Mesh;
|
|
if (SLMesh)
|
|
{
|
|
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08p - %s"), *(CurrentMapping->GetDescription()), (PTRINT)(SLMesh->Component), *(SLMesh->Guid.ToString()));
|
|
}
|
|
else
|
|
{
|
|
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08x - %s"), *(CurrentMapping->GetDescription()), 0, TEXT("NO MESH????"));
|
|
}
|
|
}
|
|
|
|
if (bBuildActorLighting)
|
|
{
|
|
CurrentMapping->bProcessMapping = true;
|
|
}
|
|
|
|
if (GLightmassDebugOptions.bSortMappings)
|
|
{
|
|
int32 InsertIndex = UnSortedMappings.AddZeroed();
|
|
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
|
|
Helper.Mapping = CurrentMapping;
|
|
Helper.NumTexels = Helper.Mapping->GetTexelCount();
|
|
}
|
|
else
|
|
{
|
|
Mappings.Add(CurrentMapping);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FStaticLightingSystem::CreateLightmassProcessor()
|
|
{
|
|
FLightmassStatistics::FScopedGather SwarmStartStatScope(LightmassProcessStatistics.SwarmStartupTime);
|
|
|
|
GWarn->StatusForceUpdate( -1, -1, LOCTEXT("StartingSwarmConnectionStatus", "Starting up Swarm Connection...") );
|
|
|
|
if (Options.bOnlyBuildVisibility && !World->GetWorldSettings()->bPrecomputeVisibility)
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "BuildFailed_VisibilityOnlyButVisibilityDisabled", "'Build Only Visibility' option was enabled but precomputed visibility is disabled! Aborting build."));
|
|
return false;
|
|
}
|
|
|
|
NSwarm::FSwarmInterface::Initialize(*(FString(FPlatformProcess::BaseDir()) + TEXT("..\\DotNET\\SwarmInterface.dll")));
|
|
|
|
// Create the processor
|
|
check(LightmassProcessor == NULL);
|
|
LightmassProcessor = new FLightmassProcessor(*this, Options.bDumpBinaryResults, Options.bOnlyBuildVisibility);
|
|
check(LightmassProcessor);
|
|
if (LightmassProcessor->IsSwarmConnectionIsValid() == false)
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to connect to Swarm."));
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("FailedToConnectToSwarmDialogMessage", "Failed to connect to Swarm."));
|
|
delete LightmassProcessor;
|
|
LightmassProcessor = NULL;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FStaticLightingSystem::GatherScene()
|
|
{
|
|
LightmassProcessStatistics = FLightmassStatistics();
|
|
|
|
GWarn->StatusUpdate( 0, Meshes.Num() + Mappings.Num(), LOCTEXT("GatherSceneStatusMessage", "Collecting the scene...") );
|
|
|
|
FLightmassStatistics::FScopedGather SceneStatScope(LightmassProcessStatistics.CollectLightmassSceneTime);
|
|
|
|
// Grab the exporter and fill in the meshes
|
|
//@todo. This should be exported to the 'processor' as it will be used on the input side as well...
|
|
FLightmassExporter* LightmassExporter = LightmassProcessor->GetLightmassExporter();
|
|
check(LightmassExporter);
|
|
|
|
// The Level settings...
|
|
AWorldSettings* WorldSettings = World->GetWorldSettings();
|
|
if (WorldSettings)
|
|
{
|
|
LightmassExporter->SetLevelSettings(WorldSettings->LightmassSettings);
|
|
}
|
|
else
|
|
{
|
|
FLightmassWorldInfoSettings TempSettings;
|
|
LightmassExporter->SetLevelSettings(TempSettings);
|
|
}
|
|
LightmassExporter->SetNumUnusedLocalCores(Options.NumUnusedLocalCores);
|
|
LightmassExporter->SetQualityLevel(Options.QualityLevel);
|
|
|
|
if (World->PersistentLevel && Options.ShouldBuildLightingForLevel( World->PersistentLevel ))
|
|
{
|
|
LightmassExporter->SetLevelName(World->PersistentLevel->GetPathName());
|
|
}
|
|
|
|
LightmassExporter->ClearImportanceVolumes();
|
|
for( TObjectIterator<ALightmassImportanceVolume> It ; It ; ++It )
|
|
{
|
|
ALightmassImportanceVolume* LMIVolume = *It;
|
|
if (World->ContainsActor(LMIVolume) && !LMIVolume->IsPendingKill() && ShouldOperateOnLevel(LMIVolume->GetLevel()))
|
|
{
|
|
LightmassExporter->AddImportanceVolume(LMIVolume);
|
|
}
|
|
}
|
|
|
|
for( TObjectIterator<ALightmassCharacterIndirectDetailVolume> It ; It ; ++It )
|
|
{
|
|
ALightmassCharacterIndirectDetailVolume* LMDetailVolume = *It;
|
|
if (World->ContainsActor(LMDetailVolume) && !LMDetailVolume->IsPendingKill() && ShouldOperateOnLevel(LMDetailVolume->GetLevel()))
|
|
{
|
|
LightmassExporter->AddCharacterIndirectDetailVolume(LMDetailVolume);
|
|
}
|
|
}
|
|
|
|
for( TObjectIterator<ULightmassPortalComponent> It ; It ; ++It )
|
|
{
|
|
ULightmassPortalComponent* LMPortal = *It;
|
|
if (LMPortal->GetOwner() && World->ContainsActor(LMPortal->GetOwner()) && !LMPortal->IsPendingKill() && ShouldOperateOnLevel(LMPortal->GetOwner()->GetLevel()))
|
|
{
|
|
LightmassExporter->AddPortal(LMPortal);
|
|
}
|
|
}
|
|
|
|
float MinimumImportanceVolumeExtentWithoutWarning = 0.0f;
|
|
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("MinimumImportanceVolumeExtentWithoutWarning"), MinimumImportanceVolumeExtentWithoutWarning, GLightmassIni));
|
|
|
|
// If we have no importance volumes, then we'll synthesize one now. A scene without any importance volumes will not yield
|
|
// expected lighting results, so it's important to have a volume to pass to Lightmass.
|
|
if (LightmassExporter->GetImportanceVolumes().Num() == 0)
|
|
{
|
|
FBox ReasonableSceneBounds = AutomaticImportanceVolumeBounds;
|
|
if (ReasonableSceneBounds.GetExtent().SizeSquared() > (MinimumImportanceVolumeExtentWithoutWarning * MinimumImportanceVolumeExtentWithoutWarning))
|
|
{
|
|
// Emit a serious warning to the user about performance.
|
|
FMessageLog("LightingResults").PerformanceWarning(LOCTEXT("LightmassError_MissingImportanceVolume", "No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times."));
|
|
|
|
// Clamp the size of the importance volume we create to a reasonable size
|
|
ReasonableSceneBounds = FBox(ReasonableSceneBounds.GetCenter() - MinimumImportanceVolumeExtentWithoutWarning, ReasonableSceneBounds.GetCenter() + MinimumImportanceVolumeExtentWithoutWarning);
|
|
}
|
|
else
|
|
{
|
|
// The scene isn't too big, so we'll use the scene's bounds as a synthetic importance volume
|
|
// NOTE: We don't want to pop up a message log for this common case when creating a new level, so we just spray a log message. It's not very important to a user.
|
|
UE_LOG(LogStaticLightingSystem, Warning, TEXT("No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes."));
|
|
|
|
float AutomaticImportanceVolumeExpandBy = 0.0f;
|
|
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("AutomaticImportanceVolumeExpandBy"), AutomaticImportanceVolumeExpandBy, GLightmassIni));
|
|
|
|
// Expand the scene's bounds a bit to make sure volume lighting samples placed on surfaces are inside
|
|
ReasonableSceneBounds = ReasonableSceneBounds.ExpandBy(AutomaticImportanceVolumeExpandBy);
|
|
}
|
|
|
|
LightmassExporter->AddImportanceVolumeBoundingBox(ReasonableSceneBounds);
|
|
}
|
|
|
|
const int32 NumMeshesAndMappings = Meshes.Num() + Mappings.Num();
|
|
const int32 ProgressUpdateFrequency = FMath::Max<int32>(NumMeshesAndMappings / 20, 1);
|
|
|
|
// Meshes
|
|
for( int32 MeshIdx=0; !GEditor->GetMapBuildCancelled() && MeshIdx < Meshes.Num(); MeshIdx++ )
|
|
{
|
|
Meshes[MeshIdx]->ExportMeshInstance(LightmassExporter);
|
|
|
|
if (MeshIdx % ProgressUpdateFrequency == 0)
|
|
{
|
|
GWarn->UpdateProgress( MeshIdx, NumMeshesAndMappings );
|
|
}
|
|
}
|
|
|
|
// Mappings
|
|
for( int32 MappingIdx=0; !GEditor->GetMapBuildCancelled() && MappingIdx < Mappings.Num(); MappingIdx++ )
|
|
{
|
|
Mappings[MappingIdx]->ExportMapping(LightmassExporter);
|
|
|
|
if (MappingIdx % ProgressUpdateFrequency == 0)
|
|
{
|
|
GWarn->UpdateProgress( Meshes.Num() + MappingIdx, NumMeshesAndMappings );
|
|
}
|
|
}
|
|
|
|
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
|
|
{
|
|
ULightComponentBase* LightBase = Lights[LightIndex];
|
|
USkyLightComponent* SkyLight = Cast<USkyLightComponent>(LightBase);
|
|
|
|
if (SkyLight && (SkyLight->Mobility == EComponentMobility::Static || SkyLight->Mobility == EComponentMobility::Stationary))
|
|
{
|
|
LightmassExporter->AddLight(SkyLight);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FStaticLightingSystem::InitiateLightmassProcessor()
|
|
{
|
|
// Run!
|
|
bool bSuccessful = false;
|
|
bool bOpenJobSuccessful = false;
|
|
if ( !GEditor->GetMapBuildCancelled() )
|
|
{
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateImport mode %s"), GLightmassDebugOptions.bUseImmediateImport ? TEXT("ENABLED") : TEXT("DISABLED"));
|
|
LightmassProcessor->SetImportCompletedMappingsImmediately(GLightmassDebugOptions.bUseImmediateImport);
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateProcess mode %s"), GLightmassDebugOptions.bImmediateProcessMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Sorting mode %s"), GLightmassDebugOptions.bSortMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping paddings %s"), GLightmassDebugOptions.bPadMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
|
|
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping debug paddings %s"), GLightmassDebugOptions.bDebugPaddings ? TEXT("ENABLED") : TEXT("DISABLED"));
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather OpenJobStatScope(LightmassProcessStatistics.SwarmJobOpenTime);
|
|
bOpenJobSuccessful = LightmassProcessor->OpenJob();
|
|
}
|
|
|
|
if (bOpenJobSuccessful)
|
|
{
|
|
LightmassProcessor->InitiateExport();
|
|
bSuccessful = true;
|
|
CurrentBuildStage = FStaticLightingSystem::AmortizedExport;
|
|
}
|
|
}
|
|
|
|
return bSuccessful;
|
|
}
|
|
|
|
void FStaticLightingSystem::KickoffSwarm()
|
|
{
|
|
bool bSuccessful = LightmassProcessor->BeginRun();
|
|
|
|
if (bSuccessful)
|
|
{
|
|
CurrentBuildStage = FStaticLightingSystem::AsynchronousBuilding;
|
|
}
|
|
else
|
|
{
|
|
FStaticLightingManager::Get()->FailLightingBuild(LOCTEXT("SwarmKickoffFailedMessage", "Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass."));
|
|
}
|
|
}
|
|
|
|
bool FStaticLightingSystem::FinishLightmassProcess()
|
|
{
|
|
bool bSuccessful = false;
|
|
|
|
GEditor->ResetTransaction( LOCTEXT("KeepLightingTransReset", "Applying Lighting") );
|
|
|
|
CurrentBuildStage = FStaticLightingSystem::Import;
|
|
|
|
double TimeWaitingOnUserToAccept = FPlatformTime::Seconds() - WaitForUserAcceptStartTime;
|
|
|
|
{
|
|
FScopedSlowTask SlowTask(7);
|
|
SlowTask.MakeDialog();
|
|
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("InvalidatingPreviousLightingStatus", "Invalidating previous lighting"));
|
|
InvalidateStaticLighting();
|
|
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("ImportingBuiltStaticLightingStatus", "Importing built static lighting"));
|
|
bSuccessful = LightmassProcessor->CompleteRun();
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
if (bSuccessful)
|
|
{
|
|
CompleteDeterministicMappings(LightmassProcessor);
|
|
|
|
if (!Options.bOnlyBuildVisibility)
|
|
{
|
|
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
|
|
ULightComponent::ReassignStationaryLightChannels(GWorld, true, LightingScenario);
|
|
}
|
|
}
|
|
|
|
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingTexturesStaticLightingStatis", "Encoding textures"));
|
|
EncodeTextures(bSuccessful);
|
|
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
{
|
|
FLightmassStatistics::FScopedGather CloseJobStatScope(LightmassProcessStatistics.SwarmJobCloseTime);
|
|
bSuccessful = LightmassProcessor->CloseJob() && bSuccessful;
|
|
}
|
|
|
|
{
|
|
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
|
|
// Add in the time measurements from the LightmassProcessor
|
|
LightmassStatistics += LightmassProcessor->GetStatistics();
|
|
|
|
// A final update on the lighting build warnings and errors dialog, now that everything is finished
|
|
FMessageLog("LightingResults").Open();
|
|
|
|
// Check the for build cancellation.
|
|
bBuildCanceled = bBuildCanceled || GEditor->GetMapBuildCancelled();
|
|
bSuccessful = bSuccessful && !bBuildCanceled;
|
|
|
|
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
|
|
if (bSuccessful)
|
|
{
|
|
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Refresh();
|
|
}
|
|
|
|
bool bShowLightingBuildInfo = false;
|
|
GConfig->GetBool( TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), bShowLightingBuildInfo, GEditorPerProjectIni );
|
|
if( bShowLightingBuildInfo )
|
|
{
|
|
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Show();
|
|
}
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
ApplyNewLightingData(bSuccessful);
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
// Finish up timing statistics
|
|
LightmassStatistics += LightmassProcessStatistics;
|
|
LightmassStatistics.TotalTime += FPlatformTime::Seconds() - StartTime - TimeWaitingOnUserToAccept;
|
|
}
|
|
|
|
ReportStatistics();
|
|
|
|
return bSuccessful;
|
|
}
|
|
|
|
void FStaticLightingSystem::UpdateLightingBuild()
|
|
{
|
|
if (CurrentBuildStage == FStaticLightingSystem::AmortizedExport)
|
|
{
|
|
bool bCompleted = LightmassProcessor->ExecuteAmortizedMaterialExport();
|
|
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("PercentDone"), FText::AsPercent( LightmassProcessor->GetAmortizedExportPercentDone() ) );
|
|
FText Text = FText::Format( LOCTEXT("LightExportProgressMessage", "Exporting lighting data: {PercentDone} Done"), Args );
|
|
|
|
FStaticLightingManager::Get()->SetNotificationText( Text );
|
|
|
|
if (bCompleted)
|
|
{
|
|
CurrentBuildStage = FStaticLightingSystem::SwarmKickoff;
|
|
}
|
|
}
|
|
else if (CurrentBuildStage == FStaticLightingSystem::SwarmKickoff)
|
|
{
|
|
FText Text = LOCTEXT("LightKickoffSwarmMessage", "Kicking off Swarm");
|
|
FStaticLightingManager::Get()->SetNotificationText( Text );
|
|
KickoffSwarm();
|
|
}
|
|
else if (CurrentBuildStage == FStaticLightingSystem::AsynchronousBuilding)
|
|
{
|
|
bool bFinished = LightmassProcessor->Update();
|
|
|
|
FString ScenarioString;
|
|
|
|
if (LightingScenario)
|
|
{
|
|
FString PackageName = FPackageName::GetShortName(LightingScenario->GetOutermost()->GetName());
|
|
ScenarioString = FString(TEXT(" for ")) + PackageName;
|
|
}
|
|
|
|
FText Text = FText::Format(LOCTEXT("LightBuildProgressMessage", "Building lighting{0}: {1}%"), FText::FromString(ScenarioString), FText::AsNumber(LightmassProcessor->GetAsyncPercentDone()));
|
|
FStaticLightingManager::Get()->SetNotificationText( Text );
|
|
|
|
if (bFinished)
|
|
{
|
|
LightmassStatistics.ProcessingTime += FPlatformTime::Seconds() - ProcessingStartTime;
|
|
WaitForUserAcceptStartTime = FPlatformTime::Seconds();
|
|
|
|
FStaticLightingManager::Get()->ClearCurrentNotification();
|
|
|
|
if (LightmassProcessor->IsProcessingCompletedSuccessfully())
|
|
{
|
|
CurrentBuildStage = FStaticLightingSystem::AutoApplyingImport;
|
|
}
|
|
else
|
|
{
|
|
// automatically fail lighting build (discard)
|
|
FStaticLightingManager::Get()->FailLightingBuild();
|
|
CurrentBuildStage = FStaticLightingSystem::Finished;
|
|
}
|
|
}
|
|
}
|
|
else if ( CurrentBuildStage == FStaticLightingSystem::AutoApplyingImport )
|
|
{
|
|
if ( CanAutoApplyLighting() || IsRunningCommandlet() )
|
|
{
|
|
bool bAutoApplyFailed = false;
|
|
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
|
|
|
|
FStaticLightingManager::ProcessLightingData();
|
|
CurrentBuildStage = FStaticLightingSystem::Finished;
|
|
}
|
|
else
|
|
{
|
|
bool bAutoApplyFailed = true;
|
|
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
|
|
|
|
CurrentBuildStage = FStaticLightingSystem::WaitingForImport;
|
|
}
|
|
}
|
|
else if (CurrentBuildStage == FStaticLightingSystem::ImportRequested)
|
|
{
|
|
FStaticLightingManager::ProcessLightingData();
|
|
CurrentBuildStage = FStaticLightingSystem::Finished;
|
|
}
|
|
}
|
|
|
|
void FStaticLightingSystem::UpdateAutomaticImportanceVolumeBounds( const FBox& MeshBounds )
|
|
{
|
|
// Note: skyboxes will be excluded if they are properly setup to not cast shadows
|
|
AutomaticImportanceVolumeBounds += MeshBounds;
|
|
}
|
|
|
|
bool FStaticLightingSystem::CanAutoApplyLighting() const
|
|
{
|
|
const bool bAutoApplyEnabled = GetDefault<ULevelEditorMiscSettings>()->bAutoApplyLightingEnable;
|
|
const bool bSlowTask = GIsSlowTask;
|
|
const bool bInterpEditMode = GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_InterpEdit );
|
|
const bool bPlayWorldValid = GEditor->PlayWorld != nullptr;
|
|
const bool bAnyMenusVisible = (FSlateApplication::IsInitialized() && FSlateApplication::Get().AnyMenusVisible());
|
|
//const bool bIsInteratcting = false;// FSlateApplication::Get().GetMouseCaptor().IsValid() || GEditor->IsUserInteracting();
|
|
const bool bHasGameOrProjectLoaded = FApp::HasProjectName();
|
|
|
|
return ( bAutoApplyEnabled && !bSlowTask && !bInterpEditMode && !bPlayWorldValid && !bAnyMenusVisible/* && !bIsInteratcting */&& !GIsDemoMode && bHasGameOrProjectLoaded );
|
|
}
|
|
|
|
/**
|
|
* Clear out all the binary dump log files, so the next run will have just the needed files for rendering
|
|
*/
|
|
void FStaticLightingSystem::ClearBinaryDumps()
|
|
{
|
|
IFileManager::Get().DeleteDirectory(*FString::Printf(TEXT("%sLogs/Lighting_%s"), *FPaths::ProjectDir(), TEXT("Lightmass")), false, true);
|
|
}
|
|
|
|
/** Marks all lights used in the calculated lightmap as used in a lightmap, and calls Apply on the texture mapping. */
|
|
void FStaticLightingSystem::ApplyMapping(
|
|
FStaticLightingTextureMapping* TextureMapping,
|
|
FQuantizedLightmapData* QuantizedData,
|
|
const TMap<ULightComponent*,FShadowMapData2D*>& ShadowMapData) const
|
|
{
|
|
TextureMapping->Apply(QuantizedData, ShadowMapData, LightingScenario);
|
|
}
|
|
|
|
UWorld* FStaticLightingSystem::GetWorld() const
|
|
{
|
|
return World;
|
|
}
|
|
|
|
bool FStaticLightingSystem::IsAsyncBuilding() const
|
|
{
|
|
return CurrentBuildStage == FStaticLightingSystem::AsynchronousBuilding;
|
|
}
|
|
|
|
bool FStaticLightingSystem::IsAmortizedExporting() const
|
|
{
|
|
return CurrentBuildStage == FStaticLightingSystem::AmortizedExport;
|
|
}
|
|
|
|
void UEditorEngine::BuildLighting(const FLightingBuildOptions& Options)
|
|
{
|
|
// Forcibly shut down all texture property windows as they become invalid during a light build
|
|
FAssetEditorManager& AssetEditorManager = FAssetEditorManager::Get();
|
|
TArray<UObject*> EditedAssets = AssetEditorManager.GetAllEditedAssets();
|
|
|
|
for (int32 AssetIdx = 0; AssetIdx < EditedAssets.Num(); AssetIdx++)
|
|
{
|
|
UObject* EditedAsset = EditedAssets[AssetIdx];
|
|
|
|
if (EditedAsset->IsA(UTexture2D::StaticClass()))
|
|
{
|
|
IAssetEditorInstance* Editor = AssetEditorManager.FindEditorForAsset(EditedAsset, false);
|
|
if (Editor)
|
|
{
|
|
Editor->CloseWindow();
|
|
}
|
|
}
|
|
}
|
|
|
|
FEditorDelegates::OnLightingBuildStarted.Broadcast();
|
|
|
|
FStaticLightingManager::Get()->CreateStaticLightingSystem(Options);
|
|
}
|
|
|
|
void UEditorEngine::UpdateBuildLighting()
|
|
{
|
|
FStaticLightingManager::Get()->UpdateBuildLighting();
|
|
}
|
|
|
|
bool UEditorEngine::IsLightingBuildCurrentlyRunning() const
|
|
{
|
|
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyRunning();
|
|
}
|
|
|
|
bool UEditorEngine::IsLightingBuildCurrentlyExporting() const
|
|
{
|
|
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyExporting();
|
|
}
|
|
|
|
bool UEditorEngine::WarnIfLightingBuildIsCurrentlyRunning()
|
|
{
|
|
bool bFailure = IsLightingBuildCurrentlyRunning();
|
|
if (bFailure)
|
|
{
|
|
FNotificationInfo Info( LOCTEXT("LightBuildUnderwayWarning", "Static light is currently building! Please cancel it to proceed!") );
|
|
Info.ExpireDuration = 5.0f;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (Notification.IsValid())
|
|
{
|
|
Notification->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
}
|
|
else if (FEditorBuildUtils::IsBuildCurrentlyRunning())
|
|
{
|
|
// Another, non-lighting editor build is running.
|
|
FNotificationInfo Info( LOCTEXT("EditorBuildUnderwayWarning", "A build process is currently underway! Please cancel it to proceed!") );
|
|
Info.ExpireDuration = 5.0f;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (Notification.IsValid())
|
|
{
|
|
Notification->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
|
|
bFailure = true;
|
|
}
|
|
return bFailure;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|