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#rb richard.malo [FYI] michael.dupuis #rnx #ROBOMERGE-VERSION: 349-6578295 #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: patrick.enfedaque #ROBOMERGE-SOURCE: CL 6543836 via CL 6543918 via CL 6543924 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 6578933 by patrick enfedaque in Dev-VR branch]
3543 lines
106 KiB
C++
3543 lines
106 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Landscape.cpp: Terrain rendering
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=============================================================================*/
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#include "Landscape.h"
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#include "Serialization/MemoryWriter.h"
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#include "Serialization/BufferArchive.h"
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#include "Serialization/MemoryReader.h"
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#include "UObject/RenderingObjectVersion.h"
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#include "UObject/UObjectIterator.h"
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#include "UObject/PropertyPortFlags.h"
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#include "UObject/ConstructorHelpers.h"
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#include "UObject/LinkerLoad.h"
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#include "LandscapeStreamingProxy.h"
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#include "LandscapeInfo.h"
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#include "LightMap.h"
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#include "Engine/MapBuildDataRegistry.h"
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#include "ShadowMap.h"
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#include "LandscapeComponent.h"
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#include "LandscapeLayerInfoObject.h"
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#include "LandscapeInfoMap.h"
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#include "EditorSupportDelegates.h"
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#include "LandscapeMeshProxyComponent.h"
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#include "LandscapeRender.h"
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#include "LandscapeRenderMobile.h"
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#include "Logging/TokenizedMessage.h"
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#include "Logging/MessageLog.h"
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#include "Misc/UObjectToken.h"
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#include "Misc/MapErrors.h"
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#include "DerivedDataCacheInterface.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "LandscapeMeshCollisionComponent.h"
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#include "Materials/Material.h"
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#include "LandscapeMaterialInstanceConstant.h"
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#include "Engine/CollisionProfile.h"
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#include "LandscapeMeshProxyActor.h"
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#include "Materials/MaterialExpressionLandscapeLayerWeight.h"
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#include "Materials/MaterialExpressionLandscapeLayerSwitch.h"
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#include "Materials/MaterialExpressionLandscapeLayerSample.h"
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#include "Materials/MaterialExpressionLandscapeLayerBlend.h"
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#include "Materials/MaterialExpressionLandscapeVisibilityMask.h"
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#include "Materials/MaterialInstance.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "ProfilingDebugging/CookStats.h"
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#include "LandscapeSplinesComponent.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "EngineUtils.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "LandscapeWeightmapUsage.h"
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#if WITH_EDITOR
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#include "LandscapeEdit.h"
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#include "MaterialUtilities.h"
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#include "Editor.h"
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#include "Algo/Transform.h"
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#endif
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#include "LandscapeVersion.h"
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#include "UObject/FortniteMainBranchObjectVersion.h"
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#include "LandscapeDataAccess.h"
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/** Landscape stats */
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DEFINE_STAT(STAT_LandscapeDynamicDrawTime);
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DEFINE_STAT(STAT_LandscapeStaticDrawLODTime);
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DEFINE_STAT(STAT_LandscapeVFDrawTimeVS);
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DEFINE_STAT(STAT_LandscapeInitViewCustomData);
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DEFINE_STAT(STAT_LandscapePostInitViewCustomData);
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DEFINE_STAT(STAT_LandscapeComputeCustomMeshBatchLOD);
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DEFINE_STAT(STAT_LandscapeComputeCustomShadowMeshBatchLOD);
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DEFINE_STAT(STAT_LandscapeVFDrawTimePS);
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DEFINE_STAT(STAT_LandscapeComponentRenderPasses);
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DEFINE_STAT(STAT_LandscapeTessellatedShadowCascade);
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DEFINE_STAT(STAT_LandscapeTessellatedComponents);
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DEFINE_STAT(STAT_LandscapeComponentUsingSubSectionDrawCalls);
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DEFINE_STAT(STAT_LandscapeDrawCalls);
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DEFINE_STAT(STAT_LandscapeTriangles);
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DEFINE_STAT(STAT_LandscapeLayersRegenerate_RenderThread);
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DEFINE_STAT(STAT_LandscapeLayersRegenerateDrawCalls);
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DEFINE_STAT(STAT_LandscapeLayersRegenerateHeightmaps);
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DEFINE_STAT(STAT_LandscapeLayersResolveHeightmaps);
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DEFINE_STAT(STAT_LandscapeLayersUpdateMaterialInstance);
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DEFINE_STAT(STAT_LandscapeLayersReallocateWeightmaps);
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DEFINE_STAT(STAT_LandscapeLayersResolveWeightmaps);
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DEFINE_STAT(STAT_LandscapeLayersRegenerateWeightmaps);
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DEFINE_STAT(STAT_LandscapeVertexMem);
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DEFINE_STAT(STAT_LandscapeOccluderMem);
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DEFINE_STAT(STAT_LandscapeComponentMem);
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#if ENABLE_COOK_STATS
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namespace LandscapeCookStats
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{
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static FCookStats::FDDCResourceUsageStats UsageStats;
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static FCookStatsManager::FAutoRegisterCallback RegisterCookStats([](FCookStatsManager::AddStatFuncRef AddStat)
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{
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UsageStats.LogStats(AddStat, TEXT("Landscape.Usage"), TEXT(""));
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});
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}
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#endif
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// Set this to 0 to disable landscape cooking and thus disable it on device.
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#define ENABLE_LANDSCAPE_COOKING 1
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// If mobile landscape data data needs to be rebuilt (new format, serialization
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// differences, etc.) replace the version GUID below with a new one.
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// In case of merge conflicts with DDC versions, you MUST generate a new GUID
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// and set this new GUID as the version.
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#define LANDSCAPE_MOBILE_COOK_VERSION TEXT("A048A0D4A24644BA9948FB08068AE8D7")
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#define LOCTEXT_NAMESPACE "Landscape"
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static void PrintNumLandscapeShadows()
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{
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int32 NumComponents = 0;
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int32 NumShadowCasters = 0;
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for (TObjectIterator<ULandscapeComponent> It; It; ++It)
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{
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ULandscapeComponent* LC = *It;
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NumComponents++;
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if (LC->CastShadow && LC->bCastDynamicShadow)
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{
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NumShadowCasters++;
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}
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}
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UE_LOG(LogConsoleResponse, Display, TEXT("%d/%d landscape components cast shadows"), NumShadowCasters, NumComponents);
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}
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FAutoConsoleCommand CmdPrintNumLandscapeShadows(
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TEXT("ls.PrintNumLandscapeShadows"),
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TEXT("Prints the number of landscape components that cast shadows."),
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FConsoleCommandDelegate::CreateStatic(PrintNumLandscapeShadows)
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);
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ULandscapeComponent::ULandscapeComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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#if WITH_EDITORONLY_DATA
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, LayerUpdateFlagPerMode(0)
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, WeightmapsHash(0)
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#endif
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, GrassData(MakeShareable(new FLandscapeComponentGrassData()))
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, ChangeTag(0)
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{
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SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
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SetGenerateOverlapEvents(false);
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CastShadow = true;
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// by default we want to see the Landscape shadows even in the far shadow cascades
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bCastFarShadow = true;
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bAffectDistanceFieldLighting = true;
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bUseAsOccluder = true;
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bAllowCullDistanceVolume = false;
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CollisionMipLevel = 0;
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StaticLightingResolution = 0.f; // Default value 0 means no overriding
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MaterialInstances.AddDefaulted(); // make sure we always have a MaterialInstances[0]
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LODIndexToMaterialIndex.AddDefaulted(); // make sure we always have a MaterialInstances[0]
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HeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
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WeightmapScaleBias = FVector4(0.0f, 0.0f, 0.0f, 1.0f);
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bBoundsChangeTriggersStreamingDataRebuild = true;
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ForcedLOD = -1;
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LODBias = 0;
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#if WITH_EDITORONLY_DATA
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LightingLODBias = -1; // -1 Means automatic LOD calculation based on ForcedLOD + LODBias
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#endif
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Mobility = EComponentMobility::Static;
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#if WITH_EDITORONLY_DATA
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EditToolRenderData = FLandscapeEditToolRenderData();
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#endif
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LpvBiasMultiplier = 0.0f; // Bias is 0 for landscape, since it's single sided
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// We don't want to load this on the server, this component is for graphical purposes only
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AlwaysLoadOnServer = false;
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}
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int32 ULandscapeComponent::GetMaterialInstanceCount(bool InDynamic) const
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{
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ALandscapeProxy* Actor = GetLandscapeProxy();
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if (Actor != nullptr && Actor->bUseDynamicMaterialInstance && InDynamic)
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{
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return MaterialInstancesDynamic.Num();
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}
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return MaterialInstances.Num();
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}
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UMaterialInstance* ULandscapeComponent::GetMaterialInstance(int32 InIndex, bool InDynamic) const
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{
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ALandscapeProxy* Actor = GetLandscapeProxy();
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if (Actor != nullptr && Actor->bUseDynamicMaterialInstance && InDynamic)
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{
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check(MaterialInstancesDynamic.IsValidIndex(InIndex));
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return MaterialInstancesDynamic[InIndex];
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}
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check(MaterialInstances.IsValidIndex(InIndex));
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return MaterialInstances[InIndex];
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}
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UMaterialInstanceDynamic* ULandscapeComponent::GetMaterialInstanceDynamic(int32 InIndex) const
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{
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ALandscapeProxy* Actor = GetLandscapeProxy();
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if (Actor != nullptr && Actor->bUseDynamicMaterialInstance)
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{
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if (MaterialInstancesDynamic.IsValidIndex(InIndex))
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{
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return MaterialInstancesDynamic[InIndex];
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}
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}
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return nullptr;
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}
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#if WITH_EDITOR
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void ULandscapeComponent::BeginCacheForCookedPlatformData(const ITargetPlatform* TargetPlatform)
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{
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Super::BeginCacheForCookedPlatformData(TargetPlatform);
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if (TargetPlatform->SupportsFeature(ETargetPlatformFeatures::MobileRendering) && !HasAnyFlags(RF_ClassDefaultObject))
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{
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CheckGenerateLandscapePlatformData(true, TargetPlatform);
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}
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}
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void ALandscapeProxy::CheckGenerateLandscapePlatformData(bool bIsCooking, const ITargetPlatform* TargetPlatform)
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{
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for (ULandscapeComponent* Component : LandscapeComponents)
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{
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Component->CheckGenerateLandscapePlatformData(bIsCooking, TargetPlatform);
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}
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}
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void ULandscapeComponent::CheckGenerateLandscapePlatformData(bool bIsCooking, const ITargetPlatform* TargetPlatform)
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{
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#if ENABLE_LANDSCAPE_COOKING
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// Regenerate platform data only when it's missing or there is a valid hash-mismatch.
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FBufferArchive ComponentStateAr;
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SerializeStateHashes(ComponentStateAr);
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// Serialize the version guid as part of the hash so we can invalidate DDC data if needed
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FString Version(LANDSCAPE_MOBILE_COOK_VERSION);
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ComponentStateAr << Version;
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uint32 Hash[5];
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FSHA1::HashBuffer(ComponentStateAr.GetData(), ComponentStateAr.Num(), (uint8*)Hash);
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FGuid NewSourceHash = FGuid(Hash[0] ^ Hash[4], Hash[1], Hash[2], Hash[3]);
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bool bHashMismatch = MobileDataSourceHash != NewSourceHash;
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bool bMissingVertexData = !PlatformData.HasValidPlatformData();
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bool bMissingPixelData = MobileMaterialInterfaces.Num() == 0 || MobileWeightmapTextures.Num() == 0 || MaterialPerLOD.Num() == 0;
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bool bRegenerateVertexData = bMissingVertexData || bMissingPixelData || bHashMismatch;
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if (bRegenerateVertexData)
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{
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if (bIsCooking)
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{
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// The DDC is only useful when cooking (see else).
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COOK_STAT(auto Timer = LandscapeCookStats::UsageStats.TimeSyncWork());
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if (PlatformData.LoadFromDDC(NewSourceHash))
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{
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COOK_STAT(Timer.AddHit(PlatformData.GetPlatformDataSize()));
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}
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else
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{
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GeneratePlatformVertexData(TargetPlatform);
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PlatformData.SaveToDDC(NewSourceHash);
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COOK_STAT(Timer.AddMiss(PlatformData.GetPlatformDataSize()));
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}
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}
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else
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{
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// When not cooking (e.g. mobile preview) DDC data isn't sufficient to
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// display correctly, so the platform vertex data must be regenerated.
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GeneratePlatformVertexData(TargetPlatform);
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}
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}
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bool bRegeneratePixelData = bMissingPixelData || bHashMismatch;
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if (bRegeneratePixelData)
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{
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GeneratePlatformPixelData();
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}
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MobileDataSourceHash = NewSourceHash;
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#endif
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}
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#endif
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void ULandscapeComponent::Serialize(FArchive& Ar)
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{
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LLM_SCOPE(ELLMTag::Landscape);
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Ar.UsingCustomVersion(FRenderingObjectVersion::GUID);
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Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
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#if WITH_EDITOR
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if (Ar.IsCooking() && !HasAnyFlags(RF_ClassDefaultObject) && Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::MobileRendering))
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{
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// for -oldcook:
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// the old cooker calls BeginCacheForCookedPlatformData after the package export set is tagged, so the mobile material doesn't get saved, so we have to do CheckGenerateLandscapePlatformData in serialize
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// the new cooker clears the texture source data before calling serialize, causing GeneratePlatformVertexData to crash, so we have to do CheckGenerateLandscapePlatformData in BeginCacheForCookedPlatformData
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CheckGenerateLandscapePlatformData(true, Ar.CookingTarget());
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}
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// Avoid the archiver in the PIE duplicate writer case because we want to share landscape textures & materials
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if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
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{
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if (Ar.IsLoading())
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{
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Super::Serialize(Ar);
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}
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TArray<UObject**> TexturesAndMaterials;
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TexturesAndMaterials.Add((UObject**)&HeightmapTexture);
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TexturesAndMaterials.Add((UObject**)&XYOffsetmapTexture);
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for (UTexture2D* WeightmapTexture : WeightmapTextures)
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{
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TexturesAndMaterials.Add((UObject**)&WeightmapTexture);
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}
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for (UTexture2D* MobileWeightmapTexture : MobileWeightmapTextures)
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{
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TexturesAndMaterials.Add((UObject**)&MobileWeightmapTexture);
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}
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for (auto& ItPair : LayersData)
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{
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FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
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TexturesAndMaterials.Add((UObject**)&LayerComponentData.HeightmapData.Texture);
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for (UTexture2D* WeightmapTexture : LayerComponentData.WeightmapData.Textures)
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{
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TexturesAndMaterials.Add((UObject**)&WeightmapTexture);
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}
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}
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for (UMaterialInstance* MaterialInstance : MaterialInstances)
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{
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TexturesAndMaterials.Add((UObject**)&MaterialInstance);
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}
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for (UMaterialInterface* MobileMaterialInterface : MobileMaterialInterfaces)
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{
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TexturesAndMaterials.Add((UObject**)(&MobileMaterialInterface));
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}
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for (UMaterialInstance* MobileCombinationMaterialInstance : MobileCombinationMaterialInstances)
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{
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TexturesAndMaterials.Add((UObject**)&MobileCombinationMaterialInstance);
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}
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if (Ar.IsSaving())
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{
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TArray<UObject*> BackupTexturesAndMaterials;
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BackupTexturesAndMaterials.AddZeroed(TexturesAndMaterials.Num());
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for (int i = 0; i < TexturesAndMaterials.Num(); ++i)
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{
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Exchange(*TexturesAndMaterials[i], BackupTexturesAndMaterials[i]);
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}
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Super::Serialize(Ar);
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for (int i = 0; i < TexturesAndMaterials.Num(); ++i)
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{
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Exchange(*TexturesAndMaterials[i], BackupTexturesAndMaterials[i]);
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}
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}
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// Manually serialize pointers
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for (UObject** Object : TexturesAndMaterials)
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{
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Ar.Serialize(Object, sizeof(UObject*));
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}
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}
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else if (Ar.IsCooking() && !HasAnyFlags(RF_ClassDefaultObject) && !Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::DeferredRendering))
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{
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// These properties are only used for SM4+ so we back them up and clear them before serializing them.
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UTexture2D* BackupHeightmapTexture = nullptr;
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UTexture2D* BackupXYOffsetmapTexture = nullptr;
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TArray<UMaterialInstanceConstant*> BackupMaterialInstances;
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TArray<UTexture2D*> BackupWeightmapTextures;
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Exchange(HeightmapTexture, BackupHeightmapTexture);
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Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
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Exchange(BackupMaterialInstances, MaterialInstances);
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Exchange(BackupWeightmapTextures, WeightmapTextures);
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Super::Serialize(Ar);
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Exchange(HeightmapTexture, BackupHeightmapTexture);
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Exchange(BackupXYOffsetmapTexture, XYOffsetmapTexture);
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Exchange(BackupMaterialInstances, MaterialInstances);
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Exchange(BackupWeightmapTextures, WeightmapTextures);
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}
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else
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if (Ar.IsCooking() && !HasAnyFlags(RF_ClassDefaultObject) && !Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::MobileRendering))
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{
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// These properties are only used for mobile so we back them up and clear them before serializing them.
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TArray<UMaterialInterface*> BackupMobileMaterialInterfaces;
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TArray<UTexture2D*> BackupMobileWeightmapTextures;
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Exchange(MobileMaterialInterfaces, BackupMobileMaterialInterfaces);
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Exchange(MobileWeightmapTextures, BackupMobileWeightmapTextures);
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Super::Serialize(Ar);
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Exchange(MobileMaterialInterfaces, BackupMobileMaterialInterfaces);
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Exchange(MobileWeightmapTextures, BackupMobileWeightmapTextures);
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}
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else
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#endif
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{
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Super::Serialize(Ar);
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}
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if (Ar.IsLoading() && Ar.CustomVer(FRenderingObjectVersion::GUID) < FRenderingObjectVersion::MapBuildDataSeparatePackage)
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{
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FMeshMapBuildData* LegacyMapBuildData = new FMeshMapBuildData();
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Ar << LegacyMapBuildData->LightMap;
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Ar << LegacyMapBuildData->ShadowMap;
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LegacyMapBuildData->IrrelevantLights = IrrelevantLights_DEPRECATED;
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FMeshMapBuildLegacyData LegacyComponentData;
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LegacyComponentData.Data.Emplace(MapBuildDataId, LegacyMapBuildData);
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GComponentsWithLegacyLightmaps.AddAnnotation(this, LegacyComponentData);
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}
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if (Ar.IsLoading() && Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::NewLandscapeMaterialPerLOD)
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{
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if (MobileMaterialInterface_DEPRECATED != nullptr)
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{
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MobileMaterialInterfaces.AddUnique(MobileMaterialInterface_DEPRECATED);
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}
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#if WITH_EDITORONLY_DATA
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if (MobileCombinationMaterialInstance_DEPRECATED != nullptr)
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{
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MobileCombinationMaterialInstances.AddUnique(MobileCombinationMaterialInstance_DEPRECATED);
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}
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#endif
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}
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if (Ar.UE4Ver() >= VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA)
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{
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// Share the shared ref so PIE can share this data
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if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
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{
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if (Ar.IsSaving())
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{
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PTRINT GrassDataPointer = (PTRINT)&GrassData;
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Ar << GrassDataPointer;
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}
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else
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{
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PTRINT GrassDataPointer;
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Ar << GrassDataPointer;
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// Duplicate shared reference
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GrassData = *(TSharedRef<FLandscapeComponentGrassData, ESPMode::ThreadSafe>*)GrassDataPointer;
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}
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}
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else
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{
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Ar << GrassData.Get();
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}
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}
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|
#if WITH_EDITOR
|
|
if (Ar.IsTransacting())
|
|
{
|
|
Ar << EditToolRenderData.SelectedType;
|
|
}
|
|
#endif
|
|
|
|
bool bCooked = false;
|
|
|
|
if (Ar.UE4Ver() >= VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING && !HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
bCooked = Ar.IsCooking() || (FPlatformProperties::RequiresCookedData() && Ar.IsSaving());
|
|
// This is needed when loading cooked data, to know to serialize differently
|
|
Ar << bCooked;
|
|
}
|
|
|
|
if (FPlatformProperties::RequiresCookedData() && !bCooked && Ar.IsLoading())
|
|
{
|
|
UE_LOG(LogLandscape, Fatal, TEXT("This platform requires cooked packages, and this landscape does not contain cooked data %s."), *GetName());
|
|
}
|
|
|
|
#if ENABLE_LANDSCAPE_COOKING
|
|
if (bCooked)
|
|
{
|
|
bool bCookedMobileData = Ar.IsCooking() && Ar.CookingTarget()->SupportsFeature(ETargetPlatformFeatures::MobileRendering);
|
|
Ar << bCookedMobileData;
|
|
|
|
// Saving for cooking path
|
|
if (bCookedMobileData)
|
|
{
|
|
if (Ar.IsCooking())
|
|
{
|
|
check(PlatformData.HasValidPlatformData());
|
|
}
|
|
Ar << PlatformData;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
|
|
{
|
|
Ar << PlatformData;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ULandscapeComponent::GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize)
|
|
{
|
|
Super::GetResourceSizeEx(CumulativeResourceSize);
|
|
|
|
CumulativeResourceSize.AddDedicatedSystemMemoryBytes(GrassData->GetAllocatedSize());
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
UMaterialInterface* ULandscapeComponent::GetLandscapeMaterial(int8 InLODIndex) const
|
|
{
|
|
if (InLODIndex != INDEX_NONE)
|
|
{
|
|
UWorld* World = GetWorld();
|
|
|
|
if (World != nullptr)
|
|
{
|
|
for (const FLandscapeComponentMaterialOverride& Material : OverrideMaterials)
|
|
{
|
|
if (Material.LODIndex.GetValueForFeatureLevel(World->FeatureLevel) == InLODIndex)
|
|
{
|
|
if (Material.Material != nullptr)
|
|
{
|
|
return Material.Material;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (OverrideMaterial != nullptr)
|
|
{
|
|
return OverrideMaterial;
|
|
}
|
|
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
if (Proxy)
|
|
{
|
|
return Proxy->GetLandscapeMaterial(InLODIndex);
|
|
}
|
|
|
|
return UMaterial::GetDefaultMaterial(MD_Surface);
|
|
}
|
|
|
|
UMaterialInterface* ULandscapeComponent::GetLandscapeHoleMaterial() const
|
|
{
|
|
if (OverrideHoleMaterial)
|
|
{
|
|
return OverrideHoleMaterial;
|
|
}
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
if (Proxy)
|
|
{
|
|
return Proxy->GetLandscapeHoleMaterial();
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
bool ULandscapeComponent::ComponentHasVisibilityPainted() const
|
|
{
|
|
for (const FWeightmapLayerAllocationInfo& Allocation : WeightmapLayerAllocations)
|
|
{
|
|
if (Allocation.LayerInfo == ALandscapeProxy::VisibilityLayer)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void ULandscapeComponent::GetLayerDebugColorKey(int32& R, int32& G, int32& B) const
|
|
{
|
|
ULandscapeInfo* Info = GetLandscapeInfo();
|
|
if (Info != nullptr)
|
|
{
|
|
R = INDEX_NONE, G = INDEX_NONE, B = INDEX_NONE;
|
|
|
|
for (auto It = Info->Layers.CreateConstIterator(); It; It++)
|
|
{
|
|
const FLandscapeInfoLayerSettings& LayerStruct = *It;
|
|
if (LayerStruct.DebugColorChannel > 0
|
|
&& LayerStruct.LayerInfoObj)
|
|
{
|
|
const TArray<FWeightmapLayerAllocationInfo>& ComponentWeightmapLayerAllocations = GetWeightmapLayerAllocations();
|
|
|
|
for (int32 LayerIdx = 0; LayerIdx < ComponentWeightmapLayerAllocations.Num(); LayerIdx++)
|
|
{
|
|
if (ComponentWeightmapLayerAllocations[LayerIdx].LayerInfo == LayerStruct.LayerInfoObj)
|
|
{
|
|
if (LayerStruct.DebugColorChannel & 1) // R
|
|
{
|
|
R = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
|
|
}
|
|
if (LayerStruct.DebugColorChannel & 2) // G
|
|
{
|
|
G = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
|
|
}
|
|
if (LayerStruct.DebugColorChannel & 4) // B
|
|
{
|
|
B = (ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex * 4 + ComponentWeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
ULandscapeMeshCollisionComponent::ULandscapeMeshCollisionComponent(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
// make landscape always create?
|
|
bAlwaysCreatePhysicsState = true;
|
|
}
|
|
|
|
ULandscapeInfo::ULandscapeInfo(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void ULandscapeInfo::UpdateDebugColorMaterial()
|
|
{
|
|
FlushRenderingCommands();
|
|
//GWarn->BeginSlowTask( *FString::Printf(TEXT("Compiling layer color combinations for %s"), *GetName()), true);
|
|
|
|
for (auto It = XYtoComponentMap.CreateIterator(); It; ++It)
|
|
{
|
|
ULandscapeComponent* Comp = It.Value();
|
|
if (Comp)
|
|
{
|
|
Comp->EditToolRenderData.UpdateDebugColorMaterial(Comp);
|
|
Comp->UpdateEditToolRenderData();
|
|
}
|
|
}
|
|
FlushRenderingCommands();
|
|
//GWarn->EndSlowTask();
|
|
}
|
|
|
|
void ULandscapeComponent::UpdatedSharedPropertiesFromActor()
|
|
{
|
|
ALandscapeProxy* LandscapeProxy = GetLandscapeProxy();
|
|
|
|
bCastStaticShadow = LandscapeProxy->bCastStaticShadow;
|
|
bCastShadowAsTwoSided = LandscapeProxy->bCastShadowAsTwoSided;
|
|
bCastFarShadow = LandscapeProxy->bCastFarShadow;
|
|
bAffectDistanceFieldLighting = LandscapeProxy->bAffectDistanceFieldLighting;
|
|
bRenderCustomDepth = LandscapeProxy->bRenderCustomDepth;
|
|
LDMaxDrawDistance = LandscapeProxy->LDMaxDrawDistance;
|
|
CustomDepthStencilValue = LandscapeProxy->CustomDepthStencilValue;
|
|
LightingChannels = LandscapeProxy->LightingChannels;
|
|
}
|
|
|
|
void ULandscapeComponent::PostLoad()
|
|
{
|
|
Super::PostLoad();
|
|
|
|
ALandscapeProxy* LandscapeProxy = GetLandscapeProxy();
|
|
if (ensure(LandscapeProxy))
|
|
{
|
|
// Ensure that the component's lighting settings matches the actor's.
|
|
UpdatedSharedPropertiesFromActor();
|
|
|
|
// check SectionBaseX/Y are correct
|
|
int32 CheckSectionBaseX = FMath::RoundToInt(RelativeLocation.X) + LandscapeProxy->LandscapeSectionOffset.X;
|
|
int32 CheckSectionBaseY = FMath::RoundToInt(RelativeLocation.Y) + LandscapeProxy->LandscapeSectionOffset.Y;
|
|
if (CheckSectionBaseX != SectionBaseX ||
|
|
CheckSectionBaseY != SectionBaseY)
|
|
{
|
|
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent SectionBaseX disagrees with its location, attempted automated fix: '%s', %d,%d vs %d,%d."),
|
|
*GetFullName(), SectionBaseX, SectionBaseY, CheckSectionBaseX, CheckSectionBaseY);
|
|
SectionBaseX = CheckSectionBaseX;
|
|
SectionBaseY = CheckSectionBaseY;
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
// This is to ensure that component relative location is exact section base offset value
|
|
float CheckRelativeLocationX = float(SectionBaseX - LandscapeProxy->LandscapeSectionOffset.X);
|
|
float CheckRelativeLocationY = float(SectionBaseY - LandscapeProxy->LandscapeSectionOffset.Y);
|
|
if (CheckRelativeLocationX != RelativeLocation.X ||
|
|
CheckRelativeLocationY != RelativeLocation.Y)
|
|
{
|
|
UE_LOG(LogLandscape, Warning, TEXT("LandscapeComponent RelativeLocation disagrees with its section base, attempted automated fix: '%s', %f,%f vs %f,%f."),
|
|
*GetFullName(), RelativeLocation.X, RelativeLocation.Y, CheckRelativeLocationX, CheckRelativeLocationY);
|
|
RelativeLocation.X = CheckRelativeLocationX;
|
|
RelativeLocation.Y = CheckRelativeLocationY;
|
|
}
|
|
|
|
// Remove standalone flags from data textures to ensure data is unloaded in the editor when reverting an unsaved level.
|
|
// Previous version of landscape set these flags on creation.
|
|
if (HeightmapTexture && HeightmapTexture->HasAnyFlags(RF_Standalone))
|
|
{
|
|
HeightmapTexture->ClearFlags(RF_Standalone);
|
|
}
|
|
for (int32 Idx = 0; Idx < WeightmapTextures.Num(); Idx++)
|
|
{
|
|
if (WeightmapTextures[Idx] && WeightmapTextures[Idx]->HasAnyFlags(RF_Standalone))
|
|
{
|
|
WeightmapTextures[Idx]->ClearFlags(RF_Standalone);
|
|
}
|
|
}
|
|
|
|
if (GIBakedBaseColorTexture)
|
|
{
|
|
if (GIBakedBaseColorTexture->GetOutermost() != GetOutermost())
|
|
{
|
|
// The GIBakedBaseColorTexture property was never intended to be reassigned, but it was previously editable so we need to null any invalid values
|
|
// it will get recreated by ALandscapeProxy::UpdateBakedTextures()
|
|
GIBakedBaseColorTexture = nullptr;
|
|
BakedTextureMaterialGuid = FGuid();
|
|
}
|
|
else
|
|
{
|
|
// Remove public flag from GI textures to stop them being visible in the content browser.
|
|
// Previous version of landscape set these flags on creation.
|
|
if (GIBakedBaseColorTexture->HasAnyFlags(RF_Public))
|
|
{
|
|
GIBakedBaseColorTexture->ClearFlags(RF_Public);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
// Handle old MaterialInstance
|
|
if (MaterialInstance_DEPRECATED)
|
|
{
|
|
MaterialInstances.Empty(1);
|
|
MaterialInstances.Add(MaterialInstance_DEPRECATED);
|
|
MaterialInstance_DEPRECATED = nullptr;
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor && MaterialInstances.Num() > 0 && MaterialInstances[0] != nullptr)
|
|
{
|
|
MaterialInstances[0]->ConditionalPostLoad();
|
|
UpdateMaterialInstances();
|
|
}
|
|
#endif // WITH_EDITOR
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
auto ReparentObject = [this](UObject* Object)
|
|
{
|
|
if (Object && !Object->HasAllFlags(RF_Public | RF_Standalone) && (Object->GetOuter() != GetOuter()) && (Object->GetOutermost() == GetOutermost()))
|
|
{
|
|
Object->Rename(nullptr, GetOuter(), REN_ForceNoResetLoaders);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
ReparentObject(HeightmapTexture);
|
|
ReparentObject(XYOffsetmapTexture);
|
|
|
|
for (UTexture2D* WeightmapTexture : WeightmapTextures)
|
|
{
|
|
ReparentObject(WeightmapTexture);
|
|
}
|
|
|
|
for (UTexture2D* MobileWeightmapTexture : MobileWeightmapTextures)
|
|
{
|
|
ReparentObject(MobileWeightmapTexture);
|
|
}
|
|
|
|
for (const auto& ItPair : LayersData)
|
|
{
|
|
const FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
|
|
ReparentObject(LayerComponentData.HeightmapData.Texture);
|
|
for (UTexture2D* WeightmapTexture : LayerComponentData.WeightmapData.Textures)
|
|
{
|
|
ReparentObject(WeightmapTexture);
|
|
}
|
|
}
|
|
|
|
for (UMaterialInstance* MaterialInstance : MaterialInstances)
|
|
{
|
|
ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance);
|
|
while (ReparentObject(CurrentMIC))
|
|
{
|
|
CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance->Parent);
|
|
}
|
|
}
|
|
|
|
for (UMaterialInterface* MobileMaterialInterface : MobileMaterialInterfaces)
|
|
{
|
|
while (ReparentObject(MobileMaterialInterface))
|
|
{
|
|
MobileMaterialInterface = Cast<UMaterialInstance>(MobileMaterialInterface) ? Cast<UMaterialInstance>(((UMaterialInstance*)MobileMaterialInterface)->Parent) : nullptr;
|
|
}
|
|
}
|
|
|
|
for (UMaterialInstance* MobileCombinationMaterialInstance : MobileCombinationMaterialInstances)
|
|
{
|
|
while (ReparentObject(MobileCombinationMaterialInstance))
|
|
{
|
|
MobileCombinationMaterialInstance = Cast<UMaterialInstance>(MobileCombinationMaterialInstance->Parent);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// This will fix the data in case there is mismatch between save of asset/maps
|
|
int8 MaxLOD = FMath::CeilLogTwo(SubsectionSizeQuads + 1) - 1;
|
|
|
|
TArray<ULandscapeMaterialInstanceConstant*> ResolvedMaterials;
|
|
|
|
if (MaterialIndexToDisabledTessellationMaterial.Num() < MaxLOD)
|
|
{
|
|
MaterialIndexToDisabledTessellationMaterial.Init(INDEX_NONE, MaxLOD+1);
|
|
}
|
|
|
|
// Be sure we have the appropriate material count
|
|
for (int32 i = 0; i < MaterialInstances.Num(); ++i)
|
|
{
|
|
ULandscapeMaterialInstanceConstant* LandscapeMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstances[i]);
|
|
|
|
if (LandscapeMIC == nullptr || LandscapeMIC->Parent == nullptr || ResolvedMaterials.Contains(LandscapeMIC))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UMaterial* Material = LandscapeMIC->GetMaterial();
|
|
bool FoundMatchingDisablingMaterial = false;
|
|
|
|
// If we have tessellation, find the equivalent with disable tessellation set
|
|
if (Material->D3D11TessellationMode != EMaterialTessellationMode::MTM_NoTessellation)
|
|
{
|
|
for (int32 j = i + 1; j < MaterialInstances.Num(); ++j)
|
|
{
|
|
ULandscapeMaterialInstanceConstant* OtherLandscapeMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstances[j]);
|
|
|
|
if (OtherLandscapeMIC == nullptr || OtherLandscapeMIC->Parent == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UMaterial* OtherMaterial = OtherLandscapeMIC->GetMaterial();
|
|
|
|
if (OtherMaterial == Material && OtherLandscapeMIC->bDisableTessellation) // we have a matching material
|
|
{
|
|
FoundMatchingDisablingMaterial = true;
|
|
ResolvedMaterials.Add(LandscapeMIC);
|
|
ResolvedMaterials.Add(OtherLandscapeMIC);
|
|
MaterialIndexToDisabledTessellationMaterial[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!FoundMatchingDisablingMaterial)
|
|
{
|
|
if (GIsEditor)
|
|
{
|
|
UpdateMaterialInstances();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogLandscape, Error, TEXT("Landscape component (%d, %d) have a material with Tessellation enabled but we do not have the corresponding disabling one. To correct this issue, open the map in the editor and resave the map."), SectionBaseX, SectionBaseY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LODIndexToMaterialIndex.Num() != MaxLOD+1)
|
|
{
|
|
if (GIsEditor)
|
|
{
|
|
UpdateMaterialInstances();
|
|
}
|
|
else
|
|
{
|
|
// Correct in-place differences by applying the highest LOD value we have to the newly added items as most case will be missing items added at the end
|
|
LODIndexToMaterialIndex.SetNumZeroed(MaxLOD + 1);
|
|
|
|
int8 LastLODIndex = 0;
|
|
|
|
for (int32 i = 0; i < LODIndexToMaterialIndex.Num(); ++i)
|
|
{
|
|
if (LODIndexToMaterialIndex[i] > LastLODIndex)
|
|
{
|
|
LastLODIndex = LODIndexToMaterialIndex[i];
|
|
}
|
|
|
|
if (LODIndexToMaterialIndex[i] == 0 && LastLODIndex != 0)
|
|
{
|
|
LODIndexToMaterialIndex[i] = LastLODIndex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // UE_BUILD_SHIPPING
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
// Move the MICs and Textures back to the Package if they're currently in the level
|
|
// Moving them into the level caused them to be duplicated when running PIE, which is *very very slow*, so we've reverted that change
|
|
// Also clear the public flag to avoid various issues, e.g. generating and saving thumbnails that can never be seen
|
|
ULevel* Level = GetLevel();
|
|
if (ensure(Level))
|
|
{
|
|
TArray<UObject*> ObjectsToMoveFromLevelToPackage;
|
|
GetGeneratedTexturesAndMaterialInstances(ObjectsToMoveFromLevelToPackage);
|
|
|
|
UPackage* MyPackage = GetOutermost();
|
|
for (auto* Obj : ObjectsToMoveFromLevelToPackage)
|
|
{
|
|
Obj->ClearFlags(RF_Public);
|
|
if (Obj->GetOuter() == Level)
|
|
{
|
|
Obj->Rename(nullptr, MyPackage, REN_DoNotDirty | REN_DontCreateRedirectors | REN_ForceNoResetLoaders | REN_NonTransactional);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (MobileCombinationMaterialInstances.Num() == 0)
|
|
{
|
|
if (GIsEditor)
|
|
{
|
|
UpdateMaterialInstances();
|
|
}
|
|
else
|
|
{
|
|
if(GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1)
|
|
{
|
|
UE_LOG(LogLandscape, Error, TEXT("Landscape component (%d, %d) Does not have a valid mobile combination material. To correct this issue, open the map in the editor and resave the map."), SectionBaseX, SectionBaseY);
|
|
}
|
|
}
|
|
}
|
|
#endif // UE_BUILD_SHIPPING
|
|
|
|
if (!HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
// If we're loading on a platform that doesn't require cooked data, but *only* supports OpenGL ES, generate or preload data from the DDC
|
|
if (!FPlatformProperties::RequiresCookedData() && GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1)
|
|
{
|
|
CheckGenerateLandscapePlatformData(false, nullptr);
|
|
}
|
|
}
|
|
|
|
GrassData->ConditionalDiscardDataOnLoad();
|
|
}
|
|
|
|
#endif // WITH_EDITOR
|
|
|
|
ALandscapeProxy::ALandscapeProxy(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
#if WITH_EDITORONLY_DATA
|
|
, TargetDisplayOrder(ELandscapeLayerDisplayMode::Default)
|
|
#endif // WITH_EDITORONLY_DATA
|
|
, bHasLandscapeGrass(true)
|
|
{
|
|
PrimaryActorTick.bCanEverTick = true;
|
|
PrimaryActorTick.bTickEvenWhenPaused = true;
|
|
PrimaryActorTick.bStartWithTickEnabled = true;
|
|
PrimaryActorTick.TickGroup = TG_DuringPhysics;
|
|
bAllowTickBeforeBeginPlay = true;
|
|
|
|
bReplicates = false;
|
|
NetUpdateFrequency = 10.0f;
|
|
bHidden = false;
|
|
bReplicateMovement = false;
|
|
bCanBeDamaged = false;
|
|
// by default we want to see the Landscape shadows even in the far shadow cascades
|
|
bCastFarShadow = true;
|
|
bAffectDistanceFieldLighting = true;
|
|
|
|
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent0"));
|
|
RootComponent = SceneComponent;
|
|
RootComponent->RelativeScale3D = FVector(128.0f, 128.0f, 256.0f); // Old default scale, preserved for compatibility. See ULandscapeEditorObject::NewLandscape_Scale
|
|
RootComponent->Mobility = EComponentMobility::Static;
|
|
LandscapeSectionOffset = FIntPoint::ZeroValue;
|
|
|
|
StaticLightingResolution = 1.0f;
|
|
StreamingDistanceMultiplier = 1.0f;
|
|
MaxLODLevel = -1;
|
|
bUseDynamicMaterialInstance = false;
|
|
OccluderGeometryLOD = 1; // 1 - usually is a good default
|
|
#if WITH_EDITORONLY_DATA
|
|
bLockLocation = true;
|
|
bIsMovingToLevel = false;
|
|
#endif // WITH_EDITORONLY_DATA
|
|
TessellationComponentScreenSize = 0.8f;
|
|
ComponentScreenSizeToUseSubSections = 0.65f;
|
|
UseTessellationComponentScreenSizeFalloff = true;
|
|
TessellationComponentScreenSizeFalloff = 0.75f;
|
|
LOD0DistributionSetting = 1.75f;
|
|
LODDistributionSetting = 2.0f;
|
|
bCastStaticShadow = true;
|
|
bCastShadowAsTwoSided = false;
|
|
bUsedForNavigation = true;
|
|
CollisionThickness = 16;
|
|
BodyInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
|
|
bGenerateOverlapEvents = false;
|
|
#if WITH_EDITORONLY_DATA
|
|
MaxPaintedLayersPerComponent = 0;
|
|
bHasLayersContent = false;
|
|
#endif
|
|
|
|
#if WITH_EDITOR
|
|
if (VisibilityLayer == nullptr)
|
|
{
|
|
// Structure to hold one-time initialization
|
|
struct FConstructorStatics
|
|
{
|
|
ConstructorHelpers::FObjectFinderOptional<ULandscapeLayerInfoObject> DataLayer;
|
|
FConstructorStatics()
|
|
: DataLayer(TEXT("LandscapeLayerInfoObject'/Engine/EditorLandscapeResources/DataLayer.DataLayer'"))
|
|
{
|
|
}
|
|
};
|
|
static FConstructorStatics ConstructorStatics;
|
|
|
|
VisibilityLayer = ConstructorStatics.DataLayer.Get();
|
|
check(VisibilityLayer);
|
|
#if WITH_EDITORONLY_DATA
|
|
// This layer should be no weight blending
|
|
VisibilityLayer->bNoWeightBlend = true;
|
|
#endif
|
|
VisibilityLayer->LayerUsageDebugColor = FLinearColor(0, 0, 0, 0);
|
|
VisibilityLayer->AddToRoot();
|
|
}
|
|
|
|
if (!HasAnyFlags(RF_ArchetypeObject | RF_ClassDefaultObject) && GetWorld() != nullptr)
|
|
{
|
|
FOnFeatureLevelChanged::FDelegate FeatureLevelChangedDelegate = FOnFeatureLevelChanged::FDelegate::CreateUObject(this, &ALandscapeProxy::OnFeatureLevelChanged);
|
|
FeatureLevelChangedDelegateHandle = GetWorld()->AddOnFeatureLevelChangedHandler(FeatureLevelChangedDelegate);
|
|
}
|
|
#endif
|
|
|
|
static uint32 FrameOffsetForTickIntervalInc = 0;
|
|
FrameOffsetForTickInterval = FrameOffsetForTickIntervalInc++;
|
|
}
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
ALandscape::FLandscapeEdModeInfo::FLandscapeEdModeInfo()
|
|
: ViewMode(ELandscapeViewMode::Invalid)
|
|
, ToolTarget(ELandscapeToolTargetType::Invalid)
|
|
{
|
|
}
|
|
#endif
|
|
|
|
ALandscape::ALandscape(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
bLockLocation = false;
|
|
WasCompilingShaders = false;
|
|
LayerContentUpdateModes = 0;
|
|
CombinedLayersWeightmapAllMaterialLayersResource = nullptr;
|
|
CurrentLayersWeightmapAllMaterialLayersResource = nullptr;
|
|
WeightmapScratchExtractLayerTextureResource = nullptr;
|
|
WeightmapScratchPackLayerTextureResource = nullptr;
|
|
bLandscapeLayersAreInitialized = false;
|
|
LandscapeEdMode = nullptr;
|
|
#endif // WITH_EDITORONLY_DATA
|
|
}
|
|
|
|
ALandscapeStreamingProxy::ALandscapeStreamingProxy(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
bLockLocation = true;
|
|
#endif // WITH_EDITORONLY_DATA
|
|
}
|
|
|
|
ALandscape* ALandscape::GetLandscapeActor()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
ALandscape* ALandscapeStreamingProxy::GetLandscapeActor()
|
|
{
|
|
return LandscapeActor.Get();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
ULandscapeInfo* ALandscapeProxy::CreateLandscapeInfo()
|
|
{
|
|
ULandscapeInfo* LandscapeInfo = nullptr;
|
|
|
|
check(GIsEditor);
|
|
check(LandscapeGuid.IsValid());
|
|
UWorld* OwningWorld = GetWorld();
|
|
check(OwningWorld);
|
|
check(!OwningWorld->IsGameWorld());
|
|
|
|
auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(OwningWorld);
|
|
LandscapeInfo = LandscapeInfoMap.Map.FindRef(LandscapeGuid);
|
|
|
|
if (!LandscapeInfo)
|
|
{
|
|
check(!HasAnyFlags(RF_BeginDestroyed));
|
|
LandscapeInfo = NewObject<ULandscapeInfo>(GetTransientPackage(), NAME_None, RF_Transactional | RF_Transient);
|
|
LandscapeInfoMap.Modify(false);
|
|
LandscapeInfoMap.Map.Add(LandscapeGuid, LandscapeInfo);
|
|
}
|
|
check(LandscapeInfo);
|
|
LandscapeInfo->RegisterActor(this);
|
|
|
|
return LandscapeInfo;
|
|
}
|
|
|
|
ULandscapeInfo* ALandscapeProxy::GetLandscapeInfo() const
|
|
{
|
|
ULandscapeInfo* LandscapeInfo = nullptr;
|
|
|
|
check(GIsEditor);
|
|
check(LandscapeGuid.IsValid());
|
|
UWorld* OwningWorld = GetWorld();
|
|
|
|
if (OwningWorld != nullptr && !OwningWorld->IsGameWorld())
|
|
{
|
|
auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(OwningWorld);
|
|
LandscapeInfo = LandscapeInfoMap.Map.FindRef(LandscapeGuid);
|
|
}
|
|
return LandscapeInfo;
|
|
}
|
|
#endif
|
|
|
|
ALandscape* ULandscapeComponent::GetLandscapeActor() const
|
|
{
|
|
ALandscapeProxy* Landscape = GetLandscapeProxy();
|
|
if (Landscape)
|
|
{
|
|
return Landscape->GetLandscapeActor();
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
ULevel* ULandscapeComponent::GetLevel() const
|
|
{
|
|
AActor* MyOwner = GetOwner();
|
|
return MyOwner ? MyOwner->GetLevel() : nullptr;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void ULandscapeComponent::GetGeneratedTexturesAndMaterialInstances(TArray<UObject*>& OutTexturesAndMaterials) const
|
|
{
|
|
if (HeightmapTexture)
|
|
{
|
|
OutTexturesAndMaterials.Add(HeightmapTexture);
|
|
}
|
|
|
|
for (const auto& ItPair : LayersData)
|
|
{
|
|
const FLandscapeLayerComponentData& LayerComponentData = ItPair.Value;
|
|
|
|
OutTexturesAndMaterials.Add(LayerComponentData.HeightmapData.Texture);
|
|
OutTexturesAndMaterials.Append(LayerComponentData.WeightmapData.Textures);
|
|
}
|
|
|
|
for (UTexture2D* Weightmap : WeightmapTextures)
|
|
{
|
|
OutTexturesAndMaterials.Add(Weightmap);
|
|
}
|
|
|
|
if (XYOffsetmapTexture)
|
|
{
|
|
OutTexturesAndMaterials.Add(XYOffsetmapTexture);
|
|
}
|
|
|
|
for (UMaterialInstance* MaterialInstance : MaterialInstances)
|
|
{
|
|
for (ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance); CurrentMIC; CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC->Parent))
|
|
{
|
|
OutTexturesAndMaterials.Add(CurrentMIC);
|
|
|
|
// Sometimes weight map is not registered in the WeightmapTextures, so
|
|
// we need to get it from here.
|
|
auto* WeightmapPtr = CurrentMIC->TextureParameterValues.FindByPredicate(
|
|
[](const FTextureParameterValue& ParamValue)
|
|
{
|
|
static const FName WeightmapParamName("Weightmap0");
|
|
return ParamValue.ParameterInfo.Name == WeightmapParamName;
|
|
});
|
|
|
|
if (WeightmapPtr != nullptr &&
|
|
!OutTexturesAndMaterials.Contains(WeightmapPtr->ParameterValue))
|
|
{
|
|
OutTexturesAndMaterials.Add(WeightmapPtr->ParameterValue);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (UMaterialInstanceConstant* MaterialInstance : MobileCombinationMaterialInstances)
|
|
{
|
|
for (ULandscapeMaterialInstanceConstant* CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(MaterialInstance); CurrentMIC; CurrentMIC = Cast<ULandscapeMaterialInstanceConstant>(CurrentMIC->Parent))
|
|
{
|
|
OutTexturesAndMaterials.Add(CurrentMIC);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
ALandscapeProxy* ULandscapeComponent::GetLandscapeProxy() const
|
|
{
|
|
return CastChecked<ALandscapeProxy>(GetOuter());
|
|
}
|
|
|
|
FIntPoint ULandscapeComponent::GetSectionBase() const
|
|
{
|
|
return FIntPoint(SectionBaseX, SectionBaseY);
|
|
}
|
|
|
|
void ULandscapeComponent::SetSectionBase(FIntPoint InSectionBase)
|
|
{
|
|
SectionBaseX = InSectionBase.X;
|
|
SectionBaseY = InSectionBase.Y;
|
|
}
|
|
|
|
const FMeshMapBuildData* ULandscapeComponent::GetMeshMapBuildData() const
|
|
{
|
|
AActor* Owner = GetOwner();
|
|
|
|
if (Owner)
|
|
{
|
|
ULevel* OwnerLevel = Owner->GetLevel();
|
|
|
|
if (OwnerLevel && OwnerLevel->OwningWorld)
|
|
{
|
|
ULevel* ActiveLightingScenario = OwnerLevel->OwningWorld->GetActiveLightingScenario();
|
|
UMapBuildDataRegistry* MapBuildData = NULL;
|
|
|
|
if (ActiveLightingScenario && ActiveLightingScenario->MapBuildData)
|
|
{
|
|
MapBuildData = ActiveLightingScenario->MapBuildData;
|
|
}
|
|
else if (OwnerLevel->MapBuildData)
|
|
{
|
|
MapBuildData = OwnerLevel->MapBuildData;
|
|
}
|
|
|
|
if (MapBuildData)
|
|
{
|
|
return MapBuildData->GetMeshBuildData(MapBuildDataId);
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool ULandscapeComponent::IsPrecomputedLightingValid() const
|
|
{
|
|
return GetMeshMapBuildData() != NULL;
|
|
}
|
|
|
|
void ULandscapeComponent::PropagateLightingScenarioChange()
|
|
{
|
|
FComponentRecreateRenderStateContext Context(this);
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
ULandscapeInfo* ULandscapeComponent::GetLandscapeInfo() const
|
|
{
|
|
return GetLandscapeProxy()->GetLandscapeInfo();
|
|
}
|
|
#endif
|
|
|
|
void ULandscapeComponent::BeginDestroy()
|
|
{
|
|
Super::BeginDestroy();
|
|
|
|
#if WITH_EDITOR
|
|
// Ask render thread to destroy EditToolRenderData
|
|
EditToolRenderData = FLandscapeEditToolRenderData();
|
|
UpdateEditToolRenderData();
|
|
|
|
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
|
|
// Remove any weightmap allocations from the Landscape Actor's map
|
|
for (int32 LayerIdx = 0; LayerIdx < WeightmapLayerAllocations.Num(); LayerIdx++)
|
|
{
|
|
int32 WeightmapIndex = WeightmapLayerAllocations[LayerIdx].WeightmapTextureIndex;
|
|
if (WeightmapTextures.IsValidIndex(WeightmapIndex))
|
|
{
|
|
UTexture2D* WeightmapTexture = WeightmapTextures[WeightmapIndex];
|
|
ULandscapeWeightmapUsage** Usage = Proxy->WeightmapUsageMap.Find(WeightmapTexture);
|
|
if (Usage != nullptr && (*Usage) != nullptr)
|
|
{
|
|
(*Usage)->ChannelUsage[WeightmapLayerAllocations[LayerIdx].WeightmapTextureChannel] = nullptr;
|
|
|
|
if ((*Usage)->IsEmpty())
|
|
{
|
|
Proxy->WeightmapUsageMap.Remove(WeightmapTexture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
WeightmapTexturesUsage.Reset();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
FPrimitiveSceneProxy* ULandscapeComponent::CreateSceneProxy()
|
|
{
|
|
const auto FeatureLevel = GetWorld()->FeatureLevel;
|
|
FPrimitiveSceneProxy* Proxy = nullptr;
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
Proxy = new FLandscapeComponentSceneProxy(this);
|
|
}
|
|
else // i.e. (FeatureLevel <= ERHIFeatureLevel::ES3_1)
|
|
{
|
|
if (PlatformData.HasValidRuntimeData())
|
|
{
|
|
Proxy = new FLandscapeComponentSceneProxyMobile(this);
|
|
}
|
|
}
|
|
|
|
return Proxy;
|
|
}
|
|
|
|
void ULandscapeComponent::DestroyComponent(bool bPromoteChildren/*= false*/)
|
|
{
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
if (Proxy)
|
|
{
|
|
Proxy->LandscapeComponents.Remove(this);
|
|
}
|
|
|
|
Super::DestroyComponent(bPromoteChildren);
|
|
}
|
|
|
|
FBoxSphereBounds ULandscapeComponent::CalcBounds(const FTransform& LocalToWorld) const
|
|
{
|
|
FBox MyBounds = CachedLocalBox.TransformBy(LocalToWorld);
|
|
MyBounds = MyBounds.ExpandBy({0, 0, NegativeZBoundsExtension}, {0, 0, PositiveZBoundsExtension});
|
|
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
if (Proxy)
|
|
{
|
|
MyBounds = MyBounds.ExpandBy({0, 0, Proxy->NegativeZBoundsExtension}, {0, 0, Proxy->PositiveZBoundsExtension});
|
|
}
|
|
|
|
return FBoxSphereBounds(MyBounds);
|
|
}
|
|
|
|
void ULandscapeComponent::OnRegister()
|
|
{
|
|
Super::OnRegister();
|
|
|
|
if (GetLandscapeProxy())
|
|
{
|
|
// Generate MID representing the MIC
|
|
if (GetLandscapeProxy()->bUseDynamicMaterialInstance)
|
|
{
|
|
MaterialInstancesDynamic.Reserve(MaterialInstances.Num());
|
|
|
|
for (int32 i = 0; i < MaterialInstances.Num(); ++i)
|
|
{
|
|
MaterialInstancesDynamic.Add(UMaterialInstanceDynamic::Create(MaterialInstances[i], this));
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// AActor::GetWorld checks for Unreachable and BeginDestroyed
|
|
UWorld* World = GetLandscapeProxy()->GetWorld();
|
|
if (World && !World->IsGameWorld())
|
|
{
|
|
ULandscapeInfo* Info = GetLandscapeInfo();
|
|
if (Info)
|
|
{
|
|
Info->RegisterActorComponent(this);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void ULandscapeComponent::OnUnregister()
|
|
{
|
|
Super::OnUnregister();
|
|
|
|
if (GetLandscapeProxy())
|
|
{
|
|
// Generate MID representing the MIC
|
|
if (GetLandscapeProxy()->bUseDynamicMaterialInstance)
|
|
{
|
|
MaterialInstancesDynamic.Empty();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// AActor::GetWorld checks for Unreachable and BeginDestroyed
|
|
UWorld* World = GetLandscapeProxy()->GetWorld();
|
|
|
|
// Game worlds don't have landscape infos
|
|
if (World && !World->IsGameWorld())
|
|
{
|
|
ULandscapeInfo* Info = GetLandscapeInfo();
|
|
if (Info)
|
|
{
|
|
Info->UnregisterActorComponent(this);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
UTexture2D* ULandscapeComponent::GetHeightmap(bool InReturnEditingHeightmap) const
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingHeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->HeightmapData.Texture;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return HeightmapTexture;
|
|
}
|
|
|
|
const TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(bool InReturnEditingWeightmap) const
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.Textures;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapTextures;
|
|
}
|
|
|
|
TArray<UTexture2D*>& ULandscapeComponent::GetWeightmapTextures(bool InReturnEditingWeightmap)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.Textures;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapTextures;
|
|
}
|
|
|
|
const TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(bool InReturnEditingWeightmap) const
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.LayerAllocations;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapLayerAllocations;
|
|
}
|
|
|
|
TArray<FWeightmapLayerAllocationInfo>& ULandscapeComponent::GetWeightmapLayerAllocations(bool InReturnEditingWeightmap)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.LayerAllocations;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapLayerAllocations;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
FLandscapeLayerComponentData* ULandscapeComponent::GetEditingLayer()
|
|
{
|
|
ALandscape* Landscape = GetLandscapeActor();
|
|
return Landscape != nullptr ? LayersData.Find(Landscape->GetEditingLayer()) : nullptr;
|
|
}
|
|
|
|
const FLandscapeLayerComponentData* ULandscapeComponent::GetEditingLayer() const
|
|
{
|
|
ALandscape* Landscape = GetLandscapeActor();
|
|
return Landscape != nullptr ? LayersData.Find(Landscape->GetEditingLayer()) : nullptr;
|
|
}
|
|
|
|
FGuid ULandscapeComponent::GetEditingLayerGUID() const
|
|
{
|
|
ALandscape* Landscape = GetLandscapeActor();
|
|
return Landscape != nullptr ? Landscape->GetEditingLayer() : FGuid();
|
|
}
|
|
|
|
bool ULandscapeComponent::HasLayersData() const
|
|
{
|
|
return LayersData.Num() > 0;
|
|
}
|
|
|
|
const FLandscapeLayerComponentData* ULandscapeComponent::GetLayerData(const FGuid& InLayerGuid) const
|
|
{
|
|
return LayersData.Find(InLayerGuid);
|
|
}
|
|
|
|
FLandscapeLayerComponentData* ULandscapeComponent::GetLayerData(const FGuid& InLayerGuid)
|
|
{
|
|
return LayersData.Find(InLayerGuid);
|
|
}
|
|
|
|
void ULandscapeComponent::ForEachLayer(TFunctionRef<void(const FGuid&, struct FLandscapeLayerComponentData&)> Fn)
|
|
{
|
|
for (auto& Pair : LayersData)
|
|
{
|
|
Fn(Pair.Key, Pair.Value);
|
|
}
|
|
}
|
|
|
|
void ULandscapeComponent::AddLayerData(const FGuid& InLayerGuid, const FLandscapeLayerComponentData& InData)
|
|
{
|
|
Modify();
|
|
FLandscapeLayerComponentData& Data = LayersData.FindOrAdd(InLayerGuid);
|
|
Data = InData;
|
|
}
|
|
|
|
void ULandscapeComponent::AddDefaultLayerData(const FGuid& InLayerGuid, const TArray<ULandscapeComponent*>& InComponentsUsingHeightmap, TMap<UTexture2D*, UTexture2D*>& InOutCreatedHeightmapTextures)
|
|
{
|
|
Modify();
|
|
|
|
UTexture2D* ComponentHeightmap = GetHeightmap();
|
|
|
|
// Compute per layer data
|
|
FLandscapeLayerComponentData* LayerData = GetLayerData(InLayerGuid);
|
|
|
|
if (LayerData == nullptr || !LayerData->IsInitialized())
|
|
{
|
|
FLandscapeLayerComponentData NewData;
|
|
|
|
// Setup Heightmap data
|
|
UTexture2D** LayerHeightmap = InOutCreatedHeightmapTextures.Find(ComponentHeightmap);
|
|
|
|
if (LayerHeightmap == nullptr)
|
|
{
|
|
UTexture2D* NewLayerHeightmap = GetLandscapeProxy()->CreateLandscapeTexture(ComponentHeightmap->Source.GetSizeX(), ComponentHeightmap->Source.GetSizeY(), TEXTUREGROUP_Terrain_Heightmap, ComponentHeightmap->Source.GetFormat());
|
|
LayerHeightmap = &InOutCreatedHeightmapTextures.Add(ComponentHeightmap, NewLayerHeightmap);
|
|
|
|
ULandscapeComponent::CreateEmptyTextureMips(NewLayerHeightmap, true);
|
|
|
|
// Init Mip0 to be at 32768 which is equal to "0"
|
|
FColor* Mip0Data = (FColor*)NewLayerHeightmap->Source.LockMip(0);
|
|
|
|
for (ULandscapeComponent* ComponentUsingHeightmap : InComponentsUsingHeightmap)
|
|
{
|
|
int32 HeightmapComponentOffsetX = FMath::RoundToInt((float)NewLayerHeightmap->Source.GetSizeX() * ComponentUsingHeightmap->HeightmapScaleBias.Z);
|
|
int32 HeightmapComponentOffsetY = FMath::RoundToInt((float)NewLayerHeightmap->Source.GetSizeY() * ComponentUsingHeightmap->HeightmapScaleBias.W);
|
|
|
|
for (int32 SubsectionY = 0; SubsectionY < NumSubsections; SubsectionY++)
|
|
{
|
|
for (int32 SubsectionX = 0; SubsectionX < NumSubsections; SubsectionX++)
|
|
{
|
|
for (int32 SubY = 0; SubY <= SubsectionSizeQuads; SubY++)
|
|
{
|
|
for (int32 SubX = 0; SubX <= SubsectionSizeQuads; SubX++)
|
|
{
|
|
// X/Y of the vertex we're looking at in component's coordinates.
|
|
const int32 CompX = SubsectionSizeQuads * SubsectionX + SubX;
|
|
const int32 CompY = SubsectionSizeQuads * SubsectionY + SubY;
|
|
|
|
// X/Y of the vertex we're looking indexed into the texture data
|
|
const int32 TexX = (SubsectionSizeQuads + 1) * SubsectionX + SubX;
|
|
const int32 TexY = (SubsectionSizeQuads + 1) * SubsectionY + SubY;
|
|
|
|
const int32 HeightTexDataIdx = (HeightmapComponentOffsetX + TexX) + (HeightmapComponentOffsetY + TexY) * NewLayerHeightmap->Source.GetSizeX();
|
|
|
|
// copy height and normal data
|
|
const uint16 HeightValue = LandscapeDataAccess::GetTexHeight(0.f);
|
|
|
|
Mip0Data[HeightTexDataIdx].R = HeightValue >> 8;
|
|
Mip0Data[HeightTexDataIdx].G = HeightValue & 255;
|
|
|
|
// Normal with get calculated later
|
|
Mip0Data[HeightTexDataIdx].B = 0.0f;
|
|
Mip0Data[HeightTexDataIdx].A = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
NewLayerHeightmap->Source.UnlockMip(0);
|
|
|
|
NewLayerHeightmap->BeginCachePlatformData();
|
|
NewLayerHeightmap->ClearAllCachedCookedPlatformData();
|
|
}
|
|
|
|
NewData.HeightmapData.Texture = *LayerHeightmap;
|
|
|
|
// Nothing to do for Weightmap by default
|
|
|
|
AddLayerData(InLayerGuid, MoveTemp(NewData));
|
|
}
|
|
}
|
|
|
|
void ULandscapeComponent::RemoveLayerData(const FGuid& InLayerGuid)
|
|
{
|
|
Modify();
|
|
LayersData.Remove(InLayerGuid);
|
|
}
|
|
|
|
void ULandscapeComponent::SetHeightmap(UTexture2D* NewHeightmap)
|
|
{
|
|
check(NewHeightmap != nullptr);
|
|
HeightmapTexture = NewHeightmap;
|
|
}
|
|
|
|
void ULandscapeComponent::SetWeightmapTextures(const TArray<UTexture2D*>& InNewWeightmapTextures, bool InApplyToEditingWeightmap)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (InApplyToEditingWeightmap && EditingLayer != nullptr)
|
|
{
|
|
EditingLayer->WeightmapData.Textures.Reset(InNewWeightmapTextures.Num());
|
|
EditingLayer->WeightmapData.Textures.Append(InNewWeightmapTextures);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
WeightmapTextures = InNewWeightmapTextures;
|
|
}
|
|
}
|
|
|
|
void ULandscapeComponent::SetWeightmapLayerAllocations(const TArray<FWeightmapLayerAllocationInfo>& InNewWeightmapLayerAllocations)
|
|
{
|
|
WeightmapLayerAllocations = InNewWeightmapLayerAllocations;
|
|
}
|
|
|
|
TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(bool InReturnEditingWeightmap)
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.TextureUsages;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapTexturesUsage;
|
|
}
|
|
|
|
const TArray<ULandscapeWeightmapUsage*>& ULandscapeComponent::GetWeightmapTexturesUsage(bool InReturnEditingWeightmap) const
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
if (InReturnEditingWeightmap && GetLandscapeProxy()->HasLayersContent())
|
|
{
|
|
const FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (EditingLayer != nullptr)
|
|
{
|
|
return EditingLayer->WeightmapData.TextureUsages;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return WeightmapTexturesUsage;
|
|
}
|
|
|
|
void ULandscapeComponent::SetWeightmapTexturesUsage(const TArray<ULandscapeWeightmapUsage*>& InNewWeightmapTexturesUsage, bool InApplyToEditingWeightmap )
|
|
{
|
|
#if WITH_EDITORONLY_DATA
|
|
FLandscapeLayerComponentData* EditingLayer = GetEditingLayer();
|
|
|
|
if (InApplyToEditingWeightmap && EditingLayer != nullptr)
|
|
{
|
|
EditingLayer->WeightmapData.TextureUsages.Reset(InNewWeightmapTexturesUsage.Num());
|
|
EditingLayer->WeightmapData.TextureUsages.Append(InNewWeightmapTexturesUsage);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
WeightmapTexturesUsage = InNewWeightmapTexturesUsage;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void ALandscapeProxy::PostRegisterAllComponents()
|
|
{
|
|
Super::PostRegisterAllComponents();
|
|
|
|
#if WITH_EDITOR
|
|
// Game worlds don't have landscape infos
|
|
if (!GetWorld()->IsGameWorld())
|
|
{
|
|
// Duplicated Landscapes don't have a valid guid until PostEditImport is called, we'll register then
|
|
if (LandscapeGuid.IsValid())
|
|
{
|
|
ULandscapeInfo* LandscapeInfo = CreateLandscapeInfo();
|
|
|
|
LandscapeInfo->FixupProxiesTransform();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ALandscapeProxy::UnregisterAllComponents(const bool bForReregister)
|
|
{
|
|
#if WITH_EDITOR
|
|
// Game worlds don't have landscape infos
|
|
if (GetWorld() && !GetWorld()->IsGameWorld()
|
|
// On shutdown the world will be unreachable
|
|
&& !GetWorld()->IsPendingKillOrUnreachable() &&
|
|
// When redoing the creation of a landscape we may get UnregisterAllComponents called when
|
|
// we are in a "pre-initialized" state (empty guid, etc)
|
|
LandscapeGuid.IsValid())
|
|
{
|
|
ULandscapeInfo* LandscapeInfo = GetLandscapeInfo();
|
|
if (LandscapeInfo)
|
|
{
|
|
LandscapeInfo->UnregisterActor(this);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Super::UnregisterAllComponents(bForReregister);
|
|
}
|
|
|
|
|
|
FArchive& operator<<(FArchive& Ar, FWeightmapLayerAllocationInfo& U)
|
|
{
|
|
return Ar << U.LayerInfo << U.WeightmapTextureChannel << U.WeightmapTextureIndex;
|
|
}
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
FArchive& operator<<(FArchive& Ar, FLandscapeAddCollision& U)
|
|
{
|
|
return Ar << U.Corners[0] << U.Corners[1] << U.Corners[2] << U.Corners[3];
|
|
}
|
|
#endif // WITH_EDITORONLY_DATA
|
|
|
|
FArchive& operator<<(FArchive& Ar, FLandscapeLayerStruct*& L)
|
|
{
|
|
if (L)
|
|
{
|
|
Ar << L->LayerInfoObj;
|
|
#if WITH_EDITORONLY_DATA
|
|
return Ar << L->ThumbnailMIC;
|
|
#else
|
|
return Ar;
|
|
#endif // WITH_EDITORONLY_DATA
|
|
}
|
|
return Ar;
|
|
}
|
|
|
|
void ULandscapeInfo::Serialize(FArchive& Ar)
|
|
{
|
|
Super::Serialize(Ar);
|
|
|
|
if (Ar.IsTransacting())
|
|
{
|
|
Ar << XYtoComponentMap;
|
|
#if WITH_EDITORONLY_DATA
|
|
Ar << XYtoAddCollisionMap;
|
|
#endif
|
|
Ar << SelectedComponents;
|
|
Ar << SelectedRegion;
|
|
Ar << SelectedRegionComponents;
|
|
}
|
|
}
|
|
|
|
void ALandscape::PostLoad()
|
|
{
|
|
if (!LandscapeGuid.IsValid())
|
|
{
|
|
LandscapeGuid = FGuid::NewGuid();
|
|
}
|
|
else
|
|
{
|
|
#if WITH_EDITOR
|
|
UWorld* CurrentWorld = GetWorld();
|
|
for (ALandscape* Landscape : TObjectRange<ALandscape>(RF_ClassDefaultObject | RF_BeginDestroyed))
|
|
{
|
|
if (Landscape && Landscape != this && Landscape->LandscapeGuid == LandscapeGuid && Landscape->GetWorld() == CurrentWorld)
|
|
{
|
|
// Duplicated landscape level, need to generate new GUID
|
|
Modify();
|
|
LandscapeGuid = FGuid::NewGuid();
|
|
|
|
|
|
// Show MapCheck window
|
|
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("ProxyName1"), FText::FromString(Landscape->GetName()));
|
|
Arguments.Add(TEXT("LevelName1"), FText::FromString(Landscape->GetLevel()->GetOutermost()->GetName()));
|
|
Arguments.Add(TEXT("ProxyName2"), FText::FromString(this->GetName()));
|
|
Arguments.Add(TEXT("LevelName2"), FText::FromString(this->GetLevel()->GetOutermost()->GetName()));
|
|
FMessageLog("LoadErrors").Warning()
|
|
->AddToken(FUObjectToken::Create(this))
|
|
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("LoadError_DuplicateLandscapeGuid", "Landscape {ProxyName1} of {LevelName1} has the same guid as {ProxyName2} of {LevelName2}. {LevelName2}.{ProxyName2} has had its guid automatically changed, please save {LevelName2}!"), Arguments)));
|
|
|
|
// Show MapCheck window
|
|
FMessageLog("LoadErrors").Open();
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
for (FLandscapeLayer& Layer : LandscapeLayers)
|
|
{
|
|
// For now, only Layer reserved for Landscape Spline uses AlphaBlend
|
|
Layer.BlendMode = (Layer.Guid == LandscapeSplinesTargetLayerGuid) ? LSBM_AlphaBlend : LSBM_AdditiveBlend;
|
|
}
|
|
#endif
|
|
|
|
Super::PostLoad();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void ALandscapeProxy::OnFeatureLevelChanged(ERHIFeatureLevel::Type NewFeatureLevel)
|
|
{
|
|
FlushGrassComponents();
|
|
|
|
UpdateAllComponentMaterialInstances();
|
|
|
|
if (NewFeatureLevel <= ERHIFeatureLevel::ES3_1)
|
|
{
|
|
for (ULandscapeComponent * Component : LandscapeComponents)
|
|
{
|
|
if (Component != nullptr)
|
|
{
|
|
Component->CheckGenerateLandscapePlatformData(false, nullptr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ALandscapeProxy::PreSave(const class ITargetPlatform* TargetPlatform)
|
|
{
|
|
Super::PreSave(TargetPlatform);
|
|
|
|
#if WITH_EDITOR
|
|
// Work out whether we have grass or not for the next game run
|
|
if (!HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
bHasLandscapeGrass = LandscapeComponents.ContainsByPredicate([](ULandscapeComponent* Component) { return Component->MaterialHasGrass(); });
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ALandscapeProxy::Serialize(FArchive& Ar)
|
|
{
|
|
Super::Serialize(Ar);
|
|
|
|
Ar.UsingCustomVersion(FLandscapeCustomVersion::GUID);
|
|
|
|
if (Ar.IsLoading() && Ar.CustomVer(FLandscapeCustomVersion::GUID) < FLandscapeCustomVersion::MigrateOldPropertiesToNewRenderingProperties)
|
|
{
|
|
if (LODDistanceFactor_DEPRECATED > 0)
|
|
{
|
|
const float LOD0LinearDistributionSettingMigrationTable[11] = { 1.75f, 1.75f, 1.75f, 1.75f, 1.75f, 1.68f, 1.55f, 1.4f, 1.25f, 1.25f, 1.25f };
|
|
const float LODDLinearDistributionSettingMigrationTable[11] = { 2.0f, 2.0f, 2.0f, 1.65f, 1.35f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
|
|
const float LOD0SquareRootDistributionSettingMigrationTable[11] = { 1.75f, 1.6f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
|
|
const float LODDSquareRootDistributionSettingMigrationTable[11] = { 2.0f, 1.8f, 1.55f, 1.3f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f, 1.25f };
|
|
|
|
if (LODFalloff_DEPRECATED == ELandscapeLODFalloff::Type::Linear)
|
|
{
|
|
LOD0DistributionSetting = LOD0LinearDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
|
|
LODDistributionSetting = LODDLinearDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
|
|
}
|
|
else if (LODFalloff_DEPRECATED == ELandscapeLODFalloff::Type::SquareRoot)
|
|
{
|
|
LOD0DistributionSetting = LOD0SquareRootDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
|
|
LODDistributionSetting = LODDSquareRootDistributionSettingMigrationTable[FMath::RoundToInt(LODDistanceFactor_DEPRECATED)];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ALandscapeProxy::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
|
|
{
|
|
ALandscapeProxy* This = CastChecked<ALandscapeProxy>(InThis);
|
|
|
|
Super::AddReferencedObjects(InThis, Collector);
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
Collector.AddReferencedObjects(This->MaterialInstanceConstantMap, This);
|
|
#endif
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
FName FLandscapeInfoLayerSettings::GetLayerName() const
|
|
{
|
|
checkSlow(LayerInfoObj == nullptr || LayerInfoObj->LayerName == LayerName);
|
|
|
|
return LayerName;
|
|
}
|
|
|
|
FLandscapeEditorLayerSettings& FLandscapeInfoLayerSettings::GetEditorSettings() const
|
|
{
|
|
check(LayerInfoObj);
|
|
|
|
ULandscapeInfo* LandscapeInfo = Owner->GetLandscapeInfo();
|
|
return LandscapeInfo->GetLayerEditorSettings(LayerInfoObj);
|
|
}
|
|
|
|
FLandscapeEditorLayerSettings& ULandscapeInfo::GetLayerEditorSettings(ULandscapeLayerInfoObject* LayerInfo) const
|
|
{
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
FLandscapeEditorLayerSettings* EditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(LayerInfo);
|
|
if (EditorLayerSettings)
|
|
{
|
|
return *EditorLayerSettings;
|
|
}
|
|
else
|
|
{
|
|
int32 Index = Proxy->EditorLayerSettings.Add(FLandscapeEditorLayerSettings(LayerInfo));
|
|
return Proxy->EditorLayerSettings[Index];
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::CreateLayerEditorSettingsFor(ULandscapeLayerInfoObject* LayerInfo)
|
|
{
|
|
ForAllLandscapeProxies([LayerInfo](ALandscapeProxy* Proxy)
|
|
{
|
|
FLandscapeEditorLayerSettings* EditorLayerSettings = Proxy->EditorLayerSettings.FindByKey(LayerInfo);
|
|
if (!EditorLayerSettings)
|
|
{
|
|
Proxy->Modify();
|
|
Proxy->EditorLayerSettings.Add(FLandscapeEditorLayerSettings(LayerInfo));
|
|
}
|
|
});
|
|
}
|
|
|
|
ULandscapeLayerInfoObject* ULandscapeInfo::GetLayerInfoByName(FName LayerName, ALandscapeProxy* Owner /*= nullptr*/) const
|
|
{
|
|
ULandscapeLayerInfoObject* LayerInfo = nullptr;
|
|
for (int32 j = 0; j < Layers.Num(); j++)
|
|
{
|
|
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj->LayerName == LayerName
|
|
&& (Owner == nullptr || Layers[j].Owner == Owner))
|
|
{
|
|
LayerInfo = Layers[j].LayerInfoObj;
|
|
}
|
|
}
|
|
return LayerInfo;
|
|
}
|
|
|
|
int32 ULandscapeInfo::GetLayerInfoIndex(ULandscapeLayerInfoObject* LayerInfo, ALandscapeProxy* Owner /*= nullptr*/) const
|
|
{
|
|
for (int32 j = 0; j < Layers.Num(); j++)
|
|
{
|
|
if (Layers[j].LayerInfoObj && Layers[j].LayerInfoObj == LayerInfo
|
|
&& (Owner == nullptr || Layers[j].Owner == Owner))
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
int32 ULandscapeInfo::GetLayerInfoIndex(FName LayerName, ALandscapeProxy* Owner /*= nullptr*/) const
|
|
{
|
|
for (int32 j = 0; j < Layers.Num(); j++)
|
|
{
|
|
if (Layers[j].GetLayerName() == LayerName
|
|
&& (Owner == nullptr || Layers[j].Owner == Owner))
|
|
{
|
|
return j;
|
|
}
|
|
}
|
|
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
|
|
bool ULandscapeInfo::UpdateLayerInfoMap(ALandscapeProxy* Proxy /*= nullptr*/, bool bInvalidate /*= false*/)
|
|
{
|
|
bool bHasCollision = false;
|
|
if (GIsEditor)
|
|
{
|
|
if (Proxy)
|
|
{
|
|
if (bInvalidate)
|
|
{
|
|
// this is a horribly dangerous combination of parameters...
|
|
|
|
for (int32 i = 0; i < Layers.Num(); i++)
|
|
{
|
|
if (Layers[i].Owner == Proxy)
|
|
{
|
|
Layers.RemoveAt(i--);
|
|
}
|
|
}
|
|
}
|
|
else // Proxy && !bInvalidate
|
|
{
|
|
TArray<FName> LayerNames = Proxy->GetLayersFromMaterial();
|
|
|
|
// Validate any existing layer infos owned by this proxy
|
|
for (int32 i = 0; i < Layers.Num(); i++)
|
|
{
|
|
if (Layers[i].Owner == Proxy)
|
|
{
|
|
Layers[i].bValid = LayerNames.Contains(Layers[i].GetLayerName());
|
|
}
|
|
}
|
|
|
|
// Add placeholders for any unused material layers
|
|
for (int32 i = 0; i < LayerNames.Num(); i++)
|
|
{
|
|
int32 LayerInfoIndex = GetLayerInfoIndex(LayerNames[i]);
|
|
if (LayerInfoIndex == INDEX_NONE)
|
|
{
|
|
FLandscapeInfoLayerSettings LayerSettings(LayerNames[i], Proxy);
|
|
LayerSettings.bValid = true;
|
|
Layers.Add(LayerSettings);
|
|
}
|
|
}
|
|
|
|
// Populate from layers used in components
|
|
for (int32 ComponentIndex = 0; ComponentIndex < Proxy->LandscapeComponents.Num(); ComponentIndex++)
|
|
{
|
|
ULandscapeComponent* Component = Proxy->LandscapeComponents[ComponentIndex];
|
|
|
|
// Add layers from per-component override materials
|
|
if (Component->OverrideMaterial != nullptr)
|
|
{
|
|
TArray<FName> ComponentLayerNames = Proxy->GetLayersFromMaterial(Component->OverrideMaterial);
|
|
for (int32 i = 0; i < ComponentLayerNames.Num(); i++)
|
|
{
|
|
int32 LayerInfoIndex = GetLayerInfoIndex(ComponentLayerNames[i]);
|
|
if (LayerInfoIndex == INDEX_NONE)
|
|
{
|
|
FLandscapeInfoLayerSettings LayerSettings(ComponentLayerNames[i], Proxy);
|
|
LayerSettings.bValid = true;
|
|
Layers.Add(LayerSettings);
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<FWeightmapLayerAllocationInfo>& ComponentWeightmapLayerAllocations = Component->GetWeightmapLayerAllocations();
|
|
|
|
for (int32 AllocationIndex = 0; AllocationIndex < ComponentWeightmapLayerAllocations.Num(); AllocationIndex++)
|
|
{
|
|
ULandscapeLayerInfoObject* LayerInfo = ComponentWeightmapLayerAllocations[AllocationIndex].LayerInfo;
|
|
if (LayerInfo)
|
|
{
|
|
int32 LayerInfoIndex = GetLayerInfoIndex(LayerInfo);
|
|
bool bValid = LayerNames.Contains(LayerInfo->LayerName);
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
if (bValid)
|
|
{
|
|
//LayerInfo->IsReferencedFromLoadedData = true;
|
|
}
|
|
#endif
|
|
|
|
if (LayerInfoIndex != INDEX_NONE)
|
|
{
|
|
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
|
|
|
|
// Valid layer infos take precedence over invalid ones
|
|
// Landscape Actors take precedence over Proxies
|
|
if ((bValid && !LayerSettings.bValid)
|
|
|| (bValid == LayerSettings.bValid && Proxy->IsA<ALandscape>()))
|
|
{
|
|
LayerSettings.Owner = Proxy;
|
|
LayerSettings.bValid = bValid;
|
|
LayerSettings.ThumbnailMIC = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// handle existing placeholder layers
|
|
LayerInfoIndex = GetLayerInfoIndex(LayerInfo->LayerName);
|
|
if (LayerInfoIndex != INDEX_NONE)
|
|
{
|
|
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
|
|
|
|
//if (LayerSettings.Owner == Proxy)
|
|
{
|
|
LayerSettings.Owner = Proxy;
|
|
LayerSettings.LayerInfoObj = LayerInfo;
|
|
LayerSettings.bValid = bValid;
|
|
LayerSettings.ThumbnailMIC = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FLandscapeInfoLayerSettings LayerSettings(LayerInfo, Proxy);
|
|
LayerSettings.bValid = bValid;
|
|
Layers.Add(LayerSettings);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add any layer infos cached in the actor
|
|
Proxy->EditorLayerSettings.RemoveAll([](const FLandscapeEditorLayerSettings& Settings) { return Settings.LayerInfoObj == nullptr; });
|
|
for (int32 i = 0; i < Proxy->EditorLayerSettings.Num(); i++)
|
|
{
|
|
FLandscapeEditorLayerSettings& EditorLayerSettings = Proxy->EditorLayerSettings[i];
|
|
if (LayerNames.Contains(EditorLayerSettings.LayerInfoObj->LayerName))
|
|
{
|
|
// intentionally using the layer name here so we don't add layer infos from
|
|
// the cache that have the same name as an actual assignment from a component above
|
|
int32 LayerInfoIndex = GetLayerInfoIndex(EditorLayerSettings.LayerInfoObj->LayerName);
|
|
if (LayerInfoIndex != INDEX_NONE)
|
|
{
|
|
FLandscapeInfoLayerSettings& LayerSettings = Layers[LayerInfoIndex];
|
|
if (LayerSettings.LayerInfoObj == nullptr)
|
|
{
|
|
LayerSettings.Owner = Proxy;
|
|
LayerSettings.LayerInfoObj = EditorLayerSettings.LayerInfoObj;
|
|
LayerSettings.bValid = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Proxy->Modify();
|
|
Proxy->EditorLayerSettings.RemoveAt(i--);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // !Proxy
|
|
{
|
|
Layers.Empty();
|
|
|
|
if (!bInvalidate)
|
|
{
|
|
ForAllLandscapeProxies([this](ALandscapeProxy* EachProxy)
|
|
{
|
|
if (!EachProxy->IsPendingKillPending())
|
|
{
|
|
checkSlow(EachProxy->GetLandscapeInfo() == this);
|
|
UpdateLayerInfoMap(EachProxy, false);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
//if (GCallbackEvent)
|
|
//{
|
|
// GCallbackEvent->Send( CALLBACK_EditorPostModal );
|
|
//}
|
|
}
|
|
return bHasCollision;
|
|
}
|
|
#endif
|
|
|
|
void ALandscapeProxy::PostLoad()
|
|
{
|
|
Super::PostLoad();
|
|
|
|
// disable ticking if we have no grass to tick
|
|
if (!GIsEditor && !bHasLandscapeGrass)
|
|
{
|
|
SetActorTickEnabled(false);
|
|
PrimaryActorTick.bCanEverTick = false;
|
|
}
|
|
|
|
// Temporary
|
|
if (ComponentSizeQuads == 0 && LandscapeComponents.Num() > 0)
|
|
{
|
|
ULandscapeComponent* Comp = LandscapeComponents[0];
|
|
if (Comp)
|
|
{
|
|
ComponentSizeQuads = Comp->ComponentSizeQuads;
|
|
SubsectionSizeQuads = Comp->SubsectionSizeQuads;
|
|
NumSubsections = Comp->NumSubsections;
|
|
}
|
|
}
|
|
|
|
if (IsTemplate() == false)
|
|
{
|
|
BodyInstance.FixupData(this);
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor && !GetWorld()->IsGameWorld())
|
|
{
|
|
if ((GetLinker() && (GetLinker()->UE4Ver() < VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES)) ||
|
|
LandscapeComponents.Num() != CollisionComponents.Num() ||
|
|
LandscapeComponents.ContainsByPredicate([](ULandscapeComponent* Comp) { return ((Comp != nullptr) && !Comp->CollisionComponent.IsValid()); }))
|
|
{
|
|
// Need to clean up invalid collision components
|
|
CreateLandscapeInfo();
|
|
RecreateCollisionComponents();
|
|
}
|
|
}
|
|
|
|
EditorLayerSettings.RemoveAll([](const FLandscapeEditorLayerSettings& Settings) { return Settings.LayerInfoObj == nullptr; });
|
|
|
|
if (EditorCachedLayerInfos_DEPRECATED.Num() > 0)
|
|
{
|
|
for (int32 i = 0; i < EditorCachedLayerInfos_DEPRECATED.Num(); i++)
|
|
{
|
|
EditorLayerSettings.Add(FLandscapeEditorLayerSettings(EditorCachedLayerInfos_DEPRECATED[i]));
|
|
}
|
|
EditorCachedLayerInfos_DEPRECATED.Empty();
|
|
}
|
|
|
|
if (GIsEditor && !GetWorld()->IsGameWorld())
|
|
{
|
|
UpdateCachedHasLayersContent(true);
|
|
|
|
ULandscapeInfo* LandscapeInfo = CreateLandscapeInfo();
|
|
|
|
// Cache the value at this point as RegisterActor might create/destroy layers content if there was a mismatch between landscape & proxy
|
|
const bool bDeleteLayerContent = HasLayersContent() && !CanHaveLayersContent();
|
|
if (bDeleteLayerContent && LandscapeInfo->LandscapeActor.IsValid())
|
|
{
|
|
LandscapeInfo->LandscapeActor->DeleteLayers();
|
|
UE_LOG(LogLandscape, Warning, TEXT("Landscape layer data is being deleted because World Settings doesn't have layers enabled."));
|
|
}
|
|
|
|
const bool bNeedOldDataMigration = !HasLayersContent() && CanHaveLayersContent();
|
|
|
|
LandscapeInfo->RegisterActor(this, true);
|
|
|
|
FixupWeightmaps();
|
|
|
|
if (bNeedOldDataMigration && LandscapeInfo->LandscapeActor.IsValid())
|
|
{
|
|
LandscapeInfo->LandscapeActor.Get()->CopyOldDataToDefaultLayer(this);
|
|
}
|
|
}
|
|
|
|
// track feature level change to flush grass cache
|
|
FOnFeatureLevelChanged::FDelegate FeatureLevelChangedDelegate = FOnFeatureLevelChanged::FDelegate::CreateUObject(this, &ALandscapeProxy::OnFeatureLevelChanged);
|
|
FeatureLevelChangedDelegateHandle = GetWorld()->AddOnFeatureLevelChangedHandler(FeatureLevelChangedDelegate);
|
|
#endif
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void ALandscapeProxy::Destroyed()
|
|
{
|
|
Super::Destroyed();
|
|
|
|
UWorld* World = GetWorld();
|
|
|
|
if (GIsEditor && !World->IsGameWorld())
|
|
{
|
|
ULandscapeInfo::RecreateLandscapeInfo(World, false);
|
|
|
|
if (SplineComponent)
|
|
{
|
|
SplineComponent->ModifySplines();
|
|
}
|
|
|
|
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
|
|
NumComponentsNeedingGrassMapRender = 0;
|
|
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
|
|
NumTexturesToStreamForVisibleGrassMapRender = 0;
|
|
}
|
|
|
|
// unregister feature level changed handler for grass
|
|
if (FeatureLevelChangedDelegateHandle.IsValid())
|
|
{
|
|
World->RemoveOnFeatureLevelChangedHandler(FeatureLevelChangedDelegateHandle);
|
|
FeatureLevelChangedDelegateHandle.Reset();
|
|
}
|
|
}
|
|
|
|
void ALandscapeProxy::GetSharedProperties(ALandscapeProxy* Landscape)
|
|
{
|
|
if (GIsEditor && Landscape)
|
|
{
|
|
Modify();
|
|
|
|
LandscapeGuid = Landscape->LandscapeGuid;
|
|
|
|
//@todo UE4 merge, landscape, this needs work
|
|
RootComponent->SetRelativeScale3D(Landscape->GetRootComponent()->GetComponentToWorld().GetScale3D());
|
|
|
|
//PrePivot = Landscape->PrePivot;
|
|
StaticLightingResolution = Landscape->StaticLightingResolution;
|
|
bCastStaticShadow = Landscape->bCastStaticShadow;
|
|
bCastShadowAsTwoSided = Landscape->bCastShadowAsTwoSided;
|
|
LightingChannels = Landscape->LightingChannels;
|
|
bRenderCustomDepth = Landscape->bRenderCustomDepth;
|
|
LDMaxDrawDistance = Landscape->LDMaxDrawDistance;
|
|
CustomDepthStencilValue = Landscape->CustomDepthStencilValue;
|
|
ComponentSizeQuads = Landscape->ComponentSizeQuads;
|
|
NumSubsections = Landscape->NumSubsections;
|
|
SubsectionSizeQuads = Landscape->SubsectionSizeQuads;
|
|
MaxLODLevel = Landscape->MaxLODLevel;
|
|
LODDistanceFactor_DEPRECATED = Landscape->LODDistanceFactor_DEPRECATED;
|
|
LODFalloff_DEPRECATED = Landscape->LODFalloff_DEPRECATED;
|
|
TessellationComponentScreenSize = Landscape->TessellationComponentScreenSize;
|
|
ComponentScreenSizeToUseSubSections = Landscape->ComponentScreenSizeToUseSubSections;
|
|
UseTessellationComponentScreenSizeFalloff = Landscape->UseTessellationComponentScreenSizeFalloff;
|
|
TessellationComponentScreenSizeFalloff = Landscape->TessellationComponentScreenSizeFalloff;
|
|
LODDistributionSetting = Landscape->LODDistributionSetting;
|
|
LOD0DistributionSetting = Landscape->LOD0DistributionSetting;
|
|
OccluderGeometryLOD = Landscape->OccluderGeometryLOD;
|
|
NegativeZBoundsExtension = Landscape->NegativeZBoundsExtension;
|
|
PositiveZBoundsExtension = Landscape->PositiveZBoundsExtension;
|
|
CollisionMipLevel = Landscape->CollisionMipLevel;
|
|
bBakeMaterialPositionOffsetIntoCollision = Landscape->bBakeMaterialPositionOffsetIntoCollision;
|
|
if (!LandscapeMaterial)
|
|
{
|
|
LandscapeMaterial = Landscape->LandscapeMaterial;
|
|
LandscapeMaterialsOverride = Landscape->LandscapeMaterialsOverride;
|
|
}
|
|
if (!LandscapeHoleMaterial)
|
|
{
|
|
LandscapeHoleMaterial = Landscape->LandscapeHoleMaterial;
|
|
}
|
|
if (LandscapeMaterial == Landscape->LandscapeMaterial)
|
|
{
|
|
EditorLayerSettings = Landscape->EditorLayerSettings;
|
|
}
|
|
if (!DefaultPhysMaterial)
|
|
{
|
|
DefaultPhysMaterial = Landscape->DefaultPhysMaterial;
|
|
}
|
|
LightmassSettings = Landscape->LightmassSettings;
|
|
}
|
|
}
|
|
|
|
void ALandscapeProxy::FixupSharedData(ALandscape* Landscape)
|
|
{
|
|
if (Landscape == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
bool bUpdated = false;
|
|
|
|
if (MaxLODLevel != Landscape->MaxLODLevel)
|
|
{
|
|
MaxLODLevel = Landscape->MaxLODLevel;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (TessellationComponentScreenSize != Landscape->TessellationComponentScreenSize)
|
|
{
|
|
TessellationComponentScreenSize = Landscape->TessellationComponentScreenSize;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (ComponentScreenSizeToUseSubSections != Landscape->ComponentScreenSizeToUseSubSections)
|
|
{
|
|
ComponentScreenSizeToUseSubSections = Landscape->ComponentScreenSizeToUseSubSections;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (UseTessellationComponentScreenSizeFalloff != Landscape->UseTessellationComponentScreenSizeFalloff)
|
|
{
|
|
UseTessellationComponentScreenSizeFalloff = Landscape->UseTessellationComponentScreenSizeFalloff;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (TessellationComponentScreenSizeFalloff != Landscape->TessellationComponentScreenSizeFalloff)
|
|
{
|
|
TessellationComponentScreenSizeFalloff = Landscape->TessellationComponentScreenSizeFalloff;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (LODDistributionSetting != Landscape->LODDistributionSetting)
|
|
{
|
|
LODDistributionSetting = Landscape->LODDistributionSetting;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (LOD0DistributionSetting != Landscape->LOD0DistributionSetting)
|
|
{
|
|
LOD0DistributionSetting = Landscape->LOD0DistributionSetting;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (OccluderGeometryLOD != Landscape->OccluderGeometryLOD)
|
|
{
|
|
OccluderGeometryLOD = Landscape->OccluderGeometryLOD;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (TargetDisplayOrder != Landscape->TargetDisplayOrder)
|
|
{
|
|
TargetDisplayOrder = Landscape->TargetDisplayOrder;
|
|
bUpdated = true;
|
|
}
|
|
|
|
if (TargetDisplayOrderList != Landscape->TargetDisplayOrderList)
|
|
{
|
|
TargetDisplayOrderList = Landscape->TargetDisplayOrderList;
|
|
bUpdated = true;
|
|
}
|
|
|
|
|
|
TSet<FGuid> LayerGuids;
|
|
Algo::Transform(Landscape->LandscapeLayers, LayerGuids, [](const FLandscapeLayer& Layer) { return Layer.Guid; });
|
|
bUpdated |= RemoveObsoleteLayers(LayerGuids);
|
|
|
|
for (const FLandscapeLayer& Layer : Landscape->LandscapeLayers)
|
|
{
|
|
bUpdated |= AddLayer(Layer.Guid);
|
|
}
|
|
|
|
if (bUpdated)
|
|
{
|
|
MarkPackageDirty();
|
|
}
|
|
}
|
|
|
|
FTransform ALandscapeProxy::LandscapeActorToWorld() const
|
|
{
|
|
FTransform TM = ActorToWorld();
|
|
// Add this proxy landscape section offset to obtain landscape actor transform
|
|
TM.AddToTranslation(TM.TransformVector(-FVector(LandscapeSectionOffset)));
|
|
return TM;
|
|
}
|
|
|
|
void ALandscapeProxy::SetAbsoluteSectionBase(FIntPoint InSectionBase)
|
|
{
|
|
FIntPoint Difference = InSectionBase - LandscapeSectionOffset;
|
|
LandscapeSectionOffset = InSectionBase;
|
|
|
|
for (int32 CompIdx = 0; CompIdx < LandscapeComponents.Num(); CompIdx++)
|
|
{
|
|
ULandscapeComponent* Comp = LandscapeComponents[CompIdx];
|
|
if (Comp)
|
|
{
|
|
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
|
|
Comp->SetSectionBase(AbsoluteSectionBase);
|
|
Comp->RecreateRenderState_Concurrent();
|
|
}
|
|
}
|
|
|
|
for (int32 CompIdx = 0; CompIdx < CollisionComponents.Num(); CompIdx++)
|
|
{
|
|
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[CompIdx];
|
|
if (Comp)
|
|
{
|
|
FIntPoint AbsoluteSectionBase = Comp->GetSectionBase() + Difference;
|
|
Comp->SetSectionBase(AbsoluteSectionBase);
|
|
}
|
|
}
|
|
}
|
|
|
|
FIntPoint ALandscapeProxy::GetSectionBaseOffset() const
|
|
{
|
|
return LandscapeSectionOffset;
|
|
}
|
|
|
|
void ALandscapeProxy::RecreateComponentsState()
|
|
{
|
|
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
|
|
{
|
|
ULandscapeComponent* Comp = LandscapeComponents[ComponentIndex];
|
|
if (Comp)
|
|
{
|
|
Comp->UpdateComponentToWorld();
|
|
Comp->UpdateCachedBounds();
|
|
Comp->UpdateBounds();
|
|
Comp->RecreateRenderState_Concurrent(); // @todo UE4 jackp just render state needs update?
|
|
}
|
|
}
|
|
|
|
for (int32 ComponentIndex = 0; ComponentIndex < CollisionComponents.Num(); ComponentIndex++)
|
|
{
|
|
ULandscapeHeightfieldCollisionComponent* Comp = CollisionComponents[ComponentIndex];
|
|
if (Comp)
|
|
{
|
|
Comp->UpdateComponentToWorld();
|
|
Comp->RecreatePhysicsState();
|
|
}
|
|
}
|
|
}
|
|
|
|
UMaterialInterface* ALandscapeProxy::GetLandscapeMaterial(int8 InLODIndex) const
|
|
{
|
|
if (InLODIndex != INDEX_NONE)
|
|
{
|
|
UWorld* World = GetWorld();
|
|
|
|
if (World != nullptr)
|
|
{
|
|
for (const FLandscapeProxyMaterialOverride& OverrideMaterial : LandscapeMaterialsOverride)
|
|
{
|
|
if (OverrideMaterial.LODIndex.GetValueForFeatureLevel(World->FeatureLevel) == InLODIndex)
|
|
{
|
|
if (OverrideMaterial.Material != nullptr)
|
|
{
|
|
return OverrideMaterial.Material;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return LandscapeMaterial != nullptr ? LandscapeMaterial : UMaterial::GetDefaultMaterial(MD_Surface);
|
|
}
|
|
|
|
UMaterialInterface* ALandscapeProxy::GetLandscapeHoleMaterial() const
|
|
{
|
|
if (LandscapeHoleMaterial)
|
|
{
|
|
return LandscapeHoleMaterial;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
UMaterialInterface* ALandscapeStreamingProxy::GetLandscapeMaterial(int8 InLODIndex) const
|
|
{
|
|
if (InLODIndex != INDEX_NONE)
|
|
{
|
|
UWorld* World = GetWorld();
|
|
|
|
if (World != nullptr)
|
|
{
|
|
for (const FLandscapeProxyMaterialOverride& OverrideMaterial : LandscapeMaterialsOverride)
|
|
{
|
|
if (OverrideMaterial.LODIndex.GetValueForFeatureLevel(World->FeatureLevel) == InLODIndex)
|
|
{
|
|
if (OverrideMaterial.Material != nullptr)
|
|
{
|
|
return OverrideMaterial.Material;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LandscapeMaterial != nullptr)
|
|
{
|
|
return LandscapeMaterial;
|
|
}
|
|
|
|
if (LandscapeActor != nullptr)
|
|
{
|
|
return LandscapeActor->GetLandscapeMaterial(InLODIndex);
|
|
}
|
|
|
|
return UMaterial::GetDefaultMaterial(MD_Surface);
|
|
}
|
|
|
|
UMaterialInterface* ALandscapeStreamingProxy::GetLandscapeHoleMaterial() const
|
|
{
|
|
if (LandscapeHoleMaterial)
|
|
{
|
|
return LandscapeHoleMaterial;
|
|
}
|
|
else if (ALandscape* Landscape = LandscapeActor.Get())
|
|
{
|
|
return Landscape->GetLandscapeHoleMaterial();
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void ALandscape::PreSave(const class ITargetPlatform* TargetPlatform)
|
|
{
|
|
Super::PreSave(TargetPlatform);
|
|
//ULandscapeInfo* Info = GetLandscapeInfo();
|
|
//if (GIsEditor && Info && !IsRunningCommandlet())
|
|
//{
|
|
// for (TSet<ALandscapeProxy*>::TIterator It(Info->Proxies); It; ++It)
|
|
// {
|
|
// ALandscapeProxy* Proxy = *It;
|
|
// if (!ensure(Proxy->LandscapeActor == this))
|
|
// {
|
|
// Proxy->LandscapeActor = this;
|
|
// Proxy->GetSharedProperties(this);
|
|
// }
|
|
// }
|
|
//}
|
|
}
|
|
|
|
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxyForLevel(ULevel* Level) const
|
|
{
|
|
ALandscapeProxy* LandscapeProxy = nullptr;
|
|
ForAllLandscapeProxies([&LandscapeProxy, Level](ALandscapeProxy* Proxy)
|
|
{
|
|
if (Proxy->GetLevel() == Level)
|
|
{
|
|
LandscapeProxy = Proxy;
|
|
}
|
|
});
|
|
return LandscapeProxy;
|
|
}
|
|
|
|
ALandscapeProxy* ULandscapeInfo::GetCurrentLevelLandscapeProxy(bool bRegistered) const
|
|
{
|
|
ALandscapeProxy* LandscapeProxy = nullptr;
|
|
ForAllLandscapeProxies([&LandscapeProxy, bRegistered](ALandscapeProxy* Proxy)
|
|
{
|
|
if (!bRegistered || Proxy->GetRootComponent()->IsRegistered())
|
|
{
|
|
UWorld* ProxyWorld = Proxy->GetWorld();
|
|
if (ProxyWorld &&
|
|
ProxyWorld->GetCurrentLevel() == Proxy->GetOuter())
|
|
{
|
|
LandscapeProxy = Proxy;
|
|
}
|
|
}
|
|
});
|
|
return LandscapeProxy;
|
|
}
|
|
|
|
ALandscapeProxy* ULandscapeInfo::GetLandscapeProxy() const
|
|
{
|
|
// Mostly this Proxy used to calculate transformations
|
|
// in Editor all proxies of same landscape actor have root components in same locations
|
|
// so it doesn't really matter which proxy we return here
|
|
|
|
// prefer LandscapeActor in case it is loaded
|
|
if (LandscapeActor.IsValid())
|
|
{
|
|
ALandscape* Landscape = LandscapeActor.Get();
|
|
if (Landscape != nullptr &&
|
|
Landscape->GetRootComponent()->IsRegistered())
|
|
{
|
|
return Landscape;
|
|
}
|
|
}
|
|
|
|
// prefer current level proxy
|
|
ALandscapeProxy* Proxy = GetCurrentLevelLandscapeProxy(true);
|
|
if (Proxy != nullptr)
|
|
{
|
|
return Proxy;
|
|
}
|
|
|
|
// any proxy in the world
|
|
for (auto It = Proxies.CreateConstIterator(); It; ++It)
|
|
{
|
|
Proxy = (*It);
|
|
if (Proxy != nullptr &&
|
|
Proxy->GetRootComponent()->IsRegistered())
|
|
{
|
|
return Proxy;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void ULandscapeInfo::ForAllLandscapeProxies(TFunctionRef<void(ALandscapeProxy*)> Fn) const
|
|
{
|
|
ALandscape* Landscape = LandscapeActor.Get();
|
|
if (Landscape)
|
|
{
|
|
Fn(Landscape);
|
|
}
|
|
|
|
for (ALandscapeProxy* LandscapeProxy : Proxies)
|
|
{
|
|
Fn(LandscapeProxy);
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::RegisterActor(ALandscapeProxy* Proxy, bool bMapCheck)
|
|
{
|
|
// do not pass here invalid actors
|
|
checkSlow(Proxy);
|
|
check(Proxy->GetLandscapeGuid().IsValid());
|
|
UWorld* OwningWorld = Proxy->GetWorld();
|
|
|
|
// in case this Info object is not initialized yet
|
|
// initialized it with properties from passed actor
|
|
if (LandscapeGuid.IsValid() == false ||
|
|
(GetLandscapeProxy() == nullptr && ensure(LandscapeGuid == Proxy->GetLandscapeGuid())))
|
|
{
|
|
LandscapeGuid = Proxy->GetLandscapeGuid();
|
|
ComponentSizeQuads = Proxy->ComponentSizeQuads;
|
|
ComponentNumSubsections = Proxy->NumSubsections;
|
|
SubsectionSizeQuads = Proxy->SubsectionSizeQuads;
|
|
DrawScale = Proxy->GetRootComponent() != nullptr ? Proxy->GetRootComponent()->RelativeScale3D : FVector(100.0f);
|
|
}
|
|
|
|
// check that passed actor matches all shared parameters
|
|
check(LandscapeGuid == Proxy->GetLandscapeGuid());
|
|
check(ComponentSizeQuads == Proxy->ComponentSizeQuads);
|
|
check(ComponentNumSubsections == Proxy->NumSubsections);
|
|
check(SubsectionSizeQuads == Proxy->SubsectionSizeQuads);
|
|
|
|
if (Proxy->GetRootComponent() != nullptr && !DrawScale.Equals(Proxy->GetRootComponent()->RelativeScale3D))
|
|
{
|
|
UE_LOG(LogLandscape, Warning, TEXT("Landscape proxy (%s) scale (%s) does not match to main actor scale (%s)."),
|
|
*Proxy->GetName(), *Proxy->GetRootComponent()->RelativeScale3D.ToCompactString(), *DrawScale.ToCompactString());
|
|
}
|
|
|
|
// register
|
|
if (ALandscape* Landscape = Cast<ALandscape>(Proxy))
|
|
{
|
|
checkf(!LandscapeActor || LandscapeActor == Landscape, TEXT("Multiple landscapes with the same GUID detected: %s vs %s"), *LandscapeActor->GetPathName(), *Landscape->GetPathName());
|
|
LandscapeActor = Landscape;
|
|
// In world composition user is not allowed to move landscape in editor, only through WorldBrowser
|
|
LandscapeActor->bLockLocation = OwningWorld != nullptr ? OwningWorld->WorldComposition != nullptr : false;
|
|
|
|
// update proxies reference actor
|
|
for (ALandscapeStreamingProxy* StreamingProxy : Proxies)
|
|
{
|
|
StreamingProxy->LandscapeActor = LandscapeActor;
|
|
StreamingProxy->FixupSharedData(Landscape);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ALandscapeStreamingProxy* StreamingProxy = CastChecked<ALandscapeStreamingProxy>(Proxy);
|
|
|
|
Proxies.Add(StreamingProxy);
|
|
StreamingProxy->LandscapeActor = LandscapeActor;
|
|
StreamingProxy->FixupSharedData(LandscapeActor.Get());
|
|
}
|
|
|
|
if (LandscapeActor && LandscapeActor->HasLayersContent())
|
|
{
|
|
// Force update rendering resources
|
|
const bool bInRequestContentUpdate = false;
|
|
LandscapeActor->RequestLayersInitialization(bInRequestContentUpdate);
|
|
}
|
|
|
|
UpdateLayerInfoMap(Proxy);
|
|
UpdateAllAddCollisions();
|
|
|
|
//
|
|
// add proxy components to the XY map
|
|
//
|
|
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
|
|
{
|
|
RegisterActorComponent(Proxy->LandscapeComponents[CompIdx], bMapCheck);
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::UnregisterActor(ALandscapeProxy* Proxy)
|
|
{
|
|
if (ALandscape* Landscape = Cast<ALandscape>(Proxy))
|
|
{
|
|
// Note: UnregisterActor sometimes gets triggered twice, e.g. it has been observed to happen during redo
|
|
// Note: In some cases LandscapeActor could be updated to a new landscape actor before the old landscape is unregistered/destroyed
|
|
// e.g. this has been observed when merging levels in the editor
|
|
|
|
if (LandscapeActor.Get() == Landscape)
|
|
{
|
|
LandscapeActor = nullptr;
|
|
}
|
|
|
|
// update proxies reference to landscape actor
|
|
for (ALandscapeStreamingProxy* StreamingProxy : Proxies)
|
|
{
|
|
StreamingProxy->LandscapeActor = LandscapeActor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ALandscapeStreamingProxy* StreamingProxy = CastChecked<ALandscapeStreamingProxy>(Proxy);
|
|
Proxies.Remove(StreamingProxy);
|
|
StreamingProxy->LandscapeActor = nullptr;
|
|
}
|
|
|
|
// remove proxy components from the XY map
|
|
for (int32 CompIdx = 0; CompIdx < Proxy->LandscapeComponents.Num(); ++CompIdx)
|
|
{
|
|
ULandscapeComponent* Component = Proxy->LandscapeComponents[CompIdx];
|
|
if (Component) // When a landscape actor is being GC'd it's possible the components were already GC'd and are null
|
|
{
|
|
UnregisterActorComponent(Component);
|
|
}
|
|
}
|
|
XYtoComponentMap.Compact();
|
|
|
|
UpdateLayerInfoMap();
|
|
UpdateAllAddCollisions();
|
|
}
|
|
|
|
void ULandscapeInfo::RegisterActorComponent(ULandscapeComponent* Component, bool bMapCheck)
|
|
{
|
|
// Do not register components which are not part of the world
|
|
if (Component == nullptr ||
|
|
Component->IsRegistered() == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
check(Component);
|
|
|
|
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
|
|
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
|
|
|
|
if (RegisteredComponent != Component)
|
|
{
|
|
if (RegisteredComponent == nullptr)
|
|
{
|
|
XYtoComponentMap.Add(ComponentKey, Component);
|
|
}
|
|
else if (bMapCheck)
|
|
{
|
|
ALandscapeProxy* OurProxy = Component->GetLandscapeProxy();
|
|
ALandscapeProxy* ExistingProxy = RegisteredComponent->GetLandscapeProxy();
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("ProxyName1"), FText::FromString(OurProxy->GetName()));
|
|
Arguments.Add(TEXT("LevelName1"), FText::FromString(OurProxy->GetLevel()->GetOutermost()->GetName()));
|
|
Arguments.Add(TEXT("ProxyName2"), FText::FromString(ExistingProxy->GetName()));
|
|
Arguments.Add(TEXT("LevelName2"), FText::FromString(ExistingProxy->GetLevel()->GetOutermost()->GetName()));
|
|
Arguments.Add(TEXT("XLocation"), Component->GetSectionBase().X);
|
|
Arguments.Add(TEXT("YLocation"), Component->GetSectionBase().Y);
|
|
FMessageLog("MapCheck").Warning()
|
|
->AddToken(FUObjectToken::Create(OurProxy))
|
|
->AddToken(FTextToken::Create(FText::Format(LOCTEXT("MapCheck_Message_LandscapeComponentPostLoad_Warning", "Landscape {ProxyName1} of {LevelName1} has overlapping render components with {ProxyName2} of {LevelName2} at location ({XLocation}, {YLocation})."), Arguments)))
|
|
->AddToken(FActionToken::Create(LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponent", "Delete Duplicate"), LOCTEXT("MapCheck_RemoveDuplicateLandscapeComponentDesc", "Deletes the duplicate landscape component."), FOnActionTokenExecuted::CreateUObject(OurProxy, &ALandscapeProxy::RemoveOverlappingComponent, Component), true))
|
|
->AddToken(FMapErrorToken::Create(FMapErrors::LandscapeComponentPostLoad_Warning));
|
|
|
|
// Show MapCheck window
|
|
FMessageLog("MapCheck").Open(EMessageSeverity::Warning);
|
|
}
|
|
}
|
|
|
|
// Update Selected Components/Regions
|
|
if (Component->EditToolRenderData.SelectedType)
|
|
{
|
|
if (Component->EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_COMPONENT)
|
|
{
|
|
SelectedComponents.Add(Component);
|
|
}
|
|
else if (Component->EditToolRenderData.SelectedType & FLandscapeEditToolRenderData::ST_REGION)
|
|
{
|
|
SelectedRegionComponents.Add(Component);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::UnregisterActorComponent(ULandscapeComponent* Component)
|
|
{
|
|
if (ensure(Component))
|
|
{
|
|
FIntPoint ComponentKey = Component->GetSectionBase() / Component->ComponentSizeQuads;
|
|
auto RegisteredComponent = XYtoComponentMap.FindRef(ComponentKey);
|
|
|
|
if (RegisteredComponent == Component)
|
|
{
|
|
XYtoComponentMap.Remove(ComponentKey);
|
|
}
|
|
|
|
SelectedComponents.Remove(Component);
|
|
SelectedRegionComponents.Remove(Component);
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::Reset()
|
|
{
|
|
LandscapeActor.Reset();
|
|
|
|
Proxies.Empty();
|
|
XYtoComponentMap.Empty();
|
|
XYtoAddCollisionMap.Empty();
|
|
|
|
//SelectedComponents.Empty();
|
|
//SelectedRegionComponents.Empty();
|
|
//SelectedRegion.Empty();
|
|
}
|
|
|
|
void ULandscapeInfo::FixupProxiesTransform()
|
|
{
|
|
ALandscape* Landscape = LandscapeActor.Get();
|
|
|
|
if (Landscape == nullptr ||
|
|
Landscape->GetRootComponent()->IsRegistered() == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure section offset of all proxies is multiple of ALandscapeProxy::ComponentSizeQuads
|
|
for (auto It = Proxies.CreateConstIterator(); It; ++It)
|
|
{
|
|
ALandscapeProxy* Proxy = *It;
|
|
FIntPoint LandscapeSectionOffset = Proxy->LandscapeSectionOffset - Landscape->LandscapeSectionOffset;
|
|
FIntPoint LandscapeSectionOffsetRem(
|
|
LandscapeSectionOffset.X % Proxy->ComponentSizeQuads,
|
|
LandscapeSectionOffset.Y % Proxy->ComponentSizeQuads);
|
|
|
|
if (LandscapeSectionOffsetRem.X != 0 || LandscapeSectionOffsetRem.Y != 0)
|
|
{
|
|
FIntPoint NewLandscapeSectionOffset = Proxy->LandscapeSectionOffset - LandscapeSectionOffsetRem;
|
|
|
|
UE_LOG(LogLandscape, Warning, TEXT("Landscape section base is not multiple of component size, attempted automated fix: '%s', %d,%d vs %d,%d."),
|
|
*Proxy->GetFullName(), Proxy->LandscapeSectionOffset.X, Proxy->LandscapeSectionOffset.Y, NewLandscapeSectionOffset.X, NewLandscapeSectionOffset.Y);
|
|
|
|
Proxy->SetAbsoluteSectionBase(NewLandscapeSectionOffset);
|
|
}
|
|
}
|
|
|
|
FTransform LandscapeTM = Landscape->LandscapeActorToWorld();
|
|
// Update transformations of all linked landscape proxies
|
|
for (auto It = Proxies.CreateConstIterator(); It; ++It)
|
|
{
|
|
ALandscapeProxy* Proxy = *It;
|
|
FTransform ProxyRelativeTM(FVector(Proxy->LandscapeSectionOffset));
|
|
FTransform ProxyTransform = ProxyRelativeTM*LandscapeTM;
|
|
|
|
if (!Proxy->GetTransform().Equals(ProxyTransform))
|
|
{
|
|
Proxy->SetActorTransform(ProxyTransform);
|
|
|
|
// Let other systems know that an actor was moved
|
|
GEngine->BroadcastOnActorMoved(Proxy);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ULandscapeInfo::UpdateComponentLayerWhitelist()
|
|
{
|
|
ForAllLandscapeProxies([](ALandscapeProxy* Proxy)
|
|
{
|
|
for (ULandscapeComponent* Comp : Proxy->LandscapeComponents)
|
|
{
|
|
Comp->UpdateLayerWhitelistFromPaintedLayers();
|
|
}
|
|
});
|
|
}
|
|
|
|
void ULandscapeInfo::RecreateLandscapeInfo(UWorld* InWorld, bool bMapCheck)
|
|
{
|
|
check(InWorld);
|
|
|
|
ULandscapeInfoMap& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(InWorld);
|
|
LandscapeInfoMap.Modify();
|
|
|
|
// reset all LandscapeInfo objects
|
|
for (auto& LandscapeInfoPair : LandscapeInfoMap.Map)
|
|
{
|
|
ULandscapeInfo* LandscapeInfo = LandscapeInfoPair.Value;
|
|
|
|
if (LandscapeInfo != nullptr)
|
|
{
|
|
LandscapeInfo->Modify();
|
|
LandscapeInfo->Reset();
|
|
}
|
|
}
|
|
|
|
TMap<FGuid, TArray<ALandscapeProxy*>> ValidLandscapesMap;
|
|
// Gather all valid landscapes in the world
|
|
for (ALandscapeProxy* Proxy : TActorRange<ALandscapeProxy>(InWorld))
|
|
{
|
|
if (Proxy->GetLevel() &&
|
|
Proxy->GetLevel()->bIsVisible &&
|
|
!Proxy->HasAnyFlags(RF_BeginDestroyed) &&
|
|
!Proxy->IsPendingKill() &&
|
|
!Proxy->IsPendingKillPending())
|
|
{
|
|
ValidLandscapesMap.FindOrAdd(Proxy->GetLandscapeGuid()).Add(Proxy);
|
|
}
|
|
}
|
|
|
|
// Register landscapes in global landscape map
|
|
for (auto& ValidLandscapesPair : ValidLandscapesMap)
|
|
{
|
|
auto& LandscapeList = ValidLandscapesPair.Value;
|
|
for (ALandscapeProxy* Proxy : LandscapeList)
|
|
{
|
|
Proxy->CreateLandscapeInfo()->RegisterActor(Proxy, bMapCheck);
|
|
}
|
|
}
|
|
|
|
// Remove empty entries from global LandscapeInfo map
|
|
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
|
|
{
|
|
ULandscapeInfo* Info = It.Value();
|
|
|
|
if (Info != nullptr && Info->GetLandscapeProxy() == nullptr)
|
|
{
|
|
Info->MarkPendingKill();
|
|
It.RemoveCurrent();
|
|
}
|
|
else if (Info == nullptr) // remove invalid entry
|
|
{
|
|
It.RemoveCurrent();
|
|
}
|
|
}
|
|
|
|
// We need to inform Landscape editor tools about LandscapeInfo updates
|
|
FEditorSupportDelegates::WorldChange.Broadcast();
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
void ULandscapeComponent::PostInitProperties()
|
|
{
|
|
Super::PostInitProperties();
|
|
|
|
// Create a new guid in case this is a newly created component
|
|
// If not, this guid will be overwritten when serialized
|
|
FPlatformMisc::CreateGuid(StateId);
|
|
|
|
// Initialize MapBuildDataId to something unique, in case this is a new ULandscapeComponent
|
|
MapBuildDataId = FGuid::NewGuid();
|
|
}
|
|
|
|
void ULandscapeComponent::PostDuplicate(bool bDuplicateForPIE)
|
|
{
|
|
if (!bDuplicateForPIE)
|
|
{
|
|
// Reset the StateId on duplication since it needs to be unique for each capture.
|
|
// PostDuplicate covers direct calls to StaticDuplicateObject, but not actor duplication (see PostEditImport)
|
|
FPlatformMisc::CreateGuid(StateId);
|
|
}
|
|
}
|
|
|
|
ULandscapeWeightmapUsage::ULandscapeWeightmapUsage(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
ClearUsage();
|
|
}
|
|
|
|
// Generate a new guid to force a recache of all landscape derived data
|
|
#define LANDSCAPE_FULL_DERIVEDDATA_VER TEXT("016D326F3A954BBA9CCDFA00CEFA31E9")
|
|
|
|
FString FLandscapeComponentDerivedData::GetDDCKeyString(const FGuid& StateId)
|
|
{
|
|
return FDerivedDataCacheInterface::BuildCacheKey(TEXT("LS_FULL"), LANDSCAPE_FULL_DERIVEDDATA_VER, *StateId.ToString());
|
|
}
|
|
|
|
void FLandscapeComponentDerivedData::InitializeFromUncompressedData(const TArray<uint8>& UncompressedData)
|
|
{
|
|
int32 UncompressedSize = UncompressedData.Num() * UncompressedData.GetTypeSize();
|
|
|
|
TArray<uint8> TempCompressedMemory;
|
|
// Compressed can be slightly larger than uncompressed
|
|
TempCompressedMemory.Empty(UncompressedSize * 4 / 3);
|
|
TempCompressedMemory.AddUninitialized(UncompressedSize * 4 / 3);
|
|
int32 CompressedSize = TempCompressedMemory.Num() * TempCompressedMemory.GetTypeSize();
|
|
|
|
verify(FCompression::CompressMemory(
|
|
NAME_Zlib,
|
|
TempCompressedMemory.GetData(),
|
|
CompressedSize,
|
|
UncompressedData.GetData(),
|
|
UncompressedSize,
|
|
COMPRESS_BiasMemory));
|
|
|
|
// Note: change LANDSCAPE_FULL_DERIVEDDATA_VER when modifying the serialization layout
|
|
FMemoryWriter FinalArchive(CompressedLandscapeData, true);
|
|
FinalArchive << UncompressedSize;
|
|
FinalArchive << CompressedSize;
|
|
FinalArchive.Serialize(TempCompressedMemory.GetData(), CompressedSize);
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, FLandscapeComponentDerivedData& Data)
|
|
{
|
|
return Ar << Data.CompressedLandscapeData;
|
|
}
|
|
|
|
bool FLandscapeComponentDerivedData::LoadFromDDC(const FGuid& StateId)
|
|
{
|
|
return GetDerivedDataCacheRef().GetSynchronous(*GetDDCKeyString(StateId), CompressedLandscapeData);
|
|
}
|
|
|
|
void FLandscapeComponentDerivedData::SaveToDDC(const FGuid& StateId)
|
|
{
|
|
check(CompressedLandscapeData.Num() > 0);
|
|
GetDerivedDataCacheRef().Put(*GetDDCKeyString(StateId), CompressedLandscapeData);
|
|
}
|
|
|
|
void LandscapeMaterialsParameterValuesGetter(FStaticParameterSet& OutStaticParameterSet, UMaterialInstance* Material)
|
|
{
|
|
if (Material->Parent)
|
|
{
|
|
UMaterial* ParentMaterial = Material->Parent->GetMaterial();
|
|
|
|
TArray<FMaterialParameterInfo> OutParameterInfo;
|
|
TArray<FGuid> Guids;
|
|
Material->GetAllParameterInfo<UMaterialExpressionLandscapeLayerWeight>(OutParameterInfo, Guids);
|
|
Material->GetAllParameterInfo<UMaterialExpressionLandscapeLayerSwitch>(OutParameterInfo, Guids);
|
|
Material->GetAllParameterInfo<UMaterialExpressionLandscapeLayerSample>(OutParameterInfo, Guids);
|
|
Material->GetAllParameterInfo<UMaterialExpressionLandscapeLayerBlend>(OutParameterInfo, Guids);
|
|
Material->GetAllParameterInfo<UMaterialExpressionLandscapeVisibilityMask>(OutParameterInfo, Guids);
|
|
|
|
OutStaticParameterSet.TerrainLayerWeightParameters.AddZeroed(OutParameterInfo.Num());
|
|
for (int32 ParameterIdx = 0; ParameterIdx < OutParameterInfo.Num(); ParameterIdx++)
|
|
{
|
|
FStaticTerrainLayerWeightParameter& ParentParameter = OutStaticParameterSet.TerrainLayerWeightParameters[ParameterIdx];
|
|
const FMaterialParameterInfo& ParameterInfo = OutParameterInfo[ParameterIdx];
|
|
FGuid ExpressionId = Guids[ParameterIdx];
|
|
int32 WeightmapIndex = INDEX_NONE;
|
|
|
|
ParentParameter.bOverride = false;
|
|
ParentParameter.ParameterInfo = ParameterInfo;
|
|
// Get the settings from the parent in the MIC chain
|
|
Material->Parent->GetTerrainLayerWeightParameterValue(ParameterInfo, ParentParameter.WeightmapIndex, ExpressionId);
|
|
ParentParameter.ExpressionGUID = ExpressionId;
|
|
|
|
// If the SourceInstance is overriding this parameter, use its settings
|
|
for (int32 WeightParamIdx = 0; WeightParamIdx < Material->GetStaticParameters().TerrainLayerWeightParameters.Num(); WeightParamIdx++)
|
|
{
|
|
const FStaticTerrainLayerWeightParameter &TerrainLayerWeightParam = Material->GetStaticParameters().TerrainLayerWeightParameters[WeightParamIdx];
|
|
|
|
if (ParameterInfo == TerrainLayerWeightParam.ParameterInfo)
|
|
{
|
|
ParentParameter.bOverride = TerrainLayerWeightParam.bOverride;
|
|
if (TerrainLayerWeightParam.bOverride)
|
|
{
|
|
ParentParameter.WeightmapIndex = TerrainLayerWeightParam.WeightmapIndex;
|
|
ParentParameter.bWeightBasedBlend = TerrainLayerWeightParam.bWeightBasedBlend;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool LandscapeMaterialsParameterSetUpdater(FStaticParameterSet& StaticParameterSet, UMaterial* ParentMaterial)
|
|
{
|
|
return UpdateParameterSet<FStaticTerrainLayerWeightParameter, UMaterialExpressionLandscapeLayerWeight>(StaticParameterSet.TerrainLayerWeightParameters, ParentMaterial);
|
|
}
|
|
|
|
bool ALandscapeProxy::ShouldTickIfViewportsOnly() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void ALandscape::TickActor(float DeltaTime, ELevelTick TickType, FActorTickFunction& ThisTickFunction)
|
|
{
|
|
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
|
|
|
|
#if WITH_EDITOR
|
|
if (GIsEditor)
|
|
{
|
|
TickLayers(DeltaTime, TickType, ThisTickFunction);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ALandscapeProxy::TickActor(float DeltaTime, ELevelTick TickType, FActorTickFunction& ThisTickFunction)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(Landscape);
|
|
LLM_SCOPE(ELLMTag::Landscape);
|
|
#if WITH_EDITOR
|
|
// editor-only
|
|
UWorld* World = GetWorld();
|
|
if (GIsEditor && World && !World->IsPlayInEditor())
|
|
{
|
|
UpdateBakedTextures();
|
|
}
|
|
#endif
|
|
|
|
// Tick grass even while paused or in the editor
|
|
if (GIsEditor || bHasLandscapeGrass)
|
|
{
|
|
TickGrass();
|
|
}
|
|
|
|
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
|
|
}
|
|
|
|
ALandscapeProxy::~ALandscapeProxy()
|
|
{
|
|
for (int32 Index = 0; Index < AsyncFoliageTasks.Num(); Index++)
|
|
{
|
|
FAsyncTask<FAsyncGrassTask>* Task = AsyncFoliageTasks[Index];
|
|
Task->EnsureCompletion(true);
|
|
FAsyncGrassTask& Inner = Task->GetTask();
|
|
delete Task;
|
|
}
|
|
AsyncFoliageTasks.Empty();
|
|
|
|
#if WITH_EDITOR
|
|
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
|
|
NumComponentsNeedingGrassMapRender = 0;
|
|
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
|
|
NumTexturesToStreamForVisibleGrassMapRender = 0;
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// ALandscapeMeshProxyActor
|
|
//
|
|
ALandscapeMeshProxyActor::ALandscapeMeshProxyActor(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
bCanBeDamaged = false;
|
|
|
|
LandscapeMeshProxyComponent = CreateDefaultSubobject<ULandscapeMeshProxyComponent>(TEXT("LandscapeMeshProxyComponent0"));
|
|
LandscapeMeshProxyComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
|
|
LandscapeMeshProxyComponent->Mobility = EComponentMobility::Static;
|
|
LandscapeMeshProxyComponent->SetGenerateOverlapEvents(false);
|
|
|
|
RootComponent = LandscapeMeshProxyComponent;
|
|
}
|
|
|
|
//
|
|
// ULandscapeMeshProxyComponent
|
|
//
|
|
ULandscapeMeshProxyComponent::ULandscapeMeshProxyComponent(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
}
|
|
|
|
void ULandscapeMeshProxyComponent::InitializeForLandscape(ALandscapeProxy* Landscape, int8 InProxyLOD)
|
|
{
|
|
LandscapeGuid = Landscape->GetLandscapeGuid();
|
|
|
|
for (ULandscapeComponent* Component : Landscape->LandscapeComponents)
|
|
{
|
|
if (Component)
|
|
{
|
|
ProxyComponentBases.Add(Component->GetSectionBase() / Component->ComponentSizeQuads);
|
|
}
|
|
}
|
|
|
|
if (InProxyLOD != INDEX_NONE)
|
|
{
|
|
ProxyLOD = FMath::Clamp<int32>(InProxyLOD, 0, FMath::CeilLogTwo(Landscape->SubsectionSizeQuads + 1) - 1);
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void ULandscapeComponent::SerializeStateHashes(FArchive& Ar)
|
|
{
|
|
FGuid HeightmapGuid = HeightmapTexture->Source.GetId();
|
|
Ar << HeightmapGuid;
|
|
for (auto WeightmapTexture : WeightmapTextures)
|
|
{
|
|
FGuid WeightmapGuid = WeightmapTexture->Source.GetId();
|
|
Ar << WeightmapGuid;
|
|
}
|
|
|
|
int32 OccluderGeometryLOD = GetLandscapeProxy()->OccluderGeometryLOD;
|
|
Ar << OccluderGeometryLOD;
|
|
|
|
// Take into account the Heightmap offset per component
|
|
Ar << HeightmapScaleBias.Z;
|
|
Ar << HeightmapScaleBias.W;
|
|
|
|
if (OverrideMaterial != nullptr)
|
|
{
|
|
UMaterialInterface::TMicRecursionGuard RecursionGuard;
|
|
FGuid LocalStateId = OverrideMaterial->GetMaterial_Concurrent(RecursionGuard)->StateId;
|
|
Ar << LocalStateId;
|
|
}
|
|
|
|
for (FLandscapeComponentMaterialOverride& MaterialOverride : OverrideMaterials)
|
|
{
|
|
if (MaterialOverride.Material != nullptr)
|
|
{
|
|
UMaterialInterface::TMicRecursionGuard RecursionGuard;
|
|
FGuid LocalStateId = MaterialOverride.Material->GetMaterial_Concurrent(RecursionGuard)->StateId;
|
|
Ar << LocalStateId;
|
|
Ar << MaterialOverride.LODIndex;
|
|
}
|
|
}
|
|
|
|
ALandscapeProxy* Proxy = GetLandscapeProxy();
|
|
|
|
if (Proxy->LandscapeMaterial != nullptr)
|
|
{
|
|
UMaterialInterface::TMicRecursionGuard RecursionGuard;
|
|
FGuid LocalStateId = Proxy->LandscapeMaterial->GetMaterial_Concurrent(RecursionGuard)->StateId;
|
|
Ar << LocalStateId;
|
|
}
|
|
|
|
for (FLandscapeProxyMaterialOverride& MaterialOverride : Proxy->LandscapeMaterialsOverride)
|
|
{
|
|
if (MaterialOverride.Material != nullptr)
|
|
{
|
|
UMaterialInterface::TMicRecursionGuard RecursionGuard;
|
|
FGuid LocalStateId = MaterialOverride.Material->GetMaterial_Concurrent(RecursionGuard)->StateId;
|
|
Ar << LocalStateId;
|
|
Ar << MaterialOverride.LODIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ALandscapeProxy::UpdateBakedTextures()
|
|
{
|
|
// See if we can render
|
|
UWorld* World = GetWorld();
|
|
if (!GIsEditor || GUsingNullRHI || !World || World->IsGameWorld() || World->FeatureLevel < ERHIFeatureLevel::SM4)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (UpdateBakedTexturesCountdown-- > 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if we can want to generate landscape GI data
|
|
static const auto DistanceFieldCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.GenerateMeshDistanceFields"));
|
|
static const auto LandscapeGICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.GenerateLandscapeGIData"));
|
|
if (DistanceFieldCVar->GetValueOnGameThread() == 0 || LandscapeGICVar->GetValueOnGameThread() == 0)
|
|
{
|
|
// Clear out any existing GI textures
|
|
for (ULandscapeComponent* Component : LandscapeComponents)
|
|
{
|
|
if (Component != nullptr && Component->GIBakedBaseColorTexture != nullptr)
|
|
{
|
|
Component->BakedTextureMaterialGuid.Invalidate();
|
|
Component->GIBakedBaseColorTexture = nullptr;
|
|
Component->MarkRenderStateDirty();
|
|
}
|
|
}
|
|
|
|
// Don't check if we need to update anything for another 60 frames
|
|
UpdateBakedTexturesCountdown = 60;
|
|
|
|
return;
|
|
}
|
|
|
|
// Stores the components and their state hash data for a single atlas
|
|
struct FBakedTextureSourceInfo
|
|
{
|
|
// pointer as FMemoryWriter caches the address of the FBufferArchive, and this struct could be relocated on a realloc.
|
|
TUniquePtr<FBufferArchive> ComponentStateAr;
|
|
TArray<ULandscapeComponent*> Components;
|
|
|
|
FBakedTextureSourceInfo()
|
|
{
|
|
ComponentStateAr = MakeUnique<FBufferArchive>();
|
|
}
|
|
};
|
|
|
|
// Group components by heightmap texture
|
|
TMap<UTexture2D*, FBakedTextureSourceInfo> ComponentsByHeightmap;
|
|
for (ULandscapeComponent* Component : LandscapeComponents)
|
|
{
|
|
if (Component == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FBakedTextureSourceInfo& Info = ComponentsByHeightmap.FindOrAdd(Component->GetHeightmap());
|
|
Info.Components.Add(Component);
|
|
Component->SerializeStateHashes(*Info.ComponentStateAr);
|
|
}
|
|
|
|
TotalComponentsNeedingTextureBaking -= NumComponentsNeedingTextureBaking;
|
|
NumComponentsNeedingTextureBaking = 0;
|
|
int32 NumGenerated = 0;
|
|
|
|
for (auto It = ComponentsByHeightmap.CreateConstIterator(); It; ++It)
|
|
{
|
|
const FBakedTextureSourceInfo& Info = It.Value();
|
|
|
|
bool bCanBake = true;
|
|
for (ULandscapeComponent* Component : Info.Components)
|
|
{
|
|
// not registered; ignore this component
|
|
if (!Component->SceneProxy)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Check we can render the material
|
|
UMaterialInstance* MaterialInstance = Component->GetMaterialInstance(0, false);
|
|
if (!MaterialInstance)
|
|
{
|
|
// Cannot render this component yet as it doesn't have a material; abandon the atlas for this heightmap
|
|
bCanBake = false;
|
|
break;
|
|
}
|
|
|
|
FMaterialResource* MaterialResource = MaterialInstance->GetMaterialResource(World->FeatureLevel);
|
|
if (!MaterialResource || !MaterialResource->HasValidGameThreadShaderMap())
|
|
{
|
|
// Cannot render this component yet as its shaders aren't compiled; abandon the atlas for this heightmap
|
|
bCanBake = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bCanBake)
|
|
{
|
|
// Calculate a combined Guid-like ID we can use for this component
|
|
uint32 Hash[5];
|
|
FSHA1::HashBuffer(Info.ComponentStateAr->GetData(), Info.ComponentStateAr->Num(), (uint8*)Hash);
|
|
FGuid CombinedStateId = FGuid(Hash[0] ^ Hash[4], Hash[1], Hash[2], Hash[3]);
|
|
|
|
bool bNeedsBake = false;
|
|
for (ULandscapeComponent* Component : Info.Components)
|
|
{
|
|
if (Component->BakedTextureMaterialGuid != CombinedStateId)
|
|
{
|
|
bNeedsBake = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bNeedsBake)
|
|
{
|
|
// We throttle, baking only one atlas per frame
|
|
if (NumGenerated > 0)
|
|
{
|
|
NumComponentsNeedingTextureBaking += Info.Components.Num();
|
|
}
|
|
else
|
|
{
|
|
UTexture2D* HeightmapTexture = It.Key();
|
|
// 1/8 the res of the heightmap
|
|
FIntPoint AtlasSize(HeightmapTexture->GetSizeX() >> 3, HeightmapTexture->GetSizeY() >> 3);
|
|
|
|
TArray<FColor> AtlasSamples;
|
|
AtlasSamples.AddZeroed(AtlasSize.X * AtlasSize.Y);
|
|
|
|
for (ULandscapeComponent* Component : Info.Components)
|
|
{
|
|
// not registered; ignore this component
|
|
if (!Component->SceneProxy)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int32 ComponentSamples = (SubsectionSizeQuads + 1) * NumSubsections;
|
|
check(FMath::IsPowerOfTwo(ComponentSamples));
|
|
|
|
int32 BakeSize = ComponentSamples >> 3;
|
|
TArray<FColor> Samples;
|
|
if (FMaterialUtilities::ExportBaseColor(Component, BakeSize, Samples))
|
|
{
|
|
int32 AtlasOffsetX = FMath::RoundToInt(Component->HeightmapScaleBias.Z * (float)HeightmapTexture->GetSizeX()) >> 3;
|
|
int32 AtlasOffsetY = FMath::RoundToInt(Component->HeightmapScaleBias.W * (float)HeightmapTexture->GetSizeY()) >> 3;
|
|
for (int32 y = 0; y < BakeSize; y++)
|
|
{
|
|
FMemory::Memcpy(&AtlasSamples[(y + AtlasOffsetY)*AtlasSize.X + AtlasOffsetX], &Samples[y*BakeSize], sizeof(FColor)* BakeSize);
|
|
}
|
|
NumGenerated++;
|
|
}
|
|
}
|
|
UTexture2D* AtlasTexture = FMaterialUtilities::CreateTexture(GetOutermost(), HeightmapTexture->GetName() + TEXT("_BaseColor"), AtlasSize, AtlasSamples, TC_Default, TEXTUREGROUP_World, RF_NoFlags, true, CombinedStateId);
|
|
AtlasTexture->MarkPackageDirty();
|
|
|
|
for (ULandscapeComponent* Component : Info.Components)
|
|
{
|
|
Component->BakedTextureMaterialGuid = CombinedStateId;
|
|
Component->GIBakedBaseColorTexture = AtlasTexture;
|
|
Component->MarkRenderStateDirty();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TotalComponentsNeedingTextureBaking += NumComponentsNeedingTextureBaking;
|
|
|
|
if (NumGenerated == 0)
|
|
{
|
|
// Don't check if we need to update anything for another 60 frames
|
|
UpdateBakedTexturesCountdown = 60;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
template<class ContainerType>
|
|
void InvalidateGeneratedComponentDataImpl(const ContainerType& Components)
|
|
{
|
|
TMap<ALandscapeProxy*, TSet<ULandscapeComponent*>> ByProxy;
|
|
for (auto Iter = Components.CreateConstIterator(); Iter; ++Iter)
|
|
{
|
|
ULandscapeComponent* Component = *Iter;
|
|
Component->BakedTextureMaterialGuid.Invalidate();
|
|
ByProxy.FindOrAdd(Component->GetLandscapeProxy()).Add(Component);
|
|
}
|
|
|
|
for (auto Iter = ByProxy.CreateConstIterator(); Iter; ++Iter)
|
|
{
|
|
Iter.Key()->FlushGrassComponents(&Iter.Value());
|
|
}
|
|
}
|
|
|
|
void ALandscapeProxy::InvalidateGeneratedComponentData()
|
|
{
|
|
InvalidateGeneratedComponentDataImpl(LandscapeComponents);
|
|
}
|
|
|
|
void ALandscapeProxy::InvalidateGeneratedComponentData(const TArray<ULandscapeComponent*>& Components)
|
|
{
|
|
InvalidateGeneratedComponentDataImpl(Components);
|
|
}
|
|
|
|
void ALandscapeProxy::InvalidateGeneratedComponentData(const TSet<ULandscapeComponent*>& Components)
|
|
{
|
|
InvalidateGeneratedComponentDataImpl(Components);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|