Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Private/StaticLightingSystem/StaticLightingSystem.cpp
2025-05-18 13:04:45 +08:00

2830 lines
103 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
StaticLightingSystem.cpp: Bsp light mesh illumination builder code
=============================================================================*/
#include "CoreMinimal.h"
#include "Misc/MessageDialog.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/ConfigContext.h"
#include "HAL/IConsoleManager.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "UObject/ObjectMacros.h"
#include "UObject/GarbageCollection.h"
#include "Layout/Visibility.h"
#include "Framework/Application/SlateApplication.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/LightComponentBase.h"
#include "Components/ReflectionCaptureComponent.h"
#include "AI/NavigationSystemBase.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Components/LightComponent.h"
#include "Model.h"
#include "Engine/Brush.h"
#include "Misc/PackageName.h"
#include "Editor/EditorEngine.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Settings/LevelEditorMiscSettings.h"
#include "Engine/Texture2D.h"
#include "Misc/FeedbackContext.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "GameFramework/WorldSettings.h"
#include "Engine/GeneratedMeshAreaLight.h"
#include "Components/SkyLightComponent.h"
#include "Components/SkyAtmosphereComponent.h"
#include "Components/ModelComponent.h"
#include "StaticMeshComponentLODInfo.h"
#include "Engine/LightMapTexture2D.h"
#include "Editor.h"
#include "Engine/Selection.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "Dialogs/Dialogs.h"
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/HLOD/HLODActor.h"
#include "WorldPartition/StaticLightingData/VolumetricLightmapGrid.h"
#include "WorldPartition/StaticLightingData/MapBuildDataActor.h"
#include "WorldPartition/HLOD/HLODLayer.h"
#include "WorldPartition/HLOD/HLODSourceActorsFromCell.h"
#include "EngineUtils.h"
#include "WorldPartition/StaticLightingData/StaticLightingDescriptors.h"
FSwarmDebugOptions GSwarmDebugOptions;
#include "Lightmass/LightmassCharacterIndirectDetailVolume.h"
#include "Lightmass/VolumetricLightmapDensityVolume.h"
#include "StaticLighting.h"
#include "StaticLightingSystem/StaticLightingPrivate.h"
#include "ModelLight.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "EngineModule.h"
#include "LightMap.h"
#include "ShadowMap.h"
#include "EditorBuildUtils.h"
#include "ComponentRecreateRenderStateContext.h"
#include "Engine/LODActor.h"
DEFINE_LOG_CATEGORY(LogStaticLightingSystem);
#include "EngineGlobals.h"
#include "Lightmass/LightmassImportanceVolume.h"
#include "Components/LightmassPortalComponent.h"
#include "Lightmass/Lightmass.h"
#include "StatsViewerModule.h"
#include "Logging/TokenizedMessage.h"
#include "Logging/MessageLog.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Misc/UObjectToken.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "Rendering/StaticLightingSystemInterface.h"
#include "BuildSettings.h"
#include "Misc/EngineBuildSettings.h"
#include "TargetReceipt.h"
#include "LevelInstance/LevelInstanceSubsystem.h"
#define LOCTEXT_NAMESPACE "StaticLightingSystem"
/** The number of hardware threads to not use for building static lighting. */
#define NUM_STATIC_LIGHTING_UNUSED_THREADS 0
bool GbLogAddingMappings = false;
/** Counts the number of lightmap textures generated each lighting build. */
extern ENGINE_API int32 GLightmapCounter;
/** Whether to compress lightmaps. Reloaded from ini each lighting build. */
extern ENGINE_API bool GCompressLightmaps;
/** Whether to allow lighting builds to generate streaming lightmaps. */
extern ENGINE_API bool GAllowStreamingLightmaps;
// NOTE: We're only counting the top-level mip-map for the following variables.
/** Total number of texels allocated for all lightmap textures. */
extern ENGINE_API uint64 GNumLightmapTotalTexels;
/** Total number of texels used if the texture was non-power-of-two. */
extern ENGINE_API uint64 GNumLightmapTotalTexelsNonPow2;
/** Number of lightmap textures generated. */
extern ENGINE_API int32 GNumLightmapTextures;
/** Total number of mapped texels. */
extern ENGINE_API uint64 GNumLightmapMappedTexels;
/** Total number of unmapped texels. */
extern ENGINE_API uint64 GNumLightmapUnmappedTexels;
/** Whether to allow cropping of unmapped borders in lightmaps and shadowmaps. Controlled by BaseEngine.ini setting. */
extern ENGINE_API bool GAllowLightmapCropping;
/** Total lightmap texture memory size (in bytes), including GLightmapTotalStreamingSize. */
extern ENGINE_API uint64 GLightmapTotalSize;
/** Total memory size for streaming lightmaps (in bytes). */
extern ENGINE_API uint64 GLightmapTotalStreamingSize;
/** Largest boundingsphere radius to use when packing lightmaps into a texture atlas. */
extern ENGINE_API float GMaxLightmapRadius;
/** Total number of texels allocated for all shadowmap textures. */
extern ENGINE_API uint64 GNumShadowmapTotalTexels;
/** Number of shadowmap textures generated. */
extern ENGINE_API int32 GNumShadowmapTextures;
/** Total number of mapped texels. */
extern ENGINE_API uint64 GNumShadowmapMappedTexels;
/** Total number of unmapped texels. */
extern ENGINE_API uint64 GNumShadowmapUnmappedTexels;
/** Total shadowmap texture memory size (in bytes), including GShadowmapTotalStreamingSize. */
extern ENGINE_API uint64 GShadowmapTotalSize;
/** Total texture memory size for streaming shadowmaps. */
extern ENGINE_API uint64 GShadowmapTotalStreamingSize;
/** If non-zero, purge old lightmap data when rebuilding lighting. */
int32 GPurgeOldLightmaps=1;
static FAutoConsoleVariableRef CVarPurgeOldLightmaps(
TEXT("PurgeOldLightmaps"),
GPurgeOldLightmaps,
TEXT("If non-zero, purge old lightmap data when rebuilding lighting.")
);
int32 GMultithreadedLightmapEncode = 1;
static FAutoConsoleVariableRef CVarMultithreadedLightmapEncode(TEXT("r.MultithreadedLightmapEncode"), GMultithreadedLightmapEncode, TEXT("Lightmap encoding after rebuild lightmaps is done multithreaded."));
int32 GMultithreadedShadowmapEncode = 1;
static FAutoConsoleVariableRef CVarMultithreadedShadowmapEncode(TEXT("r.MultithreadedShadowmapEncode"), GMultithreadedShadowmapEncode, TEXT("Shadowmap encoding after rebuild lightmaps is done multithreaded."));
TSharedPtr<FStaticLightingManager> FStaticLightingManager::StaticLightingManager;
TSharedPtr<FStaticLightingManager> FStaticLightingManager::Get()
{
if (!StaticLightingManager.IsValid())
{
StaticLightingManager = MakeShareable(new FStaticLightingManager);
}
return StaticLightingManager;
}
void FStaticLightingManager::ProcessLightingData()
{
auto StaticLightingSystem = FStaticLightingManager::Get()->ActiveStaticLightingSystem;
check(StaticLightingSystem);
FNavigationLockContext NavUpdateLock(StaticLightingSystem->GetWorld(), ENavigationLockReason::LightingUpdate);
bool bSuccessful = StaticLightingSystem->FinishLightmassProcess();
FEditorDelegates::OnLightingBuildKept.Broadcast();
if (!bSuccessful)
{
FStaticLightingManager::Get()->FailLightingBuild();
}
FStaticLightingManager::Get()->ClearCurrentNotification();
}
void FStaticLightingManager::CancelLightingBuild()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem->IsAsyncBuilding())
{
GEditor->SetMapBuildCancelled( true );
FStaticLightingManager::Get()->ClearCurrentNotification();
FEditorDelegates::OnLightingBuildFailed.Broadcast();
}
else
{
FStaticLightingManager::Get()->FailLightingBuild();
}
}
void FStaticLightingManager::SendProgressNotification()
{
// Start the lightmass 'progress' notification
FNotificationInfo Info( LOCTEXT("LightBuildMessage", "Building lighting") );
Info.bFireAndForget = false;
Info.ButtonDetails.Add(FNotificationButtonInfo(
LOCTEXT("LightBuildCancel","Cancel"),
LOCTEXT("LightBuildCancelToolTip","Cancels the lighting build in progress."),
FSimpleDelegate::CreateStatic(&FStaticLightingManager::CancelLightingBuild)));
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (LightBuildNotification.IsValid())
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
void FStaticLightingManager::ClearCurrentNotification()
{
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
LightBuildNotification.Pin()->ExpireAndFadeout();
LightBuildNotification.Reset();
}
}
void FStaticLightingManager::SetNotificationText( FText Text )
{
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetText( Text );
}
}
void FStaticLightingManager::ImportRequested()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
{
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::LightingStage::ImportRequested;
}
}
void FStaticLightingManager::DiscardRequested()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
{
FStaticLightingManager::Get()->ClearCurrentNotification();
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::LightingStage::Finished;
}
}
void FStaticLightingManager::SendBuildDoneNotification( bool AutoApplyFailed )
{
FText CompletedText = LOCTEXT("LightBuildDoneMessage", "Lighting build completed");
if (ActiveStaticLightingSystem != StaticLightingSystems.Last().Get() && ActiveStaticLightingSystem->LightingContext.LightingScenario)
{
FString PackageName = FPackageName::GetShortName(ActiveStaticLightingSystem->LightingContext.LightingScenario->GetOutermost()->GetName());
CompletedText = FText::Format(LOCTEXT("LightScenarioBuildDoneMessage", "{0} Lighting Scenario completed"), FText::FromString(PackageName));
}
FNotificationInfo Info(CompletedText);
Info.bFireAndForget = false;
Info.bUseThrobber = false;
FNotificationButtonInfo ApplyNow = FNotificationButtonInfo(
LOCTEXT( "LightBuildKeep", "Apply Now" ),
LOCTEXT( "LightBuildKeepToolTip", "Keeps and applies built lighting data." ),
FSimpleDelegate::CreateStatic( &FStaticLightingManager::ImportRequested ) );
ApplyNow.VisibilityOnSuccess = EVisibility::Collapsed;
FNotificationButtonInfo Discard = FNotificationButtonInfo(
LOCTEXT( "LightBuildDiscard", "Discard" ),
LOCTEXT( "LightBuildDiscardToolTip", "Ignores the built lighting data generated." ),
FSimpleDelegate::CreateStatic( &FStaticLightingManager::DiscardRequested ) );
Discard.VisibilityOnSuccess = EVisibility::Collapsed;
Info.ButtonDetails.Add( ApplyNow );
Info.ButtonDetails.Add( Discard );
FEditorDelegates::OnLightingBuildSucceeded.Broadcast();
LightBuildNotification = FSlateNotificationManager::Get().AddNotification( Info );
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetCompletionState( AutoApplyFailed ? SNotificationItem::CS_Pending : SNotificationItem::CS_Success );
}
}
void FStaticLightingManager::CreateStaticLightingSystem(const FLightingBuildOptions& Options)
{
if (StaticLightingSystems.Num() == 0)
{
check(!ActiveStaticLightingSystem);
bBuildReflectionCapturesOnFinish = !Options.bOnlyBuildVisibility && !Options.bApplyDeferedActorMappingPass && !Options.bVolumetricLightmapFinalizerPass;
UWorld* World = GWorld;
for (ULevel* Level : World->GetLevels())
{
if (Level->bIsLightingScenario && Level->bIsVisible)
{
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, FStaticLightingBuildContext(World, Level)));
}
}
if (StaticLightingSystems.Num() == 0)
{
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, FStaticLightingBuildContext(World, nullptr)));
}
//@todo_ow: Initialize descriptors if it's a paritioned world? (editor build)
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
if (ActiveStaticLightingSystem->CheckLightmassExecutableVersion())
{
if (ActiveStaticLightingSystem->BeginLightmassProcess())
{
SendProgressNotification();
}
else
{
FStaticLightingManager::Get()->FailLightingBuild();
}
}
else
{
if (FEngineBuildSettings::IsSourceDistribution())
{
FStaticLightingManager::Get()->FailLightingBuild(LOCTEXT("LightmassExecutableOutdatedMessage", "Unreal Lightmass executable is outdated. Recompile UnrealLightmass project with Development configuration in Visual Studio."));
}
else
{
// Lightmass should never be outdated in a launcher binary build.
FStaticLightingManager::Get()->FailLightingBuild(LOCTEXT("LauncherBuildNeedsVerificationMessage", "Unreal Lightmass executable is damaged. Try verifying your engine installation in Epic Games Launcher."));
}
}
}
else
{
// Tell the user that they must close their current build first.
FNotificationInfo Info( LOCTEXT("LightBuildInProgressWarning", "A lighting build is already in progress! Please cancel it before triggering a new build.") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
FEditorDelegates::OnLightingBuildFailed.Broadcast();
}
}
void FStaticLightingManager::UpdateBuildLighting()
{
if (ActiveStaticLightingSystem != NULL)
{
// Note: UpdateLightingBuild can change ActiveStaticLightingSystem
ActiveStaticLightingSystem->UpdateLightingBuild();
if (ActiveStaticLightingSystem && ActiveStaticLightingSystem->CurrentBuildStage == FStaticLightingSystem::LightingStage::Finished)
{
ActiveStaticLightingSystem = nullptr;
StaticLightingSystems.RemoveAt(0);
if (StaticLightingSystems.Num() > 0)
{
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
bool bSuccess = ActiveStaticLightingSystem->BeginLightmassProcess();
if (bSuccess)
{
SendProgressNotification();
}
else
{
// BeginLightmassProcess returns false if there are errors or no precomputed lighting is allowed. Handle both cases.
const bool bAllowStaticLighting = IsStaticLightingAllowed();
const bool bForceNoPrecomputedLighting = GWorld->GetWorldSettings()->bForceNoPrecomputedLighting || !bAllowStaticLighting;
if (bForceNoPrecomputedLighting)
{
DestroyStaticLightingSystems();
}
else
{
FStaticLightingManager::Get()->FailLightingBuild();
}
}
}
}
if (!ActiveStaticLightingSystem)
{
FinishLightingBuild();
}
}
}
void FStaticLightingManager::FailLightingBuild( FText ErrorText)
{
const bool bAllowStaticLighting = IsStaticLightingAllowed();
const bool bForceNoPrecomputedLighting = GWorld->GetWorldSettings()->bForceNoPrecomputedLighting || !bAllowStaticLighting;
FStaticLightingManager::Get()->ClearCurrentNotification();
if (!bForceNoPrecomputedLighting)
{
if (GEditor->GetMapBuildCancelled())
{
ErrorText = LOCTEXT("LightBuildCanceledMessage", "Lighting build canceled.");
}
else
{
// Override failure message if one provided
if (ErrorText.IsEmpty())
{
ErrorText = LOCTEXT("LightBuildFailedMessage", "Lighting build failed.");
}
}
FNotificationInfo Info( ErrorText );
Info.ExpireDuration = 4.f;
FEditorDelegates::OnLightingBuildFailed.Broadcast();
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (LightBuildNotification.IsValid())
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Fail);
}
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to build lighting!!! %s"),*ErrorText.ToString());
FMessageLog("LightingResults").Open();
}
DestroyStaticLightingSystems();
}
void FStaticLightingManager::FinishLightingBuild()
{
UWorld* World = GWorld;
GetRendererModule().UpdateMapNeedsLightingFullyRebuiltState(World);
GEngine->DeferredCommands.AddUnique(TEXT("MAP CHECK NOTIFYRESULTS"));
if (World->Scene)
{
// Everything should be built at this point, dump unbuilt interactions for debugging
World->Scene->DumpUnbuiltLightInteractions(*GLog);
}
// Verify if new MapBuildDataIDs were created during the build and mark their object's package dirty
for (UStaticMeshComponent* StaticMeshComponent : TObjectRange<UStaticMeshComponent>())
{
if (StaticMeshComponent->IsTemplate() || !StaticMeshComponent->HasStaticLighting())
{
continue;
}
for (FStaticMeshComponentLODInfo& LODInfo : StaticMeshComponent->LODData)
{
if (LODInfo.bMapBuildDataChanged)
{
UE_LOG(LogEngine, Warning, TEXT("MapBuildDataID for %s was updated during the static lighting build, marking package dirty (%s)"), *StaticMeshComponent->GetOwner()->GetActorNameOrLabel(), *StaticMeshComponent->GetFullName());
StaticMeshComponent->MarkPackageDirty();
}
}
}
if (bBuildReflectionCapturesOnFinish)
{
GEditor->BuildReflectionCaptures(World);
}
}
void FStaticLightingManager::DestroyStaticLightingSystems()
{
ActiveStaticLightingSystem = NULL;
StaticLightingSystems.Empty();
}
bool FStaticLightingManager::IsLightingBuildCurrentlyRunning() const
{
return ActiveStaticLightingSystem != NULL;
}
bool FStaticLightingManager::IsLightingBuildCurrentlyExporting() const
{
return ActiveStaticLightingSystem != NULL && ActiveStaticLightingSystem->IsAmortizedExporting();
}
FStaticLightingSystem::FStaticLightingSystem(const FLightingBuildOptions& InOptions, FStaticLightingBuildContext&& context)
: Options(InOptions)
, bBuildCanceled(false)
, DeterministicIndex(0)
, NextVisibilityId(0)
, CurrentBuildStage(FStaticLightingSystem::LightingStage::NotRunning)
, LightingContext(MoveTemp(context))
, LightmassProcessor(NULL)
{
}
FStaticLightingSystem::~FStaticLightingSystem()
{
if (LightmassProcessor)
{
delete LightmassProcessor;
}
}
bool FStaticLightingSystem::CheckLightmassExecutableVersion()
{
FTargetReceipt LightmassReceipt;
if (!LightmassReceipt.Read(FTargetReceipt::GetDefaultPath(*FPaths::EngineDir(), TEXT("UnrealLightmass"), FPlatformProcess::GetBinariesSubdirectory(), EBuildConfiguration::Development, nullptr)))
{
return false;
}
return BuildSettings::GetCurrentChangelist() == LightmassReceipt.Version.Changelist;
}
bool FStaticLightingSystem::BeginLightmassProcess()
{
StartTime = FPlatformTime::Seconds();
CurrentBuildStage = FStaticLightingSystem::LightingStage::Startup;
bool bRebuildDirtyGeometryForLighting = true;
bool bForceNoPrecomputedLighting = false;
GDebugStaticLightingInfo = FDebugLightingOutput();
{
FLightmassStatistics::FScopedGather StartupStatScope(LightmassStatistics.StartupTime);
// Flip the results page
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("TimeStamp"), FText::AsDateTime(FDateTime::UtcNow()));
FText LightingResultsPageName(FText::Format(LOCTEXT("LightingResultsPageName", "Lighting Build - {TimeStamp}"), Arguments));
FMessageLog("LightingResults").NewPage(LightingResultsPageName);
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Clear();
GLightmapCounter = 0;
GNumLightmapTotalTexels = 0;
GNumLightmapTotalTexelsNonPow2 = 0;
GNumLightmapTextures = 0;
GNumLightmapMappedTexels = 0;
GNumLightmapUnmappedTexels = 0;
GLightmapTotalSize = 0;
GLightmapTotalStreamingSize = 0;
GNumShadowmapTotalTexels = 0;
GNumShadowmapTextures = 0;
GNumShadowmapMappedTexels = 0;
GNumShadowmapUnmappedTexels = 0;
GShadowmapTotalSize = 0;
GShadowmapTotalStreamingSize = 0;
TSet<UPackage*> PackagesToDirty;
for( TObjectIterator<UPrimitiveComponent> It ; It ; ++It )
{
UPrimitiveComponent* Component = *It;
if (Component->VisibilityId != INDEX_NONE)
{
Component->VisibilityId = INDEX_NONE;
PackagesToDirty.Add(Component->GetPackage());
}
}
{
TMap<FGuid, ULevel*> LevelGuids;
for (int32 LevelIndex = 0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++)
{
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
if (ShouldOperateOnLevel(Level) && Options.ShouldBuildLightingForLevel(Level))
{
if (LevelGuids.Contains(Level->LevelBuildDataId))
{
FMessageLog("LightingResults").Warning()
->AddToken(FUObjectToken::Create(LevelGuids[Level->LevelBuildDataId]->GetOuter()))
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_DuplicatedLevelGuids1", "has the same level built data GUID as")))
->AddToken(FUObjectToken::Create(Level->GetOuter()))
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_DuplicatedLevelGuids2", ". A new GUID is assigned to the later one. All previously built lighting is invalidated and the level needs to be resaved.")));
Level->LevelBuildDataId = FGuid::NewGuid();
PackagesToDirty.Add(Level->GetPackage());
}
LevelGuids.Add(Level->LevelBuildDataId, Level);
}
}
}
// Mark package(s) as dirty
for (UPackage* Package : PackagesToDirty)
{
Package->MarkPackageDirty();
}
FString SkippedLevels;
for ( int32 LevelIndex=0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++ )
{
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
if (ShouldOperateOnLevel(Level))
{
Level->LightmapTotalSize = 0.0f;
Level->ShadowmapTotalSize = 0.0f;
ULevelStreaming* LevelStreaming = NULL;
if ( LightingContext.World->PersistentLevel != Level )
{
LevelStreaming = FLevelUtils::FindStreamingLevel( Level );
}
if (!Options.ShouldBuildLightingForLevel(Level))
{
if (SkippedLevels.Len() > 0)
{
SkippedLevels += FString(TEXT(", "));
}
SkippedLevels += Level->GetName();
GatherBuildDataResourcesToKeep(Level);
}
}
else if (Level && !Level->bIsLightingScenario && !Level->bIsVisible)
{
GatherBuildDataResourcesToKeep(Level);
}
}
// keep the VLM data if we won't be be rebuilding it
if (Options.bApplyDeferedActorMappingPass && !Options.bVolumetricLightmapFinalizerPass)
{
BuildDataResourcesToKeep.Add(LightingContext.GetLevelBuildDataID(LightingContext.GetPersistentLevelGuid()));
}
for (ULevelStreaming* CurStreamingLevel : LightingContext.World->GetStreamingLevels())
{
if (CurStreamingLevel && CurStreamingLevel->GetLoadedLevel() && !CurStreamingLevel->GetShouldBeVisibleInEditor())
{
if (SkippedLevels.Len() > 0)
{
SkippedLevels += FString(TEXT(", ")) + CurStreamingLevel->GetWorldAssetPackageName();
}
else
{
SkippedLevels += CurStreamingLevel->GetWorldAssetPackageName();
}
}
}
if (SkippedLevels.Len() > 0 && !IsRunningCommandlet())
{
// Warn when some levels are not visible and therefore will not be built, because that indicates that only a partial build will be done,
// Lighting will still be unbuilt for some areas when playing through the level.
const FText SkippedLevelsWarning = FText::Format( LOCTEXT("SkippedLevels", "The following levels will not have the lighting rebuilt because of your selected lighting build options: {0}"), FText::FromString( SkippedLevels ) );
FSuppressableWarningDialog::FSetupInfo Info( SkippedLevelsWarning, LOCTEXT("SkippedLevelsDialogTitle", "Rebuild Lighting - Warning" ), "WarnOnHiddenLevelsBeforeRebuild" );
Info.ConfirmText = LOCTEXT("SkippedWarningConfirm", "Build");
FSuppressableWarningDialog WarnAboutSkippedLevels( Info );
WarnAboutSkippedLevels.ShowModal();
}
const bool bAllowStaticLighting = IsStaticLightingAllowed();
bForceNoPrecomputedLighting = LightingContext.World->GetWorldSettings()->bForceNoPrecomputedLighting || !bAllowStaticLighting;
GConfig->GetFloat( TEXT("TextureStreaming"), TEXT("MaxLightmapRadius"), GMaxLightmapRadius, GEngineIni );
GConfig->GetBool( TEXT("TextureStreaming"), TEXT("AllowStreamingLightmaps"), GAllowStreamingLightmaps, GEngineIni );
if (!bForceNoPrecomputedLighting)
{
// Begin the static lighting progress bar.
GWarn->BeginSlowTask( LOCTEXT("BeginBuildingStaticLightingTaskStatus", "Building lighting"), false );
}
else
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!"));
}
FConfigContext::ForceReloadIntoGConfig().Load(TEXT("Lightmass"), GLightmassIni);
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bUseBilinearFilterLightmaps"), GUseBilinearLightmaps, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bAllowCropping"), GAllowLightmapCropping, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bRebuildDirtyGeometryForLighting"), bRebuildDirtyGeometryForLighting, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bCompressLightmaps"), GCompressLightmaps, GLightmassIni));
GCompressLightmaps = GCompressLightmaps && LightingContext.World->GetWorldSettings()->LightmassSettings.bCompressLightmaps;
GAllowLightmapPadding = true;
FMemory::Memzero(&LightingMeshBounds, sizeof(FBox));
FMemory::Memzero(&AutomaticImportanceVolumeBounds, sizeof(FBox));
GLightingBuildQuality = Options.QualityLevel;
}
{
FLightmassStatistics::FScopedGather CollectStatScope(LightmassStatistics.CollectTime);
// Prepare lights for rebuild.
{
FLightmassStatistics::FScopedGather PrepareStatScope(LightmassStatistics.PrepareLightsTime);
if (!Options.bOnlyBuildVisibility)
{
// Delete all AGeneratedMeshAreaLight's, since new ones will be created after the build with updated properties.
USelection* EditorSelection = GEditor->GetSelectedActors();
for(TObjectIterator<AGeneratedMeshAreaLight> LightIt;LightIt;++LightIt)
{
if (ShouldOperateOnLevel((*LightIt)->GetLevel()))
{
if (EditorSelection)
{
EditorSelection->Deselect(*LightIt);
}
(*LightIt)->GetWorld()->DestroyActor(*LightIt);
}
}
for (TObjectIterator<ULightComponentBase> LightIt(RF_ClassDefaultObject, /** bIncludeDerivedClasses */ true, /** InternalExcludeFlags */ EInternalObjectFlags::Garbage); LightIt; ++LightIt)
{
ULightComponentBase* const Light = *LightIt;
const bool bLightIsInWorld = IsValid(Light->GetOwner())
&& LightingContext.World->ContainsActor(Light->GetOwner());
if (bLightIsInWorld && ShouldOperateOnLevel(Light->GetOwner()->GetLevel()))
{
if (Light->bAffectsWorld
&& Light->IsRegistered()
&& (Light->HasStaticShadowing() || Light->HasStaticLighting()))
{
// Make sure the light GUIDs are up-to-date.
Light->ValidateLightGUIDs();
// Add the light to the system's list of lights in the world.
Lights.Add(Light);
}
}
}
}
}
{
FLightmassStatistics::FScopedGather GatherStatScope(LightmassStatistics.GatherLightingInfoTime);
if (IsTexelDebuggingEnabled())
{
// Clear reference to the selected lightmap
GCurrentSelectedLightmapSample.Lightmap = NULL;
}
GatherStaticLightingInfo(bRebuildDirtyGeometryForLighting, bForceNoPrecomputedLighting);
}
// Sort the mappings - and tag meshes if doing deterministic mapping
if (GLightmassDebugOptions.bSortMappings)
{
struct FCompareNumTexels
{
FORCEINLINE bool operator()( const FStaticLightingMappingSortHelper& A, const FStaticLightingMappingSortHelper& B ) const
{
return B.NumTexels < A.NumTexels;
}
};
UnSortedMappings.Sort( FCompareNumTexels() );
for (int32 SortIndex = 0; SortIndex < UnSortedMappings.Num(); SortIndex++)
{
FStaticLightingMapping* Mapping = UnSortedMappings[SortIndex].Mapping;
Mappings.Add(Mapping);
if (Mapping->bProcessMapping)
{
if (Mapping->Mesh)
{
Mapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
}
}
UnSortedMappings.Empty();
}
// Verify deterministic lighting setup, if it is enabled...
for (int32 CheckMapIdx = 0; CheckMapIdx < Mappings.Num(); CheckMapIdx++)
{
if (Mappings[CheckMapIdx]->bProcessMapping)
{
FGuid CheckGuid = Mappings[CheckMapIdx]->Mesh->Guid;
if ((CheckGuid.A != 0) ||
(CheckGuid.B != 0) ||
(CheckGuid.C != 0) ||
(CheckGuid.D >= (uint32)(Mappings.Num()))
)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Lightmass: Error in deterministic lighting for %s:%s"),
*(Mappings[CheckMapIdx]->Mesh->Guid.ToString()), *(Mappings[CheckMapIdx]->GetDescription()));
}
}
}
// if we are dumping binary results, clear up any existing ones
if (Options.bDumpBinaryResults)
{
FStaticLightingSystem::ClearBinaryDumps();
}
}
ProcessingStartTime = FPlatformTime::Seconds();
bool bLightingSuccessful = false;
if (!bForceNoPrecomputedLighting)
{
bool bSavedUpdateStatus_LightMap = FLightMap2D::GetStatusUpdate();
if (GLightmassDebugOptions.bImmediateProcessMappings)
{
FLightMap2D::SetStatusUpdate(false);
}
bLightingSuccessful = CreateLightmassProcessor();
if (bLightingSuccessful)
{
GatherScene();
bLightingSuccessful = InitiateLightmassProcessor();
}
if (GLightmassDebugOptions.bImmediateProcessMappings)
{
FLightMap2D::SetStatusUpdate(bSavedUpdateStatus_LightMap);
}
}
else
{
InvalidateStaticLighting();
// Calling ApplyNewLightingData() results in creating an empty MapBuildData which is causing cooking issues
// Disabled for now
//ApplyNewLightingData(true);
}
if (!bForceNoPrecomputedLighting)
{
// End the static lighting progress bar.
GWarn->EndSlowTask();
}
return bLightingSuccessful;
}
void FStaticLightingSystem::InvalidateStaticLighting()
{
FLightmassStatistics::FScopedGather InvalidationScopeStat(LightmassStatistics.InvalidationTime);
FGlobalComponentRecreateRenderStateContext Context;
for( int32 LevelIndex=0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++ )
{
bool bMarkLevelDirty = false;
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
if (bBuildLightingForLevel)
{
if (!Options.bOnlyBuildVisibility)
{
Level->ReleaseRenderingResources();
if (Level->MapBuildData)
{
Level->MapBuildData->InvalidateStaticLighting(LightingContext.World, false, &BuildDataResourcesToKeep);
}
}
if (Level == LightingContext.World->PersistentLevel)
{
Level->PrecomputedVisibilityHandler.Invalidate(LightingContext.World->Scene);
Level->PrecomputedVolumeDistanceField.Invalidate(LightingContext.World->Scene);
}
// Mark any existing cached lightmap data as transient. This allows the derived data cache to purge it more aggressively.
// It is safe to do so even if some of these lightmaps are needed. It just means compressed data will have to be retrieved
// from the network cache or rebuilt.
if (GPurgeOldLightmaps != 0 && Level->MapBuildData)
{
UPackage* MapDataPackage = Level->MapBuildData->GetOutermost();
for (TObjectIterator<ULightMapTexture2D> It; It; ++It)
{
ULightMapTexture2D* LightMapTexture = *It;
if (LightMapTexture->GetOutermost() == MapDataPackage)
{
LightMapTexture->MarkPlatformDataTransient();
}
}
}
}
}
// Gather and add all AMapBuildDataActor so they can collect the per-actor lighting data
if (LightingContext.Descriptors)
{
TArray<UMapBuildDataRegistry*> MapRegistries = LightingContext.Descriptors->GetAllMapBuildData();
for (UMapBuildDataRegistry* MapDataRegistry : MapRegistries)
{
MapDataRegistry->InvalidateStaticLighting(LightingContext.World, false, &BuildDataResourcesToKeep);
}
}
}
void UpdateStaticLightingWorldPartitionHLODTreeIndices(TMultiMap<AActor*, FStaticLightingMesh*>& ActorMeshMap, AWorldPartitionHLOD* LODActor, uint32 HLODTreeIndex, uint32& HLODLeafIndex, const TMap<FGuid, AActor*>& ActorInstanceGuidToActorPtr)
{
check(LODActor && HLODTreeIndex > 0);
uint32 LeafStartIndex = HLODLeafIndex;
++HLODLeafIndex;
UWorldPartitionHLODSourceActorsFromCell* SourceActors = Cast<UWorldPartitionHLODSourceActorsFromCell>(LODActor->GetSourceActors());
if (!SourceActors)
{
return;
}
UWorldPartition* WorldPartition = LODActor->GetWorld()->GetWorldPartition();
// Iterate over all sub actors
for (const FWorldPartitionRuntimeCellObjectMapping& LODSubActor : SourceActors->GetActors())
{
// get the AActor from the SubActor
AActor* SubActor = nullptr;
FSoftObjectPath SoftPath(LODSubActor.Path.ToString());
TSoftObjectPtr<AActor> SoftPtr(SoftPath);
SubActor = SoftPtr.Get();
if (!SubActor)
{
if (AActor* const * FoundActor = ActorInstanceGuidToActorPtr.Find(LODSubActor.ActorInstanceGuid))
{
SubActor = *FoundActor;
}
}
if (ensureMsgf(SubActor, TEXT("Error during HLOD LOD tree setup, could not resolve ptr to Actor: %s\n"), *LODSubActor.Path.ToString()))
{
// if this happens we need to merge the WP HLOD tree with the normal actor HLOD tree`
check(!Cast<ALODActor>(SubActor));
// If sub actor is an WP HLODActor iterate over that too
if (AWorldPartitionHLOD* HLODSubActor = Cast<AWorldPartitionHLOD>(SubActor))
{
UpdateStaticLightingWorldPartitionHLODTreeIndices(ActorMeshMap, HLODSubActor, HLODTreeIndex, HLODLeafIndex, ActorInstanceGuidToActorPtr);
}
else
{
// Otherwise integrate sub actors into the tree
TArray<FStaticLightingMesh*> SubActorMeshes;
ActorMeshMap.MultiFind(SubActor, SubActorMeshes);
for (FStaticLightingMesh* SubActorMesh : SubActorMeshes)
{
if (SubActorMesh->HLODTreeIndex == 0)
{
SubActorMesh->HLODTreeIndex = HLODTreeIndex;
SubActorMesh->HLODChildStartIndex = HLODLeafIndex;
SubActorMesh->HLODChildEndIndex = HLODLeafIndex;
++HLODLeafIndex;
}
else
{
// Output error to message log containing tokens to the problematic objects
FMessageLog("LightingResults").Warning()
->AddToken(FUObjectToken::Create(SubActorMesh->Component->GetOwner()))
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_InvalidHLODTreeIndex", "will not be correctly lit since it is part of another Hierarchical LOD cluster besides ")))
->AddToken(FUObjectToken::Create(LODActor));
}
}
}
}
}
TArray<FStaticLightingMesh*> LODActorMeshes;
ActorMeshMap.MultiFind(LODActor, LODActorMeshes);
for (FStaticLightingMesh* LODActorMesh : LODActorMeshes)
{
LODActorMesh->HLODTreeIndex = HLODTreeIndex;
LODActorMesh->HLODChildStartIndex = LeafStartIndex;
LODActorMesh->HLODChildEndIndex = HLODLeafIndex - 1;
check(LODActorMesh->HLODChildEndIndex >= LODActorMesh->HLODChildStartIndex);
}
}
void UpdateStaticLightingHLODTreeIndices(TMultiMap<AActor*, FStaticLightingMesh*>& ActorMeshMap, ALODActor* LODActor, uint32 HLODTreeIndex, uint32& HLODLeafIndex)
{
check(LODActor && HLODTreeIndex > 0);
uint32 LeafStartIndex = HLODLeafIndex;
++HLODLeafIndex;
for (AActor* SubActor : LODActor->SubActors)
{
if (ALODActor* LODSubActor = Cast<ALODActor>(SubActor))
{
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODSubActor, HLODTreeIndex, HLODLeafIndex);
}
else
{
TArray<FStaticLightingMesh*> SubActorMeshes;
ActorMeshMap.MultiFind(SubActor,SubActorMeshes);
for (FStaticLightingMesh* SubActorMesh : SubActorMeshes)
{
if (SubActorMesh->HLODTreeIndex == 0)
{
SubActorMesh->HLODTreeIndex = HLODTreeIndex;
SubActorMesh->HLODChildStartIndex = HLODLeafIndex;
SubActorMesh->HLODChildEndIndex = HLODLeafIndex;
++HLODLeafIndex;
}
else
{
// Output error to message log containing tokens to the problematic objects
FMessageLog("LightingResults").Warning()
->AddToken(FUObjectToken::Create(SubActorMesh->Component->GetOwner()))
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_InvalidHLODTreeIndex", "will not be correctly lit since it is part of another Hierarchical LOD cluster besides ")))
->AddToken(FUObjectToken::Create(LODActor));
}
}
}
}
TArray<FStaticLightingMesh*> LODActorMeshes;
ActorMeshMap.MultiFind(LODActor, LODActorMeshes);
for (FStaticLightingMesh* LODActorMesh : LODActorMeshes)
{
LODActorMesh->HLODTreeIndex = HLODTreeIndex;
LODActorMesh->HLODChildStartIndex = LeafStartIndex;
LODActorMesh->HLODChildEndIndex = HLODLeafIndex - 1;
check(LODActorMesh->HLODChildEndIndex >= LODActorMesh->HLODChildStartIndex);
}
}
void FStaticLightingSystem::GatherStaticLightingInfo(bool bRebuildDirtyGeometryForLighting, bool bForceNoPrecomputedLighting)
{
uint32 ActorsInvalidated = 0;
uint32 ActorsToInvalidate = 0;
for( int32 LevelIndex=0; LevelIndex< LightingContext.World->GetNumLevels(); LevelIndex++ )
{
ActorsToInvalidate += LightingContext.World->GetLevel(LevelIndex)->Actors.Num();
}
const int32 ProgressUpdateFrequency = FMath::Max<int32>(ActorsToInvalidate / 20, 1);
GWarn->StatusUpdate( ActorsInvalidated, ActorsToInvalidate, LOCTEXT("GatheringSceneGeometryStatus", "Gathering scene geometry...") );
TMultiMap<AActor*, FStaticLightingMesh*> ActorMeshMap;
TArray<AWorldPartitionHLOD*> WorldPartitionHLODActors;
bool bObjectsToBuildLightingForFound = false;
// Gather static lighting info from actor components.
for (int32 LevelIndex = 0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++)
{
TSet<UPackage*> PackagesToDirty;
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
// If the geometry is dirty and we're allowed to automatically clean it up, do so
if (Level->bGeometryDirtyForLighting)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build detected that geometry needs to be rebuilt to avoid incorrect lighting (due to modifying a lighting property)."));
if (bRebuildDirtyGeometryForLighting)
{
// This will go ahead and clean up lighting on all dirty levels (not just this one)
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build automatically rebuilding geometry.") );
GEditor->Exec(LightingContext.World, TEXT("MAP REBUILD ALLDIRTYFORLIGHTING"));
}
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel(Level);
// Gather static lighting info from BSP.
bool bBuildBSPLighting = bBuildLightingForLevel;
TArray<FNodeGroup*> NodeGroupsToBuild;
TArray<UModelComponent*> SelectedModelComponents;
if (bBuildBSPLighting && !Options.bOnlyBuildVisibility)
{
if (Options.bOnlyBuildSelected)
{
UModel* Model = Level->Model;
GLightmassDebugOptions.bGatherBSPSurfacesAcrossComponents = false;
Model->GroupAllNodes(Level, Lights);
bBuildBSPLighting = false;
// Build only selected brushes/surfaces
TArray<ABrush*> SelectedBrushes;
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
ABrush* Brush = Cast<ABrush>(Actor);
if (Brush && Brush->IsSelected())
{
SelectedBrushes.Add(Brush);
}
}
}
TArray<int32> SelectedSurfaceIndices;
// Find selected surfaces...
for (int32 SurfIdx = 0; SurfIdx < Model->Surfs.Num(); SurfIdx++)
{
bool bSurfaceSelected = false;
FBspSurf& Surf = Model->Surfs[SurfIdx];
if ((Surf.PolyFlags & PF_Selected) != 0)
{
SelectedSurfaceIndices.Add(SurfIdx);
bSurfaceSelected = true;
}
else
{
int32 DummyIdx;
if (SelectedBrushes.Find(Surf.Actor, DummyIdx) == true)
{
SelectedSurfaceIndices.Add(SurfIdx);
bSurfaceSelected = true;
}
}
if (bSurfaceSelected == true)
{
// Find it's model component...
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
{
const FBspNode& Node = Model->Nodes[NodeIdx];
if (Node.iSurf == SurfIdx)
{
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
if (SomeModelComponent)
{
SelectedModelComponents.AddUnique(SomeModelComponent);
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
{
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
}
}
}
}
}
}
// Pass 2...
if (SelectedSurfaceIndices.Num() > 0)
{
for (int32 SSIdx = 0; SSIdx < SelectedSurfaceIndices.Num(); SSIdx++)
{
int32 SurfIdx = SelectedSurfaceIndices[SSIdx];
// Find it's model component...
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
{
const FBspNode& Node = Model->Nodes[NodeIdx];
if (Node.iSurf == SurfIdx)
{
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
if (SomeModelComponent)
{
SelectedModelComponents.AddUnique(SomeModelComponent);
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
{
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
}
}
}
}
}
}
if (SelectedSurfaceIndices.Num() > 0)
{
// Fill in a list of all the node group to rebuild...
bBuildBSPLighting = false;
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
{
FNodeGroup* NodeGroup = It.Value();
if (NodeGroup && (NodeGroup->Nodes.Num() > 0))
{
for (int32 GroupNodeIdx = 0; GroupNodeIdx < NodeGroup->Nodes.Num(); GroupNodeIdx++)
{
int32 CheckIdx;
if (SelectedSurfaceIndices.Find(Model->Nodes[NodeGroup->Nodes[GroupNodeIdx]].iSurf, CheckIdx) == true)
{
NodeGroupsToBuild.AddUnique(NodeGroup);
bBuildBSPLighting = true;
}
}
}
}
}
}
}
if (bBuildBSPLighting && !bForceNoPrecomputedLighting)
{
if (!Options.bOnlyBuildSelected || Options.bOnlyBuildVisibility)
{
// generate BSP mappings across the whole level
AddBSPStaticLightingInfo(Level, bBuildBSPLighting);
}
else
{
if (NodeGroupsToBuild.Num() > 0)
{
bObjectsToBuildLightingForFound = true;
AddBSPStaticLightingInfo(Level, NodeGroupsToBuild);
}
}
}
// Gather HLOD primitives
TMultiMap<AActor*, UPrimitiveComponent*> PrimitiveActorMap;
TMultiMap<UPrimitiveComponent*, UStaticMeshComponent*> PrimitiveSubStaticMeshMap;
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
ALODActor* LODActor = Cast<ALODActor>(Actor);
if (LODActor && LODActor->GetStaticMeshComponent())
{
UPrimitiveComponent* PrimitiveParent = LODActor->GetStaticMeshComponent()->GetLODParentPrimitive();
for (auto SubActor : LODActor->SubActors)
{
PrimitiveActorMap.Add(SubActor, LODActor->GetStaticMeshComponent());
if (PrimitiveParent)
{
PrimitiveActorMap.Add(SubActor, PrimitiveParent);
}
TArray<UStaticMeshComponent*> SubStaticMeshComponents;
SubActor->GetComponents(SubStaticMeshComponents);
for (auto SMC : SubStaticMeshComponents)
{
PrimitiveSubStaticMeshMap.Add(LODActor->GetStaticMeshComponent(), SMC);
}
}
}
}
}
TArray<ALODActor*> LODActors;
// Gather static lighting info from actors.
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
bool bBuildLightingForActor = true;
bool bIncludeActorInLighting = true;
bool bDeferActorMappping = false;
if (Options.ShouldBuildLighting)
{
Options.ShouldBuildLighting(Actor, bBuildLightingForActor, bIncludeActorInLighting, bDeferActorMappping);
}
const bool bBuildActorLighting =
bBuildLightingForLevel &&
bBuildLightingForActor &&
(!Options.bOnlyBuildSelected || Actor->IsSelected());
TInlineComponentArray<UPrimitiveComponent*> Components;
Actor->GetComponents(Components);
if (bBuildActorLighting)
{
bObjectsToBuildLightingForFound = true;
}
TArray<UPrimitiveComponent*> HLODPrimitiveParents;
PrimitiveActorMap.MultiFind(Actor, HLODPrimitiveParents);
ALODActor* LODActor = Cast<ALODActor>(Actor);
if (LODActor)
{
LODActors.Add(LODActor);
}
AWorldPartitionHLOD* WorldPartitionLODActor = Cast<AWorldPartitionHLOD>(Actor);
if (WorldPartitionLODActor)
{
WorldPartitionHLODActors.Add(WorldPartitionLODActor);
}
// Gather static lighting info from each of the actor's components.
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
{
UPrimitiveComponent* Primitive = Components[ComponentIndex];
if (Primitive->IsRegistered() && !bForceNoPrecomputedLighting && bIncludeActorInLighting)
{
// Find the lights relevant to the primitive.
TArray<ULightComponent*> PrimitiveRelevantLights;
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
ULightComponentBase* LightBase = Lights[LightIndex];
ULightComponent* Light = Cast<ULightComponent>(LightBase);
// Only add enabled lights
if (Light && Light->AffectsPrimitive(Primitive))
{
PrimitiveRelevantLights.Add(Light);
}
}
// Query the component for its static lighting info.
FStaticLightingPrimitiveInfo PrimitiveInfo;
Primitive->GetStaticLightingInfo(PrimitiveInfo, PrimitiveRelevantLights, Options);
if (PrimitiveInfo.Meshes.Num() > 0 && (Primitive->Mobility == EComponentMobility::Static))
{
if (LightingContext.World->GetWorldSettings()->bPrecomputeVisibility)
{
// Make sure packages gets dirtied since we are changing the visibility Id of a component in them
PackagesToDirty.Add(Primitive->GetPackage());
}
PrimitiveInfo.VisibilityId = Primitive->VisibilityId = NextVisibilityId;
NextVisibilityId++;
}
TArray<UStaticMeshComponent*> LODSubActorSMComponents;
if (LODActor)
{
PrimitiveSubStaticMeshMap.MultiFind(Primitive, LODSubActorSMComponents);
}
for (auto Mesh : PrimitiveInfo.Meshes)
{
ActorMeshMap.Add(Actor, Mesh);
}
AddPrimitiveStaticLightingInfo(PrimitiveInfo, bBuildActorLighting, bDeferActorMappping);
}
}
}
ActorsInvalidated++;
if (ActorsInvalidated % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress(ActorsInvalidated, ActorsToInvalidate);
}
}
// Recurse through HLOD trees, group actors and calculate child ranges
uint32 HLODTreeIndex = 1;
uint32 HLODLeafIndex;
for (ALODActor* LODActor : LODActors)
{
// Only process fully merged (root) HLOD nodes
if (LODActor->GetStaticMeshComponent() && !LODActor->GetStaticMeshComponent()->GetLODParentPrimitive())
{
HLODLeafIndex = 0;
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODActor, HLODTreeIndex, HLODLeafIndex);
++HLODTreeIndex;
}
}
// Mark package(s) as dirty
for (UPackage* Package : PackagesToDirty)
{
Package->MarkPackageDirty();
}
}
// WorldPartition HLOD trees must be setup after we've iterated over all Actors & Levels Instances
uint32 WPHLODTreeIndex = 1;
uint32 WPHLODLeafIndex;
TMap<FGuid, AActor*> ActorInstanceGuidToActorPtr;
if (WorldPartitionHLODActors.Num())
{
for(TActorIterator<AActor> It(LightingContext.World); It; ++It)
{
ActorInstanceGuidToActorPtr.Add(It->GetActorInstanceGuid(), *It);
}
}
for (AWorldPartitionHLOD* LODActor : WorldPartitionHLODActors)
{
// Process from the highest layer downwards
if (!LODActor->GetSourceActors()->GetHLODLayer()->GetParentLayer())
{
WPHLODLeafIndex = 0;
UpdateStaticLightingWorldPartitionHLODTreeIndices(ActorMeshMap, LODActor, WPHLODTreeIndex, WPHLODLeafIndex, ActorInstanceGuidToActorPtr);
++WPHLODTreeIndex;
}
}
if (Options.bOnlyBuildSelected)
{
FMessageLog("LightingResults").Warning(LOCTEXT("LightmassError_BuildSelected", "Building selected actors only, lightmap memory and quality will be sub-optimal until the next full rebuild."));
if (!bObjectsToBuildLightingForFound)
{
FMessageLog("LightingResults").Error(LOCTEXT("LightmassError_BuildSelectedNothingSelected", "Building selected actors and BSP only, but no actors or BSP selected!"));
}
}
}
void FStaticLightingSystem::EncodeTextures(bool bLightingSuccessful)
{
FLightmassStatistics::FScopedGather EncodeStatScope(LightmassStatistics.EncodingTime);
FScopedSlowTask SlowTask(2);
{
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingLightmapsTime);
// Flush pending shadow-map and light-map encoding.
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticLightMapsStatusMessage", "Encoding imported static light maps."));
FLightMap2D::EncodeTextures(&LightingContext, bLightingSuccessful, GMultithreadedLightmapEncode ? true : false);
}
{
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingShadowMapsTime);
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticShadowMapsStatusMessage", "Encoding imported static shadow maps."));
FShadowMap2D::EncodeTextures(&LightingContext, bLightingSuccessful, GMultithreadedShadowmapEncode ? true : false);
}
}
void FStaticLightingSystem::ApplyNewLightingData(bool bLightingSuccessful)
{
{
FLightmassStatistics::FScopedGather ApplyStatScope(LightmassStatistics.ApplyTime);
// Now that the lighting is done, we can tell the model components to use their new elements,
// instead of the pre-lighting ones
UModelComponent::ApplyTempElements(bLightingSuccessful);
}
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
// Mark lights of the computed level to have valid precomputed lighting.
for (int32 LevelIndex = 0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++)
{
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
// Notify level about new lighting data
Level->OnApplyNewLightingData(bLightingSuccessful);
if (LightingContext.World->PersistentLevel == Level)
{
Level->PrecomputedVisibilityHandler.UpdateScene(LightingContext.World->Scene);
Level->PrecomputedVolumeDistanceField.UpdateScene(LightingContext.World->Scene);
}
uint32 ActorCount = Level->Actors.Num();
for (uint32 ActorIndex = 0; ActorIndex < ActorCount; ++ActorIndex)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor && bLightingSuccessful && !Options.bOnlyBuildSelected)
{
UMapBuildDataRegistry* Registry = LightingContext.GetOrCreateRegistryForActor(Actor);
TInlineComponentArray<ULightComponent*> LightComponents;
Actor->GetComponents(LightComponents);
for (int32 ComponentIndex = 0; ComponentIndex < LightComponents.Num(); ComponentIndex++)
{
ULightComponent* LightComponent = LightComponents[ComponentIndex];
if (LightComponent && (LightComponent->HasStaticShadowing() || LightComponent->HasStaticLighting()))
{
if (!Registry->GetLightBuildData(LightComponent->LightGuid))
{
// Add a dummy entry for ULightComponent::IsPrecomputedLightingValid()
Registry->FindOrAllocateLightBuildData(LightComponent->LightGuid, true);
}
}
}
// For each SkyAtmosphere which is a dependency of the build, add its guid to MapBuildData to track that it now has been built.
TInlineComponentArray<USkyAtmosphereComponent*> SkyAtmosphereComponents;
Actor->GetComponents(SkyAtmosphereComponents);
for (int32 ComponentIndex = 0; ComponentIndex < SkyAtmosphereComponents.Num(); ComponentIndex++)
{
USkyAtmosphereComponent* SkyAtmosphereComponent = SkyAtmosphereComponents[ComponentIndex];
if (SkyAtmosphereComponent)
{
if (!Registry->GetSkyAtmosphereBuildData(SkyAtmosphereComponent->GetStaticLightingBuiltGuid()))
{
Registry->FindOrAllocateSkyAtmosphereBuildData(SkyAtmosphereComponent->GetStaticLightingBuiltGuid());
}
}
}
}
}
}
// Mark lights of the computed level to have valid precomputed lighting.
for (int32 LevelIndex = 0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++)
{
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
// in this specific case the Level MapBuildData is shared with another level and
// this specific level doesn't own it's data so we need to skip it
if (!ShouldOperateOnLevel(Level))
{
continue;
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
// in this specific case the Level MapBuildData is shared with another level and
// this specific level doesn't own it's data so we need to skip it
if (!Level->IsMapBuildDataOwner())
{
continue;
}
UMapBuildDataRegistry* Registry = LightingContext.GetRegistryForLevel(Level);
if (Level->IsPersistentLevel() && LightingContext.World->IsPartitionedWorld() && (!Options.bApplyDeferedActorMappingPass))
{
// Transfer the new VolumetricLightMapGrid to the PersistentLevel
Registry->SetVolumetricLightMapGridDesc(LightingContext.GetVolumetricLightMapGridDesc());
LightingContext.ReleaseVolumetricLightMapGridDesc();
}
// Store off the quality of the lighting for the level if lighting was successful and we build lighting for this level.
if( bLightingSuccessful && bBuildLightingForLevel )
{
Registry->LevelLightingQuality = Options.QualityLevel;
Registry->MarkPackageDirty();
}
Registry->SetupLightmapResourceClusters();
{
int32 NumMeshes = 0;
int32 NumClusters = 0;
Registry->GetLightmapResourceClusterStats(NumMeshes, NumClusters);
if (NumMeshes > 1)
{
const float Ratio = (float)NumMeshes / (float)NumClusters;
const FString StatsString = FString::Printf(TEXT("%s storing lightmap data for %u meshes in %u LightmapResourceClusters (%.1f Meshes per cluster)."),
*Registry->GetName(), NumMeshes, NumClusters, Ratio);
UE_LOG(LogStaticLightingSystem, Log, TEXT("%s"), *StatsString);
}
}
Level->InitializeRenderingResources();
}
if (bLightingSuccessful && LightingContext.Descriptors)
{
TArray<UMapBuildDataRegistry*> MapRegistries = LightingContext.Descriptors->GetAllMapBuildData();
for (UMapBuildDataRegistry* MapDataRegistry : MapRegistries)
{
MapDataRegistry->LevelLightingQuality = Options.QualityLevel;
MapDataRegistry->MarkPackageDirty();
MapDataRegistry->SetupLightmapResourceClusters();
MapDataRegistry->InitializeClusterRenderingResources(LightingContext.World->Scene->GetFeatureLevel());
}
}
// Ensure all primitives which were marked dirty by the lighting build are updated.
// First clear all components so that any references to static lighting assets held
// by scene proxies will be fully released before any components are reregistered.
// We do not rerun construction scripts - nothing should have changed that requires that, and
// want to know which components were not moved during lighting rebuild
{
FGlobalComponentRecreateRenderStateContext RecreateRenderState;
}
// Clean up old shadow-map and light-map data.
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
// Commit the changes to the world's BSP surfaces.
LightingContext.World->CommitModelSurfaces();
}
// Report failed lighting build (don't count cancelled builds as failure).
if ( !bLightingSuccessful && !bBuildCanceled )
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("LightingBuildFailedDialogMessage", "The lighting build failed! See the log for more information!") );
}
}
/**
* Reports lighting build statistics to the log.
*/
void FStaticLightingSystem::ReportStatistics()
{
extern UNREALED_API bool GLightmassStatsMode;
if ( GLightmassStatsMode )
{
double TrackedTime =
LightmassStatistics.StartupTime
+ LightmassStatistics.CollectTime
+ LightmassStatistics.ProcessingTime
+ LightmassStatistics.ImportTime
+ LightmassStatistics.ApplyTime
+ LightmassStatistics.EncodingTime
+ LightmassStatistics.InvalidationTime
+ LightmassStatistics.FinishingTime;
double UntrackedTime = LightmassStatistics.TotalTime - TrackedTime;
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Illumination: %s total\n")
TEXT(" %3.1f%%\t%8.1fs Untracked time\n")
, *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime)
, UntrackedTime / LightmassStatistics.TotalTime * 100.0
, UntrackedTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Illumination time\n")
TEXT(" %3.1f%%\t%8.1fs \tStarting up\n")
TEXT(" %3.1f%%\t%8.1fs \tCollecting\n")
TEXT(" %3.1f%%\t%8.1fs \t--> Preparing lights\n")
TEXT(" %3.1f%%\t%8.1fs \t--> Gathering lighting info\n")
TEXT(" %3.1f%%\t%8.1fs \tProcessing\n")
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
TEXT(" %3.1f%%\t%8.1fs \tEncoding\n")
TEXT(" %3.1f%%\t%8.1fs \tInvalidating\n")
TEXT(" %3.1f%%\t%8.1fs \tFinishing\n")
, LightmassStatistics.StartupTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.StartupTime
, LightmassStatistics.CollectTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.CollectTime
, LightmassStatistics.PrepareLightsTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.PrepareLightsTime
, LightmassStatistics.GatherLightingInfoTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.GatherLightingInfoTime
, LightmassStatistics.ProcessingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ProcessingTime
, LightmassStatistics.ImportTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ImportTime
, LightmassStatistics.ApplyTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ApplyTime
, LightmassStatistics.EncodingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.EncodingTime
, LightmassStatistics.InvalidationTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.InvalidationTime
, LightmassStatistics.FinishingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.FinishingTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Processing time\n")
TEXT(" %3.1f%%\t%8.1fs \tCollecting Lightmass scene\n")
TEXT(" %3.1f%%\t%8.1fs \tExporting\n")
TEXT(" %3.1f%%\t%8.1fs \tLightmass\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm startup\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm callback\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm job open\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm job close\n")
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
, LightmassStatistics.CollectLightmassSceneTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.CollectLightmassSceneTime
, LightmassStatistics.ExportTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ExportTime
, LightmassStatistics.LightmassTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.LightmassTime
, LightmassStatistics.SwarmStartupTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmStartupTime
, LightmassStatistics.SwarmCallbackTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmCallbackTime
, LightmassStatistics.SwarmJobOpenTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmJobOpenTime
, LightmassStatistics.SwarmJobCloseTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmJobCloseTime
, LightmassStatistics.ImportTimeInProcessing / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ImportTimeInProcessing
, LightmassStatistics.ApplyTimeInProcessing / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ApplyTimeInProcessing
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Export Times\n")
TEXT(" %8.1fs\tVisibility Data\n")
TEXT(" %8.1fs\tVolumetricLightmap Data\n")
TEXT(" %8.1fs\tLights\n")
TEXT(" %8.1fs\tModels\n")
TEXT(" %8.1fs\tStatic Meshes\n")
TEXT(" %8.1fs\tMaterials\n")
TEXT(" %8.1fs\tMesh Instances\n")
TEXT(" %8.1fs\tLandscape Instances\n")
TEXT(" %8.1fs\tMappings\n")
, LightmassStatistics.ExportVisibilityDataTime
, LightmassStatistics.ExportVolumetricLightmapDataTime
, LightmassStatistics.ExportLightsTime
, LightmassStatistics.ExportModelsTime
, LightmassStatistics.ExportStaticMeshesTime
, LightmassStatistics.ExportMaterialsTime
, LightmassStatistics.ExportMeshInstancesTime
, LightmassStatistics.ExportLandscapeInstancesTime
, LightmassStatistics.ExportMappingsTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Scratch counters\n")
TEXT(" %3.1f%%\tScratch0\n")
TEXT(" %3.1f%%\tScratch1\n")
TEXT(" %3.1f%%\tScratch2\n")
TEXT(" %3.1f%%\tScratch3\n")
, LightmassStatistics.Scratch0
, LightmassStatistics.Scratch1
, LightmassStatistics.Scratch2
, LightmassStatistics.Scratch3
);
float NumLightmapTotalTexels = float(FMath::Max<uint64>(GNumLightmapTotalTexels,1));
float NumShadowmapTotalTexels = float(FMath::Max<uint64>(GNumShadowmapTotalTexels,1));
float LightmapTexelsToMT = float(NUM_HQ_LIGHTMAP_COEF)/float(NUM_STORED_LIGHTMAP_COEF)/1024.0f/1024.0f; // Strip out the SimpleLightMap
float ShadowmapTexelsToMT = 1.0f/1024.0f/1024.0f;
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing, %.1f M non-pow2 texels)")
, NumLightmapTotalTexels * LightmapTexelsToMT
, 100.0f * float(GNumLightmapMappedTexels) / NumLightmapTotalTexels
, 100.0f * float(GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
, 100.0f * float(GNumLightmapTotalTexels - GNumLightmapMappedTexels - GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
, GNumLightmapTotalTexelsNonPow2 * LightmapTexelsToMT
);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing)")
, NumShadowmapTotalTexels * ShadowmapTexelsToMT
, 100.0f * float(GNumShadowmapMappedTexels) / NumShadowmapTotalTexels
, 100.0f * float(GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
, 100.0f * float(GNumShadowmapTotalTexels - GNumShadowmapMappedTexels - GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
);
for ( int32 LevelIndex=0; LevelIndex < LightingContext.World->GetNumLevels(); LevelIndex++ )
{
ULevel* Level = LightingContext.World->GetLevel(LevelIndex);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Level %2d - Lightmaps: %.1f MB. Shadowmaps: %.1f MB."), LevelIndex, Level->LightmapTotalSize/1024.0f, Level->ShadowmapTotalSize/1024.0f );
}
}
else //if ( GLightmassStatsMode)
{
UE_LOG(LogStaticLightingSystem, Log, TEXT("Illumination: %s (%s encoding lightmaps, %s encoding shadowmaps)"), *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingLightmapsTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingShadowMapsTime));
}
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
GLightmapTotalSize/1024.0f/1024.0f,
GLightmapTotalStreamingSize/1024.0f/1024.0f,
(GLightmapTotalSize - GLightmapTotalStreamingSize)/1024.0f/1024.0f,
GNumLightmapTextures);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
GShadowmapTotalSize/1024.0f/1024.0f,
GShadowmapTotalStreamingSize/1024.0f/1024.0f,
(GShadowmapTotalSize - GShadowmapTotalStreamingSize)/1024.0f/1024.0f,
GNumShadowmapTextures);
}
void FStaticLightingSystem::CompleteDeterministicMappings(class FLightmassProcessor* InLightmassProcessor)
{
check(InLightmassProcessor != NULL);
if (InLightmassProcessor && GLightmassDebugOptions.bUseImmediateImport && GLightmassDebugOptions.bImmediateProcessMappings)
{
// Already completed in the Lightmass Run function...
return;
}
double ImportAndApplyStartTime = FPlatformTime::Seconds();
double ApplyTime = 0.0;
int32 CurrentStep = Mappings.Num();
int32 TotalSteps = Mappings.Num() * 2;
const int32 ProgressUpdateFrequency = FMath::Max<int32>(TotalSteps / 20, 1);
GWarn->StatusUpdate( CurrentStep, TotalSteps, LOCTEXT("CompleteDeterministicMappingsStatusMessage", "Importing and applying deterministic mappings...") );
// Process all the texture mappings first...
for (int32 MappingIndex = 0; MappingIndex < Mappings.Num(); MappingIndex++)
{
FStaticLightingTextureMapping* TextureMapping = Mappings[MappingIndex]->GetTextureMapping();
if (TextureMapping)
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("%32s Completed - %s"), *(TextureMapping->GetDescription()), *(TextureMapping->GetLightingGuid().ToString()));
if (!GLightmassDebugOptions.bUseImmediateImport)
{
InLightmassProcessor->ImportMapping(TextureMapping->GetLightingGuid(), true);
}
else
{
double ApplyStartTime = FPlatformTime::Seconds();
InLightmassProcessor->ProcessMapping(TextureMapping->GetLightingGuid());
ApplyTime += FPlatformTime::Seconds() - ApplyStartTime;
}
}
CurrentStep++;
if (CurrentStep % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress(CurrentStep , TotalSteps);
}
}
LightmassStatistics.ImportTimeInProcessing += FPlatformTime::Seconds() - ImportAndApplyStartTime - ApplyTime;
LightmassStatistics.ApplyTimeInProcessing += ApplyTime;
}
struct FCompareByArrayCount
{
FORCEINLINE bool operator()( const TArray<ULightComponent*>& A, const TArray<ULightComponent*>& B ) const
{
// Sort by descending array count
return B.Num() < A.Num();
}
};
/**
* Generates mappings/meshes for all BSP in the given level
*
* @param Level Level to build BSP lighting info for
* @param bBuildLightingForBSP If true, we need BSP mappings generated as well as the meshes
*/
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, bool bBuildLightingForBSP)
{
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
// function effectively. Instead, we look across all nodes in the Level's model and
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
// have the same lightmap resolution (henceforth known as being "conodes"). Each
// NodeGroup will get a mapping created for it
// cache the model
UModel* Model = Level->Model;
// reset the number of incomplete groups
Model->NumIncompleteNodeGroups = 0;
Model->CachedMappings.Empty();
Model->bInvalidForStaticLighting = false;
// create all NodeGroups
Model->GroupAllNodes(Level, Lights);
TSet<UPackage*> PackagesToDirty;
// now we need to make the mappings/meshes
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
{
FNodeGroup* NodeGroup = It.Value();
if (NodeGroup->Nodes.Num() && Level->ModelComponents.Num())
{
// get one of the surfaces/components from the NodeGroup
// @todo: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
// Make sure mapping will have valid size
NodeGroup->SizeX = FMath::Max(NodeGroup->SizeX, 1);
NodeGroup->SizeY = FMath::Max(NodeGroup->SizeY, 1);
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
// Cache the surface's vertices and triangles.
NodeGroup->BoundingBox.Init();
TArray<int32> ComponentVisibilityIds;
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
{
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
const FVector& TextureBase = (FVector)Model->Points[NodeSurf.pBase];
const FVector& TextureX = (FVector)Model->Vectors[NodeSurf.vTextureU];
const FVector& TextureY = (FVector)Model->Vectors[NodeSurf.vTextureV];
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
// Compute the surface's tangent basis.
FVector NodeTangentX = (FVector)Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
FVector NodeTangentY = (FVector)Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
FVector NodeTangentZ = (FVector)Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
// Generate the node's vertices.
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
{
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
const FVector& VertexWorldPosition = (FVector)Model->Points[Vert.pVertex];
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
DestVertex->WorldPosition = VertexWorldPosition;
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
DestVertex->WorldTangentX = NodeTangentX;
DestVertex->WorldTangentY = NodeTangentY;
DestVertex->WorldTangentZ = NodeTangentZ;
// Include the vertex in the surface's bounding box.
NodeGroup->BoundingBox += VertexWorldPosition;
}
// Generate the node's vertex indices.
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
{
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
// track the source surface for each triangle
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
}
UModelComponent* Component = Level->ModelComponents[Node.ComponentIndex];
if (Component->VisibilityId == INDEX_NONE)
{
if (LightingContext.World->GetWorldSettings()->bPrecomputeVisibility)
{
// Make sure packages gets dirtied since we are changing the visibility Id of a component in them
PackagesToDirty.Add(Component->GetPackage());
}
Component->VisibilityId = NextVisibilityId;
NextVisibilityId++;
}
ComponentVisibilityIds.AddUnique(Component->VisibilityId);
}
// Continue only if the component accepts lights (all components in a node group have the same value)
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
// node grouping logic is updated to account for CastShadow as well
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
{
// Create the object to represent the surface's mapping/mesh to the static lighting system,
// the model is now the owner, and all nodes have the same
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
// Give the surface mapping the visibility Id's of all components that have nodes in it
// This results in fairly ineffective precomputed visibility with BSP but is necessary since BSP mappings contain geometry from multiple components
SurfaceStaticLighting->VisibilityIds = ComponentVisibilityIds;
Meshes.Add(SurfaceStaticLighting);
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
if (SomeModelComponent->CastShadow)
{
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
}
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = CurrentMapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
if (bBuildLightingForBSP)
{
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
}
if (bBuildLightingForBSP)
{
CurrentMapping->bProcessMapping = true;
}
// count how many node groups have yet to come back as complete
Model->NumIncompleteNodeGroups++;
// add this mapping to the list of mappings to be applied later
Model->CachedMappings.Add(SurfaceStaticLighting);
}
}
}
// Mark package(s) as dirty
for (UPackage* Package : PackagesToDirty)
{
Package->MarkPackageDirty();
}
}
/**
* Generates mappings/meshes for the given NodeGroups
*
* @param Level Level to build BSP lighting info for
* @param NodeGroupsToBuild The node groups to build the BSP lighting info for
*/
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, TArray<FNodeGroup*>& NodeGroupsToBuild)
{
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
// function effectively. Instead, we look across all nodes in the Level's model and
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
// have the same lightmap resolution (henceforth known as being "conodes"). Each
// NodeGroup will get a mapping created for it
// cache the model
UModel* Model = Level->Model;
// reset the number of incomplete groups
Model->NumIncompleteNodeGroups = 0;
Model->CachedMappings.Empty();
Model->bInvalidForStaticLighting = false;
// now we need to make the mappings/meshes
for (int32 NodeGroupIdx = 0; NodeGroupIdx < NodeGroupsToBuild.Num(); NodeGroupIdx++)
{
FNodeGroup* NodeGroup = NodeGroupsToBuild[NodeGroupIdx];
if (NodeGroup && NodeGroup->Nodes.Num())
{
// get one of the surfaces/components from the NodeGroup
// @todo: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
// Cache the surface's vertices and triangles.
NodeGroup->BoundingBox.Init();
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
{
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
const FVector& TextureBase = (FVector)Model->Points[NodeSurf.pBase];
const FVector& TextureX = (FVector)Model->Vectors[NodeSurf.vTextureU];
const FVector& TextureY = (FVector)Model->Vectors[NodeSurf.vTextureV];
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
// Compute the surface's tangent basis.
FVector NodeTangentX = (FVector)Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
FVector NodeTangentY = (FVector)Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
FVector NodeTangentZ = (FVector)Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
// Generate the node's vertices.
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
{
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
const FVector& VertexWorldPosition = (FVector)Model->Points[Vert.pVertex];
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
DestVertex->WorldPosition = VertexWorldPosition;
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
DestVertex->WorldTangentX = NodeTangentX;
DestVertex->WorldTangentY = NodeTangentY;
DestVertex->WorldTangentZ = NodeTangentZ;
// Include the vertex in the surface's bounding box.
NodeGroup->BoundingBox += VertexWorldPosition;
}
// Generate the node's vertex indices.
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
{
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
// track the source surface for each triangle
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
}
}
// Continue only if the component accepts lights (all components in a node group have the same value)
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
// node grouping logic is updated to account for CastShadow as well
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
{
// Create the object to represent the surface's mapping/mesh to the static lighting system,
// the model is now the owner, and all nodes have the same
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
Meshes.Add(SurfaceStaticLighting);
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
if (SomeModelComponent->CastShadow)
{
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
}
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = CurrentMapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
CurrentMapping->bProcessMapping = true;
// count how many node groups have yet to come back as complete
Model->NumIncompleteNodeGroups++;
// add this mapping to the list of mappings to be applied later
Model->CachedMappings.Add(SurfaceStaticLighting);
}
}
}
}
void FStaticLightingSystem::AddPrimitiveStaticLightingInfo(FStaticLightingPrimitiveInfo& PrimitiveInfo, bool bBuildActorLighting, bool bDeferMapping)
{
// Verify a one to one relationship between mappings and meshes
//@todo - merge FStaticLightingMesh and FStaticLightingMapping
check(PrimitiveInfo.Meshes.Num() == PrimitiveInfo.Mappings.Num());
// Add the component's shadow casting meshes to the system.
for(int32 MeshIndex = 0;MeshIndex < PrimitiveInfo.Meshes.Num();MeshIndex++)
{
FStaticLightingMesh* Mesh = PrimitiveInfo.Meshes[MeshIndex];
if (Mesh)
{
Mesh->VisibilityIds.Add(PrimitiveInfo.VisibilityId);
if (!GLightmassDebugOptions.bSortMappings && bBuildActorLighting)
{
Mesh->Guid = FGuid(0, 0, 0, DeterministicIndex++);
}
Meshes.Add(Mesh);
LightingMeshBounds += Mesh->BoundingBox;
if (Mesh->bCastShadow)
{
UpdateAutomaticImportanceVolumeBounds(Mesh->BoundingBox);
}
}
}
// If lighting is being built for this component, add its mappings to the system.
for(int32 MappingIndex = 0;MappingIndex < PrimitiveInfo.Mappings.Num();MappingIndex++)
{
FStaticLightingMapping* CurrentMapping = PrimitiveInfo.Mappings[MappingIndex];
if (GbLogAddingMappings)
{
FStaticLightingMesh* SLMesh = CurrentMapping->Mesh;
if (SLMesh)
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08p - %s"), *(CurrentMapping->GetDescription()), (PTRINT)(SLMesh->Component), *(SLMesh->Guid.ToString()));
}
else
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08x - %s"), *(CurrentMapping->GetDescription()), 0, TEXT("NO MESH????"));
}
}
if (bBuildActorLighting)
{
CurrentMapping->bProcessMapping = true;
}
CurrentMapping->bIsDeferred = bDeferMapping;
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = Helper.Mapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
}
}
}
bool FStaticLightingSystem::CreateLightmassProcessor()
{
FLightmassStatistics::FScopedGather SwarmStartStatScope(LightmassProcessStatistics.SwarmStartupTime);
GWarn->StatusForceUpdate( -1, -1, LOCTEXT("StartingSwarmConnectionStatus", "Starting up Swarm Connection...") );
if (Options.bOnlyBuildVisibility && !LightingContext.World->GetWorldSettings()->bPrecomputeVisibility)
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "BuildFailed_VisibilityOnlyButVisibilityDisabled", "'Build Only Visibility' option was enabled but precomputed visibility is disabled! Aborting build."));
return false;
}
if (NSwarm::FSwarmInterface::Initialize(*(FPaths::EngineDir() / TEXT("Binaries/DotNET/SwarmInterface.dll"))) == false)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to initialize Swarm."));
FMessageDialog::Open(EAppMsgType::Ok,
#if USE_LOCAL_SWARM_INTERFACE
LOCTEXT("FailedToInitializeSwarmDialogMessage_CheckNetwork", "Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed.")
#else
LOCTEXT("FailedToInitializeSwarmDialogMessage", "Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed.")
#endif
);
return false;
}
// Create the processor
check(LightmassProcessor == NULL);
LightmassProcessor = new FLightmassProcessor(*this, Options.bDumpBinaryResults, Options.bOnlyBuildVisibility);
check(LightmassProcessor);
if (LightingContext.World->IsPartitionedWorld())
{
LightmassProcessor->SetVolumetricLightMapImportMode(true);
}
if (LightmassProcessor->IsSwarmConnectionIsValid() == false)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to connect to Swarm."));
FMessageDialog::Open( EAppMsgType::Ok,
#if USE_LOCAL_SWARM_INTERFACE
LOCTEXT("FailedToConnectToSwarmDialogMessage_CheckNetwork", "Failed to connect to Swarm. Check that your network interface supports multicast.")
#else
LOCTEXT("FailedToConnectToSwarmDialogMessage", "Failed to connect to Swarm.")
#endif
);
delete LightmassProcessor;
LightmassProcessor = NULL;
return false;
}
return true;
}
void FStaticLightingSystem::GatherScene()
{
LightmassProcessStatistics = FLightmassStatistics();
GWarn->StatusUpdate( 0, Meshes.Num() + Mappings.Num(), LOCTEXT("GatherSceneStatusMessage", "Collecting the scene...") );
FLightmassStatistics::FScopedGather SceneStatScope(LightmassProcessStatistics.CollectLightmassSceneTime);
// Grab the exporter and fill in the meshes
//@todo. This should be exported to the 'processor' as it will be used on the input side as well...
FLightmassExporter* LightmassExporter = LightmassProcessor->GetLightmassExporter();
check(LightmassExporter);
// The Level settings...
AWorldSettings* WorldSettings = LightingContext.World->GetWorldSettings();
if (WorldSettings)
{
LightmassExporter->SetLevelSettings(WorldSettings->LightmassSettings);
}
else
{
FLightmassWorldInfoSettings TempSettings;
LightmassExporter->SetLevelSettings(TempSettings);
}
LightmassExporter->SetNumUnusedLocalCores(Options.NumUnusedLocalCores);
LightmassExporter->SetQualityLevel(Options.QualityLevel);
if (LightingContext.World->PersistentLevel && Options.ShouldBuildLightingForLevel(LightingContext.World->PersistentLevel ))
{
LightmassExporter->SetLevelName(LightingContext.World->PersistentLevel->GetPathName());
}
LightmassExporter->ClearImportanceVolumes();
if (!LightingContext.World->IsPartitionedWorld())
{
for( TObjectIterator<ALightmassImportanceVolume> It ; It ; ++It )
{
ALightmassImportanceVolume* LMIVolume = *It;
if (LightingContext.World->ContainsActor(LMIVolume) && IsValid(LMIVolume) && ShouldOperateOnLevel(LMIVolume->GetLevel()))
{
LightmassExporter->AddImportanceVolume(LMIVolume);
}
}
}
else
{
// Ignore all user set ImportanceVolumes and add a LightMassImportanceVolume per VLM cell
//@todo_ow: Possibly interesect user specified ALightmassImportanceVolume with world bounds to restrict area in which we compute static lighting
FBox ImportanceBounds(ForceInit);
LightmassExporter->AddImportanceVolumeBoundingBox(LightingContext.GetVolumetricLightMapGridDesc()->GridBounds);
ImportanceBounds += LightingContext.GetVolumetricLightMapGridDesc()->GridBounds;
LightingContext.SetImportanceBounds(ImportanceBounds);
}
for( TObjectIterator<ALightmassCharacterIndirectDetailVolume> It ; It ; ++It )
{
ALightmassCharacterIndirectDetailVolume* LMDetailVolume = *It;
if (LightingContext.World->ContainsActor(LMDetailVolume) && IsValid(LMDetailVolume) && ShouldOperateOnLevel(LMDetailVolume->GetLevel()))
{
LightmassExporter->AddCharacterIndirectDetailVolume(LMDetailVolume);
}
}
for (TObjectIterator<AVolumetricLightmapDensityVolume> It; It; ++It)
{
AVolumetricLightmapDensityVolume* DetailVolume = *It;
if (LightingContext.World->ContainsActor(DetailVolume) && IsValid(DetailVolume) && ShouldOperateOnLevel(DetailVolume->GetLevel()))
{
LightmassExporter->VolumetricLightmapDensityVolumes.Add(DetailVolume);
}
}
for( TObjectIterator<ULightmassPortalComponent> It ; It ; ++It )
{
ULightmassPortalComponent* LMPortal = *It;
if (LMPortal->GetOwner() && LightingContext.World->ContainsActor(LMPortal->GetOwner()) && IsValid(LMPortal) && ShouldOperateOnLevel(LMPortal->GetOwner()->GetLevel()))
{
LightmassExporter->AddPortal(LMPortal);
}
}
for (TObjectIterator<USkyAtmosphereComponent> It; It; ++It)
{
USkyAtmosphereComponent* SkyAtmosphere = *It;
if (SkyAtmosphere->GetOwner() && LightingContext.World->ContainsActor(SkyAtmosphere->GetOwner()) && IsValid(SkyAtmosphere) && ShouldOperateOnLevel(SkyAtmosphere->GetOwner()->GetLevel()))
{
LightmassExporter->SetSkyAtmosphereComponent(SkyAtmosphere);
break; // We only register the first we find
}
}
float MinimumImportanceVolumeExtentWithoutWarning = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("MinimumImportanceVolumeExtentWithoutWarning"), MinimumImportanceVolumeExtentWithoutWarning, GLightmassIni));
// If we have no importance volumes, then we'll synthesize one now. A scene without any importance volumes will not yield
// expected lighting results, so it's important to have a volume to pass to Lightmass.
if (LightmassExporter->GetImportanceVolumes().Num() == 0)
{
FBox ReasonableSceneBounds = AutomaticImportanceVolumeBounds;
if (ReasonableSceneBounds.GetExtent().SizeSquared() > (MinimumImportanceVolumeExtentWithoutWarning * MinimumImportanceVolumeExtentWithoutWarning))
{
// Emit a serious warning to the user about performance.
FMessageLog("LightingResults").PerformanceWarning(LOCTEXT("LightmassError_MissingImportanceVolume", "No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times."));
// Clamp the size of the importance volume we create to a reasonable size
ReasonableSceneBounds = FBox(ReasonableSceneBounds.GetCenter() - MinimumImportanceVolumeExtentWithoutWarning, ReasonableSceneBounds.GetCenter() + MinimumImportanceVolumeExtentWithoutWarning);
}
else
{
// The scene isn't too big, so we'll use the scene's bounds as a synthetic importance volume
// NOTE: We don't want to pop up a message log for this common case when creating a new level, so we just spray a log message. It's not very important to a user.
UE_LOG(LogStaticLightingSystem, Warning, TEXT("No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes."));
float AutomaticImportanceVolumeExpandBy = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("AutomaticImportanceVolumeExpandBy"), AutomaticImportanceVolumeExpandBy, GLightmassIni));
// Expand the scene's bounds a bit to make sure volume lighting samples placed on surfaces are inside
ReasonableSceneBounds = ReasonableSceneBounds.ExpandBy(AutomaticImportanceVolumeExpandBy);
}
LightmassExporter->AddImportanceVolumeBoundingBox(ReasonableSceneBounds);
}
const int32 NumMeshesAndMappings = Meshes.Num() + Mappings.Num();
const int32 ProgressUpdateFrequency = FMath::Max<int32>(NumMeshesAndMappings / 20, 1);
// Meshes
for( int32 MeshIdx=0; !GEditor->GetMapBuildCancelled() && MeshIdx < Meshes.Num(); MeshIdx++ )
{
Meshes[MeshIdx]->ExportMeshInstance(LightmassExporter);
if (MeshIdx % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress( MeshIdx, NumMeshesAndMappings );
}
}
// Mappings
for( int32 MappingIdx=0; !GEditor->GetMapBuildCancelled() && MappingIdx < Mappings.Num(); MappingIdx++ )
{
Mappings[MappingIdx]->ExportMapping(LightmassExporter);
if (MappingIdx % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress( Meshes.Num() + MappingIdx, NumMeshesAndMappings );
}
}
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
ULightComponentBase* LightBase = Lights[LightIndex];
USkyLightComponent* SkyLight = Cast<USkyLightComponent>(LightBase);
if (SkyLight && (SkyLight->Mobility == EComponentMobility::Static || SkyLight->Mobility == EComponentMobility::Stationary))
{
LightmassExporter->AddLight(SkyLight);
}
}
}
bool FStaticLightingSystem::InitiateLightmassProcessor()
{
// Run!
bool bSuccessful = false;
bool bOpenJobSuccessful = false;
if ( !GEditor->GetMapBuildCancelled() )
{
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateImport mode %s"), GLightmassDebugOptions.bUseImmediateImport ? TEXT("ENABLED") : TEXT("DISABLED"));
LightmassProcessor->SetImportCompletedMappingsImmediately(GLightmassDebugOptions.bUseImmediateImport);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateProcess mode %s"), GLightmassDebugOptions.bImmediateProcessMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Sorting mode %s"), GLightmassDebugOptions.bSortMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping paddings %s"), GLightmassDebugOptions.bPadMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping debug paddings %s"), GLightmassDebugOptions.bDebugPaddings ? TEXT("ENABLED") : TEXT("DISABLED"));
{
FLightmassStatistics::FScopedGather OpenJobStatScope(LightmassProcessStatistics.SwarmJobOpenTime);
bOpenJobSuccessful = LightmassProcessor->OpenJob();
}
if (bOpenJobSuccessful)
{
LightmassProcessor->InitiateExport();
bSuccessful = true;
CurrentBuildStage = FStaticLightingSystem::LightingStage::AmortizedExport;
}
}
return bSuccessful;
}
void FStaticLightingSystem::KickoffSwarm()
{
bool bSuccessful = LightmassProcessor->BeginRun();
if (bSuccessful)
{
CurrentBuildStage = FStaticLightingSystem::LightingStage::AsynchronousBuilding;
}
else
{
FStaticLightingManager::Get()->FailLightingBuild(LOCTEXT("SwarmKickoffFailedMessage", "Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass."));
}
}
bool FStaticLightingSystem::FinishLightmassProcess()
{
bool bSuccessful = false;
GEditor->ResetTransaction( LOCTEXT("KeepLightingTransReset", "Applying Lighting") );
CurrentBuildStage = FStaticLightingSystem::LightingStage::Import;
double TimeWaitingOnUserToAccept = FPlatformTime::Seconds() - WaitForUserAcceptStartTime;
{
FScopedSlowTask SlowTask(7);
SlowTask.MakeDialog();
SlowTask.EnterProgressFrame(1, LOCTEXT("InvalidatingPreviousLightingStatus", "Invalidating previous lighting"));
InvalidateStaticLighting();
SlowTask.EnterProgressFrame(1, LOCTEXT("ImportingBuiltStaticLightingStatus", "Importing built static lighting"));
bSuccessful = LightmassProcessor->CompleteRun();
SlowTask.EnterProgressFrame();
if (bSuccessful)
{
CompleteDeterministicMappings(LightmassProcessor);
if (!Options.bOnlyBuildVisibility)
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
ULightComponent::ReassignStationaryLightChannels(GWorld, true, &LightingContext);
}
}
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingTexturesStaticLightingStatis", "Encoding textures"));
EncodeTextures(bSuccessful);
SlowTask.EnterProgressFrame();
{
FLightmassStatistics::FScopedGather CloseJobStatScope(LightmassProcessStatistics.SwarmJobCloseTime);
bSuccessful = LightmassProcessor->CloseJob() && bSuccessful;
}
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
// Add in the time measurements from the LightmassProcessor
LightmassStatistics += LightmassProcessor->GetStatistics();
// A final update on the lighting build warnings and errors dialog, now that everything is finished
FMessageLog("LightingResults").Open();
// Check the for build cancellation.
bBuildCanceled = bBuildCanceled || GEditor->GetMapBuildCancelled();
bSuccessful = bSuccessful && !bBuildCanceled;
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
if (bSuccessful)
{
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Refresh();
}
bool bShowLightingBuildInfo = false;
GConfig->GetBool( TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), bShowLightingBuildInfo, GEditorPerProjectIni );
if( bShowLightingBuildInfo )
{
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Show();
}
}
SlowTask.EnterProgressFrame();
ApplyNewLightingData(bSuccessful);
SlowTask.EnterProgressFrame();
// Finish up timing statistics
LightmassStatistics += LightmassProcessStatistics;
LightmassStatistics.TotalTime += FPlatformTime::Seconds() - StartTime - TimeWaitingOnUserToAccept;
}
ReportStatistics();
return bSuccessful;
}
void FStaticLightingSystem::UpdateLightingBuild()
{
if (CurrentBuildStage == FStaticLightingSystem::LightingStage::AmortizedExport)
{
bool bCompleted = LightmassProcessor->ExecuteAmortizedMaterialExport();
FFormatNamedArguments Args;
Args.Add( TEXT("PercentDone"), FText::AsPercent( LightmassProcessor->GetAmortizedExportPercentDone() ) );
FText Text = FText::Format( LOCTEXT("LightExportProgressMessage", "Exporting lighting data: {PercentDone} Done"), Args );
FStaticLightingManager::Get()->SetNotificationText( Text );
if (bCompleted)
{
CurrentBuildStage = FStaticLightingSystem::LightingStage::SwarmKickoff;
}
}
else if (CurrentBuildStage == FStaticLightingSystem::LightingStage::SwarmKickoff)
{
FText Text = LOCTEXT("LightKickoffSwarmMessage", "Kicking off Swarm");
FStaticLightingManager::Get()->SetNotificationText( Text );
KickoffSwarm();
}
else if (CurrentBuildStage == FStaticLightingSystem::LightingStage::AsynchronousBuilding)
{
bool bFinished = LightmassProcessor->Update();
FString ScenarioString;
if (LightingContext.LightingScenario)
{
FString PackageName = FPackageName::GetShortName(LightingContext.LightingScenario->GetOutermost()->GetName());
ScenarioString = FString(TEXT(" for ")) + PackageName;
}
FText Text = FText::Format(LOCTEXT("LightBuildProgressMessage", "Building lighting{0}: {1}%"), FText::FromString(ScenarioString), FText::AsNumber(LightmassProcessor->GetAsyncPercentDone()));
FStaticLightingManager::Get()->SetNotificationText( Text );
if (bFinished)
{
LightmassStatistics.ProcessingTime += FPlatformTime::Seconds() - ProcessingStartTime;
WaitForUserAcceptStartTime = FPlatformTime::Seconds();
FStaticLightingManager::Get()->ClearCurrentNotification();
if (LightmassProcessor->IsProcessingCompletedSuccessfully())
{
CurrentBuildStage = FStaticLightingSystem::LightingStage::AutoApplyingImport;
}
else
{
// automatically fail lighting build (discard)
FStaticLightingManager::Get()->FailLightingBuild();
CurrentBuildStage = FStaticLightingSystem::LightingStage::Finished;
}
}
}
else if ( CurrentBuildStage == FStaticLightingSystem::LightingStage::AutoApplyingImport )
{
if (IsRunningCommandlet() || CanAutoApplyLighting())
{
bool bAutoApplyFailed = false;
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
FStaticLightingManager::ProcessLightingData();
CurrentBuildStage = FStaticLightingSystem::LightingStage::Finished;
}
else
{
bool bAutoApplyFailed = true;
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
CurrentBuildStage = FStaticLightingSystem::LightingStage::WaitingForImport;
}
}
else if (CurrentBuildStage == FStaticLightingSystem::LightingStage::ImportRequested)
{
FStaticLightingManager::ProcessLightingData();
CurrentBuildStage = FStaticLightingSystem::LightingStage::Finished;
}
}
void FStaticLightingSystem::UpdateAutomaticImportanceVolumeBounds( const FBox& MeshBounds )
{
// Note: skyboxes will be excluded if they are properly setup to not cast shadows
AutomaticImportanceVolumeBounds += MeshBounds;
}
void FStaticLightingSystem::GatherBuildDataResourcesToKeep(const ULevel* InLevel)
{
// This is only required is using a lighting scenario, otherwise the build data is saved within the level itself and follows it's inclusion in the lighting build.
if (InLevel && LightingContext.LightingScenario)
{
BuildDataResourcesToKeep.Add(InLevel->LevelBuildDataId);
for (const UModelComponent * ModelComponent : InLevel->ModelComponents)
{
if (!ModelComponent) // Skip null models
{
continue;
}
ModelComponent->AddMapBuildDataGUIDs(BuildDataResourcesToKeep);
}
for (const AActor* Actor : InLevel->Actors)
{
if (!Actor) // Skip null actors
{
continue;
}
for (const UActorComponent* Component : Actor->GetComponents())
{
if (!Component) // Skip null components
{
continue;
}
const UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(Component);
if (PrimitiveComponent)
{
PrimitiveComponent->AddMapBuildDataGUIDs(BuildDataResourcesToKeep);
continue;
}
const ULightComponent* LightComponent = Cast<ULightComponent>(Component);
if (LightComponent)
{
BuildDataResourcesToKeep.Add(LightComponent->LightGuid);
continue;
}
const UReflectionCaptureComponent* ReflectionCaptureComponent = Cast<UReflectionCaptureComponent>(Component);
if (ReflectionCaptureComponent)
{
BuildDataResourcesToKeep.Add(ReflectionCaptureComponent->MapBuildDataId);
continue;
}
}
}
}
}
bool FStaticLightingSystem::CanAutoApplyLighting() const
{
const bool bAutoApplyEnabled = GetDefault<ULevelEditorMiscSettings>()->bAutoApplyLightingEnable;
const bool bSlowTask = GIsSlowTask;
const bool bPlayWorldValid = GEditor->PlayWorld != nullptr;
const bool bAnyMenusVisible = (FSlateApplication::IsInitialized() && FSlateApplication::Get().AnyMenusVisible());
//const bool bIsInteratcting = false;// FSlateApplication::Get().GetMouseCaptor().IsValid() || GEditor->IsUserInteracting();
const bool bHasGameOrProjectLoaded = FApp::HasProjectName();
return ( bAutoApplyEnabled && !bSlowTask && !bPlayWorldValid && !bAnyMenusVisible/* && !bIsInteratcting */&& !GIsDemoMode && bHasGameOrProjectLoaded );
}
/**
* Clear out all the binary dump log files, so the next run will have just the needed files for rendering
*/
void FStaticLightingSystem::ClearBinaryDumps()
{
IFileManager::Get().DeleteDirectory(*FString::Printf(TEXT("%sLogs/Lighting_%s"), *FPaths::ProjectDir(), TEXT("Lightmass")), false, true);
}
/** Marks all lights used in the calculated lightmap as used in a lightmap, and calls Apply on the texture mapping. */
void FStaticLightingSystem::ApplyMapping(
FStaticLightingTextureMapping* TextureMapping,
FQuantizedLightmapData* QuantizedData,
const TMap<ULightComponent*,FShadowMapData2D*>& ShadowMapData) const
{
TextureMapping->Apply(QuantizedData, ShadowMapData, &LightingContext);
}
UWorld* FStaticLightingSystem::GetWorld() const
{
return LightingContext.World;
}
const FStaticLightingBuildContext& FStaticLightingSystem::GetLightingContext() const
{
return LightingContext;
}
bool FStaticLightingSystem::IsAsyncBuilding() const
{
return CurrentBuildStage == FStaticLightingSystem::LightingStage::AsynchronousBuilding;
}
bool FStaticLightingSystem::IsAmortizedExporting() const
{
return CurrentBuildStage == FStaticLightingSystem::LightingStage::AmortizedExport;
}
void UEditorEngine::BuildLighting(const FLightingBuildOptions& Options)
{
// Forcibly shut down all texture property windows as they become invalid during a light build
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
TArray<UObject*> EditedAssets = AssetEditorSubsystem->GetAllEditedAssets();
for (int32 AssetIdx = 0; AssetIdx < EditedAssets.Num(); AssetIdx++)
{
UObject* EditedAsset = EditedAssets[AssetIdx];
if (EditedAsset->IsA(UTexture2D::StaticClass()))
{
IAssetEditorInstance* Editor = AssetEditorSubsystem->FindEditorForAsset(EditedAsset, false);
if (Editor)
{
Editor->CloseWindow(EAssetEditorCloseReason::AssetUnloadingOrInvalid);
}
}
}
FEditorDelegates::OnLightingBuildStarted.Broadcast();
FStaticLightingManager::Get()->CreateStaticLightingSystem(Options);
}
void UEditorEngine::UpdateBuildLighting()
{
FStaticLightingManager::Get()->UpdateBuildLighting();
FStaticLightingSystemInterface::EditorTick();
}
bool UEditorEngine::IsLightingBuildCurrentlyRunning() const
{
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyRunning();
}
bool UEditorEngine::IsLightingBuildCurrentlyExporting() const
{
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyExporting();
}
bool UEditorEngine::WarnIfLightingBuildIsCurrentlyRunning()
{
bool bFailure = IsLightingBuildCurrentlyRunning();
if (bFailure)
{
FNotificationInfo Info( LOCTEXT("LightBuildUnderwayWarning", "Static light is currently building! Please cancel it to proceed!") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
}
else if (FEditorBuildUtils::IsBuildCurrentlyRunning())
{
// Another, non-lighting editor build is running.
FNotificationInfo Info( LOCTEXT("EditorBuildUnderwayWarning", "A build process is currently underway! Please cancel it to proceed!") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
bFailure = true;
}
return bFailure;
}
#undef LOCTEXT_NAMESPACE