/** Add a new statistic to the internal map (or update an existing one) from the supplied component */ UPrimitiveStats* Add(UPrimitiveComponent* InPrimitiveComponent, EPrimitiveObjectSets InObjectSet) { // Objects in transient package or transient objects are not part of level. if( InPrimitiveComponent->GetOutermost() == GetTransientPackage() || InPrimitiveComponent->HasAnyFlags( RF_Transient ) ) { return NULL; } // Owned by a default object? Not part of a level either. if(InPrimitiveComponent->GetOuter() && InPrimitiveComponent->GetOuter()->IsDefaultSubobject() ) { return NULL; } UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(InPrimitiveComponent); UModelComponent* ModelComponent = Cast<UModelComponent>(InPrimitiveComponent); USkeletalMeshComponent* SkeletalMeshComponent = Cast<USkeletalMeshComponent>(InPrimitiveComponent); ULandscapeComponent* LandscapeComponent = Cast<ULandscapeComponent>(InPrimitiveComponent); UObject* Resource = NULL; AActor* ActorOuter = Cast<AActor>(InPrimitiveComponent->GetOuter()); int32 VertexColorMem = 0; int32 InstVertexColorMem = 0; // Calculate number of direct and other lights relevant to this component. int32 LightsLMCount = 0; int32 LightsOtherCount = 0; bool bUsesOnlyUnlitMaterials = InPrimitiveComponent->UsesOnlyUnlitMaterials(); // The static mesh is a static mesh component's resource. if( StaticMeshComponent ) { UStaticMesh* Mesh = StaticMeshComponent->StaticMesh; Resource = Mesh; // Calculate vertex color memory on the actual mesh. if( Mesh && Mesh->RenderData ) { // Accumulate memory for each LOD for( int32 LODIndex = 0; LODIndex < Mesh->RenderData->LODResources.Num(); ++LODIndex ) { VertexColorMem += Mesh->RenderData->LODResources[LODIndex].ColorVertexBuffer.GetAllocatedSize(); } } // Calculate instanced vertex color memory used on the component. for( int32 LODIndex = 0; LODIndex < StaticMeshComponent->LODData.Num(); ++LODIndex ) { // Accumulate memory for each LOD const FStaticMeshComponentLODInfo& LODInfo = StaticMeshComponent->LODData[ LODIndex ]; if( LODInfo.OverrideVertexColors ) { InstVertexColorMem += LODInfo.OverrideVertexColors->GetAllocatedSize(); } } // Calculate the number of lightmap and shadow map lights if( !bUsesOnlyUnlitMaterials ) { if( StaticMeshComponent->LODData.Num() > 0 ) { FStaticMeshComponentLODInfo& ComponentLODInfo = StaticMeshComponent->LODData[0]; if( ComponentLODInfo.LightMap ) { LightsLMCount = ComponentLODInfo.LightMap->LightGuids.Num(); } } } } // A model component is its own resource. else if( ModelComponent ) { // Make sure model component is referenced by level. ULevel* Level = CastChecked<ULevel>(ModelComponent->GetOuter()); if( Level->ModelComponents.Find( ModelComponent ) != INDEX_NONE ) { Resource = ModelComponent->GetModel(); // Calculate the number of lightmap and shadow map lights if( !bUsesOnlyUnlitMaterials ) { const TIndirectArray<FModelElement> Elements = ModelComponent->GetElements(); if( Elements.Num() > 0 ) { if( Elements[0].LightMap ) { LightsLMCount = Elements[0].LightMap->LightGuids.Num(); } } } } } // The skeletal mesh of a skeletal mesh component is its resource. else if( SkeletalMeshComponent ) { USkeletalMesh* Mesh = SkeletalMeshComponent->SkeletalMesh; Resource = Mesh; // Calculate vertex color usage for skeletal meshes if( Mesh ) { FSkeletalMeshResource* SkelMeshResource = Mesh->GetResourceForRendering(); for( int32 LODIndex = 0; LODIndex < SkelMeshResource->LODModels.Num(); ++LODIndex ) { const FStaticLODModel& LODModel = SkelMeshResource->LODModels[ LODIndex ]; VertexColorMem += LODModel.ColorVertexBuffer.GetVertexDataSize(); } } } // The landscape of a landscape component is its resource. else if (LandscapeComponent) { Resource = LandscapeComponent->GetLandscapeProxy(); if (LandscapeComponent->LightMap) { LightsLMCount = LandscapeComponent->LightMap->LightGuids.Num(); } } UWorld* World = InPrimitiveComponent->GetWorld(); // check(World); // @todo: re-instate this check once the GWorld migration has completed /// If we should skip the actor. Skip if the actor has no outer or if we are only showing selected actors and the actor isn't selected const bool bShouldSkip = World == NULL || ActorOuter == NULL || (ActorOuter != NULL && InObjectSet == PrimitiveObjectSets_SelectedObjects && ActorOuter->IsSelected() == false ); // Dont' care about components without a resource. if( Resource // Require actor association for selection and to disregard mesh emitter components. The exception being model components. && (!bShouldSkip || (ModelComponent && InObjectSet != PrimitiveObjectSets_SelectedObjects ) ) // Only list primitives in visible levels && IsInVisibleLevel( InPrimitiveComponent, World ) // Don't list pending kill components. && !InPrimitiveComponent->IsPendingKill() ) { // Retrieve relevant lights. TArray<const ULightComponent*> RelevantLights; World->Scene->GetRelevantLights( InPrimitiveComponent, &RelevantLights ); // Only look for relevant lights if we aren't unlit. if( !bUsesOnlyUnlitMaterials ) { // Lightmap and shadow map lights are calculated above, per component type, infer the "other" light count here LightsOtherCount = RelevantLights.Num() >= LightsLMCount ? RelevantLights.Num() - LightsLMCount : 0; } // Figure out memory used by light and shadow maps and light/ shadow map resolution. int32 LightMapWidth = 0; int32 LightMapHeight = 0; InPrimitiveComponent->GetLightMapResolution( LightMapWidth, LightMapHeight ); int32 LMSMResolution = FMath::Sqrt( LightMapHeight * LightMapWidth ); int32 LightMapData = 0; int32 LegacyShadowMapData = 0; InPrimitiveComponent->GetLightAndShadowMapMemoryUsage( LightMapData, LegacyShadowMapData ); // Check whether we already have an entry for the associated static mesh. UPrimitiveStats** StatsEntryPtr = ResourceToStatsMap.Find( Resource ); if( StatsEntryPtr ) { check(*StatsEntryPtr); UPrimitiveStats* StatsEntry = *StatsEntryPtr; // We do. Update existing entry. StatsEntry->Count++; StatsEntry->Actors.AddUnique(ActorOuter); StatsEntry->RadiusMin = FMath::Min( StatsEntry->RadiusMin, InPrimitiveComponent->Bounds.SphereRadius ); StatsEntry->RadiusMax = FMath::Max( StatsEntry->RadiusMax, InPrimitiveComponent->Bounds.SphereRadius ); StatsEntry->RadiusAvg += InPrimitiveComponent->Bounds.SphereRadius; StatsEntry->LightsLM += LightsLMCount; StatsEntry->LightsOther += LightsOtherCount; StatsEntry->LightMapData += (float)LightMapData / 1024.0f; StatsEntry->LMSMResolution += LMSMResolution; StatsEntry->UpdateNames(); if ( !ModelComponent && !LandscapeComponent ) { // Count instanced sections StatsEntry->InstSections += StatsEntry->Sections; StatsEntry->InstTriangles += StatsEntry->Triangles; } // ... in the case of a model component (aka BSP). if( ModelComponent ) { // If Count represents the Model itself, we do NOT want to increment it now. StatsEntry->Count--; for (const auto& Element : ModelComponent->GetElements()) { StatsEntry->Triangles += Element.NumTriangles; StatsEntry->Sections++; } StatsEntry->InstSections = StatsEntry->Sections; StatsEntry->InstTriangles = StatsEntry->Triangles; } else if( StaticMeshComponent ) { // This stat is used by multiple components so accumulate instanced vertex color memory. StatsEntry->InstVertexColorMem += (float)InstVertexColorMem / 1024.0f; } else if (LandscapeComponent) { // If Count represents the Landscape itself, we do NOT want to increment it now. StatsEntry->Count--; } } else { // We don't. Create new base entry. UPrimitiveStats* NewStatsEntry = NewObject<UPrimitiveStats>(); NewStatsEntry->AddToRoot(); NewStatsEntry->Object = Resource; NewStatsEntry->Actors.AddUnique(ActorOuter); NewStatsEntry->Count = 1; NewStatsEntry->Triangles = 0; NewStatsEntry->InstTriangles = 0; NewStatsEntry->ResourceSize = (float)(FArchiveCountMem(Resource).GetNum() + Resource->GetResourceSize(EResourceSizeMode::Exclusive)) / 1024.0f; NewStatsEntry->Sections = 0; NewStatsEntry->InstSections = 0; NewStatsEntry->RadiusMin = InPrimitiveComponent->Bounds.SphereRadius; NewStatsEntry->RadiusAvg = InPrimitiveComponent->Bounds.SphereRadius; NewStatsEntry->RadiusMax = InPrimitiveComponent->Bounds.SphereRadius; NewStatsEntry->LightsLM = LightsLMCount; NewStatsEntry->LightsOther = (float)LightsOtherCount; NewStatsEntry->LightMapData = (float)LightMapData / 1024.0f; NewStatsEntry->LMSMResolution = LMSMResolution; NewStatsEntry->VertexColorMem = (float)VertexColorMem / 1024.0f; NewStatsEntry->InstVertexColorMem = (float)InstVertexColorMem / 1024.0f; NewStatsEntry->UpdateNames(); // Fix up triangle and section count... // ... in the case of a static mesh component. if( StaticMeshComponent ) { UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh; if( StaticMesh && StaticMesh->RenderData ) { for( int32 SectionIndex=0; SectionIndex<StaticMesh->RenderData->LODResources[0].Sections.Num(); SectionIndex++ ) { const FStaticMeshSection& StaticMeshSection = StaticMesh->RenderData->LODResources[0].Sections[SectionIndex]; NewStatsEntry->Triangles += StaticMeshSection.NumTriangles; NewStatsEntry->Sections++; } } } // ... in the case of a model component (aka BSP). else if( ModelComponent ) { TIndirectArray<FModelElement> Elements = ModelComponent->GetElements(); for( int32 ElementIndex=0; ElementIndex<Elements.Num(); ElementIndex++ ) { const FModelElement& Element = Elements[ElementIndex]; NewStatsEntry->Triangles += Element.NumTriangles; NewStatsEntry->Sections++; } } // ... in the case of skeletal mesh component. else if( SkeletalMeshComponent ) { USkeletalMesh* SkeletalMesh = SkeletalMeshComponent->SkeletalMesh; if( SkeletalMesh ) { FSkeletalMeshResource* SkelMeshResource = SkeletalMesh->GetResourceForRendering(); if (SkelMeshResource->LODModels.Num()) { const FStaticLODModel& BaseLOD = SkelMeshResource->LODModels[0]; for( int32 SectionIndex=0; SectionIndex<BaseLOD.Sections.Num(); SectionIndex++ ) { const FSkelMeshSection& Section = BaseLOD.Sections[SectionIndex]; NewStatsEntry->Triangles += Section.NumTriangles; NewStatsEntry->Sections++; } } } } else if (LandscapeComponent) { TSet<UTexture2D*> UniqueTextures; for (auto ItComponents = LandscapeComponent->GetLandscapeProxy()->LandscapeComponents.CreateConstIterator(); ItComponents; ++ItComponents) { const ULandscapeComponent* CurrentComponent = *ItComponents; // count triangles and sections in the landscape NewStatsEntry->Triangles += FMath::Square(CurrentComponent->ComponentSizeQuads) * 2; NewStatsEntry->Sections += FMath::Square(CurrentComponent->NumSubsections); // count resource usage of landscape bool bNotUnique = false; UniqueTextures.Add(CurrentComponent->HeightmapTexture, &bNotUnique); if (!bNotUnique) { NewStatsEntry->ResourceSize += CurrentComponent->HeightmapTexture->GetResourceSize(EResourceSizeMode::Exclusive); } if (CurrentComponent->XYOffsetmapTexture) { UniqueTextures.Add(CurrentComponent->XYOffsetmapTexture, &bNotUnique); if (!bNotUnique) { NewStatsEntry->ResourceSize += CurrentComponent->XYOffsetmapTexture->GetResourceSize(EResourceSizeMode::Exclusive); } } for (auto ItWeightmaps = CurrentComponent->WeightmapTextures.CreateConstIterator(); ItWeightmaps; ++ItWeightmaps) { UniqueTextures.Add((*ItWeightmaps), &bNotUnique); if (!bNotUnique) { NewStatsEntry->ResourceSize += (*ItWeightmaps)->GetResourceSize(EResourceSizeMode::Exclusive); } } } } NewStatsEntry->InstTriangles = NewStatsEntry->Triangles; NewStatsEntry->InstSections = NewStatsEntry->Sections; // Add to map. ResourceToStatsMap.Add( Resource, NewStatsEntry ); return NewStatsEntry; } } return NULL; }