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UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerRenderingComponent.cpp

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Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerRenderingComponent.h"
#include "DebugRenderSceneProxy.h"
//////////////////////////////////////////////////////////////////////////
// FGameplayDebuggerCompositeSceneProxy
class FGameplayDebuggerCompositeSceneProxy : public FDebugRenderSceneProxy
{
public:
FGameplayDebuggerCompositeSceneProxy(const UPrimitiveComponent* InComponent) : FDebugRenderSceneProxy(InComponent) { }
virtual ~FGameplayDebuggerCompositeSceneProxy()
{
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
delete ChildProxies[Idx];
}
}
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
{
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
ChildProxies[Idx]->DrawStaticElements(PDI);
}
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
ChildProxies[Idx]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
}
}
virtual void RegisterDebugDrawDelgate() override
{
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
ChildProxies[Idx]->RegisterDebugDrawDelgate();
}
}
virtual void UnregisterDebugDrawDelgate() override
{
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
ChildProxies[Idx]->UnregisterDebugDrawDelgate();
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
FPrimitiveViewRelevance Result;
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
Result |= ChildProxies[Idx]->GetViewRelevance(View);
}
return Result;
}
virtual uint32 GetMemoryFootprint(void) const override
{
return sizeof(*this) + GetAllocatedSize();
}
uint32 GetAllocatedSize(void) const
{
uint32 Size = ChildProxies.GetAllocatedSize();
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
{
Size += ChildProxies[Idx]->GetMemoryFootprint();
}
return Size;
}
void AddChild(FDebugRenderSceneProxy* NewChild)
{
ChildProxies.AddUnique(NewChild);
}
void AddRange(TArray<FDebugRenderSceneProxy*> Children)
{
ChildProxies.Append(Children);
}
protected:
TArray<FDebugRenderSceneProxy*> ChildProxies;
};
//////////////////////////////////////////////////////////////////////////
// UGameplayDebuggerRenderingComponent
UGameplayDebuggerRenderingComponent::UGameplayDebuggerRenderingComponent(const FObjectInitializer& ObjInitializer) : Super(ObjInitializer)
{
}
FPrimitiveSceneProxy* UGameplayDebuggerRenderingComponent::CreateSceneProxy()
{
FGameplayDebuggerCompositeSceneProxy* CompositeProxy = nullptr;
AGameplayDebuggerCategoryReplicator* OwnerReplicator = Cast<AGameplayDebuggerCategoryReplicator>(GetOwner());
if (OwnerReplicator && OwnerReplicator->IsEnabled())
{
TArray<FDebugRenderSceneProxy*> SceneProxies;
for (int32 Idx = 0; Idx < OwnerReplicator->GetNumCategories(); Idx++)
{
TSharedRef<FGameplayDebuggerCategory> Category = OwnerReplicator->GetCategory(Idx);
if (Category->IsCategoryEnabled())
{
FDebugRenderSceneProxy* CategorySceneProxy = Category->CreateSceneProxy(this);
if (CategorySceneProxy)
{
SceneProxies.Add(CategorySceneProxy);
}
}
}
if (SceneProxies.Num())
{
CompositeProxy = new FGameplayDebuggerCompositeSceneProxy(this);
CompositeProxy->AddRange(SceneProxies);
}
}
return CompositeProxy;
}
FBoxSphereBounds UGameplayDebuggerRenderingComponent::CalcBounds(const FTransform &LocalToWorld) const
{
return FBoxSphereBounds(FBox::BuildAABB(FVector::ZeroVector, FVector(1000000.0f, 1000000.0f, 1000000.0f)));
}
void UGameplayDebuggerRenderingComponent::CreateRenderState_Concurrent()
{
Super::CreateRenderState_Concurrent();
if (SceneProxy)
{
static_cast<FGameplayDebuggerCompositeSceneProxy*>(SceneProxy)->RegisterDebugDrawDelgate();
}
}
void UGameplayDebuggerRenderingComponent::DestroyRenderState_Concurrent()
{
if (SceneProxy)
{
static_cast<FGameplayDebuggerCompositeSceneProxy*>(SceneProxy)->UnregisterDebugDrawDelgate();
}
Super::DestroyRenderState_Concurrent();
}