// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= HTML5TargetPlatform.cpp: Implements the FHTML5TargetPlatform class. =============================================================================*/ #include "HTML5TargetPlatformPrivatePCH.h" #if WITH_EDITOR #include "Texture.h" #endif /* FHTML5TargetPlatform structors *****************************************************************************/ FHTML5TargetPlatform::FHTML5TargetPlatform( ) { LocalDevice = MakeShareable(new FHTML5TargetDevice(*this, FPlatformProcess::ComputerName())); // load the final HTML5 engine settings for this game FConfigCacheIni::LoadLocalIniFile(HTML5EngineSettings, TEXT("Engine"), true, *PlatformName()); #if WITH_ENGINE // load up texture settings from the config file HTML5LODSettings.Initialize(HTML5EngineSettings, TEXT("SystemSettings")); StaticMeshLODSettings.Initialize(HTML5EngineSettings); #endif } /* ITargetPlatform interface *****************************************************************************/ void FHTML5TargetPlatform::GetAllDevices( TArray& OutDevices ) const { OutDevices.Reset(); OutDevices.Add(LocalDevice); } ECompressionFlags FHTML5TargetPlatform::GetBaseCompressionMethod( ) const { return COMPRESS_ZLIB; } ITargetDevicePtr FHTML5TargetPlatform::GetDefaultDevice( ) const { return LocalDevice; } ITargetDevicePtr FHTML5TargetPlatform::GetDevice( const FTargetDeviceId& DeviceId ) { if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId())) { return LocalDevice; } return NULL; } FString FHTML5TargetPlatform::GetIconPath( ETargetPlatformIcons::IconType IconType ) const { switch (IconType) { case ETargetPlatformIcons::Normal: return FString(TEXT("Launcher/HTML5/Platform_HTML5_24x")); case ETargetPlatformIcons::Large: case ETargetPlatformIcons::XLarge: return FString(TEXT("Launcher/HTML5/Platform_HTML5_128x")); } return FString(); } bool FHTML5TargetPlatform::IsRunningPlatform( ) const { return false; // but this will never be called because this platform doesn't run the target platform framework } #if WITH_ENGINE static FName NAME_OPENGL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL")); void FHTML5TargetPlatform::GetAllPossibleShaderFormats( TArray& OutFormats ) const { OutFormats.AddUnique(NAME_OPENGL_ES2_WEBGL); } void FHTML5TargetPlatform::GetAllTargetedShaderFormats( TArray& OutFormats ) const { GetAllPossibleShaderFormats(OutFormats); } const class FStaticMeshLODSettings& FHTML5TargetPlatform::GetStaticMeshLODSettings( ) const { return StaticMeshLODSettings; } void FHTML5TargetPlatform::GetTextureFormats( const UTexture* Texture, TArray& OutFormats ) const { FName TextureFormatName = NAME_None; #if WITH_EDITOR // Supported texture format names. static FName NameDXT1(TEXT("DXT1")); static FName NameDXT3(TEXT("DXT3")); static FName NameDXT5(TEXT("DXT5")); static FName NameDXT5n(TEXT("DXT5n")); static FName NameAutoDXT(TEXT("AutoDXT")); static FName NameBGRA8(TEXT("BGRA8")); static FName NameG8(TEXT("G8")); static FName NameRGBA16F(TEXT("RGBA16F")); bool bNoCompression = Texture->CompressionNone // Code wants the texture uncompressed. || (HasEditorOnlyData() && Texture->DeferCompression) // The user wishes to defer compression, this is ok for the Editor only. || (Texture->CompressionSettings == TC_EditorIcon) || (Texture->LODGroup == TEXTUREGROUP_ColorLookupTable) // Textures in certain LOD groups should remain uncompressed. || (Texture->LODGroup == TEXTUREGROUP_Bokeh) || (Texture->LODGroup == TEXTUREGROUP_IESLightProfile) || (Texture->Source.GetSizeX() < 4) // Don't compress textures smaller than the DXT block size. || (Texture->Source.GetSizeY() < 4) || (Texture->Source.GetSizeX() % 4 != 0) || (Texture->Source.GetSizeY() % 4 != 0); ETextureSourceFormat SourceFormat = Texture->Source.GetFormat(); // Determine the pixel format of the (un/)compressed texture if (bNoCompression) { if (Texture->HasHDRSource()) { TextureFormatName = NameBGRA8; } else if (SourceFormat == TSF_G8 || Texture->CompressionSettings == TC_Grayscale) { TextureFormatName = NameG8; } else if (Texture->LODGroup == TEXTUREGROUP_Shadowmap) { TextureFormatName = NameG8; } else { TextureFormatName = NameBGRA8; } } else if (Texture->CompressionSettings == TC_HDR) { TextureFormatName = NameRGBA16F; } else if (Texture->CompressionSettings == TC_Normalmap) { TextureFormatName = NameDXT5; } else if (Texture->CompressionSettings == TC_Displacementmap) { TextureFormatName = NameG8; } else if (Texture->CompressionSettings == TC_VectorDisplacementmap) { TextureFormatName = NameBGRA8; } else if (Texture->CompressionSettings == TC_Grayscale) { TextureFormatName = NameG8; } else if( Texture->CompressionSettings == TC_Alpha) { TextureFormatName = NameDXT5; } else if (Texture->CompressionNoAlpha) { TextureFormatName = NameDXT1; } else if (Texture->bDitherMipMapAlpha) { TextureFormatName = NameDXT5; } else { TextureFormatName = NameAutoDXT; } // Some PC GPUs don't support sRGB read from G8 textures (e.g. AMD DX10 cards on ShaderModel3.0) // This solution requires 4x more memory but a lot of PC HW emulate the format anyway if ((TextureFormatName == NameG8) && Texture->SRGB && !SupportsFeature(ETargetPlatformFeatures::GrayscaleSRGB)) { TextureFormatName = NameBGRA8; } #endif OutFormats.Add( TextureFormatName); } const struct FTextureLODSettings& FHTML5TargetPlatform::GetTextureLODSettings( ) const { return HTML5LODSettings; } FName FHTML5TargetPlatform::GetWaveFormat( USoundWave* Wave ) const { static FName NAME_OGG(TEXT("OGG")); return NAME_OGG; } #endif // WITH_ENGINE