Files
UnrealEngineUWP/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
wouter dek b4c40a19a1 [VSM] Adapt debug viewmodes to better show local lights. Visualization modes now show a composite of all lights by default, and change to showing individual lights when one is selected in editor or by name.
Two commands were added to visualize the previous/next light (r.shadow.virtual.visualize.nextlight).
When VSM visualization is enabled, one pass projection is now turned off, as it is incompatible with the debug output in the projection shader (for now)

#rb Ola.Olsson
#jira UE-197806

[CL 35795175 by wouter dek in ue5-main branch]
2024-08-26 05:16:38 -04:00

72 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Map.h"
#include "Framework/Commands/Commands.h"
#include "Framework/Commands/UICommandInfo.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "HAL/Platform.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
class FEditorViewportClient;
class FMenuBuilder;
class FUICommandInfo;
class FUICommandList;
class COMMONMENUEXTENSIONS_API FVirtualShadowMapVisualizationMenuCommands : public TCommands<FVirtualShadowMapVisualizationMenuCommands>
{
public:
// Re-sort into categories for the menu
enum class FVirtualShadowMapVisualizationType : uint8
{
Standard,
Advanced,
};
struct FVirtualShadowMapVisualizationRecord
{
FName Name;
TSharedPtr<FUICommandInfo> Command;
FVirtualShadowMapVisualizationType Type;
FVirtualShadowMapVisualizationRecord()
: Name()
, Command()
, Type(FVirtualShadowMapVisualizationType::Standard)
{
}
};
typedef TMultiMap<FName, FVirtualShadowMapVisualizationRecord> TVirtualShadowMapVisualizationModeCommandMap;
typedef TVirtualShadowMapVisualizationModeCommandMap::TConstIterator TCommandConstIterator;
FVirtualShadowMapVisualizationMenuCommands();
TCommandConstIterator CreateCommandConstIterator() const;
static void BuildVisualisationSubMenu(FMenuBuilder& Menu);
virtual void RegisterCommands() override;
void BindCommands(FUICommandList& CommandList, const TSharedPtr<FEditorViewportClient>& Client) const;
inline bool IsPopulated() const
{
return CommandMap.Num() > 0;
}
private:
void BuildCommandMap();
bool AddCommandTypeToMenu(FMenuBuilder& Menu, const FVirtualShadowMapVisualizationType Type, bool bSeparatorBefore = false) const;
static void ChangeVirtualShadowMapVisualizationMode(TWeakPtr<FEditorViewportClient> WeakClient, FName InName);
static bool IsVirtualShadowMapVisualizationModeSelected(TWeakPtr<FEditorViewportClient> WeakClient, FName InName);
private:
TVirtualShadowMapVisualizationModeCommandMap CommandMap;
TSharedPtr<FUICommandInfo> VisualizeNextLightCommand;
TSharedPtr<FUICommandInfo> VisualizePrevLightCommand;
};