Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerRenderingComponent.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

191 lines
5.5 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerRenderingComponent.h"
#include "GameplayDebuggerCategoryReplicator.h"
#include "GameplayDebuggerCategory.h"
//////////////////////////////////////////////////////////////////////////
// FGameplayDebuggerCompositeSceneProxy
class FGameplayDebuggerCompositeSceneProxy : public FDebugRenderSceneProxy
{
friend class FGameplayDebuggerDebugDrawDelegateHelper;
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 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;
};
void FGameplayDebuggerDebugDrawDelegateHelper::RegisterDebugDrawDelgate()
{
ensureMsgf(State != RegisteredState, TEXT("RegisterDebugDrawDelgate is already Registered!"));
if (State == InitializedState)
{
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
{
DebugDrawDelegateHelpers[Idx]->RegisterDebugDrawDelgate();
}
State = RegisteredState;
}
}
void FGameplayDebuggerDebugDrawDelegateHelper::UnregisterDebugDrawDelgate()
{
ensureMsgf(State != InitializedState, TEXT("UnegisterDebugDrawDelgate is in an invalid State: %i !"), State);
if (State == RegisteredState)
{
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
{
DebugDrawDelegateHelpers[Idx]->UnregisterDebugDrawDelgate();
}
State = InitializedState;
}
}
void FGameplayDebuggerDebugDrawDelegateHelper::Reset()
{
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
{
delete DebugDrawDelegateHelpers[Idx];
}
DebugDrawDelegateHelpers.Reset();
}
void FGameplayDebuggerDebugDrawDelegateHelper::AddDelegateHelper(FDebugDrawDelegateHelper* InDebugDrawDelegateHelper)
{
check(InDebugDrawDelegateHelper);
DebugDrawDelegateHelpers.Add(InDebugDrawDelegateHelper);
}
void FGameplayDebuggerDebugDrawDelegateHelper::InitDelegateHelper(const FGameplayDebuggerCompositeSceneProxy* InSceneProxy)
{
Super::InitDelegateHelper(InSceneProxy);
}
//////////////////////////////////////////////////////////////////////////
// UGameplayDebuggerRenderingComponent
UGameplayDebuggerRenderingComponent::UGameplayDebuggerRenderingComponent(const FObjectInitializer& ObjInitializer) : Super(ObjInitializer)
{
}
FPrimitiveSceneProxy* UGameplayDebuggerRenderingComponent::CreateSceneProxy()
{
GameplayDebuggerDebugDrawDelegateHelper.Reset();
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())
{
FDebugDrawDelegateHelper* DebugDrawDelegateHelper;
FDebugRenderSceneProxy* CategorySceneProxy = Category->CreateDebugSceneProxy(this, DebugDrawDelegateHelper);
if (CategorySceneProxy)
{
GameplayDebuggerDebugDrawDelegateHelper.AddDelegateHelper(DebugDrawDelegateHelper);
SceneProxies.Add(CategorySceneProxy);
}
}
}
if (SceneProxies.Num())
{
CompositeProxy = new FGameplayDebuggerCompositeSceneProxy(this);
CompositeProxy->AddRange(SceneProxies);
}
}
if (CompositeProxy)
{
GameplayDebuggerDebugDrawDelegateHelper.InitDelegateHelper(CompositeProxy);
GameplayDebuggerDebugDrawDelegateHelper.ReregisterDebugDrawDelgate();
}
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();
GameplayDebuggerDebugDrawDelegateHelper.RegisterDebugDrawDelgate();
}
void UGameplayDebuggerRenderingComponent::DestroyRenderState_Concurrent()
{
GameplayDebuggerDebugDrawDelegateHelper.UnregisterDebugDrawDelgate();
Super::DestroyRenderState_Concurrent();
}