Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetPlatform.cpp
Ben Marsh 13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00

399 lines
11 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HTML5TargetPlatform.cpp: Implements the FHTML5TargetPlatform class.
=============================================================================*/
#include "HTML5TargetPlatform.h"
#include "HAL/PlatformFilemanager.h"
#include "HAL/FileManager.h"
#include "Misc/ScopeLock.h"
#if PLATFORM_WINDOWS
#include "Windows/WindowsPlatformMisc.h"
#endif
DEFINE_LOG_CATEGORY_STATIC(LogHTML5TargetPlatform, Log, All);
/* Static initialization
*****************************************************************************/
FCriticalSection FHTML5TargetPlatform::DevicesCriticalSection;
/* FHTML5TargetPlatform structors
*****************************************************************************/
FHTML5TargetPlatform::FHTML5TargetPlatform( )
{
RefreshHTML5Setup();
#if WITH_ENGINE
// load up texture settings from the config file
HTML5LODSettings = nullptr;
StaticMeshLODSettings.Initialize(HTML5EngineSettings);
#endif
}
/* ITargetPlatform interface
*****************************************************************************/
void FHTML5TargetPlatform::GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const
{
FScopeLock Lock( &DevicesCriticalSection );
OutDevices.Reset();
for( auto Iter = Devices.CreateConstIterator(); Iter; ++Iter )
{
OutDevices.Add( Iter.Value() );
}
}
ECompressionFlags FHTML5TargetPlatform::GetBaseCompressionMethod( ) const
{
return COMPRESS_ZLIB;
}
ITargetDevicePtr FHTML5TargetPlatform::GetDefaultDevice( ) const
{
FScopeLock Lock( &DevicesCriticalSection );
return Devices.FindRef( DefaultDeviceName );
}
ITargetDevicePtr FHTML5TargetPlatform::GetDevice( const FTargetDeviceId& DeviceId )
{
if( DeviceId.GetPlatformName() == this->PlatformName() )
{
FScopeLock Lock( &DevicesCriticalSection );
for( auto MapIt = Devices.CreateIterator(); MapIt; ++MapIt )
{
FHTML5TargetDevicePtr& Device = MapIt->Value;
if( Device->GetName() == DeviceId.GetDeviceName() )
{
return Device;
}
}
}
return nullptr;
}
bool FHTML5TargetPlatform::IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const
{
// When the EMSDK environment variable is used, locate Emscripten SDK from the directory
// pointed to by that variable, instead of using a prepackaged SDK.
TCHAR EmsdkDirectory[1024] = { 0 };
FPlatformMisc::GetEnvironmentVariable(TEXT("EMSDK"), EmsdkDirectory, 1024);
if (EmsdkDirectory[0] != 0)
{
bool Exists = IFileManager::Get().DirectoryExists(EmsdkDirectory);
if (!Exists)
{
UE_LOG(LogTemp, Display, TEXT("Environment variable EMSDK is set to \"%s\", but that directory does not exist!"), EmsdkDirectory);
}
return Exists;
}
FString SDKPath = FPaths::EngineDir() / TEXT("Extras/ThirdPartyNotUE/emsdk") /
#if PLATFORM_WINDOWS
TEXT("Win64");
#elif PLATFORM_MAC
TEXT("Mac");
#elif PLATFORM_LINUX
TEXT("Linux");
#else
TEXT("UNKNOWN_PLATFORM");
#endif
FString SDKDirectory = FPaths::ConvertRelativePathToFull(SDKPath);
if (IFileManager::Get().DirectoryExists(*SDKDirectory))
{
return true;
}
UE_LOG(LogTemp, Display, TEXT("HTML5 SDK path \"%s\", does not exist!"), *SDKDirectory);
return false;
}
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_GLSL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
void FHTML5TargetPlatform::GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const
{
OutFormats.AddUnique(NAME_GLSL_ES2_WEBGL);
}
void FHTML5TargetPlatform::GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const
{
GetAllPossibleShaderFormats(OutFormats);
}
const class FStaticMeshLODSettings& FHTML5TargetPlatform::GetStaticMeshLODSettings( ) const
{
return StaticMeshLODSettings;
}
void FHTML5TargetPlatform::GetTextureFormats( const UTexture* Texture, TArray<FName>& 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"));
static FName NameRGBA8(TEXT("RGBA8"));
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 = NameRGBA8;
}
}
else if (Texture->CompressionSettings == TC_HDR
|| Texture->CompressionSettings == TC_HDR_Compressed)
{
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 = NameRGBA8;
}
else if (Texture->CompressionSettings == TC_Grayscale)
{
TextureFormatName = NameG8;
}
else if( Texture->CompressionSettings == TC_Alpha)
{
TextureFormatName = NameDXT5;
}
else if (Texture->CompressionSettings == TC_DistanceFieldFont)
{
TextureFormatName = NameG8;
}
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);
}
void FHTML5TargetPlatform::GetAllTextureFormats(TArray<FName>& OutFormats) const
{
#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"));
static FName NameRGBA8(TEXT("RGBA8"));
// Supported texture format names.
OutFormats.Add(NameDXT1);
OutFormats.Add(NameDXT3);
OutFormats.Add(NameDXT5);
OutFormats.Add(NameDXT5n);
OutFormats.Add(NameAutoDXT);
OutFormats.Add(NameBGRA8);
OutFormats.Add(NameG8);
OutFormats.Add(NameRGBA16F);
OutFormats.Add(NameRGBA8);
#endif
}
const UTextureLODSettings& FHTML5TargetPlatform::GetTextureLODSettings() const
{
return *HTML5LODSettings;
}
FName FHTML5TargetPlatform::GetWaveFormat( const USoundWave* Wave ) const
{
static FName NAME_OGG(TEXT("OGG"));
return NAME_OGG;
}
void FHTML5TargetPlatform::GetAllWaveFormats(TArray<FName>& OutFormats) const
{
static FName NAME_OGG(TEXT("OGG"));
OutFormats.Add(NAME_OGG);
}
#endif // WITH_ENGINE
void FHTML5TargetPlatform::RefreshHTML5Setup()
{
FString Temp;
if (!FHTML5TargetPlatform::IsSdkInstalled(true, Temp))
{
// nothing to do.
return;
}
FScopeLock Lock( &DevicesCriticalSection );
// nuke everything and then repopulate
for (auto Iter = Devices.CreateIterator(); Iter; ++Iter)
{
FHTML5TargetDevicePtr Device = Iter->Value;
Iter.RemoveCurrent();
DeviceLostEvent.Broadcast(Device.ToSharedRef());
}
// fill optional items first - these may be empty...
TArray<FString> DeviceMaps;
GConfig->GetArray( TEXT("/Script/HTML5PlatformEditor.HTML5SDKSettings"), TEXT("BrowserLauncher"), DeviceMaps, GEngineIni );
PopulateDevices(DeviceMaps, TEXT("user: "));
DefaultDeviceName.Empty(); // force default to one of the common browsers
// fill with "common browsers" (if they are installed)...
DeviceMaps.Empty();
GConfig->GetArray( TEXT("/Script/HTML5PlatformEditor.HTML5Browsers"), TEXT("BrowserLauncher"), DeviceMaps, GEngineIni );
PopulateDevices(DeviceMaps, TEXT(""));
}
void FHTML5TargetPlatform::PopulateDevices(TArray<FString>& DeviceMaps, FString prefix)
{
if ( ! DeviceMaps.Num() )
{
return;
}
for (auto It : DeviceMaps)
{
FString DeviceName = "";
FString DevicePath = "";
if( FParse::Value( *It, TEXT( "BrowserName=" ), DeviceName ) && !DeviceName.IsEmpty() &&
FParse::Value( *It, TEXT( "BrowserPath=(FilePath=" ), DevicePath ) && !DevicePath.IsEmpty() )
{
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*DevicePath) ||
FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*DevicePath))
{
DeviceName = prefix + DeviceName;
FHTML5TargetDevicePtr& Device = Devices.FindOrAdd( DeviceName );
if( ! Device.IsValid() ) // do not override developer's entry
{
Device = MakeShareable( new FHTML5TargetDevice( *this, DeviceName, DevicePath ) );
DeviceDiscoveredEvent.Broadcast( Device.ToSharedRef() );
if ( DefaultDeviceName.IsEmpty() )
{
DefaultDeviceName = DeviceName;
}
}
}
}
}
#if PLATFORM_WINDOWS
if ( prefix == "" )
{
// edge is launched via explorer.exe or start - which always exists but requires a parameter
// this may potentially be used with other browsers (the use of additional parameters)
// until then, special case this here...
FString out_OSVersionLabel;
FString out_OSSubVersionLabel;
FPlatformMisc::GetOSVersions(out_OSVersionLabel, out_OSSubVersionLabel);
{
if (out_OSVersionLabel == "Windows 10")
{
FString DeviceName = "Edge";
FString DevicePath = "start microsoft-edge:";
FHTML5TargetDevicePtr& Device = Devices.FindOrAdd( DeviceName );
if( ! Device.IsValid() ) // do not override developer's entry
{
Device = MakeShareable( new FHTML5TargetDevice( *this, DeviceName, DevicePath ) );
DeviceDiscoveredEvent.Broadcast( Device.ToSharedRef() );
if ( DefaultDeviceName.IsEmpty() )
{
DefaultDeviceName = DeviceName;
}
}
}
}
}
#endif
}