Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerRenderingComponent.cpp
Robert Manuszewski 2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00

190 lines
5.4 KiB
C++

// Copyright 1998-2019 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);
}
//////////////////////////////////////////////////////////////////////////
// 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 = nullptr;
FDebugRenderSceneProxy* CategorySceneProxy = Category->CreateDebugSceneProxy(this, DebugDrawDelegateHelper);
if (CategorySceneProxy)
{
SceneProxies.Add(CategorySceneProxy);
}
if (DebugDrawDelegateHelper)
{
GameplayDebuggerDebugDrawDelegateHelper.AddDelegateHelper(DebugDrawDelegateHelper);
}
}
}
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();
}