Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/ScreenshotFunctionalTest.cpp
Michael Noland 5fea491297 Making use of SetGameCameraCutThisFrame in various places
#jira nojira
#rb none
#rnx

[CL 6682999 by Michael Noland in Dev-Framework branch]
2019-05-30 21:18:56 -04:00

93 lines
3.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "ScreenshotFunctionalTest.h"
#include "Engine/GameViewportClient.h"
#include "AutomationBlueprintFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Camera/PlayerCameraManager.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "Misc/AutomationTest.h"
#include "HighResScreenshot.h"
#include "UnrealClient.h"
#include "Slate/SceneViewport.h"
#include "UObject/AutomationObjectVersion.h"
AScreenshotFunctionalTest::AScreenshotFunctionalTest( const FObjectInitializer& ObjectInitializer )
: AScreenshotFunctionalTestBase(ObjectInitializer)
, bCameraCutOnScreenshotPrep(true)
{
}
void AScreenshotFunctionalTest::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FAutomationObjectVersion::GUID);
if (Ar.CustomVer(FAutomationObjectVersion::GUID) < FAutomationObjectVersion::DefaultToScreenshotCameraCutAndFixedTonemapping)
{
bCameraCutOnScreenshotPrep = true;
}
}
void AScreenshotFunctionalTest::PrepareTest()
{
// Pre-prep flush to allow rendering to temporary targets and other test resources
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
Super::PrepareTest();
// Apply a camera cut if requested
if (bCameraCutOnScreenshotPrep)
{
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
if (PlayerController && PlayerController->PlayerCameraManager)
{
PlayerController->PlayerCameraManager->SetGameCameraCutThisFrame();
if (ScreenshotCamera)
{
ScreenshotCamera->NotifyCameraCut();
}
}
}
// Post-prep flush deal with any temporary resources allocated during prep before the main test
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
}
void AScreenshotFunctionalTest::RequestScreenshot()
{
Super::RequestScreenshot();
if(IsMobilePlatform(GShaderPlatformForFeatureLevel[GMaxRHIFeatureLevel]))
{
// For mobile, use the high res screenshot API to ensure a fixed resolution screenshot is produced.
// This means screenshot comparisons can compare with the output from any device.
FHighResScreenshotConfig& Config = GetHighResScreenshotConfig();
FIntPoint ScreenshotViewportSize = UAutomationBlueprintFunctionLibrary::GetAutomationScreenshotSize(ScreenshotOptions);
if (Config.SetResolution(ScreenshotViewportSize.X, ScreenshotViewportSize.Y, 1.0f))
{
GEngine->GameViewport->GetGameViewport()->TakeHighResScreenShot();
}
}
else
{
// Screenshots in UE4 work in this way:
// 1. Call FScreenshotRequest::RequestScreenshot to ask the system to take a screenshot. The screenshot
// will have the same resolution as the current viewport;
// 2. Register a callback to UGameViewportClient::OnScreenshotCaptured() delegate. The call back will be
// called with screenshot pixel data when the shot is taken;
// 3. Wait till the next frame or call FSceneViewport::Invalidate to force a redraw. Screenshot is not
// taken until next draw where UGameViewportClient::ProcessScreenshots or
// FEditorViewportClient::ProcessScreenshots is called to read pixels back from the viewport. It also
// trigger the callback function registered in step 2.
bool bShowUI = false;
FScreenshotRequest::RequestScreenshot(bShowUI);
}
}