Files
UnrealEngineUWP/Engine/Plugins/Runtime/GeometryCache/Source/GeometryCacheEd/Private/GeometryCacheThumbnailRenderer.cpp
christopher waters 8fd10b0e13 Dependency cleanup around some Rendering headers.
#preflight 63b893e547321b9d895924b0

[CL 23605570 by christopher waters in ue5-main branch]
2023-01-06 18:57:09 -05:00

61 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryCacheThumbnailRenderer.h"
#include "Misc/App.h"
#include "ShowFlags.h"
#include "SceneView.h"
#include "GeometryCacheThumbnailScene.h"
#include "GeometryCache.h"
#include "SceneInterface.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCacheThumbnailRenderer)
UGeometryCacheThumbnailRenderer::UGeometryCacheThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ThumbnailScene = nullptr;
}
void UGeometryCacheThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
UGeometryCache* GeometryCache = Cast<UGeometryCache>(Object);
if (IsValid(GeometryCache))
{
if (ThumbnailScene == nullptr)
{
ThumbnailScene = new FGeometryCacheThumbnailScene();
}
ThumbnailScene->SetGeometryCache(GeometryCache);
ThumbnailScene->GetScene()->UpdateSpeedTreeWind(0.0);
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game))
.SetTime(UThumbnailRenderer::GetTime())
.SetAdditionalViewFamily(bAdditionalViewFamily));
ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
ViewFamily.EngineShowFlags.MotionBlur = 0;
ViewFamily.EngineShowFlags.LOD = 0;
RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height));
ThumbnailScene->SetGeometryCache(nullptr);
}
}
void UGeometryCacheThumbnailRenderer::BeginDestroy()
{
if (ThumbnailScene != nullptr)
{
delete ThumbnailScene;
ThumbnailScene = nullptr;
}
Super::BeginDestroy();
}
bool UGeometryCacheThumbnailRenderer::AllowsRealtimeThumbnails(UObject* Object) const
{
return false;
}