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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3195953 on 2016/11/12 by Leslie.Nivison Rollback //UE4/Release-4.14/Engine/Plugins/Runtime/Nvidia to changelist 3193712 New GameWorks license from NVIDIA #jira UEPROD-900 Change 3195944 on 2016/11/12 by Leslie.Nivison Removing GameWorks SDK license until we get a new one from NVIDIA #jira UEPROD-900 Change 3195942 on 2016/11/11 by Chris.Gagnon Removing Ansel from 4.14 until revised EULA is handle. #jira UE-none Change 3195431 on 2016/11/11 by Mitchell.Wilson Rebuilt lighting in subway reflections sample #jira UE-38538 Change 3195080 on 2016/11/11 by mason.seay Extended floor to allow more driving space #jira UE-29618 Change 3194886 on 2016/11/11 by Chris.Babcock Correct handling for 6x6 blocksize in ASTC compressor #jira UE-38513 #ue4 #android Change 3193712 on 2016/11/10 by Leslie.Nivison Updating Ansel TPS info per NVIDIA response #jira UEPROD-900 Change 3193691 on 2016/11/10 by Lina.Halper #jira: UE-38488 Change 3193532 on 2016/11/10 by Lauren.Ridge Fix to keep the user in VR editing mode after leaving VR PIE. #jira UE-38317 Change 3193468 on 2016/11/10 by Leslie.Nivison Removing unneeded license #jira UEPROD-900 Change 3193465 on 2016/11/10 by Leslie.Nivison Updating credits for 4.14 #jira UEPROD-902 Change 3193416 on 2016/11/10 by Daniel.Lamb Changed default of exclude editor only content flag. #jira UE-38455 Change 3193399 on 2016/11/10 by Mitchell.Wilson Applied correct material to certain LODs of tree meshes in KiteDemo #jira UE-38472 Change 3193049 on 2016/11/10 by Thomas.Sarkanen Fix disappearing mesh on undo in skeletal mesh editor Also fixes crash on undo in morph target panel #jira UE-38430 - Undo in Skeletal Mesh Editor causes model to disappear #jira UE-38437 - Crash when Undo after editing a weight in Morph Target Previewer Change 3192655 on 2016/11/09 by Ryan.Vance #jira UE-37238 Pulling in 3164679 and 3169467 which didn't make the 4.14 cut. Also changed to a full inverse for InvTranslatedViewProjectionMatrix in FViewMatrices::UpdateViewMatrix. Change 3192613 on 2016/11/09 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3192197 on 2016/11/09 by Daniel.Wright Added SUPPORT_CONTACT_SHADOWS, only standard deferred lighting supports it. Fixes scene depth texture bound in forward shading base pass. #jira UE-38340 Change 3192182 on 2016/11/09 by Rolando.Caloca UE4.14 - Fix recompute tangents not working when skin cache is enabled #jira UE-38398 Change3191695on 2016/11/09 by Chris.Wood Editor heartbeat changes for 4.14 [AN-1003] - Make Editor heartbeat 1min [UE-38417] - Editor heartbeat changes (vanilla editor, new interval, debugger attached) Also added IsDebugger, IsVanilla and IntervalSec to Editor.Usage.Heartbeat #jira UE-38417 Change 3191437 on 2016/11/09 by Jack.Porter Fix for LandscapeInfo crash when using Force Delete #jira UE-37172 Change 3191033 on 2016/11/08 by Leslie.Nivison Adding licenses for marketplace plugins #jira UEPROD-901 Change 3191028 on 2016/11/08 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3190632 on 2016/11/08 by mason.seay Updated testmap and assets #jira UE-29618 Change 3190624 on 2016/11/08 by Jamie.Dale Fixed case where FHTML5TargetPlatform::RefreshHTML5Setup could incorrectly add an empty device Changes to UStrProperty::ExportTextItem caused FParse::Value to (correctly) read an empty string for DevicePath which passed the DirectoryExists check (where it would have previously read "))" which would fail that check). #jira UE-38157 Change 3190443 on 2016/11/08 by Josh.Adams - Somehow checking in my tested shelf messed up #jira UE-38304 Change 3190354 on 2016/11/08 by Josh.Adams - Vulkan now always being compiled in, if the SDK exists. Compiling not dependent on project settings #jira UE-38304 Change 3190123 on 2016/11/08 by zachary.wilson Updating testing content for sureface per-pixel improvements #jira UE-29618 Change 3190113 on 2016/11/08 by Alexis.Matte Make sure the default light map channel is 1 and not 0 #jira UE-35627 Change 3190102 on 2016/11/08 by Dmitry.Rekman Linux: default to binned everywhere (UE-38287). - Fixes suspicious crashes happening in uncooked build. Workaround, needs separate investigation. #jira UE-38287 Change 3190000 on 2016/11/08 by Allan.Bentham Removed old protostar loadmap hack. #jira UE-38342 Change 3189914 on 2016/11/08 by Allan.Bentham Fix vulkan crash when rendering sky capture. Fix crash when rendering LDR scene capture on device. #jira UE-38291 Change 3189861 on 2016/11/08 by Thomas.Sarkanen Fix out of bounds access when using hidden bones with master pose components Code was trying to to access the ReferenceToLocal array using a parent index from the master pose component. Now changed to only use indices known to be valid (i.e. this component's) to index the ReferenceToLocal array. Bone visibility is still master-authoratitive. #jira UE-38214 - [CrashReport] UE4Editor_Engine!UpdateRefToLocalMatrices() [skeletalrender.cpp:238] Change 3189370 on 2016/11/07 by Daniel.Wright Only check transform mismatches for static lighting in UStaticMeshComponent::ApplyComponentInstanceData on components that actually can have static lighting #jira UE-38272 Change 3189358 on 2016/11/07 by Mark.Satterthwaite Intel Metal drivers can no longer compile our compute shaders reliably meaning Intel Macs must always use Metal SM4 as otehrwise they will crash. #jira UE-38299 Change 3189273 on 2016/11/07 by Rolando.Caloca UE4.14 - Integrate fix from 3161219 #jira UE-38270 Change 3189084 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3188636 on 2016/11/07 by Allan.Bentham use glVertexAttribIPointer only on ES3.1 enabled projects. #jira UE-38241 Change 3188596 on 2016/11/07 by Yannick.Lange VR Editor: Fix crash when closing window while in VR Editor #jira UE-37995 Change 3188433 on 2016/11/07 by Matthew.Griffin Add starter content .upack files to starter_content tag so that they should still be installed if templates/feature packs option is de-selected in the Launcher Change 3187739 on 2016/11/04 by Mitchell.Wilson Updating DefautlEditor and DefaultEngine ini to correct path to VehicleMenu level. #jira UE-29748 Change 3187536 on 2016/11/04 by Martin.Wilson Fix for "Renaming a montage section via its details panel doesn't update the section correctly" #jira UE-35929 Change 3187499 on 2016/11/04 by zachary.wilson Checking in content fixes for Lighting Scenarios test level #jira UE-29618 Change 3187492 on 2016/11/04 by mason.seay Updated map to improve testing #jira UE-29618 Change 3187438 on 2016/11/04 by Nick.Shin fix html5 port number for cook-on-the-fly option #jira UE-38032 - Quicklaunch HTML5 fails on Chrome. Browser returns "This site can't be reached 127.0.0.1 refused to connect" Change 3187305 on 2016/11/04 by Martin.Wilson Fix log spam from animation sequence thumbnails #jira UE-38224 Change 3187260 on 2016/11/04 by Lauren.Ridge Fix for crash on opening a level in VR Editing mode. When closing VREditorMode for a level load, HMD no longer leaves stereo mode. #jira UE-32541 Change 3187224 on 2016/11/04 by Robert.Manuszewski Proper fix for a crash when launching BP-only project from the Editor with EDL enabled (does not modify UE4Game target binaries) #jira UE-37617 Change 3187136 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. #jira UE-38242 Change 3187065 on 2016/11/04 by Mitchell.Wilson Updated BP_Commentary_Box to resolve warnings with array if the box opens then closes before the text is rendered. #jira UE-38266 Change 3187056 on 2016/11/04 by Mike.Beach Guarding against a rare crash that occurs when compiling a Blueprint after hot-reload. GUnrealEd was null, which is concerning (as it could have resounding effects in other systems), but as I could not repro it more than once (to figure it out more) I simply guarded the use of a null pointer here. #jira UE-38198 Change 3187040 on 2016/11/04 by Matthew.Griffin Corrected path to DotNETCommon folder Exclude all editor plugin pdbs from stripping #jira UE-37072 Change 3186984 on 2016/11/04 by Marc.Audy Fix crash when null component considered #jira UE-36493 Change 3186600 on 2016/11/04 by Max.Chen Sequencer: Fix crash in sequencer editor mode. #jira UE-38205 Change 3186564 on 2016/11/04 by Nick.Shin checking in latest physx libs for html5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186258 on 2016/11/03 by Nick.Shin fix for automation build to handle deleting of windows x86 & x64 libs properly #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186225 on 2016/11/03 by Lauren.Ridge Fix for foliage brush not showing up until after first motion controller click. #jira UE-38002 Change 3186100 on 2016/11/03 by Chris.Babcock Update local notifications to deal with depreciated API #jira UE-38236 #ue4 #android Change 3186074 on 2016/11/03 by Mitchell.Wilson Rebuilt lighting in Content Examples Welcome level #jira UE-38239 Change 3185923 on 2016/11/03 by Lina.Halper Fixed issue with animation not ticking in inactive world causing it to update parent animation #jira: UE-37933 Change 3185764 on 2016/11/03 by Mitchell.Wilson Updating deprecated node in MyCharacter_UMG. #jira UE-38229 Change 3185683 on 2016/11/03 by Nick.Shin non SSE2 version of PhysX for HTML5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3185492 on 2016/11/03 by Ben.Woodhouse Workaround for very high render query memory overhead on D3D12. Add a cvar to limit timestamp queries allocated by the GPU profiler in a given frame. On D3D12 this limit is 1024 - other RHIs remain unbounded. Currently render queries are 64KB each on D3D12, so this prevents high memory overhead on particular frames, e.g when we render a large number of reflection captures. In practice, most frames are under 400 queries, so in practice we shouldn't hit the limit except in extreme cases. #jira UE-38139 Change 3185481 on 2016/11/03 by Dmitry.Rekman Remove version number from Linux README (UE-38059). #jira UE-38059 Change 3185322 on 2016/11/03 by Ryan.Gerleve Allow path names in NetFieldExportGroups to be remapped on the client. #jira UE-37990 Change 3185293 on 2016/11/03 by Matthew.Griffin Exclude UnrealControls and iPhonePackager from Build Tools CS node on non-Windows platforms as they don't compile #jira UE-34016 Change 3185252 on 2016/11/03 by Michael.Trepka Properly revert to OpenGL on Macs that do not support Metal #jira UE-38190 Change 3184835 on 2016/11/03 by Jurre.deBaare Crash when using undo in the preview scene settings of Persona #fix Ensure that the profile index is valid after undo-ing #misc Added transactions for adding/remove of the profiles #jira UE-38142 Change 3184833 on 2016/11/03 by Jack.Porter Fixed crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android #jira UE-38186 Change 3184418 on 2016/11/02 by Ryan.Vance #jira UE-38161 Adding ISceneViewExtension::UsePostInitView which will be used to enable/disable the usage of PostRenderViewFamily_RenderThread and PostRenderView_RenderThread which was added earlier. We need to enable this behavior based on the hmd's compositor behavior, so a simple cvar wont work. I missed the PostPresent implementation for steamvr in the earlier check in. Change 3184286 on 2016/11/02 by Dan.Oconnor Fix for IsValidLowLevel check being rotten. More correct fix will go into Dev-BP, but this is a low risk stop-gap #jira UE-38149 Change 3184283 on 2016/11/02 by Arne.Schober DR - UE-38155 replicated MS CL 3183837 - PSO Dangling Pointers: The PSO cache was returning pointers out of a Map which is based on a sparse Array and those pointers could become invalid if other insertions happen. #jira UE-38155 Change 3184244 on 2016/11/02 by Richard.Ugarte #jira UE-37534 Checking in updated UE4_Demo_Head_D on behalf of MikeB Change 3184171 on 2016/11/02 by Michael.Trepka Made Mac CrashReportClient high-DPI aware and fixed high-DPI handling in FMacWindow::IsPointInWindow() #jira UE-37697 Change 3184126 on 2016/11/02 by Lauren.Ridge VR Editor: Fixes for foliage painting only working on one controller, and for full press not painting foliage. #jira UE-38147 #jira UE-38002 Change 3183997 on 2016/11/02 by Mitchell.Wilson Scaled and Rotated 3d Widget to the correct position on example 2.3 in Content Examples UMG. Adjusted collision on example 1.4 in Content Examples Physics. Updated collision on SM_ExampleMesh_Rocket. Realigned some text render actors in Content Examples Post Process. #jira UE-38099 UE-38078 UE-38064 Change 3183945 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 #jira UE-38137 Change 3183906 on 2016/11/02 by Nick.Shin for OSX (release-4.14 stream): new OSX clang (from emscripten tool chain) configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from fixes for OSX -- update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 - Step 'Compile UE4Game HTML5' - 300 Warnings Change 3183899 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debugger not drawing item labels #UE4 #jira UE-38122 Change 3183239 on 2016/11/02 by Peter.Sauerbrei fix for mobile provision with UUID only filename being allowed again by copying them to a new file name which allows them to be used. #jira UE-38006 Change 3183149 on 2016/11/02 by Luke.Thatcher [RELEASE] [SHOOTERGAME] [!] Fix "Is Talking" icon on ShooterGame scoreboard, after PS4 OSS refactor. - ShooterGame was comparing FUniqueNetId::ToString() against AShooterPlayerState::GetShortPlayerName(). - This is wrong, since the NetId is not guaranteed to be equal to the player's name. #jira UE-38011 Change 3183005 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [^] Merging (as edit) PS4 OSS fixes from Engine to OrionGame. #jira UE-38017 UE-38020 Original Changelists: 3182765 [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". 3182766 [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. 3182767 [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. 3182892 [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). 3182951 [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). Change 3182992 on 2016/11/02 by Nick.Darnell UMG Editor - Fixing a regression with the editor, closing the sequencer tab and reopening the editor should no longer cause a crash. #jira UE-38098 Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 [CL3201696by Matthew Griffin in Main branch]
350 lines
9.5 KiB
C++
350 lines
9.5 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HTML5TargetPlatform.cpp: Implements the FHTML5TargetPlatform class.
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=============================================================================*/
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#include "HTML5TargetPlatformPrivatePCH.h"
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#if WITH_ENGINE
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#include "DeviceProfiles/DeviceProfile.h"
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#endif
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DEFINE_LOG_CATEGORY_STATIC(LogHTML5TargetPlatform, Log, All);
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/* Static initialization
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*****************************************************************************/
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FCriticalSection FHTML5TargetPlatform::DevicesCriticalSection;
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/* FHTML5TargetPlatform structors
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*****************************************************************************/
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FHTML5TargetPlatform::FHTML5TargetPlatform( )
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{
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RefreshHTML5Setup();
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#if WITH_ENGINE
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// load up texture settings from the config file
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HTML5LODSettings = nullptr;
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StaticMeshLODSettings.Initialize(HTML5EngineSettings);
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#endif
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}
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/* ITargetPlatform interface
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*****************************************************************************/
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void FHTML5TargetPlatform::GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const
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{
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FScopeLock Lock( &DevicesCriticalSection );
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OutDevices.Reset();
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for( auto Iter = Devices.CreateConstIterator(); Iter; ++Iter )
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{
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OutDevices.Add( Iter.Value() );
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}
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}
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ECompressionFlags FHTML5TargetPlatform::GetBaseCompressionMethod( ) const
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{
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return COMPRESS_ZLIB;
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}
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ITargetDevicePtr FHTML5TargetPlatform::GetDefaultDevice( ) const
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{
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FScopeLock Lock( &DevicesCriticalSection );
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return Devices.FindRef( DefaultDeviceName );
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}
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ITargetDevicePtr FHTML5TargetPlatform::GetDevice( const FTargetDeviceId& DeviceId )
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{
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if( DeviceId.GetPlatformName() == this->PlatformName() )
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{
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FScopeLock Lock( &DevicesCriticalSection );
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for( auto MapIt = Devices.CreateIterator(); MapIt; ++MapIt )
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{
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FHTML5TargetDevicePtr& Device = MapIt->Value;
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if( Device->GetName() == DeviceId.GetDeviceName() )
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{
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return Device;
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}
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}
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}
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return nullptr;
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}
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bool FHTML5TargetPlatform::IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const
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{
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FString SDKPath = FPaths::EngineDir() / TEXT("Extras/ThirdPartyNotUE/emsdk") /
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#if PLATFORM_WINDOWS
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TEXT("Win64");
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#elif PLATFORM_MAC
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TEXT("Mac");
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#elif PLATFORM_LINUX
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TEXT("Linux");
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#else
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TEXT("UNKNOWN_PLATFORM");
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#endif
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FString SDKDirectory = FPaths::ConvertRelativePathToFull(SDKPath);
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if (IFileManager::Get().DirectoryExists(*SDKDirectory))
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{
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return true;
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}
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return false;
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}
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bool FHTML5TargetPlatform::IsRunningPlatform( ) const
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{
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return false; // but this will never be called because this platform doesn't run the target platform framework
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}
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#if WITH_ENGINE
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static FName NAME_GLSL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
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void FHTML5TargetPlatform::GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const
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{
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OutFormats.AddUnique(NAME_GLSL_ES2_WEBGL);
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}
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void FHTML5TargetPlatform::GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const
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{
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GetAllPossibleShaderFormats(OutFormats);
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}
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const class FStaticMeshLODSettings& FHTML5TargetPlatform::GetStaticMeshLODSettings( ) const
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{
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return StaticMeshLODSettings;
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}
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void FHTML5TargetPlatform::GetTextureFormats( const UTexture* Texture, TArray<FName>& OutFormats ) const
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{
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FName TextureFormatName = NAME_None;
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#if WITH_EDITOR
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// Supported texture format names.
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static FName NameDXT1(TEXT("DXT1"));
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static FName NameDXT3(TEXT("DXT3"));
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static FName NameDXT5(TEXT("DXT5"));
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static FName NameDXT5n(TEXT("DXT5n"));
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static FName NameAutoDXT(TEXT("AutoDXT"));
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static FName NameBGRA8(TEXT("BGRA8"));
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static FName NameG8(TEXT("G8"));
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static FName NameRGBA16F(TEXT("RGBA16F"));
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static FName NameRGBA8(TEXT("RGBA8"));
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bool bNoCompression = Texture->CompressionNone // Code wants the texture uncompressed.
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|| (HasEditorOnlyData() && Texture->DeferCompression) // The user wishes to defer compression, this is ok for the Editor only.
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|| (Texture->CompressionSettings == TC_EditorIcon)
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|| (Texture->LODGroup == TEXTUREGROUP_ColorLookupTable) // Textures in certain LOD groups should remain uncompressed.
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|| (Texture->LODGroup == TEXTUREGROUP_Bokeh)
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|| (Texture->LODGroup == TEXTUREGROUP_IESLightProfile)
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|| (Texture->Source.GetSizeX() < 4) // Don't compress textures smaller than the DXT block size.
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|| (Texture->Source.GetSizeY() < 4)
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|| (Texture->Source.GetSizeX() % 4 != 0)
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|| (Texture->Source.GetSizeY() % 4 != 0);
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ETextureSourceFormat SourceFormat = Texture->Source.GetFormat();
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// Determine the pixel format of the (un/)compressed texture
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if (bNoCompression)
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{
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if (Texture->HasHDRSource())
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{
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TextureFormatName = NameBGRA8;
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}
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else if (SourceFormat == TSF_G8 || Texture->CompressionSettings == TC_Grayscale)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->LODGroup == TEXTUREGROUP_Shadowmap)
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{
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TextureFormatName = NameG8;
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}
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else
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{
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TextureFormatName = NameRGBA8;
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}
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}
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else if (Texture->CompressionSettings == TC_HDR
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|| Texture->CompressionSettings == TC_HDR_Compressed)
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{
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TextureFormatName = NameRGBA16F;
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}
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else if (Texture->CompressionSettings == TC_Normalmap)
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{
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TextureFormatName = NameDXT5;
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}
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else if (Texture->CompressionSettings == TC_Displacementmap)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->CompressionSettings == TC_VectorDisplacementmap)
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{
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TextureFormatName = NameRGBA8;
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}
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else if (Texture->CompressionSettings == TC_Grayscale)
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{
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TextureFormatName = NameG8;
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}
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else if( Texture->CompressionSettings == TC_Alpha)
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{
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TextureFormatName = NameDXT5;
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}
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else if (Texture->CompressionSettings == TC_DistanceFieldFont)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->CompressionNoAlpha)
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{
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TextureFormatName = NameDXT1;
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}
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else if (Texture->bDitherMipMapAlpha)
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{
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TextureFormatName = NameDXT5;
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}
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else
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{
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TextureFormatName = NameAutoDXT;
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}
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// Some PC GPUs don't support sRGB read from G8 textures (e.g. AMD DX10 cards on ShaderModel3.0)
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// This solution requires 4x more memory but a lot of PC HW emulate the format anyway
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if ((TextureFormatName == NameG8) && Texture->SRGB && !SupportsFeature(ETargetPlatformFeatures::GrayscaleSRGB))
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{
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TextureFormatName = NameBGRA8;
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}
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#endif
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OutFormats.Add( TextureFormatName);
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}
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const UTextureLODSettings& FHTML5TargetPlatform::GetTextureLODSettings() const
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{
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return *HTML5LODSettings;
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}
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FName FHTML5TargetPlatform::GetWaveFormat( const USoundWave* Wave ) const
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{
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static FName NAME_OGG(TEXT("OGG"));
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return NAME_OGG;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|
|
void FHTML5TargetPlatform::RefreshHTML5Setup()
|
|
{
|
|
FString Temp;
|
|
if (!FHTML5TargetPlatform::IsSdkInstalled(true, Temp))
|
|
{
|
|
// nothing to do.
|
|
return;
|
|
}
|
|
|
|
// update available devices
|
|
TArray<FString> DeviceMaps;
|
|
GConfig->GetArray( TEXT("/Script/HTML5PlatformEditor.HTML5SDKSettings"), TEXT("DeviceMap"), DeviceMaps, GEngineIni );
|
|
if ( ! DeviceMaps.Num() )
|
|
{
|
|
// trash can: nukes everything
|
|
// default list will be repopulated
|
|
FScopeLock Lock( &DevicesCriticalSection );
|
|
for (auto Iter = Devices.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
FHTML5TargetDevicePtr Device = Iter->Value;
|
|
Iter.RemoveCurrent();
|
|
DeviceLostEvent.Broadcast(Device.ToSharedRef());
|
|
}
|
|
DefaultDeviceName.Empty();
|
|
}
|
|
else
|
|
{
|
|
// add or update
|
|
for (auto It : DeviceMaps)
|
|
{
|
|
FString DeviceName = "";
|
|
FString DevicePath = "";
|
|
if( FParse::Value( *It, TEXT( "DeviceName=" ), DeviceName ) && !DeviceName.IsEmpty() &&
|
|
FParse::Value( *It, TEXT( "DevicePath=(FilePath=" ), DevicePath ) && !DevicePath.IsEmpty() )
|
|
{
|
|
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*DevicePath) ||
|
|
FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*DevicePath))
|
|
{
|
|
FScopeLock Lock( &DevicesCriticalSection );
|
|
DeviceName = TEXT("user: ") + DeviceName;
|
|
FHTML5TargetDevicePtr& Device = Devices.FindOrAdd( DeviceName );
|
|
|
|
if( Device.IsValid() )
|
|
{ // remove "existing" - so can "update" it
|
|
DeviceLostEvent.Broadcast(Device.ToSharedRef());
|
|
}
|
|
|
|
Device = MakeShareable( new FHTML5TargetDevice( *this, DeviceName, DevicePath ) );
|
|
DeviceDiscoveredEvent.Broadcast( Device.ToSharedRef() );
|
|
if ( DefaultDeviceName.IsEmpty() )
|
|
{
|
|
DefaultDeviceName = DeviceName;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct FBrowserLocation
|
|
{
|
|
FString Name;
|
|
FString Path;
|
|
} PossibleLocations[] =
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
{ TEXT("Nightly(64bit)"), TEXT("C:/Program Files/Nightly/firefox.exe") },
|
|
{ TEXT("Nightly"), TEXT("C:/Program Files (x86)/Nightly/firefox.exe") },
|
|
{ TEXT("Firefox(64bit)"), TEXT("C:/Program Files/Mozilla Firefox/firefox.exe") },
|
|
{ TEXT("Firefox"), TEXT("C:/Program Files (x86)/Mozilla Firefox/firefox.exe") },
|
|
{ TEXT("Chrome"), TEXT("C:/Program Files (x86)/Google/Chrome/Application/chrome.exe") },
|
|
#elif PLATFORM_MAC
|
|
{ TEXT("Safari"), TEXT("/Applications/Safari.app") },
|
|
{ TEXT("Firefox"), TEXT("/Applications/Firefox.app") },
|
|
{ TEXT("Chrome"), TEXT("/Applications/Google Chrome.app") },
|
|
#elif PLATFORM_LINUX
|
|
{ TEXT("Firefox"), TEXT("/usr/bin/firefox") },
|
|
#else
|
|
{ TEXT("Firefox"), TEXT("") },
|
|
#endif
|
|
};
|
|
|
|
// Add default devices..
|
|
for (const auto& Loc : PossibleLocations)
|
|
{
|
|
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*Loc.Path) || FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*Loc.Path))
|
|
{
|
|
FScopeLock Lock( &DevicesCriticalSection );
|
|
|
|
FHTML5TargetDevicePtr& Device = Devices.FindOrAdd( *Loc.Name );
|
|
|
|
if( !Device.IsValid() )
|
|
{
|
|
Device = MakeShareable( new FHTML5TargetDevice( *this, *Loc.Name, *Loc.Path ) );
|
|
DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
|
|
}
|
|
}
|
|
}
|
|
}
|