Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Private/VirtualTexturingEditorModule.cpp
jeremy moore d208c56a47 Add support for building runtime virtual texture low mip streaming data from the editor build menu
#ROBOMERGE-SOURCE: CL 8126433 via CL 8132095
#ROBOMERGE-BOT: (v401-8057353)

[CL 8157115 by jeremy moore in Main branch]
2019-08-21 08:57:30 -04:00

87 lines
3.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "VirtualTexturingEditorModule.h"
#include "IPlacementModeModule.h"
#include "PropertyEditorModule.h"
#include "RuntimeVirtualTextureAssetTypeActions.h"
#include "RuntimeVirtualTextureBuild.h"
#include "RuntimeVirtualTextureDetailsCustomization.h"
#include "RuntimeVirtualTextureThumbnailRenderer.h"
#include "ThumbnailRendering/ThumbnailManager.h"
#include "VT/RuntimeVirtualTexture.h"
#include "VT/RuntimeVirtualTextureVolume.h"
#define LOCTEXT_NAMESPACE "VirtualTexturingEditorModule"
/** Concrete implementation of the IVirtualTexturingEditorModule interface. */
class FVirtualTexturingEditorModule : public IVirtualTexturingEditorModule
{
public:
//~ Begin IModuleInterface Interface.
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual bool SupportsDynamicReloading() override;
//~ End IModuleInterface Interface.
//~ Begin IVirtualTexturingEditorModule Interface.
virtual bool HasStreamedMips(URuntimeVirtualTextureComponent* InComponent) const override;
virtual bool BuildStreamedMips(URuntimeVirtualTextureComponent* InComponent) const override;
//~ End IVirtualTexturingEditorModule Interface.
private:
void OnPlacementModeRefresh(FName CategoryName);
};
IMPLEMENT_MODULE(FVirtualTexturingEditorModule, VirtualTexturingEditor);
void FVirtualTexturingEditorModule::StartupModule()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_RuntimeVirtualTexture));
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout("RuntimeVirtualTexture", FOnGetDetailCustomizationInstance::CreateStatic(&FRuntimeVirtualTextureDetailsCustomization::MakeInstance));
PropertyModule.RegisterCustomClassLayout("RuntimeVirtualTextureComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FRuntimeVirtualTextureComponentDetailsCustomization::MakeInstance));
IPlacementModeModule& PlacementModeModule = IPlacementModeModule::Get();
PlacementModeModule.OnPlacementModeCategoryRefreshed().AddRaw(this, &FVirtualTexturingEditorModule::OnPlacementModeRefresh);
UThumbnailManager::Get().RegisterCustomRenderer(URuntimeVirtualTexture::StaticClass(), URuntimeVirtualTextureThumbnailRenderer::StaticClass());
}
void FVirtualTexturingEditorModule::ShutdownModule()
{
if (IPlacementModeModule::IsAvailable())
{
IPlacementModeModule::Get().OnPlacementModeCategoryRefreshed().RemoveAll(this);
}
}
bool FVirtualTexturingEditorModule::SupportsDynamicReloading()
{
return false;
}
void FVirtualTexturingEditorModule::OnPlacementModeRefresh(FName CategoryName)
{
static FName VolumeName = FName(TEXT("Volumes"));
if (CategoryName == VolumeName)
{
IPlacementModeModule& PlacementModeModule = IPlacementModeModule::Get();
PlacementModeModule.RegisterPlaceableItem(CategoryName, MakeShareable(new FPlaceableItem(nullptr, FAssetData(ARuntimeVirtualTextureVolume::StaticClass()))));
}
}
bool FVirtualTexturingEditorModule::HasStreamedMips(URuntimeVirtualTextureComponent* InComponent) const
{
return RuntimeVirtualTexture::HasStreamedMips(InComponent);
}
bool FVirtualTexturingEditorModule::BuildStreamedMips(URuntimeVirtualTextureComponent* InComponent) const
{
return RuntimeVirtualTexture::BuildStreamedMips(InComponent, ERuntimeVirtualTextureDebugType::None);
}
#undef LOCTEXT_NAMESPACE