Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetPlatform.cpp
2014-03-14 14:13:41 -04:00

287 lines
7.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HTML5TargetPlatform.cpp: Implements the FHTML5TargetPlatform class.
=============================================================================*/
#include "HTML5TargetPlatformPrivatePCH.h"
#if WITH_EDITOR
#include "Texture.h"
#endif
/* FHTML5TargetPlatform structors
*****************************************************************************/
FHTML5TargetPlatform::FHTML5TargetPlatform( )
{
LocalDevice = MakeShareable(new FHTML5TargetDevice(*this, FPlatformProcess::ComputerName()));
// load the final HTML5 engine settings for this game
FConfigCacheIni::LoadLocalIniFile(HTML5EngineSettings, TEXT("Engine"), true, *PlatformName());
#if WITH_ENGINE
// load up texture settings from the config file
HTML5LODSettings.Initialize(HTML5EngineSettings, TEXT("SystemSettings"));
StaticMeshLODSettings.Initialize(HTML5EngineSettings);
#endif
}
/* ITargetPlatform interface
*****************************************************************************/
void FHTML5TargetPlatform::GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const
{
OutDevices.Reset();
OutDevices.Add(LocalDevice);
}
ECompressionFlags FHTML5TargetPlatform::GetBaseCompressionMethod( ) const
{
return COMPRESS_ZLIB;
}
bool FHTML5TargetPlatform::GetBuildArtifacts( const FString& ProjectPath, EBuildTargets::Type BuildTarget, EBuildConfigurations::Type BuildConfiguration, ETargetPlatformBuildArtifacts::Type Artifacts, TMap<FString, FString>& OutFiles, TArray<FString>& OutMissingFiles ) const
{
if ((BuildTarget != EBuildTargets::Game) || (BuildConfiguration == EBuildConfigurations::Unknown))
{
return false;
}
const FString ProjectName = FPaths::GetBaseFilename(ProjectPath);
const FString ProjectRoot = FPaths::GetPath(ProjectPath);
if (!ProjectName.IsEmpty() || !ProjectRoot.IsEmpty())
{
return false;
}
// append binaries
if (Artifacts & ETargetPlatformBuildArtifacts::Engine)
{
const FString EngineBinariesDir = FPaths::EngineDir() / TEXT("Binaries") / PlatformName();
const FString DeployedBinariesDir = FString(TEXT("Engine/Binaries")) / PlatformName();
// executable
{
FString ExecutableName;
FString ProjectBinariesDir = ProjectRoot / TEXT("Binaries");
// content-only projects use game agnostic binaries
if (IFileManager::Get().DirectoryExists(*ProjectBinariesDir))
{
ExecutableName = ProjectName;
}
else
{
ExecutableName = TEXT("UE4");
ProjectBinariesDir = EngineBinariesDir;
}
if (BuildConfiguration != EBuildConfigurations::Development)
{
ExecutableName += FString::Printf(TEXT("-HTML5-%s"), EBuildConfigurations::ToString(BuildConfiguration));
}
ExecutableName += TEXT(".js");
ProjectBinariesDir /= PlatformName();
// add executable
{
const FString ExecutablePath = ProjectBinariesDir / ExecutableName;
if (FPaths::FileExists(*ExecutablePath))
{
OutFiles.Add(ExecutablePath, DeployedBinariesDir / ExecutableName);
}
else
{
OutMissingFiles.Add(ExecutablePath);
}
const FString MemFileName = ExecutableName + TEXT(".mem");
const FString MemFilePath = ProjectBinariesDir / MemFileName;
if (FPaths::FileExists(*MemFilePath))
{
OutFiles.Add(MemFilePath, DeployedBinariesDir / MemFileName);
}
else
{
OutMissingFiles.Add(MemFilePath);
}
}
}
}
// append engine content
if (Artifacts & ETargetPlatformBuildArtifacts::Content)
{
// @todo: handle Engine configuration files and content
}
// append game content
if (Artifacts & ETargetPlatformBuildArtifacts::Content)
{
// @todo: handle game configuration files and content
}
return (OutMissingFiles.Num() == 0);
}
ITargetDevicePtr FHTML5TargetPlatform::GetDefaultDevice( ) const
{
return LocalDevice;
}
ITargetDevicePtr FHTML5TargetPlatform::GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
return NULL;
}
FString FHTML5TargetPlatform::GetIconPath( ETargetPlatformIcons::IconType IconType ) const
{
switch (IconType)
{
case ETargetPlatformIcons::Normal:
return FString(TEXT("Launcher/HTML5/Platform_HTML5_24x"));
case ETargetPlatformIcons::Large:
case ETargetPlatformIcons::XLarge:
return FString(TEXT("Launcher/HTML5/Platform_HTML5_128x"));
}
return FString();
}
bool FHTML5TargetPlatform::IsRunningPlatform( ) const
{
return false; // but this will never be called because this platform doesn't run the target platform framework
}
#if WITH_ENGINE
static FName NAME_OPENGL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
void FHTML5TargetPlatform::GetShaderFormats( TArray<FName>& OutFormats ) const
{
OutFormats.AddUnique(NAME_OPENGL_ES2_WEBGL);
}
const class FStaticMeshLODSettings& FHTML5TargetPlatform::GetStaticMeshLODSettings( ) const
{
return StaticMeshLODSettings;
}
void FHTML5TargetPlatform::GetTextureFormats( const UTexture* Texture, TArray<FName>& OutFormats ) const
{
FName TextureFormatName = NAME_None;
#if WITH_EDITOR
// Supported texture format names.
static FName NameDXT1(TEXT("DXT1"));
static FName NameDXT3(TEXT("DXT3"));
static FName NameDXT5(TEXT("DXT5"));
static FName NameDXT5n(TEXT("DXT5n"));
static FName NameAutoDXT(TEXT("AutoDXT"));
static FName NameBGRA8(TEXT("BGRA8"));
static FName NameG8(TEXT("G8"));
static FName NameRGBA16F(TEXT("RGBA16F"));
bool bNoCompression = Texture->CompressionNone // Code wants the texture uncompressed.
|| (HasEditorOnlyData() && Texture->DeferCompression) // The user wishes to defer compression, this is ok for the Editor only.
|| (Texture->CompressionSettings == TC_EditorIcon)
|| (Texture->LODGroup == TEXTUREGROUP_ColorLookupTable) // Textures in certain LOD groups should remain uncompressed.
|| (Texture->LODGroup == TEXTUREGROUP_Bokeh)
|| (Texture->LODGroup == TEXTUREGROUP_IESLightProfile)
|| (Texture->Source.GetSizeX() < 4) // Don't compress textures smaller than the DXT block size.
|| (Texture->Source.GetSizeY() < 4)
|| (Texture->Source.GetSizeX() % 4 != 0)
|| (Texture->Source.GetSizeY() % 4 != 0);
ETextureSourceFormat SourceFormat = Texture->Source.GetFormat();
// Determine the pixel format of the (un/)compressed texture
if (bNoCompression)
{
TextureFormatName = NameBGRA8;
}
else if (Texture->CompressionSettings == TC_HDR)
{
TextureFormatName = NameRGBA16F;
}
else if (Texture->CompressionSettings == TC_Normalmap)
{
TextureFormatName = NameDXT5;
}
else if (Texture->CompressionSettings == TC_Displacementmap)
{
TextureFormatName = NameG8;
}
else if (Texture->CompressionSettings == TC_VectorDisplacementmap)
{
TextureFormatName = NameBGRA8;
}
else if (Texture->CompressionSettings == TC_Grayscale)
{
TextureFormatName = NameG8;
}
else if( Texture->CompressionSettings == TC_Alpha)
{
TextureFormatName = NameDXT5;
}
else if (Texture->CompressionNoAlpha)
{
TextureFormatName = NameDXT1;
}
else if (Texture->bDitherMipMapAlpha)
{
TextureFormatName = NameDXT5;
}
else
{
TextureFormatName = NameAutoDXT;
}
// Some PC GPUs don't support sRGB read from G8 textures (e.g. AMD DX10 cards on ShaderModel3.0)
// This solution requires 4x more memory but a lot of PC HW emulate the format anyway
if ((TextureFormatName == NameG8) && Texture->SRGB && !SupportsFeature(ETargetPlatformFeatures::GrayscaleSRGB))
{
TextureFormatName = NameBGRA8;
}
#endif
OutFormats.Add( TextureFormatName);
}
const struct FTextureLODSettings& FHTML5TargetPlatform::GetTextureLODSettings( ) const
{
return HTML5LODSettings;
}
FName FHTML5TargetPlatform::GetWaveFormat( USoundWave* Wave ) const
{
static FName NAME_OGG(TEXT("OGG"));
return NAME_OGG;
}
#endif // WITH_ENGINE