/** Util to find named canvas in transient package, and create if not found */ static UCanvas* GetCanvasByName(FName CanvasName) { // Cache to avoid FString/FName conversions/compares static TMap<FName, UCanvas*> CanvasMap; UCanvas** FoundCanvas = CanvasMap.Find(CanvasName); if (!FoundCanvas) { UCanvas* CanvasObject = FindObject<UCanvas>(GetTransientPackage(), *CanvasName.ToString()); if (!CanvasObject) { CanvasObject = NewNamedObject<UCanvas>(GetTransientPackage(), CanvasName); CanvasObject->AddToRoot(); } CanvasMap.Add(CanvasName, CanvasObject); return CanvasObject; } return *FoundCanvas; }
void UCanvasRenderTarget2D::UpdateResource() { // Call parent implementation Super::UpdateResource(); // Don't allocate canvas object for CRT2D CDO if(IsTemplate()) { return; } // Create or find the canvas object to use to render onto the texture. Multiple canvas render target textures can share the same canvas. static const FName CanvasName( TEXT( "CanvasRenderTarget2DCanvas" ) ); UCanvas* Canvas = (UCanvas*)StaticFindObjectFast(UCanvas::StaticClass(), GetTransientPackage(), CanvasName ); if (Canvas == nullptr) { Canvas = ConstructObject<UCanvas>(UCanvas::StaticClass(), GetTransientPackage(), CanvasName ); Canvas->AddToRoot(); } Canvas->Init(GetSurfaceWidth(), GetSurfaceHeight(), nullptr); Canvas->Update(); // Update the resource immediately to remove it from the deferred resource update list. This prevents the texture // from being cleared each frame. UpdateResourceImmediate(); // Enqueue the rendering command to set up the rendering canvas. ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER ( CanvasRenderTargetMakeCurrentCommand, FTextureRenderTarget2DResource*, TextureRenderTarget, (FTextureRenderTarget2DResource*)GameThread_GetRenderTargetResource(), { SetRenderTarget(RHICmdList, TextureRenderTarget->GetRenderTargetTexture(), FTexture2DRHIRef()); RHICmdList.SetViewport(0, 0, 0.0f, TextureRenderTarget->GetSizeXY().X, TextureRenderTarget->GetSizeXY().Y, 1.0f); }
void UOffAxisGameViewportClient::Draw(FViewport* InViewport, FCanvas* SceneCanvas) { //Valid SceneCanvas is required. Make this explicit. check(SceneCanvas); FCanvas* DebugCanvas = InViewport->GetDebugCanvas(); // Create a temporary canvas if there isn't already one. static FName CanvasObjectName(TEXT("CanvasObject")); UCanvas* CanvasObject = GetCanvasByName(CanvasObjectName); CanvasObject->Canvas = SceneCanvas; // Create temp debug canvas object static FName DebugCanvasObjectName(TEXT("DebugCanvasObject")); UCanvas* DebugCanvasObject = GetCanvasByName(DebugCanvasObjectName); DebugCanvasObject->Canvas = DebugCanvas; DebugCanvasObject->Init(InViewport->GetSizeXY().X, InViewport->GetSizeXY().Y, NULL); const bool bScaledToRenderTarget = GEngine->HMDDevice.IsValid() && GEngine->IsStereoscopic3D(InViewport); if (bScaledToRenderTarget) { // Allow HMD to modify screen settings GEngine->HMDDevice->UpdateScreenSettings(Viewport); } if (DebugCanvas) { DebugCanvas->SetScaledToRenderTarget(bScaledToRenderTarget); } if (SceneCanvas) { SceneCanvas->SetScaledToRenderTarget(bScaledToRenderTarget); } bool bUIDisableWorldRendering = false; FViewElementDrawer GameViewDrawer; // create the view family for rendering the world scene to the viewport's render target FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( InViewport, GetWorld()->Scene, EngineShowFlags) .SetRealtimeUpdate(true)); // Allow HMD to modify the view later, just before rendering if (GEngine->HMDDevice.IsValid() && GEngine->IsStereoscopic3D(InViewport)) { ISceneViewExtension* HmdViewExt = GEngine->HMDDevice->GetViewExtension(); if (HmdViewExt) { ViewFamily.ViewExtensions.Add(HmdViewExt); HmdViewExt->ModifyShowFlags(ViewFamily.EngineShowFlags); } } ESplitScreenType::Type SplitScreenConfig = GetCurrentSplitscreenConfiguration(); EngineShowFlagOverride(ESFIM_Game, (EViewModeIndex)ViewModeIndex, ViewFamily.EngineShowFlags, NAME_None, SplitScreenConfig != ESplitScreenType::None); TMap<ULocalPlayer*, FSceneView*> PlayerViewMap; FAudioDevice* AudioDevice = GEngine->GetAudioDevice(); bool bReverbSettingsFound = false; FReverbSettings ReverbSettings; class AAudioVolume* AudioVolume = nullptr; for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator) { APlayerController* PlayerController = *Iterator; if (PlayerController) { ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(PlayerController->Player); if (LocalPlayer) { const bool bEnableStereo = GEngine->IsStereoscopic3D(InViewport); int32 NumViews = bEnableStereo ? 2 : 1; for (int i = 0; i < NumViews; ++i) { // Calculate the player's view information. FVector ViewLocation; FRotator ViewRotation; EStereoscopicPass PassType = !bEnableStereo ? eSSP_FULL : ((i == 0) ? eSSP_LEFT_EYE : eSSP_RIGHT_EYE); FSceneView* View = LocalPlayer->CalcSceneView(&ViewFamily, ViewLocation, ViewRotation, InViewport, &GameViewDrawer, PassType); if (mOffAxisMatrixSetted) UpdateProjectionMatrix(View, mOffAxisMatrix); if (View) { if (View->Family->EngineShowFlags.Wireframe) { // Wireframe color is emissive-only, and mesh-modifying materials do not use material substitution, hence... View->DiffuseOverrideParameter = FVector4(0.f, 0.f, 0.f, 0.f); View->SpecularOverrideParameter = FVector4(0.f, 0.f, 0.f, 0.f); } else if (View->Family->EngineShowFlags.OverrideDiffuseAndSpecular) { View->DiffuseOverrideParameter = FVector4(GEngine->LightingOnlyBrightness.R, GEngine->LightingOnlyBrightness.G, GEngine->LightingOnlyBrightness.B, 0.0f); View->SpecularOverrideParameter = FVector4(.1f, .1f, .1f, 0.0f); } else if (View->Family->EngineShowFlags.ReflectionOverride) { View->DiffuseOverrideParameter = FVector4(0.f, 0.f, 0.f, 0.f); View->SpecularOverrideParameter = FVector4(1, 1, 1, 0.0f); View->NormalOverrideParameter = FVector4(0, 0, 1, 0.0f); View->RoughnessOverrideParameter = FVector2D(0.0f, 0.0f); } if (!View->Family->EngineShowFlags.Diffuse) { View->DiffuseOverrideParameter = FVector4(0.f, 0.f, 0.f, 0.f); } if (!View->Family->EngineShowFlags.Specular) { View->SpecularOverrideParameter = FVector4(0.f, 0.f, 0.f, 0.f); } View->CameraConstrainedViewRect = View->UnscaledViewRect; // If this is the primary drawing pass, update things that depend on the view location if (i == 0) { // Save the location of the view. LocalPlayer->LastViewLocation = ViewLocation; PlayerViewMap.Add(LocalPlayer, View); // Update the listener. if (AudioDevice != NULL) { FVector Location; FVector ProjFront; FVector ProjRight; PlayerController->GetAudioListenerPosition(/*out*/ Location, /*out*/ ProjFront, /*out*/ ProjRight); FTransform ListenerTransform(FRotationMatrix::MakeFromXY(ProjFront, ProjRight)); ListenerTransform.SetTranslation(Location); ListenerTransform.NormalizeRotation(); bReverbSettingsFound = true; FReverbSettings PlayerReverbSettings; FInteriorSettings PlayerInteriorSettings; class AAudioVolume* PlayerAudioVolume = GetWorld()->GetAudioSettings(Location, &PlayerReverbSettings, &PlayerInteriorSettings); if (AudioVolume == nullptr || (PlayerAudioVolume != nullptr && PlayerAudioVolume->Priority > AudioVolume->Priority)) { AudioVolume = PlayerAudioVolume; ReverbSettings = PlayerReverbSettings; } uint32 ViewportIndex = PlayerViewMap.Num() - 1; AudioDevice->SetListener(ViewportIndex, ListenerTransform, (View->bCameraCut ? 0.f : GetWorld()->GetDeltaSeconds()), PlayerAudioVolume, PlayerInteriorSettings); } } // Add view information for resource streaming. IStreamingManager::Get().AddViewInformation(View->ViewMatrices.ViewOrigin, View->ViewRect.Width(), View->ViewRect.Width() * View->ViewMatrices.ProjMatrix.M[0][0]); GetWorld()->ViewLocationsRenderedLastFrame.Add(View->ViewMatrices.ViewOrigin); } } } } } if (bReverbSettingsFound) { AudioDevice->SetReverbSettings(AudioVolume, ReverbSettings); } // Update level streaming. GetWorld()->UpdateLevelStreaming(); // Draw the player views. if (!bDisableWorldRendering && !bUIDisableWorldRendering && PlayerViewMap.Num() > 0) { GetRendererModule().BeginRenderingViewFamily(SceneCanvas, &ViewFamily); } // Clear areas of the rendertarget (backbuffer) that aren't drawn over by the views. { // Find largest rectangle bounded by all rendered views. uint32 MinX = InViewport->GetSizeXY().X, MinY = InViewport->GetSizeXY().Y, MaxX = 0, MaxY = 0; uint32 TotalArea = 0; for (int32 ViewIndex = 0; ViewIndex < ViewFamily.Views.Num(); ++ViewIndex) { const FSceneView* View = ViewFamily.Views[ViewIndex]; FIntRect UpscaledViewRect = View->UnscaledViewRect; MinX = FMath::Min<uint32>(UpscaledViewRect.Min.X, MinX); MinY = FMath::Min<uint32>(UpscaledViewRect.Min.Y, MinY); MaxX = FMath::Max<uint32>(UpscaledViewRect.Max.X, MaxX); MaxY = FMath::Max<uint32>(UpscaledViewRect.Max.Y, MaxY); TotalArea += FMath::TruncToInt(UpscaledViewRect.Width()) * FMath::TruncToInt(UpscaledViewRect.Height()); } // To draw black borders around the rendered image (prevents artifacts from post processing passes that read outside of the image e.g. PostProcessAA) { int32 BlackBorders = 0; // FMath::Clamp(CVarSetBlackBordersEnabled.GetValueOnGameThread(), 0, 10); if (ViewFamily.Views.Num() == 1 && BlackBorders) { MinX += BlackBorders; MinY += BlackBorders; MaxX -= BlackBorders; MaxY -= BlackBorders; TotalArea = (MaxX - MinX) * (MaxY - MinY); } } // If the views don't cover the entire bounding rectangle, clear the entire buffer. if (ViewFamily.Views.Num() == 0 || TotalArea != (MaxX - MinX)*(MaxY - MinY) || bDisableWorldRendering) { SceneCanvas->DrawTile(0, 0, InViewport->GetSizeXY().X, InViewport->GetSizeXY().Y, 0.0f, 0.0f, 1.0f, 1.f, FLinearColor::Black, NULL, false); } else { // clear left if (MinX > 0) { SceneCanvas->DrawTile(0, 0, MinX, InViewport->GetSizeXY().Y, 0.0f, 0.0f, 1.0f, 1.f, FLinearColor::Black, NULL, false); } // clear right if (MaxX < (uint32)InViewport->GetSizeXY().X) { SceneCanvas->DrawTile(MaxX, 0, InViewport->GetSizeXY().X, InViewport->GetSizeXY().Y, 0.0f, 0.0f, 1.0f, 1.f, FLinearColor::Black, NULL, false); } // clear top if (MinY > 0) { SceneCanvas->DrawTile(MinX, 0, MaxX, MinY, 0.0f, 0.0f, 1.0f, 1.f, FLinearColor::Black, NULL, false); } // clear bottom if (MaxY < (uint32)InViewport->GetSizeXY().Y) { SceneCanvas->DrawTile(MinX, MaxY, MaxX, InViewport->GetSizeXY().Y, 0.0f, 0.0f, 1.0f, 1.f, FLinearColor::Black, NULL, false); } } } // Remove temporary debug lines. if (GetWorld()->LineBatcher != NULL) { GetWorld()->LineBatcher->Flush(); } if (GetWorld()->ForegroundLineBatcher != NULL) { GetWorld()->ForegroundLineBatcher->Flush(); } // Draw FX debug information. if (GetWorld()->FXSystem) { GetWorld()->FXSystem->DrawDebug(SceneCanvas); } // Render the UI. { //SCOPE_CYCLE_COUNTER(STAT_UIDrawingTime); // render HUD bool bDisplayedSubtitles = false; for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator) { APlayerController* PlayerController = *Iterator; if (PlayerController) { ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(PlayerController->Player); if (LocalPlayer) { FSceneView* View = PlayerViewMap.FindRef(LocalPlayer); if (View != NULL) { // rendering to directly to viewport target FVector CanvasOrigin(FMath::TruncToFloat(View->UnscaledViewRect.Min.X), FMath::TruncToInt(View->UnscaledViewRect.Min.Y), 0.f); CanvasObject->Init(View->UnscaledViewRect.Width(), View->UnscaledViewRect.Height(), View); // Set the canvas transform for the player's view rectangle. SceneCanvas->PushAbsoluteTransform(FTranslationMatrix(CanvasOrigin)); CanvasObject->ApplySafeZoneTransform(); // Render the player's HUD. if (PlayerController->MyHUD) { //SCOPE_CYCLE_COUNTER(STAT_HudTime); DebugCanvasObject->SceneView = View; PlayerController->MyHUD->SetCanvas(CanvasObject, DebugCanvasObject); if (GEngine->IsStereoscopic3D(InViewport)) { check(GEngine->StereoRenderingDevice.IsValid()); GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_LEFT_EYE, SceneCanvas, CanvasObject, Viewport); PlayerController->MyHUD->PostRender(); SceneCanvas->PopTransform(); GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_RIGHT_EYE, SceneCanvas, CanvasObject, Viewport); PlayerController->MyHUD->PostRender(); SceneCanvas->PopTransform(); // Reset the canvas for rendering to the full viewport. CanvasObject->Reset(); CanvasObject->SizeX = View->UnscaledViewRect.Width(); CanvasObject->SizeY = View->UnscaledViewRect.Height(); CanvasObject->SetView(NULL); CanvasObject->Update(); } else { PlayerController->MyHUD->PostRender(); } // Put these pointers back as if a blueprint breakpoint hits during HUD PostRender they can // have been changed CanvasObject->Canvas = SceneCanvas; DebugCanvasObject->Canvas = DebugCanvas; // A side effect of PostRender is that the playercontroller could be destroyed if (!PlayerController->IsPendingKill()) { PlayerController->MyHUD->SetCanvas(NULL, NULL); } } if (DebugCanvas != NULL) { DebugCanvas->PushAbsoluteTransform(FTranslationMatrix(CanvasOrigin)); UDebugDrawService::Draw(ViewFamily.EngineShowFlags, InViewport, View, DebugCanvas); DebugCanvas->PopTransform(); } CanvasObject->PopSafeZoneTransform(); SceneCanvas->PopTransform(); // draw subtitles if (!bDisplayedSubtitles) { FVector2D MinPos(0.f, 0.f); FVector2D MaxPos(1.f, 1.f); GetSubtitleRegion(MinPos, MaxPos); uint32 SizeX = SceneCanvas->GetRenderTarget()->GetSizeXY().X; uint32 SizeY = SceneCanvas->GetRenderTarget()->GetSizeXY().Y; FIntRect SubtitleRegion(FMath::TruncToInt(SizeX * MinPos.X), FMath::TruncToInt(SizeY * MinPos.Y), FMath::TruncToInt(SizeX * MaxPos.X), FMath::TruncToInt(SizeY * MaxPos.Y)); // We need a world to do this FSubtitleManager::GetSubtitleManager()->DisplaySubtitles(SceneCanvas, SubtitleRegion, GetWorld()->GetAudioTimeSeconds()); } } } } } //ensure canvas has been flushed before rendering UI SceneCanvas->Flush_GameThread(); if (DebugCanvas != NULL) { DebugCanvas->Flush_GameThread(); } // Allow the viewport to render additional stuff PostRender(DebugCanvasObject); // Render the console. if (ViewportConsole) { if (GEngine->IsStereoscopic3D(InViewport)) { GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_LEFT_EYE, DebugCanvas, DebugCanvasObject, Viewport); ViewportConsole->PostRender_Console(DebugCanvasObject); #if !UE_BUILD_SHIPPING if (DebugCanvas != NULL && GEngine->HMDDevice.IsValid()) { GEngine->HMDDevice->DrawDebug(DebugCanvasObject, eSSP_LEFT_EYE); } #endif DebugCanvas->PopTransform(); GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_RIGHT_EYE, DebugCanvas, DebugCanvasObject, Viewport); ViewportConsole->PostRender_Console(DebugCanvasObject); #if !UE_BUILD_SHIPPING if (DebugCanvas != NULL && GEngine->HMDDevice.IsValid()) { GEngine->HMDDevice->DrawDebug(DebugCanvasObject, eSSP_RIGHT_EYE); } #endif DebugCanvas->PopTransform(); // Reset the canvas for rendering to the full viewport. DebugCanvasObject->Reset(); DebugCanvasObject->SizeX = Viewport->GetSizeXY().X; DebugCanvasObject->SizeY = Viewport->GetSizeXY().Y; DebugCanvasObject->SetView(NULL); DebugCanvasObject->Update(); } else { ViewportConsole->PostRender_Console(DebugCanvasObject); } } } // Grab the player camera location and orientation so we can pass that along to the stats drawing code. FVector PlayerCameraLocation = FVector::ZeroVector; FRotator PlayerCameraRotation = FRotator::ZeroRotator; { for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator) { (*Iterator)->GetPlayerViewPoint(PlayerCameraLocation, PlayerCameraRotation); } } if (GEngine->IsStereoscopic3D(InViewport)) { GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_LEFT_EYE, DebugCanvas, DebugCanvasObject, InViewport); DrawStatsHUD(GetWorld(), InViewport, DebugCanvas, DebugCanvasObject, DebugProperties, PlayerCameraLocation, PlayerCameraRotation); DebugCanvas->PopTransform(); GEngine->StereoRenderingDevice->PushViewportCanvas(eSSP_RIGHT_EYE, DebugCanvas, DebugCanvasObject, InViewport); DrawStatsHUD(GetWorld(), InViewport, DebugCanvas, DebugCanvasObject, DebugProperties, PlayerCameraLocation, PlayerCameraRotation); DebugCanvas->PopTransform(); // Reset the canvas for rendering to the full viewport. DebugCanvasObject->Reset(); DebugCanvasObject->SizeX = Viewport->GetSizeXY().X; DebugCanvasObject->SizeY = Viewport->GetSizeXY().Y; DebugCanvasObject->SetView(NULL); DebugCanvasObject->Update(); #if !UE_BUILD_SHIPPING if (GEngine->HMDDevice.IsValid()) { GEngine->HMDDevice->DrawDebug(DebugCanvasObject, eSSP_FULL); } #endif } else { DrawStatsHUD(GetWorld(), InViewport, DebugCanvas, DebugCanvasObject, DebugProperties, PlayerCameraLocation, PlayerCameraRotation); } }
void UKUISubContainerRenderCache::UpdateRenderCache( UKUIInterfaceElement* oElement ) { if ( oElement == NULL ) { KUIErrorUO( "Null element" ); return; } KUILogUO( "Updating Render Cache" ); UKUISubContainer* const ctSub = Cast<UKUISubContainer>( oElement ); const FVector2D v2ElemSize = ctSub->GetTotalSize(); if ( v2ElemSize.X < 1.f || v2ElemSize.Y < 1.f ) { KUIErrorUO( "Element is zero size" ); return; } bool bRebuildTexture = false; if ( GetTexture() == NULL ) bRebuildTexture = true; else if ( v2ElemSize.X != GetTexture()->GetSurfaceWidth() || v2ElemSize.Y != GetTexture()->GetSurfaceHeight() ) bRebuildTexture = true; if ( bRebuildTexture ) CreateRenderCache( v2ElemSize ); if ( GetTexture() == NULL ) { KUIErrorUO( "Texture is null" ); return; } if ( !GetTexture()->IsA<UTextureRenderTarget2D>() ) { KUIErrorUO( "Texture is not a render target" ); return; } UTextureRenderTarget2D* const tRenderTarget = Cast<UTextureRenderTarget2D>( GetTexture() ); tRenderTarget->UpdateResource(); tRenderTarget->UpdateResourceImmediate(); UCanvas* uoCanvas = Cast<UCanvas>( StaticFindObjectFast( UCanvas::StaticClass(), GetTransientPackage(), FName( TEXT( "Sub Container Render Cache Canvas" ) ) ) ); if ( uoCanvas == NULL ) { uoCanvas = NewObject<UCanvas>( GetTransientPackage(), FName( TEXT( "Sub Container Render Cache Canvas" ) ) ); uoCanvas->AddToRoot(); } uoCanvas->Init( floor( v2ElemSize.X ), floor( v2ElemSize.Y ), NULL ); uoCanvas->Update(); ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER( CanvasRenderTargetMakeCurrentCommand, FTextureRenderTarget2DResource*, TextureRenderTarget, static_cast<FTextureRenderTarget2DResource*>( tRenderTarget->GameThread_GetRenderTargetResource() ), { SetRenderTarget( RHICmdList, TextureRenderTarget->GetRenderTargetTexture(), FTexture2DRHIRef() ); RHICmdList.SetViewport( 0, 0, 0.0f, TextureRenderTarget->GetSizeXY().X, TextureRenderTarget->GetSizeXY().Y, 1.0f ); }