FMatrix FCanvas::CalcProjectionMatrix(uint32 ViewSizeX, uint32 ViewSizeY, float fFOV, float NearPlane) { // convert FOV to randians float FOVRad = fFOV * (float)PI / 360.0f; // project based on the FOV and near plane given return AdjustProjectionMatrixForRHI( FReversedZPerspectiveMatrix( FOVRad, ViewSizeX, ViewSizeY, NearPlane ) ); }
FSceneRenderer* FScene::CreateSceneRenderer( USceneCaptureComponent* SceneCaptureComponent, UTextureRenderTarget* TextureTarget, const FMatrix& ViewMatrix, const FVector& ViewLocation, float FOV, float MaxViewDistance, bool bCaptureSceneColour, FPostProcessSettings* PostProcessSettings, float PostProcessBlendWeight ) { FIntPoint CaptureSize(TextureTarget->GetSurfaceWidth(), TextureTarget->GetSurfaceHeight()); FTextureRenderTargetResource* Resource = TextureTarget->GameThread_GetRenderTargetResource(); FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( Resource, this, FEngineShowFlags(ESFIM_Game)) .SetResolveScene(!bCaptureSceneColour)); // Disable features that are not desired when capturing the scene ViewFamily.EngineShowFlags.MotionBlur = 0; // motion blur doesn't work correctly with scene captures. ViewFamily.EngineShowFlags.SeparateTranslucency = 0; ViewFamily.EngineShowFlags.HMDDistortion = 0; FSceneViewInitOptions ViewInitOptions; ViewInitOptions.SetViewRectangle(FIntRect(0, 0, CaptureSize.X, CaptureSize.Y)); ViewInitOptions.ViewFamily = &ViewFamily; ViewInitOptions.ViewMatrix = ViewMatrix; ViewInitOptions.BackgroundColor = FLinearColor::Black; ViewInitOptions.OverrideFarClippingPlaneDistance = MaxViewDistance; if (bCaptureSceneColour) { ViewFamily.EngineShowFlags.PostProcessing = 0; ViewInitOptions.OverlayColor = FLinearColor::Black; } // Build projection matrix { float XAxisMultiplier; float YAxisMultiplier; if (CaptureSize.X > CaptureSize.Y) { // if the viewport is wider than it is tall XAxisMultiplier = 1.0f; YAxisMultiplier = CaptureSize.X / (float)CaptureSize.Y; } else { // if the viewport is taller than it is wide XAxisMultiplier = CaptureSize.Y / (float)CaptureSize.X; YAxisMultiplier = 1.0f; } ViewInitOptions.ProjectionMatrix = FReversedZPerspectiveMatrix ( FOV, FOV, XAxisMultiplier, YAxisMultiplier, GNearClippingPlane, GNearClippingPlane ); } FSceneView* View = new FSceneView(ViewInitOptions); View->bIsSceneCapture = true; check(SceneCaptureComponent); for (auto It = SceneCaptureComponent->HiddenComponents.CreateConstIterator(); It; ++It) { // If the primitive component was destroyed, the weak pointer will return NULL. UPrimitiveComponent* PrimitiveComponent = It->Get(); if (PrimitiveComponent) { View->HiddenPrimitives.Add(PrimitiveComponent->ComponentId); } } ViewFamily.Views.Add(View); View->StartFinalPostprocessSettings(ViewLocation); if (!bCaptureSceneColour) { View->OverridePostProcessSettings(*PostProcessSettings, PostProcessBlendWeight); } View->EndFinalPostprocessSettings(); return FSceneRenderer::CreateSceneRenderer(&ViewFamily, NULL); }
void UWorldThumbnailRenderer::GetView(UWorld* World, FSceneViewFamily* ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY) const { check(ViewFamily); check(World); check(World->PersistentLevel); FIntRect ViewRect( FMath::Max<int32>(X, 0), FMath::Max<int32>(Y, 0), FMath::Max<int32>(X + SizeX, 0), FMath::Max<int32>(Y + SizeY, 0)); if (ViewRect.Width() > 0 && ViewRect.Height() > 0) { FBox WorldBox(0); TArray<ULevel*> LevelsToRender = World->GetLevels(); for ( auto* Level : LevelsToRender ) { if (Level && Level->bIsVisible) { ALevelBounds* LevelBounds = Level->LevelBoundsActor.Get(); if (!LevelBounds) { // Ensure a Level Bounds Actor exists for future renders FActorSpawnParameters SpawnParameters; SpawnParameters.OverrideLevel = Level; LevelBounds = World->SpawnActor<ALevelBounds>(SpawnParameters); LevelBounds->UpdateLevelBoundsImmediately(); Level->LevelBoundsActor = LevelBounds; } if (!LevelBounds->IsUsingDefaultBounds()) { WorldBox += LevelBounds->GetComponentsBoundingBox(); } } } UWorldThumbnailInfo* ThumbnailInfo = Cast<UWorldThumbnailInfo>(World->ThumbnailInfo); if (!ThumbnailInfo) { ThumbnailInfo = UWorldThumbnailInfo::StaticClass()->GetDefaultObject<UWorldThumbnailInfo>(); } const FVector Origin = WorldBox.GetCenter(); FMatrix ViewMatrix = FTranslationMatrix(-Origin); FMatrix ProjectionMatrix; float FOVScreenSize = 0; // Screen size taking FOV into account if (ThumbnailInfo->CameraMode == ECameraProjectionMode::Perspective) { const float FOVDegrees = 30.f; const float HalfFOVRadians = FMath::DegreesToRadians<float>(FOVDegrees) * 0.5f; const float WorldRadius = WorldBox.GetSize().Size() / 2.f; float TargetDistance = WorldRadius / FMath::Tan(HalfFOVRadians); if (ensure(ThumbnailInfo)) { if (TargetDistance + ThumbnailInfo->OrbitZoom < 0) { ThumbnailInfo->OrbitZoom = -TargetDistance; } } float OrbitPitch = GlobalOrbitPitchOffset + ThumbnailInfo->OrbitPitch; float OrbitYaw = GlobalOrbitYawOffset + ThumbnailInfo->OrbitYaw; float OrbitZoom = TargetDistance + ThumbnailInfo->OrbitZoom; // Ensure a minimum camera distance to prevent problems with really small objects const float MinCameraDistance = 48; OrbitZoom = FMath::Max<float>(MinCameraDistance, OrbitZoom); const FRotator RotationOffsetToViewCenter(0.f, 90.f, 0.f); ViewMatrix = ViewMatrix * FRotationMatrix(FRotator(0, OrbitYaw, 0)) * FRotationMatrix(FRotator(0, 0, OrbitPitch)) * FTranslationMatrix(FVector(0, OrbitZoom, 0)) * FInverseRotationMatrix(RotationOffsetToViewCenter); ViewMatrix = ViewMatrix * FMatrix( FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)); const float NearPlane = 1.0f; ProjectionMatrix = FReversedZPerspectiveMatrix( HalfFOVRadians, 1.0f, 1.0f, NearPlane ); FOVScreenSize = SizeX / FMath::Tan(FOVDegrees); } else if (ThumbnailInfo->CameraMode == ECameraProjectionMode::Orthographic) { FVector2D WorldSizeMin2D; FVector2D WorldSizeMax2D; switch (ThumbnailInfo->OrthoDirection) { case EOrthoThumbnailDirection::Top: ViewMatrix = ViewMatrix * FMatrix( FPlane(1, 0, 0, 0), FPlane(0, -1, 0, 0), FPlane(0, 0, -1, 0), FPlane(0, 0, Origin.Z, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.X,WorldBox.Min.Y); WorldSizeMax2D = FVector2D(WorldBox.Max.X,WorldBox.Max.Y); break; case EOrthoThumbnailDirection::Bottom: ViewMatrix = ViewMatrix * FMatrix( FPlane(1, 0, 0, 0), FPlane(0, -1, 0, 0), FPlane(0, 0, 1, 0), FPlane(0, 0, Origin.Z, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.X, WorldBox.Min.Y); WorldSizeMax2D = FVector2D(WorldBox.Max.X, WorldBox.Max.Y); break; case EOrthoThumbnailDirection::Front: ViewMatrix = ViewMatrix * FMatrix( FPlane(1, 0, 0, 0), FPlane(0, 0, -1, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, Origin.Y, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.X, WorldBox.Min.Z); WorldSizeMax2D = FVector2D(WorldBox.Max.X, WorldBox.Max.Z); break; case EOrthoThumbnailDirection::Back: ViewMatrix = ViewMatrix * FMatrix( FPlane(-1, 0, 0, 0), FPlane(0, 0, 1, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, Origin.Y, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.X, WorldBox.Min.Z); WorldSizeMax2D = FVector2D(WorldBox.Max.X, WorldBox.Max.Z); break; case EOrthoThumbnailDirection::Left: ViewMatrix = ViewMatrix * FMatrix( FPlane(0, 0, -1, 0), FPlane(-1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, Origin.X, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.Y, WorldBox.Min.Z); WorldSizeMax2D = FVector2D(WorldBox.Max.Y, WorldBox.Max.Z); break; case EOrthoThumbnailDirection::Right: ViewMatrix = ViewMatrix * FMatrix( FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, Origin.X, 1)); WorldSizeMin2D = FVector2D(WorldBox.Min.Y, WorldBox.Min.Z); WorldSizeMax2D = FVector2D(WorldBox.Max.Y, WorldBox.Max.Z); break; default: // Unknown OrthoDirection ensureMsgf(false, TEXT("Unknown thumbnail OrthoDirection")); break; } FVector2D WorldSize2D = (WorldSizeMax2D - WorldSizeMin2D); WorldSize2D.X = FMath::Abs(WorldSize2D.X); WorldSize2D.Y = FMath::Abs(WorldSize2D.Y); const bool bUseXAxis = (WorldSize2D.X / WorldSize2D.Y) > 1.f; const float WorldAxisSize = bUseXAxis ? WorldSize2D.X : WorldSize2D.Y; const uint32 ViewportAxisSize = bUseXAxis ? SizeX : SizeY; const float OrthoZoom = WorldAxisSize / ViewportAxisSize / 2.f; const float OrthoWidth = FMath::Max(1.f, SizeX * OrthoZoom); const float OrthoHeight = FMath::Max(1.f, SizeY * OrthoZoom); const float ZOffset = HALF_WORLD_MAX; ProjectionMatrix = FReversedZOrthoMatrix( OrthoWidth, OrthoHeight, 0.5f / ZOffset, ZOffset ); FOVScreenSize = SizeX; } else { // Unknown CameraMode ensureMsgf(false, TEXT("Unknown thumbnail CameraMode")); } FSceneViewInitOptions ViewInitOptions; ViewInitOptions.ViewFamily = ViewFamily; ViewInitOptions.SetViewRectangle(ViewRect); ViewInitOptions.BackgroundColor = FLinearColor::Black; ViewInitOptions.ViewMatrix = ViewMatrix; ViewInitOptions.ProjectionMatrix = ProjectionMatrix; FSceneView* NewView = new FSceneView(ViewInitOptions); ViewFamily->Views.Add(NewView); // Tell the texture streaming system about this thumbnail view, so the textures will stream in as needed // NOTE: Sizes may not actually be in screen space depending on how the thumbnail ends up stretched by the UI. Not a big deal though. // NOTE: Textures still take a little time to stream if the view has not been re-rendered recently, so they may briefly appear blurry while mips are prepared // NOTE: Content Browser only renders thumbnails for loaded assets, and only when the mouse is over the panel. They'll be frozen in their last state while the mouse cursor is not over the panel. This is for performance reasons IStreamingManager::Get().AddViewInformation(Origin, SizeX, FOVScreenSize); } }
void FThumbnailPreviewScene::GetView(FSceneViewFamily* ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY) const { check(ViewFamily); FIntRect ViewRect( FMath::Max<int32>(X,0), FMath::Max<int32>(Y,0), FMath::Max<int32>(X+SizeX,0), FMath::Max<int32>(Y+SizeY,0)); if (ViewRect.Width() > 0 && ViewRect.Height() > 0) { const float FOVDegrees = 30.f; const float HalfFOVRadians = FMath::DegreesToRadians<float>(FOVDegrees) * 0.5f; static_assert((int32)ERHIZBuffer::IsInverted != 0, "Check NearPlane and Projection Matrix"); const float NearPlane = 1.0f; FMatrix ProjectionMatrix = FReversedZPerspectiveMatrix( HalfFOVRadians, 1.0f, 1.0f, NearPlane ); FVector Origin(0); float OrbitPitch = 0; float OrbitYaw = 0; float OrbitZoom = 0; GetViewMatrixParameters(FOVDegrees, Origin, OrbitPitch, OrbitYaw, OrbitZoom); // Ensure a minimum camera distance to prevent problems with really small objects const float MinCameraDistance = 48; OrbitZoom = FMath::Max<float>(MinCameraDistance, OrbitZoom); const FRotator RotationOffsetToViewCenter(0.f, 90.f, 0.f); FMatrix ViewRotationMatrix = FRotationMatrix( FRotator(0, OrbitYaw, 0) ) * FRotationMatrix( FRotator(0, 0, OrbitPitch) ) * FTranslationMatrix( FVector(0, OrbitZoom, 0) ) * FInverseRotationMatrix( RotationOffsetToViewCenter ); ViewRotationMatrix = ViewRotationMatrix * FMatrix( FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)); Origin -= ViewRotationMatrix.InverseTransformPosition( FVector::ZeroVector ); ViewRotationMatrix = ViewRotationMatrix.RemoveTranslation(); FSceneViewInitOptions ViewInitOptions; ViewInitOptions.ViewFamily = ViewFamily; ViewInitOptions.SetViewRectangle(ViewRect); ViewInitOptions.ViewOrigin = -Origin; ViewInitOptions.ViewRotationMatrix = ViewRotationMatrix; ViewInitOptions.ProjectionMatrix = ProjectionMatrix; ViewInitOptions.BackgroundColor = FLinearColor::Black; FSceneView* NewView = new FSceneView(ViewInitOptions); ViewFamily->Views.Add(NewView); NewView->StartFinalPostprocessSettings( ViewInitOptions.ViewOrigin ); NewView->EndFinalPostprocessSettings(ViewInitOptions); FFinalPostProcessSettings::FCubemapEntry& CubemapEntry = *new(NewView->FinalPostProcessSettings.ContributingCubemaps) FFinalPostProcessSettings::FCubemapEntry; CubemapEntry.AmbientCubemap = GUnrealEd->GetThumbnailManager()->AmbientCubemap; const float AmbientCubemapIntensity = 1.69; CubemapEntry.AmbientCubemapTintMulScaleValue = FLinearColor::White * AmbientCubemapIntensity; // Tell the texture streaming system about this thumbnail view, so the textures will stream in as needed // NOTE: Sizes may not actually be in screen space depending on how the thumbnail ends up stretched by the UI. Not a big deal though. // NOTE: Textures still take a little time to stream if the view has not been re-rendered recently, so they may briefly appear blurry while mips are prepared // NOTE: Content Browser only renders thumbnails for loaded assets, and only when the mouse is over the panel. They'll be frozen in their last state while the mouse cursor is not over the panel. This is for performance reasons IStreamingManager::Get().AddViewInformation( Origin, SizeX, SizeX / FMath::Tan( FOVDegrees ) ); } }