コード例 #1
0
void FSingleTileEditorViewportClient::DrawCanvas(FViewport& InViewport, FSceneView& View, FCanvas& Canvas)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	if (!bIsHitTesting)
	{
		Canvas.SetHitProxy(nullptr);
	}

	int32 YPos = 42;

	if (TileBeingEditedIndex != INDEX_NONE)
	{
		// Draw the collision geometry stats
		YPos += 60; //@TODO: Need a better way to determine this from the editor mode

		if (bShowStats)
		{
			bool bHasCollision = false;
			if (const FPaperTileMetadata* TileData = TileSet->GetTileMetadata(TileBeingEditedIndex))
			{
				if (TileData->HasCollision())
				{
					bHasCollision = true;
					FSpriteGeometryEditMode::DrawGeometryStats(InViewport, View, Canvas, TileData->CollisionData, false, /*inout*/ YPos);
				}
			}

			if (!bHasCollision)
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("NoCollisionDataMainScreen", "No collision data"), GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
			}
		}
	}

	FEditorViewportClient::DrawCanvas(InViewport, View, Canvas);
}
コード例 #2
0
void FSocketEditingHelper::DrawSocketNames(FSpriteGeometryEditMode* GeometryEditMode, UPrimitiveComponent* PreviewComponent, FViewport& Viewport, FSceneView& View, FCanvas& Canvas)
{
	if (PreviewComponent != nullptr)
	{
		const int32 HalfX = Viewport.GetSizeXY().X / 2;
		const int32 HalfY = Viewport.GetSizeXY().Y / 2;

		const FColor UnselectedSocketNameColor(255, 196, 196);
		const FColor SelectedSocketNameColor(FColor::White);

		TArray<FComponentSocketDescription> SocketList;
		PreviewComponent->QuerySupportedSockets(/*out*/ SocketList);

		for (const FComponentSocketDescription& Socket : SocketList)
		{
			const FVector SocketWorldPos = PreviewComponent->GetSocketLocation(Socket.Name);

			const FPlane Proj = View.Project(SocketWorldPos);
			if (Proj.W > 0.f)
			{
				const int32 XPos = HalfX + (HalfX * Proj.X);
				const int32 YPos = HalfY + (HalfY * (-Proj.Y));

				const bool bIsSelected = (GeometryEditMode != nullptr) && GeometryEditMode->IsSocketSelected(Socket.Name);
				const FColor& SocketColor = bIsSelected ? SelectedSocketNameColor : UnselectedSocketNameColor;

				FCanvasTextItem Msg(FVector2D(XPos, YPos), FText::FromString(Socket.Name.ToString()), GEngine->GetMediumFont(), SocketColor);
				Msg.EnableShadow(FLinearColor::Black);
				Canvas.DrawItem(Msg);

// 				//@TODO: Draws the current value of the rotation (probably want to keep this!)
// 				if (bManipulating && StaticMeshEditorPtr.Pin()->GetSelectedSocket() == Socket)
// 				{
// 					// Figure out the text height
// 					FTextSizingParameters Parameters(GEngine->GetSmallFont(), 1.0f, 1.0f);
// 					UCanvas::CanvasStringSize(Parameters, *Socket->SocketName.ToString());
// 					int32 YL = FMath::TruncToInt(Parameters.DrawYL);
// 
// 					DrawAngles(&Canvas, XPos, YPos + YL, 
// 						Widget->GetCurrentAxis(), 
// 						GetWidgetMode(),
// 						Socket->RelativeRotation,
// 						Socket->RelativeLocation);
// 				}
			}
		}
	}
}
コード例 #3
0
void FSpriteGeometryEditMode::DrawMarquee(FViewport& InViewport, const FSceneView& View, FCanvas& Canvas, const FLinearColor& Color)
{
	FVector2D MarqueeDelta = MarqueeEndPos - MarqueeStartPos;
	FVector2D MarqueeVertices[4];
	MarqueeVertices[0] = FVector2D(MarqueeStartPos.X, MarqueeStartPos.Y);
	MarqueeVertices[1] = MarqueeVertices[0] + FVector2D(MarqueeDelta.X, 0);
	MarqueeVertices[2] = MarqueeVertices[0] + FVector2D(MarqueeDelta.X, MarqueeDelta.Y);
	MarqueeVertices[3] = MarqueeVertices[0] + FVector2D(0, MarqueeDelta.Y);
	for (int32 MarqueeVertexIndex = 0; MarqueeVertexIndex < 4; ++MarqueeVertexIndex)
	{
		const int32 NextVertexIndex = (MarqueeVertexIndex + 1) % 4;
		FCanvasLineItem MarqueeLine(MarqueeVertices[MarqueeVertexIndex], MarqueeVertices[NextVertexIndex]);
		MarqueeLine.SetColor(Color);
		Canvas.DrawItem(MarqueeLine);
	}
}
コード例 #4
0
void FSpriteEditorViewportClient::DrawRelatedSprites(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FLinearColor& BoundsColor, const FLinearColor& NameColor)
{
	const FLinearColor ShadowColor = FLinearColor::Black;

	for (int32 SpriteIndex = 0; SpriteIndex < RelatedSprites.Num(); ++SpriteIndex)
	{
		FRelatedSprite& RelatedSprite = RelatedSprites[SpriteIndex];
		const FVector2D& SourceUV = RelatedSprite.SourceUV;
		const FVector2D& SourceDimension = RelatedSprite.SourceDimension;

		if (bShowNamesForSprites)
		{
			const FVector2D TextPos = SourceTextureSpaceToScreenSpace(View, SourceUV + SourceDimension*0.5f);

			const FText AssetNameText = FText::AsCultureInvariant(RelatedSprite.AssetData.AssetName.ToString());
			FCanvasTextItem TextItem(TextPos, AssetNameText, GEngine->GetSmallFont(), NameColor);
			TextItem.EnableShadow(ShadowColor);
			TextItem.bCentreX = true;
			TextItem.bCentreY = true;

			TextItem.Draw(&Canvas);
		}

		if (bShowRelatedSprites)
		{
			FVector2D BoundsVertices[4];
			BoundsVertices[0] = SourceTextureSpaceToScreenSpace(View, SourceUV);
			BoundsVertices[1] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(SourceDimension.X, 0));
			BoundsVertices[2] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(SourceDimension.X, SourceDimension.Y));
			BoundsVertices[3] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(0, SourceDimension.Y));

			for (int32 VertexIndex = 0; VertexIndex < 4; ++VertexIndex)
			{
				const int32 NextVertexIndex = (VertexIndex + 1) % 4;

				FCanvasLineItem LineItem(BoundsVertices[VertexIndex], BoundsVertices[NextVertexIndex]);
				LineItem.SetColor(BoundsColor);
				Canvas.DrawItem(LineItem);
			}
		}
	}
}
コード例 #5
0
void FSpriteEditorViewportClient::DrawBoundsAsText(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, int32& YPos)
{
	FNumberFormattingOptions NoDigitGroupingFormat;
	NoDigitGroupingFormat.UseGrouping = false;

	UPaperSprite* Sprite = GetSpriteBeingEdited();
	FBoxSphereBounds Bounds = Sprite->GetRenderBounds();

	const FText DisplaySizeText = FText::Format(LOCTEXT("BoundsSize", "Approx. Size: {0}x{1}x{2}"),
		FText::AsNumber((int32)(Bounds.BoxExtent.X * 2.0f), &NoDigitGroupingFormat),
		FText::AsNumber((int32)(Bounds.BoxExtent.Y * 2.0f), &NoDigitGroupingFormat),
		FText::AsNumber((int32)(Bounds.BoxExtent.Z * 2.0f), &NoDigitGroupingFormat));

	Canvas.DrawShadowedString(
		6,
		YPos,
		*DisplaySizeText.ToString(),
		GEngine->GetSmallFont(),
		FLinearColor::White);
	YPos += 18;
}
コード例 #6
0
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);
	}
}
コード例 #7
0
void FPhATEdPreviewViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
	if (!PhATPtr.IsValid())
	{
		return;
	}

	// Turn on/off the ground box
	SharedData->EditorFloorComp->SetVisibility(SharedData->bDrawGround);

	float W, H;
	PhATFont->GetCharSize(TEXT('L'), W, H);

	const float XOffset = 5.0f;
	const float YOffset = 32.0f;

	FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::GetEmpty(), PhATFont, FLinearColor::White );

	// Write body/constraint count at top.
	FString StatusString = FText::Format(
		NSLOCTEXT("UnrealEd", "BodiesConstraints_F", "{0} Bodies  {1} Considered for bounds  {2} Ratio  {3} Constraints"),
		FText::AsNumber(SharedData->PhysicsAsset->SkeletalBodySetups.Num()),
		FText::AsNumber(SharedData->PhysicsAsset->BoundsBodies.Num()),
		FText::AsNumber(static_cast<float>(SharedData->PhysicsAsset->BoundsBodies.Num())/static_cast<float>(SharedData->PhysicsAsset->SkeletalBodySetups.Num())),
		FText::AsNumber(SharedData->PhysicsAsset->ConstraintSetup.Num()) ).ToString();

	TextItem.Text = FText::FromString( StatusString );
	Canvas.DrawItem( TextItem, XOffset, YOffset);
	
	TextItem.Text = FText::GetEmpty();
	if (SharedData->bRunningSimulation)
	{
#if PLATFORM_MAC
		TextItem.Text = NSLOCTEXT("UnrealEd", "Sim_Mac", "SIM: Command+RightMouse to interact with bodies");
#else
		TextItem.Text = NSLOCTEXT("UnrealEd", "Sim", "SIM: Ctrl+RightMouse to interact with bodies");
#endif
	}
	else if (SharedData->bSelectionLock)
	{
		TextItem.Text = NSLOCTEXT("UnrealEd", "Lock", "LOCK");
	}else if(SharedData->EditingMode == FPhATSharedData::PEM_ConstraintEdit)
	{
		if(GetWidgetMode() == FWidget::WM_Translate)
		{
			TextItem.Text = NSLOCTEXT("UnrealEd", "SingleMove", "hold ALT to move a single reference frame");
		}else if(GetWidgetMode() == FWidget::WM_Rotate)
		{
			TextItem.Text = NSLOCTEXT("UnrealEd", "DoubleRotate", "hold ALT to rotate both reference frames");
		}
	}

	Canvas.DrawItem( TextItem,  XOffset, Viewport->GetSizeXY().Y - (3 + H) );

	// Draw current physics weight
	if (SharedData->bRunningSimulation)
	{
		FString PhysWeightString = FString::Printf(TEXT("Phys Blend: %3.0f pct"), SharedData->EditorSimOptions->PhysicsBlend * 100.f);
		int32 PWLW, PWLH;
		StringSize(PhATFont, PWLW, PWLH, *PhysWeightString);
		TextItem.Text = FText::FromString(PhysWeightString);
		Canvas.DrawItem( TextItem, Viewport->GetSizeXY().X - (3 + PWLW + 2*W), Viewport->GetSizeXY().Y - (3 + H) );
	}

	int32 HalfX = (Viewport->GetSizeXY().X-XOffset)/2;
	int32 HalfY = Viewport->GetSizeXY().Y/2;

	if ((SharedData->bShowHierarchy && SharedData->EditorSimOptions->bShowNamesInHierarchy))
	{
		// Iterate over each graphics bone.
		for (int32 i = 0; i < SharedData->EditorSkelComp->GetNumComponentSpaceTransforms(); ++i)
		{
			FVector BonePos = SharedData->EditorSkelComp->ComponentToWorld.TransformPosition(SharedData->EditorSkelComp->GetComponentSpaceTransforms()[i].GetLocation());

			FPlane proj = View.Project(BonePos);
			if (proj.W > 0.f) // This avoids drawing bone names that are behind us.
			{
				int32 XPos = HalfX + (HalfX * proj.X);
				int32 YPos = HalfY + (HalfY * (proj.Y * -1));

				FName BoneName = SharedData->EditorSkelMesh->RefSkeleton.GetBoneName(i);

				FColor BoneNameColor = FColor::White;
				//iterate through selected bones and see if any match
				for(int32 j=0; j< SharedData->SelectedBodies.Num(); ++j)
				{
					int32 SelectedBodyIndex = SharedData->SelectedBodies[j].Index;
					FName SelectedBoneName = SharedData->PhysicsAsset->SkeletalBodySetups[SelectedBodyIndex]->BoneName;
					if(SelectedBoneName == BoneName)
					{
						BoneNameColor = FColor::Green;
						break;
					}

				}
				
				if (Canvas.IsHitTesting()) 
				{
					Canvas.SetHitProxy(new HPhATEdBoneNameProxy(i));
				}
				
				TextItem.Text = FText::FromString(BoneName.ToString());
				TextItem.SetColor(BoneNameColor);
				Canvas.DrawItem( TextItem,  XPos, YPos );
				
				if (Canvas.IsHitTesting())
				{
					Canvas.SetHitProxy(NULL);
				}
			}
		}
	}

	// If showing center-of-mass, and physics is started up..
	if (SharedData->bShowCOM)
	{
		// iterate over each bone
		for (int32 i = 0; i <SharedData->EditorSkelComp->Bodies.Num(); ++i)
		{
			FBodyInstance* BodyInst = SharedData->EditorSkelComp->Bodies[i];
			check(BodyInst);

			FVector BodyCOMPos = BodyInst->GetCOMPosition();
			float BodyMass = BodyInst->GetBodyMass();

			FPlane Projection = View.Project(BodyCOMPos);
			if (Projection.W > 0.f) // This avoids drawing bone names that are behind us.
			{
				int32 XPos = HalfX + (HalfX * Projection.X);
				int32 YPos = HalfY + (HalfY * (Projection.Y * -1));

				FString COMString = FString::Printf(TEXT("%3.3f"), BodyMass);
				TextItem.Text = FText::FromString(COMString);
				TextItem.SetColor(SharedData->COMRenderColor);
				Canvas.DrawItem( TextItem,  XPos, YPos );				
			}
		}
	}
}
コード例 #8
0
void FSpriteEditorViewportClient::DrawCanvas(FViewport& Viewport, FSceneView& View, FCanvas& Canvas)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	if (!bIsHitTesting)
	{
		Canvas.SetHitProxy(nullptr);
	}

	if (!SpriteEditorPtr.IsValid())
	{
		return;
	}

	UPaperSprite* Sprite = GetSpriteBeingEdited();

	int32 YPos = 42;

	static const FText SourceRegionHelpStr = LOCTEXT("SourceRegionHelp", "Drag handles to adjust source region\nDouble-click on an image region to select all connected pixels (Ctrl creates a new sprite)\nHold down Ctrl and drag a rectangle to create a new sprite at that position\nClick on other sprite rectangles to change the active sprite");

	switch (CurrentMode)
	{
	case ESpriteEditorMode::ViewMode:
	default:

		// Display the pivot
		{
			FNumberFormattingOptions NoDigitGroupingFormat;
			NoDigitGroupingFormat.UseGrouping = false;
			const FText PivotStr = FText::Format(LOCTEXT("PivotPosition", "Pivot: ({0}, {1})"), FText::AsNumber(Sprite->CustomPivotPoint.X, &NoDigitGroupingFormat), FText::AsNumber(Sprite->CustomPivotPoint.Y, &NoDigitGroupingFormat));
			FCanvasTextItem TextItem(FVector2D(6, YPos), PivotStr, GEngine->GetSmallFont(), FLinearColor::White);
			TextItem.EnableShadow(FLinearColor::Black);
			TextItem.Draw(&Canvas);
			YPos += 18;
		}

		// Baked collision data
		if (Sprite->BodySetup != nullptr)
		{
			FSpriteGeometryEditMode::DrawCollisionStats(Viewport, View, Canvas, Sprite->BodySetup, /*inout*/ YPos);
		}

		// Baked render data
		DrawRenderStats(Viewport, View, Canvas, Sprite, /*inout*/ YPos);

		// And bounds
		DrawBoundsAsText(Viewport, View, Canvas, /*inout*/ YPos);

		break;
	case ESpriteEditorMode::EditCollisionMode:
		{
			// Draw the collision geometry stats
			YPos += 60; //@TODO: Need a better way to determine this from the editor mode
			if (Sprite->BodySetup != nullptr)
			{
				FSpriteGeometryEditMode::DrawGeometryStats(Viewport, View, Canvas, Sprite->CollisionGeometry, false, /*inout*/ YPos);
				FSpriteGeometryEditMode::DrawCollisionStats(Viewport, View, Canvas, Sprite->BodySetup, /*inout*/ YPos);
			}
			else
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("NoCollisionDataMainScreen", "No collision data"), GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
			}
		}
		break;
	case ESpriteEditorMode::EditRenderingGeomMode:
		{
			// Draw the render geometry stats
			YPos += 60; //@TODO: Need a better way to determine this from the editor mode
			FSpriteGeometryEditMode::DrawGeometryStats(Viewport, View, Canvas, Sprite->RenderGeometry, true, /*inout*/ YPos);
			DrawRenderStats(Viewport, View, Canvas, Sprite, /*inout*/ YPos);

			// And bounds
			DrawBoundsAsText(Viewport, View, Canvas, /*inout*/ YPos);
		}
		break;
	case ESpriteEditorMode::EditSourceRegionMode:
		{
			// Display tool help
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), SourceRegionHelpStr, GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
				YPos += 18;
			}

			if (bShowRelatedSprites)
			{
				DrawRelatedSprites(Viewport, View, Canvas, SpriteEditingConstants::SourceRegionRelatedBoundsColor, SpriteEditingConstants::SourceRegionRelatedSpriteNameColor);
			}

			DrawSourceRegion(Viewport, View, Canvas, SpriteEditingConstants::SourceRegionBoundsColor);
		}
		break;
	}

	if (bShowSockets && !IsInSourceRegionEditMode())
	{
		FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
		FSocketEditingHelper::DrawSocketNames(GeometryEditMode, RenderSpriteComponent, Viewport, View, Canvas);
	}

	FEditorViewportClient::DrawCanvas(Viewport, View, Canvas);
}
コード例 #9
0
void FSpriteEditorViewportClient::DrawSourceRegion(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FLinearColor& GeometryVertexColor)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	UPaperSprite* Sprite = GetSpriteBeingEdited();

    const float CornerCollisionVertexSize = 8.0f;
	const float EdgeCollisionVertexSize = 6.0f;

	const FLinearColor GeometryLineColor(GeometryVertexColor.R, GeometryVertexColor.G, GeometryVertexColor.B, 0.5f * GeometryVertexColor.A);
    
    const bool bDrawEdgeHitProxies = true;
    const bool bDrawCornerHitProxies = true;

	FVector2D BoundsVertices[4];
	BoundsVertices[0] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV);
	BoundsVertices[1] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, 0));
	BoundsVertices[2] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, Sprite->SourceDimension.Y));
	BoundsVertices[3] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(0, Sprite->SourceDimension.Y));

	if (bShowNamesForSprites)
	{
		const FVector2D TextPos = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X*0.5f, Sprite->SourceDimension.Y*0.5f));

		const FText AssetNameText = FText::AsCultureInvariant(Sprite->GetName());
		FCanvasTextItem TextItem(TextPos, AssetNameText, GEngine->GetSmallFont(), FLinearColor::White);
		TextItem.EnableShadow(FLinearColor::Black);
		TextItem.bCentreX = true;
		TextItem.bCentreY = true;

		TextItem.Draw(&Canvas);
	}

	for (int32 VertexIndex = 0; VertexIndex < 4; ++VertexIndex)
	{
		const int32 NextVertexIndex = (VertexIndex + 1) % 4;

		// Draw the edge
		if (bIsHitTesting)
		{
			TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
			Data->SpritePtr = Sprite;
			Data->VertexIndex = 4 + VertexIndex;
			Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
		}

		FCanvasLineItem LineItem(BoundsVertices[VertexIndex], BoundsVertices[NextVertexIndex]);
		LineItem.SetColor(GeometryVertexColor);
		Canvas.DrawItem(LineItem);

        // Add edge hit proxy
        if (bDrawEdgeHitProxies)
        {
			const FVector2D MidPoint = (BoundsVertices[VertexIndex] + BoundsVertices[NextVertexIndex]) * 0.5f;
			Canvas.DrawTile(MidPoint.X - EdgeCollisionVertexSize*0.5f, MidPoint.Y - EdgeCollisionVertexSize*0.5f, EdgeCollisionVertexSize, EdgeCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);
        }

		if (bIsHitTesting)
		{
			Canvas.SetHitProxy(nullptr);
		}

        // Add corner hit proxy
        if (bDrawCornerHitProxies)
        {
			const FVector2D CornerPoint = BoundsVertices[VertexIndex];
			
			if (bIsHitTesting)
            {
                TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
                Data->SpritePtr = Sprite;
                Data->VertexIndex = VertexIndex;
                Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
            }
            
            Canvas.DrawTile(CornerPoint.X - CornerCollisionVertexSize * 0.5f, CornerPoint.Y - CornerCollisionVertexSize * 0.5f, CornerCollisionVertexSize, CornerCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);

            if (bIsHitTesting)
            {
                Canvas.SetHitProxy(nullptr);
            }
        }
	}
}
コード例 #10
0
void FSpriteGeometryEditingHelper::DrawGeometry_CanvasPass(FViewport& InViewport, const FSceneView& View, FCanvas& Canvas, /*inout*/ int32& YPos, const FLinearColor& GeometryVertexColor, const FLinearColor& NegativeGeometryVertexColor)
{
	if (GeometryBeingEdited == nullptr)
	{
		return;
	}

	// Calculate the texture-space position of the mouse
	const FVector MousePositionWorldSpace = View.PixelToWorld(InViewport.GetMouseX(), InViewport.GetMouseY(), 0);
	const FVector2D MousePositionTextureSpace = EditorContext->WorldSpaceToTextureSpace(MousePositionWorldSpace);

	//@TODO: Move all of the line drawing to the PDI pass
	FSpriteGeometryCollection& Geometry = GetGeometryChecked();

	// Display tool help
	{
		static const FText GeomHelpStr = LOCTEXT("GeomEditHelp", "Shift + click to insert a vertex.\nSelect one or more vertices and press Delete to remove them.\nDouble click a vertex to select a polygon\n");
		static const FText GeomClickAddPolygon_NoSubtractive = LOCTEXT("GeomClickAddPolygon_NoSubtractive", "Click to start creating a polygon\n");
		static const FText GeomClickAddPolygon_AllowSubtractive = LOCTEXT("GeomClickAddPolygon_AllowSubtractive", "Click to start creating a polygon\nCtrl + Click to start creating a subtractive polygon\n");
		static const FText GeomAddVerticesHelpStr = LOCTEXT("GeomClickAddVertices", "Click to add points to the polygon\nDouble-click to add a point and close the shape\nClick again on the first point or press Enter to close the shape\nPress Backspace to remove the last added point or Escape to remove the shape\n");
		FLinearColor ToolTextColor = FLinearColor::White;

		const FText* HelpStr;
		if (IsAddingPolygon())
		{
			if (AddingPolygonIndex == INDEX_NONE)
			{
				HelpStr = bAllowSubtractivePolygons ? &GeomClickAddPolygon_AllowSubtractive : &GeomClickAddPolygon_NoSubtractive;
			}
			else
			{
				HelpStr = &GeomAddVerticesHelpStr;
			}
			ToolTextColor = FLinearColor::Yellow;
		}
		else
		{
			HelpStr = &GeomHelpStr;
		}

		FCanvasTextItem TextItem(FVector2D(6, YPos), *HelpStr, GEngine->GetSmallFont(), ToolTextColor);
		TextItem.EnableShadow(FLinearColor::Black);
		TextItem.Draw(&Canvas);
		YPos += 54;
	}

	const bool bIsHitTesting = Canvas.IsHitTesting();

	// Run thru the geometry shapes and draw hit proxies for them
	for (int32 ShapeIndex = 0; ShapeIndex < Geometry.Shapes.Num(); ++ShapeIndex)
	{
		const FSpriteGeometryShape& Shape = Geometry.Shapes[ShapeIndex];

		const bool bIsShapeSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, INDEX_NONE));
		const FLinearColor LineColorRaw = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;
		const FLinearColor VertexColor = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;

		const FLinearColor LineColor = Shape.IsShapeValid() ? LineColorRaw : FMath::Lerp(LineColorRaw, FLinearColor::Red, 0.8f);

		// Draw the circle shape if necessary
		if (Shape.ShapeType == ESpriteShapeType::Circle)
		{
			if (bIsHitTesting)
			{
				TSharedPtr<FSpriteSelectedShape> Data = MakeShareable(new FSpriteSelectedShape(EditorContext, Geometry, ShapeIndex, /*bIsBackground=*/ false));
				Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
			}

			// Draw the circle
			const float RadiusX = Shape.BoxSize.X * 0.5f;
			const float RadiusY = Shape.BoxSize.Y * 0.5f;

			const float	AngleDelta = 2.0f * PI / SpriteEditingConstantsEX::CircleShapeNumSides;

			const float LastX = Shape.BoxPosition.X + RadiusX;
			const float LastY = Shape.BoxPosition.Y;
			FVector2D LastVertexPos = TextureSpaceToScreenSpace(View, FVector2D(LastX, LastY));


			for (int32 SideIndex = 0; SideIndex < SpriteEditingConstantsEX::CircleShapeNumSides; SideIndex++)
			{
				const float X = Shape.BoxPosition.X + RadiusX * FMath::Cos(AngleDelta * (SideIndex + 1));
				const float Y = Shape.BoxPosition.Y + RadiusY * FMath::Sin(AngleDelta * (SideIndex + 1));
				const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, FVector2D(X, Y));

				FCanvasLineItem LineItem(LastVertexPos, ScreenPos);
				LineItem.SetColor(bIsShapeSelected ? SpriteEditingConstantsEX::GeometrySelectedColor : LineColor);
				LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;

				Canvas.DrawItem(LineItem);

				LastVertexPos = ScreenPos;
			}


			if (bIsHitTesting)
			{
				Canvas.SetHitProxy(nullptr);
			}
		}

		// Draw lines connecting the vertices of the shape
		for (int32 VertexIndex = 0; VertexIndex < Shape.Vertices.Num(); ++VertexIndex)
		{
			const int32 NextVertexIndex = (VertexIndex + 1) % Shape.Vertices.Num();

			const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[VertexIndex]));
			const FVector2D NextScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[NextVertexIndex]));

			const bool bIsThisVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, VertexIndex));
			const bool bIsNextVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, NextVertexIndex));

			const bool bIsEdgeSelected = bIsShapeSelected || (bIsThisVertexSelected && bIsNextVertexSelected);

			// Draw the normal tick
			if (bShowNormals)
			{
				const FVector2D Direction = (NextScreenPos - ScreenPos).GetSafeNormal();
				const FVector2D Normal = FVector2D(-Direction.Y, Direction.X);

				const FVector2D Midpoint = (ScreenPos + NextScreenPos) * 0.5f;
				const FVector2D NormalPoint = Midpoint - Normal * SpriteEditingConstantsEX::GeometryNormalLength;
				FCanvasLineItem LineItem(Midpoint, NormalPoint);
				LineItem.SetColor(SpriteEditingConstantsEX::GeometryNormalColor);

				Canvas.DrawItem(LineItem);
			}

			// Draw the edge
			{
				if (bIsHitTesting)
				{
					TSharedPtr<FSpriteSelectedEdge> Data = MakeShareable(new FSpriteSelectedEdge(EditorContext, Geometry, ShapeIndex, VertexIndex));
					Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
				}

				FCanvasLineItem LineItem(ScreenPos, NextScreenPos);
				LineItem.SetColor(bIsEdgeSelected ? SpriteEditingConstantsEX::GeometrySelectedColor : LineColor);
				LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
				Canvas.DrawItem(LineItem);

				if (bIsHitTesting)
				{
					Canvas.SetHitProxy(nullptr);
				}
			}
		}

		// Draw the vertices
		for (int32 VertexIndex = 0; VertexIndex < Shape.Vertices.Num(); ++VertexIndex)
		{
			const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[VertexIndex]));
			const float X = ScreenPos.X;
			const float Y = ScreenPos.Y;

			const bool bIsVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, VertexIndex));
			const bool bIsVertexLastAdded = IsAddingPolygon() && (AddingPolygonIndex == ShapeIndex) && (VertexIndex == Shape.Vertices.Num() - 1);
			const bool bNeedHighlightVertex = bIsShapeSelected || bIsVertexSelected || bIsVertexLastAdded;

			if (bIsHitTesting)
			{
				TSharedPtr<FSpriteSelectedVertex> Data = MakeShareable(new FSpriteSelectedVertex(EditorContext, Geometry, ShapeIndex, VertexIndex));
				Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
			}

			const float VertSize = SpriteEditingConstantsEX::GeometryVertexSize;
			Canvas.DrawTile(ScreenPos.X - VertSize*0.5f, ScreenPos.Y - VertSize*0.5f, VertSize, VertSize, 0.f, 0.f, 1.f, 1.f, bNeedHighlightVertex ? SpriteEditingConstantsEX::GeometrySelectedColor : VertexColor, GWhiteTexture);

			if (bIsHitTesting)
			{
				Canvas.SetHitProxy(nullptr);
			}
		}
	}

	// Draw a preview cursor for the add polygon tool
	if (IsAddingPolygon())
	{
		// Figure out where the mouse is back in screen space
		const FVector2D PotentialVertexScreenPos = TextureSpaceToScreenSpace(View, MousePositionTextureSpace);

		bool bWillCloseByClicking = false;
		if (Geometry.Shapes.IsValidIndex(AddingPolygonIndex))
		{
			const FSpriteGeometryShape& Shape = Geometry.Shapes[AddingPolygonIndex];

			const FLinearColor LineColorRaw = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;
			const FLinearColor LineColorValidity = Shape.IsShapeValid() ? LineColorRaw : FMath::Lerp(LineColorRaw, FLinearColor::Red, 0.8f);
			const FLinearColor LineColor = FMath::Lerp(LineColorValidity, SpriteEditingConstantsEX::GeometrySelectedColor, 0.2f);

			if (Shape.Vertices.Num() > 0)
			{
				// Draw a line from the last vertex to the potential insertion point for the new one
				{
					const FVector2D LastScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[Shape.Vertices.Num() - 1]));

					FCanvasLineItem LineItem(LastScreenPos, PotentialVertexScreenPos);
					LineItem.SetColor(LineColor);
					LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
					Canvas.DrawItem(LineItem);
				}

				// And to the first vertex if there were at least 2
				if (Shape.Vertices.Num() >= 2)
				{
					const FVector2D FirstScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[0]));

					FCanvasLineItem LineItem(PotentialVertexScreenPos, FirstScreenPos);
					LineItem.SetColor(LineColor);
					LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
					Canvas.DrawItem(LineItem);

					// Determine how close we are to the first vertex (will we close the shape by clicking)?
					bWillCloseByClicking = (Shape.Vertices.Num() >= 3) && (FVector2D::Distance(FirstScreenPos, PotentialVertexScreenPos) < SpriteEditingConstantsEX::AddPolygonVertexWeldScreenSpaceDistance);
				}
			}
		}

		// Draw the prospective vert
		const float VertSize = SpriteEditingConstantsEX::GeometryVertexSize;
		Canvas.DrawTile(PotentialVertexScreenPos.X - VertSize*0.5f, PotentialVertexScreenPos.Y - VertSize*0.5f, VertSize, VertSize, 0.f, 0.f, 1.f, 1.f, SpriteEditingConstantsEX::GeometrySelectedColor, GWhiteTexture);

		// Draw a prompt above and to the right of the cursor
		static const FText CloseButton(LOCTEXT("ClosePolygonPrompt", "Close"));
		static const FText AddButton(LOCTEXT("AddVertexToPolygonPrompt", "+"));

		const FText PromptText(bWillCloseByClicking ? CloseButton : AddButton);
		FCanvasTextItem PromptTextItem(FVector2D(PotentialVertexScreenPos.X + VertSize, PotentialVertexScreenPos.Y - VertSize), PromptText, GEngine->GetSmallFont(), FLinearColor::White);
		PromptTextItem.EnableShadow(FLinearColor::Black);
		PromptTextItem.Draw(&Canvas);
	}
}
コード例 #11
0
	/**
	* Helper function to create an unwrapped 2D image of the cube map ( longitude/latitude )
	* This version takes explicitly passed properties of the source object, as the sources have different APIs.
	* @param	TextureResource		Source FTextureResource object.
	* @param	AxisDimenion		axis length of the cube.
	* @param	SourcePixelFormat	pixel format of the source.
	* @param	BitsOUT				Raw bits of the 2D image bitmap.
	* @param	SizeXOUT			Filled with the X dimension of the output bitmap.
	* @param	SizeYOUT			Filled with the Y dimension of the output bitmap.
	* @return						true on success.
	* @param	FormatOUT			Filled with the pixel format of the output bitmap.
	*/
	bool GenerateLongLatUnwrap(const FTextureResource* TextureResource, const uint32 AxisDimenion, const EPixelFormat SourcePixelFormat, TArray<uint8>& BitsOUT, FIntPoint& SizeOUT, EPixelFormat& FormatOUT)
	{
		TRefCountPtr<FBatchedElementParameters> BatchedElementParameters;
		BatchedElementParameters = new FMipLevelBatchedElementParameters((float)0, true);
		const FIntPoint LongLatDimensions(AxisDimenion * 2, AxisDimenion);

		// If the source format is 8 bit per channel or less then select a LDR target format.
		const EPixelFormat TargetPixelFormat = CalculateImageBytes(1, 1, 0, SourcePixelFormat) <= 4 ? PF_B8G8R8A8 : PF_FloatRGBA;

		UTextureRenderTarget2D* RenderTargetLongLat = NewObject<UTextureRenderTarget2D>();
		check(RenderTargetLongLat);
		RenderTargetLongLat->AddToRoot();
		RenderTargetLongLat->ClearColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.0f);
		RenderTargetLongLat->InitCustomFormat(LongLatDimensions.X, LongLatDimensions.Y, TargetPixelFormat, false);
		RenderTargetLongLat->TargetGamma = 0;
		FRenderTarget* RenderTarget = RenderTargetLongLat->GameThread_GetRenderTargetResource();

		FCanvas* Canvas = new FCanvas(RenderTarget, NULL, 0, 0, 0, GMaxRHIFeatureLevel);
		Canvas->SetRenderTarget_GameThread(RenderTarget);

		// Clear the render target to black
		Canvas->Clear(FLinearColor(0, 0, 0, 0));

		FCanvasTileItem TileItem(FVector2D(0.0f, 0.0f), TextureResource, FVector2D(LongLatDimensions.X, LongLatDimensions.Y), FLinearColor::White);
		TileItem.BatchedElementParameters = BatchedElementParameters;
		TileItem.BlendMode = SE_BLEND_Opaque;
		Canvas->DrawItem(TileItem);

		Canvas->Flush_GameThread();
		FlushRenderingCommands();
		Canvas->SetRenderTarget_GameThread(NULL);
		FlushRenderingCommands();
		
		int32 ImageBytes = CalculateImageBytes(LongLatDimensions.X, LongLatDimensions.Y, 0, TargetPixelFormat);

		BitsOUT.AddUninitialized(ImageBytes);

		bool bReadSuccess = false;
		switch (TargetPixelFormat)
		{
			case PF_B8G8R8A8:
				bReadSuccess = RenderTarget->ReadPixelsPtr((FColor*)BitsOUT.GetData());
			break;
			case PF_FloatRGBA:
				{
					TArray<FFloat16Color> FloatColors;
					bReadSuccess = RenderTarget->ReadFloat16Pixels(FloatColors);
					FMemory::Memcpy(BitsOUT.GetData(), FloatColors.GetData(), ImageBytes);
				}
			break;
		}
		// Clean up.
		RenderTargetLongLat->RemoveFromRoot();
		RenderTargetLongLat = NULL;
		delete Canvas;

		SizeOUT = LongLatDimensions;
		FormatOUT = TargetPixelFormat;
		if (bReadSuccess == false)
		{
			// Reading has failed clear output buffer.
			BitsOUT.Empty();
		}

		return bReadSuccess;
	}
コード例 #12
0
void FStaticMeshEditorViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
#if TODO_STATICMESH
	if ( StaticMesh->bHasBeenSimplified && SimplygonLogo && SimplygonLogo->Resource )
	{
		const float LogoSizeX = 64.0f;
		const float LogoSizeY = 40.65f;
		const float Padding = 6.0f;
		const float LogoX = Viewport->GetSizeXY().X - Padding - LogoSizeX;
		const float LogoY = Viewport->GetSizeXY().Y - Padding - LogoSizeY;

		Canvas->DrawTile(
			LogoX,
			LogoY,
			LogoSizeX,
			LogoSizeY,
			0.0f,
			0.0f,
			1.0f,
			1.0f,
			FLinearColor::White,
			SimplygonLogo->Resource,
			SE_BLEND_Opaque );
	}
#endif // #if TODO_STATICMESH

	auto StaticMeshEditor = StaticMeshEditorPtr.Pin();
	auto StaticMeshEditorViewport = StaticMeshEditorViewportPtr.Pin();
	if (!StaticMeshEditor.IsValid() || !StaticMeshEditorViewport.IsValid())
	{
		return;
	}

	const int32 HalfX = Viewport->GetSizeXY().X/2;
	const int32 HalfY = Viewport->GetSizeXY().Y/2;

	// Draw socket names if desired.
	if( bShowSockets )
	{
		for(int32 i=0; i<StaticMesh->Sockets.Num(); i++)
		{
			UStaticMeshSocket* Socket = StaticMesh->Sockets[i];
			if(Socket!=NULL)
			{
				FMatrix SocketTM;
				Socket->GetSocketMatrix(SocketTM, StaticMeshComponent);
				const FVector SocketPos	= SocketTM.GetOrigin();
				const FPlane proj		= View.Project( SocketPos );
				if(proj.W > 0.f)
				{
					const int32 XPos = HalfX + ( HalfX * proj.X );
					const int32 YPos = HalfY + ( HalfY * (proj.Y * -1) );

					FCanvasTextItem TextItem( FVector2D( XPos, YPos ), FText::FromString( Socket->SocketName.ToString() ), GEngine->GetSmallFont(), FLinearColor(FColor(255,196,196)) );
					Canvas.DrawItem( TextItem );	

					const UStaticMeshSocket* SelectedSocket = StaticMeshEditor->GetSelectedSocket();
					if (bManipulating && SelectedSocket == Socket)
					{
						//Figure out the text height
						FTextSizingParameters Parameters(GEngine->GetSmallFont(), 1.0f, 1.0f);
						UCanvas::CanvasStringSize(Parameters, *Socket->SocketName.ToString());
						int32 YL = FMath::TruncToInt(Parameters.DrawYL);

						DrawAngles(&Canvas, XPos, YPos + YL, 
							Widget->GetCurrentAxis(), 
							GetWidgetMode(),
							Socket->RelativeRotation,
							Socket->RelativeLocation);
					}
				}
			}
		}
	}

	TArray<SStaticMeshEditorViewport::FOverlayTextItem> TextItems;

	int32 CurrentLODLevel = StaticMeshEditor->GetCurrentLODLevel();
	if (CurrentLODLevel == 0)
	{
		CurrentLODLevel = ComputeStaticMeshLOD(StaticMesh->RenderData, StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	}
	else
	{
		CurrentLODLevel -= 1;
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "LOD_F", "LOD:  {0}"), FText::AsNumber(CurrentLODLevel))));

	float CurrentScreenSize = ComputeBoundsScreenSize(StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	FNumberFormattingOptions FormatOptions;
	FormatOptions.MinimumFractionalDigits = 3;
	FormatOptions.MaximumFractionalDigits = 6;
	FormatOptions.MaximumIntegralDigits = 6;
	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ScreenSize_F", "Current Screen Size:  {0}"), FText::AsNumber(CurrentScreenSize, &FormatOptions))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Triangles_F", "Triangles:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumTriangles(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Vertices_F", "Vertices:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumVertices(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "UVChannels_F", "UV Channels:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumUVChannels(CurrentLODLevel)))));

	if( StaticMesh->RenderData->LODResources.Num() > 0 )
	{
		if (StaticMesh->RenderData->LODResources[0].DistanceFieldData != nullptr )
		{
			const FDistanceFieldVolumeData& VolumeData = *(StaticMesh->RenderData->LODResources[0].DistanceFieldData);

			if (VolumeData.Size.GetMax() > 0)
			{
				float MemoryMb = (VolumeData.Size.X * VolumeData.Size.Y * VolumeData.Size.Z * VolumeData.DistanceFieldVolume.GetTypeSize()) / (1024.0f * 1024.0f);

				FNumberFormattingOptions NumberOptions;
				NumberOptions.MinimumFractionalDigits = 2;
				NumberOptions.MaximumFractionalDigits = 2;

				if (VolumeData.bMeshWasClosed)
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						FText::Format(NSLOCTEXT("UnrealEd", "DistanceFieldRes_F", "Distance Field:  {0}x{1}x{2} = {3}Mb"), FText::AsNumber(VolumeData.Size.X), FText::AsNumber(VolumeData.Size.Y), FText::AsNumber(VolumeData.Size.Z), FText::AsNumber(MemoryMb, &NumberOptions))));
				}
				else
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						NSLOCTEXT("UnrealEd", "DistanceFieldClosed_F", "Distance Field:  Mesh was not closed and material was one-sided")));
				}
			}
		}
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ApproxSize_F", "Approx Size: {0}x{1}x{2}"),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.X * 2.0f)), // x2 as artists wanted length not radius
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Y * 2.0f)),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Z * 2.0f)))));

	// Show the number of collision primitives if we are drawing collision.
	if(bShowCollision && StaticMesh->BodySetup)
	{
		TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
			FText::Format(NSLOCTEXT("UnrealEd", "NumPrimitives_F", "Num Primitives:  {0}"), FText::AsNumber(StaticMesh->BodySetup->AggGeom.GetElementCount()))));
	}

	StaticMeshEditorViewport->PopulateOverlayText(TextItems);

	if(bDrawUVs)
	{
		const int32 YPos = 160;
		DrawUVsForMesh(Viewport, &Canvas, YPos);
	}
}