コード例 #1
0
void FTextRenderSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const 
{
	QUICK_SCOPE_CYCLE_COUNTER( STAT_TextRenderSceneProxy_GetDynamicMeshElements );

	// Vertex factory will not been initialized when the text string is empty or font is invalid.
	if(VertexFactory.IsInitialized())
	{
		for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
		{
			if (VisibilityMap & (1 << ViewIndex))
			{
				const FSceneView* View = Views[ViewIndex];
				// Draw the mesh.
				FMeshBatch& Mesh = Collector.AllocateMesh();
				FMeshBatchElement& BatchElement = Mesh.Elements[0];
				BatchElement.IndexBuffer = &IndexBuffer;
				Mesh.VertexFactory = &VertexFactory;
				BatchElement.PrimitiveUniformBufferResource = &GetUniformBuffer();
				BatchElement.FirstIndex = 0;
				BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
				BatchElement.MinVertexIndex = 0;
				BatchElement.MaxVertexIndex = VertexBuffer.Vertices.Num() - 1;
				Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
				Mesh.bDisableBackfaceCulling = false;
				Mesh.Type = PT_TriangleList;
				Mesh.DepthPriorityGroup = SDPG_World;
				const bool bUseSelectedMaterial = GIsEditor && (View->Family->EngineShowFlags.Selection) ? IsSelected() : false;
				Mesh.MaterialRenderProxy = TextMaterial->GetRenderProxy(bUseSelectedMaterial);
				Mesh.bCanApplyViewModeOverrides = !bAlwaysRenderAsText;

				Collector.AddMesh(ViewIndex, Mesh);

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
				RenderBounds(Collector.GetPDI(ViewIndex), View->Family->EngineShowFlags, GetBounds(), IsSelected());
#endif
			}
		}
	}
}
コード例 #2
0
void FTextRenderSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface* PDI)
{
	// Vertex factory will not been initialized when the font is invalid or the text string is empty.
	if(VertexFactory.IsInitialized())
	{
		// Draw the mesh.
		FMeshBatch Mesh;
		FMeshBatchElement& BatchElement = Mesh.Elements[0];
		BatchElement.IndexBuffer = &IndexBuffer;
		Mesh.VertexFactory = &VertexFactory;
		Mesh.MaterialRenderProxy = TextMaterial->GetRenderProxy(false);
		BatchElement.PrimitiveUniformBufferResource = &GetUniformBuffer();
		BatchElement.FirstIndex = 0;
		BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
		BatchElement.MinVertexIndex = 0;
		BatchElement.MaxVertexIndex = VertexBuffer.Vertices.Num() - 1;
		Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
		Mesh.bDisableBackfaceCulling = false;
		Mesh.Type = PT_TriangleList;
		Mesh.DepthPriorityGroup = SDPG_World;
		PDI->DrawMesh(Mesh, 1.0f);
	}
}
コード例 #3
0
ファイル: PhATRender.cpp プロジェクト: PickUpSU/UnrealEngine4
void UPhATEdSkeletalMeshComponent::RenderAssetTools(const FSceneView* View, class FPrimitiveDrawInterface* PDI, bool bHitTest)
{
	check(SharedData);

	UPhysicsAsset* const PhysicsAsset = GetPhysicsAsset();
	check(PhysicsAsset);

	bool bHitTestAndBodyMode = bHitTest && SharedData->EditingMode == FPhATSharedData::PEM_BodyEdit;
	bool bHitTestAndConstraintMode = bHitTest && SharedData->EditingMode == FPhATSharedData::PEM_ConstraintEdit;

	FPhATSharedData::EPhATRenderMode CollisionViewMode = SharedData->GetCurrentCollisionViewMode();

#if DEBUG_CLICK_VIEWPORT
	PDI->DrawLine(SharedData->LastClickOrigin, SharedData->LastClickOrigin + SharedData->LastClickDirection * 5000.0f, FLinearColor(1, 1, 0, 1), SDPG_Foreground);
	PDI->DrawPoint(SharedData->LastClickOrigin, FLinearColor(1, 0, 0), 5, SDPG_Foreground);
#endif
	// Draw bodies
	for (int32 i = 0; i <PhysicsAsset->BodySetup.Num(); ++i)
	{
		int32 BoneIndex = GetBoneIndex(PhysicsAsset->BodySetup[i]->BoneName);

		// If we found a bone for it, draw the collision.
		// The logic is as follows; always render in the ViewMode requested when not in hit mode - but if we are in hit mode and the right editing mode, render as solid
		if (BoneIndex != INDEX_NONE)
		{
			FTransform BoneTM = GetBoneTransform(BoneIndex);
			float Scale = BoneTM.GetScale3D().GetAbsMax();
			FVector VectorScale(Scale);
			BoneTM.RemoveScaling();

			FKAggregateGeom* AggGeom = &PhysicsAsset->BodySetup[i]->AggGeom;

			for (int32 j = 0; j <AggGeom->SphereElems.Num(); ++j)
			{
				if (bHitTest)
				{
					PDI->SetHitProxy(new HPhATEdBoneProxy(i, KPT_Sphere, j));
				}

				FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, KPT_Sphere, j, Scale);

				//solids are drawn if it's the ViewMode and we're not doing a hit, or if it's hitAndBodyMode
				if( (CollisionViewMode == FPhATSharedData::PRM_Solid && !bHitTest) || bHitTestAndBodyMode)
				{
					UMaterialInterface*	PrimMaterial = GetPrimitiveMaterial(i, KPT_Sphere, j, bHitTestAndBodyMode);
					AggGeom->SphereElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy(0));
				}

				//wires are never used during hit
				if(!bHitTest)
				{
					if (CollisionViewMode == FPhATSharedData::PRM_Solid || CollisionViewMode == FPhATSharedData::PRM_Wireframe)
					{
						AggGeom->SphereElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, KPT_Sphere, j));
					}
				}

				if (bHitTest)
				{
					PDI->SetHitProxy(NULL);
				}
				
			}

			for (int32 j = 0; j <AggGeom->BoxElems.Num(); ++j)
			{
				if (bHitTest)
				{
					PDI->SetHitProxy(new HPhATEdBoneProxy(i, KPT_Box, j));
				}

				FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, KPT_Box, j, Scale);

				if ( (CollisionViewMode == FPhATSharedData::PRM_Solid && !bHitTest) || bHitTestAndBodyMode)
				{
					UMaterialInterface*	PrimMaterial = GetPrimitiveMaterial(i, KPT_Box, j, bHitTestAndBodyMode);
					AggGeom->BoxElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy(0));
				}

				if(!bHitTest)
				{
					if (CollisionViewMode == FPhATSharedData::PRM_Solid || CollisionViewMode == FPhATSharedData::PRM_Wireframe)
					{
						AggGeom->BoxElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, KPT_Box, j));
					}
				}
				

				if (bHitTest) 
				{
					PDI->SetHitProxy(NULL);
				}
			}

			for (int32 j = 0; j <AggGeom->SphylElems.Num(); ++j)
			{
				if (bHitTest) 
				{
					PDI->SetHitProxy(new HPhATEdBoneProxy(i, KPT_Sphyl, j));
				}

				FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, KPT_Sphyl, j, Scale);

				if ( (CollisionViewMode == FPhATSharedData::PRM_Solid && !bHitTest) || bHitTestAndBodyMode)
				{
					UMaterialInterface*	PrimMaterial = GetPrimitiveMaterial(i, KPT_Sphyl, j, bHitTestAndBodyMode);
					AggGeom->SphylElems[j].DrawElemSolid(PDI, ElemTM, VectorScale, PrimMaterial->GetRenderProxy(0));
				}

				if(!bHitTest)
				{
					if (CollisionViewMode == FPhATSharedData::PRM_Solid || CollisionViewMode == FPhATSharedData::PRM_Wireframe)
					{
						AggGeom->SphylElems[j].DrawElemWire(PDI, ElemTM, VectorScale, GetPrimitiveColor(i, KPT_Sphyl, j));
					}
				}

				if (bHitTest) 
				{
					PDI->SetHitProxy(NULL);
				}
			}

			for (int32 j = 0; j <AggGeom->ConvexElems.Num(); ++j)
			{
				if (bHitTest) 
				{
					PDI->SetHitProxy(new HPhATEdBoneProxy(i, KPT_Convex, j));
				}

				FTransform ElemTM = GetPrimitiveTransform(BoneTM, i, KPT_Convex, j, Scale);

				//convex doesn't have solid draw so render lines if we're in hitTestAndBodyMode
				if(!bHitTest || bHitTestAndBodyMode)
				{
					if (CollisionViewMode == FPhATSharedData::PRM_Solid || CollisionViewMode == FPhATSharedData::PRM_Wireframe)
					{
						AggGeom->ConvexElems[j].DrawElemWire(PDI, ElemTM, Scale, GetPrimitiveColor(i, KPT_Convex, j));
					}
				}
				

				if (bHitTest) 
				{
					PDI->SetHitProxy(NULL);
				}
			}

			if (!bHitTest && SharedData->bShowCOM && Bodies.IsValidIndex(i))
			{
				Bodies[i]->DrawCOMPosition(PDI, COMRenderSize, SharedData->COMRenderColor);
			}
		}
	}

	// Draw Constraints
	FPhATSharedData::EPhATConstraintViewMode ConstraintViewMode = SharedData->GetCurrentConstraintViewMode();
	if (ConstraintViewMode != FPhATSharedData::PCV_None)
	{
		for (int32 i = 0; i <PhysicsAsset->ConstraintSetup.Num(); ++i)
		{
			int32 BoneIndex1 = GetBoneIndex(PhysicsAsset->ConstraintSetup[i]->DefaultInstance.ConstraintBone1);
			int32 BoneIndex2 = GetBoneIndex(PhysicsAsset->ConstraintSetup[i]->DefaultInstance.ConstraintBone2);
			// if bone doesn't exist, do not draw it. It crashes in random points when we try to manipulate. 
			if (BoneIndex1 != INDEX_NONE && BoneIndex2 != INDEX_NONE)
			{
				if (bHitTest) 
				{
					PDI->SetHitProxy(new HPhATEdConstraintProxy(i));
				}

				if(bHitTestAndConstraintMode || !bHitTest)
				{
					DrawConstraint(i, View, PDI, SharedData->EditorSimOptions->bShowConstraintsAsPoints);
				}
					
				if (bHitTest) 
				{
					PDI->SetHitProxy(NULL);
				}
			}
		}
	}

	if (!bHitTest && SharedData->EditingMode == FPhATSharedData::PEM_BodyEdit && SharedData->bShowInfluences)
	{
		DrawCurrentInfluences(PDI);
	}

	// If desired, draw bone hierarchy.
	if (!bHitTest && SharedData->bShowHierarchy)
	{
		DrawHierarchy(PDI, false);
	}

	// If desired, draw animation skeleton.
	if (!bHitTest && SharedData->bShowAnimSkel)
	{
		DrawHierarchy(PDI, SharedData->bRunningSimulation);
	}
}