63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ThumbnailRendering/SkeletalMeshThumbnailRenderer.h"
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#include "Misc/App.h"
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#include "ShowFlags.h"
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#include "SceneView.h"
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#include "Engine/SkeletalMesh.h"
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#include "ThumbnailHelpers.h"
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USkeletalMeshThumbnailRenderer::USkeletalMeshThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void USkeletalMeshThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
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{
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USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
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TSharedRef<FSkeletalMeshThumbnailScene> ThumbnailScene = ThumbnailSceneCache.EnsureThumbnailScene(Object);
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if(SkeletalMesh)
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{
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ThumbnailScene->SetSkeletalMesh(SkeletalMesh);
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}
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AddAdditionalPreviewSceneContent(Object, ThumbnailScene->GetWorld());
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FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game) )
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.SetTime(UThumbnailRenderer::GetTime())
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.SetAdditionalViewFamily(bAdditionalViewFamily));
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ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
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ViewFamily.EngineShowFlags.MotionBlur = 0;
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ViewFamily.EngineShowFlags.LOD = 0;
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RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height));
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ThumbnailScene->SetSkeletalMesh(nullptr);
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}
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EThumbnailRenderFrequency USkeletalMeshThumbnailRenderer::GetThumbnailRenderFrequency(UObject* Object) const
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{
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USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
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return SkeletalMesh && SkeletalMesh->GetResourceForRendering()
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? EThumbnailRenderFrequency::Realtime
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: EThumbnailRenderFrequency::OnPropertyChange;
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}
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bool USkeletalMeshThumbnailRenderer::CanVisualizeAsset(UObject* Object)
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{
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if (!Super::CanVisualizeAsset(Object))
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{
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return false;
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}
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USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(Object);
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const bool bValidRenderData = SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail();
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return bValidRenderData;
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}
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void USkeletalMeshThumbnailRenderer::BeginDestroy()
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{
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ThumbnailSceneCache.Clear();
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Super::BeginDestroy();
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}
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