// Copyright Epic Games, Inc. All Rights Reserved. #include "GroomAssetThumbnailRenderer.h" #include "Misc/App.h" #include "ShowFlags.h" #include "SceneInterface.h" #include "SceneView.h" #include "ThumbnailHelpers.h" #include "GroomAsset.h" bool UGroomAssetThumbnailRenderer::CanVisualizeAsset(UObject* Object) { if (UGroomAsset* GroomAsset = Cast(Object)) { return GroomAsset->IsValid(); } return false; } void UGroomAssetThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { if (UGroomAsset* GroomAsset = Cast(Object); GroomAsset && GroomAsset->IsValid()) { if (!ThumbnailScene.IsValid() || !ensure(ThumbnailScene->GetWorld())) { if (ThumbnailScene.IsValid()) { FlushRenderingCommands(); ThumbnailScene.Reset(); } ThumbnailScene = MakeUnique(); } ThumbnailScene->SetGroomAsset(GroomAsset); ThumbnailScene->GetScene()->UpdateSpeedTreeWind(0.0); FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game)) .SetTime(UThumbnailRenderer::GetTime()) .SetAdditionalViewFamily(bAdditionalViewFamily)); ViewFamily.EngineShowFlags.DisableAdvancedFeatures(); ViewFamily.EngineShowFlags.MotionBlur = 0; ViewFamily.EngineShowFlags.LOD = 0; RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height)); ThumbnailScene->CleanupSceneAfterThumbnailRender(); } } void UGroomAssetThumbnailRenderer::BeginDestroy() { ThumbnailScene.Reset(); Super::BeginDestroy(); }