// Copyright Epic Games, Inc. All Rights Reserved. #include "VirtualTextureBuilderThumbnailRenderer.h" #include "VT/VirtualTexture.h" #include "VT/VirtualTextureBuilder.h" UVirtualTextureBuilderThumbnailRenderer::UVirtualTextureBuilderThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } bool UVirtualTextureBuilderThumbnailRenderer::CanVisualizeAsset(UObject* Object) { UVirtualTextureBuilder* VirtualTextureBuilder = Cast(Object); UVirtualTexture2D* Texture = VirtualTextureBuilder != nullptr ? ToRawPtr(VirtualTextureBuilder->Texture) : nullptr; return Texture != nullptr ? UTextureThumbnailRenderer::CanVisualizeAsset(Texture) : false; } void UVirtualTextureBuilderThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { UVirtualTextureBuilder* VirtualTextureBuilder = Cast(Object); UVirtualTexture2D* Texture = VirtualTextureBuilder != nullptr ? ToRawPtr(VirtualTextureBuilder->Texture) : nullptr; if (Texture != nullptr) { UTextureThumbnailRenderer::Draw(Texture, X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily); } }