51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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*
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* This thumbnail renderer displays a given world
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "ThumbnailRendering/DefaultSizedThumbnailRenderer.h"
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#include "WorldThumbnailRenderer.generated.h"
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class FCanvas;
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class FRenderTarget;
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class FSceneViewFamily;
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UCLASS(config=Editor)
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class UWorldThumbnailRenderer : public UDefaultSizedThumbnailRenderer
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{
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GENERATED_UCLASS_BODY()
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// Begin UThumbnailRenderer Object
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virtual bool CanVisualizeAsset(UObject* Object) override;
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virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) override;
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// End UThumbnailRenderer Object
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private:
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/** Allocates then adds an FSceneView to the ViewFamily. */
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[[nodiscard]] FSceneView* CreateView(UWorld* World, FSceneViewFamily* ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY) const;
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private:
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/** Offset used to orient all worlds to show a more vertical camera, if necessary. Individual thumbnail infos can provide additional offset. */
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UPROPERTY(config)
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float GlobalOrbitPitchOffset;
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/** Offset used to orient all worlds to face the camera in degrees when using a perspective camera. Individual thumbnail infos can provide additional offset. */
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UPROPERTY(config)
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float GlobalOrbitYawOffset;
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/** If true, all world thumbnails will be rendered unlit. This is useful in games that have shared lighting in a common map */
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UPROPERTY(config)
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bool bUseUnlitScene;
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/** If false, all world thumbnails rendering will be disabled */
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UPROPERTY(config)
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bool bAllowWorldThumbnails;
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};
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