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KF2-Dev-Scripts/Engine/Classes/LensFlare.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class LensFlare extends Object
native(LensFlare)
dontcollapsecategories
hidecategories(Object);
/**
* Helper for getting curves from distributions
*/
struct native transient LensFlareElementCurvePair
{
var string CurveName;
var object CurveObject;
};
/**
* LensFlare Element
*/
struct native LensFlareElement
{
/**
* The name of the element. (Optional)
*/
var() name ElementName;
/**
* The position along the ray from the source to the viewpoint to render the flare at.
* 0.0 = At the source
* 1.0 = The source point reflected about the view center.
* < 0 = The point along the ray going away from the center past the source.
* > 1 = The point along the ray beyond the 'end point' of the ray reflection.
*/
var() float RayDistance;
/**
* Whether the element is enabled or not
*/
var() bool bIsEnabled;
/**
* Whether the element value look ups should use the radial distance
* from the center to the edge of the screen or the ratio of the distance
* from the source element.
*/
var() bool bUseSourceDistance;
/**
* Whether the radial distance should be normalized to a unit value.
* Without this, the radial distance will be 0..1 in the horizontal and vertical cases.
* It will be 0..1.4 in the corners.
*/
var() bool bNormalizeRadialDistance;
/**
* Whether the element color value should be scaled by the source color.
*/
var() bool bModulateColorBySource;
/**
* The 'base' size of the element
*/
var() vector Size;
/**
* The material(s) to use for the flare element.
*/
var(Material) array<MaterialInterface> LFMaterials;
/**
* Each of the following properties are accessed based on the radial distance from the
* center of the screen to the edge.
* <1 = Opposite the ray direction
* 0 = Center view
* 1 = Edge of screen
* >1 = Outside of screen edge
*/
/** Index of the material to use from the LFMaterial array. */
var(Material) rawdistributionfloat LFMaterialIndex;
/** Global scaling. */
var(Scaling) rawdistributionfloat Scaling;
/** Anamorphic scaling. */
var(Scaling) rawdistributionvector AxisScaling;
/** Rotation. */
var(Rotation) rawdistributionfloat Rotation;
/** If TRUE, always rotate the element to orient towards the source */
var(Rotation) bool bOrientTowardsSource;
/** Color (passed to the element material via the VertexColor expression) */
var(Color) rawdistributionvector Color;
/** Alpha (passed to the element material via the VertexColor expression) */
var(Color) rawdistributionfloat Alpha;
/** Offset. */
var(Offset) rawdistributionvector Offset;
/** Source to camera distance scaling. */
/** Value to scale the AxisScaling by. Uses source to camera distance to look up the value (in Unreal units) */
var(Scaling) rawdistributionvector DistMap_Scale;
/** Value to scale the Color by. Uses source to camera distance to look up the value (in Unreal units) */
var(Scaling) rawdistributionvector DistMap_Color;
/** Value to scale the Alpha by. Uses source to camera distance to look up the value (in Unreal units) */
var(Scaling) rawdistributionfloat DistMap_Alpha;
structcpptext
{
void GetCurveObjects(TArray<FLensFlareElementCurvePair>& OutCurves);
void DuplicateDistribution_Float(const FRawDistributionFloat& SourceDist, UObject* Outer, FRawDistributionFloat& NewDist);
void DuplicateDistribution_Vector(const FRawDistributionVector& SourceDist, UObject* Outer, FRawDistributionVector& NewDist);
UBOOL DuplicateFromSource(const FLensFlareElement& InSource, UObject* Outer);
UObject* GetCurve(FString& CurveName);
}
structdefaultproperties
{
RayDistance=0.0
bNormalizeRadialDistance=true
Begin Object Class=DistributionFloatConstant Name=DistributionLFMaterialIndex
Constant=0.0;
End Object
LFMaterialIndex=(Distribution=DistributionLFMaterialIndex)
Begin Object Class=DistributionFloatConstant Name=DistributionScaling
Constant=1.0;
End Object
Scaling=(Distribution=DistributionScaling)
Begin Object Class=DistributionVectorConstant Name=DistributionAxisScaling
Constant=(X=1.0,Y=1.0,Z=0.0)
End Object
AxisScaling=(Distribution=DistributionAxisScaling)
Begin Object Class=DistributionFloatConstant Name=DistributionRotation
Constant=1.0;
End Object
Rotation=(Distribution=DistributionRotation)
Begin Object Class=DistributionVectorConstant Name=DistributionColor
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
Color=(Distribution=DistributionColor)
Begin Object Class=DistributionFloatConstant Name=DistributionAlpha
Constant=1.0f;
End Object
Alpha=(Distribution=DistributionAlpha)
Begin Object Class=DistributionVectorConstant Name=DistributionOffset
Constant=(X=0.0,Y=0.0,Z=0.0)
End Object
Offset=(Distribution=DistributionOffset)
Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Scale
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
DistMap_Scale=(Distribution=DistributionDistMap_Scale)
Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Color
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
DistMap_Color=(Distribution=DistributionDistMap_Color)
Begin Object Class=DistributionFloatConstant Name=DistributionDistMap_Alpha
Constant=1.0f;
End Object
DistMap_Alpha=(Distribution=DistributionDistMap_Alpha)
}
};
/** The Source of the lens flare */
var editinline export LensFlareElement SourceElement;
/** The StaticMesh to use as the source (optional) */
var(Source) StaticMesh SourceMesh;
/** The scene depth priority group to draw the source primitive in. */
var const ESceneDepthPriorityGroup SourceDPG;
/** The individual reflection elements of the lens flare */
var editinline export array<LensFlareElement> Reflections;
/** The scene depth priority group to draw the reflection primitive(s) in. */
var(Reflections) const ESceneDepthPriorityGroup ReflectionsDPG;
/** Viewing cone angles. */
var(Visibility) float OuterCone;
var(Visibility) float InnerCone;
var(Visibility) float ConeFudgeFactor;
var(Visibility) float Radius;
/** When true the new algorithm is used (NOTE: The new algorithm does not use ConeFudgeFactor). */
var(Visibility) bool bUseTrueConeCalculation;
/** (New Algorithm only) If this is non-zero the lens flare will always draw with at least the strength specified, even behind or outside outer cone. */
var(Visibility) float MinStrength;
/** Occlusion. */
/**
* The mapping of screen coverage percentage (the result returned by occlusion checks)
* to the value passed into the materials for LensFlareOcclusion.
*/
var(Occlusion) rawdistributionfloat ScreenPercentageMap;
/**
* If TRUE, use the given bounds.
* If FALSE and a static mesh is set for the source, the static mesh bounds will be used.
* If FALSE and no static mesh is set, it will use the default bounds (likely not a good thing).
*/
var(Bounds) bool bUseFixedRelativeBoundingBox;
/** The fixed bounding box to use when bUseFixedRelativeBoundingBox is TRUE */
var(Bounds) box FixedRelativeBoundingBox;
/** Debugging helpers */
var(Debug) bool bRenderDebugLines;
/** Used for curve editor to remember curve-editing setup. */
var export InterpCurveEdSetup CurveEdSetup;
/** Internal variable used to initialize new entries in the Reflectsions array */
var transient int ReflectionCount;
/** The angle to use when rendering the thumbnail image */
var rotator ThumbnailAngle;
/** The distance to place the system when rendering the thumbnail image */
var float ThumbnailDistance;
/** Internal: Indicates the thumbnail image is out of date */
var bool ThumbnailImageOutOfDate;
/** Internal: The thumbnail image */
var Texture2D ThumbnailImage;
//
cpptext
{
// UObject interface.
virtual void PreEditChange(UProperty* PropertyAboutToChange);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void PostLoad();
// CurveEditor helper interface
void AddElementCurvesToEditor(INT ElementIndex, UInterpCurveEdSetup* EdSetup);
void RemoveElementCurvesFromEditor(INT ElementIndex, UInterpCurveEdSetup* EdSetup);
void AddElementCurveToEditor(INT ElementIndex, FString& CurveName, UInterpCurveEdSetup* EdSetup);
UObject* GetElementCurve(INT ElementIndex, FString& CurveName);
//
const FLensFlareElement* GetElement(INT ElementIndex) const;
/** Return TRUE if element was found and bIsEnabled set to given value. */
UBOOL SetElementEnabled(INT ElementIndex, UBOOL bInIsEnabled);
/** Initialize the element at the given index */
UBOOL InitializeElement(INT ElementIndex);
/** Get the curve objects associated with the LensFlare itself */
void GetCurveObjects(TArray<FLensFlareElementCurvePair>& OutCurves);
}
//
defaultproperties
{
Begin Object Class=DistributionFloatConstant Name=DistributionLFMaterialIndex
Constant=0.0;
End Object
Begin Object Class=DistributionFloatConstant Name=DistributionScaling
Constant=1.0;
End Object
Begin Object Class=DistributionVectorConstant Name=DistributionAxisScaling
Constant=(X=1.0,Y=1.0,Z=0.0)
End Object
Begin Object Class=DistributionFloatConstant Name=DistributionRotation
Constant=0.0;
End Object
Begin Object Class=DistributionVectorConstant Name=DistributionColor
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
Begin Object Class=DistributionFloatConstant Name=DistributionAlpha
Constant=1.0f;
End Object
Begin Object Class=DistributionVectorConstant Name=DistributionOffset
Constant=(X=0.0,Y=0.0,Z=0.0)
End Object
Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Scale
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Color
Constant=(X=1.0,Y=1.0,Z=1.0)
End Object
Begin Object Class=DistributionFloatConstant Name=DistributionDistMap_Alpha
Constant=1.0f;
End Object
SourceElement=(ElementName="Source",RayDistance=0.0,bIsEnabled=true,Size=(X=75.0f,Y=75.0f,Z=75.0f),LFMaterialIndex=(Distribution=DistributionLFMaterialIndex),Scaling=(Distribution=DistributionScaling),AxisScaling=(Distribution=DistributionAxisScaling),Rotation=(Distribution=DistributionRotation),Color=(Distribution=DistributionColor),Alpha=(Distribution=DistributionAlpha),Offset=(Distribution=DistributionOffset),DistMap_Scale=(Distribution=DistributionDistMap_Scale),DistMap_Color=(Distribution=DistributionDistMap_Color),DistMap_Alpha=(Distribution=DistributionDistMap_Alpha))
SourceDPG=SDPG_World
ReflectionsDPG=SDPG_Foreground
OuterCone=0.0
InnerCone=0.0
ConeFudgeFactor=0.5
Radius=0.0
bUseTrueConeCalculation=false
MinStrength=0.0
Begin Object Class=DistributionFloatConstantCurve Name=DistributionScreenPercentageMap
ConstantCurve=(Points=((InVal=0.0,OutVal=0.0),(InVal=1.0,OutVal=1.0)))
End Object
ScreenPercentageMap=(Distribution=DistributionScreenPercentageMap)
}