141 lines
4.2 KiB
Ucode
141 lines
4.2 KiB
Ucode
/**
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* SceneCaptureComponent
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*
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* Base class for scene recording components
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SceneCaptureComponent extends ActorComponent
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native
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abstract
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hidecategories(Object)
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dependson(PostProcessVolume);
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/** Turn the scene capture on/off */
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var(Capture) bool bEnabled;
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/** toggle scene post-processing */
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var(Capture) bool bEnablePostProcess;
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/** toggle fog */
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var(Capture) bool bEnableFog;
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/** background color */
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var(Capture) color ClearColor;
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// draw modes - based on ESceneViewMode
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enum ESceneCaptureViewMode
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{
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// lit/shadowed scene
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SceneCapView_Lit,
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// no shadows or lights
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SceneCapView_Unlit,
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// lit/unshadowed scene
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SceneCapView_LitNoShadows,
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// wireframe
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SceneCapView_Wire
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};
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/** how to draw the scene */
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var(Capture) ESceneCaptureViewMode ViewMode;
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/** NOT IMPLEMENTED! level-of-detail setting */
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var(Capture) int SceneLOD;
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/**
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* rate to capture the scene,
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* TimeBetweenCaptures = Max( 1/FrameRate, DeltaTime),
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* if the FrameRate is 0 then the scene is captured only once
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*/
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var(Capture) const float FrameRate;
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/** Chain of post process effects for this post process view */
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var(Capture) PostProcessChain PostProcess;
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/** If TRUE then use the main scene's post process settings when capturing */
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var(Capture) bool bUseMainScenePostProcessSettings;
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/** if true, skip updating the scene capture if the users of the texture have not been rendered recently */
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var(Capture) bool bSkipUpdateIfTextureUsersOccluded;
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/** if true, skip updating the scene capture if the Owner of the component has not been rendered recently */
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var(Capture) bool bSkipUpdateIfOwnerOccluded;
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/** if > 0, skip updating the scene capture if the Owner is further than this many units away from the viewer */
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var(Capture) float MaxUpdateDist;
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/** if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if
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the reflecting plane is in an enclosed area like a hallway or room */
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var(Capture) float MaxViewDistanceOverride;
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/** if true, skip the depth prepass when rendering the scene capture.
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The prepass CPU cost is not worth the GPU savings when the scene capture is small. */
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var(Capture) bool bSkipRenderingDepthPrepass;
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/**
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* if > 0, skip streaming texture updates for the scene capture if the Owner is further than this many units away from the viewer.
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* if == 0, then view information for this scene capture is not used by texture streaming manager for updates.
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*/
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var(Capture) float MaxStreamingUpdateDist;
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// transients
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/** ptr to the scene capture probe */
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var private const transient native pointer CaptureInfo{FCaptureSceneInfo};
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/** pointer to the persistent view state for this scene capture */
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var private const transient native pointer ViewState{FSceneViewStateInterface};
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/** Stores post-process scene proxies created from the post process chain that are eventually copied to the scene view. */
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var native noimport transient duplicatetransient const array<pointer> PostProcessProxies{class FPostProcessSceneProxy};
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cpptext
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{
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protected:
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/**
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* Constructor
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*/
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USceneCaptureComponent();
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// UActorComponent interface.
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/**
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* Adds a capture proxy for this component to the scene
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*/
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virtual void Attach();
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/**
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* Removes a capture proxy for this component from the scene
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*/
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virtual void Detach( UBOOL bWillReattach = FALSE );
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virtual void UpdateTransform();
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/**
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* Tick the component to handle updates
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*/
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virtual void Tick(FLOAT DeltaTime);
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virtual void FinishDestroy();
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public:
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/**
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* Create a new probe with info needed to render the scene
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*/
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virtual class FSceneCaptureProbe* CreateSceneCaptureProbe() { return NULL; }
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/**
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* Map the various capture view settings to show flags.
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*/
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virtual EShowFlags GetSceneShowFlags();
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}
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/** modifies the value of FrameRate */
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native final function SetFrameRate(float NewFrameRate);
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/**
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* Enable or disable this SceneCaptureComponent.
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*/
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simulated native final function SetEnabled(bool bEnable);
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defaultproperties
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{
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ViewMode=SceneCapView_LitNoShadows
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ClearColor=(R=0,G=0,B=0,A=255)
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FrameRate=30
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bEnabled=true
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MaxViewDistanceOverride=0.0
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bSkipRenderingDepthPrepass=true
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}
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