Upgraded to Unreal 4.20.2

This commit is contained in:
vinfamy 2018-08-31 16:21:00 +07:00
parent 25e4e6739b
commit dd91765df6
27 changed files with 195 additions and 371 deletions

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@ -16,6 +16,7 @@ EditorStartupMap=/Game/Scenes/CentralLondon.CentralLondon
r.DefaultFeature.AntiAliasing=2
r.DefaultFeature.AutoExposure=False
r.TextureStreaming=True
r.DefaultFeature.AmbientOcclusionStaticFraction=False
[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=NavigationOnly
@ -36,11 +37,17 @@ bLoadWidgetsOnDedicatedServer=True
[/Script/Engine.Engine]
NearClipPlane=1.000000
MaximumLoopIterationCount=10000000
MaximumLoopIterationCount=1000000
MinDesiredFrameRate=30.000000
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=60.000000))
bSmoothFrameRate=True
[/Script/Engine.RecastNavMesh]
[/Script/NavigationSystem.RecastNavMesh]
bFixedTilePoolSize=False
[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
@ -54,6 +61,7 @@ bEnablePCM=True
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.100000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
@ -70,6 +78,8 @@ bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
MaxPhysicsDeltaTime=0.033333
@ -81,5 +91,6 @@ SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)

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@ -11,10 +11,11 @@ Build=IfProjectHasCode
BuildConfiguration=PPBC_Shipping
StagingDirectory=(Path="D:/LifePlay_Build")
FullRebuild=False
ForDistribution=True
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=False
bGenerateChunks=False
bGenerateNoChunks=False
@ -37,6 +38,7 @@ bCompressed=False
bEncryptIniFiles=False
bEncryptPakIndex=False
bSkipEditorContent=False
bSkipMovies=False
+DirectoriesToAlwaysStageAsNonUFS=(Path="Modules")
bNativizeBlueprintAssets=False
bNativizeOnlySelectedBlueprints=False

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@ -1,100 +1,125 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26730.16
VisualStudioVersion = 15.0.25807.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{B5CC4ECB-290E-4069-866D-0A91649F562B}"
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{3B9A8162-6232-4AE8-936D-3D30E00B53CD}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{A18D553A-642C-46D7-83C4-50948FA12BB5}"
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{3CC488BF-FFC0-4BEB-B580-18BEAFF21A36}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{9F3944BA-2428-4050-9FE9-59F6C136A3C4}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{8962C52B-11DB-42F4-9630-175AAC44A4E5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LifePlay", "Intermediate\ProjectFiles\LifePlay.vcxproj", "{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LifePlay", "Intermediate\ProjectFiles\LifePlay.vcxproj", "{CDB20097-5BE4-4AE0-9917-9E106866611A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
DebugGame Editor|HTML5 = DebugGame Editor|HTML5
DebugGame Editor|Linux = DebugGame Editor|Linux
DebugGame Editor|Win32 = DebugGame Editor|Win32
DebugGame Editor|Win64 = DebugGame Editor|Win64
DebugGame|HTML5 = DebugGame|HTML5
DebugGame|Linux = DebugGame|Linux
DebugGame|Win32 = DebugGame|Win32
DebugGame|Win64 = DebugGame|Win64
Development Editor|HTML5 = Development Editor|HTML5
Development Editor|Linux = Development Editor|Linux
Development Editor|Win32 = Development Editor|Win32
Development Editor|Win64 = Development Editor|Win64
Development|HTML5 = Development|HTML5
Development|Linux = Development|Linux
Development|Win32 = Development|Win32
Development|Win64 = Development|Win64
Shipping|HTML5 = Shipping|HTML5
Shipping|Linux = Shipping|Linux
Shipping|Win32 = Shipping|Win32
Shipping|Win64 = Shipping|Win64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win32.Build.0 = Shipping_Game|Win32
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win64.ActiveCfg = Shipping_Game|x64
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win64.Build.0 = Shipping_Game|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{9F3944BA-2428-4050-9FE9-59F6C136A3C4} = {B5CC4ECB-290E-4069-866D-0A91649F562B}
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E} = {A18D553A-642C-46D7-83C4-50948FA12BB5}
{8962C52B-11DB-42F4-9630-175AAC44A4E5} = {3B9A8162-6232-4AE8-936D-3D30E00B53CD}
{CDB20097-5BE4-4AE0-9917-9E106866611A} = {3CC488BF-FFC0-4BEB-B580-18BEAFF21A36}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {29782850-2049-40D2-A595-0297FDE95DE3}
SolutionGuid = {CF176613-D418-4296-84FA-7A73B43DC6C9}
EndGlobalSection
EndGlobal

View file

@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "4.18",
"EngineAssociation": "4.20",
"Category": "",
"Description": "",
"Modules": [
@ -18,89 +18,6 @@
{
"Name": "SteamVR",
"Enabled": false
},
{
"Name": "OculusVR",
"Enabled": false
},
{
"Name": "OnlineSubsystemIOS",
"Enabled": false,
"SupportedTargetPlatforms": [
"IOS",
"TVOS"
]
},
{
"Name": "OnlineSubsystemNull",
"Enabled": false
},
{
"Name": "OnlineSubsystemGooglePlay",
"Enabled": false,
"SupportedTargetPlatforms": [
"Android"
]
},
{
"Name": "OnlineSubsystemUtils",
"Enabled": false
},
{
"Name": "OnlineSubsystem",
"Enabled": false
},
{
"Name": "MobilePatchingUtils",
"Enabled": false
},
{
"Name": "HTML5Networking",
"Enabled": false
},
{
"Name": "MobileLauncherProfileWizard",
"Enabled": false
},
{
"Name": "TcpMessaging",
"Enabled": false
},
{
"Name": "UdpMessaging",
"Enabled": false
},
{
"Name": "AlembicImporter",
"Enabled": false
},
{
"Name": "SpeedTreeImporter",
"Enabled": false
},
{
"Name": "AndroidDeviceProfileSelector",
"Enabled": false
},
{
"Name": "IOSDeviceProfileSelector",
"Enabled": false
},
{
"Name": "LinuxDeviceProfileSelector",
"Enabled": false
},
{
"Name": "ExampleDeviceProfileSelector",
"Enabled": false
},
{
"Name": "AppleARKit",
"Enabled": false
},
{
"Name": "AndroidPermission",
"Enabled": false
}
],
"TargetPlatforms": [

View file

@ -7,14 +7,6 @@ public class ModdingExtra : ModuleRules
public ModdingExtra(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
"ModdingExtra/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(

View file

@ -170,11 +170,8 @@ void UStreetMapComponent::GenerateCollision()
}
// Rebuild the body setup
#if WITH_EDITOR || WITH_RUNTIME_PHYSICS_COOKING
StreetMapBodySetup->InvalidatePhysicsData();
#endif
StreetMapBodySetup->CreatePhysicsMeshes();
UpdateNavigationIfNeeded();
}
@ -618,7 +615,7 @@ void UStreetMapComponent::UpdateNavigationIfNeeded()
{
if (bCanEverAffectNavigation || bNavigationRelevant)
{
UNavigationSystem::UpdateComponentInNavOctree(*this);
FNavigationSystem::UpdateComponentData(*this);
}
}

View file

@ -15,9 +15,15 @@ namespace UnrealBuildTool.Rules
"RHI",
"RenderCore",
"ShaderCore",
//"PropertyEditor"
}
);
}
if (Target.bBuildEditor == true)
{
//@TODO: Needed for FPropertyEditorModule::NotifyCustomizationModuleChanged()
//@TOOD: To move/implement in FStreetMapComponentDetails
PrivateDependencyModuleNames.Add("PropertyEditor");
}
}
}
}

View file

@ -6,158 +6,90 @@
#include "Runtime/Engine/Public/SceneManagement.h"
void FStreetMapVertexBuffer::InitRHI()
{
if( Vertices.Num() > 0 )
{
// Allocate our vertex buffer
FRHIResourceCreateInfo CreateInfo;
VertexBufferRHI = RHICreateVertexBuffer( Vertices.Num() * sizeof( Vertices[0] ), BUF_Static, CreateInfo );
// Load the vertex buffer with data
void* VertexBufferData = RHILockVertexBuffer( VertexBufferRHI, 0, Vertices.Num() * sizeof( Vertices[0] ), RLM_WriteOnly );
FMemory::Memcpy( VertexBufferData, Vertices.GetData(), Vertices.Num() * sizeof( FStreetMapVertex ) );
RHIUnlockVertexBuffer( VertexBufferRHI );
}
}
void FStreetMapIndexBuffer::InitRHI()
{
const int IndexCount = FMath::Max( Indices16.Num(), Indices32.Num() );
if( IndexCount > 0 )
{
const bool b32BitIndices = Indices32.Num() > Indices16.Num();
const uint8 IndexSize = b32BitIndices ? sizeof( Indices32[ 0 ] ) : sizeof( Indices16[ 0 ] );
const void* IndexSourceData;
if( b32BitIndices )
{
IndexSourceData = Indices32.GetData();
}
else
{
IndexSourceData = Indices16.GetData();
}
// Allocate our index buffer and load it with data
FRHIResourceCreateInfo CreateInfo;
IndexBufferRHI = RHICreateIndexBuffer( IndexSize, IndexCount * IndexSize, BUF_Static, CreateInfo );
void* IndexBufferData = RHILockIndexBuffer( IndexBufferRHI, 0, IndexCount * IndexSize, RLM_WriteOnly );
FMemory::Memcpy( IndexBufferData, IndexSourceData, IndexCount * IndexSize );
RHIUnlockIndexBuffer( IndexBufferRHI );
}
}
void FStreetMapVertexFactory::InitVertexFactory( const FStreetMapVertexBuffer& VertexBuffer )
{
// Setup the vertex factory streams
FDataType DataType;
DataType.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, Position, VET_Float3 );
DataType.TextureCoordinates.Add( STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TextureCoordinate, VET_Float2 ) );
DataType.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TangentX, VET_PackedNormal);
DataType.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TangentZ, VET_PackedNormal);
DataType.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, Color, VET_Color );
// Send it off to the rendering thread
check( !IsInActualRenderingThread() );
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
InitStreetMapVertexFactory,
FStreetMapVertexFactory*, VertexFactory, this,
FDataType, DataType, DataType,
{
VertexFactory->SetData( DataType );
});
}
FStreetMapSceneProxy::FStreetMapSceneProxy(const UStreetMapComponent* InComponent)
: FPrimitiveSceneProxy(InComponent),
StreetMapComp(InComponent),
CollisionResponse(InComponent->GetCollisionResponseToChannels())
CollisionResponse(InComponent->GetCollisionResponseToChannels()),
VertexFactory(GetScene().GetFeatureLevel(), "FStreetMapSceneProxy")
{
}
void FStreetMapSceneProxy::Init( const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint16 >& Indices )
void FStreetMapSceneProxy::Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices)
{
// Copy 16-bit index data
IndexBuffer.Indices16 = Indices;
InitAfterIndexBuffer( InComponent, Vertices );
}
// Copy index buffer
IndexBuffer32.Indices = Indices;
void FStreetMapSceneProxy::Init( const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices )
{
// If we fit into a 16-bit index buffer, just use that
if( Vertices.Num() < 0xffff )
{
const int32 IndexCount = Indices.Num();
IndexBuffer.Indices16.AddUninitialized( IndexCount );
for( int32 Index = 0; Index < IndexCount; ++Index )
{
IndexBuffer.Indices16[ Index ] = Indices[ Index ];
}
}
else
{
// Copy 32-bit index data
IndexBuffer.Indices32 = Indices;
}
InitAfterIndexBuffer( InComponent, Vertices );
}
void FStreetMapSceneProxy::InitAfterIndexBuffer( const UStreetMapComponent* StreetMapComponent, const TArray< FStreetMapVertex >& Vertices )
{
MaterialInterface = nullptr;
this->MaterialRelevance = StreetMapComponent->GetMaterialRelevance( GetScene().GetFeatureLevel() );
this->MaterialRelevance = InComponent->GetMaterialRelevance(GetScene().GetFeatureLevel());
// Copy vertex data
VertexBuffer.Vertices = Vertices;
const int32 NumVerts = Vertices.Num();
TArray<FDynamicMeshVertex> DynamicVertices;
DynamicVertices.SetNumUninitialized(NumVerts);
for (int VertIdx = 0; VertIdx < NumVerts; VertIdx++)
{
const FStreetMapVertex& StreetMapVert = Vertices[VertIdx];
FDynamicMeshVertex& Vert = DynamicVertices[VertIdx];
Vert.Position = StreetMapVert.Position;
Vert.Color = StreetMapVert.Color;
Vert.TextureCoordinate[0] = StreetMapVert.TextureCoordinate;
Vert.TangentX = StreetMapVert.TangentX;
Vert.TangentZ = StreetMapVert.TangentZ;
}
VertexBuffer.InitFromDynamicVertex(&VertexFactory, DynamicVertices);
// Enqueue initialization of render resource
InitResources();
// Set a material
{
if( StreetMapComponent->GetNumMaterials() > 0 )
if (InComponent->GetNumMaterials() > 0)
{
MaterialInterface = StreetMapComponent->GetMaterial( 0 );
MaterialInterface = InComponent->GetMaterial(0);
}
// Use the default material if we don't have one set
if( MaterialInterface == nullptr )
if (MaterialInterface == nullptr)
{
MaterialInterface = UMaterial::GetDefaultMaterial( MD_Surface );
MaterialInterface = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
}
FStreetMapSceneProxy::~FStreetMapSceneProxy()
{
VertexBuffer.ReleaseResource();
IndexBuffer.ReleaseResource();
VertexBuffer.PositionVertexBuffer.ReleaseResource();
VertexBuffer.StaticMeshVertexBuffer.ReleaseResource();
VertexBuffer.ColorVertexBuffer.ReleaseResource();
IndexBuffer32.ReleaseResource();
VertexFactory.ReleaseResource();
}
SIZE_T FStreetMapSceneProxy::GetTypeHash() const
{
static size_t UniquePointer;
return reinterpret_cast<size_t>(&UniquePointer);
}
void FStreetMapSceneProxy::InitResources()
{
// Start initializing our vertex buffer, index buffer, and vertex factory. This will be kicked off on the render thread.
BeginInitResource( &VertexBuffer );
BeginInitResource( &IndexBuffer );
VertexFactory.InitVertexFactory( VertexBuffer );
BeginInitResource( &VertexFactory );
BeginInitResource(&VertexBuffer.PositionVertexBuffer);
BeginInitResource(&VertexBuffer.StaticMeshVertexBuffer);
BeginInitResource(&VertexBuffer.ColorVertexBuffer);
BeginInitResource(&IndexBuffer32);
BeginInitResource(&VertexFactory);
}
bool FStreetMapSceneProxy::MustDrawMeshDynamically( const FSceneView& View ) const
bool FStreetMapSceneProxy::MustDrawMeshDynamically(const FSceneView& View) const
{
return ( AllowDebugViewmodes() && View.Family->EngineShowFlags.Wireframe ) || IsSelected();
return (AllowDebugViewmodes() && View.Family->EngineShowFlags.Wireframe) || IsSelected();
}
@ -166,18 +98,18 @@ bool FStreetMapSceneProxy::IsInCollisionView(const FEngineShowFlags& EngineShowF
return EngineShowFlags.CollisionVisibility || EngineShowFlags.CollisionPawn;
}
FPrimitiveViewRelevance FStreetMapSceneProxy::GetViewRelevance( const FSceneView* View ) const
FPrimitiveViewRelevance FStreetMapSceneProxy::GetViewRelevance(const FSceneView* View) const
{
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View);
Result.bShadowRelevance = IsShadowCast(View);
const bool bAlwaysHasDynamicData = false;
// Only draw dynamically if we're drawing in wireframe or we're selected in the editor
Result.bDynamicRelevance = MustDrawMeshDynamically( *View ) || bAlwaysHasDynamicData;
Result.bStaticRelevance = !MustDrawMeshDynamically( *View );
Result.bDynamicRelevance = MustDrawMeshDynamically(*View) || bAlwaysHasDynamicData;
Result.bStaticRelevance = !MustDrawMeshDynamically(*View);
MaterialRelevance.SetPrimitiveViewRelevance(Result);
return Result;
}
@ -189,10 +121,10 @@ bool FStreetMapSceneProxy::CanBeOccluded() const
}
void FStreetMapSceneProxy::MakeMeshBatch( FMeshBatch& Mesh, FMaterialRenderProxy* WireframeMaterialRenderProxyOrNull, bool bDrawCollision) const
void FStreetMapSceneProxy::MakeMeshBatch(FMeshBatch& Mesh, FMaterialRenderProxy* WireframeMaterialRenderProxyOrNull, bool bDrawCollision) const
{
FMaterialRenderProxy* MaterialProxy = NULL;
if( WireframeMaterialRenderProxyOrNull != nullptr )
if (WireframeMaterialRenderProxyOrNull != nullptr)
{
MaterialProxy = WireframeMaterialRenderProxyOrNull;
}
@ -207,43 +139,43 @@ void FStreetMapSceneProxy::MakeMeshBatch( FMeshBatch& Mesh, FMaterialRenderProxy
MaterialProxy = StreetMapComp->GetDefaultMaterial()->GetRenderProxy(IsSelected());
}
}
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
BatchElement.IndexBuffer = &IndexBuffer32;
Mesh.bWireframe = WireframeMaterialRenderProxyOrNull != nullptr;
Mesh.VertexFactory = &VertexFactory;
Mesh.MaterialRenderProxy = MaterialProxy;
Mesh.CastShadow = true;
BatchElement.PrimitiveUniformBuffer = CreatePrimitiveUniformBufferImmediate(GetLocalToWorld(), GetBounds(), GetLocalBounds(), true, UseEditorDepthTest());
BatchElement.FirstIndex = 0;
const int IndexCount = FMath::Max( IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num() );
const int IndexCount = IndexBuffer32.Indices.Num();
BatchElement.NumPrimitives = IndexCount / 3;
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = VertexBuffer.Vertices.Num() - 1;
BatchElement.MaxVertexIndex = VertexBuffer.PositionVertexBuffer.GetNumVertices() - 1;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
}
void FStreetMapSceneProxy::DrawStaticElements( FStaticPrimitiveDrawInterface* PDI )
void FStreetMapSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface* PDI)
{
const int IndexCount = FMath::Max( IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num() );
if( VertexBuffer.Vertices.Num() > 0 && IndexCount > 0 )
const int IndexCount = IndexBuffer32.Indices.Num();
if (VertexBuffer.PositionVertexBuffer.GetNumVertices() > 0 && IndexCount > 0)
{
const float ScreenSize = 1.0f;
FMeshBatch MeshBatch;
MakeMeshBatch( MeshBatch, nullptr);
PDI->DrawMesh( MeshBatch, ScreenSize );
MakeMeshBatch(MeshBatch, nullptr);
PDI->DrawMesh(MeshBatch, ScreenSize);
}
}
void FStreetMapSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, class FMeshElementCollector& Collector) const
{
const int IndexCount = FMath::Max(IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num());
if (VertexBuffer.Vertices.Num() > 0 && IndexCount > 0)
const int IndexCount = IndexBuffer32.Indices.Num();
if (VertexBuffer.PositionVertexBuffer.GetNumVertices() > 0 && IndexCount > 0)
{
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
@ -274,7 +206,7 @@ void FStreetMapSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*
}
uint32 FStreetMapSceneProxy::GetMemoryFootprint( void ) const
{
return sizeof( *this ) + GetAllocatedSize();
}
uint32 FStreetMapSceneProxy::GetMemoryFootprint(void) const
{
return sizeof(*this) + GetAllocatedSize();
}

View file

@ -3,6 +3,7 @@
#include "Runtime/Engine/Public/PrimitiveSceneProxy.h"
#include "Runtime/Engine/Public/LocalVertexFactory.h"
#include "Runtime/Engine/Public/DynamicMeshBuilder.h"
#include "StreetMapSceneProxy.generated.h"
/** A single vertex on a street map mesh */
@ -50,50 +51,6 @@ struct FStreetMapVertex
};
/** Street map mesh vertex buffer */
class FStreetMapVertexBuffer : public FVertexBuffer
{
public:
/** All of the vertices in this mesh */
TArray< FStreetMapVertex > Vertices;
// FRenderResource interface
virtual void InitRHI() override;
};
/** Street map mesh index buffer */
class FStreetMapIndexBuffer : public FIndexBuffer
{
public:
/** 16-bit indices */
TArray< uint16 > Indices16;
/** 32-bit indices */
TArray< uint32 > Indices32;
// FRenderResource interface
virtual void InitRHI() override;
};
/** Street map mesh vertex factory */
class FStreetMapVertexFactory : public FLocalVertexFactory
{
public:
/** Initialize this vertex factory */
void InitVertexFactory( const FStreetMapVertexBuffer& VertexBuffer );
};
/** Scene proxy for rendering a section of a street map mesh on the rendering thread */
class FStreetMapSceneProxy : public FPrimitiveSceneProxy
{
@ -112,23 +69,14 @@ public:
*/
void Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices);
/**
* Init this street map mesh scene proxy for the specified component (16-bit indices)
*
* @param InComponent The street map mesh component to initialize this with
* @param Vertices The vertices for this street map mesh
* @param Indices The vertex indices for this street map mesh
*/
void Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint16 >& Indices);
/** Destructor that cleans up our rendering data */
virtual ~FStreetMapSceneProxy();
protected:
/** Return a type (or subtype) specific hash for sorting purposes */
SIZE_T GetTypeHash() const override;
/** Called from the constructor to finish construction after the index buffer is setup */
void InitAfterIndexBuffer(const class UStreetMapComponent* StreetMapComponent, const TArray< FStreetMapVertex >& Vertices);
protected:
/** Initializes this scene proxy's vertex buffer, index buffer and vertex factory (on the render thread.) */
void InitResources();
@ -150,20 +98,16 @@ protected:
virtual FPrimitiveViewRelevance GetViewRelevance(const class FSceneView* View) const override;
virtual bool CanBeOccluded() const override;
protected:
/** Contains all of the vertices in our street map mesh */
FStreetMapVertexBuffer VertexBuffer;
FStaticMeshVertexBuffers VertexBuffer;
/** All of the vertex indices in our street map mesh */
FStreetMapIndexBuffer IndexBuffer;
/** All of the vertex indices32 in our street map mesh */
FDynamicMeshIndexBuffer32 IndexBuffer32;
/** Our vertex factory specific to street map meshes */
FStreetMapVertexFactory VertexFactory;
FLocalVertexFactory VertexFactory;
/** Cached material relevance */
FMaterialRelevance MaterialRelevance;
@ -175,6 +119,4 @@ protected:
// The Collision Response of the component being proxied
FCollisionResponseContainer CollisionResponse;
};
};