Shaders module, Interactable screen capturer
This commit is contained in:
parent
cbc92f6217
commit
8f702409c7
@ -2,9 +2,9 @@
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"version": "1.0",
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"components": [
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK.22000",
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"Microsoft.VisualStudio.Component.Windows10SDK.22621",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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@ -1,2 +1,5 @@
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[/Script/AdvancedPreviewScene.SharedProfiles]
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[/Script/UnrealEd.EditorPerformanceProjectSettings]
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MaxViewportRenderingResolution=720
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Binary file not shown.
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BIN
Content/tempStaff/Input.uasset
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BIN
Content/tempStaff/Input.uasset
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{
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"FileVersion": 3,
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"EngineAssociation": "{1596D39D-4A14-8FE8-BC5C-21A6B54321BE}",
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"EngineAssociation": "{0DD41C75-443A-77B1-7C02-5F9B73D04B7B}",
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"Category": "",
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"Description": "",
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"Modules": [
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@ -14,6 +14,14 @@
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"SlateCore",
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"UMG"
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]
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},
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{
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"Name": "Lost_EdgeShaders",
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"Type": "Runtime",
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"LoadingPhase": "PostConfigInit",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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@ -342,6 +350,15 @@
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{
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"Name": "RiderSourceCodeAccess",
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"Enabled": false
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},
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{
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"Name": "OpenCV",
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"Enabled": true
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},
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{
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"Name": "AutoSizeComments",
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"Enabled": false,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/ae89a2c4ab384de0a3f213b23de324f3"
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}
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],
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"TargetPlatforms": [
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23
Shaders/Private/InteractableScreenCapturerBitMapCS.usf
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23
Shaders/Private/InteractableScreenCapturerBitMapCS.usf
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@ -0,0 +1,23 @@
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// Oleg Petruny proprietary.
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#include "/Engine/Public/Platform.ush"
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Buffer<unsigned int> Input;
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RWBuffer<unsigned int> Output;
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[numthreads(THREADGROUPSIZE_X, 1, 1)]
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void InteractableScreenCapturerBitMapCS(
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uint3 dti : SV_DispatchThreadID)
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{
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switch (Input[dti.x])
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{
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case 0xFF00FFFF:
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//Output[dti.x / 4] = Output[dti.x / 4] | (0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0xFF
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break;
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default:
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//Output[dti.x / 4] = Output[dti.x / 4] & ~(0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0x00
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break;
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}
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//Output[0] = 1;
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}
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@ -1,15 +1,12 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class Lost_EdgeTarget : TargetRules
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{
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public Lost_EdgeTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
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ExtraModuleNames.Add("Lost_Edge");
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}
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public class Lost_EdgeTarget : TargetRules {
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public Lost_EdgeTarget(TargetInfo Target) : base(Target) {
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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ExtraModuleNames.AddRange(new string[] { "Lost_Edge", "Lost_EdgeShaders" });
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}
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}
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@ -6,15 +6,19 @@ public class Lost_Edge : ModuleRules {
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public Lost_Edge(ReadOnlyTargetRules Target) : base(Target) {
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OpenCV" }); // "OpenCVHelper"
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PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG" }); //"Slate", "SlateCore"
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//PrivateIncludePaths.AddRange(new string[] { "OpenCV/Private" });
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PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "TextureCompressor" }); // "Slate", "SlateCore"
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Rescaled: %f"), scale));
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}
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}
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UFUNCTION(BlueprintCallable, Category = Settings)
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void ApplyMouseSettings();
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UPROPERTY(EditDefaultsOnly)
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TArray<TSubclassOf<class UInteractableComponent>> interactionsCollection;
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protected:
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// Oleg Petruny proprietary.
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#include "Interactable/InCameraInteractableActivator.h"
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// Oleg Petruny proprietary.
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#pragma once
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#include "CoreMinimal.h"
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#include "InteractableActivator.h"
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#include "InCameraInteractableActivator.generated.h"
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UCLASS()
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class UInCameraInteractableActivator : public UInteractableActivator
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{
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GENERATED_BODY()
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};
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@ -44,13 +44,12 @@ UInteractableActivator::UInteractableActivator(const FObjectInitializer& ObjectI
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void UInteractableActivator::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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USceneComponent::TickComponent(DeltaTime, TickType, ThisTickFunction);
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switch(TickType)
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{
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case ELevelTick::LEVELTICK_TimeOnly:
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case ELevelTick::LEVELTICK_ViewportsOnly:
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case ELevelTick::LEVELTICK_All:
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USceneComponent::TickComponent(DeltaTime, TickType, ThisTickFunction);
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Scan_Implementation();
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break;
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default:
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#include "InteractableActivator.generated.h"
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DECLARE_DELEGATE(FInteractableActivated);
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DECLARE_DELEGATE_OneParam(FInteractableActivated, class AInteractable*);
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DECLARE_DELEGATE_OneParam(FInteractableDeactivated, class AInteractable*);
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UCLASS(Blueprintable, BlueprintType)
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UCLASS(Abstract, Blueprintable, BlueprintType)
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class UInteractableActivator : public USceneComponent
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{
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GENERATED_BODY()
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UInteractableActivator(const FObjectInitializer& ObjectInitializer);
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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FInteractableActivated interactableActivatedDelegate;
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FInteractableActivated interactableDeactivatedDelegate;
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protected:
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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inline void Scan();
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class APlayerBase* player;
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bool isTrace = true;
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enum ECollisionChannel collisionChannel;
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FInteractableActivated interactableActivatedDelegate;
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};
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#include "InteractableCaller.h"
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UInteractableCaller::UInteractableCaller(const FObjectInitializer& ObjectInitializer)
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: UActorComponent(ObjectInitializer)
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{
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if(HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject))
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{
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return;
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}
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RegisterComponent();
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}
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void UInteractableCaller::Init()
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{
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//GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, GetOwner()->GetName());
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}
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#include "InteractableCaller.generated.h"
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UCLASS(Abstract, MinimalAPI, Blueprintable, BlueprintType)
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UCLASS(Abstract, Blueprintable, BlueprintType)
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class UInteractableCaller : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UInteractableCaller(const FObjectInitializer& ObjectInitializer);
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void Init();
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};
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#include "InteractableComponent.h"
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// Add default functionality here for any IInteractableInterface functions that are not pure virtual.
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TSubclassOf<UInteractableCaller> caller;
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};
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UCLASS()
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UCLASS(Abstract, Blueprintable, BlueprintType)
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class UInteractableComponent : public UActorComponent
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{
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GENERATED_BODY()
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@ -41,11 +41,6 @@ public:
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virtual const FString GetName_Implementation()
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PURE_VIRTUAL(UInteractableComponent::GetInteractionName_Implementation, return "NONE";);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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const UInputMappingContext* GetInputMapping();
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virtual const UInputMappingContext* GetInputMapping_Implementation()
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PURE_VIRTUAL(UInteractableComponent::GetInputMapping_Implementation, static UInputMappingContext _inputMapping{}; return &_inputMapping;);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
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virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation()
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// Oleg Petruny proprietary.
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#include "InteractableScreenCapturer.h"
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#include "Engine/Texture.h"
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#include "Interactable.h"
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#include "Kismet/GameplayStatics.h"
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#include "opencv2/imgproc.hpp"
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#include "RHIResources.h"
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#include "SceneView.h"
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#include "TextureCompressorModule.h"
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constexpr float tickInterval = 1.0f / 5;
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UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer)
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: USceneCaptureComponent2D(ObjectInitializer)
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{
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//TextureTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("TextureTarget"));
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//TextureTarget->InitAutoFormat(textureWidth, textureHeight);
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//TextureTarget->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA16f;
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PrimaryComponentTick.bCanEverTick = false;
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PrimaryComponentTick.bStartWithTickEnabled = false;
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auto input = LoadObject<UTexture>(nullptr, TEXT("/Game/tempStaff/Input"));
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if(!input)
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{
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return;
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}
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_capture = input->GetResource()->TextureRHI;
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if(!_capture)
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{
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return;
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}
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switch(_capture->GetFormat())
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{
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case EPixelFormat::PF_R8G8B8A8:
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case EPixelFormat::PF_B8G8R8A8:
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break;
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default:
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return;
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}
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_world = GetWorld();
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PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_LegacySceneCapture;
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bCaptureEveryFrame = 0;
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bCaptureOnMovement = 0;
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LODDistanceFactor = 100;
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bUseRayTracingIfEnabled = false;
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CaptureSource = ESceneCaptureSource::SCS_BaseColor;
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CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
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PostProcessBlendWeight = 0;
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bUseCustomProjectionMatrix = false;
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bAlwaysPersistRenderingState = true;
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ShowFlags = { EShowFlagInitMode::ESFIM_All0 };
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ShowFlags.SetBSP(true);
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ShowFlags.SetLandscape(true);
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ShowFlags.SetSkeletalMeshes(true);
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ShowFlags.SetStaticMeshes(true);
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ShowFlags.SetInstancedFoliage(true);
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ShowFlags.SetInstancedGrass(true);
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ShowFlags.SetInstancedStaticMeshes(true);
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ShowFlags.SetPaper2DSprites(true);
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ShowFlags.SetGame(true);
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ShowFlags.SetMaterials(true);
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ShowFlags.SetRendering(true);
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PrimaryComponentTick.TickInterval = tickInterval;
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = true;
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}
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void UInteractableScreenCapturer::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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switch(TickType)
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{
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case ELevelTick::LEVELTICK_TimeOnly:
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case ELevelTick::LEVELTICK_ViewportsOnly:
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case ELevelTick::LEVELTICK_All:
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{
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USceneCaptureComponent2D::TickComponent(DeltaTime, TickType, ThisTickFunction);
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CaptureScene();
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GetCameraView(DeltaTime, _view);
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Process();
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}
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break;
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default:
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break;
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}
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}
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void UInteractableScreenCapturer::Process()
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{
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static FThreadSafeBool running = false;
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if(!running)
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{
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running = true;
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ENQUEUE_RENDER_COMMAND(GetInteractablesFromScreen)(
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[
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capture = _capture,
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output = _output,
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world = _world,
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view = _view
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]
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(FRHICommandListImmediate& RHICmdList)
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{
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double StartTime = FPlatformTime::Seconds();
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static FIntPoint _extent = capture->GetDesc().Extent;
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static uint32 _size = _extent.X * _extent.Y;
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static TArray<FColor> _capturePixels;
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static uint8* _bitMap = new uint8[_size]; // cv::Mat allocation is weird sometimes...
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uint32 stride = 0;
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FColor* data = (FColor*)RHICmdList.LockTexture2D(
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capture,
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0,
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RLM_ReadOnly,
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stride,
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false);
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for(uint32 i = 0; i < _size; ++i)
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{
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switch(data[i].R)
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{
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case 0xFF:
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switch(data[i].G)
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{
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case 0x00:
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switch(data[i].B)
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{
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case 0xFF:
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_bitMap[i] = static_cast<uint8>(0xFF);
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continue;
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default:
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break;
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}
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[[fallthrough]];
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default:
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break;
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}
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[[fallthrough]];
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default:
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_bitMap[i] = static_cast<uint8>(0x00);
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break;
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}
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}
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RHICmdList.UnlockTexture2D(capture, 0, false);
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cv::Mat componentsMap, componentsStats, componentsCentroids;
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static cv::Mat bitMapCVProxy{ _extent.Y, _extent.X, CV_8UC1, _bitMap };
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auto components = cv::connectedComponentsWithStats(
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bitMapCVProxy,
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componentsMap,
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componentsStats,
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componentsCentroids,
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4,
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CV_16U
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);
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//static FVector _oldLocation;
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//static FRotator _oldRotation;
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//static FMatrix _invProjection;
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//if(view.Location != _oldLocation || view.Rotation != _oldRotation)
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//{
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// _oldLocation = view.Location;
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// _oldRotation = view.Rotation;
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// _invProjection =
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// (FTranslationMatrix(-(view.Location))
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// * (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
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// * view.CalculateProjectionMatrix())
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// .InverseFast();
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//}
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FMatrix _invProjection =
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(FTranslationMatrix(-(view.Location))
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* (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
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* view.CalculateProjectionMatrix())
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.InverseFast();
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FVector worldLoc, worldDir;
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for(int i = 1; i < components; ++i)
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{
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FVector2D screenPos = { ((double*)componentsCentroids.data)[i * 2], ((double*)componentsCentroids.data)[i * 2 + 1] };
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FSceneView::DeprojectScreenToWorld(screenPos, FIntRect{ {0, 0}, _extent }, _invProjection, worldLoc, worldDir);
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//GEngine->AddOnScreenDebugMessage(66 + i, 0.5f, FColor::Yellow, FString::Printf(TEXT("x:%f, y:%f"), screenPos.X, screenPos.Y));
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FHitResult result{};
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FVector startLocation = view.Location;
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FVector endLocation = worldLoc + worldDir * 1000000;
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world->LineTraceSingleByChannel(
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result,
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startLocation,
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endLocation,
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ECC_GameTraceChannel1
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);
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static AInteractable* _last = nullptr;
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static bool _activated = false;
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if(result.bBlockingHit)
|
||||
{
|
||||
if(_last != result.GetActor())
|
||||
{
|
||||
_activated = true;
|
||||
if(auto interactable = Cast<AInteractable>(result.GetActor()))
|
||||
{
|
||||
_last = interactable;
|
||||
GEngine->AddOnScreenDebugMessage(10 + i, 0.5f, FColor::Yellow, interactable->GetName());
|
||||
}
|
||||
}
|
||||
|
||||
DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(_activated)
|
||||
{
|
||||
|
||||
_activated = false;
|
||||
_last = nullptr;
|
||||
}
|
||||
|
||||
DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.5f);
|
||||
}
|
||||
//DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 0, 0.5f);
|
||||
}
|
||||
GEngine->AddOnScreenDebugMessage(667, 0.5f, FColor::Yellow, FString::Printf(TEXT("time:%f"), FPlatformTime::Seconds() - StartTime));
|
||||
running = false;
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Components/SceneCaptureComponent2D.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableScreenCapturer.generated.h"
|
||||
|
||||
UCLASS(hidecategories = (Collision, Object, Physics, SceneComponent), ClassGroup = Rendering, editinlinenew, meta = (BlueprintSpawnableComponent), MinimalAPI)
|
||||
class UInteractableScreenCapturer : public USceneCaptureComponent2D
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer);
|
||||
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
protected:
|
||||
void Process();
|
||||
|
||||
private:
|
||||
FTextureRHIRef _capture;
|
||||
FBufferRHIRef _output;
|
||||
UWorld* _world;
|
||||
FMinimalViewInfo _view;
|
||||
};
|
@ -6,6 +6,8 @@
|
||||
#include "DrawDebugHelpers.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
#include "Interactable.h"
|
||||
|
||||
void URaycastInteractableActivator::Scan_Implementation()
|
||||
{
|
||||
FHitResult result{};
|
||||
@ -19,8 +21,37 @@ void URaycastInteractableActivator::Scan_Implementation()
|
||||
collisionChannel
|
||||
);
|
||||
|
||||
static AInteractable* _last = nullptr;
|
||||
static bool _activated = false;
|
||||
if(result.bBlockingHit)
|
||||
DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 1.0f);
|
||||
{
|
||||
if(_last != result.GetActor())
|
||||
{
|
||||
_activated = true;
|
||||
if(auto interactable = Cast<AInteractable>(result.GetActor()))
|
||||
{
|
||||
_last = interactable;
|
||||
if(interactableActivatedDelegate.IsBound())
|
||||
{
|
||||
interactableActivatedDelegate.Execute(interactable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 1.0f);
|
||||
}
|
||||
else
|
||||
DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 1.0f);
|
||||
{
|
||||
if(_activated)
|
||||
{
|
||||
if(interactableDeactivatedDelegate.IsBound())
|
||||
{
|
||||
interactableDeactivatedDelegate.Execute(_last);
|
||||
}
|
||||
_activated = false;
|
||||
_last = nullptr;
|
||||
}
|
||||
|
||||
//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 1.0f);
|
||||
}
|
||||
}
|
@ -12,12 +12,6 @@ const FString UUsableInteractable::GetName_Implementation()
|
||||
return _name;
|
||||
}
|
||||
|
||||
const UInputMappingContext* UUsableInteractable::GetInputMapping_Implementation()
|
||||
{
|
||||
static auto _mapping = UInputMappingContext{};
|
||||
return &_mapping;
|
||||
}
|
||||
|
||||
const TArray<FActivatorCallerPair> UUsableInteractable::GetActivatorsAndCallers_Implementation()
|
||||
{
|
||||
static TArray<FActivatorCallerPair> _array = {
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "UsableInteractable.generated.h"
|
||||
|
||||
|
||||
UCLASS()
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class UUsableInteractable : public UInteractableComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
@ -18,9 +18,6 @@ public:
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation() override;
|
||||
|
||||
const UInputMappingContext* GetInputMapping();
|
||||
virtual const UInputMappingContext* GetInputMapping_Implementation() override;
|
||||
|
||||
const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
|
||||
virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation() override;
|
||||
};
|
@ -11,6 +11,7 @@
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
#include "Interactable/Interactable.h"
|
||||
#include "Interactable/InteractableActivator.h"
|
||||
#include "Interactable/InteractableCaller.h"
|
||||
#include "Interactable/InteractableComponent.h"
|
||||
@ -144,18 +145,49 @@ void APlayerBase::LoadInteractable()
|
||||
}
|
||||
|
||||
TSet<TSubclassOf<UInteractableActivator>> activators;
|
||||
TMap<TSubclassOf<UInteractableCaller>, UInteractableCaller*> callers;
|
||||
for(auto& interaction : GI->interactionsCollection)
|
||||
{
|
||||
auto actAndCallArray = interaction->GetDefaultObject<UInteractableComponent>()->GetActivatorsAndCallers_Implementation();
|
||||
for(auto& actAndCall : actAndCallArray)
|
||||
{
|
||||
activators.Add(actAndCall.activator);
|
||||
if(!activators.Contains(actAndCall.activator))
|
||||
{
|
||||
activators.Add(actAndCall.activator);
|
||||
auto component = NewObject<UInteractableActivator>(this, actAndCall.activator);
|
||||
component->AttachToComponent(camera, FAttachmentTransformRules::SnapToTargetIncludingScale);
|
||||
component->interactableActivatedDelegate.BindUObject(this, &APlayerBase::InteractableActivated);
|
||||
}
|
||||
|
||||
if(!callers.Contains(actAndCall.caller))
|
||||
{
|
||||
auto component = NewObject<UInteractableCaller>(this, actAndCall.caller);
|
||||
this->AddOwnedComponent(component);
|
||||
component->Init();
|
||||
callers.Add(actAndCall.caller, component);
|
||||
AddInteractionCallersMapping(interaction, component);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddInteractionCallersMapping(interaction, callers[actAndCall.caller]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(auto& activator : activators)
|
||||
void APlayerBase::InteractableActivated(AInteractable* interactable)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Yellow, interactable->GetName());
|
||||
}
|
||||
|
||||
void APlayerBase::AddInteractionCallersMapping(TSubclassOf<UInteractableComponent> interaction, UInteractableCaller* caller)
|
||||
{
|
||||
if(!_interactionsToCallers.Contains(interaction))
|
||||
{
|
||||
auto component = NewObject<USceneComponent>(this, activator);
|
||||
component->AttachToComponent(camera, FAttachmentTransformRules::SnapToTargetIncludingScale);
|
||||
_interactionsToCallers.Add(interaction, { caller });
|
||||
}
|
||||
else
|
||||
{
|
||||
_interactionsToCallers[interaction].Add(caller);
|
||||
}
|
||||
}
|
@ -61,4 +61,9 @@ protected:
|
||||
|
||||
private:
|
||||
void LoadInteractable();
|
||||
void InteractableActivated(class AInteractable* interactable);
|
||||
|
||||
void AddInteractionCallersMapping(TSubclassOf<class UInteractableComponent> interaction, class UInteractableCaller* caller);
|
||||
|
||||
TMap<TSubclassOf<class UInteractableComponent>, TSet<class UInteractableCaller*>> _interactionsToCallers;
|
||||
};
|
||||
|
@ -1,15 +1,12 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class Lost_EdgeEditorTarget : TargetRules
|
||||
{
|
||||
public Lost_EdgeEditorTarget( TargetInfo Target) : base(Target)
|
||||
{
|
||||
Type = TargetType.Editor;
|
||||
DefaultBuildSettings = BuildSettingsVersion.V2;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
|
||||
ExtraModuleNames.Add("Lost_Edge");
|
||||
}
|
||||
public class Lost_EdgeEditorTarget : TargetRules {
|
||||
public Lost_EdgeEditorTarget(TargetInfo Target) : base(Target) {
|
||||
Type = TargetType.Editor;
|
||||
DefaultBuildSettings = BuildSettingsVersion.Latest;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
||||
ExtraModuleNames.AddRange(new string[] { "Lost_Edge", "Lost_EdgeShaders" });
|
||||
}
|
||||
}
|
||||
|
17
Source/Lost_EdgeShaders/Lost_EdgeShaders.Build.cs
Normal file
17
Source/Lost_EdgeShaders/Lost_EdgeShaders.Build.cs
Normal file
@ -0,0 +1,17 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class Lost_EdgeShaders : ModuleRules {
|
||||
public Lost_EdgeShaders(ReadOnlyTargetRules Target) : base(Target) {
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
PublicDependencyModuleNames.AddRange(new string[] { });
|
||||
PrivateDependencyModuleNames.AddRange(new string[] { "Core",
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"Renderer",
|
||||
"RenderCore",
|
||||
"RHI",
|
||||
"Projects" });
|
||||
}
|
||||
}
|
@ -0,0 +1,6 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableScreenCapturerBitMapCS.h"
|
||||
|
||||
IMPLEMENT_GLOBAL_SHADER(FInteractableScreenCapturerBitMapCS, "/Lost_EdgeShaders/InteractableScreenCapturerBitMapCS.usf", "InteractableScreenCapturerBitMapCS", SF_Compute);
|
20
Source/Lost_EdgeShaders/Private/Lost_EdgeShaders.cpp
Normal file
20
Source/Lost_EdgeShaders/Private/Lost_EdgeShaders.cpp
Normal file
@ -0,0 +1,20 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#include "Lost_EdgeShaders.h"
|
||||
|
||||
#include "GlobalShader.h"
|
||||
#include "Misc/Paths.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
IMPLEMENT_GAME_MODULE(FLost_EdgeShaders, Lost_EdgeShaders);
|
||||
|
||||
|
||||
void FLost_EdgeShaders::StartupModule()
|
||||
{
|
||||
// Maps virtual shader source directory to actual shaders directory on disk.
|
||||
FString ShaderDirectory = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders/Private"));
|
||||
AddShaderSourceDirectoryMapping("/Lost_EdgeShaders", ShaderDirectory);
|
||||
}
|
||||
|
||||
void FLost_EdgeShaders::ShutdownModule()
|
||||
{}
|
@ -0,0 +1,38 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "DataDrivenShaderPlatformInfo.h"
|
||||
#include "GlobalShader.h"
|
||||
#include "ShaderParameterStruct.h"
|
||||
|
||||
|
||||
class LOST_EDGESHADERS_API FInteractableScreenCapturerBitMapCS : public FGlobalShader
|
||||
{
|
||||
public:
|
||||
DECLARE_GLOBAL_SHADER(FInteractableScreenCapturerBitMapCS);
|
||||
SHADER_USE_PARAMETER_STRUCT(FInteractableScreenCapturerBitMapCS, FGlobalShader);
|
||||
|
||||
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
||||
|
||||
SHADER_PARAMETER_SRV(Buffer<unsigned int>, Input)
|
||||
SHADER_PARAMETER_UAV(RWBuffer<unsigned int>, Output)
|
||||
|
||||
END_SHADER_PARAMETER_STRUCT()
|
||||
|
||||
public:
|
||||
static constexpr int32 shader_threads_per_group_count = 64;
|
||||
|
||||
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
||||
{
|
||||
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
||||
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUPSIZE_X"), shader_threads_per_group_count);
|
||||
}
|
||||
};
|
26
Source/Lost_EdgeShaders/Public/Lost_EdgeShaders.h
Normal file
26
Source/Lost_EdgeShaders/Public/Lost_EdgeShaders.h
Normal file
@ -0,0 +1,26 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "Modules/ModuleInterface.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FLost_EdgeShaders : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
static inline FLost_EdgeShaders& Get()
|
||||
{
|
||||
return FModuleManager::LoadModuleChecked<FLost_EdgeShaders>("Lost_EdgeShaders");
|
||||
}
|
||||
|
||||
static inline bool IsAvailable()
|
||||
{
|
||||
return FModuleManager::Get().IsModuleLoaded("Lost_EdgeShaders");
|
||||
}
|
||||
|
||||
public:
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
Loading…
Reference in New Issue
Block a user