refactor: update show flag settings in BPC_PlanarCapture for UE5.7 compatibility; enhance SS_PlanarCaptureManager with FTickableGameObject interface
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@@ -511,11 +511,29 @@ void UBPC_PlanarCapture::ApplyShowFlags()
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}
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// Apply show flags based on active quality profile
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SceneCapture->ShowFlags.SetShadows(ActiveProfile.bEnableShadows);
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SceneCapture->ShowFlags.SetFog(ActiveProfile.bEnableFog);
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SceneCapture->ShowFlags.SetBloom(ActiveProfile.bEnableBloom);
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SceneCapture->ShowFlags.SetAmbientOcclusion(ActiveProfile.bEnableAO);
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SceneCapture->ShowFlags.SetMotionBlur(ActiveProfile.bEnableMotionBlur);
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// UE5.7: FEngineShowFlags members are set directly, not via setter methods
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if (!ActiveProfile.bEnableShadows)
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{
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SceneCapture->ShowFlags.DynamicShadows = false;
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SceneCapture->ShowFlags.ContactShadows = false;
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}
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if (!ActiveProfile.bEnableFog)
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{
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SceneCapture->ShowFlags.Fog = 0;
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}
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if (!ActiveProfile.bEnableBloom)
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{
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SceneCapture->ShowFlags.Bloom = 0;
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}
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if (!ActiveProfile.bEnableAO)
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{
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SceneCapture->ShowFlags.AmbientOcclusion = 0;
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SceneCapture->ShowFlags.ScreenSpaceAO = 0;
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}
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if (!ActiveProfile.bEnableMotionBlur)
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{
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SceneCapture->ShowFlags.MotionBlur = 0;
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}
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// Lumen is controlled via post-process settings on the capture component
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SceneCapture->PostProcessSettings.bOverride_DynamicGlobalIlluminationMethod = true;
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@@ -2,6 +2,7 @@
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// UE5 Modular Game Framework — PlanarCaptureCameraUtils implementation
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#include "Capture/PlanarCaptureCameraUtils.h"
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#include "Kismet/KismetMathLibrary.h"
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FTransform UPlanarCaptureCameraUtils::ComputeMirroredTransform(
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const FTransform& ViewerCameraTransform,
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@@ -24,7 +25,7 @@ FTransform UPlanarCaptureCameraUtils::ComputeMirroredTransform(
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const FVector ViewerUp = ViewerCameraTransform.GetUnitAxis(EAxis::Z);
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const FVector ReflectedUp = ViewerUp - 2.0f * FVector::DotProduct(ViewerUp, MirrorNormal) * MirrorNormal;
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FRotator ReflectedRotation = UKismetMathLibrary::MakeRotFromXZ(ReflectedForward, ReflectedUp);
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const FRotator ReflectedRotation = FRotationMatrix::MakeFromXZ(ReflectedForward, ReflectedUp).Rotator();
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return FTransform(ReflectedRotation, ReflectedPosition, ViewerCameraTransform.GetScale3D());
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}
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@@ -73,8 +74,8 @@ FMatrix UPlanarCaptureCameraUtils::ComputeObliqueProjectionMatrix(
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ProjectionMatrix.M[3][3] = 0.0f;
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// Transform clip plane into view space (inverse of surface transform)
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const FTransform ViewTransform = SurfaceTransform.Inverse();
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const FPlane ViewSpaceClipPlane = ClipPlane.TransformBy(ViewTransform);
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const FMatrix ViewMatrix = SurfaceTransform.ToMatrixNoScale().Inverse();
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const FPlane ViewSpaceClipPlane = ClipPlane.TransformBy(ViewMatrix);
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// Compute oblique near-plane using the standard technique:
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// Calculate the clip-space corner that maximizes the dot product with the plane normal.
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@@ -90,7 +91,8 @@ FMatrix UPlanarCaptureCameraUtils::ComputeObliqueProjectionMatrix(
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Q.W = (1.0f + ProjectionMatrix.M[2][2]) / ProjectionMatrix.M[3][2];
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// Scale the clip plane so its distance from the origin matches the Q vertex
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const float Scale = 2.0f / FVector4::DotProduct(ClipPlaneVec, Q);
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const float DotVal = ClipPlaneVec.X * Q.X + ClipPlaneVec.Y * Q.Y + ClipPlaneVec.Z * Q.Z + ClipPlaneVec.W * Q.W;
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const float Scale = 2.0f / DotVal;
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ClipPlaneVec *= Scale;
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// Replace the third row of the projection matrix with the clip plane
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