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UE5-Modular-Game-Framework/Source/PG_Framework/Public/Capture/BPC_PlanarCapture.h

279 lines
11 KiB
C++

// Copyright Ngonart OU. All Rights Reserved.
// UE5 Modular Game Framework — BPC_PlanarCapture (136)
// The heart of the Planar Capture System. Attached to any actor that needs
// a scene capture — mirrors, portals, monitors, horror surfaces.
//
// Manages USceneCaptureComponent2D lifetime, render target pool allocation,
// camera transform computation per mode, oblique clip plane injection,
// show/hide actor lists, quality tier application, frame ring buffer,
// and MPC parameter pushes.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Capture/PlanarCaptureCommon.h"
#include "BPC_PlanarCapture.generated.h"
// Forward declarations
class USceneCaptureComponent2D;
class UTextureRenderTarget2D;
class UMaterialInstanceDynamic;
class UMaterialParameterCollection;
class USS_PlanarCaptureManager;
class ABP_PlanarCaptureActor;
// ============================================================================
// Delegates
// ============================================================================
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnCaptureQualityChanged, EPlanarCaptureQualityTier, OldTier, EPlanarCaptureQualityTier, NewTier);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnCaptureInitialized, EPlanarCaptureInitResult, Result);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCaptureRendered);
/**
* BPC_PlanarCapture — Core capture component for mirrors, portals, monitors, etc.
*
* Owns the USceneCaptureComponent2D lifecycle. All camera math, render target
* management, and per-frame capture decisions happen here in C++ for performance.
* Designer configuration flows through Blueprint children.
*
* Multiplayer: Capture is always local-only. Each client renders their own view.
* No replication needed. This component only exists on clients.
*/
UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class PG_FRAMEWORK_API UBPC_PlanarCapture : public UActorComponent
{
GENERATED_BODY()
public:
UBPC_PlanarCapture();
// ========================================================================
// Lifecycle
// ========================================================================
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
// ========================================================================
// Configuration — Set in Blueprint Defaults
// ========================================================================
/** What kind of surface this capture represents. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Capture|Config")
EPlanarCaptureMode CaptureMode = EPlanarCaptureMode::Mirror;
/** Quality profiles per tier (0=Low, 1=Medium, 2=High, 3=Hero). Index maps to EPlanarCaptureQualityTier. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Capture|Config")
TArray<FPlanarCaptureQualityProfile> QualityProfiles;
/** FOV for the capture camera. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Capture|Config")
float CaptureFOV = 90.0f;
/** Maximum view distance for the capture (0 = unlimited). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Capture|Config")
float MaxViewDistance = 5000.0f;
// ========================================================================
// Portal Configuration
// ========================================================================
/** For Portal mode: the linked target surface actor. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|Portal")
TSoftObjectPtr<ABP_PlanarCaptureActor> LinkedTargetSurface;
// ========================================================================
// Monitor Configuration
// ========================================================================
/** For Monitor mode: a fixed camera actor to capture from. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|Monitor")
TSoftObjectPtr<AActor> FixedCameraActor;
// ========================================================================
// Actor Lists
// ========================================================================
/** Actors to show exclusively in the capture (empty = show all). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|ActorLists")
TArray<FPlanarCaptureActorListEntry> ShowOnlyActors;
/** Actors to hide from the capture. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|ActorLists")
TArray<FPlanarCaptureActorListEntry> HiddenActors;
// ========================================================================
// Horror Configuration
// ========================================================================
/** Actor to swap into the ShowOnly list during wrong-reflection events. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|Horror")
TSoftObjectPtr<AActor> WrongReflectionActor;
/** Mesh component of the surface plane (for clip plane calculation). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture|Config")
TSoftObjectPtr<UStaticMeshComponent> SurfaceMeshComponent;
// ========================================================================
// Runtime State (Read-Only)
// ========================================================================
/** Current assigned quality tier (set by SS_PlanarCaptureManager). */
UPROPERTY(BlueprintReadOnly, Category = "Capture|Runtime")
EPlanarCaptureQualityTier CurrentQualityTier = EPlanarCaptureQualityTier::Off;
/** Is this capture currently active (capturing frames)? */
UPROPERTY(BlueprintReadOnly, Category = "Capture|Runtime")
bool bIsCapturing = false;
/** The render target this capture writes to. */
UPROPERTY(BlueprintReadOnly, Category = "Capture|Runtime")
TObjectPtr<UTextureRenderTarget2D> CaptureRenderTarget;
// ========================================================================
// Public API — BlueprintCallable
// ========================================================================
/**
* Initialize the capture component. Allocates render target, creates and
* configures the USceneCaptureComponent2D. Called by the owning actor on BeginPlay.
*/
UFUNCTION(BlueprintCallable, Category = "Capture")
EPlanarCaptureInitResult InitializeCapture();
/**
* Shut down the capture, release render target back to pool, destroy SceneCaptureComponent2D.
*/
UFUNCTION(BlueprintCallable, Category = "Capture")
void ShutdownCapture();
/**
* Apply a quality tier profile immediately. Called by SS_PlanarCaptureManager.
*/
UFUNCTION(BlueprintCallable, Category = "Capture")
void ApplyQualityTier(EPlanarCaptureQualityTier Tier);
/**
* Trigger a single capture frame immediately (bypasses tick interval).
*/
UFUNCTION(BlueprintCallable, Category = "Capture")
void CaptureNow();
/**
* Swap the ShowOnly actor list to the wrong-reflection actor (horror mode).
* Original list is preserved and restored on DeactivateHorrorReflection().
*/
UFUNCTION(BlueprintCallable, Category = "Capture|Horror")
void ActivateHorrorReflection();
/**
* Restore the original ShowOnly actor list after a horror event.
*/
UFUNCTION(BlueprintCallable, Category = "Capture|Horror")
void DeactivateHorrorReflection();
/**
* Push a frame from the ring buffer into the render target for delayed reflection (horror lag).
*/
UFUNCTION(BlueprintCallable, Category = "Capture|Horror")
void PushDelayedFrame();
/**
* Set a scripted priority override (0.0 to 1.0). Higher values force higher quality tier.
* Example: a scare event elevates a specific mirror to Hero tier.
*/
UFUNCTION(BlueprintCallable, Category = "Capture")
void SetScriptedPriority(float Priority);
/**
* Push all Material Parameter Collection values for this surface.
* Called every frame when capturing, or on event trigger for horror params.
*/
UFUNCTION(BlueprintCallable, Category = "Capture|Material")
void PushMPCParameters(UMaterialParameterCollection* MPC);
// ========================================================================
// Compute — BlueprintPure
// ========================================================================
/** Compute the capture camera transform for the current mode. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Capture")
FTransform ComputeCaptureCameraTransform(const FTransform& ViewerCameraTransform) const;
/** Get the current composite quality score. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Capture")
FPlanarCaptureScore GetCurrentScore() const;
// ========================================================================
// Event Dispatchers
// ========================================================================
UPROPERTY(BlueprintAssignable, Category = "Capture|Events")
FOnCaptureQualityChanged OnCaptureQualityChanged;
UPROPERTY(BlueprintAssignable, Category = "Capture|Events")
FOnCaptureInitialized OnCaptureInitialized;
UPROPERTY(BlueprintAssignable, Category = "Capture|Events")
FOnCaptureRendered OnCaptureRendered;
protected:
// ========================================================================
// Internal State
// ========================================================================
/** The actual UE5 SceneCaptureComponent2D — created at runtime. */
UPROPERTY()
TObjectPtr<USceneCaptureComponent2D> SceneCapture;
/** Cached reference to the manager subsystem. */
UPROPERTY()
TObjectPtr<USS_PlanarCaptureManager> CachedManager;
/** Cached reference to the owning actor. */
UPROPERTY()
TObjectPtr<ABP_PlanarCaptureActor> CachedOwningActor;
/** Time accumulator for capture interval throttling. */
float TimeSinceLastCapture = 0.0f;
/** Current quality profile (cached from QualityProfiles[Tier]). */
FPlanarCaptureQualityProfile ActiveProfile;
/** Scripted priority override (0.0 to 1.0). */
float ScriptedPriorityOverride = 0.0f;
/** Ring buffer of render targets for delayed reflection (horror mode). */
UPROPERTY()
TArray<TObjectPtr<UTextureRenderTarget2D>> FrameRingBuffer;
/** Current write index into the frame ring buffer. */
int32 RingBufferWriteIndex = 0;
/** Saved ShowOnly list before horror swap. */
TArray<TSoftObjectPtr<AActor>> SavedShowOnlyActors;
// ========================================================================
// Internal Methods
// ========================================================================
/** Create and configure the USceneCaptureComponent2D. */
void CreateSceneCaptureComponent();
/** Apply show flags from the active quality profile to the SceneCapture. */
void ApplyShowFlags();
/** Update the ShowOnly and Hidden actor lists on the SceneCapture. */
void UpdateActorLists();
/** Resolve soft references on initialization. */
void ResolveSoftReferences();
/** Compute the surface plane in world space for clip plane and mirror math. */
FPlane GetSurfacePlane() const;
};