EM_Task/UnrealEd/Private/ThumbnailRendering/SubsurfaceProfileRenderer.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ThumbnailRendering/SubsurfaceProfileRenderer.h"
#include "CanvasItem.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "Engine/SubsurfaceProfile.h"
#include "CanvasTypes.h"
USubsurfaceProfileRenderer::USubsurfaceProfileRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USubsurfaceProfileRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const
{
OutWidth = 128;
OutHeight = 128;
}
void USubsurfaceProfileRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily)
{
USubsurfaceProfile* LocalSubsurfaceProfile = Cast<USubsurfaceProfile>(Object);
if (LocalSubsurfaceProfile)
{
FLinearColor Col;
Col = LocalSubsurfaceProfile->Settings.SubsurfaceColor;
Col.A = 1;
Canvas->DrawTile(0, 0, Width, Height / 2, 0, 0, 1, 1, Col);
Col = LocalSubsurfaceProfile->Settings.FalloffColor;
Col.A = 1;
Canvas->DrawTile(0, Height / 2, Width, Height / 2, 0, 0, 1, 1, Col);
FText ScatterRadiusText = FText::AsNumber(LocalSubsurfaceProfile->Settings.ScatterRadius);
FCanvasTextItem TextItem(FVector2D(5.0f, 5.0f), ScatterRadiusText, GEngine->GetLargeFont(), FLinearColor::White);
TextItem.EnableShadow(FLinearColor::Black);
TextItem.Scale = FVector2D(Width / 128.0f, Height / 128.0f);
TextItem.Draw(Canvas);
}
}