// 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(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); } }