97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
// Copyright® PICO Technology Co., Ltd. All rights reserved.
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// This plugin incorporates portions of the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/RendererSettings.h"
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#include "PXR_VerificationSettings.generated.h"
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/**
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*
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*/
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UCLASS(config = EditorPerProjectUserSettings)
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class PICOXRPROJECTVERIFICATION_API UPXR_VerificationSettings : public UObject
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{
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GENERATED_BODY()
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/**
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* @brief If Portal Auto showed
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*/
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public:
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UPROPERTY(config, EditAnywhere, Category = PICOXR)
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bool bShowPortalOnEditorStart = true;
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};
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UENUM()
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namespace EUnrealEngineType
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{
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enum Type : int
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{
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Official_Engine = 0 UMETA(DisplayName = "Official Engine"),
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PICO_Custom_Engine = 1 UMETA(DisplayName = "PICO Custom Engine"),
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};
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}
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UCLASS(config = Engine, defaultconfig)
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class PICOXRPROJECTVERIFICATION_API UPXR_RenderSettings : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(config, EditAnywhere,Category = PICO_Common, meta = (EditCondition = "false"))
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TEnumAsByte<EUnrealEngineType::Type> TypeEngine=EUnrealEngineType::Type::Official_Engine;
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UPROPERTY(config, EditAnywhere, Category = PICO_Common, meta = (
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ConsoleVariable = "r.Mobile.AntiAliasing", DisplayName = "Mobile Anti-Aliasing Method",
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ToolTip = "The mobile default anti-aliasing method."))
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TEnumAsByte<EMobileAntiAliasingMethod::Type> MobileAntiAliasing;
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UPROPERTY(config, EditAnywhere, Category = PICO_Common, meta = (
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ConsoleVariable = "r.MSAACount", DisplayName = "MSAA Sample Count",
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ToolTip = "Default number of samples for MSAA."))
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TEnumAsByte<ECompositingSampleCount::Type> MSAASampleCount;
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UPROPERTY(config, EditAnywhere, Category = PICO_CustomEngine, meta = (
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ToolTip = "The shading path to use on mobile platforms. Changing this setting requires restarting the editor. Mobile HDR is required for Deferred Shading.",
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EditCondition = "TypeEngine == 1",
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ConfigRestartRequired = true))
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TEnumAsByte<EMobileShadingPath::Type> MobileShadingPath;
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UPROPERTY(config, EditAnywhere, Category = PICO_Common, meta = (
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ConsoleVariable = "vr.MobileMultiView", DisplayName = "Mobile Multi-View",
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ToolTip = "Enable single-pass stereoscopic rendering on mobile platforms.",
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ConfigRestartRequired = true))
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uint32 bMobileMultiView : 1;
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UPROPERTY(config, EditAnywhere, Category = PICO_CustomEngine, meta=(
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EditCondition = "TypeEngine == 1",
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ConsoleVariable="r.MobileHDR", DisplayName="Mobile HDR",
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ToolTip="If true, mobile pipelines include a full post-processing pass with tonemapping. Disable this setting for a performance boost and to enable stereoscopic rendering optimizations. Changing this setting requires restarting the editor.",
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ConfigRestartRequired = true))
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uint32 bMobilePostProcessing:1;
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UPROPERTY(config, EditAnywhere, Category = PICO_CustomEngine, meta = (
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ConsoleVariable = "r.Mobile.EnableMovableSpotlightsShadow",
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DisplayName = "Support Movable SpotlightShadows",
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ToolTip = "Generate shaders for primitives to receive shadow from movable spotlights. Changing this setting requires restarting the editor.",
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EditCondition = "TypeEngine == 1",
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ConfigRestartRequired = true))
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uint32 bMobileAllowMovableSpotlightShadows : 1;
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UPROPERTY(config, EditAnywhere, Category = PICO_CustomEngine, meta = (
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ConsoleVariable = "vr.SupportMobileSpaceWarp", DisplayName = "Support Mobile Application Space Warp",
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ToolTip = "Allow to generate motion vector and depth buffer correctly for mobile application space warp).",
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EditCondition = "TypeEngine == 1",
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ConfigRestartRequired = true))
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uint32 bMobileSupportSpaceWarp : 1;
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virtual void PostInitProperties() override;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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void UpdateOnRenderingSettingsChanged(UObject* Obj, FPropertyChangedEvent& ChangeEvent);
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}; |