// Copyright Epic Games, Inc. All Rights Reserved. #include "Slate/SlateVectorArtInstanceData.h" void FSlateVectorArtInstanceData::SetPositionFixedPoint16(FVector2D Position) { // We are effectively doing fixed point positioning // With 13 bits for the whole part and 3 bits of decimal precision. // xxxxxxxxxxxxx.xxx // [0..8191].[0..7] { uint32 CurrentDataX = static_cast(GetData().X) & 0xFFFF0000; GetData().X = CurrentDataX | FMath::RoundToInt32(Position.X*8.0f) << 0; } { uint32 CurrentDataY = static_cast(GetData().Y) & 0xFFFF0000; GetData().Y = CurrentDataY | FMath::RoundToInt32(Position.Y*8.0f) << 0; } } void FSlateVectorArtInstanceData::SetScaleFixedPoint16(float Scale) { // We need some fractional precision, so use 8 bits whole and 8 bits fractional. // [0..256].[0..256] uint32 CurrentDataZ = static_cast(GetData().Z) & 0xFFFF0000; GetData().Z = CurrentDataZ | FMath::RoundToInt(Scale*256.0f) << 0; } void FSlateVectorArtInstanceData::SetPosition(FVector2D Position) { GetData().X = Position.X; GetData().Y = Position.Y; } void FSlateVectorArtInstanceData::SetScale(float Scale) { GetData().Z = Scale; } void FSlateVectorArtInstanceData::SetBaseAddress(float Address) { GetData().W = Address; }