Fix depth shader for Windows and improve SceneCaptureToDiskCamera
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@ -66,13 +66,13 @@ private:
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/// SceneCaptureComponent2D settings.
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void UpdateDrawFrustum();
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UPROPERTY(Category = SceneCapture, EditAnywhere)
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UPROPERTY(Category = "Scene Capture", EditAnywhere)
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uint32 SizeX;
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UPROPERTY(Category = SceneCapture, EditAnywhere)
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UPROPERTY(Category = "Scene Capture", EditAnywhere)
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uint32 SizeY;
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UPROPERTY(Category = SceneCapture, EditAnywhere)
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UPROPERTY(Category = "Scene Capture", EditAnywhere)
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EPostProcessEffect PostProcessEffect;
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/** To display the 3d camera in the editor. */
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@ -1,169 +1,49 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC) Project Settings.
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#include "Carla.h"
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#include "SceneCaptureToDiskCamera.h"
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#include "Components/DrawFrustumComponent.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Components/StaticMeshComponent.h"
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#include "Engine/CollisionProfile.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "HighResScreenshot.h"
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#include "Paths.h"
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#include "StaticMeshResources.h"
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#include "TextureResource.h"
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// -- Static methods -----------------------------------------------------------
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static void SaveRenderTargetToDisk(UTextureRenderTarget2D* InRenderTarget, FString Filename)
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{
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FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
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FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm);
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ReadPixelFlags.SetLinearToGamma(true);
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TArray<FColor> OutBMP;
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RTResource->ReadPixels(OutBMP, ReadPixelFlags);
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for (FColor& color : OutBMP)
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{
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color.A = 255;
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}
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FIntPoint DestSize(InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight());
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FString ResultPath;
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FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
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HighResScreenshotConfig.SaveImage(Filename, OutBMP, DestSize, &ResultPath);
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}
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// -- ASceneCaptureToDiskCamera ------------------------------------------------------
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ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer),
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SaveToFolder(FPlatformProcess::UserDir()),
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FileName("capture_%05d.png"),
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CapturesPerSecond(15.0f),
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SizeX(200u),
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SizeY(200u)
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{
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PrimaryActorTick.bCanEverTick = true;
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MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CamMesh0"));
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MeshComp->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
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MeshComp->bHiddenInGame = true;
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MeshComp->CastShadow = false;
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MeshComp->PostPhysicsComponentTick.bCanEverTick = false;
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RootComponent = MeshComp;
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DrawFrustum = CreateDefaultSubobject<UDrawFrustumComponent>(TEXT("DrawFrust0"));
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DrawFrustum->bIsEditorOnly = true;
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DrawFrustum->SetupAttachment(GetMeshComp());
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CaptureRenderTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("CaptureRenderTarget0"));
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CaptureComponent2D = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("SceneCaptureComponent2D"));
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CaptureComponent2D->SetupAttachment(GetMeshComp());
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}
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ASceneCaptureToDiskCamera::~ASceneCaptureToDiskCamera() {}
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void ASceneCaptureToDiskCamera::OnInterpToggle(bool bEnable)
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{
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CaptureComponent2D->SetVisibility(bEnable);
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}
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void ASceneCaptureToDiskCamera::UpdateDrawFrustum()
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{
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if(DrawFrustum && CaptureComponent2D)
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{
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DrawFrustum->FrustumStartDist = GNearClippingPlane;
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// 1000 is the default frustum distance, ideally this would be infinite but that might cause rendering issues
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DrawFrustum->FrustumEndDist = (CaptureComponent2D->MaxViewDistanceOverride > DrawFrustum->FrustumStartDist)
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? CaptureComponent2D->MaxViewDistanceOverride : 1000.0f;
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DrawFrustum->FrustumAngle = CaptureComponent2D->FOVAngle;
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//DrawFrustum->FrustumAspectRatio = CaptureComponent2D->AspectRatio;
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}
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}
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void ASceneCaptureToDiskCamera::PostActorCreated()
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{
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Super::PostActorCreated();
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// no need load the editor mesh when there is no editor
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#if WITH_EDITOR
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if(GetMeshComp())
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{
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if (!IsRunningCommandlet())
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{
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if( !GetMeshComp()->GetStaticMesh())
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{
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UStaticMesh* CamMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM"), NULL, LOAD_None, NULL);
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GetMeshComp()->SetStaticMesh(CamMesh);
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}
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}
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}
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#endif // WITH_EDITOR
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// Sync component with CameraActor frustum settings.
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UpdateDrawFrustum();
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}
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SaveToFolder(FPaths::Combine(FPaths::GameSavedDir(), "SceneCaptures")),
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FileName("capture_%05d.png") {}
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void ASceneCaptureToDiskCamera::BeginPlay()
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{
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Super::BeginPlay();
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CaptureRenderTarget->InitCustomFormat(SizeX, SizeY, PF_B8G8R8A8, false);
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CaptureRenderTarget->UpdateResource();
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PrimaryActorTick.bCanEverTick = bCaptureScene;
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PrimaryActorTick.TickInterval = 1.0f / CapturesPerSecond;
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CaptureComponent2D->Deactivate();
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CaptureComponent2D->TextureTarget = CaptureRenderTarget;
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CaptureComponent2D->UpdateContent();
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CaptureComponent2D->Activate();
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CaptureFileNameCount = 0u;
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}
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void ASceneCaptureToDiskCamera::Tick(float Delta)
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void ASceneCaptureToDiskCamera::Tick(const float DeltaTime)
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{
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Super::Tick(Delta);
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Super::Tick(DeltaTime);
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const float CaptureUpdateTime = 1.0f / CapturesPerSecond;
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ElapsedTimeSinceLastCapture += Delta;
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if (bCaptureScene && (ElapsedTimeSinceLastCapture >= CaptureUpdateTime))
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{
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if (CaptureComponent2D == nullptr)
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{
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UE_LOG(LogCarla, Error, TEXT("Missing capture component"));
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}
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if (CaptureRenderTarget)
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{
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// Capture scene.
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FString FilePath = FPaths::Combine(SaveToFolder, FString::Printf(*FileName, CaptureFileNameCount));
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//UE_LOG(LogCarla, Log, TEXT("Delta %fs: Capture %s"), ElapsedTimeSinceLastCapture, *FilePath);
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SaveRenderTargetToDisk(CaptureRenderTarget, FilePath);
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if (bCaptureScene) {
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const FString FilePath = FPaths::Combine(SaveToFolder, FString::Printf(*FileName, CaptureFileNameCount));
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UE_LOG(LogCarla, Log, TEXT("DeltaTime %fs: Capture %s"), DeltaTime, *FilePath);
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SaveCaptureToDisk(FilePath);
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++CaptureFileNameCount;
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}
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else
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{
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UE_LOG(LogCarla, Error, TEXT("Missing render target"));
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}
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ElapsedTimeSinceLastCapture = 0.0f;
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}
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}
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UStaticMeshComponent* ASceneCaptureToDiskCamera::GetMeshComp() const
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bool ASceneCaptureToDiskCamera::SaveCaptureToDisk(const FString &FilePath) const
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{
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return MeshComp;
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TArray<FColor> OutBMP;
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if (!ReadPixels(OutBMP)) {
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return false;
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}
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USceneCaptureComponent2D* ASceneCaptureToDiskCamera::GetCaptureComponent2D() const
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{
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return CaptureComponent2D;
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for (FColor &color : OutBMP) {
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color.A = 255;
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}
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UDrawFrustumComponent* ASceneCaptureToDiskCamera::GetDrawFrustum() const
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{
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return DrawFrustum;
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const FIntPoint DestSize(GetImageSizeX(), GetImageSizeY());
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FString ResultPath;
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FHighResScreenshotConfig &HighResScreenshotConfig = GetHighResScreenshotConfig();
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return HighResScreenshotConfig.SaveImage(FilePath, OutBMP, DestSize, &ResultPath);
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}
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@ -1,90 +1,42 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/**
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* Own SceneCapture, re-implementing some of the methods since ASceneCapture
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* cannot be subclassed.
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*/
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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
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#pragma once
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#include "GameFramework/Actor.h"
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#include "StaticMeshResources.h"
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#include "SceneCaptureCamera.h"
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#include "SceneCaptureToDiskCamera.generated.h"
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class UDrawFrustumComponent;
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class USceneCaptureComponent2D;
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class UStaticMeshComponent;
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UCLASS(hidecategories=(Collision, Material, Attachment, Actor))
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class CARLA_API ASceneCaptureToDiskCamera : public AActor
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UCLASS(Blueprintable,BlueprintType)
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class CARLA_API ASceneCaptureToDiskCamera : public ASceneCaptureCamera
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{
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GENERATED_BODY()
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float ElapsedTimeSinceLastCapture = 0.0f;
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size_t CaptureFileNameCount = 0u;
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public:
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UPROPERTY(Category = SceneCapture, EditAnywhere)
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bool bCaptureScene = true;
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UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
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FString SaveToFolder;
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UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
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FString FileName;
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UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
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float CapturesPerSecond;
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UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
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uint32 SizeX;
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UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
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uint32 SizeY;
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private:
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/** To display the 3d camera in the editor. */
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UPROPERTY()
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class UStaticMeshComponent* MeshComp;
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/** To allow drawing the camera frustum in the editor. */
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UPROPERTY()
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class UDrawFrustumComponent* DrawFrustum;
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/** Render target necessary for scene capture */
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UPROPERTY(Transient)
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class UTextureRenderTarget2D* CaptureRenderTarget;
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/** Scene capture component. */
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UPROPERTY(Transient)
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class USceneCaptureComponent2D* CaptureComponent2D;
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public:
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ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer);
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~ASceneCaptureToDiskCamera();
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virtual void PostActorCreated() override;
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virtual void BeginPlay() override;
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virtual void Tick(float Delta) override;
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virtual void Tick(float DeltaTime) override;
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/** Used to synchronize the DrawFrustumComponent with the SceneCaptureComponent2D settings. */
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void UpdateDrawFrustum();
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UFUNCTION(BlueprintCallable)
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bool SaveCaptureToDisk(const FString &FilePath) const;
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UFUNCTION(BlueprintCallable, Category="Rendering")
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void OnInterpToggle(bool bEnable);
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public:
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/** Returns CaptureComponent2D subobject **/
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USceneCaptureComponent2D* GetCaptureComponent2D() const;
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UPROPERTY(Category = "Scene Capture", EditAnywhere, BlueprintReadWrite)
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bool bCaptureScene = true;
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/** Returns DrawFrustum subobject **/
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UDrawFrustumComponent* GetDrawFrustum() const;
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UPROPERTY(Category = "Scene Capture", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = bCaptureScene))
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FString SaveToFolder;
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/** Returns MeshComp subobject **/
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UStaticMeshComponent* GetMeshComp() const;
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UPROPERTY(Category = "Scene Capture", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = bCaptureScene))
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FString FileName;
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UPROPERTY(Category = "Scene Capture", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = bCaptureScene))
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float CapturesPerSecond = 10.0f;
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private:
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UPROPERTY()
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uint32 CaptureFileNameCount;
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};
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