Scaffold render target library

This commit is contained in:
Filip Iliescu 2025-04-29 15:40:38 -07:00
parent 22e2b0a419
commit 8dc892b9fa
2 changed files with 112 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "LRRenderUtilLibrary.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Kismet/KismetRenderingLibrary.h"
void ULRRenderUtilLibrary::SetupSceneCaptureForMesh(USceneCaptureComponent2D* SceneCapture, UStaticMeshComponent* MeshComp)
{
if (!SceneCapture || !MeshComp)
{
return;
}
// Set the scene capture to focus on the mesh
SceneCapture->ShowOnlyComponent(MeshComp);
SceneCapture->CaptureSource = ESceneCaptureSource::SCS_BaseColor;
SceneCapture->bCaptureEveryFrame = false;
SceneCapture->bCaptureOnMovement = false;
SceneCapture->FOVAngle = 90.f;
// Set a solid background color (black by default)
SceneCapture->CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
SceneCapture->TextureTarget->ClearColor = FLinearColor::Transparent;
// Adjust the transform to frame the mesh
FVector MeshBounds = MeshComp->Bounds.BoxExtent;
FVector MeshOrigin = MeshComp->Bounds.Origin;
// Calculate the camera distance
float CameraDistance = MeshBounds.Size() * 1.1f; // Adjust multiplier as needed
// Calculate the camera location
FVector CameraLocation = MeshOrigin + FVector(CameraDistance, 0.f, 0.f); // Default to capturing from the +X axis
// Calculate the camera rotation
FRotator CameraRotation = (MeshOrigin - CameraLocation).Rotation();
SceneCapture->SetWorldLocationAndRotation(CameraLocation, CameraRotation); // Adjust rotation as needed
}
UTextureRenderTarget2D* ULRRenderUtilLibrary::CaptureMeshToRenderTarget(UStaticMeshComponent* MeshComp, const FVector2D& ImageSize, UObject* WorldContextObject)
{
if (!MeshComp || !WorldContextObject)
{
return nullptr;
}
// Create a render target
UTextureRenderTarget2D* RenderTarget = UKismetRenderingLibrary::CreateRenderTarget2D(
WorldContextObject, ImageSize.X, ImageSize.Y, ETextureRenderTargetFormat::RTF_RGBA8);
if (!RenderTarget)
{
return nullptr;
}
// Create a temporary actor to hold the scene capture component
AActor* TempActor = WorldContextObject->GetWorld()->SpawnActor<AActor>();
USceneCaptureComponent2D* SceneCapture = NewObject<USceneCaptureComponent2D>(TempActor);
SceneCapture->AttachToComponent(TempActor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
SceneCapture->TextureTarget = RenderTarget;
// Setup the scene capture
SetupSceneCaptureForMesh(SceneCapture, MeshComp);
UKismetRenderingLibrary::ClearRenderTarget2D(WorldContextObject, SceneCapture->TextureTarget, FLinearColor::Transparent);
// Disable post-processing effects
SceneCapture->PostProcessSettings.bOverride_AutoExposureMethod = true;
SceneCapture->PostProcessSettings.AutoExposureMethod = EAutoExposureMethod::AEM_Manual;
SceneCapture->PostProcessSettings.bOverride_AutoExposureBias = true;
SceneCapture->PostProcessSettings.AutoExposureBias = 1.0f;
SceneCapture->PostProcessSettings.bOverride_BloomIntensity = true;
SceneCapture->PostProcessSettings.BloomIntensity = 0.0f;
// Trigger a one-time capture
SceneCapture->CaptureScene();
// Clean up the temporary actor
TempActor->Destroy();
return RenderTarget;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "LRRenderUtilLibrary.generated.h"
/**
*
*/
UCLASS()
class LUCKYWORLDV2_API ULRRenderUtilLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Render Utilities")
UTextureRenderTarget2D* CaptureMeshToRenderTarget(UStaticMeshComponent* MeshComp, const FVector2D& ImageSize, UObject* WorldContextObject);
private:
void SetupSceneCaptureForMesh(USceneCaptureComponent2D* SceneCapture, UStaticMeshComponent* MeshComp);
};