181 lines
5.6 KiB
C++
181 lines
5.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "LRRenderUtilLibrary.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "Kismet/KismetRenderingLibrary.h"
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#include "GameFramework/Actor.h"
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#include "Engine/World.h"
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void ULRRenderUtilLibrary::SetupSceneCaptureForMesh(
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USceneCaptureComponent2D* SceneCapture,
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UStaticMeshComponent* MeshComp,
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TEnumAsByte<enum ESceneCaptureSource> CaptureSource)
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{
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if (!SceneCapture || !MeshComp)
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{
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UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: Invalid SceneCapture or MeshComp"));
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return;
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}
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if (!MeshComp->IsValidLowLevel())
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{
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UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: MeshComp is not valid"));
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return;
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}
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// Set the scene capture to focus on the mesh
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SceneCapture->ShowOnlyComponent(MeshComp);
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SceneCapture->CaptureSource = CaptureSource;
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SceneCapture->bCaptureEveryFrame = false;
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SceneCapture->bCaptureOnMovement = false;
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SceneCapture->FOVAngle = 90.f;
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// Set a solid background color
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SceneCapture->CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
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// Ensure we have a valid texture target
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if (SceneCapture->TextureTarget)
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{
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SceneCapture->TextureTarget->ClearColor = FLinearColor::Transparent;
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("SetupSceneCaptureForMesh: TextureTarget is null"));
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return;
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}
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// Adjust the transform to frame the mesh
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FVector MeshBounds = MeshComp->Bounds.BoxExtent;
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FVector MeshOrigin = MeshComp->Bounds.Origin;
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// Calculate the camera distance based on mesh size
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float MaxExtent = FMath::Max3(MeshBounds.X, MeshBounds.Y, MeshBounds.Z);
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float CameraDistance = MaxExtent * 2.5f; // Adjusted to ensure mesh fits in view
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// Calculate the camera location - position from front of mesh (+X axis)
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FVector CameraLocation = MeshOrigin + FVector(CameraDistance, 0.f, 0.f);
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// Calculate the camera rotation to look at mesh center
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FRotator CameraRotation = (MeshOrigin - CameraLocation).Rotation();
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SceneCapture->SetWorldLocationAndRotation(CameraLocation, CameraRotation);
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// Register component to make sure it will render
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if (!SceneCapture->IsRegistered())
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{
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SceneCapture->RegisterComponent();
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}
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}
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UTextureRenderTarget2D* ULRRenderUtilLibrary::CaptureMeshToRenderTarget(
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UStaticMeshComponent* MeshComp,
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const FVector2D& ImageSize,
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UObject* WorldContextObject,
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TEnumAsByte<enum ESceneCaptureSource> CaptureSource)
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{
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if (!MeshComp || !WorldContextObject || !WorldContextObject->GetWorld())
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Invalid parameters"));
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return nullptr;
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}
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// Create a render target with proper size
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UTextureRenderTarget2D* RenderTarget = UKismetRenderingLibrary::CreateRenderTarget2D(
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WorldContextObject,
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FMath::Max(32, static_cast<int32>(ImageSize.X)),
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FMath::Max(32, static_cast<int32>(ImageSize.Y)),
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ETextureRenderTargetFormat::RTF_RGBA8);
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if (!RenderTarget)
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to create render target"));
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return nullptr;
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}
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// Create a temporary actor to hold the scene capture component
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AActor* TempActor = WorldContextObject->GetWorld()->SpawnActor<AActor>();
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if (!TempActor)
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to spawn temporary actor"));
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return RenderTarget;
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}
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// Create a root component if it doesn't exist
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if (!TempActor->GetRootComponent())
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{
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USceneComponent* RootComponent = NewObject<USceneComponent>(TempActor, TEXT("RootComponent"));
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TempActor->SetRootComponent(RootComponent);
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RootComponent->RegisterComponent();
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}
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// Create and set up scene capture component
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USceneCaptureComponent2D* SceneCapture = NewObject<USceneCaptureComponent2D>(TempActor);
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if (SceneCapture)
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{
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SceneCapture->RegisterComponent();
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SceneCapture->AttachToComponent(TempActor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
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SceneCapture->TextureTarget = RenderTarget;
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// Setup the scene capture
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SetupSceneCaptureForMesh(SceneCapture, MeshComp, CaptureSource);
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// Clear the render target
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UKismetRenderingLibrary::ClearRenderTarget2D(WorldContextObject, RenderTarget, FLinearColor::Transparent);
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// Disable post-processing effects
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SceneCapture->PostProcessSettings.bOverride_AutoExposureMethod = true;
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SceneCapture->PostProcessSettings.AutoExposureMethod = EAutoExposureMethod::AEM_Manual;
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SceneCapture->PostProcessSettings.bOverride_AutoExposureBias = true;
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SceneCapture->PostProcessSettings.AutoExposureBias = 1.0f;
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SceneCapture->PostProcessSettings.bOverride_BloomIntensity = true;
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SceneCapture->PostProcessSettings.BloomIntensity = 0.0f;
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// Trigger a one-time capture
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SceneCapture->CaptureScene();
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// Force the GPU to complete rendering
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FlushRenderingCommands();
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureMeshToRenderTarget: Failed to create scene capture component"));
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}
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// Clean up the temporary actor
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TempActor->Destroy();
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return RenderTarget;
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}
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bool ULRRenderUtilLibrary::CaptureSceneNow(USceneCaptureComponent2D* SceneCapture)
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{
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if (!SceneCapture || !SceneCapture->IsValidLowLevel())
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureSceneNow: Invalid scene capture component"));
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return false;
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}
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if (!SceneCapture->TextureTarget)
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{
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UE_LOG(LogTemp, Warning, TEXT("CaptureSceneNow: Scene capture has no texture target"));
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return false;
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}
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// Ensure component is registered
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if (!SceneCapture->IsRegistered())
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{
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SceneCapture->RegisterComponent();
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}
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// Trigger the capture
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SceneCapture->CaptureScene();
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// Force the GPU to complete rendering
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FlushRenderingCommands();
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return true;
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}
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