TArray<uint8> UGTCaptureComponent::CapturePng(FString Mode) { // Flush location and rotation check(CaptureComponents.Num() != 0); USceneCaptureComponent2D* CaptureComponent = CaptureComponents.FindRef(Mode); TArray<uint8> ImgData; if (CaptureComponent == nullptr) return ImgData; // Attach this to something, for example, a real camera const FRotator PawnViewRotation = Pawn->GetViewRotation(); if (!PawnViewRotation.Equals(CaptureComponent->GetComponentRotation())) { CaptureComponent->SetWorldRotation(PawnViewRotation); } UTextureRenderTarget2D* RenderTarget = CaptureComponent->TextureTarget; static IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper")); static TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG); int32 Width = RenderTarget->SizeX, Height = RenderTarget->SizeY; TArray<FColor> Image; FTextureRenderTargetResource* RenderTargetResource; Image.AddZeroed(Width * Height); RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource(); FReadSurfaceDataFlags ReadSurfaceDataFlags; ReadSurfaceDataFlags.SetLinearToGamma(false); // This is super important to disable this! // Instead of using this flag, we will set the gamma to the correct value directly RenderTargetResource->ReadPixels(Image, ReadSurfaceDataFlags); ImageWrapper->SetRaw(Image.GetData(), Image.GetAllocatedSize(), Width, Height, ERGBFormat::BGRA, 8); ImgData = ImageWrapper->GetCompressed(); return ImgData; }
void SavePng(UTextureRenderTarget2D* RenderTarget, FString Filename) { SCOPE_CYCLE_COUNTER(STAT_SavePng); int32 Width = RenderTarget->SizeX, Height = RenderTarget->SizeY; TArray<FColor> Image; FTextureRenderTargetResource* RenderTargetResource; Image.AddZeroed(Width * Height); { SCOPE_CYCLE_COUNTER(STAT_GetResource); RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource(); } { SCOPE_CYCLE_COUNTER(STAT_ReadPixels); FReadSurfaceDataFlags ReadSurfaceDataFlags; ReadSurfaceDataFlags.SetLinearToGamma(false); // This is super important to disable this! // Instead of using this flag, we will set the gamma to the correct value directly RenderTargetResource->ReadPixels(Image, ReadSurfaceDataFlags); } TArray<uint8> ImgData = SerializationUtils::Image2Png(Image, Width, Height); FFileHelper::SaveArrayToFile(ImgData, *Filename); }
TArray<uint8> UGTCaptureComponent::CaptureNpyUint8(FString Mode, int32 Channels) { // Flush location and rotation check(CaptureComponents.Num() != 0); USceneCaptureComponent2D* CaptureComponent = CaptureComponents.FindRef(Mode); TArray<uint8> NpyData; if (CaptureComponent == nullptr) { UE_LOG(LogUnrealCV, Error, TEXT("Component for mode %s not found. Returning empty array."), *Mode); return NpyData; } // Attach this to something, for example, a real camera const FRotator PawnViewRotation = Pawn->GetViewRotation(); if (!PawnViewRotation.Equals(CaptureComponent->GetComponentRotation())) { CaptureComponent->SetWorldRotation(PawnViewRotation); } UTextureRenderTarget2D* RenderTarget = CaptureComponent->TextureTarget; int32 Width = RenderTarget->SizeX, Height = RenderTarget->SizeY; TArray<FColor> ImageData; FTextureRenderTargetResource* RenderTargetResource; ImageData.AddUninitialized(Width * Height); RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource(); FReadSurfaceDataFlags ReadSurfaceDataFlags; ReadSurfaceDataFlags.SetLinearToGamma(false); // This is super important to disable this! // Instead of using this flag, we will set the gamma to the correct value directly RenderTargetResource->ReadPixels(ImageData, ReadSurfaceDataFlags); // Check the byte order of data // Compress image data to npy array // Generate a header for the numpy array NpyData = NpySerialization(ImageData, Width, Height, Channels); return NpyData; }
void FVisualizeTexture::GenerateContent(const FSceneRenderTargetItem& RenderTargetItem, const FPooledRenderTargetDesc& Desc) { // otherwise StartFrame() wasn't called check(ViewRect != FIntRect(0, 0, 0, 0)) FTexture2DRHIRef VisTexture = (FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture; if(!IsValidRef(VisTexture) || !Desc.IsValid()) { // todo: improve return; } FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent); FIntPoint Size = VisualizeTextureRect.Size(); // clamp to reasonable value to prevent crash Size.X = FMath::Max(Size.X, 1); Size.Y = FMath::Max(Size.Y, 1); FPooledRenderTargetDesc OutputDesc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_B8G8R8A8, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false)); GRenderTargetPool.FindFreeElement(OutputDesc, VisualizeTextureContent, TEXT("VisualizeTexture")); if(!VisualizeTextureContent) { return; } const FSceneRenderTargetItem& DestRenderTarget = VisualizeTextureContent->GetRenderTargetItem(); RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); RHIClear(true, FLinearColor(1,1,0,1), false, 0.0f, false, 0, FIntRect()); RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); FIntPoint RTExtent = GSceneRenderTargets.GetBufferSizeXY(); FVector2D Tex00 = FVector2D(0, 0); FVector2D Tex11 = FVector2D(1, 1); uint32 LocalVisualizeTextureInputMapping = UVInputMapping; if(!Desc.Is2DTexture()) { LocalVisualizeTextureInputMapping = 1; } // set UV switch(LocalVisualizeTextureInputMapping) { // UV in left top case 0: Tex11 = FVector2D((float)ViewRect.Width() / RTExtent.X, (float)ViewRect.Height() / RTExtent.Y); break; // whole texture default: break; } bool bIsDefault = StencilSRVSrc == GBlackTexture->TextureRHI; bool bDepthStencil = Desc.Is2DTexture() && Desc.Format == PF_DepthStencil; //clear if this is a new different Stencil buffer, or it's not a stencil buffer and we haven't switched to the default yet. bool bNeedsClear = bDepthStencil && (StencilSRVSrc != RenderTargetItem.TargetableTexture); bNeedsClear |= !bDepthStencil && !bIsDefault; if (bNeedsClear) { StencilSRVSrc = nullptr; StencilSRV.SafeRelease(); } //always set something into the StencilSRV slot for platforms that require a full resource binding, even if //dynamic branching will cause them not to be used. if(bDepthStencil && !StencilSRVSrc) { StencilSRVSrc = RenderTargetItem.TargetableTexture; StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) RenderTargetItem.TargetableTexture, 0, 1, PF_X24_G8); } else if(!StencilSRVSrc) { StencilSRVSrc = GBlackTexture->TextureRHI; StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) GBlackTexture->TextureRHI, 0, 1, PF_B8G8R8A8); } FVisualizeTextureData VisualizeTextureData(RenderTargetItem, Desc); bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0; VisualizeTextureData.RGBMul = RGBMul; VisualizeTextureData.AMul = AMul; VisualizeTextureData.Tex00 = Tex00; VisualizeTextureData.Tex11 = Tex11; VisualizeTextureData.bSaturateInsteadOfFrac = (Flags & 1) != 0; VisualizeTextureData.InputValueMapping = bDepthTexture ? 1 : 0; VisualizeTextureData.ArrayIndex = ArrayIndex; VisualizeTextureData.CustomMip = CustomMip; VisualizeTextureData.StencilSRV = StencilSRV; { SCOPED_DRAW_EVENT(VisualizeTexture, DEC_SCENE_ITEMS); // continue rendering to HDR if necessary RenderVisualizeTexture(VisualizeTextureData); } RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); VisualizeTextureDesc = Desc; // save to disk if(bSaveBitmap) { bSaveBitmap = false; uint32 MipAdjustedExtentX = FMath::Clamp(Desc.Extent.X >> CustomMip, 0, Desc.Extent.X); uint32 MipAdjustedExtentY = FMath::Clamp(Desc.Extent.Y >> CustomMip, 0, Desc.Extent.Y); FIntPoint Extent(MipAdjustedExtentX, MipAdjustedExtentY); FReadSurfaceDataFlags ReadDataFlags; ReadDataFlags.SetLinearToGamma(false); ReadDataFlags.SetOutputStencil(bOutputStencil); ReadDataFlags.SetMip(CustomMip); FTextureRHIRef Texture = RenderTargetItem.TargetableTexture ? RenderTargetItem.TargetableTexture : RenderTargetItem.ShaderResourceTexture; check(Texture); TArray<FColor> Bitmap; RHIReadSurfaceData(Texture, FIntRect(0, 0, Extent.X, Extent.Y), Bitmap, ReadDataFlags); // if the format and texture type is supported if(Bitmap.Num()) { // Create screenshot folder if not already present. IFileManager::Get().MakeDirectory(*FPaths::ScreenShotDir(), true); const FString ScreenFileName(FPaths::ScreenShotDir() / TEXT("VisualizeTexture")); uint32 ExtendXWithMSAA = Bitmap.Num() / Extent.Y; // Save the contents of the array to a bitmap file. (24bit only so alpha channel is dropped) FFileHelper::CreateBitmap(*ScreenFileName, ExtendXWithMSAA, Extent.Y, Bitmap.GetTypedData()); UE_LOG(LogConsoleResponse, Display, TEXT("Content was saved to \"%s\""), *FPaths::ScreenShotDir()); } else { UE_LOG(LogConsoleResponse, Error, TEXT("Failed to save BMP for VisualizeTexture, format or texture type is not supported")); } } }