TArray<uint8> UGTCaptureComponent::CaptureNpyFloat16(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<FFloat16Color> ImageData; FTextureRenderTargetResource* RenderTargetResource; ImageData.AddUninitialized(Width * Height); RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource(); RenderTargetResource->ReadFloat16Pixels(ImageData); // 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; }
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 SaveExr(UTextureRenderTarget2D* RenderTarget, FString Filename) { SCOPE_CYCLE_COUNTER(STAT_SaveExr) int32 Width = RenderTarget->SizeX, Height = RenderTarget->SizeY; TArray<FFloat16Color> FloatImage; FloatImage.AddZeroed(Width * Height); FTextureRenderTargetResource* RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource(); RenderTargetResource->ReadFloat16Pixels(FloatImage); TArray<uint8> ExrData = SerializationUtils::Image2Exr(FloatImage, Width, Height); FFileHelper::SaveArrayToFile(ExrData, *Filename); }
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); }
void AShaderPluginDemoCharacter::SaveRenderTargetToDisk(UTextureRenderTarget2D* InRenderTarget, FString Filename, bool debug) { FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource(); FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm); ReadPixelFlags.SetLinearToGamma(true); TArray<FColor> OutBMP; RTResource->ReadPixels(OutBMP, ReadPixelFlags); FIntRect SourceRect; FIntPoint DestSize(InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight()); FString ResultPath; FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig(); if (HighResScreenshotConfig.SaveImage(FPaths::GameSavedDir() + TEXT("Screenshots/") + Filename, OutBMP, DestSize, &ResultPath) && debug) { UE_LOG(LogFPChar, Warning, TEXT("Screenshot saved to: %s"), *ResultPath); } }
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 USceneCapturer::CaptureComponent( int32 CurrentHorizontalStep, int32 CurrentVerticalStep, FString Folder, USceneCaptureComponent2D* CaptureComponent, TArray<FColor>& Atlas ) { TArray<FColor> SurfaceData; { SCOPE_CYCLE_COUNTER( STAT_SPReadStrip ); FTextureRenderTargetResource* RenderTarget = CaptureComponent->TextureTarget->GameThread_GetRenderTargetResource(); //TODO: ikrimae: Might need to validate that this divides evenly. Might not matter int32 CenterX = CaptureWidth / 2; int32 CenterY = CaptureHeight / 2; SurfaceData.AddUninitialized( StripWidth * StripHeight ); // Read pixels FIntRect Area( CenterX - ( StripWidth / 2 ), CenterY - ( StripHeight / 2 ), CenterX + ( StripWidth / 2 ), CenterY + ( StripHeight / 2) ); auto readSurfaceDataFlags = FReadSurfaceDataFlags(); readSurfaceDataFlags.SetLinearToGamma(false); RenderTarget->ReadPixelsPtr( SurfaceData.GetData(), readSurfaceDataFlags, Area ); } // Copy off strip to atlas texture CopyToUnprojAtlas( CurrentHorizontalStep, CurrentVerticalStep, Atlas, SurfaceData ); if( FStereoPanoramaManager::GenerateDebugImages->GetInt() != 0 ) { SCOPE_CYCLE_COUNTER( STAT_SPSavePNG ); // Generate name FString TickString = FString::Printf( TEXT( "_%05d_%04d_%04d" ), CurrentFrameCount, CurrentHorizontalStep, CurrentVerticalStep ); FString CaptureName = OutputDir / Timestamp / Folder / TickString + TEXT( ".png" ); UE_LOG( LogStereoPanorama, Log, TEXT( "Writing snapshot: %s" ), *CaptureName ); // Write out PNG if (FStereoPanoramaManager::GenerateDebugImages->GetInt() == 2) { //Read Whole Capture Buffer IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper( EImageFormat::PNG ); TArray<FColor> SurfaceDataWhole; SurfaceDataWhole.AddUninitialized(CaptureWidth * CaptureHeight); // Read pixels FTextureRenderTargetResource* RenderTarget = CaptureComponent->TextureTarget->GameThread_GetRenderTargetResource(); RenderTarget->ReadPixelsPtr(SurfaceDataWhole.GetData(), FReadSurfaceDataFlags()); // Force alpha value if (bForceAlpha) { for (FColor& Color : SurfaceDataWhole) { Color.A = 255; } } ImageWrapper->SetRaw(SurfaceDataWhole.GetData(), SurfaceDataWhole.GetAllocatedSize(), CaptureWidth, CaptureHeight, ERGBFormat::BGRA, 8); const TArray<uint8>& PNGData = ImageWrapper->GetCompressed(100); FFileHelper::SaveArrayToFile(PNGData, *CaptureName); ImageWrapper.Reset(); } else { if (bForceAlpha) { for (FColor& Color : SurfaceData) { Color.A = 255; } } IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG); ImageWrapper->SetRaw(SurfaceData.GetData(), SurfaceData.GetAllocatedSize(), StripWidth, StripHeight, ERGBFormat::BGRA, 8); const TArray<uint8>& PNGData = ImageWrapper->GetCompressed(100); FFileHelper::SaveArrayToFile( PNGData, *CaptureName ); ImageWrapper.Reset(); } } }