Commit eb08294d authored by Geovanny Vera's avatar Geovanny Vera

Whiteboard update

parent 7d7bbf2c
...@@ -235,3 +235,6 @@ bExplicitCanvasChildZOrder=True ...@@ -235,3 +235,6 @@ bExplicitCanvasChildZOrder=True
[/Script/Engine.PhysicsSettings] [/Script/Engine.PhysicsSettings]
bSupportUVFromHitResults=True bSupportUVFromHitResults=True
[/Script/Engine.NetworkSettings]
net.MaxRepArraySize=65535
// Fill out your copyright notice in the Description page of Project Settings.
#include "TextureCopier.h"
UTextureCopier::UTextureCopier()
{
}
UTextureCopier::~UTextureCopier()
{
}
TArray<FColor> UTextureCopier::GetPixelsData(UTextureRenderTarget2D* source) {
TArray<FColor> SurfData;
FRenderTarget* RenderTarget = source->GameThread_GetRenderTargetResource();
RenderTarget->ReadPixels(SurfData);
return SurfData;
}
UTexture2D* UTextureCopier::CopyToTexture(const int32 sizeX, const int32 sizeY, const bool srgb, TArray<FColor> pixelsData) {
UTexture2D* Texture = UTexture2D::CreateTransient(sizeX, sizeY, PF_B8G8R8A8);
#if WITH_EDITORONLY_DATA
Texture->MipGenSettings = TMGS_NoMipmaps;
#endif
Texture->SRGB = srgb;
void* TextureData = Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
const int32 TextureDataSize = pixelsData.Num() * 4;
FMemory::Memcpy(TextureData, pixelsData.GetData(), TextureDataSize);
Texture->PlatformData->Mips[0].BulkData.Unlock();
Texture->UpdateResource();
return Texture;
}
int32 UTextureCopier::CalculateNumOfSubArrays(const int32 arraySize) {
return (arraySize - 1) / N + 1;
}
TArray<FColor> UTextureCopier::GetSubArray(const TArray<FColor> colorArray, const int32 arraySize, const int32 chunkNum) {
int32 start = chunkNum * N;
int32 end = chunkNum * N + N;
subArray.Empty();
int32 size = N;
if (end > arraySize) {
end = arraySize - 1;
size = arraySize - chunkNum * N;
}
for (int i = 0; i < size; i++) {
subArray.Add(colorArray[start + i]);
}
return subArray;
}
\ No newline at end of file
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include <memory>
#include "Engine/Texture2D.h"
#include "Engine/TextureRenderTarget2D.h"
#include "TextureCopier.generated.h"
/**
*
*/
UCLASS(Blueprintable, BlueprintType)
class UTextureCopier : public UObject
{
GENERATED_BODY()
public:
UTextureCopier();
~UTextureCopier();
UFUNCTION(BlueprintCallable)
TArray<FColor> GetPixelsData(UTextureRenderTarget2D* source);
UFUNCTION(BlueprintCallable)
UTexture2D* CopyToTexture(const int32 sizeX, const int32 sizeY, const bool srgb, TArray<FColor> pixelsData);
UFUNCTION(BlueprintCallable)
int32 CalculateNumOfSubArrays(const int32 arraySize);
UFUNCTION(BlueprintCallable)
TArray<FColor> GetSubArray(const TArray<FColor> colorArray, const int32 arraySize, const int32 chunkNum);
//FColor[] GetSubArray(const FColor[] colorArray, const int32 arraySize, const int32 chunkNum);
private:
int32 N = 65535;
TArray<FColor> subArray;
};
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