UE4读取BackBuffer缓冲区贴图(屏幕表面)

添加Build.cs模块
需要添加的build模块:
“Renderer”, “RenderCore”, “RHI”, “Slate”

PrivateDependencyModuleNames.AddRange(new string[] { "HTTP", "Renderer", "RenderCore", "RHI", "Slate" });

头文件

void OnBackBufferReady_RenderThread(SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer);
void BindBackbufferCallback(); 
void UnBindBackbufferCallback();

实现文件

void AXXXX::BindBackbufferCallback()
{
  if (FSlateApplication::IsInitialized())
  {
    m_OnBackBufferReadyToPresent.Reset();

    m_OnBackBufferReadyToPresent = FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().AddUObject(this, &AFxVCam::OnBackBufferReady_RenderThread);
  }
}
void AXXXX::UnBindBackbufferCallback()
{
  if (m_OnBackBufferReadyToPresent.IsValid())
  {
    FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().Remove(m_OnBackBufferReadyToPresent);
  }
}
void AXXXX::OnBackBufferReady_RenderThread(SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer)
{
  FTexture2DRHIRef GameBuffer = BackBuffer;
  FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
  FIntRect Rect(0, 0, GameBuffer->GetSizeX(), GameBuffer->GetSizeY());
  TArray<FColor> outData;
  RHICmdList.ReadSurfaceData(GameBuffer, Rect, outData, FReadSurfaceDataFlags(RCM_UNorm));
  // outData为读取的FColor数组
}

评论 3
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值