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
}