Compare commits
3 Commits
87191abbce
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dc1bd14ff0
| Author | SHA1 | Date | |
|---|---|---|---|
| dc1bd14ff0 | |||
| 554a946e60 | |||
| b349b86108 |
@@ -2,3 +2,6 @@
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ProjectID=DD810CA045CA9288C9C53E8638A45978
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bStartInVR=True
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[/Script/UnrealEd.ProjectPackagingSettings]
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+DirectoriesToAlwaysCook=(Path="/Game/Mosis")
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BIN
Content/Mosis/Materials/M_PhoneScreen.uasset
LFS
Normal file
BIN
Content/Mosis/Materials/M_PhoneScreen.uasset
LFS
Normal file
Binary file not shown.
@@ -12,24 +12,33 @@ The MosisSDK plugin connects to the MosisService Android application via AIDL (A
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## Architecture
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```
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┌─────────────────────────────────────────────────────────────┐
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│ Unreal Engine Game │
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│ ┌─────────────────────┐ ┌─────────────────────────────┐ │
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│ │ UMosisPhoneComponent│◄───│ MosisVulkanTexture │ │
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│ │ (Touch Input) │ │ (HardwareBuffer Import) │ │
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│ └──────────┬──────────┘ └──────────────▲──────────────┘ │
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│ │ │ │
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│ ▼ │ │
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│ ┌─────────────────────────────────────────┴───────────────┐│
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│ │ MosisClient ││
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│ │ (AIDL IMosisListener) ││
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│ └──────────────────────────┬──────────────────────────────┘│
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└─────────────────────────────┼───────────────────────────────┘
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│ Binder IPC
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┌─────────────────────────────▼───────────────────────────────┐
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│ MosisService │
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│ (Renders phone UI via RmlUi) │
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└─────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ Unreal Engine Game │
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│ │
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│ ┌─────────────────┐ ┌──────────────────────────────────────────┐ │
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│ │ AMosisPhoneActor│ │ UMosisPhoneTexture │ │
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│ │ (Plane Mesh) │ │ (extends UTexture2DDynamic) │ │
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│ │ (Material) │ │ │ │ │
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│ └────────┬────────┘ │ ▼ CPU lock/copy │ │
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│ │ │ AHardwareBuffer_lock() │ │
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│ ▼ │ │ │ │
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│ ┌─────────────────────┐ │ ▼ RHIUpdateTexture2D │ │
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│ │ UMosisPhoneComponent│──┼──► FTexture2DDynamicResource │ │
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│ │ (Touch Input) │ │ │ │ │
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│ │ (Callbacks) │ │ ▼ │ │
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│ └──────────┬──────────┘ │ UMaterialInstanceDynamic │ │
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│ │ └──────────────────────────────────────────┘ │
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│ ▼ │
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│ ┌──────────────────────────────────────────────────────────────────┐ │
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│ │ MosisClient │ │
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│ │ (AIDL IMosisListener) │ │
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│ └──────────────────────────────┬───────────────────────────────────┘ │
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└─────────────────────────────────┼───────────────────────────────────────┘
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│ Binder IPC
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┌─────────────────────────────────▼───────────────────────────────────────┐
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│ MosisService │
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│ (Renders phone UI via RmlUi) │
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└─────────────────────────────────────────────────────────────────────────┘
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```
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## Prerequisites
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@@ -73,12 +82,12 @@ Plugins/MosisSDK/
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│ │ └── BpMosisService.h
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│ ├── Public/
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│ │ ├── MosisSDK.h # Module interface
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│ │ ├── MosisPhoneComponent.h # UE5 component
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│ │ └── MosisPhoneActor.h # Blueprint actor
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│ │ ├── MosisPhoneComponent.h # UE5 component (touch, callbacks)
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│ │ └── MosisPhoneActor.h # Blueprint actor (mesh, material)
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│ └── Private/
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│ ├── MosisSDK.cpp # Module + JNI callbacks
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│ ├── MosisClient.h/cpp # AIDL client implementation
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│ ├── MosisVulkanTexture.h/cpp # Vulkan HardwareBuffer import
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│ ├── MosisPhoneTexture.h/cpp # UTexture2DDynamic subclass for phone screen
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│ ├── MosisPhoneComponent.cpp
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│ ├── MosisPhoneActor.cpp
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│ └── Android/
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@@ -152,7 +161,8 @@ The separation ensures Windows builds don't try to compile Android-specific AIDL
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| Slate, SlateCore | ✓ | ✓ | UI framework |
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| RenderCore, RHI | ✓ | ✓ | Rendering abstraction |
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| Launch, ApplicationCore | ✗ | ✓ | Android JNI access |
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| Vulkan | ✗ | ✓ | Hardware buffer import |
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| VulkanRHI | ✗ | ✓ | IVulkanDynamicRHI for HardwareBuffer import |
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| Vulkan | ✗ | ✓ | Vulkan headers |
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| binder_ndk, android, nativewindow | ✗ | ✓ | Android system libs |
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### NDK Header Compatibility
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@@ -353,6 +363,19 @@ HandTrackingVersion=V2
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## Version History
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- **v1.2** - UTexture2DDynamic integration
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- Switched `UMosisPhoneTexture` to extend `UTexture2DDynamic` for proper material system integration
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- Removed custom `FMosisPhoneTextureResource` - using UE5's built-in `FTexture2DDynamicResource`
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- CPU-based texture upload via `AHardwareBuffer_lock()` and `RHIUpdateTexture2D()`
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- Fixed stride conversion (AHardwareBuffer stride is in pixels, RHI expects bytes)
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- **v1.1** - UE5 RHI texture integration
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- New `UMosisPhoneTexture` using UE5's `IVulkanDynamicRHI::RHICreateTexture2DFromAndroidHardwareBuffer()`
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- `FMosisPhoneTextureResource` for render thread HardwareBuffer import
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- `AMosisPhoneActor` now includes default plane mesh and material setup
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- Thread-safe callbacks using `TWeakObjectPtr` and `TAtomic`
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- Automatic texture-to-material binding in tick
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- **v1.0** - Initial implementation
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- AIDL client for MosisService connection
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- Vulkan HardwareBuffer import
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@@ -35,7 +35,8 @@ public class MosisSDK : ModuleRules
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// Android-specific module dependencies
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PrivateDependencyModuleNames.AddRange(new string[] {
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"Launch",
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"ApplicationCore"
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"ApplicationCore",
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"VulkanRHI"
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});
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// Add Vulkan support (Vulkan headers for HardwareBuffer import)
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@@ -4,17 +4,35 @@
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#include "Components/StaticMeshComponent.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Engine/StaticMesh.h"
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#include "UObject/ConstructorHelpers.h"
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DEFINE_LOG_CATEGORY_STATIC(LogMosisPhoneActor, Log, All);
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AMosisPhoneActor::AMosisPhoneActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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// Create phone mesh component
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PhoneMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PhoneMesh"));
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RootComponent = PhoneMesh;
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// Load the default plane mesh
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static ConstructorHelpers::FObjectFinder<UStaticMesh> PlaneMeshFinder(
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TEXT("/Engine/BasicShapes/Plane.Plane"));
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if (PlaneMeshFinder.Succeeded())
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{
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PhoneMesh->SetStaticMesh(PlaneMeshFinder.Object);
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}
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// Load the phone screen material
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> PhoneMaterialFinder(
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TEXT("/Game/Mosis/Materials/M_PhoneScreen.M_PhoneScreen"));
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if (PhoneMaterialFinder.Succeeded())
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{
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BaseMaterial = PhoneMaterialFinder.Object;
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}
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// Create phone component
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PhoneComponent = CreateDefaultSubobject<UMosisPhoneComponent>(TEXT("PhoneComponent"));
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}
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@@ -25,13 +43,29 @@ void AMosisPhoneActor::BeginPlay()
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UE_LOG(LogMosisPhoneActor, Log, TEXT("BeginPlay"));
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// Note: We no longer override the scale set in the editor.
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// The user can scale the actor as desired.
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// ScreenBoundsLocal uses the mesh's local bounds (default plane is 100x100 centered at origin)
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if (PhoneMesh)
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{
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// Default plane is 100x100 units, so bounds are -50 to 50 in X and Y
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ScreenBoundsLocal = FVector4(-50.0f, -50.0f, 50.0f, 50.0f);
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}
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// Create dynamic material for the screen
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if (PhoneMesh)
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{
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UMaterialInterface* BaseMaterial = PhoneMesh->GetMaterial(0);
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if (BaseMaterial)
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UMaterialInterface* MaterialToUse = BaseMaterial;
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// If no base material set, use the mesh's existing material
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if (!MaterialToUse)
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{
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ScreenMaterial = UMaterialInstanceDynamic::Create(BaseMaterial, this);
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MaterialToUse = PhoneMesh->GetMaterial(0);
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}
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if (MaterialToUse)
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{
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ScreenMaterial = UMaterialInstanceDynamic::Create(MaterialToUse, this);
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PhoneMesh->SetMaterial(0, ScreenMaterial);
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// Set it on the phone component
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@@ -42,6 +76,25 @@ void AMosisPhoneActor::BeginPlay()
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UE_LOG(LogMosisPhoneActor, Log, TEXT("BeginPlay: Created dynamic material"));
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}
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else
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{
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UE_LOG(LogMosisPhoneActor, Warning, TEXT("BeginPlay: No base material available"));
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}
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}
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}
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void AMosisPhoneActor::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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// Update material texture if phone component has a new texture
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if (ScreenMaterial && PhoneComponent)
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{
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UTexture* PhoneTexture = PhoneComponent->GetPhoneTexture();
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if (PhoneTexture)
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{
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ScreenMaterial->SetTextureParameterValue(PhoneComponent->TextureParameterName, PhoneTexture);
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}
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}
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}
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@@ -2,13 +2,12 @@
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#include "MosisPhoneComponent.h"
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#include "MosisSDK.h"
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#include "Engine/Texture2D.h"
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#include "MosisPhoneTexture.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "RenderingThread.h"
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#if PLATFORM_ANDROID
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#include "MosisClient.h"
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#include "MosisVulkanTexture.h"
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#endif
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DEFINE_LOG_CATEGORY_STATIC(LogMosisPhone, Log, All);
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@@ -30,18 +29,32 @@ void UMosisPhoneComponent::BeginPlay()
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auto Client = FMosisSDKModule::GetClient();
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if (Client)
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{
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// Set up callbacks
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Client->SetBufferCallback([this](AHardwareBuffer* buffer) {
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// This runs on the binder thread - flag for main thread processing
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bNeedsTextureCreate = true;
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// Use weak pointer to prevent dangling references in callbacks
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TWeakObjectPtr<UMosisPhoneComponent> WeakThis(this);
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// Set up callbacks (these run on binder thread)
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Client->SetBufferCallback([WeakThis](AHardwareBuffer* buffer) {
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if (WeakThis.IsValid())
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{
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WeakThis->bNeedsTextureCreate.Store(true);
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}
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});
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Client->SetFrameCallback([this]() {
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// This runs on the binder thread - flag for tick processing
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bPendingTextureUpdate = true;
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Client->SetFrameCallback([WeakThis]() {
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if (WeakThis.IsValid())
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{
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WeakThis->bPendingTextureUpdate.Store(true);
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}
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});
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UE_LOG(LogMosisPhone, Log, TEXT("BeginPlay: Callbacks registered"));
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// Check if buffer is already available (we may have missed the callback)
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if (Client->GetHardwareBuffer() != nullptr)
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{
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UE_LOG(LogMosisPhone, Log, TEXT("BeginPlay: Buffer already available, triggering update"));
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bNeedsTextureCreate.Store(true);
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}
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}
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else
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{
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@@ -55,12 +68,6 @@ void UMosisPhoneComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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UE_LOG(LogMosisPhone, Log, TEXT("EndPlay"));
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#if PLATFORM_ANDROID
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// Clean up Vulkan texture
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if (VulkanTexture)
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{
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VulkanTexture.Reset();
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}
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// Clear callbacks
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auto Client = FMosisSDKModule::GetClient();
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if (Client)
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@@ -70,6 +77,9 @@ void UMosisPhoneComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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}
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#endif
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// Release texture
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PhoneTexture = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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@@ -79,16 +89,14 @@ void UMosisPhoneComponent::TickComponent(float DeltaTime, ELevelTick TickType, F
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#if PLATFORM_ANDROID
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// Check if we need to create texture from new buffer
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if (bNeedsTextureCreate)
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if (bNeedsTextureCreate.Exchange(false))
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{
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bNeedsTextureCreate = false;
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OnBufferAvailable();
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}
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// Check if we need to update texture for new frame
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if (bPendingTextureUpdate && VulkanTexture && VulkanTexture->IsValid())
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if (bPendingTextureUpdate.Exchange(false) && PhoneTexture)
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{
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bPendingTextureUpdate = false;
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OnFrameAvailable();
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}
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#endif
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@@ -155,25 +163,17 @@ void UMosisPhoneComponent::OnBufferAvailable()
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UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: %dx%d"), ScreenWidth, ScreenHeight);
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// TODO: Initialize Vulkan texture on render thread
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// This requires accessing UE5's Vulkan RHI which has platform-specific APIs.
|
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// For now, we log the buffer availability and dimensions.
|
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// Full implementation would:
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// 1. Get VkDevice from GVulkanRHI or IVulkanDynamicRHI
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// 2. Create MosisVulkanTexture and import the HardwareBuffer
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// 3. Create UTexture2D wrapping the Vulkan image
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// Create placeholder texture
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// Create phone texture if needed
|
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if (!PhoneTexture)
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{
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PhoneTexture = UTexture2D::CreateTransient(ScreenWidth, ScreenHeight, PF_R8G8B8A8);
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if (PhoneTexture)
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{
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PhoneTexture->UpdateResource();
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UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: Created placeholder texture"));
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}
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PhoneTexture = NewObject<UMosisPhoneTexture>(this);
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PhoneTexture->Initialize(ScreenWidth, ScreenHeight);
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UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: Created phone texture"));
|
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}
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|
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// Import the hardware buffer
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PhoneTexture->UpdateFromHardwareBuffer(Buffer);
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// Update material if set
|
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if (PhoneMaterial && PhoneTexture)
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{
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@@ -185,19 +185,30 @@ void UMosisPhoneComponent::OnBufferAvailable()
|
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void UMosisPhoneComponent::OnFrameAvailable()
|
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{
|
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#if PLATFORM_ANDROID
|
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if (!VulkanTexture || !VulkanTexture->IsValid())
|
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if (!PhoneTexture)
|
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{
|
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return;
|
||||
}
|
||||
|
||||
// TODO: Copy texture on render thread
|
||||
// This requires accessing UE5's Vulkan command buffer management.
|
||||
// Full implementation would enqueue a render command to copy the
|
||||
// imported image to the local image.
|
||||
// Notify texture that a new frame is available
|
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// This schedules the render thread copy
|
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PhoneTexture->NotifyFrameAvailable();
|
||||
|
||||
// Log occasionally to avoid spam
|
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static int32 FrameCount = 0;
|
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if (++FrameCount % 60 == 0)
|
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{
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UE_LOG(LogMosisPhone, Log, TEXT("OnFrameAvailable: Frame %d"), FrameCount);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void UMosisPhoneComponent::UpdateTextureOnRenderThread()
|
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{
|
||||
// Reserved for render thread texture updates
|
||||
// No longer needed - handled by UMosisPhoneTexture
|
||||
}
|
||||
|
||||
UTexture* UMosisPhoneComponent::GetPhoneTexture() const
|
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{
|
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return PhoneTexture;
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||||
}
|
||||
|
||||
150
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.cpp
Normal file
150
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.cpp
Normal file
@@ -0,0 +1,150 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#include "MosisPhoneTexture.h"
|
||||
#include "RenderingThread.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisPhoneTexture, Log, All);
|
||||
|
||||
UMosisPhoneTexture::UMosisPhoneTexture()
|
||||
{
|
||||
// UTexture2DDynamic defaults are fine
|
||||
SRGB = true;
|
||||
Filter = TF_Bilinear;
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::Initialize(uint32 InWidth, uint32 InHeight)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("Initialize: %dx%d"), InWidth, InHeight);
|
||||
|
||||
// Use UTexture2DDynamic's Init method
|
||||
Init(InWidth, InHeight, PF_R8G8B8A8, false);
|
||||
|
||||
bIsReady = true;
|
||||
}
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
|
||||
void UMosisPhoneTexture::UpdateFromHardwareBuffer(AHardwareBuffer* Buffer)
|
||||
{
|
||||
if (!Buffer)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Warning, TEXT("UpdateFromHardwareBuffer: null buffer"));
|
||||
return;
|
||||
}
|
||||
|
||||
CurrentBuffer = Buffer;
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(Buffer, &Desc);
|
||||
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("UpdateFromHardwareBuffer: %dx%d"), Desc.width, Desc.height);
|
||||
|
||||
// Lock buffer and read data
|
||||
void* LockedData = nullptr;
|
||||
int32 Result = AHardwareBuffer_lock(Buffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
|
||||
|
||||
if (Result != 0 || !LockedData)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Error, TEXT("UpdateFromHardwareBuffer: Failed to lock buffer, result=%d"), Result);
|
||||
return;
|
||||
}
|
||||
|
||||
uint8* PixelData = static_cast<uint8*>(LockedData);
|
||||
|
||||
// Copy data to a buffer for update (accounting for stride)
|
||||
uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
|
||||
TArray<uint8> TextureData;
|
||||
TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
|
||||
|
||||
for (uint32 y = 0; y < Desc.height; y++)
|
||||
{
|
||||
FMemory::Memcpy(
|
||||
TextureData.GetData() + y * Desc.width * 4,
|
||||
PixelData + y * StridePixels * 4,
|
||||
Desc.width * 4
|
||||
);
|
||||
}
|
||||
|
||||
AHardwareBuffer_unlock(Buffer, nullptr);
|
||||
|
||||
// Update the texture using UTexture2DDynamic's update regions
|
||||
FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
|
||||
if (TextureResource)
|
||||
{
|
||||
ENQUEUE_RENDER_COMMAND(UpdateMosisTexture)(
|
||||
[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
|
||||
RHIUpdateTexture2D(
|
||||
TextureResource->GetTexture2DRHI(),
|
||||
0,
|
||||
Region,
|
||||
Width * 4,
|
||||
Data.GetData()
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::NotifyFrameAvailable()
|
||||
{
|
||||
if (!CurrentBuffer || !bIsReady)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(CurrentBuffer, &Desc);
|
||||
|
||||
// Lock buffer and read data
|
||||
void* LockedData = nullptr;
|
||||
int32 Result = AHardwareBuffer_lock(CurrentBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
|
||||
|
||||
if (Result != 0 || !LockedData)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint8* PixelData = static_cast<uint8*>(LockedData);
|
||||
|
||||
// Copy data to a buffer for update (accounting for stride)
|
||||
uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
|
||||
TArray<uint8> TextureData;
|
||||
TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
|
||||
|
||||
for (uint32 y = 0; y < Desc.height; y++)
|
||||
{
|
||||
FMemory::Memcpy(
|
||||
TextureData.GetData() + y * Desc.width * 4,
|
||||
PixelData + y * StridePixels * 4,
|
||||
Desc.width * 4
|
||||
);
|
||||
}
|
||||
|
||||
AHardwareBuffer_unlock(CurrentBuffer, nullptr);
|
||||
|
||||
// Update the texture
|
||||
FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
|
||||
if (TextureResource)
|
||||
{
|
||||
ENQUEUE_RENDER_COMMAND(UpdateMosisTextureFrame)(
|
||||
[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
|
||||
RHIUpdateTexture2D(
|
||||
TextureResource->GetTexture2DRHI(),
|
||||
0,
|
||||
Region,
|
||||
Width * 4,
|
||||
Data.GetData()
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
59
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.h
Normal file
59
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.h
Normal file
@@ -0,0 +1,59 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Texture2DDynamic.h"
|
||||
#include "MosisPhoneTexture.generated.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
#include <android/hardware_buffer.h>
|
||||
#endif
|
||||
|
||||
/**
|
||||
* UMosisPhoneTexture - Dynamic texture that displays the Mosis phone screen.
|
||||
*
|
||||
* This texture is updated from an AHardwareBuffer received from MosisService.
|
||||
* Inherits from UTexture2DDynamic for proper material integration.
|
||||
*/
|
||||
UCLASS()
|
||||
class UMosisPhoneTexture : public UTexture2DDynamic
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UMosisPhoneTexture();
|
||||
|
||||
/** Initialize the texture with dimensions */
|
||||
void Initialize(uint32 InWidth, uint32 InHeight);
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/**
|
||||
* Update the texture from a hardware buffer.
|
||||
* @param Buffer The AHardwareBuffer from MosisService
|
||||
*/
|
||||
void UpdateFromHardwareBuffer(AHardwareBuffer* Buffer);
|
||||
|
||||
/**
|
||||
* Notify that a new frame is available.
|
||||
* Copies buffer data to the texture.
|
||||
*/
|
||||
void NotifyFrameAvailable();
|
||||
|
||||
/** Store the current hardware buffer reference */
|
||||
void SetHardwareBuffer(AHardwareBuffer* Buffer) { CurrentBuffer = Buffer; }
|
||||
AHardwareBuffer* GetHardwareBuffer() const { return CurrentBuffer; }
|
||||
#endif
|
||||
|
||||
/** Check if the texture is ready for rendering */
|
||||
bool IsReady() const { return bIsReady; }
|
||||
|
||||
private:
|
||||
#if PLATFORM_ANDROID
|
||||
/** Current hardware buffer */
|
||||
AHardwareBuffer* CurrentBuffer = nullptr;
|
||||
#endif
|
||||
|
||||
/** True when texture has been initialized */
|
||||
bool bIsReady = false;
|
||||
};
|
||||
@@ -1,421 +0,0 @@
|
||||
#include "MosisVulkanTexture.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
|
||||
#include "Logging/LogMacros.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisVulkan, Log, All);
|
||||
|
||||
MosisVulkanTexture::~MosisVulkanTexture()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
bool MosisVulkanTexture::Initialize(VkInstance instance, VkPhysicalDevice physDevice, VkDevice device, uint32_t queueFamilyIndex)
|
||||
{
|
||||
if (m_Initialized)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
m_Instance = instance;
|
||||
m_PhysicalDevice = physDevice;
|
||||
m_Device = device;
|
||||
m_QueueFamilyIndex = queueFamilyIndex;
|
||||
|
||||
// Load extension function
|
||||
vkGetAndroidHardwareBufferPropertiesANDROID =
|
||||
reinterpret_cast<PFN_vkGetAndroidHardwareBufferPropertiesANDROID>(
|
||||
vkGetInstanceProcAddr(m_Instance, "vkGetAndroidHardwareBufferPropertiesANDROID")
|
||||
);
|
||||
|
||||
if (!vkGetAndroidHardwareBufferPropertiesANDROID)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("Initialize: vkGetAndroidHardwareBufferPropertiesANDROID not available"));
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Initialized = true;
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("Initialize: Success"));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MosisVulkanTexture::Create(AHardwareBuffer* buffer)
|
||||
{
|
||||
if (!m_Initialized)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("Create: Not initialized"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Created)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc desc{};
|
||||
AHardwareBuffer_describe(buffer, &desc);
|
||||
m_Width = desc.width;
|
||||
m_Height = desc.height;
|
||||
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("Create: %dx%d texture"), m_Width, m_Height);
|
||||
|
||||
if (!ImportHardwareBuffer(buffer))
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("Create: Failed to import hardware buffer"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!CreateLocalImage())
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("Create: Failed to create local image"));
|
||||
DestroyImportedResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Created = true;
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("Create: Success"));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MosisVulkanTexture::ImportHardwareBuffer(AHardwareBuffer* buffer)
|
||||
{
|
||||
// Query hardware buffer properties
|
||||
VkAndroidHardwareBufferFormatPropertiesANDROID formatProps{};
|
||||
formatProps.sType = VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_FORMAT_PROPERTIES_ANDROID;
|
||||
|
||||
VkAndroidHardwareBufferPropertiesANDROID props{};
|
||||
props.sType = VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_PROPERTIES_ANDROID;
|
||||
props.pNext = &formatProps;
|
||||
|
||||
if (vkGetAndroidHardwareBufferPropertiesANDROID(m_Device, buffer, &props) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("ImportHardwareBuffer: Failed to get properties"));
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Format = formatProps.format;
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("ImportHardwareBuffer: Format=%d"), static_cast<int>(m_Format));
|
||||
|
||||
// Create VkImage with external memory
|
||||
VkExternalMemoryImageCreateInfo extMemImageInfo{};
|
||||
extMemImageInfo.sType = VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO;
|
||||
extMemImageInfo.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_ANDROID_HARDWARE_BUFFER_BIT_ANDROID;
|
||||
|
||||
VkImageCreateInfo imageInfo{};
|
||||
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
imageInfo.pNext = &extMemImageInfo;
|
||||
imageInfo.imageType = VK_IMAGE_TYPE_2D;
|
||||
imageInfo.format = m_Format;
|
||||
imageInfo.extent = {m_Width, m_Height, 1};
|
||||
imageInfo.mipLevels = 1;
|
||||
imageInfo.arrayLayers = 1;
|
||||
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
imageInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
|
||||
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
|
||||
if (vkCreateImage(m_Device, &imageInfo, nullptr, &m_ImportedImage) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("ImportHardwareBuffer: Failed to create image"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Import memory from hardware buffer
|
||||
VkImportAndroidHardwareBufferInfoANDROID importInfo{};
|
||||
importInfo.sType = VK_STRUCTURE_TYPE_IMPORT_ANDROID_HARDWARE_BUFFER_INFO_ANDROID;
|
||||
importInfo.buffer = buffer;
|
||||
|
||||
VkMemoryDedicatedAllocateInfo dedicatedInfo{};
|
||||
dedicatedInfo.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO;
|
||||
dedicatedInfo.pNext = &importInfo;
|
||||
dedicatedInfo.image = m_ImportedImage;
|
||||
|
||||
VkMemoryAllocateInfo allocInfo{};
|
||||
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
allocInfo.pNext = &dedicatedInfo;
|
||||
allocInfo.allocationSize = props.allocationSize;
|
||||
allocInfo.memoryTypeIndex = FindMemoryType(props.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
||||
|
||||
if (vkAllocateMemory(m_Device, &allocInfo, nullptr, &m_ImportedMemory) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("ImportHardwareBuffer: Failed to allocate memory"));
|
||||
vkDestroyImage(m_Device, m_ImportedImage, nullptr);
|
||||
m_ImportedImage = VK_NULL_HANDLE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (vkBindImageMemory(m_Device, m_ImportedImage, m_ImportedMemory, 0) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("ImportHardwareBuffer: Failed to bind memory"));
|
||||
DestroyImportedResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("ImportHardwareBuffer: Success"));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MosisVulkanTexture::CreateLocalImage()
|
||||
{
|
||||
// Create local VkImage
|
||||
VkImageCreateInfo imageInfo{};
|
||||
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
imageInfo.imageType = VK_IMAGE_TYPE_2D;
|
||||
imageInfo.format = m_Format;
|
||||
imageInfo.extent = {m_Width, m_Height, 1};
|
||||
imageInfo.mipLevels = 1;
|
||||
imageInfo.arrayLayers = 1;
|
||||
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
imageInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
|
||||
if (vkCreateImage(m_Device, &imageInfo, nullptr, &m_LocalImage) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("CreateLocalImage: Failed to create image"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Allocate memory
|
||||
VkMemoryRequirements memReqs;
|
||||
vkGetImageMemoryRequirements(m_Device, m_LocalImage, &memReqs);
|
||||
|
||||
VkMemoryAllocateInfo allocInfo{};
|
||||
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
allocInfo.allocationSize = memReqs.size;
|
||||
allocInfo.memoryTypeIndex = FindMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
||||
|
||||
if (vkAllocateMemory(m_Device, &allocInfo, nullptr, &m_LocalMemory) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("CreateLocalImage: Failed to allocate memory"));
|
||||
vkDestroyImage(m_Device, m_LocalImage, nullptr);
|
||||
m_LocalImage = VK_NULL_HANDLE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (vkBindImageMemory(m_Device, m_LocalImage, m_LocalMemory, 0) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("CreateLocalImage: Failed to bind memory"));
|
||||
DestroyLocalResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create image view
|
||||
VkImageViewCreateInfo viewInfo{};
|
||||
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
viewInfo.image = m_LocalImage;
|
||||
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
viewInfo.format = m_Format;
|
||||
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
viewInfo.subresourceRange.baseMipLevel = 0;
|
||||
viewInfo.subresourceRange.levelCount = 1;
|
||||
viewInfo.subresourceRange.baseArrayLayer = 0;
|
||||
viewInfo.subresourceRange.layerCount = 1;
|
||||
|
||||
if (vkCreateImageView(m_Device, &viewInfo, nullptr, &m_LocalImageView) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("CreateLocalImage: Failed to create image view"));
|
||||
DestroyLocalResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create sampler
|
||||
VkSamplerCreateInfo samplerInfo{};
|
||||
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
samplerInfo.magFilter = VK_FILTER_LINEAR;
|
||||
samplerInfo.minFilter = VK_FILTER_LINEAR;
|
||||
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
||||
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
||||
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
||||
samplerInfo.anisotropyEnable = VK_FALSE;
|
||||
samplerInfo.maxAnisotropy = 1.0f;
|
||||
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
|
||||
samplerInfo.unnormalizedCoordinates = VK_FALSE;
|
||||
samplerInfo.compareEnable = VK_FALSE;
|
||||
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
||||
|
||||
if (vkCreateSampler(m_Device, &samplerInfo, nullptr, &m_Sampler) != VK_SUCCESS)
|
||||
{
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("CreateLocalImage: Failed to create sampler"));
|
||||
DestroyLocalResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogMosisVulkan, Log, TEXT("CreateLocalImage: Success"));
|
||||
return true;
|
||||
}
|
||||
|
||||
void MosisVulkanTexture::CopyToLocal(VkCommandBuffer cmd)
|
||||
{
|
||||
if (!m_Created)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Transition imported image to transfer src
|
||||
VkImageMemoryBarrier srcBarrier{};
|
||||
srcBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
srcBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
srcBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
|
||||
srcBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
srcBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
srcBarrier.image = m_ImportedImage;
|
||||
srcBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
srcBarrier.subresourceRange.baseMipLevel = 0;
|
||||
srcBarrier.subresourceRange.levelCount = 1;
|
||||
srcBarrier.subresourceRange.baseArrayLayer = 0;
|
||||
srcBarrier.subresourceRange.layerCount = 1;
|
||||
srcBarrier.srcAccessMask = 0;
|
||||
srcBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
||||
|
||||
vkCmdPipelineBarrier(
|
||||
cmd,
|
||||
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
|
||||
VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
0, 0, nullptr, 0, nullptr, 1, &srcBarrier
|
||||
);
|
||||
|
||||
// Transition local image to transfer dst
|
||||
VkImageMemoryBarrier dstBarrier{};
|
||||
dstBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
dstBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
dstBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
dstBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
dstBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
dstBarrier.image = m_LocalImage;
|
||||
dstBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
dstBarrier.subresourceRange.baseMipLevel = 0;
|
||||
dstBarrier.subresourceRange.levelCount = 1;
|
||||
dstBarrier.subresourceRange.baseArrayLayer = 0;
|
||||
dstBarrier.subresourceRange.layerCount = 1;
|
||||
dstBarrier.srcAccessMask = 0;
|
||||
dstBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
|
||||
vkCmdPipelineBarrier(
|
||||
cmd,
|
||||
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
|
||||
VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
0, 0, nullptr, 0, nullptr, 1, &dstBarrier
|
||||
);
|
||||
|
||||
// Copy image
|
||||
VkImageCopy copyRegion{};
|
||||
copyRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copyRegion.srcSubresource.layerCount = 1;
|
||||
copyRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copyRegion.dstSubresource.layerCount = 1;
|
||||
copyRegion.extent = {m_Width, m_Height, 1};
|
||||
|
||||
vkCmdCopyImage(
|
||||
cmd,
|
||||
m_ImportedImage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
|
||||
m_LocalImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
||||
1, ©Region
|
||||
);
|
||||
|
||||
// Transition local image to shader read
|
||||
VkImageMemoryBarrier shaderBarrier{};
|
||||
shaderBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
shaderBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
shaderBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
shaderBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
shaderBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
shaderBarrier.image = m_LocalImage;
|
||||
shaderBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
shaderBarrier.subresourceRange.baseMipLevel = 0;
|
||||
shaderBarrier.subresourceRange.levelCount = 1;
|
||||
shaderBarrier.subresourceRange.baseArrayLayer = 0;
|
||||
shaderBarrier.subresourceRange.layerCount = 1;
|
||||
shaderBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
shaderBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
|
||||
vkCmdPipelineBarrier(
|
||||
cmd,
|
||||
VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
||||
0, 0, nullptr, 0, nullptr, 1, &shaderBarrier
|
||||
);
|
||||
}
|
||||
|
||||
uint32_t MosisVulkanTexture::FindMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties)
|
||||
{
|
||||
VkPhysicalDeviceMemoryProperties memProps;
|
||||
vkGetPhysicalDeviceMemoryProperties(m_PhysicalDevice, &memProps);
|
||||
|
||||
for (uint32_t i = 0; i < memProps.memoryTypeCount; i++)
|
||||
{
|
||||
if ((typeFilter & (1 << i)) &&
|
||||
(memProps.memoryTypes[i].propertyFlags & properties) == properties)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogMosisVulkan, Error, TEXT("FindMemoryType: Failed to find suitable memory type"));
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MosisVulkanTexture::Destroy()
|
||||
{
|
||||
if (m_Device && m_Created)
|
||||
{
|
||||
vkDeviceWaitIdle(m_Device);
|
||||
}
|
||||
|
||||
DestroyLocalResources();
|
||||
DestroyImportedResources();
|
||||
|
||||
m_Width = 0;
|
||||
m_Height = 0;
|
||||
m_Created = false;
|
||||
}
|
||||
|
||||
void MosisVulkanTexture::DestroyImportedResources()
|
||||
{
|
||||
if (m_Device)
|
||||
{
|
||||
if (m_ImportedMemory != VK_NULL_HANDLE)
|
||||
{
|
||||
vkFreeMemory(m_Device, m_ImportedMemory, nullptr);
|
||||
m_ImportedMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
if (m_ImportedImage != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyImage(m_Device, m_ImportedImage, nullptr);
|
||||
m_ImportedImage = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MosisVulkanTexture::DestroyLocalResources()
|
||||
{
|
||||
if (m_Device)
|
||||
{
|
||||
if (m_Sampler != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroySampler(m_Device, m_Sampler, nullptr);
|
||||
m_Sampler = VK_NULL_HANDLE;
|
||||
}
|
||||
if (m_LocalImageView != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyImageView(m_Device, m_LocalImageView, nullptr);
|
||||
m_LocalImageView = VK_NULL_HANDLE;
|
||||
}
|
||||
if (m_LocalMemory != VK_NULL_HANDLE)
|
||||
{
|
||||
vkFreeMemory(m_Device, m_LocalMemory, nullptr);
|
||||
m_LocalMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
if (m_LocalImage != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyImage(m_Device, m_LocalImage, nullptr);
|
||||
m_LocalImage = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
@@ -1,87 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <vulkan/vulkan_android.h>
|
||||
#include <android/hardware_buffer.h>
|
||||
|
||||
/**
|
||||
* MosisVulkanTexture - Imports AHardwareBuffer as Vulkan texture for Unreal.
|
||||
* Creates both imported and local copy images for safe rendering.
|
||||
*/
|
||||
class MosisVulkanTexture
|
||||
{
|
||||
public:
|
||||
MosisVulkanTexture() = default;
|
||||
~MosisVulkanTexture();
|
||||
|
||||
/**
|
||||
* Initialize with Vulkan device objects.
|
||||
* Must be called before Create().
|
||||
*/
|
||||
bool Initialize(VkInstance instance, VkPhysicalDevice physDevice, VkDevice device, uint32_t queueFamilyIndex);
|
||||
|
||||
/**
|
||||
* Create texture from a hardware buffer.
|
||||
* @param buffer The AHardwareBuffer from the Mosis service
|
||||
* @return true if creation succeeded
|
||||
*/
|
||||
bool Create(AHardwareBuffer* buffer);
|
||||
|
||||
/**
|
||||
* Copy from imported image to local image.
|
||||
* Call this each frame when a new frame is available.
|
||||
*/
|
||||
void CopyToLocal(VkCommandBuffer cmd);
|
||||
|
||||
/**
|
||||
* Destroy all resources.
|
||||
*/
|
||||
void Destroy();
|
||||
|
||||
// Accessors
|
||||
VkImage GetLocalImage() const { return m_LocalImage; }
|
||||
VkImageView GetLocalImageView() const { return m_LocalImageView; }
|
||||
VkFormat GetFormat() const { return m_Format; }
|
||||
uint32_t GetWidth() const { return m_Width; }
|
||||
uint32_t GetHeight() const { return m_Height; }
|
||||
bool IsValid() const { return m_Created; }
|
||||
|
||||
private:
|
||||
bool ImportHardwareBuffer(AHardwareBuffer* buffer);
|
||||
bool CreateLocalImage();
|
||||
void DestroyImportedResources();
|
||||
void DestroyLocalResources();
|
||||
uint32_t FindMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties);
|
||||
|
||||
// Vulkan objects
|
||||
VkInstance m_Instance = VK_NULL_HANDLE;
|
||||
VkPhysicalDevice m_PhysicalDevice = VK_NULL_HANDLE;
|
||||
VkDevice m_Device = VK_NULL_HANDLE;
|
||||
uint32_t m_QueueFamilyIndex = 0;
|
||||
|
||||
// Imported from HardwareBuffer
|
||||
VkImage m_ImportedImage = VK_NULL_HANDLE;
|
||||
VkDeviceMemory m_ImportedMemory = VK_NULL_HANDLE;
|
||||
|
||||
// Local copy for safe rendering
|
||||
VkImage m_LocalImage = VK_NULL_HANDLE;
|
||||
VkDeviceMemory m_LocalMemory = VK_NULL_HANDLE;
|
||||
VkImageView m_LocalImageView = VK_NULL_HANDLE;
|
||||
VkSampler m_Sampler = VK_NULL_HANDLE;
|
||||
|
||||
// Format info
|
||||
VkFormat m_Format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
uint32_t m_Width = 0;
|
||||
uint32_t m_Height = 0;
|
||||
|
||||
bool m_Initialized = false;
|
||||
bool m_Created = false;
|
||||
|
||||
// Extension function pointer
|
||||
PFN_vkGetAndroidHardwareBufferPropertiesANDROID vkGetAndroidHardwareBufferPropertiesANDROID = nullptr;
|
||||
};
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
@@ -13,6 +13,9 @@ class UMaterialInstanceDynamic;
|
||||
/**
|
||||
* AMosisPhoneActor - Pre-configured actor for displaying the Mosis phone.
|
||||
* Contains mesh, material, and phone component ready for use.
|
||||
*
|
||||
* By default, uses Engine's basic plane mesh. For custom phone models,
|
||||
* set the PhoneMesh property to your mesh asset.
|
||||
*/
|
||||
UCLASS(BlueprintType, Blueprintable)
|
||||
class MOSISSDK_API AMosisPhoneActor : public AActor
|
||||
@@ -23,6 +26,7 @@ public:
|
||||
AMosisPhoneActor();
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
/**
|
||||
* Send a touch event to the phone at world coordinates.
|
||||
@@ -66,6 +70,21 @@ protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis")
|
||||
FVector4 ScreenBoundsLocal = FVector4(-50.0f, -100.0f, 50.0f, 100.0f);
|
||||
|
||||
/**
|
||||
* Base material to use for the phone screen.
|
||||
* Should have a texture parameter matching TextureParameterName on the PhoneComponent.
|
||||
* If not set, a simple unlit emissive material will be created.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis")
|
||||
TObjectPtr<UMaterialInterface> BaseMaterial;
|
||||
|
||||
/**
|
||||
* Phone screen dimensions in world units.
|
||||
* Default is 10x21.7 cm (typical smartphone aspect ratio 9:19.5)
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis")
|
||||
FVector2D ScreenSizeWorld = FVector2D(10.0f, 21.7f);
|
||||
|
||||
private:
|
||||
/** Convert world hit to UV coordinates */
|
||||
bool WorldToPhoneUV(FVector WorldLocation, FVector2D& OutUV) const;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "MosisPhoneComponent.generated.h"
|
||||
|
||||
class UMaterialInstanceDynamic;
|
||||
class UTexture2D;
|
||||
class UMosisPhoneTexture;
|
||||
|
||||
/**
|
||||
* Touch event type for phone interactions.
|
||||
@@ -50,7 +50,7 @@ public:
|
||||
* @return The texture showing the phone screen, or nullptr if not ready
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis")
|
||||
UTexture2D* GetPhoneTexture() const { return PhoneTexture; }
|
||||
UTexture* GetPhoneTexture() const;
|
||||
|
||||
/**
|
||||
* Check if the phone is connected and ready.
|
||||
@@ -90,20 +90,15 @@ protected:
|
||||
private:
|
||||
/** Phone screen texture */
|
||||
UPROPERTY()
|
||||
UTexture2D* PhoneTexture;
|
||||
TObjectPtr<UMosisPhoneTexture> PhoneTexture;
|
||||
|
||||
/** Screen dimensions from service */
|
||||
int32 ScreenWidth = 0;
|
||||
int32 ScreenHeight = 0;
|
||||
|
||||
/** Flag to track pending texture updates */
|
||||
bool bPendingTextureUpdate = false;
|
||||
TAtomic<bool> bPendingTextureUpdate{false};
|
||||
|
||||
/** Flag to track if we need to recreate the texture */
|
||||
bool bNeedsTextureCreate = false;
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/** Vulkan texture wrapper */
|
||||
TSharedPtr<class MosisVulkanTexture> VulkanTexture;
|
||||
#endif
|
||||
TAtomic<bool> bNeedsTextureCreate{false};
|
||||
};
|
||||
|
||||
67
Scripts/create_phone_material.py
Normal file
67
Scripts/create_phone_material.py
Normal file
@@ -0,0 +1,67 @@
|
||||
# Unreal Editor Python script to create the Mosis phone screen material
|
||||
# Run this in the Editor: File > Execute Python Script
|
||||
# Or from Python console: exec(open('Scripts/create_phone_material.py').read())
|
||||
|
||||
import unreal
|
||||
|
||||
def create_phone_screen_material():
|
||||
"""Create an unlit emissive material for displaying the phone screen."""
|
||||
|
||||
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
|
||||
material_factory = unreal.MaterialFactoryNew()
|
||||
|
||||
# Create the material asset
|
||||
material_path = "/Game/Mosis/Materials"
|
||||
material_name = "M_PhoneScreen"
|
||||
|
||||
# Check if material already exists
|
||||
if unreal.EditorAssetLibrary.does_asset_exist(f"{material_path}/{material_name}"):
|
||||
unreal.log_warning(f"Material {material_name} already exists, skipping creation")
|
||||
return unreal.load_asset(f"{material_path}/{material_name}")
|
||||
|
||||
# Create the material
|
||||
material = asset_tools.create_asset(
|
||||
material_name,
|
||||
material_path,
|
||||
unreal.Material,
|
||||
material_factory
|
||||
)
|
||||
|
||||
if not material:
|
||||
unreal.log_error("Failed to create material")
|
||||
return None
|
||||
|
||||
# Configure material properties for phone screen display
|
||||
material.set_editor_property("shading_model", unreal.MaterialShadingModel.MSM_UNLIT)
|
||||
material.set_editor_property("blend_mode", unreal.BlendMode.BLEND_OPAQUE)
|
||||
material.set_editor_property("two_sided", False)
|
||||
|
||||
# Get the material editor subsystem to add nodes
|
||||
mel = unreal.MaterialEditingLibrary
|
||||
|
||||
# Create texture parameter node
|
||||
texture_param = mel.create_material_expression(
|
||||
material,
|
||||
unreal.MaterialExpressionTextureSampleParameter2D,
|
||||
-400, 0
|
||||
)
|
||||
texture_param.set_editor_property("parameter_name", "PhoneScreen")
|
||||
|
||||
# Connect texture RGB to emissive color
|
||||
mel.connect_material_property(
|
||||
texture_param, "RGB",
|
||||
unreal.MaterialProperty.MP_EMISSIVE_COLOR
|
||||
)
|
||||
|
||||
# Recompile the material
|
||||
mel.recompile_material(material)
|
||||
|
||||
# Save the asset
|
||||
unreal.EditorAssetLibrary.save_asset(f"{material_path}/{material_name}")
|
||||
|
||||
unreal.log(f"Created material: {material_path}/{material_name}")
|
||||
return material
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
create_phone_screen_material()
|
||||
Reference in New Issue
Block a user