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| Author | SHA1 | Date | |
|---|---|---|---|
| 9cd16d98e4 | |||
| fb58c2d959 | |||
| 9cf3ffdbaf | |||
| dc1bd14ff0 | |||
| 554a946e60 | |||
| b349b86108 |
@@ -19,7 +19,7 @@ public static final XAPKFile[] xAPKS = {
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new XAPKFile(
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true, // true signifies a main file
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"1", // the version of the APK that the file was uploaded against
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97538444L // the length of the file in bytes
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98985607L // the length of the file in bytes
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)
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};
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};
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File diff suppressed because one or more lines are too long
@@ -85,7 +85,7 @@ bAllowClientSideNavigation=True
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_VirtualRealityBP",NewGameName="/Script/MosisUnreal")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bEnablePlugin=False
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bAllowNetworkConnection=True
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SecurityToken=40AD4D57409C43F8A8ADC6BE2AFF4735
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bIncludeInShipping=False
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@@ -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/Fab/Generic_Phone_-_Low_poly/Bezels.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Bezels.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Camera.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Camera.uasset
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Content/Fab/Generic_Phone_-_Low_poly/CameraGlass.uasset
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Content/Fab/Generic_Phone_-_Low_poly/CameraGlass.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Color-sides.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Color-sides.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Color.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Color.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Dark.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Dark.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Flash.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Flash.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Plastic.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Plastic.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Screen.uasset
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Content/Fab/Generic_Phone_-_Low_poly/Screen.uasset
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Content/Fab/Generic_Phone_-_Low_poly/phone.uasset
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Content/Fab/Generic_Phone_-_Low_poly/phone.uasset
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Content/Mosis/Input/Actions/IA_MosisClick.uasset
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Content/Mosis/Input/Actions/IA_MosisClick.uasset
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Content/Mosis/Materials/M_PhoneScreen.uasset
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Content/Mosis/Materials/M_PhoneScreen.uasset
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Content/Mosis/Phone/BP_MosisPhone.uasset
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Content/Mosis/Phone/BP_MosisPhone.uasset
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Content/Mosis/Textures/uvgrid.uasset
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Content/Mosis/Textures/uvgrid.uasset
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@@ -3,7 +3,7 @@
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "MosisSDK",
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"Description": "",
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"Description": "Mosis Virtual Phone SDK for VR",
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"Category": "Other",
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"CreatedBy": "OmixLab LTD",
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"CreatedByURL": "",
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@@ -20,5 +20,11 @@
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "EnhancedInput",
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"Enabled": true
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}
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]
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}
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@@ -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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@@ -26,7 +26,9 @@ public class MosisSDK : ModuleRules
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"Slate",
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"SlateCore",
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"RenderCore",
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"RHI"
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"RHI",
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"EnhancedInput",
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"InputCore"
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}
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);
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@@ -35,7 +37,8 @@ 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 +4,41 @@
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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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// Configure collision for raycast detection
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PhoneMesh->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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PhoneMesh->SetCollisionResponseToAllChannels(ECR_Ignore);
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PhoneMesh->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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PhoneMesh->SetGenerateOverlapEvents(false);
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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 +49,34 @@ 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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// Flip the mesh on Y axis to correct texture orientation
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// (OpenGL renders with origin at bottom-left, Vulkan/UE5 expects top-left)
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FVector CurrentScale = PhoneMesh->GetRelativeScale3D();
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PhoneMesh->SetRelativeScale3D(FVector(CurrentScale.X, -CurrentScale.Y, CurrentScale.Z));
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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 +87,25 @@ 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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@@ -84,5 +148,8 @@ bool AMosisPhoneActor::WorldToPhoneUV(FVector WorldLocation, FVector2D& OutUV) c
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OutUV.X = (LocalLocation.X - MinX) / (MaxX - MinX);
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OutUV.Y = (LocalLocation.Y - MinY) / (MaxY - MinY);
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// Flip Y to match the flipped mesh scale (corrects for OpenGL vs Vulkan coordinate systems)
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OutUV.Y = 1.0f - OutUV.Y;
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return true;
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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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|
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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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|
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Super::EndPlay(EndPlayReason);
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}
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||||
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@@ -79,16 +89,14 @@ void UMosisPhoneComponent::TickComponent(float DeltaTime, ELevelTick TickType, F
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||||
|
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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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bNeedsTextureCreate = false;
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OnBufferAvailable();
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||||
}
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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()
|
||||
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: %dx%d"), ScreenWidth, ScreenHeight);
|
||||
|
||||
// TODO: Initialize Vulkan texture on render thread
|
||||
// This requires accessing UE5's Vulkan RHI which has platform-specific APIs.
|
||||
// For now, we log the buffer availability and dimensions.
|
||||
// Full implementation would:
|
||||
// 1. Get VkDevice from GVulkanRHI or IVulkanDynamicRHI
|
||||
// 2. Create MosisVulkanTexture and import the HardwareBuffer
|
||||
// 3. Create UTexture2D wrapping the Vulkan image
|
||||
|
||||
// Create placeholder texture
|
||||
// Create phone texture if needed
|
||||
if (!PhoneTexture)
|
||||
{
|
||||
PhoneTexture = UTexture2D::CreateTransient(ScreenWidth, ScreenHeight, PF_R8G8B8A8);
|
||||
if (PhoneTexture)
|
||||
{
|
||||
PhoneTexture->UpdateResource();
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: Created placeholder texture"));
|
||||
}
|
||||
PhoneTexture = NewObject<UMosisPhoneTexture>(this);
|
||||
PhoneTexture->Initialize(ScreenWidth, ScreenHeight);
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("OnBufferAvailable: Created phone texture"));
|
||||
}
|
||||
|
||||
// Import the hardware buffer for GPU-accelerated updates
|
||||
PhoneTexture->ImportHardwareBuffer(Buffer);
|
||||
|
||||
// Update material if set
|
||||
if (PhoneMaterial && PhoneTexture)
|
||||
{
|
||||
@@ -185,19 +185,29 @@ void UMosisPhoneComponent::OnBufferAvailable()
|
||||
void UMosisPhoneComponent::OnFrameAvailable()
|
||||
{
|
||||
#if PLATFORM_ANDROID
|
||||
if (!VulkanTexture || !VulkanTexture->IsValid())
|
||||
if (!PhoneTexture || !PhoneTexture->HasImportedBuffer())
|
||||
{
|
||||
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.
|
||||
// Perform GPU-to-GPU copy from imported hardware buffer
|
||||
PhoneTexture->CopyFromImportedBuffer();
|
||||
|
||||
// Log occasionally to avoid spam
|
||||
static int32 FrameCount = 0;
|
||||
if (++FrameCount % 60 == 0)
|
||||
{
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("OnFrameAvailable: Frame %d (GPU copy)"), FrameCount);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void UMosisPhoneComponent::UpdateTextureOnRenderThread()
|
||||
{
|
||||
// Reserved for render thread texture updates
|
||||
// No longer needed - handled by UMosisPhoneTexture
|
||||
}
|
||||
|
||||
UTexture* UMosisPhoneComponent::GetPhoneTexture() const
|
||||
{
|
||||
return PhoneTexture;
|
||||
}
|
||||
|
||||
160
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.cpp
Normal file
160
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.cpp
Normal file
@@ -0,0 +1,160 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#include "MosisPhoneTexture.h"
|
||||
#include "RenderingThread.h"
|
||||
#include "RHICommandList.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
#include "IVulkanDynamicRHI.h"
|
||||
#endif
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisPhoneTexture, Log, All);
|
||||
|
||||
UMosisPhoneTexture::UMosisPhoneTexture()
|
||||
{
|
||||
SRGB = true;
|
||||
Filter = TF_Bilinear;
|
||||
}
|
||||
|
||||
UMosisPhoneTexture::~UMosisPhoneTexture()
|
||||
{
|
||||
#if PLATFORM_ANDROID
|
||||
// Release imported texture RHI resource
|
||||
if (ImportedTextureRHI.IsValid())
|
||||
{
|
||||
ImportedTextureRHI.SafeRelease();
|
||||
}
|
||||
CurrentBuffer = nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::Initialize(uint32 InWidth, uint32 InHeight)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("Initialize: %dx%d"), InWidth, InHeight);
|
||||
|
||||
TextureWidth = InWidth;
|
||||
TextureHeight = InHeight;
|
||||
|
||||
// Initialize the UTexture2DDynamic base - this creates our destination texture
|
||||
Init(InWidth, InHeight, PF_R8G8B8A8, false);
|
||||
|
||||
bIsReady = true;
|
||||
}
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
|
||||
void UMosisPhoneTexture::ImportHardwareBuffer(AHardwareBuffer* Buffer)
|
||||
{
|
||||
if (!Buffer)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Warning, TEXT("ImportHardwareBuffer: null buffer"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(Buffer, &Desc);
|
||||
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("ImportHardwareBuffer: %dx%d, format=%d, usage=0x%x"),
|
||||
Desc.width, Desc.height, Desc.format, Desc.usage);
|
||||
|
||||
// Verify buffer has GPU sampled image usage (required for Vulkan import)
|
||||
if ((Desc.usage & AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE) == 0)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Error,
|
||||
TEXT("ImportHardwareBuffer: Buffer missing AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE flag"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if RHI is Vulkan
|
||||
if (GDynamicRHI->GetInterfaceType() != ERHIInterfaceType::Vulkan)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Error,
|
||||
TEXT("ImportHardwareBuffer: Vulkan RHI required for hardware buffer import"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Release old imported texture if any
|
||||
if (ImportedTextureRHI.IsValid())
|
||||
{
|
||||
ImportedTextureRHI.SafeRelease();
|
||||
}
|
||||
|
||||
CurrentBuffer = Buffer;
|
||||
|
||||
// Import the hardware buffer using UE5's Vulkan RHI API
|
||||
// This creates a VkImage backed by the AHardwareBuffer's shared memory (zero-copy)
|
||||
IVulkanDynamicRHI* VulkanRHI = GetIVulkanDynamicRHI();
|
||||
ImportedTextureRHI = VulkanRHI->RHICreateTexture2DFromAndroidHardwareBuffer(Buffer);
|
||||
|
||||
if (ImportedTextureRHI.IsValid())
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Log,
|
||||
TEXT("ImportHardwareBuffer: Successfully imported as Vulkan texture"));
|
||||
|
||||
// Initialize our destination texture if not done yet
|
||||
if (!bIsReady)
|
||||
{
|
||||
Initialize(Desc.width, Desc.height);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Error,
|
||||
TEXT("ImportHardwareBuffer: Failed to create Vulkan texture from hardware buffer"));
|
||||
}
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::CopyFromImportedBuffer()
|
||||
{
|
||||
if (!ImportedTextureRHI.IsValid() || !bIsReady)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get our destination texture resource
|
||||
FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
|
||||
if (!TextureResource)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FTextureRHIRef DestTextureRHI = TextureResource->GetTexture2DRHI();
|
||||
if (!DestTextureRHI.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Capture references for the render thread lambda
|
||||
FTextureRHIRef SrcTexture = ImportedTextureRHI;
|
||||
FTextureRHIRef DstTexture = DestTextureRHI;
|
||||
uint32 Width = TextureWidth;
|
||||
uint32 Height = TextureHeight;
|
||||
|
||||
// Enqueue GPU-to-GPU copy on render thread
|
||||
ENQUEUE_RENDER_COMMAND(CopyMosisTexture)(
|
||||
[SrcTexture, DstTexture, Width, Height](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
// Transition source to copy source state
|
||||
RHICmdList.Transition(FRHITransitionInfo(SrcTexture, ERHIAccess::Unknown, ERHIAccess::CopySrc));
|
||||
|
||||
// Transition destination to copy dest state
|
||||
RHICmdList.Transition(FRHITransitionInfo(DstTexture, ERHIAccess::Unknown, ERHIAccess::CopyDest));
|
||||
|
||||
// Perform GPU copy
|
||||
FRHICopyTextureInfo CopyInfo;
|
||||
CopyInfo.Size.X = Width;
|
||||
CopyInfo.Size.Y = Height;
|
||||
CopyInfo.Size.Z = 1;
|
||||
CopyInfo.NumMips = 1;
|
||||
CopyInfo.NumSlices = 1;
|
||||
|
||||
RHICmdList.CopyTexture(SrcTexture, DstTexture, CopyInfo);
|
||||
|
||||
// Transition destination back to shader resource for rendering
|
||||
RHICmdList.Transition(FRHITransitionInfo(DstTexture, ERHIAccess::CopyDest, ERHIAccess::SRVMask));
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
68
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.h
Normal file
68
Plugins/MosisSDK/Source/MosisSDK/Private/MosisPhoneTexture.h
Normal file
@@ -0,0 +1,68 @@
|
||||
// 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.
|
||||
* Uses GPU-to-GPU copy via Vulkan external memory import for optimal performance.
|
||||
* Inherits from UTexture2DDynamic for proper material integration.
|
||||
*/
|
||||
UCLASS()
|
||||
class UMosisPhoneTexture : public UTexture2DDynamic
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UMosisPhoneTexture();
|
||||
virtual ~UMosisPhoneTexture();
|
||||
|
||||
/** Initialize the texture with dimensions */
|
||||
void Initialize(uint32 InWidth, uint32 InHeight);
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/**
|
||||
* Import a hardware buffer for GPU-accelerated texture updates.
|
||||
* Creates a Vulkan image from the AHardwareBuffer for zero-copy import.
|
||||
* @param Buffer The AHardwareBuffer from MosisService
|
||||
*/
|
||||
void ImportHardwareBuffer(AHardwareBuffer* Buffer);
|
||||
|
||||
/**
|
||||
* Perform GPU-to-GPU copy from imported buffer to this texture.
|
||||
* Called each frame when new content is available.
|
||||
*/
|
||||
void CopyFromImportedBuffer();
|
||||
|
||||
/** Check if the imported buffer is valid */
|
||||
bool HasImportedBuffer() const { return ImportedTextureRHI.IsValid(); }
|
||||
#endif
|
||||
|
||||
/** Check if the texture is ready for rendering */
|
||||
bool IsReady() const { return bIsReady; }
|
||||
|
||||
private:
|
||||
#if PLATFORM_ANDROID
|
||||
/** RHI texture imported from AHardwareBuffer (zero-copy Vulkan import) */
|
||||
FTextureRHIRef ImportedTextureRHI;
|
||||
|
||||
/** Current hardware buffer reference */
|
||||
AHardwareBuffer* CurrentBuffer = nullptr;
|
||||
#endif
|
||||
|
||||
/** True when texture has been initialized */
|
||||
bool bIsReady = false;
|
||||
|
||||
/** Texture dimensions */
|
||||
uint32 TextureWidth = 0;
|
||||
uint32 TextureHeight = 0;
|
||||
};
|
||||
@@ -0,0 +1,236 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "MosisPointerComponent.h"
|
||||
#include "MosisPhoneActor.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "InputAction.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "DrawDebugHelpers.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisPointer, Log, All);
|
||||
|
||||
UMosisPointerComponent::UMosisPointerComponent()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Try to setup input bindings after a short delay to ensure player controller is ready
|
||||
if (TriggerAction)
|
||||
{
|
||||
SetupInputBindings();
|
||||
}
|
||||
|
||||
UE_LOG(LogMosisPointer, Log, TEXT("MosisPointerComponent initialized. RayLength: %.1f"), RayLength);
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::SetupInputBindings()
|
||||
{
|
||||
if (bInputBound)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AActor* Owner = GetOwner();
|
||||
if (!Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the owning pawn and its controller
|
||||
APawn* OwningPawn = Cast<APawn>(Owner);
|
||||
if (!OwningPawn)
|
||||
{
|
||||
OwningPawn = Owner->GetInstigator<APawn>();
|
||||
}
|
||||
|
||||
if (!OwningPawn)
|
||||
{
|
||||
UE_LOG(LogMosisPointer, Warning, TEXT("Could not find owning pawn for input binding"));
|
||||
return;
|
||||
}
|
||||
|
||||
APlayerController* PC = Cast<APlayerController>(OwningPawn->GetController());
|
||||
if (!PC)
|
||||
{
|
||||
UE_LOG(LogMosisPointer, Warning, TEXT("Could not find player controller for input binding"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the Enhanced Input component from the pawn
|
||||
UEnhancedInputComponent* EnhancedInput = Cast<UEnhancedInputComponent>(OwningPawn->InputComponent);
|
||||
if (!EnhancedInput)
|
||||
{
|
||||
UE_LOG(LogMosisPointer, Warning, TEXT("Could not find Enhanced Input component on pawn"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Bind the trigger action
|
||||
EnhancedInput->BindAction(TriggerAction, ETriggerEvent::Triggered, this, &UMosisPointerComponent::OnTriggerAction);
|
||||
EnhancedInput->BindAction(TriggerAction, ETriggerEvent::Completed, this, &UMosisPointerComponent::OnTriggerAction);
|
||||
|
||||
bInputBound = true;
|
||||
UE_LOG(LogMosisPointer, Log, TEXT("Successfully bound trigger input action"));
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::OnTriggerAction(const FInputActionInstance& Instance)
|
||||
{
|
||||
// Triggered = pressed, Completed = released
|
||||
bIsTriggerPressed = (Instance.GetTriggerEvent() == ETriggerEvent::Triggered);
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::SetTriggerPressed(bool bPressed)
|
||||
{
|
||||
bIsTriggerPressed = bPressed;
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
// Try to bind input if not yet bound and we have an action
|
||||
if (TriggerAction && !bInputBound)
|
||||
{
|
||||
SetupInputBindings();
|
||||
}
|
||||
|
||||
// Perform raycast to find phone
|
||||
PerformRaycast();
|
||||
|
||||
// Update touch state and send events
|
||||
UpdateTouchState();
|
||||
|
||||
// Draw debug visualization
|
||||
if (bShowDebugRay)
|
||||
{
|
||||
DrawDebugRay();
|
||||
}
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::PerformRaycast()
|
||||
{
|
||||
FVector Start = GetComponentLocation();
|
||||
FVector Direction = GetForwardVector();
|
||||
FVector End = Start + Direction * RayLength;
|
||||
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Params;
|
||||
Params.AddIgnoredActor(GetOwner());
|
||||
|
||||
// Also ignore any parent actors
|
||||
AActor* Parent = GetOwner() ? GetOwner()->GetAttachParentActor() : nullptr;
|
||||
while (Parent)
|
||||
{
|
||||
Params.AddIgnoredActor(Parent);
|
||||
Parent = Parent->GetAttachParentActor();
|
||||
}
|
||||
|
||||
bool bHit = GetWorld()->LineTraceSingleByChannel(
|
||||
Hit, Start, End, TraceChannel, Params);
|
||||
|
||||
if (bHit)
|
||||
{
|
||||
AMosisPhoneActor* HitPhone = Cast<AMosisPhoneActor>(Hit.GetActor());
|
||||
if (HitPhone)
|
||||
{
|
||||
CurrentPhone = HitPhone;
|
||||
CurrentHitLocation = Hit.ImpactPoint;
|
||||
bIsOverPhone = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentPhone = nullptr;
|
||||
bIsOverPhone = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentPhone = nullptr;
|
||||
bIsOverPhone = false;
|
||||
}
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::UpdateTouchState()
|
||||
{
|
||||
// Detect state transitions
|
||||
bool bJustPressed = bIsTriggerPressed && !bWasTriggerPressed;
|
||||
bool bJustReleased = !bIsTriggerPressed && bWasTriggerPressed;
|
||||
|
||||
if (bIsOverPhone && CurrentPhone.IsValid())
|
||||
{
|
||||
if (bJustPressed)
|
||||
{
|
||||
// Touch down
|
||||
CurrentPhone->SendTouchAtWorldLocation(CurrentHitLocation, EMosisTouchType::Down);
|
||||
LastTouchedPhone = CurrentPhone;
|
||||
LastHitLocation = CurrentHitLocation;
|
||||
UE_LOG(LogMosisPointer, Verbose, TEXT("Touch Down at (%.1f, %.1f, %.1f)"),
|
||||
CurrentHitLocation.X, CurrentHitLocation.Y, CurrentHitLocation.Z);
|
||||
}
|
||||
else if (bIsTriggerPressed)
|
||||
{
|
||||
// Touch move (only if position changed significantly)
|
||||
if (FVector::DistSquared(CurrentHitLocation, LastHitLocation) > 0.01f)
|
||||
{
|
||||
CurrentPhone->SendTouchAtWorldLocation(CurrentHitLocation, EMosisTouchType::Move);
|
||||
LastHitLocation = CurrentHitLocation;
|
||||
}
|
||||
}
|
||||
else if (bJustReleased)
|
||||
{
|
||||
// Touch up
|
||||
CurrentPhone->SendTouchAtWorldLocation(CurrentHitLocation, EMosisTouchType::Up);
|
||||
LastTouchedPhone = nullptr;
|
||||
UE_LOG(LogMosisPointer, Verbose, TEXT("Touch Up at (%.1f, %.1f, %.1f)"),
|
||||
CurrentHitLocation.X, CurrentHitLocation.Y, CurrentHitLocation.Z);
|
||||
}
|
||||
}
|
||||
else if (bJustReleased && LastTouchedPhone.IsValid())
|
||||
{
|
||||
// Ray moved off phone while pressed, but trigger was just released
|
||||
// Send up event to the last touched phone
|
||||
LastTouchedPhone->SendTouchAtWorldLocation(LastHitLocation, EMosisTouchType::Up);
|
||||
LastTouchedPhone = nullptr;
|
||||
UE_LOG(LogMosisPointer, Verbose, TEXT("Touch Up (off-phone) at (%.1f, %.1f, %.1f)"),
|
||||
LastHitLocation.X, LastHitLocation.Y, LastHitLocation.Z);
|
||||
}
|
||||
|
||||
bWasTriggerPressed = bIsTriggerPressed;
|
||||
}
|
||||
|
||||
void UMosisPointerComponent::DrawDebugRay() const
|
||||
{
|
||||
FVector Start = GetComponentLocation();
|
||||
FVector Direction = GetForwardVector();
|
||||
FVector End = bIsOverPhone ? CurrentHitLocation : (Start + Direction * RayLength);
|
||||
|
||||
FColor Color = bIsOverPhone ? DebugRayHitColor.ToFColor(true) : DebugRayColor.ToFColor(true);
|
||||
|
||||
DrawDebugLine(GetWorld(), Start, End, Color, false, -1.0f, 0, 1.0f);
|
||||
|
||||
if (bIsOverPhone)
|
||||
{
|
||||
// Draw hit point
|
||||
DrawDebugSphere(GetWorld(), CurrentHitLocation, 2.0f, 8, Color, false, -1.0f, 0, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
AMosisPhoneActor* UMosisPointerComponent::GetTargetPhone() const
|
||||
{
|
||||
return CurrentPhone.Get();
|
||||
}
|
||||
|
||||
FVector UMosisPointerComponent::GetRayOrigin() const
|
||||
{
|
||||
return GetComponentLocation();
|
||||
}
|
||||
|
||||
FVector UMosisPointerComponent::GetRayDirection() const
|
||||
{
|
||||
return GetForwardVector();
|
||||
}
|
||||
@@ -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};
|
||||
};
|
||||
|
||||
133
Plugins/MosisSDK/Source/MosisSDK/Public/MosisPointerComponent.h
Normal file
133
Plugins/MosisSDK/Source/MosisSDK/Public/MosisPointerComponent.h
Normal file
@@ -0,0 +1,133 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "MosisPhoneComponent.h"
|
||||
#include "MosisPointerComponent.generated.h"
|
||||
|
||||
class AMosisPhoneActor;
|
||||
class UInputAction;
|
||||
struct FInputActionInstance;
|
||||
|
||||
/**
|
||||
* UMosisPointerComponent - VR ray interaction component for Mosis phone.
|
||||
*
|
||||
* Attach this component as a child of a motion controller to enable
|
||||
* VR pointer-based touch interaction with MosisPhoneActor.
|
||||
*
|
||||
* Usage:
|
||||
* 1. Add as child of MotionControllerComponent
|
||||
* 2. Set TriggerAction to your trigger input action (optional)
|
||||
* 3. Touch events are sent automatically when pointing at a phone and triggering
|
||||
*
|
||||
* Manual control (without Enhanced Input):
|
||||
* - Call SetTriggerPressed(true/false) from your input handling code
|
||||
*/
|
||||
UCLASS(ClassGroup=(Mosis), meta=(BlueprintSpawnableComponent))
|
||||
class MOSISSDK_API UMosisPointerComponent : public USceneComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UMosisPointerComponent();
|
||||
|
||||
// Configuration
|
||||
|
||||
/** Maximum ray length for detecting phone actors (in cm) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Pointer")
|
||||
float RayLength = 500.0f;
|
||||
|
||||
/** Draw debug ray visualization */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Pointer")
|
||||
bool bShowDebugRay = false;
|
||||
|
||||
/** Color of the debug ray when not hitting anything */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Pointer", meta=(EditCondition="bShowDebugRay"))
|
||||
FLinearColor DebugRayColor = FLinearColor::Red;
|
||||
|
||||
/** Color of the debug ray when hitting a phone */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Pointer", meta=(EditCondition="bShowDebugRay"))
|
||||
FLinearColor DebugRayHitColor = FLinearColor::Green;
|
||||
|
||||
/** Collision channel used for raycast */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Pointer")
|
||||
TEnumAsByte<ECollisionChannel> TraceChannel = ECC_Visibility;
|
||||
|
||||
// Input
|
||||
|
||||
/**
|
||||
* Enhanced Input Action for trigger press.
|
||||
* If set, the component will automatically bind to this action.
|
||||
* Leave null to use manual SetTriggerPressed() calls.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mosis|Input")
|
||||
TObjectPtr<UInputAction> TriggerAction;
|
||||
|
||||
// State queries
|
||||
|
||||
/** Check if the pointer is currently pointing at a phone */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
bool IsPointingAtPhone() const { return bIsOverPhone; }
|
||||
|
||||
/** Get the phone actor currently being pointed at (nullptr if none) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
AMosisPhoneActor* GetTargetPhone() const;
|
||||
|
||||
/** Get the world location where the ray hits the phone */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
FVector GetHitLocation() const { return CurrentHitLocation; }
|
||||
|
||||
/** Get the current ray origin in world space */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
FVector GetRayOrigin() const;
|
||||
|
||||
/** Get the current ray direction in world space */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
FVector GetRayDirection() const;
|
||||
|
||||
/** Check if the trigger is currently pressed */
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
bool IsTriggerPressed() const { return bIsTriggerPressed; }
|
||||
|
||||
// Manual control
|
||||
|
||||
/**
|
||||
* Manually set the trigger pressed state.
|
||||
* Use this when not using Enhanced Input, or for custom input handling.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Mosis|Pointer")
|
||||
void SetTriggerPressed(bool bPressed);
|
||||
|
||||
protected:
|
||||
// UActorComponent interface
|
||||
virtual void BeginPlay() override;
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
private:
|
||||
/** Perform raycast and update CurrentPhone/CurrentHitLocation */
|
||||
void PerformRaycast();
|
||||
|
||||
/** Update touch state machine and send touch events */
|
||||
void UpdateTouchState();
|
||||
|
||||
/** Draw debug visualization */
|
||||
void DrawDebugRay() const;
|
||||
|
||||
/** Callback for Enhanced Input trigger action */
|
||||
void OnTriggerAction(const FInputActionInstance& Instance);
|
||||
|
||||
/** Setup Enhanced Input bindings */
|
||||
void SetupInputBindings();
|
||||
|
||||
// State
|
||||
TWeakObjectPtr<AMosisPhoneActor> CurrentPhone;
|
||||
TWeakObjectPtr<AMosisPhoneActor> LastTouchedPhone;
|
||||
FVector CurrentHitLocation = FVector::ZeroVector;
|
||||
FVector LastHitLocation = FVector::ZeroVector;
|
||||
bool bIsTriggerPressed = false;
|
||||
bool bWasTriggerPressed = false;
|
||||
bool bIsOverPhone = false;
|
||||
bool bInputBound = 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()
|
||||
207
build-unreal.bat
Normal file
207
build-unreal.bat
Normal file
@@ -0,0 +1,207 @@
|
||||
@echo off
|
||||
setlocal enabledelayedexpansion
|
||||
|
||||
:: MosisUnreal Build and Deploy Script
|
||||
:: Usage: build-unreal.bat [build|install|deploy|launch|clean]
|
||||
:: build - Build Android APK only
|
||||
:: install - Install APK to device only
|
||||
:: deploy - Build and install (default)
|
||||
:: launch - Launch app (starts MosisService first)
|
||||
:: clean - Clean build artifacts
|
||||
|
||||
set ENGINE_PATH=D:\Epic\UE_5.5
|
||||
set PROJECT_PATH=%~dp0MosisUnreal.uproject
|
||||
set UAT_PATH=%ENGINE_PATH%\Engine\Build\BatchFiles\RunUAT.bat
|
||||
set CONFIG=Development
|
||||
|
||||
:: Parse command line argument
|
||||
set ACTION=%1
|
||||
if "%ACTION%"=="" set ACTION=deploy
|
||||
|
||||
:: Validate engine path
|
||||
if not exist "%UAT_PATH%" (
|
||||
echo ERROR: Unreal Engine not found at %ENGINE_PATH%
|
||||
echo Please update ENGINE_PATH in this script.
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Execute action
|
||||
if "%ACTION%"=="build" goto :build
|
||||
if "%ACTION%"=="install" goto :install
|
||||
if "%ACTION%"=="deploy" goto :deploy
|
||||
if "%ACTION%"=="launch" goto :launch
|
||||
if "%ACTION%"=="clean" goto :clean
|
||||
|
||||
echo Unknown action: %ACTION%
|
||||
echo Usage: build-unreal.bat [build^|install^|deploy^|launch^|clean]
|
||||
exit /b 1
|
||||
|
||||
:build
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Building MosisUnreal for Android...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
call "%UAT_PATH%" BuildCookRun ^
|
||||
-project="%PROJECT_PATH%" ^
|
||||
-platform=Android ^
|
||||
-clientconfig=%CONFIG% ^
|
||||
-build -cook -stage -pak -package ^
|
||||
-noP4 ^
|
||||
-utf8output
|
||||
|
||||
if errorlevel 1 (
|
||||
echo.
|
||||
echo ERROR: Build failed!
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
echo.
|
||||
echo Build completed successfully!
|
||||
echo APK: %~dp0Binaries\Android\MosisUnreal-arm64.apk
|
||||
goto :eof
|
||||
|
||||
:install
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Installing MosisUnreal to device...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
:: Check for connected device
|
||||
adb devices | findstr /r /c:"device$" >nul
|
||||
if errorlevel 1 (
|
||||
echo ERROR: No Android device connected!
|
||||
echo Connect a device and enable USB debugging.
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Get device ID
|
||||
for /f "tokens=1" %%d in ('adb devices ^| findstr /r /c:"device$"') do (
|
||||
set DEVICE=%%d
|
||||
goto :found_device
|
||||
)
|
||||
:found_device
|
||||
echo Device: %DEVICE%
|
||||
|
||||
set APK_PATH=%~dp0Binaries\Android\MosisUnreal-arm64.apk
|
||||
set OBB_PATH=%~dp0Binaries\Android\main.1.com.omixlab.MosisUnreal.obb
|
||||
|
||||
:: Check APK exists
|
||||
if not exist "%APK_PATH%" (
|
||||
echo ERROR: APK not found at %APK_PATH%
|
||||
echo Run 'build-unreal.bat build' first.
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Install APK
|
||||
echo Installing APK...
|
||||
adb -s %DEVICE% install -r "%APK_PATH%"
|
||||
if errorlevel 1 (
|
||||
echo ERROR: APK installation failed!
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Install OBB if exists
|
||||
if exist "%OBB_PATH%" (
|
||||
echo.
|
||||
echo Installing OBB...
|
||||
|
||||
:: Create temp directory
|
||||
adb -s %DEVICE% shell "mkdir -p /data/local/tmp/obb/com.omixlab.MosisUnreal"
|
||||
|
||||
:: Push OBB (use forward slashes for adb)
|
||||
set OBB_UNIX=%OBB_PATH:\=/%
|
||||
adb -s %DEVICE% push "!OBB_UNIX!" /data/local/tmp/obb/com.omixlab.MosisUnreal/
|
||||
|
||||
:: Move to final location
|
||||
adb -s %DEVICE% shell "rm -rf /sdcard/Android/obb/com.omixlab.MosisUnreal"
|
||||
adb -s %DEVICE% shell "mv /data/local/tmp/obb/com.omixlab.MosisUnreal /sdcard/Android/obb/"
|
||||
|
||||
echo OBB installed.
|
||||
) else (
|
||||
echo No OBB file found, skipping.
|
||||
)
|
||||
|
||||
echo.
|
||||
echo Installation completed!
|
||||
echo.
|
||||
echo To launch: adb -s %DEVICE% shell am start -n com.omixlab.MosisUnreal/com.epicgames.unreal.GameActivity
|
||||
goto :eof
|
||||
|
||||
:deploy
|
||||
call :build
|
||||
if errorlevel 1 exit /b 1
|
||||
call :install
|
||||
if errorlevel 1 exit /b 1
|
||||
call :launch
|
||||
goto :eof
|
||||
|
||||
:launch
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Launching MosisUnreal...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
:: Check for connected device
|
||||
adb devices | findstr /r /c:"device$" >nul
|
||||
if errorlevel 1 (
|
||||
echo ERROR: No Android device connected!
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
:: Get device ID
|
||||
for /f "tokens=1" %%d in ('adb devices ^| findstr /r /c:"device$"') do (
|
||||
set DEVICE=%%d
|
||||
goto :found_device_launch
|
||||
)
|
||||
:found_device_launch
|
||||
echo Device: %DEVICE%
|
||||
|
||||
:: Stop any running instances
|
||||
echo Stopping existing instances...
|
||||
adb -s %DEVICE% shell am force-stop com.omixlab.MosisUnreal >nul 2>&1
|
||||
adb -s %DEVICE% shell am force-stop com.omixlab.mosis >nul 2>&1
|
||||
timeout /t 1 /nobreak >nul
|
||||
|
||||
:: Start MosisService first
|
||||
echo Starting MosisService...
|
||||
adb -s %DEVICE% shell am start -n com.omixlab.mosis/.MainActivity
|
||||
timeout /t 2 /nobreak >nul
|
||||
|
||||
:: Start MosisUnreal
|
||||
echo Starting MosisUnreal...
|
||||
adb -s %DEVICE% shell am start -n com.omixlab.MosisUnreal/com.epicgames.unreal.GameActivity
|
||||
|
||||
echo.
|
||||
echo Launched! Monitoring logs (Ctrl+C to stop)...
|
||||
echo.
|
||||
adb -s %DEVICE% logcat -s MosisSDK MosisOS MosisTest UE
|
||||
goto :eof
|
||||
|
||||
:clean
|
||||
echo.
|
||||
echo ============================================
|
||||
echo Cleaning build artifacts...
|
||||
echo ============================================
|
||||
echo.
|
||||
|
||||
if exist "%~dp0Binaries" (
|
||||
echo Removing Binaries...
|
||||
rmdir /s /q "%~dp0Binaries"
|
||||
)
|
||||
|
||||
if exist "%~dp0Intermediate\Build" (
|
||||
echo Removing Intermediate\Build...
|
||||
rmdir /s /q "%~dp0Intermediate\Build"
|
||||
)
|
||||
|
||||
if exist "%~dp0Saved\StagedBuilds" (
|
||||
echo Removing Saved\StagedBuilds...
|
||||
rmdir /s /q "%~dp0Saved\StagedBuilds"
|
||||
)
|
||||
|
||||
echo Clean completed!
|
||||
goto :eof
|
||||
Reference in New Issue
Block a user