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o3de/Code/Editor/TrackView/AtomOutputFrameCapture.h

71 lines
3.2 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/Feature/Utils/FrameCaptureBus.h>
#include <AzFramework/Components/CameraBus.h>
namespace TrackView
{
//! Provides functionality to capture frames from the "MainCamera".
//! A new pipeline is created (and associated with the scene provided), a callback can be
//! provided to handle the attachment readback (what to do with the captured frame) and also
//! what to do after an individual capture fully completes (called in OnCaptureFinished).
class AtomOutputFrameCapture : private AZ::Render::FrameCaptureNotificationBus::Handler
{
public:
AtomOutputFrameCapture() = default;
using CaptureFinishedCallback = AZStd::function<void()>;
//! Create a new pipeline associated with a given scene.
//! @note "MainCamera" is the view that is captured.
void CreatePipeline(AZ::RPI::Scene& scene, const AZStd::string& pipelineName, uint32_t width, uint32_t height);
//! Removes the pipeline from the scene provided and then destroys it.
//! @note scene must be the same scene used to create the pipeline.
void DestroyPipeline(AZ::RPI::Scene& scene);
//! Request a capture to start.
//! @param attachmentReadbackCallback Handles the returned attachment (image data returned by the renderer).
//! @param captureFinishedCallback Logic to run once the capture has completed fully.
bool BeginCapture(
const AZ::RPI::AttachmentReadback::CallbackFunction& attachmentReadbackCallback,
CaptureFinishedCallback captureFinishedCallback);
//! Update the internal view that is associated with the created pipeline.
void UpdateView(const AZ::Matrix3x4& cameraTransform, const AZ::Matrix4x4& cameraProjection);
private:
AZ::RPI::RenderPipelinePtr m_renderPipeline; //!< The internal render pipeline.
AZ::RPI::ViewPtr m_view; //!< The view associated with the render pipeline.
AZStd::vector<AZStd::string> m_passHierarchy; //!< Pass hierarchy (includes pipelineName and CopyToSwapChain).
CaptureFinishedCallback m_captureFinishedCallback; //!< Stored callback called from OnCaptureFinished.
// FrameCaptureNotificationBus overrides ...
void OnCaptureFinished(AZ::Render::FrameCaptureResult result, const AZStd::string& info) override;
};
inline AZ::EntityId ActiveCameraEntityId()
{
AZ::EntityId activeCameraId;
Camera::CameraSystemRequestBus::BroadcastResult(activeCameraId, &Camera::CameraSystemRequests::GetActiveCamera);
return activeCameraId;
}
//! Returns the transform for the given EntityId.
AZ::Matrix3x4 TransformFromEntityId(AZ::EntityId entityId);
//! Returns the projection matrix for the given camera EntityId.
//! @note Must provide a valid camera entity.
AZ::Matrix4x4 ProjectionFromCameraEntityId(AZ::EntityId entityId, float outputWidth, float outputHeight);
//! Helper to return the GameEntityContext scene.
AZ::RPI::Scene* SceneFromGameEntityContext();
} // namespace TrackView