vault backup: 2024-10-17 13:11:36

This commit is contained in:
BlueRose 2024-10-17 13:11:36 +08:00
parent 4a01d72bf6
commit 63d30d0452
2 changed files with 38 additions and 3 deletions

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@ -1 +1 @@
{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"剩下8通道":{"剩下8通道":{"currentFile":{"count":1,"lastUpdated":1726629297275}}},"根据bComputeExport分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}}}
{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"剩下8通道":{"剩下8通道":{"currentFile":{"count":1,"lastUpdated":1726629297275}}},"根据bComputeExport分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}},"TsDirectorCamManagerActor":{"TsDirectorCamManagerActor":{"currentFile":{"count":1,"lastUpdated":1729139925413}}}}

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@ -41,9 +41,44 @@ PVW&PGM使用 **BLACKMAGIC_OUTPUT_CONFIG_HORIZONTAL**  也就是/Game/ResArt/B
## c++
核心函数在于**AMultiViewActor::StartVideoOutput**
# TS传入设置位置
- TsDirectorCamManagerActor.ts SwitchToDirectMode(newTag: UE.GameplayTag)
- FilmbackHelper.ts StartVideoOutput()
SwitchToDirectMode()
```ts
case DirectorMode.Preview:
console.log('启动Splite4x4预览窗口')
if (shouldCreateWindow) {
this.PreviewWindow = UE.MultiViewActor.Open(this.GetWorld(), UE.EMultiViewCameraLayout.Display_1920x1080_Layout_4x4, UE.EMultiViewMultiGPUMode.HalfSplit)
this.PreviewWindow.SetRenderFeaturePlanarReflection(false);
this.PreviewWindow.SetRenderFeatureNiagara(false);
// video output
let videoOutputParam = new UE.VideOutputParam()
videoOutputParam.bBlackMagicCard = false
videoOutputParam.bLazyStart = false
this.PreviewWindow.StartVideoOutput(videoOutputParam)
}
```
```ts
function StartVideoOutput(camManager : TsDirectorCamManagerActor, targetWindow : UE.MultiViewActor):void{
if(!BE_USE_DECKLINK){
let videoOutpuParam = new UE.VideOutputParam()
videoOutpuParam.FilmbackMode = camManager.FilmbackMode
videoOutpuParam.OutputConfigPath = BLACKMAGIC_OUTPUT_CONFIG_HORIZONTAL
videoOutpuParam.bBlackMagicCard = true
videoOutpuParam.bLazyStart = false
if(camManager.FilmbackMode == UE.EFilmbackMode.EFM_1080x1920){
videoOutpuParam.MatV2H = GetV2HMaterialInstace(camManager)
}
targetWindow.StartVideoOutput(videoOutpuParam)
}
}
```
# UDeckLinkMediaCapture
m_DeckLinkOutputDevice = DeckLinkDiscovery->GetDeviceByName(m_DeviceName);
```c++