191 lines
6.6 KiB
Markdown
191 lines
6.6 KiB
Markdown
# 相关蓝图类
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BP_Live:里面可以指定MediaPlayer以及MediaTexture,并且替换蓝图子StaticMesh材质中的EmissiveMap为MediaTexture。
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# 导播台
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之后就可以将视频放到指定的Saved文件夹里,就可以在导播台播放了。
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# NDI 播放逻辑
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通过道具来添加NDI 设置。
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## 道具
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- BP_ProjectorD0
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- BP_Screen011
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## 相关注释掉的代码
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- TsMapEnvironmentAssets.ts
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- TsMapEnvironmentSingleSelectItemView.ts
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- SetMediaData()
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- TsScreenPlayerItemView.ts
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- SetData()
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- TsScreenPlayerSelectItemPopupView.ts
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- ChangeMediaType()
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# NDI播放模糊问题解决
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- bool UNDIMediaReceiver::CaptureConnectedVideo()
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```c++
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bool UNDIMediaReceiver::Initialize(const FNDIConnectionInformation& InConnectionInformation, UNDIMediaReceiver::EUsage InUsage)
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{
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if (this->p_receive_instance == nullptr)
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{
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if (IsValid(this->InternalVideoTexture))
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this->InternalVideoTexture->UpdateResource();
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// create a non-connected receiver instance
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NDIlib_recv_create_v3_t settings;
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settings.allow_video_fields = false;
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settings.bandwidth = NDIlib_recv_bandwidth_highest;
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settings.color_format = NDIlib_recv_color_format_fastest;
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p_receive_instance = NDIlib_recv_create_v3(&settings);
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// check if it was successful
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if (p_receive_instance != nullptr)
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{
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// If the incoming connection information is valid
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if (InConnectionInformation.IsValid())
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{
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//// Alright we created a non-connected receiver. Lets actually connect
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ChangeConnection(InConnectionInformation);
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}
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if (InUsage == UNDIMediaReceiver::EUsage::Standalone)
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{
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this->OnNDIReceiverVideoCaptureEvent.Remove(VideoCaptureEventHandle);
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VideoCaptureEventHandle = this->OnNDIReceiverVideoCaptureEvent.AddLambda([this](UNDIMediaReceiver* receiver, const NDIlib_video_frame_v2_t& video_frame)
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{
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FTextureRHIRef ConversionTexture = this->DisplayFrame(video_frame);
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if (ConversionTexture != nullptr)
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{
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if ((GetVideoTextureResource() != nullptr) && (GetVideoTextureResource()->TextureRHI != ConversionTexture))
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{
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GetVideoTextureResource()->TextureRHI = ConversionTexture;
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RHIUpdateTextureReference(this->VideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
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}
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if ((GetInternalVideoTextureResource() != nullptr) && (GetInternalVideoTextureResource()->TextureRHI != ConversionTexture))
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{
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GetInternalVideoTextureResource()->TextureRHI = ConversionTexture;
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RHIUpdateTextureReference(this->InternalVideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
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}
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}
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});
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// We don't want to limit the engine rendering speed to the sync rate of the connection hook
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// into the core delegates render thread 'EndFrame'
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FCoreDelegates::OnEndFrameRT.Remove(FrameEndRTHandle);
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FrameEndRTHandle.Reset();
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FrameEndRTHandle = FCoreDelegates::OnEndFrameRT.AddLambda([this]()
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{
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while(this->CaptureConnectedMetadata())
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; // Potential improvement: limit how much metadata is processed, to avoid appearing to lock up due to a metadata flood
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this->CaptureConnectedVideo();
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});
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#if UE_EDITOR
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// We don't want to provide perceived issues with the plugin not working so
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// when we get a Pre-exit message, forcefully shutdown the receiver
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FCoreDelegates::OnPreExit.AddWeakLambda(this, [&]() {
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this->Shutdown();
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FCoreDelegates::OnPreExit.RemoveAll(this);
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});
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// We handle this in the 'Play In Editor' versions as well.
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FEditorDelegates::PrePIEEnded.AddWeakLambda(this, [&](const bool) {
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this->Shutdown();
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FEditorDelegates::PrePIEEnded.RemoveAll(this);
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});
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#endif
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}
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return true;
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}
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}
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return false;
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}
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```
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绘制函数
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```c++
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/**
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Attempts to immediately update the 'VideoTexture' object with the last capture video frame
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from the connected source
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*/
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FTextureRHIRef UNDIMediaReceiver::DisplayFrame(const NDIlib_video_frame_v2_t& video_frame)
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{
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// we need a command list to work with
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FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
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// Actually draw the video frame from cpu to gpu
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switch(video_frame.frame_format_type)
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{
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case NDIlib_frame_format_type_progressive:
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if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
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return DrawProgressiveVideoFrame(RHICmdList, video_frame);
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else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
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return DrawProgressiveVideoFrameAlpha(RHICmdList, video_frame);
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break;
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case NDIlib_frame_format_type_field_0:
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case NDIlib_frame_format_type_field_1:
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if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
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return DrawInterlacedVideoFrame(RHICmdList, video_frame);
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else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
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return DrawInterlacedVideoFrameAlpha(RHICmdList, video_frame);
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break;
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}
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return nullptr;
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}
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```
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DrawProgressiveVideoFrame
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UNDIMediaReceiver::CaptureConnectedVideo
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=>
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DisplayFrame NDIlib_frame_format_type_progressive NDIlib_FourCC_video_type_UYVY
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=>
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DrawProgressiveVideoFrame
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## 解决方案
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[NDI plugin质量问题](https://forums.unrealengine.com/t/ndi-plugin-quality-trouble/1970097)
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I changed only shader “NDIIO/Shaders/Private/NDIIOShaders.usf”.
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For example function **void NDIIOUYVYtoBGRAPS (// Shader from 8 bits UYVY to 8 bits RGBA (alpha set to 1)):**
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_WAS:_
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```c++
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float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
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float4 UYVYT = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV);
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float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
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float4 YUVA;
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float FracX = PosX % 2.0f;
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YUVA.x = (1 - FracX) * UYVYT.y + FracX * UYVYT.w;
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YUVA.yz = UYVYB.zx;
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YUVA.w = 1;
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```
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_I DID:_
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```c++
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float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
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float4 UYVYT0 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(-0.25f / NDIIOShaderUB.InputWidth, 0));
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float4 UYVYT1 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(0.25f / NDIIOShaderUB.InputWidth, 0));
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float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
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float4 YUVA;
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float FracX = (PosX % 2.0f) * 0.5f;
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YUVA.x = (1 - FracX) * UYVYT1.y + FracX * UYVYT0.w;
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YUVA.yz = UYVYB.zx;
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YUVA.w = 1;
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```
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Small changes but result is seems much more better.
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Of course, I added a bit of sharpness to the material after I changed the shader, but even without that, the result looks better than in the original version.
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滤波资料:https://zhuanlan.zhihu.com/p/633122224
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## UYVY(YUV422)
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- https://zhuanlan.zhihu.com/p/695302926
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- https://blog.csdn.net/gsp1004/article/details/103037312
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