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- // Copyright 2018-current Getnamo. All Rights Reserved
- #include "CUBlueprintLibrary.h"
- #include "IImageWrapper.h"
- #include "IImageWrapperModule.h"
- #include "Runtime/Core/Public/Modules/ModuleManager.h"
- #include "Runtime/Core/Public/Async/Async.h"
- #include "Engine/Texture2D.h"
- #include "Runtime/Core/Public/HAL/ThreadSafeBool.h"
- #include "Runtime/RHI/Public/RHI.h"
- #include "Runtime/Core/Public/Misc/FileHelper.h"
- #include "Runtime/Engine/Public/OpusAudioInfo.h"
- #include "Runtime/Launch/Resources/Version.h"
- #include "Developer/TargetPlatform/Public/Interfaces/IAudioFormat.h"
- #include "CoreMinimal.h"
- #include "Engine/Engine.h"
- #include "CULambdaRunnable.h"
- #include "CUOpusCoder.h"
- #include "CUMeasureTimer.h"
- #include "Hash/CityHash.h"
- #pragma warning( push )
- #pragma warning( disable : 5046)
- //Render thread wrapper struct
- struct FUpdateTextureData
- {
- UTexture2D* Texture2D;
- FUpdateTextureRegion2D Region;
- uint32 Pitch;
- TArray64<uint8> BufferArray;
- TSharedPtr<IImageWrapper> Wrapper; //to keep the uncompressed data alive
- };
- FString UCUBlueprintLibrary::Conv_BytesToString(const TArray<uint8>& InArray)
- {
- FString ResultString;
- FFileHelper::BufferToString(ResultString, InArray.GetData(), InArray.Num());
- return ResultString;
- }
- TArray<uint8> UCUBlueprintLibrary::Conv_StringToBytes(FString InString)
- {
- TArray<uint8> ResultBytes;
- ResultBytes.Append((uint8*)TCHAR_TO_UTF8(*InString), InString.Len());
- return ResultBytes;
- }
- UTexture2D* UCUBlueprintLibrary::Conv_BytesToTexture(const TArray<uint8>& InBytes)
- {
- //Convert the UTexture2D back to an image
- UTexture2D* Texture = nullptr;
- IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
- EImageFormat DetectedFormat = ImageWrapperModule.DetectImageFormat(InBytes.GetData(), InBytes.Num());
- TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(DetectedFormat);
- //Set the compressed bytes - we need this information on game thread to be able to determine texture size, otherwise we'll need a complete async callback
- if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(InBytes.GetData(), InBytes.Num()))
- {
- //Create image given sizes
- Texture = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8);
- Texture->UpdateResource();
- //Uncompress on a background thread pool
- FCULambdaRunnable::RunLambdaOnBackGroundThreadPool([ImageWrapper, Texture] {
- TArray64<uint8> UncompressedBGRA;
- if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
- {
- FUpdateTextureData* UpdateData = new FUpdateTextureData;
- UpdateData->Texture2D = Texture;
- UpdateData->Region = FUpdateTextureRegion2D(0, 0, 0, 0, Texture->GetSizeX(), Texture->GetSizeY());
- UpdateData->BufferArray = UncompressedBGRA;
- UpdateData->Pitch = Texture->GetSizeX() * 4;
- UpdateData->Wrapper = ImageWrapper;
- //enqueue texture copy
- ENQUEUE_RENDER_COMMAND(BytesToTextureCommand)(
- [UpdateData](FRHICommandList& CommandList)
- {
- RHIUpdateTexture2D(
- ((FTextureResource*)UpdateData->Texture2D->GetResource())->TextureRHI->GetTexture2D(),
- 0,
- UpdateData->Region,
- UpdateData->Pitch,
- UpdateData->BufferArray.GetData()
- );
- delete UpdateData; //now that we've updated the texture data, we can finally release any data we're holding on to
- });//End Enqueue
- }
- });
- }
- else
- {
- UE_LOG(LogTemp, Warning, TEXT("Invalid image format cannot decode %d"), (int32)DetectedFormat);
- }
- return Texture;
- }
- //one static coder, created based on need
- TSharedPtr<FCUOpusCoder> OpusCoder;
- TArray<uint8> UCUBlueprintLibrary::Conv_OpusBytesToWav(const TArray<uint8>& InBytes)
- {
- //FCUScopeTimer Timer(TEXT("Conv_OpusBytesToWav"));
- TArray<uint8> WavBytes;
- //Early exit condition
- if (InBytes.Num() == 0)
- {
- return WavBytes;
- }
- if (!OpusCoder)
- {
- OpusCoder = MakeShareable(new FCUOpusCoder());
- }
- TArray<uint8> PCMBytes;
- FCUOpusMinimalStream OpusStream;
- OpusCoder->DeserializeMinimal(InBytes, OpusStream);
- if (OpusCoder->DecodeStream(OpusStream, PCMBytes))
- {
- SerializeWaveFile(WavBytes, PCMBytes.GetData(), PCMBytes.Num(), OpusCoder->Channels, OpusCoder->SampleRate);
- }
- else
- {
- UE_LOG(LogTemp, Warning, TEXT("OpusMinimal to Wave Failed. DecodeStream returned false"));
- }
- return WavBytes;
- }
- TArray<uint8> UCUBlueprintLibrary::Conv_WavBytesToOpus(const TArray<uint8>& InBytes)
- {
- //FCUScopeTimer Timer(TEXT("Conv_WavBytesToOpus"));
- TArray<uint8> OpusBytes;
- FWaveModInfo WaveInfo;
- if (!WaveInfo.ReadWaveInfo(InBytes.GetData(), InBytes.Num()))
- {
- return OpusBytes;
- }
- if (!OpusCoder)
- {
- OpusCoder = MakeShareable(new FCUOpusCoder());
- }
- TArray<uint8> PCMBytes = TArray<uint8>(WaveInfo.SampleDataStart, WaveInfo.SampleDataSize);
- FCUOpusMinimalStream OpusStream;
- OpusCoder->EncodeStream(PCMBytes, OpusStream);
- TArray<uint8> SerializedBytes;
- OpusCoder->SerializeMinimal(OpusStream, SerializedBytes);
- return SerializedBytes;
- }
- USoundWave* UCUBlueprintLibrary::Conv_WavBytesToSoundWave(const TArray<uint8>& InBytes)
- {
- USoundWave* SoundWave;
- //Allocate based on thread
- if (IsInGameThread())
- {
- SoundWave = NewObject<USoundWaveProcedural>(USoundWaveProcedural::StaticClass());
- SetSoundWaveFromWavBytes((USoundWaveProcedural*)SoundWave, InBytes);
- }
- else
- {
- //We will go to another thread, copy our bytes
- TArray<uint8> CopiedBytes = InBytes;
- FThreadSafeBool bAllocationComplete = false;
- AsyncTask(ENamedThreads::GameThread, [&bAllocationComplete, &SoundWave]
- {
- SoundWave = NewObject<USoundWaveProcedural>(USoundWaveProcedural::StaticClass());
- bAllocationComplete = true;
- });
- //block while not complete
- while (!bAllocationComplete)
- {
- //100micros sleep, this should be very quick
- FPlatformProcess::Sleep(0.0001f);
- };
- SetSoundWaveFromWavBytes((USoundWaveProcedural*)SoundWave, CopiedBytes);
- }
- return SoundWave;
- }
- TArray<uint8> UCUBlueprintLibrary::Conv_SoundWaveToWavBytes(USoundWave* SoundWave)
- {
- TArray<uint8> PCMBytes;
- TArray<uint8> WavBytes;
- //memcpy raw data from soundwave, hmm this won't work for procedurals...
- const void* LockedData = SoundWave->GetResourceData();
- PCMBytes.SetNumUninitialized(SoundWave->GetResourceSize());
- FMemory::Memcpy(PCMBytes.GetData(), LockedData, PCMBytes.Num());
- //add wav header
- SerializeWaveFile(WavBytes, PCMBytes.GetData(), PCMBytes.Num(), SoundWave->NumChannels, SoundWave->GetSampleRateForCurrentPlatform());
- return WavBytes;
- }
- void UCUBlueprintLibrary::Conv_CompactBytesToTransforms(const TArray<uint8>& InCompactBytes, TArray<FTransform>& OutTransforms)
- {
- TArray<float> FloatView;
- FloatView.SetNumUninitialized(InCompactBytes.Num() / 4);
- FPlatformMemory::Memcpy(FloatView.GetData(), InCompactBytes.GetData(), InCompactBytes.Num());
- //is our float array exactly divisible by 9?
- if (FloatView.Num() % 9 != 0)
- {
- UE_LOG(LogTemp, Log, TEXT("Conv_CompactBytesToTransforms::float array is not divisible by 9"));
- return;
- }
- int32 TransformNum = FloatView.Num() / 9;
- OutTransforms.SetNumUninitialized(TransformNum);
- for (int i = 0; i < FloatView.Num() - 8; i += 9)
- {
- OutTransforms[i/9] = FTransform(FRotator(FloatView[i], FloatView[i+1], FloatView[i+2]), FVector(FloatView[i+3], FloatView[i + 4], FloatView[i + 5]), FVector(FloatView[i+6], FloatView[i+7], FloatView[i+8]));
- }
- }
- void UCUBlueprintLibrary::Conv_CompactPositionBytesToTransforms(const TArray<uint8>& InCompactBytes, TArray<FTransform>& OutTransforms)
- {
- TArray<float> FloatView;
- FloatView.SetNumUninitialized(InCompactBytes.Num() / 4);
- FPlatformMemory::Memcpy(FloatView.GetData(), InCompactBytes.GetData(), InCompactBytes.Num());
- //is our float array exactly divisible by 3?
- if (FloatView.Num() % 3 != 0)
- {
- UE_LOG(LogTemp, Log, TEXT("Conv_CompactPositionBytesToTransforms::float array is not divisible by 3"));
- return;
- }
- int32 TransformNum = FloatView.Num() / 3;
- OutTransforms.SetNumUninitialized(TransformNum);
- for (int i = 0; i < FloatView.Num() - 2; i += 3)
- {
- OutTransforms[i / 3] = FTransform(FVector(FloatView[i], FloatView[i + 1], FloatView[i + 2]));
- }
- }
- void UCUBlueprintLibrary::SetSoundWaveFromWavBytes(USoundWaveProcedural* InSoundWave, const TArray<uint8>& InBytes)
- {
- FWaveModInfo WaveInfo;
- FString ErrorReason;
- if (WaveInfo.ReadWaveInfo(InBytes.GetData(), InBytes.Num(), &ErrorReason))
- {
- //copy header info
- int32 DurationDiv = *WaveInfo.pChannels * *WaveInfo.pBitsPerSample * *WaveInfo.pSamplesPerSec;
- if (DurationDiv)
- {
- InSoundWave->Duration = *WaveInfo.pWaveDataSize * 8.0f / DurationDiv;
- }
- else
- {
- InSoundWave->Duration = 0.0f;
- }
- InSoundWave->SetSampleRate(*WaveInfo.pSamplesPerSec);
- InSoundWave->NumChannels = *WaveInfo.pChannels;
- //SoundWaveProc->RawPCMDataSize = WaveInfo.SampleDataSize;
- InSoundWave->bLooping = false;
- InSoundWave->SoundGroup = ESoundGroup::SOUNDGROUP_Default;
- //Queue actual audio data
- InSoundWave->QueueAudio(WaveInfo.SampleDataStart, WaveInfo.SampleDataSize);
- }
- else
- {
- UE_LOG(LogTemp, Log, TEXT("SetSoundWaveFromWavBytes::WaveRead error: %s"), *ErrorReason);
- }
- }
- TFuture<UTexture2D*> UCUBlueprintLibrary::Conv_BytesToTexture_Async(const TArray<uint8>& InBytes)
- {
- //Running this on a background thread
- return Async(EAsyncExecution::Thread, [InBytes]
- {
- //Create wrapper pointer we can share easily across threads
- struct FDataHolder
- {
- UTexture2D* Texture = nullptr;
- };
- TSharedPtr<FDataHolder> Holder = MakeShareable(new FDataHolder);
- FThreadSafeBool bLoadModuleComplete = false;
- IImageWrapperModule* ImageWrapperModule;
- AsyncTask(ENamedThreads::GameThread, [&bLoadModuleComplete, Holder, &ImageWrapperModule]
- {
- ImageWrapperModule = &FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
- bLoadModuleComplete = true;
- });
- while (!bLoadModuleComplete)
- {
- FPlatformProcess::Sleep(0.001f);
- }
- EImageFormat DetectedFormat = ImageWrapperModule->DetectImageFormat(InBytes.GetData(), InBytes.Num());
- TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule->CreateImageWrapper(DetectedFormat);
- if (!(ImageWrapper.IsValid() && ImageWrapper->SetCompressed(InBytes.GetData(), InBytes.Num())))
- {
- UE_LOG(LogTemp, Warning, TEXT("Invalid image format cannot decode %d"), (int32)DetectedFormat);
- return (UTexture2D*)nullptr;
- }
- //Create image given sizes
- //Creation of UTexture needs to happen on game thread
- FThreadSafeBool bAllocationComplete = false;
- FIntPoint Size;
- Size.X = ImageWrapper->GetWidth();
- Size.Y = ImageWrapper->GetHeight();
- AsyncTask(ENamedThreads::GameThread, [&bAllocationComplete, Holder, Size]
- {
- Holder->Texture = UTexture2D::CreateTransient(Size.X, Size.Y, PF_B8G8R8A8);
- Holder->Texture->UpdateResource();
- bAllocationComplete = true;
- });
- while (!bAllocationComplete)
- {
- //sleep 10ms intervals
- FPlatformProcess::Sleep(0.001f);
- }
- //Uncompress on a background thread pool
- TArray64<uint8> UncompressedBGRA;
- if (!ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
- {
- return (UTexture2D*)nullptr;
- }
- FUpdateTextureData* UpdateData = new FUpdateTextureData;
- UpdateData->Texture2D = Holder->Texture;
- UpdateData->Region = FUpdateTextureRegion2D(0, 0, 0, 0, Size.X, Size.Y);
- UpdateData->BufferArray = UncompressedBGRA;
- UpdateData->Pitch = Size.X * 4;
- UpdateData->Wrapper = ImageWrapper;
- //This command sends it to the render thread
- ENQUEUE_RENDER_COMMAND(BytesToTextureAsyncCommand)(
- [UpdateData](FRHICommandList& CommandList)
- {
- RHIUpdateTexture2D(
- ((FTextureResource*)UpdateData->Texture2D->GetResource())->TextureRHI->GetTexture2D(),
- 0,
- UpdateData->Region,
- UpdateData->Pitch,
- UpdateData->BufferArray.GetData()
- );
- delete UpdateData; //now that we've updated the texture data, we can finally release any data we're holding on to
- });//End Enqueue
- return Holder->Texture;
- });//End async
- }
- bool UCUBlueprintLibrary::Conv_TextureToBytes(UTexture2D* Texture, TArray<uint8>& OutBuffer, EImageFormatBPType Format /*= EImageFormatBPType::JPEG*/)
- {
- if (!Texture || !Texture->IsValidLowLevel())
- {
- return false;
- }
- //Get our wrapper module
- IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
- TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper((EImageFormat)Format);
- int32 Width = Texture->GetPlatformData()->Mips[0].SizeX;
- int32 Height = Texture->GetPlatformData()->Mips[0].SizeY;
- int32 DataLength = Width * Height * 4;
- void* TextureDataPointer = Texture->GetPlatformData()->Mips[0].BulkData.Lock(LOCK_READ_ONLY);
- ImageWrapper->SetRaw(TextureDataPointer, DataLength, Width, Height, ERGBFormat::BGRA, 8);
- //This part can take a while, has performance implications
- OutBuffer = ImageWrapper->GetCompressed();
- Texture->GetPlatformData()->Mips[0].BulkData.Unlock();
- return true;
- }
- FString UCUBlueprintLibrary::NowUTCString()
- {
- return FDateTime::UtcNow().ToString();
- }
- FString UCUBlueprintLibrary::GetLoginId()
- {
- return FPlatformMisc::GetLoginId();
- }
- int32 UCUBlueprintLibrary::ToHashCode(const FString& String)
- {
- return (int32)CityHash32(TCHAR_TO_ANSI(*String), String.Len());
- }
- void UCUBlueprintLibrary::MeasureTimerStart(const FString& Category /*= TEXT("TimeTaken")*/)
- {
- FCUMeasureTimer::Tick(Category);
- }
- float UCUBlueprintLibrary::MeasureTimerStop(const FString& Category /*= TEXT("TimeTaken")*/, bool bShouldLogResult /*= true*/)
- {
- return (float)FCUMeasureTimer::Tock(Category, bShouldLogResult);
- }
- void UCUBlueprintLibrary::CallFunctionOnThread(const FString& FunctionName, ESIOCallbackType ThreadType, UObject* WorldContextObject /*= nullptr*/)
- {
- UObject* Target = WorldContextObject;
- if (!Target->IsValidLowLevel())
- {
- UE_LOG(LogTemp, Warning, TEXT("CallFunctionOnThread: Target not found for '%s'"), *FunctionName);
- return;
- }
- UFunction* Function = Target->FindFunction(FName(*FunctionName));
- if (nullptr == Function)
- {
- UE_LOG(LogTemp, Warning, TEXT("CallFunctionOnThread: Function not found '%s'"), *FunctionName);
- return;
- }
- switch (ThreadType)
- {
- case CALLBACK_GAME_THREAD:
- if (IsInGameThread())
- {
- Target->ProcessEvent(Function, nullptr);
- }
- else
- {
- FCULambdaRunnable::RunShortLambdaOnGameThread([Function, Target]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- }
- });
- }
- break;
- case CALLBACK_BACKGROUND_THREADPOOL:
- FCULambdaRunnable::RunLambdaOnBackGroundThreadPool([Function, Target]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- }
- });
- break;
- case CALLBACK_BACKGROUND_TASKGRAPH:
- FCULambdaRunnable::RunShortLambdaOnBackGroundTask([Function, Target]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- }
- });
- break;
- default:
- break;
- }
- }
- void UCUBlueprintLibrary::CallFunctionOnThreadGraphReturn(const FString& FunctionName, ESIOCallbackType ThreadType, struct FLatentActionInfo LatentInfo, UObject* WorldContextObject /*= nullptr*/)
- {
- UObject* Target = WorldContextObject;
- FCULatentAction* LatentAction = FCULatentAction::CreateLatentAction(LatentInfo, Target);
- if (!Target->IsValidLowLevel())
- {
- UE_LOG(LogTemp, Warning, TEXT("CallFunctionOnThread: Target not found for '%s'"), *FunctionName);
- LatentAction->Call();
- return;
- }
- UFunction* Function = Target->FindFunction(FName(*FunctionName));
- if (nullptr == Function)
- {
- UE_LOG(LogTemp, Warning, TEXT("CallFunctionOnThread: Function not found '%s'"), *FunctionName);
- LatentAction->Call();
- return;
- }
- switch (ThreadType)
- {
- case CALLBACK_GAME_THREAD:
- if (IsInGameThread())
- {
- Target->ProcessEvent(Function, nullptr);
- LatentAction->Call();
- }
- else
- {
- FCULambdaRunnable::RunShortLambdaOnGameThread([Function, Target, LatentAction]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- LatentAction->Call();
- }
- });
- }
- break;
- case CALLBACK_BACKGROUND_THREADPOOL:
- FCULambdaRunnable::RunLambdaOnBackGroundThreadPool([Function, Target, LatentAction]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- LatentAction->Call();
- }
- });
- break;
- case CALLBACK_BACKGROUND_TASKGRAPH:
- FCULambdaRunnable::RunShortLambdaOnBackGroundTask([Function, Target, LatentAction]
- {
- if (Target->IsValidLowLevel())
- {
- Target->ProcessEvent(Function, nullptr);
- LatentAction->Call();
- }
- });
- break;
- default:
- break;
- }
- }
- #pragma warning( pop )
|