RealtimeStyleTransferRuntime/Plugins/StyleTransfer/Source/StyleTransfer/Public/StyleTransferSubsystem.h

61 lines
1.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "IRenderCaptureProvider.h"
#include "StyleTransferSceneViewExtension.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "UObject/Object.h"
#include "StyleTransferSubsystem.generated.h"
/**
*
*/
UCLASS()
class STYLETRANSFER_API UStyleTransferSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
// - UGameInstanceSubsystem
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
// --
void StartStylizingViewport(FViewportClient* ViewportClient);
void StopStylizingViewport();
void UpdateStyle(UTexture2D* StyleTexture, uint32 StyleIndex, int32 StylePredictionInferenceContext);
void UpdateStyle(FString StyleTensorDataPath);
void InterpolateStyles(int32 StylePredictionInferenceContextA, int32 StylePredictionInferenceContextB, float Alpha);
UFUNCTION(BlueprintPure)
float GetStyleAlpha() const;
UFUNCTION(BlueprintCallable)
void SetStyleAlpha(float Alpha);
private:
FStyleTransferSceneViewExtension::Ptr StyleTransferSceneViewExtension;
UPROPERTY()
TObjectPtr<UNeuralNetwork> StyleTransferNetwork;
UPROPERTY()
TObjectPtr<UNeuralNetwork> StylePredictionNetwork;
TArray<int32> StylePredictionInferenceContexts;
TSharedPtr<int32, ESPMode::ThreadSafe> StyleTransferInferenceContext;
int32 StyleTransferStyleParamsInputIndex = INDEX_NONE;
float StyleAlpha = 0.0f;
void HandleConsoleVariableChanged(IConsoleVariable*);
void LoadNetworks();
};
IRenderCaptureProvider* BeginRenderCapture(FRHICommandListImmediate& RHICommandList);
IRenderCaptureProvider* ConditionalBeginRenderCapture(FRHICommandListImmediate& RHICommandList);