Files
UnrealEngine/Engine/Plugins/Media/BlackmagicMedia/Source/BlackmagicMediaOutput/Public/BlackmagicMediaOutput.h
2025-05-18 13:04:45 +08:00

162 lines
5.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MediaOutput.h"
#include "BlackmagicMediaDefinitions.h"
#include "MediaIOCoreDefinitions.h"
#include "BlackmagicMediaOutput.generated.h"
/**
* Native data format.
*/
UENUM()
enum class EBlackmagicMediaOutputPixelFormat : uint8
{
PF_8BIT_YUV UMETA(DisplayName = "8bit YUV"),
PF_10BIT_YUV UMETA(DisplayName = "10bit YUV"),
};
UENUM()
enum class EBlackmagicMediaOutputAudioSampleRate : uint32
{
SR_48k = 48000 UMETA(DisplayName = "48 kHz")
};
UENUM()
enum class EBlackmagicMediaAudioOutputChannelCount : uint8
{
CH_2 = 2 UMETA(DisplayName = "2"),
CH_8 = 8 UMETA(DisplayName = "8"),
CH_16 = 16 UMETA(DisplayName = "16")
};
UENUM()
enum class EBlackmagicMediaOutputAudioBitDepth : uint8
{
Signed_16Bits = 16 UMETA(DisplayName = "16 bits signed"),
Signed_32Bits = 32 UMETA(DisplayName = "32 bits signed")
};
/**
* Output information for a MediaCapture.
* @note 'Frame Buffer Pixel Format' must be set to at least 8 bits of alpha to enabled the Key.
* @note 'Enable alpha channel support in post-processing' must be set to 'Allow through tonemapper' to enabled the Key.
*/
UCLASS(BlueprintType, meta = (MediaIOCustomLayout = "Blackmagic"))
class BLACKMAGICMEDIAOUTPUT_API UBlackmagicMediaOutput : public UMediaOutput
{
GENERATED_UCLASS_BODY()
public:
/** The device, port and video settings that correspond to the output. */
UPROPERTY(EditAnywhere, Category = "Blackmagic", meta = (DisplayName = "Configuration"))
FMediaIOOutputConfiguration OutputConfiguration;
public:
/** Size of the buffer that holds rendered audio samples, a bigger buffer will produce an output of greater quality but will introduce more delay. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
int32 AudioBufferSize = 5*1024;
/** Sample rate of the audio output. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
EBlackmagicMediaOutputAudioSampleRate AudioSampleRate = EBlackmagicMediaOutputAudioSampleRate::SR_48k;
/** Number of audio channels to output. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
EBlackmagicMediaAudioOutputChannelCount OutputChannelCount = EBlackmagicMediaAudioOutputChannelCount::CH_2;
/** Bit depth of each audio sample. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
EBlackmagicMediaOutputAudioBitDepth AudioBitDepth = EBlackmagicMediaOutputAudioBitDepth::Signed_16Bits;
/** Whether to embed the Engine's timecode to the output frame. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
EMediaIOTimecodeFormat TimecodeFormat;
/** Native data format internally used by the device before being converted to SDI/HDMI signal. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
EBlackmagicMediaOutputPixelFormat PixelFormat;
/** Invert Key Output */
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output")
bool bInvertKeyOutput;
/** Whether to capture and output audio from the engine. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output")
bool bOutputAudio;
/**
* Number of frame used to transfer from the system memory to the Blackmagic card.
* A smaller number is most likely to cause missed frame.
* A bigger number is most likely to increase latency.
*/
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output", meta = (UIMin = 3, UIMax = 4, ClampMin = 3, ClampMax = 4))
int32 NumberOfBlackmagicBuffers;
/**
* Only make sense in interlaced mode.
* When creating a new Frame the 2 fields need to have the same timecode value.
* The Engine's need a TimecodeProvider (or the default system clock) that is in sync with the generated fields.
*/
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output")
bool bInterlacedFieldsTimecodeNeedToMatch;
/**
* If this is enabled when outputting media in interlace format, frames will be treated as progressive and will be outputted as-is. (Experimental)
*/
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output")
bool bOutputInterlaceAsProgressive = false;
/**
* HDR Metadata of the video signal.
*/
UPROPERTY(EditAnywhere, Category = "Output", DisplayName="HDR")
FBlackmagicMediaHDROptions HDROptions;
/**
* Whether to use multi threaded scheduling which should improve performance when outputting 4k and 8k content. (Experimental)
*/
UPROPERTY(BlueprintReadWrite, AdvancedDisplay, EditAnywhere, Category = "Output")
bool bUseMultithreadedScheduling = false;
/** Try to maintain a the engine "Genlock" with the VSync signal. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Synchronization")
bool bWaitForSyncEvent;
public:
/** Log a warning when there's a drop frame. */
UPROPERTY(EditAnywhere, Category = "Debug")
bool bLogDropFrame;
/** Burn Frame Timecode on the output without any frame number clipping. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug", meta = (DisplayName = "Burn Frame Timecode"))
bool bEncodeTimecodeInTexel;
public:
bool Validate(FString& FailureReason) const;
FFrameRate GetRequestedFrameRate() const;
virtual FIntPoint GetRequestedSize() const override;
virtual EPixelFormat GetRequestedPixelFormat() const override;
virtual EMediaCaptureConversionOperation GetConversionOperation(EMediaCaptureSourceType InSourceType) const override;
#if WITH_EDITOR
virtual FString GetDescriptionString() const override;
#endif //WITH_EDITOR
protected:
virtual UMediaCapture* CreateMediaCaptureImpl() override;
public:
//~ UObject interface
#if WITH_EDITOR
virtual bool CanEditChange(const FProperty* InProperty) const override;
virtual void PostEditChangeChainProperty(struct FPropertyChangedChainEvent& InPropertyChangedEvent) override;
#endif //WITH_EDITOR
//~ End UObject interface
};