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MaiDXR/Assets/Oculus/VR/Scripts/Util/OVRCubemapCapture.cs
2022-08-20 21:35:57 +02:00

291 lines
9.2 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using System.Collections;
using System.IO;
/// <summary>
/// Helper script for capture cubemap and save it into PNG or JPG file
/// </summary>
/// <description>
/// How it works:
/// 1) This script can be attached to a existing game object, you can also use prefab Assets\OVR\Prefabs\OVRCubemapCaptureProbe
/// There are 2 ways to trigger a capture if you attached this script to a game object.
/// * Automatic capturing: if [autoTriggerAfterLaunch] is true, a automatic capturing will be triggered after [autoTriggerDelay] seconds.
/// * Keyboard trigger: press key [triggeredByKey], a capturing will be triggered.
/// 2) If you like to trigger the screen capture in your code logic, just call static function [OVRCubemapCapture.TriggerCubemapCapture] with proper input arguments.
/// </description>
public class OVRCubemapCapture : MonoBehaviour
{
/// <summary>
/// Enable the automatic screenshot trigger, which will capture a cubemap after autoTriggerDelay (seconds)
/// </summary>
public bool autoTriggerAfterLaunch = true;
public float autoTriggerDelay = 1.0f;
private float autoTriggerElapse = 0.0f;
/// <summary>
/// Trigger cubemap screenshot if user pressed key triggeredByKey
/// </summary>
public KeyCode triggeredByKey = KeyCode.F8;
/// <summary>
/// The complete file path for saving the cubemap screenshot, including the filename and extension
/// if pathName is blank, screenshots will be saved into %USERPROFILE%\Documents\OVR_ScreenShot360
/// </summary>
public string pathName;
/// <summary>
/// The cube face resolution
/// </summary>
public int cubemapSize = 2048;
// Update is called once per frame
void Update()
{
// Trigger after autoTriggerDelay
if (autoTriggerAfterLaunch)
{
autoTriggerElapse += Time.deltaTime;
if (autoTriggerElapse >= autoTriggerDelay)
{
autoTriggerAfterLaunch = false;
TriggerCubemapCapture(transform.position, cubemapSize, pathName);
}
}
//todo: enable for Unity Input System
#if ENABLE_LEGACY_INPUT_MANAGER
// Trigger by press triggeredByKey
if ( Input.GetKeyDown( triggeredByKey ) )
{
TriggerCubemapCapture(transform.position, cubemapSize, pathName);
}
#endif
}
/// <summary>
/// Generate unity cubemap at specific location and save into JPG/PNG
/// </summary>
/// <description>
/// Default save folder: your app's persistentDataPath
/// Default file name: using current time OVR_hh_mm_ss.png
/// Note1: this will take a few seconds to finish
/// Note2: if you only want to specify path not filename, please end [pathName] with "/"
/// </description>
public static void TriggerCubemapCapture(Vector3 capturePos, int cubemapSize = 2048, string pathName = null)
{
GameObject ownerObj = new GameObject("CubemapCamera", typeof(Camera));
ownerObj.hideFlags = HideFlags.HideAndDontSave;
ownerObj.transform.position = capturePos;
ownerObj.transform.rotation = Quaternion.identity;
Camera camComponent = ownerObj.GetComponent<Camera>();
camComponent.farClipPlane = 10000.0f;
camComponent.enabled = false;
Cubemap cubemap = new Cubemap(cubemapSize, TextureFormat.RGB24, false);
RenderIntoCubemap(camComponent, cubemap);
SaveCubemapCapture(cubemap, pathName);
DestroyImmediate(cubemap);
DestroyImmediate(ownerObj);
}
public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap)
{
int width = (int)outCubemap.width;
int height = (int)outCubemap.height;
CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
Vector3[] faceAngles = new Vector3[] { new Vector3(0.0f, 90.0f, 0.0f), new Vector3(0.0f, -90.0f, 0.0f), new Vector3(-90.0f, 0.0f, 0.0f), new Vector3(90.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 180.0f, 0.0f) };
// Backup states
RenderTexture backupRenderTex = RenderTexture.active;
float backupFieldOfView = ownerCamera.fieldOfView;
float backupAspect = ownerCamera.aspect;
Quaternion backupRot = ownerCamera.transform.rotation;
//RenderTexture backupRT = ownerCamera.targetTexture;
// Enable 8X MSAA
RenderTexture faceTexture = new RenderTexture(width, height, 24);
faceTexture.antiAliasing = 8;
faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
faceTexture.hideFlags = HideFlags.HideAndDontSave;
// For intermediate saving
Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false);
swapTex.hideFlags = HideFlags.HideAndDontSave;
// Capture 6 Directions
ownerCamera.targetTexture = faceTexture;
ownerCamera.fieldOfView = 90;
ownerCamera.aspect = 1.0f;
Color[] mirroredPixels = new Color[swapTex.height * swapTex.width];
for (int i = 0; i < faces.Length; i++)
{
ownerCamera.transform.eulerAngles = faceAngles[i];
ownerCamera.Render();
RenderTexture.active = faceTexture;
swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
// Mirror vertically to meet the standard of unity cubemap
Color[] OrignalPixels = swapTex.GetPixels();
for (int y1 = 0; y1 < height; y1++)
{
for (int x1 = 0; x1 < width; x1++)
{
mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1];
}
};
outCubemap.SetPixels(mirroredPixels, faces[i]);
}
outCubemap.SmoothEdges();
// Restore states
RenderTexture.active = backupRenderTex;
ownerCamera.fieldOfView = backupFieldOfView;
ownerCamera.aspect = backupAspect;
ownerCamera.transform.rotation = backupRot;
ownerCamera.targetTexture = backupRenderTex;
DestroyImmediate(swapTex);
DestroyImmediate(faceTexture);
}
/// <summary>
/// Save unity cubemap into NPOT 6x1 cubemap/texture atlas in the following format PX NX PY NY PZ NZ
/// </summary>
/// <description>
/// Supported format: PNG/JPG
/// Default file name: using current time OVR_hh_mm_ss.png
/// </description>
public static bool SaveCubemapCapture(Cubemap cubemap, string pathName = null)
{
string fileName;
string dirName;
int width = cubemap.width;
int height = cubemap.height;
int x = 0;
int y = 0;
bool saveToPNG = true;
if (string.IsNullOrEmpty(pathName))
{
dirName = Application.persistentDataPath + "/OVR_ScreenShot360/";
fileName = null;
}
else
{
dirName = Path.GetDirectoryName(pathName);
fileName = Path.GetFileName(pathName);
if (dirName[dirName.Length - 1] != '/' || dirName[dirName.Length - 1] != '\\')
dirName += "/";
}
if (string.IsNullOrEmpty(fileName))
fileName = "OVR_" + System.DateTime.Now.ToString("hh_mm_ss") + ".png";
string extName = Path.GetExtension(fileName);
if (extName == ".png")
{
saveToPNG = true;
}
else if (extName == ".jpg")
{
saveToPNG = false;
}
else
{
Debug.LogError("Unsupported file format" + extName);
return false;
}
// Validate path
try
{
System.IO.Directory.CreateDirectory(dirName);
}
catch (System.Exception e)
{
Debug.LogError("Failed to create path " + dirName + " since " + e.ToString());
return false;
}
// Create the new texture
Texture2D tex = new Texture2D(width * 6, height, TextureFormat.RGB24, false);
if (tex == null)
{
Debug.LogError("[OVRScreenshotWizard] Failed creating the texture!");
return false;
}
// Merge all the cubemap faces into the texture
// Reference cubemap format: http://docs.unity3d.com/Manual/class-Cubemap.html
CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
for (int i = 0; i < faces.Length; i++)
{
// get the pixels from the cubemap
Color[] srcPixels = null;
Color[] pixels = cubemap.GetPixels(faces[i]);
// if desired, flip them as they are ordered left to right, bottom to top
srcPixels = new Color[pixels.Length];
for (int y1 = 0; y1 < height; y1++)
{
for (int x1 = 0; x1 < width; x1++)
{
srcPixels[y1 * width + x1] = pixels[((height - 1 - y1) * width) + x1];
}
}
// Copy them to the dest texture
tex.SetPixels(x, y, width, height, srcPixels);
x += width;
}
try
{
// Encode the texture and save it to disk
byte[] bytes = saveToPNG ? tex.EncodeToPNG() : tex.EncodeToJPG();
System.IO.File.WriteAllBytes(dirName + fileName, bytes);
Debug.Log("Cubemap file created " + dirName + fileName);
}
catch (System.Exception e)
{
Debug.LogError("Failed to save cubemap file since " + e.ToString());
return false;
}
DestroyImmediate(tex);
return true;
}
}