mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-19 04:15:53 +01:00
291 lines
9.2 KiB
C#
291 lines
9.2 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using System.Collections;
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using System.IO;
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/// <summary>
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/// Helper script for capture cubemap and save it into PNG or JPG file
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/// </summary>
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/// <description>
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/// How it works:
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/// 1) This script can be attached to a existing game object, you can also use prefab Assets\OVR\Prefabs\OVRCubemapCaptureProbe
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/// There are 2 ways to trigger a capture if you attached this script to a game object.
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/// * Automatic capturing: if [autoTriggerAfterLaunch] is true, a automatic capturing will be triggered after [autoTriggerDelay] seconds.
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/// * Keyboard trigger: press key [triggeredByKey], a capturing will be triggered.
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/// 2) If you like to trigger the screen capture in your code logic, just call static function [OVRCubemapCapture.TriggerCubemapCapture] with proper input arguments.
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/// </description>
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public class OVRCubemapCapture : MonoBehaviour
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{
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/// <summary>
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/// Enable the automatic screenshot trigger, which will capture a cubemap after autoTriggerDelay (seconds)
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/// </summary>
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public bool autoTriggerAfterLaunch = true;
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public float autoTriggerDelay = 1.0f;
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private float autoTriggerElapse = 0.0f;
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/// <summary>
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/// Trigger cubemap screenshot if user pressed key triggeredByKey
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/// </summary>
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public KeyCode triggeredByKey = KeyCode.F8;
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/// <summary>
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/// The complete file path for saving the cubemap screenshot, including the filename and extension
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/// if pathName is blank, screenshots will be saved into %USERPROFILE%\Documents\OVR_ScreenShot360
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/// </summary>
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public string pathName;
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/// <summary>
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/// The cube face resolution
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/// </summary>
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public int cubemapSize = 2048;
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// Update is called once per frame
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void Update()
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{
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// Trigger after autoTriggerDelay
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if (autoTriggerAfterLaunch)
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{
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autoTriggerElapse += Time.deltaTime;
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if (autoTriggerElapse >= autoTriggerDelay)
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{
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autoTriggerAfterLaunch = false;
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TriggerCubemapCapture(transform.position, cubemapSize, pathName);
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}
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}
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//todo: enable for Unity Input System
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#if ENABLE_LEGACY_INPUT_MANAGER
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// Trigger by press triggeredByKey
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if ( Input.GetKeyDown( triggeredByKey ) )
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{
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TriggerCubemapCapture(transform.position, cubemapSize, pathName);
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}
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#endif
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}
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/// <summary>
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/// Generate unity cubemap at specific location and save into JPG/PNG
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/// </summary>
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/// <description>
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/// Default save folder: your app's persistentDataPath
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/// Default file name: using current time OVR_hh_mm_ss.png
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/// Note1: this will take a few seconds to finish
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/// Note2: if you only want to specify path not filename, please end [pathName] with "/"
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/// </description>
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public static void TriggerCubemapCapture(Vector3 capturePos, int cubemapSize = 2048, string pathName = null)
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{
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GameObject ownerObj = new GameObject("CubemapCamera", typeof(Camera));
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ownerObj.hideFlags = HideFlags.HideAndDontSave;
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ownerObj.transform.position = capturePos;
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ownerObj.transform.rotation = Quaternion.identity;
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Camera camComponent = ownerObj.GetComponent<Camera>();
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camComponent.farClipPlane = 10000.0f;
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camComponent.enabled = false;
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Cubemap cubemap = new Cubemap(cubemapSize, TextureFormat.RGB24, false);
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RenderIntoCubemap(camComponent, cubemap);
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SaveCubemapCapture(cubemap, pathName);
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DestroyImmediate(cubemap);
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DestroyImmediate(ownerObj);
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}
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public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap)
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{
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int width = (int)outCubemap.width;
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int height = (int)outCubemap.height;
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CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
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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) };
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// Backup states
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RenderTexture backupRenderTex = RenderTexture.active;
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float backupFieldOfView = ownerCamera.fieldOfView;
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float backupAspect = ownerCamera.aspect;
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Quaternion backupRot = ownerCamera.transform.rotation;
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//RenderTexture backupRT = ownerCamera.targetTexture;
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// Enable 8X MSAA
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RenderTexture faceTexture = new RenderTexture(width, height, 24);
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faceTexture.antiAliasing = 8;
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faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
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faceTexture.hideFlags = HideFlags.HideAndDontSave;
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// For intermediate saving
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Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false);
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swapTex.hideFlags = HideFlags.HideAndDontSave;
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// Capture 6 Directions
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ownerCamera.targetTexture = faceTexture;
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ownerCamera.fieldOfView = 90;
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ownerCamera.aspect = 1.0f;
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Color[] mirroredPixels = new Color[swapTex.height * swapTex.width];
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for (int i = 0; i < faces.Length; i++)
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{
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ownerCamera.transform.eulerAngles = faceAngles[i];
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ownerCamera.Render();
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RenderTexture.active = faceTexture;
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swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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// Mirror vertically to meet the standard of unity cubemap
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Color[] OrignalPixels = swapTex.GetPixels();
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for (int y1 = 0; y1 < height; y1++)
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{
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for (int x1 = 0; x1 < width; x1++)
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{
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mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1];
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}
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};
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outCubemap.SetPixels(mirroredPixels, faces[i]);
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}
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outCubemap.SmoothEdges();
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// Restore states
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RenderTexture.active = backupRenderTex;
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ownerCamera.fieldOfView = backupFieldOfView;
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ownerCamera.aspect = backupAspect;
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ownerCamera.transform.rotation = backupRot;
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ownerCamera.targetTexture = backupRenderTex;
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DestroyImmediate(swapTex);
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DestroyImmediate(faceTexture);
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}
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/// <summary>
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/// Save unity cubemap into NPOT 6x1 cubemap/texture atlas in the following format PX NX PY NY PZ NZ
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/// </summary>
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/// <description>
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/// Supported format: PNG/JPG
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/// Default file name: using current time OVR_hh_mm_ss.png
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/// </description>
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public static bool SaveCubemapCapture(Cubemap cubemap, string pathName = null)
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{
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string fileName;
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string dirName;
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int width = cubemap.width;
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int height = cubemap.height;
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int x = 0;
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int y = 0;
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bool saveToPNG = true;
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if (string.IsNullOrEmpty(pathName))
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{
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dirName = Application.persistentDataPath + "/OVR_ScreenShot360/";
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fileName = null;
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}
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else
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{
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dirName = Path.GetDirectoryName(pathName);
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fileName = Path.GetFileName(pathName);
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if (dirName[dirName.Length - 1] != '/' || dirName[dirName.Length - 1] != '\\')
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dirName += "/";
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}
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if (string.IsNullOrEmpty(fileName))
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fileName = "OVR_" + System.DateTime.Now.ToString("hh_mm_ss") + ".png";
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string extName = Path.GetExtension(fileName);
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if (extName == ".png")
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{
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saveToPNG = true;
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}
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else if (extName == ".jpg")
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{
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saveToPNG = false;
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}
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else
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{
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Debug.LogError("Unsupported file format" + extName);
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return false;
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}
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// Validate path
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try
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{
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System.IO.Directory.CreateDirectory(dirName);
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}
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catch (System.Exception e)
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{
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Debug.LogError("Failed to create path " + dirName + " since " + e.ToString());
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return false;
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}
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// Create the new texture
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Texture2D tex = new Texture2D(width * 6, height, TextureFormat.RGB24, false);
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if (tex == null)
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{
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Debug.LogError("[OVRScreenshotWizard] Failed creating the texture!");
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return false;
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}
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// Merge all the cubemap faces into the texture
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// Reference cubemap format: http://docs.unity3d.com/Manual/class-Cubemap.html
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CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
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for (int i = 0; i < faces.Length; i++)
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{
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// get the pixels from the cubemap
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Color[] srcPixels = null;
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Color[] pixels = cubemap.GetPixels(faces[i]);
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// if desired, flip them as they are ordered left to right, bottom to top
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srcPixels = new Color[pixels.Length];
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for (int y1 = 0; y1 < height; y1++)
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{
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for (int x1 = 0; x1 < width; x1++)
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{
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srcPixels[y1 * width + x1] = pixels[((height - 1 - y1) * width) + x1];
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}
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}
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// Copy them to the dest texture
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tex.SetPixels(x, y, width, height, srcPixels);
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x += width;
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}
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try
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{
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// Encode the texture and save it to disk
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byte[] bytes = saveToPNG ? tex.EncodeToPNG() : tex.EncodeToJPG();
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System.IO.File.WriteAllBytes(dirName + fileName, bytes);
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Debug.Log("Cubemap file created " + dirName + fileName);
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}
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catch (System.Exception e)
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{
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Debug.LogError("Failed to save cubemap file since " + e.ToString());
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return false;
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}
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DestroyImmediate(tex);
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return true;
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}
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}
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