using System; using Unity.Collections.LowLevel.Unsafe; using UnityEngine; using UnityEngine.UI; using UnityEngine.XR.ARExtensions; using UnityEngine.XR.ARFoundation; #if !UNITY_2018_2_OR_NEWER using Unity.Collections; #endif /// /// This component tests getting the latest camera image /// and converting it to RGBA format. If successful, /// it displays the image on the screen as a RawImage /// and also displays information about the image. /// /// This is useful for computer vision applications where /// you need to access the raw pixels from camera image /// on the CPU. /// /// This is different from the ARCameraBackground component, which /// efficiently displays the camera image on the screen. If you /// just want to blit the camera texture to the screen, use /// the ARCameraBackground, or use Graphics.Blit to create /// a GPU-friendly RenderTexture. /// /// In this example, we get the camera image data on the CPU, /// convert it to an RGBA format, then display it on the screen /// as a RawImage texture to demonstrate it is working. /// This is done as an example; do not use this technique simply /// to render the camera image on screen. /// public class TestCameraImage : MonoBehaviour { [SerializeField] RawImage m_RawImage; /// /// The UI RawImage used to display the image on screen. /// public RawImage rawImage { get { return m_RawImage; } set { m_RawImage = value; } } [SerializeField] Text m_ImageInfo; /// /// The UI Text used to display information about the image on screen. /// public Text imageInfo { get { return m_ImageInfo; } set { m_ImageInfo = value; } } Texture2D m_Texture; void OnEnable() { ARSubsystemManager.cameraFrameReceived += OnCameraFrameReceived; } void OnDisable() { ARSubsystemManager.cameraFrameReceived -= OnCameraFrameReceived; } unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs) { // Attempt to get the latest camera image. If this method succeeds, // it acquires a native resource that must be disposed (see below). CameraImage image; if (!ARSubsystemManager.cameraSubsystem.TryGetLatestImage(out image)) return; // Display some information about the camera image m_ImageInfo.text = string.Format( "Image info:\n\twidth: {0}\n\theight: {1}\n\tplaneCount: {2}\n\ttimestamp: {3}\n\tformat: {4}", image.width, image.height, image.planeCount, image.timestamp, image.format); // Once we have a valid CameraImage, we can access the individual image "planes" // (the separate channels in the image). CameraImage.GetPlane provides // low-overhead access to this data. This could then be passed to a // computer vision algorithm. Here, we will convert the camera image // to an RGBA texture and draw it on the screen. // Choose an RGBA format. // See CameraImage.FormatSupported for a complete list of supported formats. var format = TextureFormat.RGBA32; if (m_Texture == null) m_Texture = new Texture2D(image.width, image.height, format, false); // Convert the image to format, flipping the image across the Y axis. // We can also get a sub rectangle, but we'll get the full image here. var conversionParams = new CameraImageConversionParams(image, format, CameraImageTransformation.MirrorY); #if UNITY_2018_2_OR_NEWER // In 2018.2+, Texture2D allows us write directly to the raw texture data // This allows us to do the conversion in-place without making any copies. var rawTextureData = m_Texture.GetRawTextureData(); image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length); #else // In 2018.1, Texture2D didn't have this feature, so we'll create // a temporary buffer and perform the conversion using that data. int size = image.GetConvertedDataSize(conversionParams); var rawTextureData = new NativeArray(size, Allocator.Temp); var ptr = new IntPtr(rawTextureData.GetUnsafePtr()); image.Convert(conversionParams, ptr, rawTextureData.Length); m_Texture.LoadRawTextureData(ptr, rawTextureData.Length); rawTextureData.Dispose(); #endif // We must dispose of the CameraImage after we're finished // with it to avoid leaking native resources. image.Dispose(); // Apply the updated texture data to our texture m_Texture.Apply(); // Set the RawImage's texture so we can visualize it. m_RawImage.texture = m_Texture; } }