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using System.Text;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// This component displays a picture-in-picture view of the environment depth texture, the human depth texture, or
/// the human stencil texture.
/// </summary>
public class DisplayDepthImage : MonoBehaviour
{
/// <summary>
/// The display mode for the texture widget. Values must match the UI dropdown.
/// </summary>
enum DisplayMode
{
EnvironmentDepth = 0,
HumanDepth = 1,
HumanStencil = 2,
}
/// <summary>
/// Name of the texture rotation property in the shader.
/// </summary>
const string k_TextureRotationName = "_TextureRotation";
/// <summary>
/// Name of the max distance property in the shader.
/// </summary>
const string k_MaxDistanceName = "_MaxDistance";
/// <summary>
/// The default texture aspect ratio.
/// </summary>
const float k_DefaultTextureAspectRadio = 1.0f;
/// <summary>
/// ID of the texture rotation property in the shader.
/// </summary>
static readonly int k_TextureRotationId = Shader.PropertyToID(k_TextureRotationName);
/// <summary>
/// ID of the max distance property in the shader.
/// </summary>
static readonly int k_MaxDistanceId = Shader.PropertyToID(k_MaxDistanceName);
/// <summary>
/// A string builder for construction of strings.
/// </summary>
readonly StringBuilder m_StringBuilder = new StringBuilder();
/// <summary>
/// The current screen orientation remembered so that we are only updating the raw image layout when it changes.
/// </summary>
ScreenOrientation m_CurrentScreenOrientation;
/// <summary>
/// The current texture aspect ratio remembered so that we can resize the raw image layout when it changes.
/// </summary>
float m_TextureAspectRatio = k_DefaultTextureAspectRadio;
/// <summary>
/// The mode indicating which texture to display.
/// </summary>
DisplayMode m_DisplayMode = DisplayMode.EnvironmentDepth;
/// <summary>
/// Get or set the <c>AROcclusionManager</c>.
/// </summary>
public AROcclusionManager occlusionManager
{
get => m_OcclusionManager;
set => m_OcclusionManager = value;
}
[SerializeField]
[Tooltip("The AROcclusionManager which will produce frame events.")]
AROcclusionManager m_OcclusionManager;
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawImage
{
get => m_RawImage;
set => m_RawImage = value;
}
[SerializeField]
RawImage m_RawImage;
/// <summary>
/// The UI Text used to display information about the image on screen.
/// </summary>
public Text imageInfo
{
get => m_ImageInfo;
set => m_ImageInfo = value;
}
[SerializeField]
Text m_ImageInfo;
/// <summary>
/// The depth material for rendering depth textures.
/// </summary>
public Material depthMaterial
{
get => m_DepthMaterial;
set => m_DepthMaterial = value;
}
[SerializeField]
Material m_DepthMaterial;
/// <summary>
/// The stencil material for rendering stencil textures.
/// </summary>
public Material stencilMaterial
{
get => m_StencilMaterial;
set => m_StencilMaterial = value;
}
[SerializeField]
Material m_StencilMaterial;
/// <summary>
/// The max distance value for the shader when showing an environment depth texture.
/// </summary>
public float maxEnvironmentDistance
{
get => m_MaxEnvironmentDistance;
set => m_MaxEnvironmentDistance = value;
}
[SerializeField]
float m_MaxEnvironmentDistance = 8.0f;
/// <summary>
/// The max distance value for the shader when showing an human depth texture.
/// </summary>
public float maxHumanDistance
{
get => m_MaxHumanDistance;
set => m_MaxHumanDistance = value;
}
[SerializeField]
float m_MaxHumanDistance = 3.0f;
void OnEnable()
{
// When enabled, get the current screen orientation, and update the raw image UI.
m_CurrentScreenOrientation = Screen.orientation;
UpdateRawImage();
}
void Update()
{
// If we are on a device that does supports neither human stencil, human depth, nor environment depth,
// display a message about unsupported functionality and return.
Debug.Assert(m_OcclusionManager != null, "no occlusion manager");
switch (m_DisplayMode)
{
case DisplayMode.HumanDepth:
case DisplayMode.HumanStencil:
if ((m_OcclusionManager.descriptor?.supportsHumanSegmentationStencilImage == false)
&& (m_OcclusionManager.descriptor?.supportsHumanSegmentationDepthImage == false))
{
if (m_ImageInfo != null)
{
m_ImageInfo.text = "Human segmentation is not supported on this device.";
}
m_RawImage.texture = null;
if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
{
m_TextureAspectRatio = k_DefaultTextureAspectRadio;
UpdateRawImage();
}
return;
}
break;
case DisplayMode.EnvironmentDepth :
default:
if (m_OcclusionManager.descriptor?.supportsEnvironmentDepthImage == false)
{
if (m_ImageInfo != null)
{
m_ImageInfo.text = "Environment depth is not supported on this device.";
}
m_RawImage.texture = null;
if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
{
m_TextureAspectRatio = k_DefaultTextureAspectRadio;
UpdateRawImage();
}
return;
}
break;
}
// Get all of the occlusion textures.
Texture2D humanStencil = m_OcclusionManager.humanStencilTexture;
Texture2D humanDepth = m_OcclusionManager.humanDepthTexture;
Texture2D envDepth = m_OcclusionManager.environmentDepthTexture;
// Display some text information about each of the textures.
m_StringBuilder.Clear();
LogTextureInfo(m_StringBuilder, "stencil", humanStencil);
LogTextureInfo(m_StringBuilder, "depth", humanDepth);
LogTextureInfo(m_StringBuilder, "env", envDepth);
if (m_ImageInfo != null)
{
m_ImageInfo.text = m_StringBuilder.ToString();
}
else
{
Debug.Log(m_StringBuilder.ToString());
}
// Decide which to display based on the current mode.
Texture2D displayTexture;
switch (m_DisplayMode)
{
case DisplayMode.HumanStencil:
displayTexture = humanStencil;
break;
case DisplayMode.HumanDepth:
displayTexture = humanDepth;
break;
case DisplayMode.EnvironmentDepth:
default:
displayTexture = envDepth;
break;
}
// Assign the texture to display to the raw image.
Debug.Assert(m_RawImage != null, "no raw image");
m_RawImage.texture = displayTexture;
// Get the aspect ratio for the current texture.
float textureAspectRatio = (displayTexture == null) ? 1.0f : ((float)displayTexture.width / (float)displayTexture.height);
// If the raw image needs to be updated because of a device orientation change or because of a texture
// aspect ratio difference, then update the raw image with the new values.
if ((m_CurrentScreenOrientation != Screen.orientation)
|| !Mathf.Approximately(m_TextureAspectRatio, textureAspectRatio))
{
m_CurrentScreenOrientation = Screen.orientation;
m_TextureAspectRatio = textureAspectRatio;
UpdateRawImage();
}
}
/// <summary>
/// Create log information about the given texture.
/// </summary>
/// <param name="stringBuilder">The string builder to which to append the texture information.</param>
/// <param name="textureName">The semantic name of the texture for logging purposes.</param>
/// <param name="texture">The texture for which to log information.</param>
void LogTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
{
stringBuilder.Append($"texture : {textureName}\n");
if (texture == null)
{
stringBuilder.Append(" <null>\n");
}
else
{
stringBuilder.Append($" format : {texture.format}\n");
stringBuilder.Append($" width : {texture.width}\n");
stringBuilder.Append($" height : {texture.height}\n");
stringBuilder.Append($" mipmap : {texture.mipmapCount}\n");
}
}
/// <summary>
/// Update the raw image with the current configurations.
/// </summary>
void UpdateRawImage()
{
Debug.Assert(m_RawImage != null, "no raw image");
// Determine the raw imge rectSize preserving the texture aspect ratio, matching the screen orientation,
// and keeping a minimum dimension size.
float minDimension = 480.0f;
float maxDimension = Mathf.Round(minDimension * m_TextureAspectRatio);
Vector2 rectSize;
float rotation;
switch (m_CurrentScreenOrientation)
{
case ScreenOrientation.LandscapeRight:
rectSize = new Vector2(maxDimension, minDimension);
rotation = 180.0f;
break;
case ScreenOrientation.LandscapeLeft:
rectSize = new Vector2(maxDimension, minDimension);
rotation = 0.0f;
break;
case ScreenOrientation.PortraitUpsideDown:
rectSize = new Vector2(minDimension, maxDimension);
rotation = 90.0f;
break;
case ScreenOrientation.Portrait:
default:
rectSize = new Vector2(minDimension, maxDimension);
rotation = 270.0f;
break;
}
// Determine the raw image material and maxDistance material parameter based on the display mode.
float maxDistance;
Material material;
switch (m_DisplayMode)
{
case DisplayMode.HumanStencil:
material = m_StencilMaterial;
maxDistance = m_MaxHumanDistance;
break;
case DisplayMode.HumanDepth:
material = m_DepthMaterial;
maxDistance = m_MaxHumanDistance;
break;
case DisplayMode.EnvironmentDepth:
default:
material = m_DepthMaterial;
maxDistance = m_MaxEnvironmentDistance;
break;
}
// Update the raw image dimensions and the raw image material parameters.
m_RawImage.rectTransform.sizeDelta = rectSize;
material.SetFloat(k_TextureRotationId, rotation);
material.SetFloat(k_MaxDistanceId, maxDistance);
m_RawImage.material = material;
}
/// <summary>
/// Callback when the depth mode dropdown UI has a value change.
/// </summary>
/// <param name="dropdown">The dropdown UI that changed.</param>
public void OnDepthModeDropdownValueChanged(Dropdown dropdown)
{
// Update the display mode from the dropdown value.
m_DisplayMode = (DisplayMode)dropdown.value;
// Update the raw image following the mode change.
UpdateRawImage();
}
}
}