using System; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; using Unity.Profiling; using Unity.Simulation; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Profiling; using UnityEngine.Rendering; #if HDRP_PRESENT using UnityEngine.Rendering.HighDefinition; #endif #if URP_PRESENT using UnityEngine.Rendering.Universal; #endif namespace UnityEngine.Perception.GroundTruth { /// /// Captures ground truth from the associated Camera. /// [RequireComponent(typeof(Camera))] public partial class PerceptionCamera : MonoBehaviour { //TODO: Remove the Guid path when we have proper dataset merging in Unity Simulation and Thea internal string rgbDirectory { get; } = $"RGB{Guid.NewGuid()}"; static string s_RgbFilePrefix = "rgb_"; /// /// A human-readable description of the camera. /// public string description; /// /// Whether camera output should be captured to disk /// public bool captureRgbImages = true; Camera m_AttachedCamera = null; /// /// Caches access to the camera attached to the perception camera /// public Camera attachedCamera => m_AttachedCamera; /// /// Frame number at which this camera starts capturing. /// public int firstCaptureFrame = 0; /// /// The method of triggering captures for this camera. /// public CaptureTriggerMode captureTriggerMode = CaptureTriggerMode.Scheduled; /// /// Have this unscheduled (manual capture) camera affect simulation timings (similar to a scheduled camera) by requesting a specific frame delta time /// public bool manualSensorAffectSimulationTiming = false; /// /// The simulation frame time (seconds) for this camera. E.g. 0.0166 translates to 60 frames per second. This will be used as Unity's , causing a fixed number of frames to be generated for each second of elapsed simulation time regardless of the capabilities of the underlying hardware. /// public float simulationDeltaTime = 0.0166f; /// /// The number of frames to simulate and render between the camera's scheduled captures. Setting this to 0 makes the camera capture every frame. /// public int framesBetweenCaptures = 0; /// /// Requests a capture from this camera on the next rendered frame. Can only be used when using capture mode. /// public void RequestCapture() { if (captureTriggerMode.Equals(CaptureTriggerMode.Manual)) { SensorHandle.RequestCapture(); } else { Debug.LogError($"{nameof(RequestCapture)} can only be used if the camera is in {nameof(CaptureTriggerMode.Manual)} capture mode."); } } /// /// Event invoked after the camera finishes rendering during a frame. /// [SerializeReference] List m_Labelers = new List(); Dictionary m_PersistentSensorData = new Dictionary(); int m_LastFrameCaptured = -1; int m_LastFrameEndRendering = -1; #pragma warning disable 414 //only used to confirm that GroundTruthRendererFeature is present in URP bool m_GroundTruthRendererFeatureRun; #pragma warning restore 414 static PerceptionCamera s_VisualizedPerceptionCamera; /// /// Turns on/off the realtime visualization capability. /// [SerializeField] public bool showVisualizations = true; bool m_ShowingVisualizations = false; /// /// The associated with this camera. Use this to report additional annotations and metrics at runtime. /// public SensorHandle SensorHandle { get { EnsureSensorRegistered(); return m_SensorHandle; } private set => m_SensorHandle = value; } SensorHandle m_SensorHandle; Ego m_EgoMarker; static ProfilerMarker s_WriteFrame = new ProfilerMarker("Write Frame (PerceptionCamera)"); static ProfilerMarker s_EncodeAndSave = new ProfilerMarker("Encode and save (PerceptionCamera)"); #if URP_PRESENT internal List passes = new List(); public void AddScriptableRenderPass(ScriptableRenderPass pass) { passes.Add(pass); } #endif /// /// Add a data object which will be added to the dataset with each capture. Overrides existing sensor data associated with the given key. /// /// The key to associate with the data. /// An object containing the data. Will be serialized into json. public void SetPersistentSensorData(string key, object data) { m_PersistentSensorData[key] = data; } /// /// Removes a persistent sensor data object. /// /// The key of the object to remove. /// True if a data object was removed. False if it was not set. public bool RemovePersistentSensorData(string key) { return m_PersistentSensorData.Remove(key); } void Start() { AsyncRequest.maxJobSystemParallelism = 0; // Jobs are not chained to one another in any way, maximizing parallelism AsyncRequest.maxAsyncRequestFrameAge = 4; // Ensure that readbacks happen before Allocator.TempJob allocations get stale Application.runInBackground = true; SetupInstanceSegmentation(); m_AttachedCamera = GetComponent(); SetupVisualizationCamera(m_AttachedCamera); DatasetCapture.SimulationEnding += OnSimulationEnding; } void EnsureSensorRegistered() { if (m_SensorHandle.IsNil) { m_EgoMarker = GetComponentInParent(); var ego = m_EgoMarker == null ? DatasetCapture.RegisterEgo("") : m_EgoMarker.EgoHandle; SensorHandle = DatasetCapture.RegisterSensor(ego, "camera", description, firstCaptureFrame, captureTriggerMode, simulationDeltaTime, framesBetweenCaptures, manualSensorAffectSimulationTiming); } } void OnEnable() { RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering; RenderPipelineManager.endCameraRendering += OnEndCameraRendering; RenderPipelineManager.endCameraRendering += CheckForRendererFeature; } internal HUDPanel hudPanel = null; internal OverlayPanel overlayPanel = null; void SetupVisualizationCamera(Camera cam) { #if !UNITY_EDITOR && !DEVELOPMENT_BUILD showVisualizations = false; #else var visualizationAllowed = s_VisualizedPerceptionCamera == null; if (!visualizationAllowed && showVisualizations) { Debug.LogWarning($"Currently only one PerceptionCamera may be visualized at a time. Disabling visualization on {gameObject.name}."); showVisualizations = false; return; } if (!showVisualizations) return; m_ShowingVisualizations = true; s_VisualizedPerceptionCamera = this; hudPanel = gameObject.AddComponent(); overlayPanel = gameObject.AddComponent(); overlayPanel.perceptionCamera = this; #endif } void CheckForRendererFeature(ScriptableRenderContext context, Camera camera) { if (camera == m_AttachedCamera) { #if URP_PRESENT if (!m_GroundTruthRendererFeatureRun) { Debug.LogError("GroundTruthRendererFeature must be present on the ScriptableRenderer associated with the camera. The ScriptableRenderer can be accessed through Edit -> Project Settings... -> Graphics -> Scriptable Render Pipeline Settings -> Renderer List."); enabled = false; } #endif RenderPipelineManager.endCameraRendering -= CheckForRendererFeature; } } // Update is called once per frame void Update() { EnsureSensorRegistered(); if (!SensorHandle.IsValid) return; bool anyVisualizing = false; foreach (var labeler in m_Labelers) { if (!labeler.enabled) continue; if (!labeler.isInitialized) { labeler.Init(this); } labeler.InternalOnUpdate(); anyVisualizing |= labeler.InternalVisualizationEnabled; } // Currently there is an issue in the perception camera that causes the UI layer not to be visualized // if we are utilizing async readback and we have to flip our captured image. We have created a jira // issue for this (aisv-779) and have notified the engine team about this. anyVisualizing = true; if (m_ShowingVisualizations) CaptureOptions.useAsyncReadbackIfSupported = !anyVisualizing; } private Vector2 scrollPosition; private const float panelWidth = 200; private const float panelHeight = 250; private void SetUpGUIStyles() { GUI.skin.label.fontSize = 12; GUI.skin.label.font = Resources.Load("Inter-Light"); GUI.skin.label.padding = new RectOffset(0, 0, 1, 1); GUI.skin.label.margin = new RectOffset(0, 0, 1, 1); GUI.skin.label.wordWrap = true; GUI.skin.label.alignment = TextAnchor.MiddleLeft; GUI.skin.box.padding = new RectOffset(5, 5, 5, 5); GUI.skin.toggle.margin = new RectOffset(0, 0, 0, 0); GUI.skin.horizontalSlider.margin = new RectOffset(0, 0, 0, 0); m_GUIStylesInitialized = true; } private bool m_GUIStylesInitialized = false; private void DisplayNoLabelersMessage() { var x = Screen.width - panelWidth - 10; var height = Math.Min(Screen.height * 0.5f - 20, 90); GUILayout.BeginArea(new Rect(x, 10, panelWidth, height), GUI.skin.box); GUILayout.Label("Visualization: No labelers are currently active. Enable at least one labeler from the inspector window of your perception camera to see visualizations."); // If a labeler has never been initialized then it was off from the // start, it should not be called to draw on the UI foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized)) { labeler.VisualizeUI(); GUILayout.Space(4); } GUILayout.EndArea(); } private void OnGUI() { if (!m_ShowingVisualizations) return; if (!m_GUIStylesInitialized) SetUpGUIStyles(); GUI.depth = 5; var anyLabelerEnabled = false; // If a labeler has never been initialized then it was off from the // start, it should not be called to draw on the UI foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized)) { labeler.Visualize(); anyLabelerEnabled = true; } if (!anyLabelerEnabled) { DisplayNoLabelersMessage(); return; } GUI.depth = 0; hudPanel.OnDrawGUI(); var x = Screen.width - panelWidth - 10; var height = Math.Min(Screen.height * 0.5f - 20, panelHeight); GUILayout.BeginArea(new Rect(x, 10, panelWidth, height), GUI.skin.box); scrollPosition = GUILayout.BeginScrollView(scrollPosition); // If a labeler has never been initialized then it was off from the // start, it should not be called to draw on the UI foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized)) { labeler.VisualizeUI(); } // This needs to happen here so that the overlay panel controls // are placed in the controls panel overlayPanel.OnDrawGUI(x, 10, panelWidth, height); GUILayout.EndScrollView(); GUILayout.EndArea(); } void OnValidate() { if (m_Labelers == null) m_Labelers = new List(); } // Convert the Unity 4x4 projection matrix to a 3x3 matrix // ReSharper disable once InconsistentNaming static float3x3 ToProjectionMatrix3x3(Matrix4x4 inMatrix) { return new float3x3( inMatrix[0,0], inMatrix[0,1], inMatrix[0,2], inMatrix[1,0], inMatrix[1,1], inMatrix[1,2], inMatrix[2,0],inMatrix[2,1], inMatrix[2,2]); } void CaptureRgbData(Camera cam) { if (!captureRgbImages) return; Profiler.BeginSample("CaptureDataFromLastFrame"); // Record the camera's projection matrix SetPersistentSensorData("camera_intrinsic", ToProjectionMatrix3x3(cam.projectionMatrix)); var captureFilename = $"{Manager.Instance.GetDirectoryFor(rgbDirectory)}/{s_RgbFilePrefix}{Time.frameCount}.png"; var dxRootPath = $"{rgbDirectory}/{s_RgbFilePrefix}{Time.frameCount}.png"; SensorHandle.ReportCapture(dxRootPath, SensorSpatialData.FromGameObjects(m_EgoMarker == null ? null : m_EgoMarker.gameObject, gameObject), m_PersistentSensorData.Select(kvp => (kvp.Key, kvp.Value)).ToArray()); Func, AsyncRequest.Result> colorFunctor; var width = cam.pixelWidth; var height = cam.pixelHeight; colorFunctor = r => { using (s_WriteFrame.Auto()) { var dataColorBuffer = (byte[])r.data.colorBuffer; byte[] encodedData; using (s_EncodeAndSave.Auto()) { encodedData = ImageConversion.EncodeArrayToPNG(dataColorBuffer, GraphicsFormat.R8G8B8A8_UNorm, (uint)width, (uint)height); } return !FileProducer.Write(captureFilename, encodedData) ? AsyncRequest.Result.Error : AsyncRequest.Result.Completed; } }; #if SIMULATION_CAPTURE_0_0_10_PREVIEW_16_OR_NEWER CaptureCamera.Capture(cam, colorFunctor, forceFlip: ForceFlip.None); #else CaptureCamera.Capture(cam, colorFunctor, flipY: flipY); #endif Profiler.EndSample(); } void OnSimulationEnding() { CleanUpInstanceSegmentation(); foreach (var labeler in m_Labelers) { if (labeler.isInitialized) labeler.InternalCleanup(); } } void OnBeginCameraRendering(ScriptableRenderContext _, Camera cam) { if (!ShouldCallLabelers(cam, m_LastFrameCaptured)) return; m_LastFrameCaptured = Time.frameCount; CaptureRgbData(cam); CallOnLabelers(l => l.InternalOnBeginRendering()); } void OnEndCameraRendering(ScriptableRenderContext _, Camera cam) { if (!ShouldCallLabelers(cam, m_LastFrameEndRendering)) return; m_LastFrameEndRendering = Time.frameCount; CallOnLabelers(l => l.InternalOnEndRendering()); } private void CallOnLabelers(Action action) { foreach (var labeler in m_Labelers) { if (!labeler.enabled) continue; if (!labeler.isInitialized) labeler.Init(this); action(labeler); } } private bool ShouldCallLabelers(Camera cam, int lastFrameCalledThisCallback) { if (cam != m_AttachedCamera) return false; if (!SensorHandle.ShouldCaptureThisFrame) return false; //there are cases when OnBeginCameraRendering is called multiple times in the same frame. Ignore the subsequent calls. if (lastFrameCalledThisCallback == Time.frameCount) return false; #if UNITY_EDITOR if (UnityEditor.EditorApplication.isPaused) return false; #endif return true; } void OnDisable() { RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering; RenderPipelineManager.endCameraRendering -= OnEndCameraRendering; RenderPipelineManager.endCameraRendering -= CheckForRendererFeature; } void OnDestroy() { DatasetCapture.SimulationEnding -= OnSimulationEnding; OnSimulationEnding(); CleanupVisualization(); if (SensorHandle.IsValid) SensorHandle.Dispose(); SensorHandle = default; } void CleanupVisualization() { if (s_VisualizedPerceptionCamera == this) { s_VisualizedPerceptionCamera = null; } } /// /// The instances which will be run for this PerceptionCamera. /// public IReadOnlyList labelers => m_Labelers; /// /// Add the given to the PerceptionCamera. It will be set up and executed by this /// PerceptionCamera each frame it captures data. /// /// The labeler to add to this PerceptionCamera public void AddLabeler(CameraLabeler cameraLabeler) => m_Labelers.Add(cameraLabeler); /// /// Removes the given from the list of labelers under this PerceptionCamera, if it /// is in the list. The labeler is cleaned up in the process. Labelers removed from a PerceptionCamera should /// not be used again. /// /// /// public bool RemoveLabeler(CameraLabeler cameraLabeler) { if (m_Labelers.Remove(cameraLabeler)) { if (cameraLabeler.isInitialized) cameraLabeler.InternalCleanup(); return true; } return false; } internal void OnGroundTruthRendererFeatureRun() { //only used to confirm that GroundTruthRendererFeature is present in URP m_GroundTruthRendererFeatureRun = true; } } }