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using System;
using Unity.Collections;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#endif
#if URP_PRESENT
using UnityEngine.Rendering.Universal;
#endif
namespace UnityEngine.Perception.GroundTruth
{
partial class PerceptionCamera
{
public event Action<int, NativeArray<uint>, RenderTexture> InstanceSegmentationImageReadback;
/// <summary>
/// Invoked when RenderedObjectInfos are calculated. The first parameter is the Time.frameCount at which the objects were rendered. This may be called many frames after the frame in which the objects were rendered.
/// </summary>
public event Action<int, NativeArray<RenderedObjectInfo>> RenderedObjectInfosCalculated;
RenderedObjectInfoGenerator m_RenderedObjectInfoGenerator;
RenderTexture m_InstanceSegmentationTexture;
RenderTextureReader<uint> m_InstanceSegmentationReader;
#if HDRP_PRESENT
InstanceSegmentationPass m_InstanceSegmentationPass;
#endif
#if URP_PRESENT
[NonSerialized]
InstanceSegmentationUrpPass m_InstanceSegmentationUrpPass;
#endif
void SetupInstanceSegmentation()
{
var camera = PerceptionCamera.GetComponent<Camera>();
var width = camera.pixelWidth;
var height = camera.pixelHeight;
m_InstanceSegmentationTexture = new RenderTexture(new RenderTextureDescriptor(width, height, GraphicsFormat.R8G8B8A8_UNorm, 8));
m_InstanceSegmentationTexture.name = "InstanceSegmentation";
m_RenderedObjectInfoGenerator = new RenderedObjectInfoGenerator();
World.DefaultGameObjectInjectionWorld.GetExistingSystem<GroundTruthLabelSetupSystem>().Activate(m_RenderedObjectInfoGenerator);
#if HDRP_PRESENT
var customPassVolume = this.GetComponent<CustomPassVolume>() ?? gameObject.AddComponent<CustomPassVolume>();
customPassVolume.injectionPoint = CustomPassInjectionPoint.BeforeRendering;
customPassVolume.isGlobal = true;
m_SegmentationPass = new InstanceSegmentationPass()
{
name = "Instance segmentation pass",
targetCamera = myCamera,
targetTexture = m_SegmentationTexture
};
m_SegmentationPass.EnsureInit();
customPassVolume.customPasses.Add(m_SegmentationPass);
#endif
#if URP_PRESENT
AddScriptableRenderPass(new InstanceSegmentationUrpPass(camera, m_InstanceSegmentationTexture));
#endif
m_InstanceSegmentationReader = new RenderTextureReader<uint>(m_InstanceSegmentationTexture, camera, (frameCount, data, tex) =>
{
InstanceSegmentationImageReadback?.Invoke(frameCount, data, tex);
});
}
void CleanUpInstanceSegmentation()
{
if (m_InstanceSegmentationTexture != null)
m_InstanceSegmentationTexture.Release();
m_InstanceSegmentationTexture = null;
m_InstanceSegmentationReader?.WaitForAllImages();
m_InstanceSegmentationReader?.Dispose();
m_InstanceSegmentationReader = null;
}
}
}