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using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#elif URP_PRESENT
using UnityEngine.Rendering.Universal;
#endif
namespace UnityEngine.Perception.GroundTruth
{
partial class PerceptionCamera
{
/// <summary>
/// Invoked when instance segmentation images are read back from the graphics system. The first parameter is the
/// Time.frameCount at which the objects were rendered. May be invoked many frames after the objects were rendered.
/// </summary>
public event Action<int, NativeArray<Color32>, 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 objects were rendered.
/// </summary>
public event Action<int, NativeArray<RenderedObjectInfo>> RenderedObjectInfosCalculated;
RenderedObjectInfoGenerator m_RenderedObjectInfoGenerator;
RenderTexture m_InstanceSegmentationTexture;
RenderTextureReader<Color32> m_InstanceSegmentationReader;
internal bool m_fLensDistortionEnabled = false;
#if HDRP_PRESENT || URP_PRESENT
#if HDRP_PRESENT
InstanceSegmentationPass m_InstanceSegmentationPass;
LensDistortionPass m_LensDistortionPass;
#elif URP_PRESENT
InstanceSegmentationUrpPass m_InstanceSegmentationPass;
LensDistortionUrpPass m_LensDistortionPass;
#endif
internal void OverrideLensDistortionIntensity(float? intensity)
{
m_LensDistortionPass.m_LensDistortionCrossPipelinePass.lensDistortionOverride = intensity;
}
#endif
void SetupInstanceSegmentation()
{
var myCamera = GetComponent<Camera>();
var width = myCamera.pixelWidth;
var height = myCamera.pixelHeight;
m_InstanceSegmentationTexture = new RenderTexture(new RenderTextureDescriptor(width, height, GraphicsFormat.R8G8B8A8_UNorm, 8));
m_InstanceSegmentationTexture.filterMode = FilterMode.Point;
m_InstanceSegmentationTexture.name = "InstanceSegmentation";
m_RenderedObjectInfoGenerator = new RenderedObjectInfoGenerator();
#if HDRP_PRESENT
var customPassVolume = this.GetComponent<CustomPassVolume>() ?? gameObject.AddComponent<CustomPassVolume>();
customPassVolume.injectionPoint = CustomPassInjectionPoint.BeforeRendering;
customPassVolume.isGlobal = true;
m_InstanceSegmentationPass = new InstanceSegmentationPass()
{
name = "Instance segmentation pass",
targetCamera = GetComponent<Camera>(),
targetTexture = m_InstanceSegmentationTexture
};
m_InstanceSegmentationPass.EnsureInit();
customPassVolume.customPasses.Add(m_InstanceSegmentationPass);
m_LensDistortionPass = new LensDistortionPass(GetComponent<Camera>(), m_InstanceSegmentationTexture)
{
name = "Instance Segmentation Lens Distortion Pass"
};
m_LensDistortionPass.EnsureInit();
customPassVolume.customPasses.Add(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#elif URP_PRESENT
m_InstanceSegmentationPass = new InstanceSegmentationUrpPass(myCamera, m_InstanceSegmentationTexture);
AddScriptableRenderPass(m_InstanceSegmentationPass);
// Lens Distortion
m_LensDistortionPass = new LensDistortionUrpPass(myCamera, m_InstanceSegmentationTexture);
AddScriptableRenderPass(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#endif
m_InstanceSegmentationReader = new RenderTextureReader<Color32>(m_InstanceSegmentationTexture, myCamera, (frameCount, data, tex) =>
{
InstanceSegmentationImageReadback?.Invoke(frameCount, data, tex);
if (RenderedObjectInfosCalculated != null)
{
m_RenderedObjectInfoGenerator.Compute(data, tex.width, BoundingBoxOrigin.TopLeft, out var renderedObjectInfos, Allocator.Temp);
RenderedObjectInfosCalculated?.Invoke(frameCount, renderedObjectInfos);
renderedObjectInfos.Dispose();
}
});
}
void CleanUpInstanceSegmentation()
{
if (m_InstanceSegmentationTexture != null)
m_InstanceSegmentationTexture.Release();
m_InstanceSegmentationTexture = null;
m_InstanceSegmentationReader?.WaitForAllImages();
m_InstanceSegmentationReader?.Dispose();
m_InstanceSegmentationReader = null;
}
}
}