using UnityEngine;
namespace Unity.MLAgents.Sensors
{
///
/// Sensor class that wraps a [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance.
///
public class RenderTextureSensor : ISensor
{
RenderTexture m_RenderTexture;
bool m_Grayscale;
string m_Name;
int[] m_Shape;
SensorCompressionType m_CompressionType;
///
/// The compression type used by the sensor.
///
public SensorCompressionType CompressionType
{
get { return m_CompressionType; }
set { m_CompressionType = value; }
}
///
/// Initializes the sensor.
///
/// The [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html)
/// instance to wrap.
/// Whether to convert it to grayscale or not.
/// Name of the sensor.
/// Compression method for the render texture.
/// [GameObject]: https://docs.unity3d.com/Manual/GameObjects.html
public RenderTextureSensor(
RenderTexture renderTexture, bool grayscale, string name, SensorCompressionType compressionType)
{
m_RenderTexture = renderTexture;
var width = renderTexture != null ? renderTexture.width : 0;
var height = renderTexture != null ? renderTexture.height : 0;
m_Grayscale = grayscale;
m_Name = name;
m_Shape = new[] { height, width, grayscale ? 1 : 3 };
m_CompressionType = compressionType;
}
///
public string GetName()
{
return m_Name;
}
///
public int[] GetObservationShape()
{
return m_Shape;
}
///
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_RenderTexture);
// TODO support more types here, e.g. JPG
var compressed = texture.EncodeToPNG();
DestroyTexture(texture);
return compressed;
}
}
///
public int Write(ObservationWriter writer)
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.Write"))
{
var texture = ObservationToTexture(m_RenderTexture);
var numWritten = Utilities.TextureToTensorProxy(texture, writer, m_Grayscale);
DestroyTexture(texture);
return numWritten;
}
}
///
public void Update() {}
///
public void Reset() {}
///
public SensorCompressionType GetCompressionType()
{
return m_CompressionType;
}
///
/// Converts a RenderTexture to a 2D texture.
///
/// The 2D texture.
/// RenderTexture.
/// Texture2D to render to.
public static Texture2D ObservationToTexture(RenderTexture obsTexture)
{
var height = obsTexture.height;
var width = obsTexture.width;
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
var prevActiveRt = RenderTexture.active;
RenderTexture.active = obsTexture;
texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
texture2D.Apply();
RenderTexture.active = prevActiveRt;
return texture2D;
}
static void DestroyTexture(Texture2D texture)
{
if (Application.isEditor)
{
// Edit Mode tests complain if we use Destroy()
// TODO move to extension methods for UnityEngine.Object?
Object.DestroyImmediate(texture);
}
else
{
Object.Destroy(texture);
}
}
}
}