using System;
using UnityEngine;
namespace MLAgents.Sensor
{
public class RenderTextureSensor : ISensor
{
RenderTexture m_RenderTexture;
int m_Width;
int m_Height;
bool m_Grayscale;
string m_Name;
int[] m_Shape;
public RenderTextureSensor(RenderTexture renderTexture, int width, int height, bool grayscale, string name)
{
m_RenderTexture = renderTexture;
m_Width = width;
m_Height = height;
m_Grayscale = grayscale;
m_Name = name;
m_Shape = new[] { width, height, grayscale ? 1 : 3 };
}
public string GetName()
{
return m_Name;
}
public int[] GetFloatObservationShape()
{
return m_Shape;
}
public byte[] GetCompressedObservation()
{
using(TimerStack.Instance.Scoped("RenderTexSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_RenderTexture, m_Width, m_Height);
// TODO support more types here, e.g. JPG
var compressed = texture.EncodeToPNG();
UnityEngine.Object.Destroy(texture);
return compressed;
}
}
public int Write(WriteAdapter adapter)
{
using (TimerStack.Instance.Scoped("RenderTexSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_RenderTexture, m_Width, m_Height);
var numWritten = Utilities.TextureToTensorProxy(texture, adapter, m_Grayscale);
UnityEngine.Object.Destroy(texture);
return numWritten;
}
}
public void Update() { }
public SensorCompressionType GetCompressionType()
{
return SensorCompressionType.PNG;
}
///
/// Converts a RenderTexture and correspinding resolution to a 2D texture.
///
/// The 2D texture.
/// RenderTexture.
/// Width of resulting 2D texture.
/// Height of resulting 2D texture.
/// Texture2D to render to.
public static Texture2D ObservationToTexture(RenderTexture obsTexture, int width, int height)
{
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
if (width != texture2D.width || height != texture2D.height)
{
texture2D.Resize(width, height);
}
if (width != obsTexture.width || height != obsTexture.height)
{
throw new UnityAgentsException(string.Format(
"RenderTexture {0} : width/height is {1}/{2} brain is expecting {3}/{4}.",
obsTexture.name, obsTexture.width, obsTexture.height, width, height));
}
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;
}
}
}