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; } } }