using System;
using UnityEngine;
namespace Unity.MLAgents.Sensors
{
///
/// Sensor class that wraps a [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance.
///
public class RenderTextureSensor : ISensor, IBuiltInSensor, IDisposable
{
RenderTexture m_RenderTexture;
bool m_Grayscale;
string m_Name;
private ObservationSpec m_ObservationSpec;
SensorCompressionType m_CompressionType;
Texture2D m_Texture;
///
/// 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_ObservationSpec = ObservationSpec.Visual(height, width, grayscale ? 1 : 3);
m_CompressionType = compressionType;
m_Texture = new Texture2D(width, height, TextureFormat.RGB24, false);
}
///
public string GetName()
{
return m_Name;
}
///
public ObservationSpec GetObservationSpec()
{
return m_ObservationSpec;
}
///
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.GetCompressedObservation"))
{
ObservationToTexture(m_RenderTexture, m_Texture);
// TODO support more types here, e.g. JPG
var compressed = m_Texture.EncodeToPNG();
return compressed;
}
}
///
public int Write(ObservationWriter writer)
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.Write"))
{
ObservationToTexture(m_RenderTexture, m_Texture);
var numWritten = writer.WriteTexture(m_Texture, m_Grayscale);
return numWritten;
}
}
///
public void Update() { }
///
public void Reset() { }
///
public CompressionSpec GetCompressionSpec()
{
return new CompressionSpec(m_CompressionType);
}
///
public BuiltInSensorType GetBuiltInSensorType()
{
return BuiltInSensorType.RenderTextureSensor;
}
///
/// Converts a RenderTexture to a 2D texture.
///
/// RenderTexture.
/// Texture2D to render to.
public static void ObservationToTexture(RenderTexture obsTexture, Texture2D texture2D)
{
var prevActiveRt = RenderTexture.active;
RenderTexture.active = obsTexture;
texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
texture2D.Apply();
RenderTexture.active = prevActiveRt;
}
///
/// Clean up the owned Texture2D.
///
public void Dispose()
{
if (!ReferenceEquals(null, m_Texture))
{
Utilities.DestroyTexture(m_Texture);
m_Texture = null;
}
}
}
}