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84 行
2.7 KiB
84 行
2.7 KiB
using System;
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using UnityEngine;
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namespace MLAgents.Sensor
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{
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public class RenderTextureSensor : ISensor
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{
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RenderTexture m_RenderTexture;
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bool m_Grayscale;
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string m_Name;
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int[] m_Shape;
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public RenderTextureSensor(RenderTexture renderTexture, bool grayscale, string name)
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{
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m_RenderTexture = renderTexture;
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var width = renderTexture != null ? renderTexture.width : 0;
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var height = renderTexture != null ? renderTexture.height : 0;
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m_Grayscale = grayscale;
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m_Name = name;
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m_Shape = new[] { height, width, grayscale ? 1 : 3 };
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}
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public string GetName()
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{
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return m_Name;
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}
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public int[] GetFloatObservationShape()
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{
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return m_Shape;
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}
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public byte[] GetCompressedObservation()
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{
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using(TimerStack.Instance.Scoped("RenderTexSensor.GetCompressedObservation"))
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{
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var texture = ObservationToTexture(m_RenderTexture);
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// TODO support more types here, e.g. JPG
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var compressed = texture.EncodeToPNG();
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UnityEngine.Object.Destroy(texture);
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return compressed;
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}
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}
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public int Write(WriteAdapter adapter)
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{
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using (TimerStack.Instance.Scoped("RenderTexSensor.GetCompressedObservation"))
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{
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var texture = ObservationToTexture(m_RenderTexture);
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var numWritten = Utilities.TextureToTensorProxy(texture, adapter, m_Grayscale);
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UnityEngine.Object.Destroy(texture);
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return numWritten;
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}
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}
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public void Update() { }
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public SensorCompressionType GetCompressionType()
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{
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return SensorCompressionType.PNG;
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}
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/// <summary>
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/// Converts a RenderTexture and correspinding resolution to a 2D texture.
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/// </summary>
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/// <returns>The 2D texture.</returns>
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/// <param name="obsTexture">RenderTexture.</param>
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/// <returns name="texture2D">Texture2D to render to.</returns>
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public static Texture2D ObservationToTexture(RenderTexture obsTexture)
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{
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var height = obsTexture.height;
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var width = obsTexture.width;
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var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
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var prevActiveRt = RenderTexture.active;
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RenderTexture.active = obsTexture;
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texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
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texture2D.Apply();
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RenderTexture.active = prevActiveRt;
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return texture2D;
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}
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}
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}
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