/// <summary>
        /// Computes the texture map resolution for the current submesh.
        /// </summary>
        private void ComputeTextureMapResolution()
        {
            int textureMapResolutionInt = _textureMapResolutionMinMax.x;

            if (textureMapResolutionInt != _textureMapResolutionMinMax.y)
            {
                // Compute the submesh's bounds (quick approximation).
                float boundsRelativeMagnitude = 1f;
                Mesh  globalMesh = PMGlobalMeshEF.globalMesh;
                if (globalMesh.subMeshCount > 1)
                {
                    Bounds bounds               = new Bounds();
                    int    maxTriangleCount     = 100;
                    int[]  submeshTriangles     = globalMesh.GetTriangles(_submeshIndex);
                    int    submeshTriangleCount = submeshTriangles.Length / 3;
                    int    skipFactor           = Mathf.CeilToInt(submeshTriangleCount * 1f / maxTriangleCount);
                    for (int triangleIndex = 0; triangleIndex < submeshTriangleCount; triangleIndex += 3 * skipFactor)
                    {
                        bounds.Encapsulate(globalMesh.vertices[submeshTriangles[3 * triangleIndex]]);
                        bounds.Encapsulate(globalMesh.vertices[submeshTriangles[3 * triangleIndex + 1]]);
                        bounds.Encapsulate(globalMesh.vertices[submeshTriangles[3 * triangleIndex + 2]]);
                    }
                    boundsRelativeMagnitude = bounds.size.magnitude / globalMesh.bounds.size.magnitude;
                }
                // Determine the texture map's resolution.
                _textureMapResolution = ColorTextureArray.GetCeilPowerOfTwoForImages(cameraSetup.cameraModels) * 4;
                float textureMapResolutionFloat = Mathf.Max(_textureMapResolution.x, _textureMapResolution.y);
                textureMapResolutionFloat *= Mathf.Sqrt(boundsRelativeMagnitude);
                textureMapResolutionInt    = Mathf.NextPowerOfTwo(Mathf.RoundToInt(textureMapResolutionFloat));
                // Submit to the min and max bounds.
                textureMapResolutionInt = Mathf.Max(Mathf.Min(textureMapResolutionInt, _textureMapResolutionMinMax.y), _textureMapResolutionMinMax.x);
            }
            _textureMapResolution = new Vector2Int(textureMapResolutionInt, textureMapResolutionInt);
        }
Beispiel #2
0
 /// <summary>
 /// Resets the object's properties.
 /// </summary>
 public void Reset()
 {
     // Check if there is a rendering caller.
     renderingCaller = GetComponent <Rendering.Rendering>();
     // Reset the key child components.
     _cameraSetup = CameraSetup.CreateOrResetCameraSetup(transform);
     _dataHandler = DataHandler.CreateOrResetDataHandler(transform);
     // Initialize the processing methods.
     _processingMethods = ProcessingMethod.CreateOrResetProcessingMethods(transform);
     for (int iter = 0; iter < _processingMethods.Length; iter++)
     {
         _processingMethods[iter].InitializeLinks();
     }
     // Initialize the external tools.
     _externalHelpers = ExternalHelper.CreateOrResetExternalHelpers(transform);
     for (int iter = 0; iter < _externalHelpers.Length; iter++)
     {
         _externalHelpers[iter].InitializeLinks();
     }
     // Get the method defining the container for the input images.
     _previewSourceImagesLoader = _processingMethods[0].PMColorTextureArray;
     // Reads the acquisition information from the source data directory.
     ReadAcquisitionInformation();
     // Destroys all created method components.
     foreach (MonoBehaviour component in GetComponents <MonoBehaviour>())
     {
         if (component is IMethodGUI)
         {
             DestroyImmediate(component);
         }
     }
 }
        /// <summary>
        /// Coroutine that renders depth maps for each view using a given global mesh, and stores this information as a depth texture array.
        /// </summary>
        /// <returns></returns>
        private IEnumerator StoreDepthMapTextureArrayCoroutine()
        {
            // Get the processed asset's name and path in the bundle.
            string bundledAssetName      = GetBundledAssetName(depthMapsAssetName);
            string depthDataPathRelative = GetAssetPathRelative(bundledAssetName);

            // Check if the asset has already been processed.
            if (!dataHandler.IsAssetAlreadyProcessed(depthDataPathRelative))
            {
                // Reset the progress bar.
                GeneralToolkit.ResetCancelableProgressBar(true, false);
                // Create and initialize a temporary preview camera manager aimed at storing depth data.
                PreviewCameraManager previewCameraManager   = new GameObject("TempPreviewCameraManager").AddComponent <PreviewCameraManager>();
                Transform            previewCameraTransform = new GameObject("TempPreviewCamera").transform;
                GeneralToolkit.CreateRenderTexture(ref previewCameraManager.targetTexture, Vector2Int.one, 24, RenderTextureFormat.RFloat, true, FilterMode.Point, TextureWrapMode.Clamp);
                previewCameraManager.CreatePreviewCamera(previewCameraManager.gameObject, previewCameraTransform, cameraSetup.cameraModels[0]);
                // Instantiate the mesh as a set of submeshes, provided with the default material.
                Material     defaultMat = new Material(GeneralToolkit.shaderStandard);
                GameObject[] submeshGOs = new GameObject[PMGlobalMeshEF.globalMesh.subMeshCount];
                for (int i = 0; i < submeshGOs.Length; i++)
                {
                    submeshGOs[i] = new GameObject("TempMesh_" + i);
                    submeshGOs[i].transform.parent = previewCameraManager.transform;
                    submeshGOs[i].AddComponent <MeshFilter>().sharedMesh = PMGlobalMeshEF.globalMesh;
                    Material[] materials = new Material[submeshGOs.Length];
                    materials[i] = defaultMat;
                    submeshGOs[i].AddComponent <MeshRenderer>().materials = materials;
                }
                // Create an empty texture array in which to store the depth data.
                Vector2Int arrayResolution; int arrayDepth;
                ColorTextureArray.GetCorrectedPowerOfTwoForImages(cameraSetup.cameraModels, out arrayResolution, out arrayDepth);
                depthData = new Texture2DArray(1, 1, 1, TextureFormat.RGB24, false);
                GeneralToolkit.CreateTexture2DArray(ref depthData, arrayResolution, arrayDepth, TextureFormat.RGB24, false, FilterMode.Point, TextureWrapMode.Clamp, false);
                // Create a render texture in which to store RFloat depth data, with the array's resolution.
                RenderTexture arraySliceRFloatRenderTex = new RenderTexture(1, 1, 0);
                GeneralToolkit.CreateRenderTexture(ref arraySliceRFloatRenderTex, arrayResolution, 24, RenderTextureFormat.RFloat, true, FilterMode.Point, TextureWrapMode.Clamp);
                // Create a material and render texture to encode the RFloat distance as a RGB color.
                Material      distanceToColorMat     = new Material(GeneralToolkit.shaderAcquisitionConvert01ToColor);
                RenderTexture distanceAsColorTexture = new RenderTexture(1, 1, 0);
                GeneralToolkit.CreateRenderTexture(ref distanceAsColorTexture, arrayResolution, 0, RenderTextureFormat.ARGB32, true, FilterMode.Point, TextureWrapMode.Clamp);
                // Create a texture in which to store the RGB-encoded distance.
                Texture2D arraySliceRGBTex = new Texture2D(1, 1);
                GeneralToolkit.CreateTexture2D(ref arraySliceRGBTex, arrayResolution, TextureFormat.RGB24, true, FilterMode.Point, TextureWrapMode.Clamp, false);
                // Create a depth map in each layer of the texture array, corresponding to each source camera.
                for (int i = 0; i < arrayDepth; i++)
                {
                    // Update the progress bar, and enable the user to cancel the process.
                    DisplayAndUpdateCancelableProgressBar();
                    if (GeneralToolkit.progressBarCanceled)
                    {
                        processingCaller.processingCanceled = true;
                        break;
                    }
                    // Set the preview camera manager's camera model to the current source camera.
                    previewCameraManager.UpdateCameraModel(cameraSetup.cameraModels[i]);
                    // Render the depth data seen by this camera as an RFloat texture.
                    previewCameraManager.RenderPreviewToTarget(ref previewCameraManager.targetTexture, true);
                    // Resize the rendered texture to the output array's resolution.
                    Graphics.Blit(previewCameraManager.targetTexture, arraySliceRFloatRenderTex);
                    // Convert the resized RFloat texture to an RGB encoding.
                    Graphics.Blit(arraySliceRFloatRenderTex, distanceAsColorTexture, distanceToColorMat);
                    // Store the RGB color texture into the texture array.
                    GeneralToolkit.CopyRenderTextureToTexture2D(distanceAsColorTexture, ref arraySliceRGBTex);
                    depthData.SetPixels(arraySliceRGBTex.GetPixels(), i);
                    depthData.Apply();
                    yield return(null);
                }
                // If the user has not canceled the process, continue.
                if (!GeneralToolkit.progressBarCanceled)
                {
                    // Create an asset from this texture array.
                    AssetDatabase.CreateAsset(depthData, depthDataPathRelative);
                    AssetDatabase.Refresh();
                }
                // Destroy the created textures and conversion material.
                DestroyImmediate(arraySliceRGBTex);
                DestroyImmediate(distanceAsColorTexture);
                DestroyImmediate(distanceToColorMat);
                DestroyImmediate(arraySliceRFloatRenderTex);
                // Destroy the created meshes and default material.
                DestroyImmediate(defaultMat);
                foreach (GameObject submeshGO in submeshGOs)
                {
                    DestroyImmediate(submeshGO);
                }
                // Destroy the preview camera manager.
                previewCameraManager.DestroyPreviewCamera();
                DestroyImmediate(previewCameraManager.gameObject);
                // Reset the progress bar.
                GeneralToolkit.ResetCancelableProgressBar(true, false);
            }
            Texture2DArray depthDataAsset = AssetDatabase.LoadAssetAtPath <Texture2DArray>(depthDataPathRelative);

            depthData = (Texture2DArray)Instantiate(depthDataAsset);
        }