Ejemplo n.º 1
0
        private UnifiedArray <Vector2> SphericalPixelCoordinates(int N_theta, int N_phi)
        {
            UnifiedArray <float> debugUnifiedArray = new UnifiedArray <float>(sphericalWidthRes * sphericalHeightRes, sizeof(float), projectionFilterDebug);

            debugUnifiedArray.SetBuffer(computeFilter, projectionFilterKernel);

            UnifiedArray <Vector2> pixelCoordinates = new UnifiedArray <Vector2>(sphericalWidthRes * sphericalHeightRes, sizeof(uint) * 2, projectionFilterBuffer);

            pixelCoordinates.SetBuffer(computeFilter, projectionFilterKernel);

            //Debug.Log(frustum._cameraMatrix);

            computeFilter.SetMatrix("CameraMatrix", frustum._cameraMatrix);
            computeFilter.SetInt("N_W", frustum._pixelWidth);
            computeFilter.SetInt("N_H", frustum._pixelHeight);
            computeFilter.SetInt("N_theta", sphericalWidthRes);
            computeFilter.SetInt("N_phi", sphericalHeightRes);

            computeFilter.SetFloat("VFOV_c", frustum._verticalAngle);
            computeFilter.SetFloat("VFOV_s", frustum._verticalSideAngles);
            computeFilter.SetFloat("HFOV_c", frustum._horisontalAngle);
            computeFilter.SetFloat("HFOV_s", frustum._horisontalAngle);

            debugUnifiedArray.SynchUpdate(computeFilter, projectionFilterKernel);
            pixelCoordinates.SynchUpdate(computeFilter, projectionFilterKernel);

            debugUnifiedArray.Delete();

            return(pixelCoordinates);
        }
Ejemplo n.º 2
0
        public RenderTexture SphericalPixelCoordinatesImage()
        {
            int dataSize = 24;

            int kernelHandle = computeFilter.FindKernel(projectionFilterImageKernel);

            RenderTexture sphericalMaskImage = new RenderTexture(frustum._pixelWidth, frustum._pixelHeight, dataSize);

            sphericalMaskImage.enableRandomWrite = true;
            sphericalMaskImage.Create();


            filterCoordinates.SetBuffer(computeFilter, projectionFilterImageKernel);
            computeFilter.SetTexture(kernelHandle, projectionFilterImageBuffer, sphericalMaskImage);

            computeFilter.Dispatch(kernelHandle, (int)Mathf.Ceil((float)sphericalWidthRes * (float)sphericalHeightRes / 1024.0f), 1, 1);

            return(sphericalMaskImage);
        }