Example #1
0
    // Use this for initialization
    void Start()
    {
        _Correction              = new OffscreenProcessor();
        _Correction.ShaderName   = "Image/DistortionCorrection";
        _Correction.TargetFormat = RenderTextureFormat.ARGB32;

        _SrcBlitter              = new OffscreenProcessor();
        _SrcBlitter.ShaderName   = "Image/Blitter";
        _SrcBlitter.TargetFormat = RenderTextureFormat.Default;
        _SrcBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _GazeBlitterCircle = Shader.Find("Image/GazeBlit_Circle");

        _GazeBlitterRect = Shader.Find("Image/GazeBlit_Rect");

        _GazeBlitter              = new OffscreenProcessor();
        _GazeBlitter.ShaderName   = "Image/Blitter";
        _GazeBlitter.TargetFormat = RenderTextureFormat.Default;
        _GazeBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _SceneBlitter              = new OffscreenProcessor();
        _SceneBlitter.ShaderName   = "Image/Blitter";
        _SceneBlitter.TargetFormat = RenderTextureFormat.Default;
        _SceneBlitter.TargetFormat = RenderTextureFormat.ARGB32;

        _CombinedTexture = new RenderTexture((int)1, (int)1, 16, RenderTextureFormat.ARGB32);

        _blurGenerator            = new BlurImageGenerator();
        _blurGenerator.DownScaler = 0;
        _blurGenerator.Iterations = 1;

        CamSource.GetBaseTexture().OnFrameBlitted += OnFrameGrabbed;

        _GazeTexture = new Texture[0];
    }
Example #2
0
 public override Texture GetRawTexture()
 {
     if (CamSource == null)
     {
         return(null);
     }
     return(CamSource.GetRawEyeTexture((int)Eye));
 }
Example #3
0
    public override void OnPreRender()
    {
        BlitImage();

        if (_RenderedTexture != null)
        {
            float   aspect  = (float)_RenderedTexture.width / (float)_RenderedTexture.height;
            Vector2 sfactor = CamSource.GetEyeScalingFactor((int)Eye);
            //sfactor.x = sfactor.x - (float)(_RenderedTexture.width)/(float)src.width;
            //aspect *= sfactor.x / sfactor.y;
            if (aspect == 0 || float.IsNaN(aspect))
            {
                aspect = 1;
            }
            _RenderPlane.transform.localScale = new Vector3(fovScaler, fovScaler / aspect, 1);
        }
    }
Example #4
0
    public override void OnPreRender()
    {
        _RenderedTexture = CamSource.GetEyeTexture(0);
        if (_RenderedTexture != null && Mat != null)
        {
            /*if(_RenderedTexture!=null && (_RenderedTexture as Texture2D)!=null && (_RenderedTexture as Texture2D).format==TextureFormat.Alpha8)
             *      _RenderedTexture=_Processor.ProcessTexture(_RenderedTexture);//CamTexture;//*/
            _equirectanguler.uvs    = uvs;
            _equirectanguler.radius = radius;
            _RenderedTexture        = _equirectanguler.ProcessImage(_RenderedTexture, Src.Configuration.CamSettings.FlipYAxis);

            Mat.mainTexture = _RenderedTexture;
        }


        Quaternion qp = Quaternion.Euler(Src.Configuration.CamSettings.OffsetAngle);

        _RenderPlane.transform.localRotation = Quaternion.Inverse(qp) * Quaternion.Inverse(DisplayCamera.transform.localRotation) * qp;
    }
Example #5
0
    public override void OnPreRender()
    {
        if (CamSource == null)
        {
            return;
        }
        _RenderedTexture = CamSource.GetEyeTexture((int)Eye);
        Rect texRect = CamSource.GetEyeTextureCoords((int)Eye);

        if (_RenderedTexture != null && Mat != null)
        {        /*
                  *     if (_RenderedTexture != null && (_RenderedTexture as Texture2D) != null && (_RenderedTexture as Texture2D).format == TextureFormat.Alpha8) {
                  *             _RenderedTexture = _Processor.ProcessTexture (_RenderedTexture);//CamTexture;//
                  *             texRect = new Rect (0, 0, 1, 1);
                  *     }*/
            if (texRect.x != 0 || texRect.y != 0 ||
                texRect.width != 1 || texRect.height != 1)
            {
                _Blitter.ProcessingMaterial.SetVector("TextureRect", new Vector4(texRect.x, texRect.y, texRect.width, texRect.height));
                _RenderedTexture = _Blitter.ProcessTexture(_RenderedTexture);                 //CamTexture;//

                texRect = new Rect(0, 0, 1, 1);
            }



            _Correction.ProcessingMaterial.SetVector("TextureSize", new Vector2(_RenderedTexture.width, _RenderedTexture.height));
            //Vector4 tr=new Vector4 (texRect.x, texRect.y, texRect.width, texRect.height);
            //Mat.SetVector ("TextureRect",tr);


            //	float fovScaler = 1;
            if (Src.Configuration != null)
            {
                if (Eye == EyeName.LeftEye)
                {
                    _Correction.ProcessingMaterial.SetVector("PixelShift", Src.Configuration.CamSettings.PixelShiftLeft);
                }
                else
                {
                    _Correction.ProcessingMaterial.SetVector("PixelShift", Src.Configuration.CamSettings.PixelShiftRight);
                }

                float fov = Src.Configuration.CamSettings.FoV;

                float focal = Src.Configuration.CamSettings.Focal;                //1;//in meter
                float w1    = 2 * focal * Mathf.Tan(Mathf.Deg2Rad * (Camera.current.fieldOfView * 0.5f));
                float w2    = 2 * (focal - Src.Configuration.CamSettings.CameraOffset) * Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f);

                if (w1 == 0)
                {
                    w1 = 1;
                }
                float ratio = w2 / w1;

                fovScaler = ratio;
                //				Debug.Log("Configuration Updated");
                _Correction.ProcessingMaterial.SetVector("FocalLength", Src.Configuration.CamSettings.FocalLength);
                _Correction.ProcessingMaterial.SetVector("LensCenter", Src.Configuration.CamSettings.LensCenter);

                //	Vector4 WrapParams=new Vector4(Configuration.CamSettings.KPCoeff.x,Configuration.CamSettings.KPCoeff.y,
                //	                               Configuration.CamSettings.KPCoeff.z,Configuration.CamSettings.KPCoeff.w);
                _Correction.ProcessingMaterial.SetVector("WrapParams", Src.Configuration.CamSettings.KPCoeff);
            }
            else
            {
                _Correction.ProcessingMaterial.SetVector("PixelShift", Vector2.zero);
            }

            _RenderedTexture = _Correction.ProcessTexture(_RenderedTexture);

            Mat.mainTexture = _RenderedTexture;
            Mat.SetTexture("_MainTex", _RenderedTexture);
            Image.texture = _RenderedTexture;

            float aspect = (float)_RenderedTexture.width / (float)_RenderedTexture.height;
            aspect *= CamSource.GetEyeScalingFactor((int)Eye).x / CamSource.GetEyeScalingFactor((int)Eye).y;
            if (aspect == 0 || float.IsNaN(aspect))
            {
                aspect = 1;
            }
            //	_RenderPlane.transform.localScale = new Vector3 (fovScaler, fovScaler/aspect, 1);
        }
    }
Example #6
0
    void BlitImage()
    {
        if (CamSource == null || !m_dirty || !DataStreamer)
        {
            return;
        }
        _blurGenerator.Size = DataStreamer.BlurSize;
        m_dirty             = false;
        Texture src = CamSource.GetEyeTexture((int)Eye);

        OriginalTexture = src;
        ulong frame = CamSource.GetGrabbedBufferID((int)Eye);

        //if (m_dirty)
        {
            m_dirty = false;
        }
        _lastFrame = frame;

        int levels = CamSource.GetBaseTexture().GetEyeGazeLevels();

        m_foveatedStreaming = (levels > 0);
        if (EyeGaze == null || EyeGaze.Length != levels)
        {
            EyeGaze = new Vector4[levels];
        }
        for (int i = 0; i < levels; ++i)
        {
            EyeGaze[i] = CamSource.GetBaseTexture().GetEyeGaze(0, i);
        }
        if (DataStreamer.frameSize.x != _CombinedTexture.width ||
            DataStreamer.frameSize.y != _CombinedTexture.height)
        {
            _CombinedTexture = new RenderTexture((int)DataStreamer.frameSize.x, (int)DataStreamer.frameSize.y, 16, RenderTextureFormat.Default);
        }

        ulong frame2 = CamSource.GetGrabbedBufferID((int)Eye);

        if (frame != frame)
        {
            Debug.LogWarning("Image frames changed!");
        }

        Rect texRect = CamSource.GetEyeTextureCoords((int)Eye);

        if (src != null && Mat != null)
        {        /*
                  *     if (_RenderedTexture != null && (_RenderedTexture as Texture2D) != null && (_RenderedTexture as Texture2D).format == TextureFormat.Alpha8) {
                  *             _RenderedTexture = _Processor.ProcessTexture (_RenderedTexture);//CamTexture;//
                  *             texRect = new Rect (0, 0, 1, 1);
                  *     }*/
            //if (texRect.x != 0 || texRect.y != 0 ||
            //	texRect.width != 1 || texRect.height != 1)
            {
                _SrcBlitter.ProcessingMaterial.SetVector("TextureRect", new Vector4(texRect.x, texRect.y, texRect.width, texRect.height));

                src = _SrcBlitter.ProcessTextureSized(src, (int)(texRect.width * src.width), (int)(texRect.height * src.height));           //CamTexture;//

                texRect = new Rect(0, 0, 1, 1);
            }

            /*
             * //blit scene texture
             * _SceneBlitter.ProcessingMaterial.SetVector ("TextureRect", new Vector4 (0, 0, texRect.width, ((float)src.height-256.0f)/(float)src.height));
             * _RenderedTexture = _SceneBlitter.ProcessTextureSized (src,256,src.height-256);//CamTexture;//
             *
             * //blit gaze texture
             * _GazeBlitter.ProcessingMaterial.SetVector ("TextureRect", new Vector4 (0, ((float)src.height-256.0f)/(float)src.height, texRect.width, 256.0f/(float)src.height));
             * _GazeTexture = _GazeBlitter.ProcessTextureSized (src,256,256);//CamTexture;//
             */

            gazeSize.x = src.height;
            gazeSize.y = src.height;

            //Get Foveation levels
            if (levels > 0)
            {
                //blit scene texture
                _SceneBlitter.ProcessingMaterial.SetVector("TextureRect", new Vector4((gazeSize.x * levels) / (float)src.width, 0, ((float)src.width - gazeSize.x * levels) / (float)src.width, texRect.height));
                _SceneTexture = _SceneBlitter.ProcessTextureSized(src, (int)(src.width - gazeSize.x * levels), src.height);                 //CamTexture;//
                if (true)
                {
                    RenderTexture.active = _CombinedTexture;
                    GL.Clear(true, true, Color.black);
                    GL.PushMatrix();
                    GL.LoadPixelMatrix(0, _CombinedTexture.width, _CombinedTexture.height, 0);

                    Graphics.DrawTexture(new Rect(0, 0, DataStreamer.frameSize.x, DataStreamer.frameSize.y), _SceneTexture);


                    if (_gazeBlitMtrl == null)
                    {
                        _gazeBlitMtrl           = new Material(_GazeBlitterCircle);
                        _gazeBlitMtrl.hideFlags = HideFlags.DontSave;
                    }

                    var blitter = _GazeBlitterCircle;

                    switch (DataStreamer.GazeBlitMethod)
                    {
                    case EyegazeDataStreamer.GazeBlitType.Circular:
                        blitter = _GazeBlitterCircle;
                        break;

                    case EyegazeDataStreamer.GazeBlitType.Rectangular:
                        blitter = _GazeBlitterRect;
                        break;
                    }
                    _gazeBlitMtrl.shader = blitter;

                    if (_GazeTexture.Length != levels)
                    {
                        _GazeTexture = new Texture[levels];
                    }
                    //blit all gaze levels
                    for (int i = levels - 1; i >= 0; --i)
                    {
                        if (DataStreamer.DisabledFoveations [i])
                        {
                            continue;
                        }
                        //blit gaze texture
                        _GazeBlitter.ProcessingMaterial.SetVector("TextureRect", new Vector4(gazeSize.x * i / (float)src.width, 0, gazeSize.x / (float)src.width, texRect.height));
                        _GazeTexture [i] = _GazeBlitter.ProcessTextureSized(src, (int)gazeSize.x, (int)gazeSize.y);                         //CamTexture;//

                        var clr = ColorWheel [i % ColorWheel.Length];

                        _gazeBlitMtrl.SetFloat("DebugBlitArea", DataStreamer.DebugBlitArea ? 1 : 0);
                        _gazeBlitMtrl.SetVector("_DebugColor", new Vector4(clr.r, clr.g, clr.b, clr.a));
                        _gazeBlitMtrl.SetVector("_Parameters", new Vector4(0.5f, 0.5f, DataStreamer.GazeArea.x, DataStreamer.GazeArea.y));

                        Graphics.DrawTexture(new Rect(EyeGaze[i].x, EyeGaze[i].y, EyeGaze[i].z, EyeGaze[i].w), _GazeTexture [i], _gazeBlitMtrl);
                    }

                    if (DataStreamer.DrawRectangle)
                    {
                        for (int i = 0; i < levels; ++i)
                        {
                            if (DataStreamer.DisabledFoveations [i])
                            {
                                continue;
                            }
                            var r = new Rect(EyeGaze [i].x, EyeGaze [i].y, EyeGaze [i].z, EyeGaze [i].w);
                            if (DataStreamer.GazeBlitMethod == EyegazeDataStreamer.GazeBlitType.Rectangular)
                            {
                                GUITools.GraphicsDrawScreenRectBorder(r, 4, ColorWheel [i % ColorWheel.Length]);
                            }
                            else
                            {
                                GUITools.DrawCircle(r.center, r.height / 2, 90, ColorWheel [i % ColorWheel.Length], 3);
                            }
                        }
                    }
                    GL.PopMatrix();
                    RenderTexture.active = null;
                }
                else
                {
                    _CombinedTexture = _SceneTexture as RenderTexture;
                }
            }
            else
            {
                _SceneBlitter.ProcessingMaterial.SetVector("TextureRect", new Vector4(0, 0, 1, 1));
                _SceneTexture = _SceneBlitter.ProcessTextureSized(src, src.width, src.height);                  //CamTexture;//

                _CombinedTexture = _SceneTexture as RenderTexture;
            }

            _Correction.ProcessingMaterial.SetVector("TextureSize", new Vector2(_CombinedTexture.width, _CombinedTexture.height));
            //Vector4 tr=new Vector4 (texRect.x, texRect.y, texRect.width, texRect.height);
            //Mat.SetVector ("TextureRect",tr);


            //	float fovScaler = 1;
            if (Src.Configuration != null)
            {
                if (Eye == EyeName.LeftEye)
                {
                    _Correction.ProcessingMaterial.SetVector("PixelShift", Src.Configuration.CamSettings.PixelShiftLeft);
                }
                else
                {
                    _Correction.ProcessingMaterial.SetVector("PixelShift", Src.Configuration.CamSettings.PixelShiftRight);
                }

                float fov = Src.Configuration.CamSettings.FoV;

                float focal  = Src.Configuration.CamSettings.Focal;               //1;//in meter
                float camfov = Camera.current.fieldOfView;
                float w1     = 2 * focal * Mathf.Tan(Mathf.Deg2Rad * (camfov * 0.5f));
                float w2     = 2 * (focal - Src.Configuration.CamSettings.CameraOffset) * Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f);

                if (w1 == 0)
                {
                    w1 = 1;
                }
                float ratio = w2 / w1;

                fovScaler = ratio;
                //				Debug.Log("Configuration Updated");
                _Correction.ProcessingMaterial.SetVector("FocalLength", Src.Configuration.CamSettings.FocalLength);
                _Correction.ProcessingMaterial.SetVector("LensCenter", Src.Configuration.CamSettings.LensCenter);

                //	Vector4 WrapParams=new Vector4(Configuration.CamSettings.KPCoeff.x,Configuration.CamSettings.KPCoeff.y,
                //	                               Configuration.CamSettings.KPCoeff.z,Configuration.CamSettings.KPCoeff.w);
                _Correction.ProcessingMaterial.SetVector("WrapParams", Src.Configuration.CamSettings.KPCoeff);
            }
            else
            {
                _Correction.ProcessingMaterial.SetVector("PixelShift", Vector2.zero);
            }

            _CorrectedTexture = _Correction.ProcessTexture(_CombinedTexture);

            if (Src.Effects != null)
            {
                Texture tex = _CorrectedTexture;
                foreach (var e in Src.Effects)
                {
                    e.ProcessTexture(tex, ref _RenderedTexture);
                    tex = _RenderedTexture;
                    //	_GazeTexture = e.ProcessTexture (_GazeTexture);
                }
            }
            else
            {
                _RenderedTexture = _CorrectedTexture as RenderTexture;
            }

            Mat.mainTexture = _RenderedTexture;
        }
    }
Example #7
0
 public override Texture GetRawTexture()
 {
     return(CamSource.GetEyeTexture(0));
 }
Example #8
0
    public override void OnPreRender()
    {
        if (CamSource == null)
        {
            return;
        }

        Texture src = CamSource.GetEyeTexture((int)Eye);

        _lastFrame = CamSource.GetGrabbedBufferID((int)Eye);
        if (src != null && Mat != null)
        {
            //if (offset != Vector2.zero)
            if (false)
            {
                Vector2 offset = Vector2.zero;
                if (Eye == EyeName.LeftEye)
                {
                    offset = Src.Configuration.CamSettings.PixelShiftLeft;
                }
                else
                {
                    offset = Src.Configuration.CamSettings.PixelShiftRight;
                }

                _Blitter.ProcessingMaterial.SetVector("PixelShift", offset);
                src.wrapMode = TextureWrapMode.Clamp;
                src          = _Blitter.ProcessTexture(src);
            }

            Texture resultTex;
            if (Src.Effects != null && Src.Effects.Length > 0)
            {
                Texture tex = src;
                foreach (var e in Src.Effects)
                {
                    e.ProcessTexture(tex, ref _RenderedTexture);
                    tex = _RenderedTexture;
                    //	_GazeTexture = e.ProcessTexture (_GazeTexture);
                }
                resultTex = _RenderedTexture;
            }
            else
            {
                resultTex = src;
            }
            Mat.mainTexture = resultTex;

            float fov = Src.Configuration.CamSettings.FoV;

            float focal  = Src.Configuration.CamSettings.Focal;           //1;//in meter
            float camfov = Camera.current.fieldOfView;
            float w1     = 2 * focal * Mathf.Tan(Mathf.Deg2Rad * (camfov * 0.5f));
            float w2     = 2 * (focal - Src.Configuration.CamSettings.CameraOffset) * Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f);

            if (w1 == 0)
            {
                w1 = 1;
            }
            float ratio = w2 / w1;

            float aspect = (float)resultTex.width / (float)resultTex.height;
            aspect *= CamSource.GetEyeScalingFactor((int)Eye).x / CamSource.GetEyeScalingFactor((int)Eye).y;
            if (aspect == 0 || float.IsNaN(aspect))
            {
                aspect = 1;
            }
            _RenderPlane.transform.localScale = new Vector3(ratio, ratio / aspect, 1);
        }
        //if (CamSource != null)
        //	frames+=CamSource.GetGrabbedBufferID ((int)Eye)+"\t";
    }