コード例 #1
0
        private static void SetEncoding(EffectParameter parameter, ColorEncoding encoding)
        {
            // Constants need to be kept in sync with ColorEncoder.fx.
            const float rgbEncoding    = 0;
            const float sRgbEncoding   = 1;
            const float rgbmEncoding   = 2;
            const float rgbeEncoding   = 3;
            const float logLuvEncoding = 4;

            if (encoding is RgbEncoding)
            {
                parameter.SetValue(new Vector4(rgbEncoding, 0, 0, 0));
            }
            else if (encoding is SRgbEncoding)
            {
                parameter.SetValue(new Vector4(sRgbEncoding, 0, 0, 0));
            }
            else if (encoding is RgbmEncoding)
            {
                float max = GraphicsHelper.ToGamma(((RgbmEncoding)encoding).Max);
                parameter.SetValue(new Vector4(rgbmEncoding, max, 0, 0));
            }
            else if (encoding is RgbeEncoding)
            {
                parameter.SetValue(new Vector4(rgbeEncoding, 0, 0, 0));
            }
            else if (encoding is LogLuvEncoding)
            {
                parameter.SetValue(new Vector4(logLuvEncoding, 0, 0, 0));
            }
        }
コード例 #2
0
ファイル: TensorBitmap.cs プロジェクト: vpenades/InteropTypes
 public TensorBitmap(SpanTensor3 <T> tensor, ColorEncoding encoding)
 {
     _ChannelX = tensor.Dimensions[0] > 0 ? tensor[0].Span : default;
     _ChannelY = tensor.Dimensions[0] > 1 ? tensor[1].Span : default;
     _ChannelZ = tensor.Dimensions[0] > 2 ? tensor[2].Span : default;
     _ChannelW = tensor.Dimensions[0] > 3 ? tensor[3].Span : default;
     _Channels = tensor.Dimensions[0];
     _Width    = tensor.Dimensions[2];
     _Height   = tensor.Dimensions[1];
     _Encoding = encoding;
 }
コード例 #3
0
ファイル: TensorBitmap.cs プロジェクト: vpenades/InteropTypes
 public TensorBitmap(SpanTensor2 <T> tensor, ColorEncoding encoding)
 {
     _ChannelX = tensor.Span;
     _ChannelY = default;
     _ChannelZ = default;
     _ChannelW = default;
     _Channels = 1;
     _Width    = tensor.Dimensions[1];
     _Height   = tensor.Dimensions[0];
     _Encoding = encoding;
 }
コード例 #4
0
        /// <summary>
        /// Initializes a new instance of the <see cref="ColorEncoder"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public ColorEncoder(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/ColorEncoder");
            _viewportSizeParameter   = _effect.Parameters["ViewportSize"];
            _sourceTextureParameter  = _effect.Parameters["SourceTexture"];
            _sourceEncodingParameter = _effect.Parameters["SourceEncoding"];
            _targetEncodingParameter = _effect.Parameters["TargetEncoding"];

            _sourceEncoding = ColorEncoding.Rgb;
            _targetEncoding = ColorEncoding.Rgb;
        }
コード例 #5
0
        private static void VerifyEncoding(ColorEncoding encoding)
        {
            if (encoding is RgbEncoding ||
                encoding is SRgbEncoding ||
                encoding is RgbmEncoding ||
                encoding is RgbeEncoding ||
                encoding is LogLuvEncoding)
            {
                return;
            }

            throw new NotSupportedException("The given color encoding is not supported by the ColorEncoder.");
        }
コード例 #6
0
        /// <summary>
        /// </summary>
        void Setup()
        {
            this._camera = this.GetComponent <Camera>();
            SynthesisUtilities.SetupCapturePassesReplacementShader(this._camera,
                                                                   this.segmentation_shader,
                                                                   ref this._capture_passes);
            this.ColorsDictGameObject = new Dictionary <GameObject, Color>();
            this._all_renders         = FindObjectsOfType <Renderer>();
            this.CheckBlock();
            foreach (var r in this._all_renders)
            {
                r.GetPropertyBlock(this._block);
                var game_object = r.gameObject;
                var id          = game_object.GetInstanceID();
                var layer       = game_object.layer;
                var go_tag      = game_object.tag;

                if (!this.ColorsDictGameObject.ContainsKey(game_object))
                {
                    this.ColorsDictGameObject.Add(game_object, ColorEncoding.EncodeIdAsColor(id));
                }
                else
                {
          #if NEODROID_DEBUG
                    if (true)
                    {
                        Debug.LogWarning($"ColorDict Duplicate {game_object}");
                    }
          #endif
                }

                this._block.SetColor(SynthesisUtilities._Shader_ObjectId_Color_Name,
                                     ColorEncoding.EncodeIdAsColor(id));

/*
 * this._block?.SetInt(SynthesisUtils._Shader_OutputMode_Name,(int) SynthesisUtils.ReplacementModes
 *                                                                        .Object_id_);
 */
                //this._block.SetColor("_CategoryIdColor", ColorEncoding.EncodeLayerAsColor(layer));
                //this._block.SetColor("_MaterialIdColor", ColorEncoding.EncodeIdAsColor(id));
                //this._block.SetColor("_CategoryColor", ColorEncoding.EncodeTagHashCodeAsColor(go_tag));
                r.SetPropertyBlock(this._block);
            }
        }
コード例 #7
0
ファイル: ColorEncoder.cs プロジェクト: Zolniu/DigitalRune
    //--------------------------------------------------------------
    #region Creation & Cleanup
    //--------------------------------------------------------------

    /// <summary>
    /// Initializes a new instance of the <see cref="ColorEncoder"/> class.
    /// </summary>
    /// <param name="graphicsService">The graphics service.</param>
    /// <exception cref="ArgumentNullException">
    /// <paramref name="graphicsService"/> is <see langword="null"/>.
    /// </exception>
    public ColorEncoder(IGraphicsService graphicsService)
      : base(graphicsService)
    {
      _effect = GraphicsService.Content.Load<Effect>("DigitalRune/PostProcessing/ColorEncoder");
      _viewportSizeParameter = _effect.Parameters["ViewportSize"];
      _sourceTextureParameter = _effect.Parameters["SourceTexture"];
      _sourceEncodingParameter = _effect.Parameters["SourceEncoding"];
      _targetEncodingParameter = _effect.Parameters["TargetEncoding"];

      _sourceEncoding = ColorEncoding.Rgb;
      _targetEncoding = ColorEncoding.Rgb;
    }
コード例 #8
0
ファイル: ColorEncoder.cs プロジェクト: Zolniu/DigitalRune
    private static void SetEncoding(EffectParameter parameter, ColorEncoding encoding)
    {
      // Constants need to be kept in sync with ColorEncoder.fx.
      const float rgbEncoding = 0;
      const float sRgbEncoding = 1;
      const float rgbmEncoding = 2;
      const float rgbeEncoding = 3;
      const float logLuvEncoding = 4;

      if (encoding is RgbEncoding)
      {
        parameter.SetValue(new Vector4(rgbEncoding, 0, 0, 0));
      }
      else if (encoding is SRgbEncoding)
      {
        parameter.SetValue(new Vector4(sRgbEncoding, 0, 0, 0));
      }
      else if (encoding is RgbmEncoding)
      {
        float max = GraphicsHelper.ToGamma(((RgbmEncoding)encoding).Max);
        parameter.SetValue(new Vector4(rgbmEncoding, max, 0, 0));
      }
      else if (encoding is RgbeEncoding)
      {
        parameter.SetValue(new Vector4(rgbeEncoding, 0, 0, 0));
      }
      else if (encoding is LogLuvEncoding)
      {
        parameter.SetValue(new Vector4(logLuvEncoding, 0, 0, 0));
      }
    }
コード例 #9
0
ファイル: ColorEncoder.cs プロジェクト: Zolniu/DigitalRune
    private static void VerifyEncoding(ColorEncoding encoding)
    {
      if (encoding is RgbEncoding
          || encoding is SRgbEncoding
          || encoding is RgbmEncoding
          || encoding is RgbeEncoding
          || encoding is LogLuvEncoding)
      {
        return;
      }

      throw new NotSupportedException("The given color encoding is not supported by the ColorEncoder.");
    }
コード例 #10
0
        public static unsafe BitmapSampler <TPixel> From(SpanTensor2 <TPixel> tensor, ColorEncoding encoding)
        {
            var w = tensor.BitmapSize.Width;
            var h = tensor.BitmapSize.Height;
            var b = MMARSHALL.Cast <TPixel, byte>(tensor.Span);
            var e = encoding;

            return(new BitmapSampler <TPixel>(b, w * sizeof(TPixel), w, h, e));
        }
コード例 #11
0
ファイル: ImageSynthesis.cs プロジェクト: rui2016/ai2thor
    public void OnSceneChange()
    {
        sentColorCorrespondence = false;
        var renderers = UnityEngine.Object.FindObjectsOfType <Renderer>();

        colorIds = new Dictionary <Color, string> ();
        var mpb = new MaterialPropertyBlock();



        foreach (var r in renderers)
        {
            var    layer  = r.gameObject.layer;
            var    tag    = r.gameObject.tag;
            SimObj simObj = r.gameObject.GetComponent <SimObj> ();
            if (simObj == null)
            {
                simObj = r.gameObject.GetComponentInParent <SimObj> ();
            }


            Color classColor;
            Color objColor;
            if (simObj == null)
            {
                classColor = ColorEncoding.EncodeTagAsColor("" + r.name);
                objColor   = ColorEncoding.EncodeTagAsColor(getUniqueId(r.gameObject));
            }
            else
            {
                classColor = ColorEncoding.EncodeTagAsColor("" + simObj.Type);
                objColor   = ColorEncoding.EncodeTagAsColor("" + simObj.UniqueID);
                //Debug.Log ("renderer type " + simObj.Type + " " + simObj.name + " " + simObj.UniqueID + " " + MD5Hash(simObj.UniqueID) + " " + MD5Hash(simObj.UniqueID).GetHashCode());
            }

            capturePasses [0].camera.WorldToScreenPoint(r.bounds.center);

            //mpb.SetVector ("_Scale", scaleVector);
            //mpb.SetVector ("_Shift", shiftVector);
            // Make transparent if light ray.
            if (simObj != null)
            {
                colorIds [objColor]   = "" + simObj.UniqueID;
                colorIds [classColor] = "" + simObj.name;
                Debug.Log("colored " + simObj.UniqueID);
            }
            else
            {
                colorIds [objColor] = r.gameObject.name;
                if (r.gameObject.name == "Cube.100")
                {
                    Debug.Log(r.gameObject.name);
                }
            }

//			if (r.material.name.ToLower().Contains ("lightray")) {
//				objColor.a = 0;
//				classColor.a = 0;
//				mpb.SetFloat ("_Opacity", 0);
//
//			} else {
//				objColor.a = 1;
//				classColor.a = 1;
//				mpb.SetFloat ("_Opacity", 1);
//			}
//
            // updated per @danielg - replaces commented out code
            if (r.material.name.ToLower().Contains("lightray"))
            {
                r.enabled = false;
                continue;
            }

            objColor.a   = 1;
            classColor.a = 1;
            mpb.SetFloat("_Opacity", 1);


            mpb.SetColor("_CategoryColor", classColor);
            mpb.SetColor("_ObjectColor", objColor);

            r.SetPropertyBlock(mpb);
        }
    }
コード例 #12
0
        /// <summary>
        /// </summary>
        void Setup()
        {
            if (this._colors_by_category != null && this._colors_by_category.Length > 0)
            {
                foreach (var tag_color in this._colors_by_category)
                {
                    if (!this.ColorsDictGameObject.ContainsKey(tag_color._Category_Name))
                    {
                        this.ColorsDictGameObject.Add(tag_color._Category_Name, tag_color._Color);
                    }
                }
            }

            if (this._segmentation_preset)
            {
                var segmentation_color_by_tags = this._segmentation_preset._color_by_categories;
                if (segmentation_color_by_tags != null)
                {
                    foreach (var tag_color in segmentation_color_by_tags)
                    {
                        if (!this.ColorsDictGameObject.ContainsKey(tag_color._Category_Name))
                        {
                            this.ColorsDictGameObject.Add(tag_color._Category_Name, tag_color._Color);
                        }
                    }
                }
            }

            this._all_renders = FindObjectsOfType <Renderer>();
            if (!this._camera)
            {
                this._camera = this.GetComponent <Camera>();
            }

            if (this.ColorsDictGameObject == null)
            {
                this.ColorsDictGameObject = new Dictionary <string, Color>();
            }

            switch (this._segmentation_mode)
            {
            case SegmentationMode.Tag_:
                this._capture_passes = new[] {
                    new SynthesisUtilities.CapturePass {
                        _Name            = "_tag_id",
                        _ReplacementMode =
                            SynthesisUtilities.ReplacementModes
                            .Tag_id_,
                        _SupportsAntialiasing =
                            false
                    }
                };
                break;

            case SegmentationMode.Layer_:
                this._capture_passes = new[] {
                    new SynthesisUtilities.CapturePass {
                        _Name            = "_layer_id",
                        _ReplacementMode =
                            SynthesisUtilities.ReplacementModes
                            .Layer_id_,
                        _SupportsAntialiasing =
                            false
                    }
                };
                break;

            default: throw new ArgumentOutOfRangeException();
            }

            SynthesisUtilities.SetupCapturePassesReplacementShader(this._camera,
                                                                   this.segmentation_shader,
                                                                   ref this._capture_passes);

            this.CheckBlock();
            foreach (var a_renderer in this._all_renders)
            {
                a_renderer.GetPropertyBlock(this._block);
                string category_name;
                var    category_int = 0;
                Color  color;
                string shader_data_name;
                switch (this._segmentation_mode)
                {
                case SegmentationMode.Tag_:
                    category_name    = a_renderer.tag;
                    shader_data_name = SynthesisUtilities._Shader_Tag_Color_Name;
                    break;

                case SegmentationMode.Layer_:
                    category_int     = a_renderer.gameObject.layer;
                    category_name    = LayerMask.LayerToName(category_int);
                    shader_data_name = SynthesisUtilities._Shader_Layer_Color_Name;
                    break;

                default: throw new ArgumentOutOfRangeException();
                }

                if (!this.ColorsDictGameObject.ContainsKey(category_name))
                {
                    if (!this._Replace_Untagged_Color)
                    {
                        switch (this._segmentation_mode)
                        {
                        case SegmentationMode.Tag_:
                            category_int = category_name.GetHashCode();
                            color        = ColorEncoding.EncodeTagHashCodeAsColor(category_int);
                            //color = ColorEncoding.EncodeIdAsColor(category_int);
                            break;

                        case SegmentationMode.Layer_:
                            color = ColorEncoding.EncodeLayerAsColor(category_int);
                            break;

                        default:
                            //color = ColorEncoding.EncodeIdAsColor(category_int);
                            throw new ArgumentOutOfRangeException();
                        }
                    }
                    else
                    {
                        color = this._Untagged_Color;
                    }

                    this.ColorsDictGameObject.Add(category_name, color);
                }
                else
                {
                    color = this.ColorsDictGameObject[category_name];
                }

                this._block.SetColor(shader_data_name, color);

                a_renderer.SetPropertyBlock(this._block);
            }
        }