void Start() { _processor = new OffscreenProcessor(); _processor.ShaderName = "Leon/EyeBlender"; _output = new RenderTexture(1920, 1080, 24, RenderTextureFormat.Default); }
// Use this for initialization void Start() { _processor = new OffscreenProcessor(); _processor.ShaderName = "Image/ColorCorrection"; _Load(); }
// 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]; }
public TxFoveatedRenderingImageProcessor(TxKitEyes e) { _eyes = e; /* * _SrcBlitter=new OffscreenProcessor(); * _SrcBlitter.ShaderName = "Image/Blitter"; * _SrcBlitter.TargetFormat = RenderTextureFormat.Default; * _SrcBlitter.TargetFormat = RenderTextureFormat.ARGB32; */ _GazeBlitterCircle = new OffscreenProcessor(); _GazeBlitterCircle.ShaderName = "Image/GazeBlit_Circle"; _GazeBlitterCircle.TargetFormat = RenderTextureFormat.ARGB32; _GazeBlitterRect = new OffscreenProcessor(); _GazeBlitterRect.ShaderName = "Image/GazeBlit_Rect"; _GazeBlitterRect.TargetFormat = RenderTextureFormat.ARGB32; _GazeBlitter = new OffscreenProcessor(); _GazeBlitter.ShaderName = "Image/Blitter"; _GazeBlitter.TargetFormat = RenderTextureFormat.ARGB32; // CamSource.GetBaseTexture ().OnFrameBlitted+= OnFrameGrabbed; _blitMtrl = new Material(Shader.Find("Image/Blitter")); _blitMtrl.SetPass(1); }
// Use this for initialization void Start() { if (TargetRobot == null) { TargetRobot = GetComponent <TxKitEyes> (); } if (SrcLayer == null) { SrcLayer = GetComponent <PresenceLayerComponent> (); } SrcLayer.AddDependencyNode(this); _blurProcessorH = new OffscreenProcessor(); _blurProcessorH.ShaderName = "Image/SimpleGrabPassBlur"; _blurProcessorV = new OffscreenProcessor(); _blurProcessorV.ShaderName = "Image/SimpleGrabPassBlur"; _renderProcessor = new OffscreenProcessor(); _renderProcessor.TargetFormat = RenderTextureFormat.ARGB32; _renderProcessor.ShaderName = "GazeBased/Blend_Stream"; _correction = new OffscreenProcessor(); _correction.ShaderName = "Image/ColorCorrection"; TargetRobot.OnCameraRendererCreated += OnCameraRendererCreated; }
// Use this for initialization protected override void Start() { _Processor = new OffscreenProcessor(); m_Texture = gameObject.GetComponent <GstCustomTexture>(); material = gameObject.GetComponent <MeshRenderer> ().material; // Check to make sure we have an instance. if (m_Texture == null) { DestroyImmediate(this); } m_Texture.Initialize(); // pipeline = "filesrc location=\""+VideoPath+"\" ! decodebin ! videoconvert ! video/x-raw,format=I420 ! appsink name=videoSink sync=true"; // pipeline = "filesrc location=~/Documents/Projects/BeyondAR/Equirectangular_projection_SW.jpg ! jpegdec ! videoconvert ! imagefreeze ! videoconvert ! imagefreeze ! videoconvert ! video/x-raw,format=I420 ! appsink name=videoSink sync=true"; // pipeline = "videotestsrc ! videoconvert ! video/x-raw,width=3280,height=2048,format=I420 ! appsink name=videoSink sync=true"; m_Texture.SetPipeline(_GetPipeline()); m_Texture.Play(); if (Debugger != null) { Debugger.AddDebugElement(new DebugCameraCaptureElement(m_Texture)); } m_Texture.OnFrameGrabbed += OnFrameGrabbed; _Processor.ShaderName = "Image/I420ToRGB"; Debug.Log("Starting Base"); base.Start(); }
public void Init(RobotInfo ifo) { GStreamerCore.Ref(); m_Texture = TargetNode.AddComponent <GstCustomTexture> (); m_Texture.Initialize(); FileName = ifo.URL; _Processor = new OffscreenProcessor(); _Processor.ShaderName = "Image/I420ToRGB"; _needProcessing = false; string path = Application.dataPath + "/" + FileName; m_Texture.SetPipeline("filesrc location=\"" + path + "\" ! qtdemux name=demux " + "demux.video_0 ! queue ! avdec_h264 ! videoconvert ! video/x-raw,format=I420 ! appsink name=videoSink " + "demux.audio_0 ! queue ! decodebin ! audioconvert ! volume volume=5 ! appsink name=audioSink"); m_Texture.OnFrameGrabbed += OnFrameGrabbed; m_Texture.Play(); GameObject audioObj = new GameObject("AudioObject_" + TargetNode.name); audioObj.transform.parent = TargetNode.transform; audioObj.transform.position = Vector3.zero; AudioObject = audioObj.AddComponent <AudioSource> (); AudioObject.loop = true; _player = audioObj.AddComponent <GstAudioPlayer> (); _player.Player = m_Texture.Player.AudioWrapper; _player.TargetSrc = AudioObject; }
public ThetaEquirectangulerConverter() { _RicohProcessor = new OffscreenProcessor(); _RicohProcessor.ShaderName = "Theta/RealtimeEquirectangular"; _BlitterProcessor = new OffscreenProcessor(); _BlitterProcessor.ShaderName = "Image/Blitter"; }
// Use this for initialization void Start() { _Blitter = new OffscreenProcessor(); _Blitter.ShaderName = "Image/Blitter"; _Blitter.TargetFormat = RenderTextureFormat.Default; _Blitter.TargetFormat = RenderTextureFormat.ARGB32; _Blitter.ProcessingMaterial.SetInt("flipImage", 1); }
// Use this for initialization protected virtual void Start() { _Correction = new OffscreenProcessor(); _Correction.ShaderName = "Image/DistortionCorrection"; _Correction.TargetFormat = RenderTextureFormat.ARGB32; _Blitter = new OffscreenProcessor(); _Blitter.ShaderName = "Image/Blitter"; _Blitter.TargetFormat = RenderTextureFormat.ARGB32; }
// Use this for initialization void Start() { _srcTexture = new WebCamTexture(); _srcTexture.deviceName = WebCamTexture.devices [0].name; _srcTexture.Play(); _processor = new OffscreenProcessor(); _processor.ShaderName = "Theta/RealtimeEquirectangular"; }
void Start() { _layerProcessors = new OffscreenProcessor[2]; for (int i = 0; i < _layerProcessors.Length; ++i) { _layerProcessors[i] = new OffscreenProcessor(); _layerProcessors[i].ShaderName = "Telexistence/BlendShader"; } _output.SetTexture(Utilities.BlackTexture, 0); _output.SetTexture(Utilities.WhiteTexture, 1); }
void Start() { _flashTween.target = 0; _sizeTween.target = 1; _renderer = new OffscreenProcessor(); _renderer.ShaderName = "Hidden/CalibrationScreenShader"; _hearBeatCor = StartCoroutine(HeartBeat(_sizeTween)); //if(_hearBeatCor!=null) // StopCoroutine (_hearBeatCor); }
void Start() { //Init UnityWebCamera plugin _instance = CreateTextureWrapper(); _BlitterProcessor = new OffscreenProcessor("UnityCam/Image/Blitter"); _wrapper = new TextureWrapper(); //Add Post Renderer invoker, it will handle the rest gameObject.AddComponent <UnityCamPostRenderer> (); }
void _Recreate() { if (_Blur != null && _Blur.Length == Iterations) { return; } _Blur = new OffscreenProcessor[Iterations]; for (int i = 0; i < _Blur.Length; ++i) { _Blur [i] = new OffscreenProcessor(); _Blur [i].ShaderName = "Image/ImageBlur"; } }
public TxOVRVisionImageProcessor(TxKitEyes e) { _eyes = e; _ovr = new COvrvisionUnity(); _ovr.useProcessingQuality = COvrvisionUnity.OV_CAMQT_DMS; _processorThread = new ProcessorThread(this); _processorThread.Start(); for (int i = 0; i < 2; ++i) { _flipProcessor[i] = new OffscreenProcessor(); _flipProcessor[i].ShaderName = "Image/FlipCoord"; _flipProcessor[i].TargetFormat = RenderTextureFormat.ARGB32; } }
public TxOVRFoveatedRenderingImageProcessor(TxKitEyes e) : base(e) { _ovrProcessor = new CustomOvrvisionProcessor(e); for (int i = 0; i < 4; ++i) { _SrcBlitter[i] = new OffscreenProcessor(); _SrcBlitter[i].ShaderName = "Image/Blitter"; _SrcBlitter[i].TargetFormat = RenderTextureFormat.Default; _SrcBlitter[i].TargetFormat = RenderTextureFormat.ARGB32; } _blitMtrl = new Material(Shader.Find("Image/Blitter")); _blitMtrl.SetPass(1); CombinedTexture = null; }
public override void ProcessMainThread(ref TxVisionOutput result) { if (_texture.StreamsCount == 0) { return; } Parameters.frameSize = result.Configuration.FrameSize; InitResults(_texture.CameraStreams); if (_SrcBlitter == null || _SrcBlitter.Length != result.Configuration.CameraStreams) { _SrcBlitter = new OffscreenProcessor[result.Configuration.CameraStreams]; for (int i = 0; i < result.Configuration.CameraStreams; ++i) { _SrcBlitter [i] = new OffscreenProcessor(); _SrcBlitter[i].ShaderName = "Image/Blitter"; _SrcBlitter[i].TargetFormat = RenderTextureFormat.Default; _SrcBlitter[i].TargetFormat = RenderTextureFormat.ARGB32; } } Rect texRect = new Rect(0, 0, 1, 1.0f / _texture.CameraStreams); var srcTex = _texture.GetEyeTexture(0); if (srcTex == null) { return; } Texture tex = srcTex; result.SetSourceTexture(srcTex, 0); for (int i = 0; i < _texture.CameraStreams; ++i) { if (_texture.CameraStreams > 1) { _SrcBlitter [i].ProcessingMaterial.SetVector("TextureRect", new Vector4(texRect.x, texRect.y, texRect.width, texRect.height)); tex = _SrcBlitter[i].ProcessTextureSized(srcTex, (int)(texRect.width * srcTex.width), (int)(texRect.height * srcTex.height)); texRect.y += texRect.height; } var t = BlitImage(tex, i, new Vector2(1, 1)); if (t != null) { result.SetTexture(t, i); } } }
public override void ProcessMainThread(ref TxVisionOutput result) { if (result.Configuration.SeparateStreams) { for (int i = 0; i < _texture.GetTexturesCount(); ++i) { result.SetTexture(_texture.GetEyeTexture(i), i); } } else { if (_texture.GetTexturesCount() == 0) { return; } if (_SrcBlitter == null || _SrcBlitter.Length != result.Configuration.CameraStreams) { _SrcBlitter = new OffscreenProcessor[result.Configuration.CameraStreams]; for (int i = 0; i < result.Configuration.CameraStreams; ++i) { _SrcBlitter [i] = new OffscreenProcessor(); _SrcBlitter[i].ShaderName = "Image/Blitter"; _SrcBlitter[i].TargetFormat = RenderTextureFormat.Default; _SrcBlitter[i].TargetFormat = RenderTextureFormat.ARGB32; _SrcBlitter[i].ProcessingMaterial.SetInt("Flip", 1); } } Rect texRect = new Rect(0, 0, 1, 1.0f / (float)result.Configuration.CameraStreams); var tex = _texture.GetEyeTexture(0); if (tex == null) { return; } result.SetSourceTexture(tex, 0); for (int i = 0; i < result.Configuration.CameraStreams; ++i) { _SrcBlitter[i].ProcessingMaterial.SetVector("TextureRect", new Vector4(texRect.x, texRect.y, texRect.width, texRect.height)); var t = _SrcBlitter[i].ProcessTextureSized(tex, (int)(texRect.width * tex.width), (int)(texRect.height * tex.height)); //CamTexture;// result.SetTexture(t, i); texRect.y += texRect.height; } } }
public void Init(RobotInfo ifo, string profileType, GstImageInfo.EPixelFormat fmt = GstImageInfo.EPixelFormat.EPixel_I420) { m_Texture = TargetNode.AddComponent <GstNetworkMultipleTexture> (); m_Texture.StreamsCount = StreamsCount; m_Texture.profileType = profileType; m_Texture.Initialize(); int texCount = m_Texture.GetTextureCount(); _Processor = new OffscreenProcessor[texCount]; _needProcessing = new bool[texCount]; for (int i = 0; i < texCount; ++i) { _Processor[i] = new OffscreenProcessor(); _Processor[i].ShaderName = "Image/I420ToRGB"; _needProcessing [i] = false; } string ip = Settings.Instance.GetValue("Ports", "ReceiveHost", ifo.IP); m_Texture.ConnectToHost(ip, port, StreamsCount, fmt); m_Texture.Play(); if (_config != null) { m_Texture.SetConfiguration(_config); } m_Texture.OnFrameGrabbed += OnFrameGrabbed; _videoPorts = new uint[StreamsCount]; //{0,0}; string streamsVals = ""; for (int i = 0; i < StreamsCount; ++i) { _videoPorts [i] = Texture.Player.GetVideoPort(i); streamsVals += _videoPorts [i].ToString(); if (i != StreamsCount - 1) { streamsVals += ","; } } RobotConnector.Connector.SendData(TxKitEyes.ServiceName, "VideoPorts", streamsVals, true); }
// Use this for initialization void Start() { GStreamerCore.Ref(); _Processor = new OffscreenProcessor(); _Processor.ShaderName = "Image/I420ToRGB"; _needProcessing = false; _texture = gameObject.AddComponent <GstCustomTexture> (); _texture.Initialize(); string path = Application.dataPath + "/" + FileName; _texture.SetPipeline("filesrc location=\"" + path + "\" ! qtdemux name=demux demux.video_0 ! avdec_h264 ! videorate ! videoconvert ! video/x-raw,format=I420,framerate=30/1 "); _texture.OnFrameGrabbed += _OnFrameGrabbed; _texture.Play(); }
// Use this for initialization protected virtual void Start() { if (!Provider) { if (TargetEyes == null) { TargetEyes = gameObject.GetComponent <TxKitEyes> (); } if (TargetEyes) { TelubeeCameraAVProvider p = gameObject.AddComponent <TelubeeCameraAVProvider> (); TargetEyes.OnCameraSourceCreated += OnCameraSourceCreated; p.TargetEars = TargetEars; Provider = p; } if (TargetEars) { TargetEars.OnAudioSourceCreated += OnAudioSourceCreated; } } _blurProcessorH = new OffscreenProcessor(); _blurProcessorH.ShaderName = "Image/SimpleGrabPassBlur"; _blurProcessorV = new OffscreenProcessor(); _blurProcessorV.ShaderName = "Image/SimpleGrabPassBlur"; Provider.OnCameraRendererCreated += OnCameraRendererCreated; if (RenderMaterial == null) { RenderMaterial = new Material(Shader.Find("GazeBased/Blend_Stream")); } _renderProcessor = new OffscreenProcessor(); _renderProcessor.ShaderName = RenderMaterial.shader.name; _renderProcessor.TargetFormat = RenderTextureFormat.ARGB32; base._OnStarted(); }
// Use this for initialization void Start() { _mr = GetComponent <MeshRenderer> (); _mr.material.mainTexture = Movie; _mr.material.renderQueue = RenderQueueEnum.MediaLayer; Movie.Play(); Movie.loop = true; _blurProcessorH = new OffscreenProcessor(); _blurProcessorH.ShaderName = "Image/SimpleGrabPassBlur"; _blurProcessorV = new OffscreenProcessor(); _blurProcessorV.ShaderName = "Image/SimpleGrabPassBlur"; if (RenderMaterial == null) { RenderMaterial = new Material(Shader.Find("GazeBased/Blend_Stream")); } _renderProcessor = new OffscreenProcessor(); _renderProcessor.ShaderName = RenderMaterial.shader.name; _renderProcessor.TargetFormat = RenderTextureFormat.ARGB32; _tmpTexture = new Texture2D(1, 1); }
void Start() { //Init UnityWebCamera plugin _instance = CreateTextureWrapper(); _BlitterProcessor = new OffscreenProcessor("UnityCam/Image/Blitter"); _wrapper = new TextureWrapper(); //If Camera already has a RenderTexture use this Texture tex = GetComponent <Camera>().targetTexture; if (tex is RenderTexture) { source = (RenderTexture)tex; _deleteRenderTex = false; } else { source = new RenderTexture(WIDTH, HEIGHT, 24); GetComponent <Camera>().targetTexture = source; } }
// Use this for initialization protected override void Start() { _Processor = new OffscreenProcessor(); m_Texture = gameObject.GetComponent <GstCustomTexture>(); //material=gameObject.GetComponent<MeshRenderer> ().material; // Check to make sure we have an instance. if (m_Texture == null) { DestroyImmediate(this); } m_Texture.Initialize(); if (Debugger != null) { Debugger.AddDebugElement(new DebugCameraCaptureElement(m_Texture)); } m_Texture.OnFrameGrabbed += OnFrameGrabbed; _Processor.ShaderName = "Image/I420ToRGB"; Debug.Log("Starting Base"); base.Start(); }
// Use this for initialization void Start() { _processor = new OffscreenProcessor(); _processor.ShaderName = Shader.name; }
// Use this for initialization void Start() { _processor = new OffscreenProcessor(); }
// Use this for initialization void Start() { _Processor=new OffscreenProcessor(); _Processor.ShaderName = "Image/I420ToRGB"; }
void Start() { Gaze = GameObject.FindObjectOfType <GazeFollowComponent> (); _processor = new OffscreenProcessor(); _processor.ShaderName = "GazeBased/Blend"; Image <Gray, byte> cache = null; EmguImageUtil.UnityTextureToOpenCVImageGray(TargetTexture, ref cache); //new Mat(pictureStr, LoadImageType.Color); //Read the files as an 8-bit Bgr image long detectionTime; List <Rectangle> faces = new List <Rectangle>(); List <Rectangle> eyes = new List <Rectangle>(); //The cuda cascade classifier doesn't seem to be able to load "haarcascade_frontalface_default.xml" file in this release //disabling CUDA module for now bool tryUseCuda = true; bool tryUseOpenCL = false; DetectObjectCL.DetectFace( cache.Mat, false, faces, eyes, tryUseCuda, tryUseOpenCL, out detectionTime); foreach (Rectangle face in faces) { CvInvoke.Rectangle(cache.Mat, face, new Bgr(0, 0, 1).MCvScalar, 2); } foreach (Rectangle eye in eyes) { CvInvoke.Rectangle(cache.Mat, eye, new Bgr(1, 0, 0).MCvScalar, 2); } Debug.Log("detected faces:" + faces.Count); Debug.Log("face detection time:" + detectionTime.ToString() + "ms"); //display the image /* ImageViewer.Show(image, String.Format( * "Completed face and eye detection using {0} in {1} milliseconds", * (tryUseCuda && CudaInvoke.HasCuda) ? "GPU" * : (tryUseOpenCL && CvInvoke.HaveOpenCLCompatibleGpuDevice) ? "OpenCL" * : "CPU", * detectionTime)); */ _map = new ImageFeatureMap(128, 128); foreach (Rectangle face in faces) { Rectangle r = new Rectangle(); r.X = face.X - 50; r.Y = face.Y - 5; r.Width = face.Width + 50; r.Height = face.Height + 520; _map.FillRectangle((float)r.X / (float)cache.Mat.Width, (float)r.Y / (float)cache.Mat.Height, (float)r.Width / (float)cache.Mat.Width, (float)r.Height / (float)cache.Mat.Height, 1); } _map.Blur(); _map.Blur(); _map.Blur(); _map.Blur(); Texture2D tex = new Texture2D(1, 1); tex.filterMode = FilterMode.Point; _map.ConvertToTexture(tex, true); _processor.ProcessingMaterial.SetTexture("_TargetMask", tex); _processor.ProcessingMaterial.SetTexture("_MainTex", TargetTexture); GetComponent <UITexture> ().mainTexture = tex; //_processor.ProcessTexture (TargetTexture); }
// Use this for initialization protected override void Start() { base.Start(); _correction = new OffscreenProcessor(); _correction.ShaderName = "Image/ColorCorrection"; }