/// <summary> /// Loads the selected source image as preview. /// </summary> public void LoadSourceImageAsPreview() { if (!Application.isPlaying || _previewSourceImagesLoader == null || _previewSourceImagesLoader.colorData == null || cameraSetup.previewIndex == _lastLoadedPreviewIndex || cameraSetup.cameraModels == null || cameraSetup.cameraModels.Length < 1) { return; } _lastLoadedPreviewIndex = cameraSetup.previewIndex; if (previewSourceTexture != null) { DestroyImmediate(previewSourceTexture); } Vector2Int previewResolution = PreviewWindow.GetPreviewResolution(cameraSetup.cameraModels[_lastLoadedPreviewIndex].pixelResolution); GeneralToolkit.CreateRenderTexture(ref previewSourceTexture, previewResolution, 0, RenderTextureFormat.ARGB32, false, FilterMode.Point); Graphics.Blit(_previewSourceImagesLoader.colorData, previewSourceTexture, _lastLoadedPreviewIndex, 0); int previewMaxIndex = cameraSetup.cameraModels.Length - 1; PreviewWindow.DisplayImage(_sourceCallerName, previewSourceTexture, previewMaxIndex); }
/// <summary> /// In play mode, loads the rendered view and the evaluation metric for preview. /// </summary> public void LoadRenderedViewAsPreview() { RenderTexture.active = null; if (_previewEvalTexture != null) { DestroyImmediate(_previewEvalTexture); } if (_previewRenderTexture != null) { DestroyImmediate(_previewRenderTexture); } // Check that there are camera models, that the application is playing, and that the object is active. if (processing.cameraSetup.cameraModels == null || !Application.isPlaying || !gameObject.activeInHierarchy || !_launched) { return; } int previewMaxIndex = processing.cameraSetup.cameraModels.Length - 1; // Get the camera model for this index. CameraModel tempCameraModel = CameraModel.CreateCameraModel(); tempCameraModel.ParametersFromCameraModel(processing.cameraSetup.cameraModels[processing.cameraSetup.previewIndex]); tempCameraModel.pixelResolution = PreviewWindow.GetPreviewResolution(tempCameraModel.pixelResolution); // Display a preview of the rendered view. if (selectedBlendingMethod != null && selectedEvaluationMethod != null) { // Inform the blending method to exclude the source view if desired. if (selectedEvaluationMethod.excludeSourceView) { selectedBlendingMethod.ExcludeSourceView(processing.cameraSetup.previewIndex); } // Create a preview camera manager and initialize it with the camera model's pose and parameters. PreviewCameraManager previewCameraManager = new GameObject("Preview Camera Manager").AddComponent <PreviewCameraManager>(); Transform previewCameraTransform = new GameObject("Preview Camera").transform; GeneralToolkit.CreateRenderTexture(ref previewCameraManager.targetTexture, Vector2Int.one, 0, RenderTextureFormat.ARGB32, false, FilterMode.Point, TextureWrapMode.Clamp); previewCameraManager.CreatePreviewCamera(previewCameraManager.gameObject, previewCameraTransform, tempCameraModel); previewCameraManager.previewCamera.clearFlags = CameraClearFlags.Color; previewCameraManager.previewCamera.backgroundColor = Color.black; // Render the preview camera to a target texture, and display it in the preview window. previewCameraManager.RenderPreviewToTarget(ref previewCameraManager.targetTexture, false); GeneralToolkit.CreateRenderTexture(ref _previewRenderTexture, tempCameraModel.pixelResolution, 0, RenderTextureFormat.ARGB32, false, FilterMode.Point, TextureWrapMode.Clamp); Graphics.Blit(previewCameraManager.targetTexture, _previewRenderTexture); PreviewWindow.DisplayImage(_renderCallerName, _previewRenderTexture, previewMaxIndex); // Destroy the preview camera manager. previewCameraManager.DestroyPreviewCamera(); DestroyImmediate(previewCameraManager.gameObject); // Inform the blending method that it should no longer exclude the source view. selectedBlendingMethod.ExcludeSourceView(-1); } DestroyImmediate(tempCameraModel.gameObject); // Display the evaluation metric as an RGB color texture. if (selectedEvaluationMethod != null && selectedEvaluationMethod.evaluationMaterial != null) { // Use a shader to compute the evaluation metric for each pixel and display it as a color value. GeneralToolkit.CreateRenderTexture(ref _previewEvalTexture, tempCameraModel.pixelResolution, 0, RenderTextureFormat.ARGB32, true, FilterMode.Point, TextureWrapMode.Clamp); selectedEvaluationMethod.evaluationMaterial.SetTexture(EvaluationMethod.shaderNameTextureOne, processing.previewSourceTexture); selectedEvaluationMethod.evaluationMaterial.SetTexture(EvaluationMethod.shaderNameTextureTwo, _previewRenderTexture); Graphics.Blit(null, _previewEvalTexture, selectedEvaluationMethod.evaluationMaterial); // Display the created texture in the preview window. PreviewWindow.DisplayImage(_evalCallerName, _previewEvalTexture, previewMaxIndex); } }