campfire/Assets/SteamVR/Editor/SteamVR_SkyboxEditor.cs

383 lines
18 KiB
C#
Raw Permalink Normal View History

2020-04-29 19:40:05 +02:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Custom inspector display for SteamVR_Skybox
//
//=============================================================================
using UnityEngine;
using UnityEditor;
using System.Text;
using System.Collections.Generic;
using Valve.VR;
using System.IO;
namespace Valve.VR
{
[CustomEditor(typeof(SteamVR_Skybox)), CanEditMultipleObjects]
public class SteamVR_SkyboxEditor : Editor
{
private const string nameFormat = "{0}/{1}-{2}.png";
private const string helpText = "Take snapshot will use the current " +
"position and rotation to capture six directional screenshots to use as this " +
"skybox's textures. Note: This skybox is only used to override what shows up " +
"in the compositor (e.g. when loading levels). Add a Camera component to this " +
"object to override default settings like which layers to render. Additionally, " +
"by specifying your own targetTexture, you can control the size of the textures " +
"and other properties like antialiasing. Don't forget to disable the camera.\n\n" +
"For stereo screenshots, a panorama is render for each eye using the specified " +
"ipd (in millimeters) broken up into segments cellSize pixels square to optimize " +
"generation.\n(32x32 takes about 10 seconds depending on scene complexity, 16x16 " +
"takes around a minute, while will 8x8 take several minutes.)\n\nTo test, hit " +
"play then pause - this will activate the skybox settings, and then drop you to " +
"the compositor where the skybox is rendered.";
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.HelpBox(helpText, MessageType.Info);
if (GUILayout.Button("Take snapshot"))
{
var directions = new Quaternion[] {
Quaternion.LookRotation(Vector3.forward),
Quaternion.LookRotation(Vector3.back),
Quaternion.LookRotation(Vector3.left),
Quaternion.LookRotation(Vector3.right),
Quaternion.LookRotation(Vector3.up, Vector3.back),
Quaternion.LookRotation(Vector3.down, Vector3.forward)
};
Camera tempCamera = null;
foreach (SteamVR_Skybox target in targets)
{
var targetScene = target.gameObject.scene;
var sceneName = Path.GetFileNameWithoutExtension(targetScene.path);
var scenePath = Path.GetDirectoryName(targetScene.path);
var assetPath = scenePath + "/" + sceneName;
if (!AssetDatabase.IsValidFolder(assetPath))
{
var guid = AssetDatabase.CreateFolder(scenePath, sceneName);
assetPath = AssetDatabase.GUIDToAssetPath(guid);
}
var camera = target.GetComponent<Camera>();
if (camera == null)
{
if (tempCamera == null)
tempCamera = new GameObject().AddComponent<Camera>();
camera = tempCamera;
}
var targetTexture = camera.targetTexture;
if (camera.targetTexture == null)
{
targetTexture = new RenderTexture(1024, 1024, 24);
targetTexture.antiAliasing = 8;
camera.targetTexture = targetTexture;
}
var oldPosition = target.transform.localPosition;
var oldRotation = target.transform.localRotation;
var baseRotation = target.transform.rotation;
var t = camera.transform;
t.position = target.transform.position;
camera.orthographic = false;
camera.fieldOfView = 90;
for (int i = 0; i < directions.Length; i++)
{
t.rotation = baseRotation * directions[i];
camera.Render();
// Copy to texture and save to disk.
RenderTexture.active = targetTexture;
var texture = new Texture2D(targetTexture.width, targetTexture.height, TextureFormat.ARGB32, false);
texture.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);
texture.Apply();
RenderTexture.active = null;
var assetName = string.Format(nameFormat, assetPath, target.name, i);
System.IO.File.WriteAllBytes(assetName, texture.EncodeToPNG());
}
if (camera != tempCamera)
{
target.transform.localPosition = oldPosition;
target.transform.localRotation = oldRotation;
}
}
if (tempCamera != null)
{
Object.DestroyImmediate(tempCamera.gameObject);
}
// Now that everything has be written out, reload the associated assets and assign them.
AssetDatabase.Refresh();
foreach (SteamVR_Skybox target in targets)
{
var targetScene = target.gameObject.scene;
var sceneName = Path.GetFileNameWithoutExtension(targetScene.path);
var scenePath = Path.GetDirectoryName(targetScene.path);
var assetPath = scenePath + "/" + sceneName;
for (int i = 0; i < directions.Length; i++)
{
var assetName = string.Format(nameFormat, assetPath, target.name, i);
var importer = AssetImporter.GetAtPath(assetName) as TextureImporter;
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
importer.textureFormat = TextureImporterFormat.RGB24;
#else
importer.textureCompression = TextureImporterCompression.Uncompressed;
#endif
importer.wrapMode = TextureWrapMode.Clamp;
importer.mipmapEnabled = false;
importer.SaveAndReimport();
var texture = AssetDatabase.LoadAssetAtPath<Texture>(assetName);
target.SetTextureByIndex(i, texture);
}
}
}
else if (GUILayout.Button("Take stereo snapshot"))
{
const int width = 4096;
const int height = width / 2;
const int halfHeight = height / 2;
var textures = new Texture2D[] {
new Texture2D(width, height, TextureFormat.ARGB32, false),
new Texture2D(width, height, TextureFormat.ARGB32, false) };
var timer = new System.Diagnostics.Stopwatch();
Camera tempCamera = null;
foreach (SteamVR_Skybox target in targets)
{
timer.Start();
var targetScene = target.gameObject.scene;
var sceneName = Path.GetFileNameWithoutExtension(targetScene.path);
var scenePath = Path.GetDirectoryName(targetScene.path);
var assetPath = scenePath + "/" + sceneName;
if (!AssetDatabase.IsValidFolder(assetPath))
{
var guid = AssetDatabase.CreateFolder(scenePath, sceneName);
assetPath = AssetDatabase.GUIDToAssetPath(guid);
}
var camera = target.GetComponent<Camera>();
if (camera == null)
{
if (tempCamera == null)
tempCamera = new GameObject().AddComponent<Camera>();
camera = tempCamera;
}
var fx = camera.gameObject.AddComponent<SteamVR_SphericalProjection>();
var oldTargetTexture = camera.targetTexture;
var oldOrthographic = camera.orthographic;
var oldFieldOfView = camera.fieldOfView;
var oldAspect = camera.aspect;
var oldPosition = target.transform.localPosition;
var oldRotation = target.transform.localRotation;
var basePosition = target.transform.position;
var baseRotation = target.transform.rotation;
var transform = camera.transform;
int cellSize = int.Parse(target.StereoCellSize.ToString().Substring(1));
float ipd = target.StereoIpdMm / 1000.0f;
int vTotal = halfHeight / cellSize;
float dv = 90.0f / vTotal; // vertical degrees per segment
float dvHalf = dv / 2.0f;
var targetTexture = new RenderTexture(cellSize, cellSize, 24);
targetTexture.wrapMode = TextureWrapMode.Clamp;
targetTexture.antiAliasing = 8;
camera.fieldOfView = dv;
camera.orthographic = false;
camera.targetTexture = targetTexture;
// Render sections of a sphere using a rectilinear projection
// and resample using a sphereical projection into a single panorama
// texture per eye. We break into sections in order to keep the eye
// separation similar around the sphere. Rendering alternates between
// top and bottom sections, sweeping horizontally around the sphere,
// alternating left and right eyes.
for (int v = 0; v < vTotal; v++)
{
var pitch = 90.0f - (v * dv) - dvHalf;
var uTotal = width / targetTexture.width;
var du = 360.0f / uTotal; // horizontal degrees per segment
var duHalf = du / 2.0f;
var vTarget = v * halfHeight / vTotal;
for (int i = 0; i < 2; i++) // top, bottom
{
if (i == 1)
{
pitch = -pitch;
vTarget = height - vTarget - cellSize;
}
for (int u = 0; u < uTotal; u++)
{
var yaw = -180.0f + (u * du) + duHalf;
var uTarget = u * width / uTotal;
var xOffset = -ipd / 2 * Mathf.Cos(pitch * Mathf.Deg2Rad);
for (int j = 0; j < 2; j++) // left, right
{
var texture = textures[j];
if (j == 1)
{
xOffset = -xOffset;
}
var offset = baseRotation * Quaternion.Euler(0, yaw, 0) * new Vector3(xOffset, 0, 0);
transform.position = basePosition + offset;
var direction = Quaternion.Euler(pitch, yaw, 0.0f);
transform.rotation = baseRotation * direction;
// vector pointing to center of this section
var N = direction * Vector3.forward;
// horizontal span of this section in degrees
var phi0 = yaw - (du / 2);
var phi1 = phi0 + du;
// vertical span of this section in degrees
var theta0 = pitch + (dv / 2);
var theta1 = theta0 - dv;
var midPhi = (phi0 + phi1) / 2;
var baseTheta = Mathf.Abs(theta0) < Mathf.Abs(theta1) ? theta0 : theta1;
// vectors pointing to corners of image closes to the equator
var V00 = Quaternion.Euler(baseTheta, phi0, 0.0f) * Vector3.forward;
var V01 = Quaternion.Euler(baseTheta, phi1, 0.0f) * Vector3.forward;
// vectors pointing to top and bottom midsection of image
var V0M = Quaternion.Euler(theta0, midPhi, 0.0f) * Vector3.forward;
var V1M = Quaternion.Euler(theta1, midPhi, 0.0f) * Vector3.forward;
// intersection points for each of the above
var P00 = V00 / Vector3.Dot(V00, N);
var P01 = V01 / Vector3.Dot(V01, N);
var P0M = V0M / Vector3.Dot(V0M, N);
var P1M = V1M / Vector3.Dot(V1M, N);
// calculate basis vectors for plane
var P00_P01 = P01 - P00;
var P0M_P1M = P1M - P0M;
var uMag = P00_P01.magnitude;
var vMag = P0M_P1M.magnitude;
var uScale = 1.0f / uMag;
var vScale = 1.0f / vMag;
var uAxis = P00_P01 * uScale;
var vAxis = P0M_P1M * vScale;
// update material constant buffer
fx.Set(N, phi0, phi1, theta0, theta1,
uAxis, P00, uScale,
vAxis, P0M, vScale);
camera.aspect = uMag / vMag;
camera.Render();
RenderTexture.active = targetTexture;
texture.ReadPixels(new Rect(0, 0, targetTexture.width, targetTexture.height), uTarget, vTarget);
RenderTexture.active = null;
}
}
}
}
// Save textures to disk.
for (int i = 0; i < 2; i++)
{
var texture = textures[i];
texture.Apply();
var assetName = string.Format(nameFormat, assetPath, target.name, i);
File.WriteAllBytes(assetName, texture.EncodeToPNG());
}
// Cleanup.
if (camera != tempCamera)
{
camera.targetTexture = oldTargetTexture;
camera.orthographic = oldOrthographic;
camera.fieldOfView = oldFieldOfView;
camera.aspect = oldAspect;
target.transform.localPosition = oldPosition;
target.transform.localRotation = oldRotation;
}
else
{
tempCamera.targetTexture = null;
}
DestroyImmediate(targetTexture);
DestroyImmediate(fx);
timer.Stop();
Debug.Log(string.Format("<b>[SteamVR]</b> Screenshot took {0} seconds.", timer.Elapsed));
}
if (tempCamera != null)
{
DestroyImmediate(tempCamera.gameObject);
}
DestroyImmediate(textures[0]);
DestroyImmediate(textures[1]);
// Now that everything has be written out, reload the associated assets and assign them.
AssetDatabase.Refresh();
foreach (SteamVR_Skybox target in targets)
{
var targetScene = target.gameObject.scene;
var sceneName = Path.GetFileNameWithoutExtension(targetScene.path);
var scenePath = Path.GetDirectoryName(targetScene.path);
var assetPath = scenePath + "/" + sceneName;
for (int i = 0; i < 2; i++)
{
var assetName = string.Format(nameFormat, assetPath, target.name, i);
var importer = AssetImporter.GetAtPath(assetName) as TextureImporter;
importer.mipmapEnabled = false;
importer.wrapMode = TextureWrapMode.Repeat;
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
importer.SetPlatformTextureSettings("Standalone", width, TextureImporterFormat.RGB24);
#else
var settings = importer.GetPlatformTextureSettings("Standalone");
settings.textureCompression = TextureImporterCompression.Uncompressed;
settings.maxTextureSize = width;
importer.SetPlatformTextureSettings(settings);
#endif
importer.SaveAndReimport();
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetName);
target.SetTextureByIndex(i, texture);
}
}
}
}
}
}