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- //======= 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;
-
- [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("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);
- }
- }
- }
- }
- }
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