advancedskrald/ChessAR/Assets/MatDisplay.cs

474 lines
14 KiB
C#
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using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ImgcodecsModule;
using OpenCVForUnity.ImgprocModule;
using System;
using UnityEngine;
public struct MatDisplaySettings {
public static float DEFAULT_SIZE = 0.75f;
public static MatDisplaySettings FULL_BACKGROUND = new MatDisplaySettings(0,0,2,true);
public static MatDisplaySettings BOTTOM_LEFT = new MatDisplaySettings(-1, -1, DEFAULT_SIZE, false);
public static MatDisplaySettings BOTTOM_RIGHT = new MatDisplaySettings(1, -1, DEFAULT_SIZE, false);
public static MatDisplaySettings TOP_LEFT = new MatDisplaySettings(-1, 1, DEFAULT_SIZE, false);
public static MatDisplaySettings TOP_RIGHT = new MatDisplaySettings(1, 1, DEFAULT_SIZE, false);
public float x, y, size;
public bool background;
public MatDisplaySettings(float x,float y,float size,bool background)
{
this.x = x;
this.y = y;
this.size = size;
this.background = background;
}
public MatDisplaySettings(float x,float y,float size) : this(x,y,size,false)
{
}
}
internal class MatDrawer
{
public bool active = false;
public MatDisplaySettings properties;
public int channels;
public Texture2D texture = null;
public bool flipY = false;
public void Activate(MatDisplaySettings properties)
{
active = true;
this.properties = properties;
}
public void Draw(Material material)
{
if (active)
{
material.mainTexture = texture;
material.SetPass(0);
float height = properties.size;
float width = height;
if (texture != null)
width *= (float)texture.width / texture.height;
width *= ((float)Screen.height / Screen.width);
float x = properties.x - width * 0.5f;
float y = properties.y - height * 0.5f;
if (x < -1)
x = -1;
if (x > 1 - width)
x = 1 - width;
if (y < -1)
y = -1;
if (y > 1 - height)
y = 1 - height;
float y1 = flipY ? y : y + height;
float y2 = flipY ? y + height : y;
GL.Begin(GL.TRIANGLE_STRIP);
GL.Color(Color.white);
GL.TexCoord(new Vector3(0, 0, 0));
GL.Vertex(new Vector3(x, y1, 0));
GL.Color(Color.white);
GL.TexCoord(new Vector3(1, 0, 0));
GL.Vertex(new Vector3(x + width, y1, 0));
GL.Color(Color.white);
GL.TexCoord(new Vector3(0, 1, 0));
GL.Vertex(new Vector3(x, y2, 0));
GL.Color(Color.white);
GL.TexCoord(new Vector3(1, 1, 0));
GL.Vertex(new Vector3(x + width, y2, 0));
GL.End();
}
}
}
public class MatDisplay : MonoBehaviour {
private static MatDisplay instance;
public static bool SAFE_MODE = false;
public static bool X86 = false;
private static bool started = false;
private static bool error = false;
private static byte[] convData = new byte[2048 * 2048 * 4];
private static Mat convertMat;
private static Mat flipMat = new Mat();
private static MatDrawer[] matDisplays = new MatDrawer[64];
private static MatDrawer[] texDisplays = new MatDrawer[64];
private static int texDisplayCount = 0;
private static bool awaitRender = false;
public Material material;
private Material foregroundMaterial;
private Material backgroundMaterial;
private Camera cam;
void Start () {
cam = GetComponent<Camera>();
if(cam==null)
{
cam = GameObject.FindObjectOfType<Camera>();
}
if(cam==null)
{
Debug.LogError("No camera found");
}
if(material==null)
{
material = new Material(Shader.Find("AR/MatDisplay"));
}
foregroundMaterial = new Material(material);
foregroundMaterial.renderQueue = 4005;
backgroundMaterial = new Material(material);
backgroundMaterial.renderQueue = 500;
for (int i = 0;i<matDisplays.Length;i++)
{
matDisplays[i] = new MatDrawer();
texDisplays[i] = new MatDrawer();
}
convertMat = new Mat();
Clear();
started = true;
}
public static void DisplayTexture(Texture2D texture,MatDisplaySettings properties)
{
MatDrawer uDispl = texDisplays[texDisplayCount++];
uDispl.texture = texture;
uDispl.flipY = true;
uDispl.Activate(properties);
}
public static bool isValid
{
get {
if (error)
return false;
if (instance == null)
{
instance = GameObject.FindObjectOfType<MatDisplay>();
if (instance == null)
{
Camera cam = Camera.main;
if (cam == null)
{
Debug.LogError("No camera found");
error = true;
return false;
}else
{
instance = cam.gameObject.AddComponent<MatDisplay>();
}
}
}
if (!started)
return false;
return true;
}
}
public static void SetCameraFoV(float fov = 41.5f)
{
GameObject.FindObjectOfType<Camera>().fieldOfView = fov;
}
void Update()
{
cam.clearFlags = CameraClearFlags.Depth;
if (awaitRender)
{
Clear();
}
awaitRender = true;
GameObject backgroungPlane = GameObject.Find("BackgroundPlane");
if (backgroungPlane != null)
{
backgroungPlane.SetActive(false);
}
}
internal static TextureFormat ChannelsToFormat(int channels)
{
switch (channels)
{
case 1:
return TextureFormat.RGB24;
case 3:
return TextureFormat.RGB24;
case 4:
return TextureFormat.RGBA32;
default:
throw new Exception("Invalid channel number: "+channels);
}
}
public static unsafe void DisplayImageData(IntPtr ptr, int width,int height,int channels,MatDisplaySettings properties)
{
if(width * height <= 0)
throw new Exception("[MatDisplay] invalid extends: width="+width+", height="+height);
if (!isValid)
return;
int len = width * height * channels;
TextureFormat format = ChannelsToFormat(channels);
MatDrawer uDispl = null;
//Reuse displ
foreach(MatDrawer displ in matDisplays)
{
if(!displ.active)
{
if (displ.texture != null && format == displ.texture.format && height == displ.texture.height && width == displ.texture.width)
{
uDispl = displ;
}
}
}
if (uDispl == null)
{
//Find new display
foreach (MatDrawer displ in matDisplays)
{
if (displ.texture==null)
{
uDispl = displ;
displ.texture = new Texture2D(width,height, format, false);
displ.channels = channels;
break;
}
}
}
if (uDispl == null)
{
Debug.LogError("Too many mat displays");
return;
}
//Update texture data
uDispl.flipY = false;
uDispl.texture.LoadRawTextureData(ptr, len);
uDispl.texture.Apply();
//Activate display for rendering
uDispl.Activate(properties);
}
public unsafe static void DisplayImageData(byte[] data, int width, int height, int channels, MatDisplaySettings properties)
{
int len = width * height * channels;
if (channels == 1)
{
int cI = 0;
for (int i = 0; i < len; i++)
{
byte val = data[i];
convData[cI++] = val;
convData[cI++] = val;
convData[cI++] = val;
}
data = convData;
channels = 3;
}
fixed (byte* ptr = data)
{
DisplayImageData(new IntPtr(ptr), width, height, channels, properties);
}
}
public static void DisplayMat(Mat mat, MatDisplaySettings properties)
{
if (!isValid)
return;
Mat uMat = PrepareMatData(mat);
DisplayImageData(new IntPtr(uMat.dataAddr()), uMat.width(), uMat.height(), uMat.channels(), properties);
}
public unsafe static void MatToTexture(Mat srcMat, ref Texture2D targetTexture)
{
Mat uMat = PrepareMatData(srcMat);
Core.flip(uMat,flipMat,0);
//uMat = flipMat;
TextureFormat format = ChannelsToFormat(uMat.channels());
if (targetTexture !=null && (targetTexture.width != uMat.width() || targetTexture.height != uMat.height() || targetTexture.format != format || targetTexture.mipmapCount>1))
{
Debug.LogWarning("Invalid texture given. Pass uninitialized or valid texture. Deleting and recreating texture.");
targetTexture = null;
}
if (targetTexture==null)
targetTexture = new Texture2D(srcMat.width(), srcMat.height(), format, false);
targetTexture.LoadRawTextureData(new IntPtr(flipMat.dataAddr()), uMat.width()*uMat.height()*uMat.channels());
targetTexture.Apply();
}
/*
public unsafe static void MatToTexture(Mat srcMat, Texture targetTexture)
{
if (!(targetTexture is Texture2D))
throw new Exception("Invalid texture");
Texture2D tex = (Texture2D)targetTexture;
MatToTexture(srcMat,ref tex);
}*/
private unsafe static Mat PrepareMatData(Mat mat)
{
Mat uMat = mat;
if (mat.channels() == 1)
{
Imgproc.cvtColor(mat, convertMat, Imgproc.COLOR_GRAY2RGB);
uMat = convertMat;
}
return uMat;
}
void Clear()
{
if (matDisplays != null)
{
foreach (MatDrawer matDispl in matDisplays)
{
if (matDispl != null)
matDispl.active = false;
}
}
if(texDisplays!=null)
{
foreach (MatDrawer texDisplay in texDisplays)
{
if (texDisplay != null)
{
texDisplay.texture = null;
texDisplay.active = false;
}
}
}
texDisplayCount = 0;
}
void OnPreRender()
{
if (cam == null)
return;
GL.LoadProjectionMatrix(Matrix4x4.identity);
Matrix4x4 prevModelView = GL.modelview;
GL.Viewport(new UnityEngine.Rect(0,0,Screen.width,Screen.height));
GL.modelview = Matrix4x4.identity;
foreach (MatDrawer displ in matDisplays)
{
if (displ.properties.background)
displ.Draw(backgroundMaterial);
}
for (int i = 0; i < texDisplayCount; i++)
{
if (texDisplays[i].properties.background)
texDisplays[i].Draw(backgroundMaterial);
}
GL.modelview = prevModelView;
GL.LoadProjectionMatrix(cam.projectionMatrix);
}
void OnPostRender ()
{
if (cam == null)
return;
GL.LoadProjectionMatrix(Matrix4x4.identity);
Matrix4x4 prevModelView = GL.modelview;
GL.Viewport(new UnityEngine.Rect(0, 0, Screen.width, Screen.height));
GL.modelview = Matrix4x4.identity;
foreach(MatDrawer displ in matDisplays)
{
if(!displ.properties.background)
displ.Draw(foregroundMaterial);
}
for(int i=0;i<texDisplayCount;i++)
{
if (!texDisplays[i].properties.background)
texDisplays[i].Draw(foregroundMaterial);
}
GL.modelview = prevModelView;
GL.LoadProjectionMatrix(cam.projectionMatrix);
Clear();
awaitRender = false;
}
private static float[] tmpPnt = new float[2];
public static Vector2 GetPoint2f(MatOfPoint2f matOfPoint2f, int index)
{
matOfPoint2f.get(index, 0, tmpPnt);
return new Vector2(tmpPnt[0],tmpPnt[1]);
}
public static void PutPoint2f(MatOfPoint2f target,int index, float x,float y)
{
if(index>=target.size().height)
throw new Exception("Your mat of point is not big enough. Use alloc(capacity) before setting elements.");
target.put(index, 0, x, y);
}
public static void PutPoint2f(MatOfPoint2f target, int index, Vector2 point)
{
PutPoint2f(target,index,point.x,point.y);
}
public static Mat LoadRGBATexture(string textureFilename)
{
string fn = "Assets/" + textureFilename;
Mat loadMat = Imgcodecs.imread(fn);
Mat result = new Mat();
if (loadMat.width() > 0)
{
Imgproc.cvtColor(loadMat, result, Imgproc.COLOR_BGRA2RGBA);
}
else
return null;
return result;
}
private static double[] tempDouble = new double[1];
private static float[] tempFloat = new float[1];
public static Vector3 MatColumnToVector3(Mat mat, int column)
{
Vector3 result = new Vector3();
if(mat.type() == CvType.CV_64F)
{
mat.get(0, column, tempDouble);
result.x = (float)tempDouble[0];
mat.get(1, column, tempDouble);
result.y = (float)tempDouble[0];
mat.get(2, column, tempDouble);
result.z = (float)tempDouble[0];
}
else
{
mat.get(0, column, tempFloat);
result.x = tempFloat[0];
mat.get(1, column, tempFloat);
result.y = tempFloat[0];
mat.get(2, column, tempFloat);
result.z = tempFloat[0];
}
return result;
}
}