t1 / TFDContents / Assets / KinectDemos / FittingRoomDemo / Scripts / UserBodyBlender.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (5.83 KB)
| 1 | 3 | KTH | using UnityEngine; |
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| 2 | using System.Collections; |
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| 3 | |||
| 4 | |||
| 5 | public class UserBodyBlender : MonoBehaviour |
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| 6 | {
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| 7 | [Tooltip("Allowed depth distance between the user and the clothing model, in meters.")]
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| 8 | [Range(-0.5f, 0.5f)] |
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| 9 | public float depthThreshold = 0.1f; |
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| 10 | |||
| 11 | [Tooltip("Camera used to render the scene background. The background camera gets disabled, when this component is enabled.")]
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| 12 | public Camera backroundCamera; |
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| 13 | |||
| 14 | private Material userBlendMat; |
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| 15 | private KinectManager kinectManager; |
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| 16 | private long lastDepthFrameTime; |
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| 17 | |||
| 18 | private Vector2[] color2DepthCoords; |
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| 19 | private ComputeBuffer color2DepthBuffer; |
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| 20 | |||
| 21 | private float[] depthImageBufferData; |
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| 22 | private ComputeBuffer depthImageBuffer; |
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| 23 | |||
| 24 | private Rect shaderUvRect = new Rect(0, 0, 1, 1); |
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| 25 | private bool shaderRectInited = false; |
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| 26 | |||
| 27 | //private float depthFactor = 1f; |
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| 28 | |||
| 29 | private RenderTexture copyToTex; |
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| 30 | |||
| 31 | |||
| 32 | // sets texture to copy to |
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| 33 | /// <summary> |
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| 34 | /// Sets the texture to copy the camera image to. |
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| 35 | /// </summary> |
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| 36 | /// <param name="tex">The target texture</param> |
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| 37 | public void SetCopyToTexture(RenderTexture tex) |
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| 38 | {
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| 39 | copyToTex = tex; |
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| 40 | } |
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| 41 | |||
| 42 | |||
| 43 | void OnEnable() |
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| 44 | {
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| 45 | // set camera to clear the background |
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| 46 | Camera thisCamera = gameObject.GetComponent<Camera>(); |
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| 47 | if(thisCamera) |
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| 48 | {
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| 49 | thisCamera.clearFlags = CameraClearFlags.SolidColor; |
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| 50 | } |
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| 51 | |||
| 52 | // disable the background camera |
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| 53 | if (backroundCamera) |
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| 54 | {
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| 55 | backroundCamera.gameObject.SetActive(false); |
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| 56 | } |
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| 57 | } |
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| 58 | |||
| 59 | |||
| 60 | void OnDisable() |
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| 61 | {
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| 62 | // set camera to clear the depth buffser only |
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| 63 | Camera thisCamera = gameObject.GetComponent<Camera>(); |
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| 64 | if(thisCamera) |
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| 65 | {
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| 66 | thisCamera.clearFlags = CameraClearFlags.Depth; |
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| 67 | } |
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| 68 | |||
| 69 | // enable the background camera |
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| 70 | if (backroundCamera) |
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| 71 | {
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| 72 | backroundCamera.gameObject.SetActive(true); |
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| 73 | } |
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| 74 | } |
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| 75 | |||
| 76 | |||
| 77 | void Start () |
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| 78 | {
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| 79 | kinectManager = KinectManager.Instance; |
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| 80 | |||
| 81 | if(kinectManager && kinectManager.IsInitialized() && |
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| 82 | kinectManager.GetSensorData().sensorIntPlatform == KinectInterop.DepthSensorPlatform.KinectSDKv2) |
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| 83 | {
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| 84 | Shader userBlendShader = Shader.Find("Custom/UserBlendShader");
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| 85 | KinectInterop.SensorData sensorData = kinectManager.GetSensorData(); |
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| 86 | |||
| 87 | if(userBlendShader != null && sensorData != null) |
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| 88 | {
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| 89 | userBlendMat = new Material(userBlendShader); |
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| 90 | |||
| 91 | userBlendMat.SetFloat("_ColorResX", (float)sensorData.colorImageWidth);
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| 92 | userBlendMat.SetFloat("_ColorResY", (float)sensorData.colorImageHeight);
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| 93 | userBlendMat.SetFloat("_DepthResX", (float)sensorData.depthImageWidth);
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| 94 | userBlendMat.SetFloat("_DepthResY", (float)sensorData.depthImageHeight);
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| 95 | |||
| 96 | //depthFactor = 1f + Mathf.Sin (Mathf.Abs (kinectManager.sensorAngle) * Mathf.Deg2Rad); |
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| 97 | //userBlendMat.SetFloat("_DepthFactor", depthFactor);
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| 98 | |||
| 99 | color2DepthCoords = new Vector2[sensorData.colorImageWidth * sensorData.colorImageHeight]; |
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| 100 | |||
| 101 | color2DepthBuffer = new ComputeBuffer(sensorData.colorImageWidth * sensorData.colorImageHeight, sizeof(float) * 2); |
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| 102 | userBlendMat.SetBuffer("_DepthCoords", color2DepthBuffer);
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| 103 | |||
| 104 | depthImageBufferData = new float[sensorData.depthImage.Length]; |
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| 105 | |||
| 106 | depthImageBuffer = new ComputeBuffer(sensorData.depthImage.Length, sizeof(float)); |
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| 107 | userBlendMat.SetBuffer("_DepthBuffer", depthImageBuffer);
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| 108 | |||
| 109 | //userBlendMat.SetTexture("_ColorTex", sensorData.colorImageTexture);
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| 110 | } |
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| 111 | } |
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| 112 | else |
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| 113 | {
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| 114 | // disable the component |
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| 115 | gameObject.GetComponent<UserBodyBlender>().enabled = false; |
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| 116 | } |
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| 117 | } |
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| 118 | |||
| 119 | void OnDestroy() |
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| 120 | {
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| 121 | if(color2DepthBuffer != null) |
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| 122 | {
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| 123 | color2DepthBuffer.Release(); |
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| 124 | color2DepthBuffer = null; |
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| 125 | } |
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| 126 | |||
| 127 | if(depthImageBuffer != null) |
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| 128 | {
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| 129 | depthImageBuffer.Release(); |
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| 130 | depthImageBuffer = null; |
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| 131 | } |
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| 132 | |||
| 133 | color2DepthCoords = null; |
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| 134 | depthImageBufferData = null; |
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| 135 | } |
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| 136 | |||
| 137 | void Update() |
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| 138 | {
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| 139 | if (!shaderRectInited) |
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| 140 | {
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| 141 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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| 142 | if(portraitBack && portraitBack.IsInitialized()) |
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| 143 | {
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| 144 | shaderUvRect = portraitBack.GetShaderUvRect(); |
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| 145 | } |
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| 146 | |||
| 147 | if (userBlendMat != null) |
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| 148 | {
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| 149 | userBlendMat.SetFloat("_ColorOfsX", shaderUvRect.x);
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| 150 | userBlendMat.SetFloat("_ColorMulX", shaderUvRect.width);
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| 151 | userBlendMat.SetFloat("_ColorOfsY", shaderUvRect.y);
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| 152 | userBlendMat.SetFloat("_ColorMulY", shaderUvRect.height);
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| 153 | } |
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| 154 | |||
| 155 | shaderRectInited = true; |
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| 156 | } |
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| 157 | |||
| 158 | if(kinectManager && kinectManager.IsInitialized()) |
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| 159 | {
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| 160 | KinectInterop.SensorData sensorData = kinectManager.GetSensorData(); |
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| 161 | |||
| 162 | if(sensorData != null && sensorData.depthImage != null && sensorData.colorImageTexture && |
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| 163 | userBlendMat != null && lastDepthFrameTime != sensorData.lastDepthFrameTime) |
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| 164 | {
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| 165 | lastDepthFrameTime = sensorData.lastDepthFrameTime; |
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| 166 | //userBlendMat.SetTexture("_ColorTex", sensorData.colorImageTexture);
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| 167 | |||
| 168 | //if (kinectManager.autoHeightAngle == KinectManager.AutoHeightAngle.AutoUpdate || kinectManager.autoHeightAngle == KinectManager.AutoHeightAngle.AutoUpdateAndShowInfo) |
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| 169 | //{
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| 170 | // depthFactor = 1f + Mathf.Sin (Mathf.Abs (kinectManager.sensorAngle) * Mathf.Deg2Rad); |
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| 171 | // userBlendMat.SetFloat("_DepthFactor", depthFactor);
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| 172 | //} |
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| 173 | |||
| 174 | if(KinectInterop.MapColorFrameToDepthCoords(sensorData, ref color2DepthCoords)) |
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| 175 | {
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| 176 | color2DepthBuffer.SetData(color2DepthCoords); |
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| 177 | } |
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| 178 | |||
| 179 | // buffer for depths |
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| 180 | for (int i = 0; i < sensorData.depthImage.Length; i++) |
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| 181 | {
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| 182 | ushort depth = sensorData.depthImage[i]; |
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| 183 | depthImageBufferData[i] = (float)depth; |
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| 184 | } |
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| 185 | |||
| 186 | depthImageBuffer.SetData(depthImageBufferData); |
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| 187 | |||
| 188 | // color camera texture |
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| 189 | userBlendMat.SetTexture("_ColorTex", sensorData.colorImageTexture);
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| 190 | } |
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| 191 | } |
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| 192 | } |
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| 193 | |||
| 194 | void OnRenderImage (RenderTexture source, RenderTexture destination) |
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| 195 | {
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| 196 | if(userBlendMat != null) |
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| 197 | {
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| 198 | userBlendMat.SetFloat("_Threshold", depthThreshold);
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| 199 | Graphics.Blit(source, destination, userBlendMat); |
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| 200 | |||
| 201 | if (copyToTex != null) |
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| 202 | {
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| 203 | Graphics.Blit(destination, copyToTex); |
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| 204 | } |
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| 205 | } |
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| 206 | } |
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| 207 | } |