//======= 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(); if (camera == null) { if (tempCamera == null) tempCamera = new GameObject().AddComponent(); 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(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(); if (camera == null) { if (tempCamera == null) tempCamera = new GameObject().AddComponent(); camera = tempCamera; } var fx = camera.gameObject.AddComponent(); 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(assetName); target.SetTextureByIndex(i, texture); } } } } }