using UnityEngine; using System.Collections; using System.IO; /// /// Helper script for capture cubemap and save it into PNG or JPG file /// /// /// How it works: /// 1) This script can be attached to a existing game object, you can also use prefab Assets\OVR\Prefabs\OVRCubemapCaptureProbe /// There are 2 ways to trigger a capture if you attached this script to a game object. /// * Automatic capturing: if [autoTriggerAfterLaunch] is true, a automatic capturing will be triggered after [autoTriggerDelay] seconds. /// * Keyboard trigger: press key [triggeredByKey], a capturing will be triggered. /// 2) If you like to trigger the screen capture in your code logic, just call static function [OVRCubemapCapture.TriggerCubemapCapture] with proper input arguments. /// public class OVRCubemapCapture : MonoBehaviour { /// /// Enable the automatic screenshot trigger, which will capture a cubemap after autoTriggerDelay (seconds) /// public bool autoTriggerAfterLaunch = true; public float autoTriggerDelay = 1.0f; private float autoTriggerElapse = 0.0f; /// /// Trigger cubemap screenshot if user pressed key triggeredByKey /// public KeyCode triggeredByKey = KeyCode.F8; /// /// The complete file path for saving the cubemap screenshot, including the filename and extension /// if pathName is blank, screenshots will be saved into %USERPROFILE%\Documents\OVR_ScreenShot360 /// public string pathName; /// /// The cube face resolution /// public int cubemapSize = 2048; // Update is called once per frame void Update() { // Trigger after autoTriggerDelay if (autoTriggerAfterLaunch) { autoTriggerElapse += Time.deltaTime; if (autoTriggerElapse >= autoTriggerDelay) { autoTriggerAfterLaunch = false; TriggerCubemapCapture(transform.position, cubemapSize, pathName); } } // Trigger by press triggeredByKey if ( Input.GetKeyDown( triggeredByKey ) ) { TriggerCubemapCapture(transform.position, cubemapSize, pathName); } } /// /// Generate unity cubemap at specific location and save into JPG/PNG /// /// /// Default save folder: your app's persistentDataPath /// Default file name: using current time OVR_hh_mm_ss.png /// Note1: this will take a few seconds to finish /// Note2: if you only want to specify path not filename, please end [pathName] with "/" /// public static void TriggerCubemapCapture(Vector3 capturePos, int cubemapSize = 2048, string pathName = null) { GameObject ownerObj = new GameObject("CubemapCamera", typeof(Camera)); ownerObj.hideFlags = HideFlags.HideAndDontSave; ownerObj.transform.position = capturePos; ownerObj.transform.rotation = Quaternion.identity; Camera camComponent = ownerObj.GetComponent(); camComponent.farClipPlane = 10000.0f; camComponent.enabled = false; Cubemap cubemap = new Cubemap(cubemapSize, TextureFormat.RGB24, false); RenderIntoCubemap(camComponent, cubemap); SaveCubemapCapture(cubemap, pathName); DestroyImmediate(cubemap); DestroyImmediate(ownerObj); } public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap) { int width = (int)outCubemap.width; int height = (int)outCubemap.height; CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ }; Vector3[] faceAngles = new Vector3[] { new Vector3(0.0f, 90.0f, 0.0f), new Vector3(0.0f, -90.0f, 0.0f), new Vector3(-90.0f, 0.0f, 0.0f), new Vector3(90.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 180.0f, 0.0f) }; // Backup states RenderTexture backupRenderTex = RenderTexture.active; float backupFieldOfView = ownerCamera.fieldOfView; float backupAspect = ownerCamera.aspect; Quaternion backupRot = ownerCamera.transform.rotation; //RenderTexture backupRT = ownerCamera.targetTexture; // Enable 8X MSAA RenderTexture faceTexture = new RenderTexture(width, height, 24); faceTexture.antiAliasing = 8; faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D; faceTexture.hideFlags = HideFlags.HideAndDontSave; // For intermediate saving Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false); swapTex.hideFlags = HideFlags.HideAndDontSave; // Capture 6 Directions ownerCamera.targetTexture = faceTexture; ownerCamera.fieldOfView = 90; ownerCamera.aspect = 1.0f; Color[] mirroredPixels = new Color[swapTex.height * swapTex.width]; for (int i = 0; i < faces.Length; i++) { ownerCamera.transform.eulerAngles = faceAngles[i]; ownerCamera.Render(); RenderTexture.active = faceTexture; swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0); // Mirror vertically to meet the standard of unity cubemap Color[] OrignalPixels = swapTex.GetPixels(); for (int y1 = 0; y1 < height; y1++) { for (int x1 = 0; x1 < width; x1++) { mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1]; } }; outCubemap.SetPixels(mirroredPixels, faces[i]); } outCubemap.SmoothEdges(); // Restore states RenderTexture.active = backupRenderTex; ownerCamera.fieldOfView = backupFieldOfView; ownerCamera.aspect = backupAspect; ownerCamera.transform.rotation = backupRot; ownerCamera.targetTexture = backupRenderTex; DestroyImmediate(swapTex); DestroyImmediate(faceTexture); } /// /// Save unity cubemap into NPOT 6x1 cubemap/texture atlas in the following format PX NX PY NY PZ NZ /// /// /// Supported format: PNG/JPG /// Default file name: using current time OVR_hh_mm_ss.png /// public static bool SaveCubemapCapture(Cubemap cubemap, string pathName = null) { string fileName; string dirName; int width = cubemap.width; int height = cubemap.height; int x = 0; int y = 0; bool saveToPNG = true; if (string.IsNullOrEmpty(pathName)) { dirName = Application.persistentDataPath + "/OVR_ScreenShot360/"; fileName = null; } else { dirName = Path.GetDirectoryName(pathName); fileName = Path.GetFileName(pathName); if (dirName[dirName.Length - 1] != '/' || dirName[dirName.Length - 1] != '\\') dirName += "/"; } if (string.IsNullOrEmpty(fileName)) fileName = "OVR_" + System.DateTime.Now.ToString("hh_mm_ss") + ".png"; string extName = Path.GetExtension(fileName); if (extName == ".png") { saveToPNG = true; } else if (extName == ".jpg") { saveToPNG = false; } else { Debug.LogError("Unsupported file format" + extName); return false; } // Validate path try { System.IO.Directory.CreateDirectory(dirName); } catch (System.Exception e) { Debug.LogError("Failed to create path " + dirName + " since " + e.ToString()); return false; } // Create the new texture Texture2D tex = new Texture2D(width * 6, height, TextureFormat.RGB24, false); if (tex == null) { Debug.LogError("[OVRScreenshotWizard] Failed creating the texture!"); return false; } // Merge all the cubemap faces into the texture // Reference cubemap format: http://docs.unity3d.com/Manual/class-Cubemap.html CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ }; for (int i = 0; i < faces.Length; i++) { // get the pixels from the cubemap Color[] srcPixels = null; Color[] pixels = cubemap.GetPixels(faces[i]); // if desired, flip them as they are ordered left to right, bottom to top srcPixels = new Color[pixels.Length]; for (int y1 = 0; y1 < height; y1++) { for (int x1 = 0; x1 < width; x1++) { srcPixels[y1 * width + x1] = pixels[((height - 1 - y1) * width) + x1]; } } // Copy them to the dest texture tex.SetPixels(x, y, width, height, srcPixels); x += width; } try { // Encode the texture and save it to disk byte[] bytes = saveToPNG ? tex.EncodeToPNG() : tex.EncodeToJPG(); System.IO.File.WriteAllBytes(dirName + fileName, bytes); Debug.Log("Cubemap file created " + dirName + fileName); } catch (System.Exception e) { Debug.LogError("Failed to save cubemap file since " + e.ToString()); return false; } DestroyImmediate(tex); return true; } }