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- /************************************************************************************
- Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
- Licensed under the Oculus SDK License Version 3.4.1 (the "License");
- you may not use the Oculus SDK except in compliance with the License,
- which is provided at the time of installation or download, or which
- otherwise accompanies this software in either electronic or hard copy form.
- You may obtain a copy of the License at
- https://developer.oculus.com/licenses/sdk-3.4.1
- Unless required by applicable law or agreed to in writing, the Oculus SDK
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- ************************************************************************************/
- using UnityEngine;
- using UnityEditor;
- using System.IO;
- /// <summary>
- /// From the selected transform, takes a cubemap screenshot that can be submitted with the application
- /// as a screenshot (or additionally used for reflection shaders).
- /// </summary>
- class OVRScreenshotWizard : ScriptableWizard
- {
- public enum TexFormat
- {
- JPEG, // 512kb at 1k x 1k resolution vs
- PNG, // 5.3mb
- }
- public enum SaveMode {
- SaveCubemapScreenshot,
- SaveUnityCubemap,
- SaveBoth,
- }
- public GameObject renderFrom = null;
- public int size = 2048;
- public SaveMode saveMode = SaveMode.SaveUnityCubemap;
- public string cubeMapFolder = "Assets/Textures/Cubemaps";
- public TexFormat textureFormat = TexFormat.PNG;
- /// <summary>
- /// Validates the user's input
- /// </summary>
- void OnWizardUpdate()
- {
- helpString = "Select a game object positioned in the place where\nyou want to render the cubemap screenshot from: ";
- isValid = (renderFrom != null);
- }
- /// <summary>
- /// Create the asset path if it is not available.
- /// Assuming the newFolderPath is stated with "Assets", which is a requirement.
- /// </summary>
- static bool CreateAssetPath( string newFolderPath )
- {
- const int maxFoldersCount = 32;
- string currentPath;
- string[] pathFolders;
- pathFolders = newFolderPath.Split (new char[]{ '/' }, maxFoldersCount);
- if (!string.Equals ("Assets", pathFolders [0], System.StringComparison.OrdinalIgnoreCase))
- {
- Debug.LogError( "Folder path has to be started with \" Assets \" " );
- return false;
- }
- currentPath = "Assets";
- for (int i = 1; i < pathFolders.Length; i++)
- {
- if (!string.IsNullOrEmpty(pathFolders[i]))
- {
- string newPath = currentPath + "/" + pathFolders[i];
- if (!AssetDatabase.IsValidFolder(newPath))
- AssetDatabase.CreateFolder(currentPath, pathFolders[i]);
- currentPath = newPath;
- }
- }
- Debug.Log( "Created path: " + currentPath );
- return true;
- }
- /// <summary>
- /// Renders the cubemap
- /// </summary>
- void OnWizardCreate()
- {
- if ( !AssetDatabase.IsValidFolder( cubeMapFolder ) )
- {
- if (!CreateAssetPath(cubeMapFolder))
- {
- Debug.LogError( "Created path failed: " + cubeMapFolder );
- return;
- }
- }
- bool existingCamera = true;
- bool existingCameraStateSave = true;
- Camera camera = renderFrom.GetComponent<Camera>();
- if (camera == null)
- {
- camera = renderFrom.AddComponent<Camera>();
- camera.farClipPlane = 10000f;
- existingCamera = false;
- }
- else
- {
- existingCameraStateSave = camera.enabled;
- camera.enabled = true;
- }
- // find the last screenshot saved
- if (cubeMapFolder[cubeMapFolder.Length-1] != '/')
- {
- cubeMapFolder += "/";
- }
- int idx = 0;
- string[] fileNames = Directory.GetFiles(cubeMapFolder);
- foreach(string fileName in fileNames)
- {
- if (!fileName.ToLower().EndsWith(".cubemap"))
- {
- continue;
- }
- string temp = fileName.Replace(cubeMapFolder + "vr_screenshot_", string.Empty);
- temp = temp.Replace(".cubemap", string.Empty);
- int tempIdx = 0;
- if (int.TryParse( temp, out tempIdx ))
- {
- if (tempIdx > idx)
- {
- idx = tempIdx;
- }
- }
- }
- string pathName = string.Format("{0}vr_screenshot_{1}.cubemap", cubeMapFolder, (++idx).ToString("d2"));
- Cubemap cubemap = new Cubemap(size, TextureFormat.RGB24, false);
- // render into cubemap
- if ((camera != null) && (cubemap != null))
- {
- // set up cubemap defaults
- OVRCubemapCapture.RenderIntoCubemap(camera, cubemap);
- if (existingCamera)
- {
- camera.enabled = existingCameraStateSave;
- }
- else
- {
- DestroyImmediate(camera);
- }
- // generate a regular texture as well?
- if ( ( saveMode == SaveMode.SaveCubemapScreenshot ) || ( saveMode == SaveMode.SaveBoth ) )
- {
- GenerateTexture(cubemap, pathName);
- }
- if ( ( saveMode == SaveMode.SaveUnityCubemap ) || ( saveMode == SaveMode.SaveBoth ) )
- {
- Debug.Log( "Saving: " + pathName );
- // by default the unity cubemap isn't saved
- AssetDatabase.CreateAsset( cubemap, pathName );
- // reimport as necessary
- AssetDatabase.SaveAssets();
- // select it in the project tree so developers can find it
- EditorGUIUtility.PingObject( cubemap );
- Selection.activeObject = cubemap;
- }
- AssetDatabase.Refresh();
- }
- }
- /// <summary>
- /// Generates a NPOT 6x1 cubemap in the following format PX NX PY NY PZ NZ
- /// </summary>
- void GenerateTexture(Cubemap cubemap, string pathName)
- {
- // Encode the texture and save it to disk
- pathName = pathName.Replace(".cubemap", (textureFormat == TexFormat.PNG) ? ".png" : ".jpg" ).ToLower();
- pathName = pathName.Replace( cubeMapFolder.ToLower(), "" );
- string format = textureFormat.ToString();
- string fullPath = EditorUtility.SaveFilePanel( string.Format( "Save Cubemap Screenshot as {0}", format ), "", pathName, format.ToLower() );
- if ( !string.IsNullOrEmpty( fullPath ) )
- {
- Debug.Log( "Saving: " + fullPath );
- OVRCubemapCapture.SaveCubemapCapture(cubemap, fullPath);
- }
- }
- /// <summary>
- /// Unity Editor menu option to take a screenshot
- /// </summary>
- [MenuItem("Oculus/Tools/OVR Screenshot Wizard", false, 100000)]
- static void TakeOVRScreenshot()
- {
- OVRScreenshotWizard wizard = ScriptableWizard.DisplayWizard<OVRScreenshotWizard>("OVR Screenshot Wizard", "Render Cubemap");
- if (wizard != null)
- {
- if (Selection.activeGameObject != null)
- wizard.renderFrom = Selection.activeGameObject;
- else
- wizard.renderFrom = Camera.main.gameObject;
- wizard.isValid = (wizard.renderFrom != null);
- }
- }
- }
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