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3 Commits

Author SHA1 Message Date
Max Barashev
46a383e36d Added RpcFunctions
- Added RpcFunction.cs with init static functions
 - Extend BlendShaderController for getting needed data
 - Added CrpcExtensions for server api
2026-06-05 21:02:56 +03:00
Max Barashev
0749c2fbe7 Added reading of depth independent of mode
- Added writing distances in buffer in RenderDepth.shader
 - Added reading distances directly from render pass in DepthRenderPassFeature.cs
 - Added example depth reading in DepthTester.cs
2026-06-03 21:48:43 +03:00
Max Barashev
a2f9328f5f Made color and dapth calculations in parallel
- Edited RenderDepth.sahder to 2 sapces calculations
 - In DepthRenderPassFeature.cs changes passEvent to rendering after post-processing
 - Remove side cutting merged image in BlendShader.compute
2026-06-03 15:37:10 +03:00
10 changed files with 577 additions and 118 deletions

View File

@ -252,7 +252,7 @@ PrefabInstance:
- target: {fileID: 919132149155446097, guid: cadef6a45e22b304aafd4c21eb84340f,
type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: 919132149155446097, guid: cadef6a45e22b304aafd4c21eb84340f,
type: 3}
@ -658,7 +658,7 @@ Transform:
m_GameObject: {fileID: 365053774}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0.12557845, y: 0.64992166, z: -10.212498}
m_LocalPosition: {x: 0.37, y: -9.73, z: -0.46}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -748,7 +748,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &409312061
Transform:
m_ObjectHideFlags: 0
@ -1424,7 +1424,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
FrameRes: 256
Offset: 0.02
Offset: -0.07
texture2D: {fileID: 0}
--- !u!1 &686694433
GameObject:
@ -1444,7 +1444,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &686694434
RectTransform:
m_ObjectHideFlags: 0
@ -1591,6 +1591,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
testDistance: 0.08
DepthShader: {fileID: 4800000, guid: 38575fbac906d53499789597d61d2fa4, type: 3}
depthMaterial: {fileID: 0}
BlendShader: {fileID: 7200000, guid: 5bf2857e309eda648b826d75af82d1ab, type: 3}
camera1: {fileID: 146129744}
camera2: {fileID: 73635654}
@ -1623,7 +1624,7 @@ MonoBehaviour:
m_GameObject: {fileID: 763126624}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c61b6ef6bca767e42a8ec8ea380a4ac6, type: 3}
m_Script: {fileID: 11500000, guid: b06971fce09a875489a2898f4f2cbaec, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &858903265
@ -1725,7 +1726,7 @@ Transform:
m_GameObject: {fileID: 858903265}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 1.5}
m_LocalPosition: {x: 0, y: 0, z: 2}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -1748,7 +1749,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!114 &867358639
MonoBehaviour:
m_ObjectHideFlags: 0
@ -2120,7 +2121,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &1682170431
RectTransform:
m_ObjectHideFlags: 0
@ -2302,9 +2303,9 @@ RectTransform:
m_Children: []
m_Father: {fileID: 2034953397}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -160}
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -300, y: 200}
m_SizeDelta: {x: 500, y: 300}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &2034953393

View File

@ -6,6 +6,7 @@ using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal.Internal;
using UnityEngine.UI;
@ -18,6 +19,9 @@ public class BlendShaderController : MonoBehaviour
private static int resXProp = Shader.PropertyToID("ResX");
private static int farClipPlaneProp = Shader.PropertyToID("FarClipPlane");
private static int monoChanelResProp = Shader.PropertyToID("MonoChannelResult");
private static int Depths1Id = Shader.PropertyToID("Depths1");
private static int Depths2Id = Shader.PropertyToID("Depths2");
private static int ResDepthsId = Shader.PropertyToID("MergedDepths");
private static string savePath = Application.streamingAssetsPath + '\\';
private const string filename = "dsitMap";
@ -37,6 +41,7 @@ public class BlendShaderController : MonoBehaviour
[Range(0.0f, 2.0f)]
public float testDistance = 0.08f;
public Shader DepthShader;
public Material depthMaterial;
public ComputeShader BlendShader;
public Camera camera1;
public Camera camera2;
@ -57,11 +62,16 @@ public class BlendShaderController : MonoBehaviour
private bool flag = false;
private ComputeBuffer computeBuffer;
private ComputeBuffer depthBuffer;
private float[] resultArray;
Thread savingThread;
Task<string> task1;
Task task2;
private ComputeBuffer depthsBuffer1;
private ComputeBuffer depthsBuffer2;
private ComputeBuffer resDepthsBuffer;
private int uvOffset;
// Start is called before the first frame update
@ -74,6 +84,14 @@ public class BlendShaderController : MonoBehaviour
void InitializeComputeBuffer()
{
computeBuffer = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));//2 dimensional array of 1 value type of float
depthBuffer = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));
depthMaterial = CoreUtils.CreateEngineMaterial(DepthShader);
depthMaterial.SetBuffer("distBuffer", depthBuffer);
depthsBuffer1 = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));
depthsBuffer2 = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));
resDepthsBuffer = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));
}
void InitializeTextures()
@ -113,27 +131,7 @@ public class BlendShaderController : MonoBehaviour
SetCameraDistance(testDistance);
ComputeUVOffset();
if (Input.GetKeyDown(KeyCode.F))
{
SetFlag();
}
if (flag)
{
GenerateDepth();
}
UpdateShader(cameraTexture1, cameraTexture2);
if(Input.GetKeyDown(KeyCode.S))
{
SaveTextureAsync();
}
if (Input.GetKeyDown(KeyCode.A))
{
SaveTexture();
}
}
void UpdateShader(RenderTexture tex1, RenderTexture tex2)
@ -148,6 +146,21 @@ public class BlendShaderController : MonoBehaviour
BlendShader.Dispatch(0, Result.width / 8, Result.height / 8, 1);
}
void UpdateShader(float[] depths1, float[] depths2)
{
depthsBuffer1.SetData(depths1);
depthsBuffer2.SetData(depths2);
BlendShader.SetFloat(offsetProp, uvOffset);
BlendShader.SetFloat(resXProp, currentRes);
BlendShader.SetBuffer(1, Depths1Id, depthsBuffer1);
BlendShader.SetBuffer(1, Depths2Id, depthsBuffer2);
BlendShader.SetBuffer(1, ResDepthsId, resDepthsBuffer);
BlendShader.Dispatch(1, currentRes / 8, currentRes / 8, 1);
}
void ComputeUVOffset()
{
if (camera1 && camera2)
@ -166,15 +179,6 @@ public class BlendShaderController : MonoBehaviour
uvOffset = (int)(camera2.transform.localPosition.x * OffsetMultiplier);
}
void GenerateDepth()
{
//camera1.RenderWithShader(DepthShader, "RenderType");
//camera2.RenderWithShader(DepthShader, "RenderType");
Graphics.Blit(depth1, cameraTexture1); //Depth generated due to format of render texture
Graphics.Blit(depth2, cameraTexture2);
}
void SwapRenderTargets()
{
if (flag)
@ -222,9 +226,20 @@ public class BlendShaderController : MonoBehaviour
Save(result);
}
public void GetDistArray()
public async void GetDistArray(TaskCompletionSource<string> tcs)
{
int cameraId1 = camera1.GetInstanceID();
int cameraId2 = camera2.GetInstanceID();
float[] depths1 = await DepthRenderPassFeature.DepthRenderPass.RequestDepthDataAsync(cameraId1);
float[] depths2 = await DepthRenderPassFeature.DepthRenderPass.RequestDepthDataAsync(cameraId2);
UpdateShader(depths1, depths2);
float[] depths = new float[currentRes * currentRes];
resDepthsBuffer.GetData(depths);
byte[] bytes = new byte[depths.Length * sizeof(float)];
Buffer.BlockCopy(depths, 0, bytes, 0, bytes.Length);
string base64 = Convert.ToBase64String(bytes);
string result = "{\"width\":" + currentRes + ",\"height\":" + currentRes + ",\"data\":\"" + base64 + "\"}";
tcs.SetResult(result);
}
private async Task SavingProcessAsync(string data)
@ -243,12 +258,17 @@ public class BlendShaderController : MonoBehaviour
}
private string SerializeArray()
{
return SerializeArray(resultArray);
}
private string SerializeArray(float[] arr)
{
string result = string.Empty;
Debug.Log("StartSerializing");
for (int i = 0; i < resultArray.Length; i += currentRes)
{
result += string.Join(", ", resultArray[i..(i + currentRes)]) + '\n';
result += string.Join("; ", arr[i..(i + currentRes)]) + '\n';
}
Debug.Log("EndSerializing");
return result;
@ -288,6 +308,54 @@ public class BlendShaderController : MonoBehaviour
return new double[] { fx, 0, cx, 0, fy, cy, 0, 0, 1 };
}
public string GetIntrinsicParametersAsBase64(Camera camera)
{
double[] intrinsics = GetIntrinsicParameters(camera);
byte[] bytes = new byte[intrinsics.Length * sizeof(double)];
Buffer.BlockCopy(intrinsics, 0, bytes, 0, bytes.Length);
return Convert.ToBase64String(bytes);
}
public string GetLeftIntrinsicParametersAsBase64()
{
return GetIntrinsicParametersAsBase64(camera1);
}
public string GetRightIntrinsicParametersAsBase64()
{
return GetIntrinsicParametersAsBase64(camera2);
}
public double[] GetExtrinsicParameters(Camera camera)
{
Matrix4x4 m = camera.worldToCameraMatrix;
return new double[]
{
m.m00, m.m01, m.m02, m.m03,
m.m10, m.m11, m.m12, m.m13,
m.m20, m.m21, m.m22, m.m23,
m.m30, m.m31, m.m32, m.m33
};
}
public string GetExtrinsicParametersAsBase64(Camera camera)
{
double[] extrinsics = GetExtrinsicParameters(camera);
byte[] bytes = new byte[extrinsics.Length * sizeof(double)];
Buffer.BlockCopy(extrinsics, 0, bytes, 0, bytes.Length);
return Convert.ToBase64String(bytes);
}
public string GetLeftExtrinsicParametersAsBase64()
{
return GetExtrinsicParametersAsBase64(camera1);
}
public string GetRightExtrinsicParametersAsBase64()
{
return GetExtrinsicParametersAsBase64(camera2);
}
public float GetCameraDistance()
{
if (camera1 == null || camera2 == null)
@ -307,9 +375,72 @@ public class BlendShaderController : MonoBehaviour
camera1.transform.position = center - direction * distance * 0.5f;
}
public RenderTexture CombineTexturesSideBySide(RenderTexture left, RenderTexture right)
{
if (left == null || right == null)
{
Debug.LogError("Both render textures must be provided");
return null;
}
if (left.width != right.width || left.height != right.height)
{
Debug.LogError("Both render textures must have the same dimensions");
return null;
}
int w = left.width;
int h = left.height;
RenderTexture combined = new RenderTexture(w * 2, h, 0, RenderTextureFormat.ARGBFloat);
combined.Create();
Graphics.CopyTexture(left, 0, 0, 0, 0, w, h, combined, 0, 0, 0, 0);
Graphics.CopyTexture(right, 0, 0, 0, 0, w, h, combined, 0, 0, w, 0);
return combined;
}
public string GetCombinedTexturesAsBase64Json()
{
RenderTexture combined = CombineTexturesSideBySide(cameraTexture1, cameraTexture2);
if (combined == null) return null;
int w = combined.width;
int h = combined.height;
RenderTexture activeRT = RenderTexture.active;
RenderTexture.active = combined;
Texture2D tex = new Texture2D(w, h, TextureFormat.RGBAFloat, false);
tex.ReadPixels(new Rect(0, 0, w, h), 0, 0);
tex.Apply();
RenderTexture.active = activeRT;
byte[] rawData = tex.GetRawTextureData();
Destroy(tex);
combined.Release();
string base64 = Convert.ToBase64String(rawData);
return "{\"width\":" + w + ",\"height\":" + h + ",\"data\":\"" + base64 + "\"}";
}
private void OnDisable()
{
computeBuffer.Release();
computeBuffer = null;
depthBuffer.Release();
depthBuffer = null;
depthsBuffer1.Release();
depthsBuffer1 = null;
depthsBuffer2.Release();
depthsBuffer2 = null;
resDepthsBuffer.Release();
resDepthsBuffer = null;
Destroy(depthMaterial);
depthMaterial = null;
}
}

View File

@ -71,7 +71,7 @@ namespace CloudPointRpc
public RpcString(string data)
{
var bytes = Encoding.UTF8.GetBytes(data);
var bytes = Encoding.ASCII.GetBytes(data);
_handle = CrpcServerApi.crpc_str_create(bytes, (ulong)bytes.Length);
}
@ -113,6 +113,51 @@ namespace CloudPointRpc
}
}
public static class CrpcExtensions
{
public static string CrpcStrGetData(IntPtr rpcString)
{
var dataPtr = CrpcServerApi.crpc_str_get_data(rpcString);
var size = CrpcServerApi.crpc_str_get_size(rpcString);
if (dataPtr == IntPtr.Zero || size == 0)
return string.Empty;
return Marshal.PtrToStringAnsi(dataPtr, (int)size) ?? string.Empty;
}
public static ulong CrpcStrGetSize(IntPtr rpcString)
{
return CrpcServerApi.crpc_str_get_size(rpcString);
}
public static IntPtr CrpcStrCreate(string data)
{
var bytes = Encoding.UTF8.GetBytes(data);
return CrpcServerApi.crpc_str_create(bytes, (ulong)bytes.Length);
}
public static void CrpcStrDestroy(IntPtr rpcString)
{
CrpcServerApi.crpc_str_destroy(rpcString);
}
public static void CrpcInit(string configPath)
{
var bytes = Encoding.UTF8.GetBytes(configPath + '\0');
CrpcServerApi.crpc_init(bytes);
}
public static void CrpcDeinit()
{
CrpcServerApi.crpc_deinit();
}
public static void CrpcAddMethod(CrpcTestApi.RpcStringCallback cb, string name)
{
using var nameRpc = new RpcString(name);
CrpcServerApi.crpc_add_method(cb, nameRpc.Handle);
}
}
public static class CrpcTestExtensions
{
public static void CrpcTestAddMethod(CrpcTestApi.RpcStringCallback cb, string name)

View File

@ -1,28 +1,48 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
public class DepthRenderPassFeature : ScriptableRendererFeature
{
class DepthRenderPass : ScriptableRenderPass
private static Dictionary<int, Queue<TaskCompletionSource<float[]>>> m_PendingRequests = new();
internal class DepthRenderPass : ScriptableRenderPass
{
public static Queue<bool> Requests;
public static Queue<float[]> Answers;
public static Task<float[]> RequestDepthDataAsync(int id, TaskCompletionSource<float[]> tcs)
{
if(m_PendingRequests == null)
m_PendingRequests = new Dictionary<int, Queue<TaskCompletionSource<float[]>>>();
int key = id;
if (!m_PendingRequests.TryGetValue(key, out var queue))
{
queue = new Queue<TaskCompletionSource<float[]>>();
m_PendingRequests.Add(key, queue);
}
queue.Enqueue(tcs);
return tcs.Task;
}
public static Task<float[]> RequestDepthDataAsync(int id)
{
var tcs = new TaskCompletionSource<float[]>();
return RequestDepthDataAsync(id, tcs);
}
ProfilingSampler m_ProfilingSampler = new ProfilingSampler("ColorBlit");
private Material material;
private RTHandle rtHandle;
private RTHandle copyRtHandle;
private bool depth = false;
private ComputeBuffer computeBuffer;
public DepthRenderPass(Material material)
{
this.material = material;
Requests = new Queue<bool>();
Answers = new Queue<float[]>();
}
public void SetTarget(RTHandle handle, bool depth)
@ -38,12 +58,15 @@ public class DepthRenderPassFeature : ScriptableRendererFeature
{
material.SetBuffer("distBuffer", computeBuffer);
material.SetFloat("res", rt.height);
material.SetInt("_RenderDepth", this.depth ? 1 : 0);
}
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(rtHandle);
var desc = renderingData.cameraData.cameraTargetDescriptor;
RenderingUtils.ReAllocateIfNeeded(ref copyRtHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp);
}
// Here you can implement the rendering logic.
@ -52,25 +75,32 @@ public class DepthRenderPassFeature : ScriptableRendererFeature
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!depth) return;
CommandBuffer cmd = CommandBufferPool.Get();
//RTHandle rt = renderingData.cameraData.renderer.cameraColorTargetHandle;
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
Blitter.BlitCameraTexture(cmd, rtHandle, rtHandle, material, 0);
if(Requests.Count > 0)
{
Requests.Dequeue();
float[] resultArray = new float[computeBuffer.count];
computeBuffer.GetData(resultArray);
Answers.Enqueue(resultArray);
}
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
lock(m_PendingRequests)
{
if (m_PendingRequests.Count > 0)
{
int key = renderingData.cameraData.camera.GetInstanceID();
if (m_PendingRequests.TryGetValue(key, out var queue) && queue.Count > 0)
{
float[] result = new float[computeBuffer.count];
material.SetBuffer("distBuffer", computeBuffer);
Graphics.SetRandomWriteTarget(1, computeBuffer,false);
computeBuffer.GetData(result);
while (queue.TryDequeue(out var tcs))
tcs.TrySetResult(result);
}
}
}
}
// Cleanup any allocated resources that were created during the execution of this render pass.
@ -98,18 +128,6 @@ public class DepthRenderPassFeature : ScriptableRendererFeature
{
DestroyComputeBuffer();
}
if (Requests != null)
{
Requests.Clear();
Requests = null;
}
if (Answers != null)
{
Answers.Clear();
Answers = null;
}
}
public void DestroyComputeBuffer()
@ -132,7 +150,7 @@ public class DepthRenderPassFeature : ScriptableRendererFeature
m_ScriptablePass = new DepthRenderPass(material);
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
// Here you can inject one or multiple render passes in the renderer.
@ -167,8 +185,16 @@ public class DepthRenderPassFeature : ScriptableRendererFeature
Destroy(material);
#endif
m_ScriptablePass.Dispose();
if (m_PendingRequests != null)
{
foreach (var queue in m_PendingRequests.Values)
{
while (queue.TryDequeue(out var tcs))
tcs.TrySetCanceled();
}
m_PendingRequests.Clear();
}
}
}

View File

@ -1,5 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.UIElements;
@ -14,15 +16,20 @@ public class DepthTester : MonoBehaviour
private Camera camera;
private float farPlane;
private float nearPlane;
private int id;
private Task<float[]> task;
// Start is called before the first frame update
void Start()
{
camera = GetComponent<Camera>();
id = camera.GetInstanceID();
farPlane = camera.farClipPlane;
nearPlane = camera.nearClipPlane;
texture = BlendShaderController.CreateTextures(1, FrameRes, FrameRes, false)[0];
camera.targetTexture = texture;
texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBAFloat, false);
task = DepthRenderPassFeature.DepthRenderPass.RequestDepthDataAsync(id);
}
private void OnDisable()
@ -40,18 +47,29 @@ public class DepthTester : MonoBehaviour
private void Update()
{
Vector3 depthPos = transform.position + transform.right * Offset;
RenderTexture.active = texture;
texture2D.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);
texture2D.Apply();
Color pixel = texture2D.GetPixel(texture.width / 2, texture2D.height / 2);
float depth = pixel.r;
float depthDist = depth * farPlane;
Debug.DrawLine(depthPos, depthPos + transform.forward * depthDist, Color.green);
lock(task)
{
if(task != null)
{
if(task.IsCompletedSuccessfully)
{
float[] depths = task.Result;
int centerIndex = (FrameRes / 2) * FrameRes + (FrameRes / 2);
float depth = depths[centerIndex];
Vector3 depthPos = transform.position + transform.right * Offset;
Debug.DrawLine(depthPos, depthPos + transform.forward * depth, Color.green);
Debug.Log($"chto to risuet: dist:{depth}; depthsCount: {depths.Length}");
task = DepthRenderPassFeature.DepthRenderPass.RequestDepthDataAsync(id);
}
else if(task.IsCanceled)
{
task = DepthRenderPassFeature.DepthRenderPass.RequestDepthDataAsync(id);
}
}
}
Vector3 raycastPos = transform.position - transform.right * Offset;
float rayDistance = 0;
if(Physics.Raycast(transform.position, transform.forward, out var hit, 100))
{
rayDistance = hit.distance;

View File

@ -0,0 +1,218 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using CloudPointRpc;
using UnityEngine;
public class RpcFunctions : MonoBehaviour
{
private static Queue<Task> _callbackTasks = new Queue<Task>();
private static BlendShaderController controller;
private static CancellationTokenSource cts;
void Start()
{
controller = GetComponent<BlendShaderController>();
cts = new CancellationTokenSource();
CrpcExtensions.CrpcInit("config.json");
CrpcExtensions.CrpcAddMethod(RpcGetCloudPoint, "get_cloud_point");
CrpcExtensions.CrpcAddMethod(RpcGetImage, "get_image");
CrpcExtensions.CrpcAddMethod(RpcGetIntrinsicsLeft, "get_intrinsics_left");
CrpcExtensions.CrpcAddMethod(RpcGetIntrinsicsRight, "get_intrinsics_right");
CrpcExtensions.CrpcAddMethod(RpcGetExtrinsicsLeft, "get_extrinsics_left");
CrpcExtensions.CrpcAddMethod(RpcGetExtrinsicsRight, "get_extrinsics_right");
Debug.Log("[RpcFunctions] Initialized and methods added");
}
private void OnDestroy()
{
lock (_callbackTasks)
{
_callbackTasks.Clear();
}
cts.Cancel();
CrpcServerApi.crpc_deinit();
}
private void Update()
{
lock (_callbackTasks)
{
while (_callbackTasks.Count > 0)
{
var task = _callbackTasks.Dequeue();
task.RunSynchronously();
}
}
}
public static IntPtr RpcGetCloudPoint(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() => {
Debug.Log($"[RpcTest] Callback received: {message}");
controller.GetDistArray(tcs);
}, cts.Token);
lock (_callbackTasks)
{
_callbackTasks.Enqueue(task);
}
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
public static IntPtr RpcGetImage(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() =>
{
string result = controller.GetCombinedTexturesAsBase64Json();
tcs.SetResult(result);
});
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
public static IntPtr RpcGetIntrinsicsLeft(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() =>
{
string result = controller.GetLeftIntrinsicParametersAsBase64();
tcs.SetResult(result);
});
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
public static IntPtr RpcGetIntrinsicsRight(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() =>
{
string result = controller.GetRightIntrinsicParametersAsBase64();
tcs.SetResult(result);
});
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
public static IntPtr RpcGetExtrinsicsLeft(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() =>
{
string result = controller.GetLeftExtrinsicParametersAsBase64();
tcs.SetResult(result);
});
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
public static IntPtr RpcGetExtrinsicsRight(IntPtr rpcString)
{
var rpc = new RpcString(rpcString);
var message = rpc.Data;
rpc.Dispose();
var tcs = new TaskCompletionSource<string>();
var task = new Task(() =>
{
string result = controller.GetRightExtrinsicParametersAsBase64();
tcs.SetResult(result);
});
try
{
task.Wait(cts.Token);
tcs.Task.Wait(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Waiting was canceled");
}
var responce = new RpcString(tcs.Task.Result);
return responce.Handle;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b06971fce09a875489a2898f4f2cbaec
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Active: 1
shader: {fileID: 4800000, guid: 38575fbac906d53499789597d61d2fa4, type: 3}
Depth: 1
Depth: 0
--- !u!114 &-1878332245247344467
MonoBehaviour:
m_ObjectHideFlags: 0
@ -108,7 +108,7 @@ MonoBehaviour:
zFailOperation: 0
m_ShadowTransparentReceive: 1
m_RenderingMode: 1
m_DepthPrimingMode: 0
m_DepthPrimingMode: 1
m_CopyDepthMode: 0
m_AccurateGbufferNormals: 0
m_IntermediateTextureMode: 1

View File

@ -1,5 +1,6 @@
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
#pragma kernel CSBlendDepths
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
@ -7,6 +8,11 @@ RWTexture2D<float4> Camera1;
RWTexture2D<float4> Camera2;
RWTexture2D<float4> Result;
RWStructuredBuffer<float> MonoChannelResult;
StructuredBuffer<float> Depths1;
StructuredBuffer<float> Depths2;
RWStructuredBuffer<float> MergedDepths;
float ResX;
float Offset;
float FarClipPlane;
@ -16,8 +22,29 @@ void CSMain (uint3 id : SV_DispatchThreadID)
{
int2 idxy1 = int2(clamp(id.x + Offset, 0, ResX), id.y);
int2 idxy2 = int2(clamp(id.x - Offset, 0, ResX), id.y);
float diffFactor = saturate(id.x - Offset) * saturate(ResX - (id.x + Offset));
float4 resVal = float4(((Camera1[idxy1] * diffFactor + Camera2[idxy2] * diffFactor) / 2).xyz, 1);
float3 col1 = Camera1[idxy1].xyz;
float3 col2 = Camera1[idxy2].xyz;
float diffFactorL = saturate(id.x - Offset);
float diffFactorR = saturate(ResX - (id.x + Offset));
float4 resVal = 0;
//if(diffFactorL && diffFactorR > 0)
resVal = float4(((col1 * diffFactorR + col2 * diffFactorL) / ((diffFactorL && diffFactorR) == false ? 1 : 2)).xyz, 1);
//else
//resVal = float4(max(col1, col2), 1);
Result[id.xy] = resVal;
MonoChannelResult[id.x + id.y * ResX] = resVal.r * FarClipPlane;
}
[numthreads(8, 8, 1)]
void CSBlendDepths(uint3 id : SV_DispatchThreadID)
{
int2 idx1 = int2(clamp(id.x + Offset, 0, ResX), id.y);
int2 idx2 = int2(clamp(id.x - Offset, 0, ResX), id.y);
float col1 = Depths1[idx1.x + ResX * idx1.y];
float col2 = Depths1[idx2.x + ResX * idx2.y];
float diffFactorL = saturate(id.x - Offset);
float diffFactorR = saturate(ResX - (id.x + Offset));
float resCol = (col1 * diffFactorR + col2 * diffFactorL) / ((diffFactorL && diffFactorR) == false ? 1 : 2);
MergedDepths[id.x + id.y * ResX] = resCol;
}

View File

@ -14,54 +14,36 @@ Shader "Hidden/RenderDepth"
Pass
{
HLSLPROGRAM
#pragma target 5.0
#pragma vertex Vert
#pragma fragment frag
//#include "UnityCG.cginc"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
// v2f vert (appdata v)
// {
// v2f o;
// o.vertex = UnityObjectToClipPos(v.vertex);
// o.uv = v.uv;
// return o;
// }
sampler2D _MainTex;
TEXTURE2D_X(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
RWStructuredBuffer<float> distBuffer;
RWStructuredBuffer<float> distBuffer : register(u1);
int res;
bool _RenderDepth;
float4 frag (Varyings i) : SV_Target
{
float2 UV = i.positionCS.xy / _ScaledScreenParams.xy;
uint2 pixelIdx = uint2(i.positionCS.xy);
float3 color = SampleSceneColor(i.texcoord);
#if UNITY_REVERSED_Z
real depth = SampleSceneDepth(UV);
real depth = SampleSceneDepth(i.texcoord);
#else
// Adjust z to match NDC for OpenGL
real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(UV));
real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(i.texcoord));
#endif
depth = Linear01Depth(depth, _ZBufferParams);
return float4(depth, depth, depth, 1);
distBuffer[pixelIdx.y * (uint)_ScaledScreenParams.x + pixelIdx.x] = depth * _ProjectionParams.z;
return _RenderDepth ? float4(depth, depth, depth, 1) : float4(color, 1);
}
ENDHLSL
}