2026-03-18 20:09:32 +03:00

224 lines
6.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Rendering.Universal.Internal;
using UnityEngine.UI;
public class BlendShaderController : MonoBehaviour
{
private static string savePath = Application.streamingAssetsPath + '\\';
private const string filename = "dsitMap";
private const string ext = ".txt";
public Shader DepthShader;
public ComputeShader BlendShader;
public Camera camera1;
public Camera camera2;
public int QuadResolution = 256;
public float Multiplier;
public RawImage Reciever;
[Range(0, 1000)] public float OffsetMultiplier = 1000;
public RenderTexture test;
private RenderTexture depth1;
private RenderTexture depth2;
private RenderTexture cameraTexture1;
private RenderTexture cameraTexture2;
private RenderTexture Result;
private int currentRes;
private bool flag = false;
private ComputeBuffer computeBuffer;
private float[] resultArray;
Thread savingThread;
Task<string> task1;
Task task2;
// Start is called before the first frame update
void Start()
{
InitializeTextures();
InitializeComputeBuffer();
}
void InitializeComputeBuffer()
{
computeBuffer = new ComputeBuffer(currentRes * currentRes, 1 * sizeof(float));//2 dimensional array of 1 value type of double
}
void InitializeTextures()
{
currentRes = QuadResolution;
RenderTexture[] defaultTextures = CreateTextures(2, currentRes, currentRes);
cameraTexture1 = defaultTextures[0];
cameraTexture2 = defaultTextures[1];
RenderTexture[] depthTextures = CreateTextures(2, currentRes, currentRes, true);
depth1 = depthTextures[0];
depth2 = depthTextures[1];
Result = CreateTextures(1, currentRes, currentRes)[0];
Reciever.texture = Result;
camera1.targetTexture = cameraTexture1;
camera2.targetTexture = cameraTexture2;
}
public static RenderTexture[] CreateTextures(int count, int resX, int resY, bool depth = false)
{
RenderTexture[] result = new RenderTexture[count];
for (int i = 0; i < count; i++)
{
result[i] = new RenderTexture(resX, resY, 32, depth ? RenderTextureFormat.Depth : RenderTextureFormat.ARGBFloat);
result[i].enableRandomWrite = !depth;
result[i].Create();
}
return result;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
SetFlag();
}
if (flag)
{
GenerateDepth();
}
UpdateShader(cameraTexture1, cameraTexture2);
if(Input.GetKeyDown(KeyCode.S))
{
SaveTexture();
}
if (Input.GetKeyDown(KeyCode.J))
{
Debug.Log(GetDistanceByDepth());
}
if (Input.GetKeyDown(KeyCode.K))
{
Debug.Log(GetDistanceByRayCast());
}
if (Input.GetKeyDown(KeyCode.T))
{
camera1.targetTexture = test;
camera1.RenderWithShader(DepthShader, "fragment");
camera1.targetTexture = cameraTexture1;
}
}
void UpdateShader(RenderTexture tex1, RenderTexture tex2)
{
BlendShader.SetTexture(0, "Camera1", tex1);
BlendShader.SetTexture(0, "Camera2", tex2);
BlendShader.SetTexture(0, "Result", Result);
BlendShader.SetFloat(Shader.PropertyToID("Offset"), (int)(camera2.transform.localPosition.x * OffsetMultiplier));
BlendShader.SetFloat(Shader.PropertyToID("ResX"), Result.width);
BlendShader.SetBuffer(0, "MonoChannelResult", computeBuffer);
//BlendShader.SetTexture(0, "Test", test);
BlendShader.Dispatch(0, Result.width / 8, Result.height / 8, 1);
}
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)
{
camera1.targetTexture = depth1;
camera2.targetTexture = depth2;
}
else
{
camera1.targetTexture = cameraTexture1;
camera2.targetTexture = cameraTexture2;
}
}
public void SetFlag()
{
flag = !flag;
SwapRenderTargets();
}
private async void SaveTexture()
{
Debug.Log("Start Saving");
resultArray = new float[currentRes * currentRes];
computeBuffer.GetData(resultArray);
Debug.Log("Data copied");
task1 = Task.Run(() => SerializeArray());
await task1;
string result = task1.Result;
task2 = SavingProcessAsync(result);
await task2;
}
private async Task SavingProcessAsync(string data)
{
int filesCount = Directory.EnumerateFiles(savePath, filename + '*' + ext).Count();
await File.WriteAllTextAsync(savePath + filename + filesCount.ToString() + ext, data);
Debug.Log("File saved");
}
private string SerializeArray()
{
string result = string.Empty;
for (int i = 0; i < resultArray.Length; i += currentRes)
{
result += string.Join(", ", resultArray[i..(i + currentRes)]) + '\n';
}
return result;
}
private float GetDistanceByDepth()
{
resultArray = new float[currentRes * currentRes];
computeBuffer.GetData(resultArray);
int idx = (int)(currentRes * (0.5f + currentRes * 0.5f));
Matrix4x4 porjMat = camera1.projectionMatrix;
float zDepth = resultArray[idx];
float far = camera1.farClipPlane;
float near = camera1.nearClipPlane;
return zDepth * (far - near) + near;
}
private float GetDistanceByRayCast()
{
Vector3 position = camera1.transform.position + camera1.transform.right * camera2.transform.localPosition.x * 0.5f;
if (Physics.Raycast(position, camera1.transform.forward, out var hit, 100))
{
return hit.distance;
}
return -1;
}
private void OnDisable()
{
computeBuffer.Release();
computeBuffer = null;
}
}