support arbitrary number of cameras

This commit is contained in:
RopeBunnyVJ 2025-02-23 23:13:19 -08:00
parent 3638e141ec
commit 5905b15c3a
6 changed files with 234 additions and 491 deletions

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@ -8,12 +8,16 @@ using System.IO;
public class RT3script : MonoBehaviour
{
public RenderTexture colorImage, depthImage, colorImage2, depthImage2;
// public string outputRTMP = "rtmp://localhost/live/HoloPipeline";
public string ingestRTMP = "rtmp://ingest.vrcdn.live/live";
public string streamKey = "";
public string mp4name = "my_movie_depth_ffmpeg.mp4";
public Camera[] cameraList;
private Camera[] depthCameraList;
private RenderTexture[] colorImages, depthImages;
public Material debugMaterial;
public Texture2D outputImage;
@ -23,53 +27,39 @@ public class RT3script : MonoBehaviour
private Process ffmpegProcess;
private string outputMP4;
private int metadataWidth = 256;
private int metadataHeight = 256;
// Start is called before the first frame update
void Start()
{
// Define file path for movie
outputMP4 = Path.Combine(Path.GetTempPath(), mp4name);
UnityEngine.Debug.Log(outputMP4);
if (File.Exists(outputMP4)) {
File.Delete(outputMP4);
colorImages = new RenderTexture[cameraList.Length];
depthImages = new RenderTexture[cameraList.Length];
depthCameraList = new Camera[cameraList.Length];
// colorImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
// colorImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
// depthImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
// depthImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
outputImage = new Texture2D((256*cameraList.Length), 512 + metadataHeight, TextureFormat.RGB24, false);
outputImage.filterMode = FilterMode.Point;
for (int i = 0; i < cameraList.Length; i++) {
colorImages[i] = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
cameraList[i].targetTexture = colorImages[i];
Camera depthCamera = new GameObject().AddComponent<Camera>();
depthCamera.CopyFrom(cameraList[i]);
depthCamera.clearFlags = CameraClearFlags.SolidColor;
depthCamera.backgroundColor = Color.black;
depthCamera.SetReplacementShader(Shader.Find("Custom/DepthOnly"), "");
depthCameraList[i] = depthCamera;
depthImages[i] = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
depthCameraList[i].targetTexture = depthImages[i];
}
colorImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
colorImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
depthImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
depthImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
outputImage = new Texture2D(metadataWidth + 512, 512, TextureFormat.RGB24, false);
// outputImage = new Texture2D(512,512, TextureFormat.RGBAFloat, false);
Camera c = GetComponent<Camera>();
c.targetTexture = colorImage;
Camera depthCamera = new GameObject("DepthCamera").AddComponent<Camera>();
depthCamera.CopyFrom(c);
// depthCamera.transform.position = c.transform.position;
// depthCamera.transform.rotation = c.transform.rotation;
// depthCamera.fieldOfView = c.fieldOfView;
// depthCamera.nearClipPlane = c.nearClipPlane;
// depthCamera.farClipPlane = c.farClipPlane;
// depthCamera.orthographic = c.orthographic;
depthCamera.targetTexture = depthImage;
depthCamera.clearFlags = CameraClearFlags.SolidColor;
depthCamera.backgroundColor = Color.black;
depthCamera.SetReplacementShader(Shader.Find("Custom/DepthOnly"), "");
Camera colorCamera2 = new GameObject("ColorCamera2").AddComponent<Camera>();
colorCamera2.CopyFrom(c);
colorCamera2.targetTexture = colorImage2;
debugMaterial.mainTexture = outputImage;
// Initialize FFmpeg process
@ -83,16 +73,34 @@ public class RT3script : MonoBehaviour
{
float expectedFrames = Time.timeSinceLevelLoad * targetFrameRate;
if (frameCount < expectedFrames) {
// Graphics.CopyTexture(colorImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 0, 0);
// Graphics.CopyTexture(depthImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 256, 0);
for(int i = 0; i < cameraList.Length; i++){
RenderTexture.active = colorImages[i];
outputImage.ReadPixels(new Rect(0, 0, 256, 256), (256*i), 0);
outputImage.Apply();
RenderTexture.active = colorImage;
outputImage.ReadPixels(new Rect(0, 0, 256, 256), metadataWidth + 0, 0);
outputImage.Apply();
RenderTexture.active = depthImages[i];
outputImage.ReadPixels(new Rect(0, 0, 256,256), (256*i), 256);
outputImage.Apply();
RenderTexture.active = depthImage;
outputImage.ReadPixels(new Rect(0, 0, depthImage.width, depthImage.height), metadataWidth + 0, 256);
outputImage.Apply();
//for the very first camera, encode the length of camera pairs before anything else
if (i==0) {
//encode into pixels the number of camera pairs
var colors = new Color[8];
for (int j = 0; j < 8; j++) {
//this logic does a bitwise check on the length value at bit j
if (((cameraList.Length >> j) & 1)==1) {
colors[j] = Color.white;
}
else {
colors[j] = Color.black;
}
}
outputImage.SetPixels(0,0,cameraList.Length,1, colors);
}
//encode into pixels transform matrix for this camera
outputImage.Apply();
}
RenderTexture.active = null;
// Get the raw pixel data and write it to FFmpeg's input stream

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