XRCameraSubsystem.cs
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using System;
using System.Collections.Generic;
using Unity.Collections;
#if UNITY_2020_2_OR_NEWER
using UnityEngine.SubsystemsImplementation;
#endif
namespace UnityEngine.XR.ARSubsystems
{
/// <summary>
/// Provides access to a device's camera.
/// </summary>
/// <remarks>
/// The <c>XRCameraSubsystem</c> links a Unity <c>Camera</c> to a device camera for video overlay (pass-thru
/// rendering). It also allows developers to query for environmental light estimation, when available.
/// </remarks>
#if UNITY_2020_2_OR_NEWER
public class XRCameraSubsystem : SubsystemWithProvider<XRCameraSubsystem, XRCameraSubsystemDescriptor, XRCameraSubsystem.Provider>
#else
public abstract class XRCameraSubsystem : XRSubsystem<XRCameraSubsystemDescriptor>
#endif
{
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// The provider created by the implementation that contains the required camera functionality.
/// </summary>
/// <value>
/// The provider created by the implementation that contains the required camera functionality.
/// </value>
protected Provider provider { get; }
#endif
/// <summary>
/// Construct the <c>XRCameraSubsystem</c>.
/// </summary>
public XRCameraSubsystem()
{
#if !UNITY_2020_2_OR_NEWER
provider = CreateProvider();
Debug.Assert(provider != null, "camera functionality provider cannot be null");
#endif
}
/// <summary>
/// Gets the camera currently in use.
/// </summary>
/// <returns></returns>
public Feature currentCamera => provider.currentCamera.Cameras();
/// <summary>
/// Get or set the requested camera, i.e., the <see cref="Feature.AnyCamera"/> bits.
/// </summary>
public Feature requestedCamera
{
get => provider.requestedCamera;
set => provider.requestedCamera = value.Cameras();
}
/// <summary>
/// Interface for providing camera functionality for the implementation.
/// </summary>
public class Provider
#if UNITY_2020_2_OR_NEWER
: SubsystemProvider<XRCameraSubsystem>
#endif
{
/// <summary>
/// An instance of the <see cref="XRCpuImage.Api"/> used to operate on <see cref="XRCpuImage"/> objects.
/// </summary>
public virtual XRCpuImage.Api cpuImageApi => null;
/// <summary>
/// Property to be implemented by the provder to get the material used by <c>XRCameraSubsystem</c> to
/// render the camera texture.
/// </summary>
/// <returns>
/// The material to render the camera texture.
/// </returns>
public virtual Material cameraMaterial => null;
/// <summary>
/// Property to be implemented by the provider to determine whether camera permission has been granted.
/// </summary>
/// <value>
/// <c>true</c> if camera permission has been granted. Otherwise, <c>false</c>.
/// </value>
public virtual bool permissionGranted => false;
/// <summary>
/// Whether or not culling should be inverted during rendering. Some front-facing
/// camera modes may require this.
/// </summary>
public virtual bool invertCulling => false;
/// <summary>
/// This property should get the actual camera facing direction.
/// </summary>
public virtual Feature currentCamera => Feature.None;
/// <summary>
/// This property should get or set the requested camera facing direction,
/// that is, the <see cref="Feature.AnyCamera"/> bits.
/// </summary>
public virtual Feature requestedCamera
{
get => Feature.None;
set { }
}
/// <summary>
/// Method to be implemented by provider to start the camera for the subsystem.
/// </summary>
#if UNITY_2020_2_OR_NEWER
public override void Start() { }
#else
public virtual void Start() { }
#endif
/// <summary>
/// Method to be implemented by provider to stop the camera for the subsystem.
/// </summary>
#if UNITY_2020_2_OR_NEWER
public override void Stop() { }
#else
public virtual void Stop() { }
#endif
/// <summary>
/// Method to be implemented by provider to destroy the camera for the subsystem.
/// </summary>
#if UNITY_2020_2_OR_NEWER
public override void Destroy() { }
#else
public virtual void Destroy() { }
#endif
/// <summary>
/// Method to be implemented by provider to get the camera frame for the subsystem.
/// </summary>
/// <param name="cameraParams">The current Unity <c>Camera</c> parameters.</param>
/// <param name="cameraFrame">The current camera frame returned by the method.</param>
/// <returns>
/// <c>true</c> if the method successfully got a frame. Otherwise, <c>false</c>.
/// </returns>
public virtual bool TryGetFrame(
XRCameraParams cameraParams,
out XRCameraFrame cameraFrame)
{
cameraFrame = default(XRCameraFrame);
return false;
}
/// <summary>
/// Property to be implemented by the provider to get the current camera focus mode.
/// </summary>
public virtual bool autoFocusEnabled => false;
/// <summary>
/// Property to be implemented by the provider to get or set the focus mode for the camera.
/// </summary>
public virtual bool autoFocusRequested
{
get => false;
set { }
}
/// <summary>
/// Property to be implemented by the provider to get the current light estimation mode in use.
/// </summary>
public virtual Feature currentLightEstimation => Feature.None;
/// <summary>
/// Property to be implemented by the provider to get or set the light estimation mode.
/// </summary>
public virtual Feature requestedLightEstimation
{
get => Feature.None;
set { }
}
/// <summary>
/// Method to be implemented by the provider to get the camera intrinisics information.
/// </summary>
/// <param name="cameraIntrinsics">The camera intrinsics information returned from the method.</param>
/// <returns>
/// <c>true</c> if the method successfully gets the camera intrinsics information. Otherwise, <c>false</c>.
/// </returns>
public virtual bool TryGetIntrinsics(
out XRCameraIntrinsics cameraIntrinsics)
{
cameraIntrinsics = default(XRCameraIntrinsics);
return false;
}
/// <summary>
/// Method to be implemented by the provider to query the supported camera configurations.
/// </summary>
/// <param name="defaultCameraConfiguration">A default value used to fill the returned array before copying
/// in real values. This ensures future additions to this struct are backwards compatible.</param>
/// <param name="allocator">The allocation strategy to use for the returned data.</param>
/// <returns>
/// The supported camera configurations.
/// </returns>
public virtual NativeArray<XRCameraConfiguration> GetConfigurations(XRCameraConfiguration defaultCameraConfiguration,
Allocator allocator)
{
return new NativeArray<XRCameraConfiguration>(0, allocator);
}
/// <summary>
/// Property to be implemented by the provider to query/set the current camera configuration.
/// </summary>
/// <value>
/// The current camera configuration if it exists. Otherise, <c>null</c>.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the current configuration if the
/// implementation does not support camera configurations.</exception>
/// <exception cref="System.ArgumentException">Thrown when setting the current configuration if the given
/// configuration is not a valid, supported camera configuration.</exception>
/// <exception cref="System.InvalidOperationException">Thrown when setting the current configuration if the
/// implementation is unable to set the current camera configuration.</exception>
public virtual XRCameraConfiguration? currentConfiguration
{
get => null;
set => throw new NotSupportedException("setting current camera configuration is not supported by this implementation");
}
/// <summary>
/// Get the <see cref="XRTextureDescriptor"/>s associated with the current
/// <see cref="XRCameraFrame"/>.
/// </summary>
/// <returns>The current texture descriptors.</returns>
/// <param name="defaultDescriptor">A default value which should
/// be used to fill the returned array before copying in the
/// real values. This ensures future additions to this struct
/// are backwards compatible.</param>
/// <param name="allocator">The allocator to use when creating
/// the returned <c>NativeArray</c>.</param>
public virtual NativeArray<XRTextureDescriptor> GetTextureDescriptors(
XRTextureDescriptor defaultDescriptor,
Allocator allocator)
{
return new NativeArray<XRTextureDescriptor>(0, allocator);
}
/// <summary>
/// Method to be implemented by the provider to get the enabled and disabled shader keywords for the
/// material.
/// </summary>
/// <param name="enabledKeywords">The keywords to enable for the material.</param>
/// <param name="disabledKeywords">The keywords to disable for the material.</param>
public virtual void GetMaterialKeywords(out List<string> enabledKeywords, out List<string> disabledKeywords)
{
enabledKeywords = null;
disabledKeywords = null;
}
/// <summary>
/// Method to be implemented by the provider to query for the latest native camera image.
/// </summary>
/// <param name="cameraImageCinfo">The metadata required to construct a <see cref="XRCpuImage"/></param>
/// <returns>
/// <c>true</c> if the camera image is acquired. Otherwise, <c>false</c>.
/// </returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support camera
/// image.</exception>
public virtual bool TryAcquireLatestCpuImage(out XRCpuImage.Cinfo cameraImageCinfo)
{
throw new NotSupportedException("getting camera image is not supported by this implementation");
}
/// <summary>
/// Create the camera material from the given camera shader name.
/// </summary>
/// <param name="cameraShaderName">The name of the camera shader.</param>
/// <returns>
/// The created camera material shader.
/// </returns>
/// <exception cref="System.InvalidOperationException">Thrown if the shader cannot be found or if a
/// material cannot be created for the shader.</exception>
protected Material CreateCameraMaterial(string cameraShaderName)
{
var shader = Shader.Find(cameraShaderName);
if (shader == null)
{
throw new InvalidOperationException($"Could not find shader named '{cameraShaderName}' required "
+ $"for video overlay on camera subsystem.");
}
Material material = new Material(shader);
if (material == null)
{
throw new InvalidOperationException($"Could not create a material for shader named "
+ $"'{cameraShaderName}' required for video overlay on camera "
+ $"subsystem.");
}
return material;
}
/// <summary>
/// Method to be implemented by the provider to handle any required platform-specifc functionality
/// immediately before rendering the camera background. This method will always be called on the render
/// thread and should only be called by the code responsible for executing background rendering on
/// mobile AR platforms.
/// </summary>
/// <param name="id">Platform specific identifier.</param>
public virtual void OnBeforeBackgroundRender(int id) {}
}
/// <summary>
/// Get the current focus mode in use by the provider.
/// </summary>
public bool autoFocusEnabled => provider.autoFocusEnabled;
/// <summary>
/// Get or set the focus mode for the camera.
/// </summary>
/// <value>
/// The focus mode for the camera.
/// </value>
public bool autoFocusRequested
{
get => provider.autoFocusRequested;
set => provider.autoFocusRequested = value;
}
/// <summary>
/// Returns the current light estimation mode in use by the provider.
/// </summary>
/// <seealso cref="requestedLightEstimation"/>
public Feature currentLightEstimation => provider.currentLightEstimation.LightEstimation();
/// <summary>
/// Get or set the requested light estimation mode.
/// </summary>
/// <value>
/// The light estimation mode.
/// </value>
public Feature requestedLightEstimation
{
get => provider.requestedLightEstimation.LightEstimation();
set => provider.requestedLightEstimation = value.LightEstimation();
}
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// Start the camera subsystem.
/// </summary>
protected sealed override void OnStart() => provider.Start();
/// <summary>
/// Stop the camera subsystem.
/// </summary>
protected sealed override void OnStop() => provider.Stop();
/// <summary>
/// Destroy the camera subsystem.
/// </summary>
protected sealed override void OnDestroyed() => provider.Destroy();
#endif
/// <summary>
/// Gets the <see cref="XRTextureDescriptor"/>s associated with the
/// current frame. The caller owns the returned <c>NativeArray</c>
/// and is responsible for calling <c>Dispose</c> on it.
/// </summary>
/// <returns>An array of texture descriptors.</returns>
/// <param name="allocator">The allocator to use when creating
/// the returned <c>NativeArray</c>.</param>
public NativeArray<XRTextureDescriptor> GetTextureDescriptors(
Allocator allocator)
{
return provider.GetTextureDescriptors(
default(XRTextureDescriptor),
allocator);
}
/// <summary>
/// Get the material used by <c>XRCameraSubsystem</c> to render the camera texture.
/// </summary>
/// <value>
/// The material to render the camera texture.
/// </value>
public Material cameraMaterial => provider.cameraMaterial;
/// <summary>
/// Method to be called on the render thread to handle any required platform-specifc functionality
/// immediately before rendering the camera background. This method will always be called on the render
/// thread and should only be called by the code responsible for executing background rendering on
/// mobile AR platforms.
/// </summary>
/// <param name="id">Platform specific identifier.</param>
public void OnBeforeBackgroundRender(int id)
{
provider.OnBeforeBackgroundRender(id);
}
/// <summary>
/// Returns the camera intrinsics information.
/// </summary>
/// <param name="cameraIntrinsics">The camera intrinsics information returned from the method.</param>
/// <returns>
/// <c>true</c> if the method successfully gets the camera intrinsics information. Otherwise, <c>false</c>.
/// </returns>
public bool TryGetIntrinsics(out XRCameraIntrinsics cameraIntrinsics)
{
return provider.TryGetIntrinsics(out cameraIntrinsics);
}
/// <summary>
/// Queries for the supported camera configurations.
/// </summary>
/// <param name="allocator">The allocation strategy to use for the returned data.</param>
/// <returns>
/// The supported camera configurations.
/// </returns>
public NativeArray<XRCameraConfiguration> GetConfigurations(Allocator allocator)
{
return provider.GetConfigurations(default(XRCameraConfiguration), allocator);
}
/// <summary>
/// The current camera configuration.
/// </summary>
/// <value>
/// The current camera configuration if it exists. Otherise, <c>null</c>.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the current configuration if the
/// implementation does not support camera configurations.</exception>
/// <exception cref="System.ArgumentNullException">Thrown when setting the current configuration if the given
/// configuration is <c>null</c>.</exception>
/// <exception cref="System.ArgumentException">Thrown when setting the current configuration if the given
/// configuration is not a supported camera configuration.</exception>
/// <exception cref="System.InvalidOperationException">Thrown when setting the current configuration if the
/// implementation is unable to set the current camera configuration.</exception>
public virtual XRCameraConfiguration? currentConfiguration
{
get => provider.currentConfiguration;
set
{
if (value == null)
{
throw new ArgumentNullException("value", "cannot set the camera configuration to null");
}
provider.currentConfiguration = value;
}
}
/// <summary>
/// Whether to invert the culling mode during rendering. Some front-facing
/// camera modes may require this.
/// </summary>
public bool invertCulling => provider.invertCulling;
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// Method for the implementation to create the camera functionality provider.
/// </summary>
/// <returns>
/// The camera functionality provider.
/// </returns>
protected abstract Provider CreateProvider();
#endif
/// <summary>
/// Get the latest frame from the provider.
/// </summary>
/// <param name="cameraParams">The Unity <c>Camera</c> parameters.</param>
/// <param name="frame">The camera frame to be populated if the subsystem is running and successfully provides
/// the latest camera frame.</param>
/// <returns>
/// <c>true</c> if the camera frame is successfully returned. Otherwise, <c>false</c>.
/// </returns>
public bool TryGetLatestFrame(
XRCameraParams cameraParams,
out XRCameraFrame frame)
{
if (running && provider.TryGetFrame(cameraParams, out frame))
{
return true;
}
frame = default(XRCameraFrame);
return false;
}
/// <summary>
/// Determines whether camera permission has been granted.
/// </summary>
/// <value>
/// <c>true</c> if camera permission has been granted. Otherwise, <c>false</c>.
/// </value>
public bool permissionGranted => provider.permissionGranted;
/// <summary>
/// Get the enabled and disabled shader keywords for the material.
/// </summary>
/// <param name="enabledKeywords">The keywords to enable for the material.</param>
/// <param name="disabledKeywords">The keywords to disable for the material.</param>
public void GetMaterialKeywords(out List<string> enabledKeywords, out List<string> disabledKeywords)
=> provider.GetMaterialKeywords(out enabledKeywords, out disabledKeywords);
/// <summary>
/// Attempts to acquire the latest camera image. This provides direct access to the raw pixel data, as well as
/// to utilities to convert to RGB and Grayscale formats. This method is obsolete. Use
/// <see cref="TryAcquireLatestCpuImage"/> instead.
/// </summary>
/// <remarks>
/// The returned <see cref="XRCpuImage"/> must be disposed to avoid resource leaks.
/// </remarks>
/// <param name="cpuImage">A valid <see cref="XRCpuImage"/> if this method returns <c>true</c>.</param>
/// <returns>Returns `true` if the image was acquired. Returns `false` otherwise.</returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support camera image.
/// </exception>
[Obsolete("Use TryAcquireLatestCpuImage instead. (2020-05-19)")]
public bool TryGetLatestImage(out XRCpuImage cpuImage) => TryAcquireLatestCpuImage(out cpuImage);
/// <summary>
/// Attempts to acquire the latest camera image. This provides direct access to the raw pixel data, as well as
/// to utilities to convert to RGB and Grayscale formats.
/// </summary>
/// <remarks>
/// The returned <see cref="XRCpuImage"/> must be disposed to avoid resource leaks.
/// </remarks>
/// <param name="cpuImage">A valid <see cref="XRCpuImage"/> if this method returns <c>true</c>.</param>
/// <returns>Returns `true` if the image was acquired. Returns `false` otherwise.</returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support camera image.
/// </exception>
public bool TryAcquireLatestCpuImage(out XRCpuImage cpuImage)
{
if (provider.cpuImageApi != null && provider.TryAcquireLatestCpuImage(out var cinfo))
{
cpuImage = new XRCpuImage(provider.cpuImageApi, cinfo);
return true;
}
cpuImage = default;
return false;
}
/// <summary>
/// Registers a camera subsystem implementation based on the given subsystem parameters.
/// </summary>
/// <param name="cameraSubsystemParams">The parameters defining the camera subsystem functionality implemented
/// by the subsystem provider.</param>
/// <returns>
/// <c>true</c> if the subsystem implementation is registered. Otherwise, <c>false</c>.
/// </returns>
/// <exception cref="System.ArgumentException">Thrown when the values specified in the
/// <see cref="XRCameraSubsystemCinfo"/> parameter are invalid. Typically, this will occur
/// <list type="bullet">
/// <item>
/// <description>if <see cref="XRCameraSubsystemCinfo.id"/> is <c>null</c> or empty</description>
/// </item>
/// <item>
/// <description>if <see cref="XRCameraSubsystemCinfo.implementationType"/> is <c>null</c></description>
/// </item>
/// <item>
/// <description>if <see cref="XRCameraSubsystemCinfo.implementationType"/> does not derive from the
/// <see cref="XRCameraSubsystem"/> class
/// </description>
/// </item>
/// </list>
/// </exception>
public static bool Register(XRCameraSubsystemCinfo cameraSubsystemParams)
{
XRCameraSubsystemDescriptor cameraSubsystemDescriptor = XRCameraSubsystemDescriptor.Create(cameraSubsystemParams);
#if UNITY_2020_2_OR_NEWER
SubsystemDescriptorStore.RegisterDescriptor(cameraSubsystemDescriptor);
return true;
#else
return SubsystemRegistration.CreateDescriptor(cameraSubsystemDescriptor);
#endif
}
}
}