2017-07-11 65 views
4

我需要从服务器下载图像,然后在Cubemap中转换它,最后将此CubeMap放入我的Skybox。从远程图像编辑Cubemap Skybox

我使用C#。

我想出了这个代码:

public string url = "image/url.jpg"; 

void Update() { 
    // When trigger, we start the process 
    if (Input.GetKeyDown("f")) { 

     // start Coroutine to handle the WWW asynchronous process 
     StartCoroutine("setImage"); 
    } 
} 

IEnumerator setImage() { 

    Texture2D tex; 
    tex = new Texture2D(2048, 2048, TextureFormat.RGBA32, false); 

    WWW www = new WWW(url); 
    //Texture myGUITexture = Resources.Load("23") as Texture; 

    Debug.Log (www.bytesDownloaded); 
    Debug.Log (www.progress); 
    Debug.Log (www.texture); 

    yield return www; 

    // we put the downloaded image into the new texture 
    www.LoadImageIntoTexture(tex); 

    // new cubemap 
    Cubemap c = new Cubemap(2048, TextureFormat.RGBA32, false); 
    Color[] CubeMapColors; 
    CubeMapColors = tex.GetPixels(); 
    c.SetPixels(CubeMapColors, CubemapFace.PositiveX); 
    // we set the cubemap from the texture pixel by pixel 
    c.Apply(); 

    //NewTexture.isPowerOfTwo = true; 

    //Debug.Log (RenderSettings.skybox.GetTexture ("_Tex")); 

    // We change the Cubemap of the Skybox 
    RenderSettings.skybox.SetTexture("_Tex", c); 
} 

我评论所有的代码解释什么,我认为我做的。

我做了这个“诀窍”创建立方像素像素,因为编辑器的方式来做到这一点(这是令人难以置信的简单)似乎是不可能从我可以阅读的其他人的帖子。

最终,结果只是一堆灰色像素。

我真的不知道在我的过程中发生了什么,我看到的唯一“阴影”点就是TextureFormat。

我选择了RGBA32,因为当我看着我的Unity编辑器时,我看到了BC7格式,这是错误记录为SetTexture不可能的,从doc他们解释它可能会在RGBA32中解压缩。

当然,控制台中没有剩余的错误。

我真的很惊讶没有一个简单的方法来做到这一点。我的意思是不一定要从http上获取图像并将其放入天空盒,而只需更改天空盒的纹理。我错过了什么吗?

+1

Cubemap有6个面。你应该设置它们全部6个,但是你只是在你的代码中设置一个'CubemapFace.PositiveX'。 – Programmer

+0

但是,我应该如何在6部分中分割图像呢?实际上,当我们为素材设置Cubemap特性时,我发现Unity编辑器正在自己做这件事,但我没有发现任何使用c#脚本的示例 – Alburkerk

+1

您是否试图在所有6面上放置相同的图像或者你想打开图像? – user1767754

回答

1

我想我找到了适合您的解决方案。

以下代码基本上是您的代码的扩展。

我修复了一些困扰我的东西,但代码基本上是一样的。

using System.Collections; 
using UnityEngine; 

public class ReplaceCubemap : MonoBehaviour 
{ 
    public string url = "your file name"; 
    public int CubemapResolution = 256; 

    private Texture2D source; 

    /// <summary> 
    /// These are the faces of a cube 
    /// </summary> 
    private Vector3[][] faces = 
    { 
     new Vector3[] { 
      new Vector3(1.0f, 1.0f, -1.0f), 
      new Vector3(1.0f, 1.0f, 1.0f), 
      new Vector3(1.0f, -1.0f, -1.0f), 
      new Vector3(1.0f, -1.0f, 1.0f) 
     }, 
     new Vector3[] { 
      new Vector3(-1.0f, 1.0f, 1.0f), 
      new Vector3(-1.0f, 1.0f, -1.0f), 
      new Vector3(-1.0f, -1.0f, 1.0f), 
      new Vector3(-1.0f, -1.0f, -1.0f) 
     }, 
     new Vector3[] { 
      new Vector3(-1.0f, 1.0f, 1.0f), 
      new Vector3(1.0f, 1.0f, 1.0f), 
      new Vector3(-1.0f, 1.0f, -1.0f), 
      new Vector3(1.0f, 1.0f, -1.0f) 
     }, 
     new Vector3[] { 
      new Vector3(-1.0f, -1.0f, -1.0f), 
      new Vector3(1.0f, -1.0f, -1.0f), 
      new Vector3(-1.0f, -1.0f, 1.0f), 
      new Vector3(1.0f, -1.0f, 1.0f) 
     }, 
     new Vector3[] { 
      new Vector3(-1.0f, 1.0f, -1.0f), 
      new Vector3(1.0f, 1.0f, -1.0f), 
      new Vector3(-1.0f, -1.0f, -1.0f), 
      new Vector3(1.0f, -1.0f, -1.0f) 
     }, 
     new Vector3[] { 
      new Vector3(1.0f, 1.0f, 1.0f), 
      new Vector3(-1.0f, 1.0f, 1.0f), 
      new Vector3(1.0f, -1.0f, 1.0f), 
      new Vector3(-1.0f, -1.0f, 1.0f) 
     } 
    }; 

    void Update() 
    { 
     // When trigger, we start the process 
     if (Input.GetKeyDown(KeyCode.F)) 
     { 

      // start Coroutine to handle the WWW asynchronous process 
      StartCoroutine(setImage()); 
     } 
    } 

    IEnumerator setImage() 
    { 
     WWW www = new WWW(url); 
     //Texture myGUITexture = Resources.Load("23") as Texture; 

     Debug.Log(www.bytesDownloaded); 
     Debug.Log(www.progress); 
     Debug.Log(www.texture); 

     yield return www; 

     source = new Texture2D(www.texture.width, www.texture.height); 
     // we put the downloaded image into the new texture 
     www.LoadImageIntoTexture(source); 

     // new cubemap 
     Cubemap c = new Cubemap(CubemapResolution, TextureFormat.RGBA32, false); 

     Color[] CubeMapColors; 

     for (int i = 0; i < 6; i++) 
     { 
      CubeMapColors = CreateCubemapTexture(CubemapResolution, (CubemapFace)i); 
      c.SetPixels(CubeMapColors, (CubemapFace)i); 
     } 
     // we set the cubemap from the texture pixel by pixel 
     c.Apply(); 

     //Destroy all unused textures 
     DestroyImmediate(source); 
     DestroyImmediate(www.texture); 
     Texture2D[] texs = FindObjectsOfType<Texture2D>(); 
     for (int i = 0; i < texs.Length; i++) 
     { 
      DestroyImmediate(texs[i]); 
     } 

     // We change the Cubemap of the Skybox 
     RenderSettings.skybox.SetTexture("_Tex", c); 
    } 

    /// <summary> 
    /// Generates a Texture that represents the given face for the cubemap. 
    /// </summary> 
    /// <param name="resolution">The targetresolution in pixels</param> 
    /// <param name="face">The target face</param> 
    /// <returns></returns> 
    private Color[] CreateCubemapTexture(int resolution, CubemapFace face) 
    { 
     Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false); 

     Vector3 texelX_Step = (faces[(int)face][1] - faces[(int)face][0])/resolution; 
     Vector3 texelY_Step = (faces[(int)face][3] - faces[(int)face][2])/resolution; 

     float texelSize = 1.0f/resolution; 
     float texelIndex = 0.0f; 

     //Create textured face 
     Color[] cols = new Color[resolution]; 
     for (int y = 0; y < resolution; y++) 
     { 
      Vector3 texelX = faces[(int)face][0]; 
      Vector3 texelY = faces[(int)face][2]; 
      for (int x = 0; x < resolution; x++) 
      { 
       cols[x] = Project(Vector3.Lerp(texelX, texelY, texelIndex).normalized); 
       texelX += texelX_Step; 
       texelY += texelY_Step; 
      } 
      texture.SetPixels(0, y, resolution, 1, cols); 
      texelIndex += texelSize; 
     } 
     texture.wrapMode = TextureWrapMode.Clamp; 
     texture.Apply(); 

     Color[] colors = texture.GetPixels(); 
     DestroyImmediate(texture); 

     return colors; 
    } 

    /// <summary> 
    /// Projects a directional vector to the texture using spherical mapping 
    /// </summary> 
    /// <param name="direction">The direction in which you view</param> 
    /// <returns></returns> 
    private Color Project(Vector3 direction) 
    { 
     float theta = Mathf.Atan2(direction.z, direction.x) + Mathf.PI/180.0f; 
     float phi = Mathf.Acos(direction.y); 

     int texelX = (int)(((theta/Mathf.PI) * 0.5f + 0.5f) * source.width); 
     if (texelX < 0) texelX = 0; 
     if (texelX >= source.width) texelX = source.width - 1; 
     int texelY = (int)((phi/Mathf.PI) * source.height); 
     if (texelY < 0) texelY = 0; 
     if (texelY >= source.height) texelY = source.height - 1; 

     return source.GetPixel(texelX, source.height - texelY - 1); 
    } 
} 

什么代码基本上做的是:

  • 获得从www
  • 全景纹理每个面,计算纹理
  • 分配生成的纹理到立方体贴图
  • 收集垃圾
  • 将立方体贴图分配给着色器