using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using UnityEngine.EventSystems; using OpenCVForUnity.CoreModule; using OpenCVForUnity.ImgprocModule; using OpenCVForUnity.UnityUtils; using OpenCVForUnity.UnityUtils.Helper; using OpenCVForUnity.PhotoModule; namespace OpenCVForUnityExample { /// /// Key Frame Green Screen Example /// Greenscreen effect without a physical green screen, via OpenCV. /// This performs background subtraction, and sets the background to "green" for use with "key frame" video editing software. /// Referring to https://gist.github.com/drscotthawley/2d6bbffce9dda5f3057b4879c3bd4422. /// [RequireComponent(typeof(WebCamTextureToMatHelper))] public class KeyFrameGreenScreenExample : MonoBehaviour { /// /// The thresh. /// [Range(0, 255)] public float thresh = 50.0f; /// /// The background raw image. /// public RawImage bgRawImage; /// /// The texture. /// Texture2D texture; /// /// The webcam texture to mat helper. /// WebCamTextureToMatHelper webCamTextureToMatHelper; /// /// The background mat. /// Mat bgMat; /// /// The foreground mask mat. /// Mat fgMaskMat; /// /// The background mask mat. /// Mat bgMaskMat; /// /// The green mat. /// Mat greenMat; /// /// The background texture. /// Texture2D bgTexture; /// /// The kernel for morphologyEx method. /// Mat kernel; bool isTouched; /// /// The FPS monitor. /// FpsMonitor fpsMonitor; // Use this for initialization void Start() { fpsMonitor = GetComponent(); webCamTextureToMatHelper = gameObject.GetComponent(); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); kernel = Imgproc.getStructuringElement(Imgproc.MORPH_ELLIPSE, new Size(3, 3)); } /// /// Raises the webcam texture to mat helper initialized event. /// public void OnWebCamTextureToMatHelperInitialized() { Debug.Log("OnWebCamTextureToMatHelperInitialized"); Mat webCamTextureMat = webCamTextureToMatHelper.GetMat(); texture = new Texture2D(webCamTextureMat.cols(), webCamTextureMat.rows(), TextureFormat.RGBA32, false); Utils.matToTexture2D(webCamTextureMat, texture); gameObject.GetComponent().material.mainTexture = texture; gameObject.transform.localScale = new Vector3(webCamTextureMat.cols(), webCamTextureMat.rows(), 1); Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation); if (fpsMonitor != null) { fpsMonitor.Add("width", webCamTextureMat.width().ToString()); fpsMonitor.Add("height", webCamTextureMat.height().ToString()); fpsMonitor.Add("orientation", Screen.orientation.ToString()); fpsMonitor.consoleText = "SPACE KEY or TOUCH SCREEN: Reset backgroud image."; } float width = webCamTextureMat.width(); float height = webCamTextureMat.height(); float widthScale = (float)Screen.width / width; float heightScale = (float)Screen.height / height; if (widthScale < heightScale) { Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2; } else { Camera.main.orthographicSize = height / 2; } bgMat = new Mat(webCamTextureMat.rows(), webCamTextureMat.cols(), CvType.CV_8UC4); fgMaskMat = new Mat(webCamTextureMat.rows(), webCamTextureMat.cols(), CvType.CV_8UC1); bgMaskMat = new Mat(webCamTextureMat.rows(), webCamTextureMat.cols(), CvType.CV_8UC1); greenMat = new Mat(webCamTextureMat.rows(), webCamTextureMat.cols(), CvType.CV_8UC4, new Scalar(0, 255, 0, 255)); bgTexture = new Texture2D(bgMat.cols(), bgMat.rows(), TextureFormat.RGBA32, false); } /// /// Raises the webcam texture to mat helper disposed event. /// public void OnWebCamTextureToMatHelperDisposed() { Debug.Log("OnWebCamTextureToMatHelperDisposed"); if (bgMat != null) { bgMat.Dispose(); bgMat = null; } if (fgMaskMat != null) { fgMaskMat.Dispose(); fgMaskMat = null; } if (bgMaskMat != null) { bgMaskMat.Dispose(); bgMaskMat = null; } if (greenMat != null) { greenMat.Dispose(); greenMat = null; } if (texture != null) { Texture2D.Destroy(texture); texture = null; } } /// /// Raises the webcam texture to mat helper error occurred event. /// /// Error code. public void OnWebCamTextureToMatHelperErrorOccurred(WebCamTextureToMatHelper.ErrorCode errorCode) { Debug.Log("OnWebCamTextureToMatHelperErrorOccurred " + errorCode); } // Update is called once per frame void Update() { #if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR) //Touch if (Input.touchCount == 1) { Touch t = Input.GetTouch(0); if (t.phase == TouchPhase.Ended && !EventSystem.current.IsPointerOverGameObject (t.fingerId)) { isTouched = true; } } #else //Mouse if (Input.GetKeyUp(KeyCode.Space)) { isTouched = true; } #endif if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame()) { Mat rgbaMat = webCamTextureToMatHelper.GetMat(); if (isTouched) { rgbaMat.copyTo(bgMat); setBgTexture(bgMat); isTouched = false; } //set fgMaskMat findFgMaskMat(rgbaMat, bgMat, thresh); //set bgMaskMat Core.bitwise_not(fgMaskMat, bgMaskMat); //copy greenMat using bgMaskMat greenMat.copyTo(rgbaMat, bgMaskMat); //Imgproc.putText (rgbaMat, "SPACE KEY or TOUCH SCREEN: Reset backgroud image.", new Point (5, rgbaMat.rows () - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.6, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false); Utils.matToTexture2D(rgbaMat, texture); } } /// /// Finds the foreground mask mat. /// /// Fg mat. /// Background mat. /// Thresh. private void findFgMaskMat(Mat fgMat, Mat bgMat, float thresh = 13.0f) { Mat diff1 = new Mat(); Core.absdiff(fgMat, bgMat, diff1); Mat diff2 = new Mat(); Core.absdiff(bgMat, fgMat, diff2); Mat diff = diff1 + diff2; Imgproc.threshold(diff, diff, thresh, 0, Imgproc.THRESH_TOZERO); Imgproc.cvtColor(diff, fgMaskMat, Imgproc.COLOR_RGBA2GRAY); Imgproc.threshold(fgMaskMat, fgMaskMat, 10, 0, Imgproc.THRESH_TOZERO); Imgproc.threshold(fgMaskMat, fgMaskMat, 0, 255, Imgproc.THRESH_BINARY); // Small area removal from binary images by opening Imgproc.morphologyEx(fgMaskMat, fgMaskMat, Imgproc.MORPH_OPEN, kernel); diff1.Dispose(); diff2.Dispose(); diff.Dispose(); } /// /// Sets the background texture. /// /// Background mat. private void setBgTexture(Mat bgMat) { // In order to reuse the bgMat, the upside-down state caused by the matToTexture2D method should be restored. Utils.matToTexture2D(bgMat, bgTexture, true, 0, true); bgRawImage.texture = bgTexture; bgRawImage.rectTransform.localScale = new Vector3(1.0f, (float)bgMat.height() / (float)bgMat.width(), 1.0f); } /// /// Raises the destroy event. /// void OnDestroy() { webCamTextureToMatHelper.Dispose(); } /// /// Raises the back button click event. /// public void OnBackButtonClick() { SceneManager.LoadScene("OpenCVForUnityExample"); } /// /// Raises the play button click event. /// public void OnPlayButtonClick() { webCamTextureToMatHelper.Play(); } /// /// Raises the pause button click event. /// public void OnPauseButtonClick() { webCamTextureToMatHelper.Pause(); } /// /// Raises the stop button click event. /// public void OnStopButtonClick() { webCamTextureToMatHelper.Stop(); } /// /// Raises the change camera button click event. /// public void OnChangeCameraButtonClick() { webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.requestedIsFrontFacing; } } }