Health/Assets/OpenCVForUnity/Examples/Advanced/KeyFrameGreenScreenExample/KeyFrameGreenScreenExample.cs

329 lines
10 KiB
C#

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
{
/// <summary>
/// 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.
/// </summary>
[RequireComponent(typeof(WebCamTextureToMatHelper))]
public class KeyFrameGreenScreenExample : MonoBehaviour
{
/// <summary>
/// The thresh.
/// </summary>
[Range(0, 255)]
public float thresh = 50.0f;
/// <summary>
/// The background raw image.
/// </summary>
public RawImage bgRawImage;
/// <summary>
/// The texture.
/// </summary>
Texture2D texture;
/// <summary>
/// The webcam texture to mat helper.
/// </summary>
WebCamTextureToMatHelper webCamTextureToMatHelper;
/// <summary>
/// The background mat.
/// </summary>
Mat bgMat;
/// <summary>
/// The foreground mask mat.
/// </summary>
Mat fgMaskMat;
/// <summary>
/// The background mask mat.
/// </summary>
Mat bgMaskMat;
/// <summary>
/// The green mat.
/// </summary>
Mat greenMat;
/// <summary>
/// The background texture.
/// </summary>
Texture2D bgTexture;
/// <summary>
/// The kernel for morphologyEx method.
/// </summary>
Mat kernel;
bool isTouched;
/// <summary>
/// The FPS monitor.
/// </summary>
FpsMonitor fpsMonitor;
// Use this for initialization
void Start()
{
fpsMonitor = GetComponent<FpsMonitor>();
webCamTextureToMatHelper = gameObject.GetComponent<WebCamTextureToMatHelper>();
#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));
}
/// <summary>
/// Raises the webcam texture to mat helper initialized event.
/// </summary>
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<Renderer>().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);
}
/// <summary>
/// Raises the webcam texture to mat helper disposed event.
/// </summary>
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;
}
}
/// <summary>
/// Raises the webcam texture to mat helper error occurred event.
/// </summary>
/// <param name="errorCode">Error code.</param>
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);
}
}
/// <summary>
/// Finds the foreground mask mat.
/// </summary>
/// <param name="fgMat">Fg mat.</param>
/// <param name="bgMat">Background mat.</param>
/// <param name="thresh">Thresh.</param>
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();
}
/// <summary>
/// Sets the background texture.
/// </summary>
/// <param name="bgMat">Background mat.</param>
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);
}
/// <summary>
/// Raises the destroy event.
/// </summary>
void OnDestroy()
{
webCamTextureToMatHelper.Dispose();
}
/// <summary>
/// Raises the back button click event.
/// </summary>
public void OnBackButtonClick()
{
SceneManager.LoadScene("OpenCVForUnityExample");
}
/// <summary>
/// Raises the play button click event.
/// </summary>
public void OnPlayButtonClick()
{
webCamTextureToMatHelper.Play();
}
/// <summary>
/// Raises the pause button click event.
/// </summary>
public void OnPauseButtonClick()
{
webCamTextureToMatHelper.Pause();
}
/// <summary>
/// Raises the stop button click event.
/// </summary>
public void OnStopButtonClick()
{
webCamTextureToMatHelper.Stop();
}
/// <summary>
/// Raises the change camera button click event.
/// </summary>
public void OnChangeCameraButtonClick()
{
webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.requestedIsFrontFacing;
}
}
}