立方体贴图中的低质量渲染(Unity)

时间:2019-06-01 15:14:26

标签: c# unity3d

我需要从脚本创建一个立方体贴图,以便能够动态添加更多照片。直接从Unity进行操作的质量很高,相反,如果我以脚本的形式进行操作,质量则不是很高(所有内容看起来都是像素化的)。对于脚本,我从一个已经存在的脚本中汲取了灵感,但并没有完全编写出来。

using System.Collections;
using UnityEngine;

public class urlSkybox : MonoBehaviour
{

    public string url = "http://smupromp.altervista.org/f1.png?fbclid=IwAR2IcpdveA4vXP1_o0b9PdQ1-mxsxO6kkqdyhSQoxY48Dpv_uOhpNfYlRhg";
    public int CubemapResolution = 2048;
    private int cont=0;
    public GameObject cube;
    private Texture2D source;
    private void Start()
    {
        //for(int i=0;i<10;i++)
        //Instantiate(cube, new Vector3(i*10, 10, 10), Quaternion.identity);
        Instantiate(cube, new Vector3(0, 10, 10), Quaternion.identity);
        Instantiate(cube, new Vector3(10 * Mathf.Sin(45), 10, 10 * Mathf.Cos(45)), Quaternion.identity);
        Instantiate(cube, new Vector3(10, 10, 0), Quaternion.identity);
    }

    /// <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.GetMouseButtonDown(0))
        {
            switch (cont)
            {
                case 0:
                    StartCoroutine(setImage());
                    cont++;
                    break;

                case 1:
                    url = "http://smupromp.altervista.org/f2.png";
                    StartCoroutine(setImage());
                    cont = 0;
                    break;
            }
        }
    }

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

        Debug.Log(www.bytesDownloaded);
        //Debug.Log(www.progress);
        string _download;
        while (!www.isDone)
        {
            _download = (www.progress*100).ToString();
            Debug.Log(_download);
            yield return null;
        }

        yield return www;
        Debug.Log("Importazione terminata");
        Debug.Log(www.texture);

        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);
    }
}

0 个答案:

没有答案