using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.SubsystemsImplementation;
namespace UnityEngine.XR.ARSubsystems
{
///
/// Provides access to a device's camera.
///
///
/// The XRCameraSubsystem links a Unity Camera to a device camera for video overlay (pass-thru
/// rendering). It also allows developers to query for environmental light estimation, when available.
///
public class XRCameraSubsystem : SubsystemWithProvider
{
///
/// Construct the XRCameraSubsystem.
///
public XRCameraSubsystem() { }
///
/// Gets the camera currently in use.
///
///
public Feature currentCamera => provider.currentCamera.Cameras();
///
/// Get or set the requested camera (that is, the bits).
///
public Feature requestedCamera
{
get => provider.requestedCamera;
set => provider.requestedCamera = value.Cameras();
}
///
/// Interface for providing camera functionality for the implementation.
///
public class Provider : SubsystemProvider
{
///
/// An instance of the used to operate on objects.
///
public virtual XRCpuImage.Api cpuImageApi => null;
///
/// Property to be implemented by the provder to get the material used by XRCameraSubsystem to
/// render the camera texture.
///
///
/// The material to render the camera texture.
///
public virtual Material cameraMaterial => null;
///
/// Property to be implemented by the provider to determine whether camera permission has been granted.
///
///
/// true if camera permission has been granted. Otherwise, false.
///
public virtual bool permissionGranted => false;
///
/// True if culling should be inverted during rendering. Some front-facing
/// camera modes might require this.
///
public virtual bool invertCulling => false;
///
/// This property should get the actual camera facing direction.
///
public virtual Feature currentCamera => Feature.None;
///
/// This property should get or set the requested camera facing direction,
/// that is, the bits.
///
public virtual Feature requestedCamera
{
get => Feature.None;
set { }
}
///
/// Method to be implemented by the provider to start the camera for the subsystem.
///
public override void Start() { }
///
/// Method to be implemented by the provider to stop the camera for the subsystem.
///
public override void Stop() { }
///
/// Method to be implemented by the provider to destroy the camera for the subsystem.
///
public override void Destroy() { }
///
/// Method to be implemented by the provider to get the camera frame for the subsystem.
///
/// The current Unity Camera parameters.
/// The current camera frame returned by the method.
///
/// true if the method successfully got a frame. Otherwise, false.
///
public virtual bool TryGetFrame(
XRCameraParams cameraParams,
out XRCameraFrame cameraFrame)
{
cameraFrame = default(XRCameraFrame);
return false;
}
///
/// Property to be implemented by the provider to get the current camera focus mode.
///
public virtual bool autoFocusEnabled => false;
///
/// Property to be implemented by the provider to get or set the focus mode for the camera.
///
public virtual bool autoFocusRequested
{
get => false;
set { }
}
///
/// Property to be implemented by the provider to get the current light estimation mode in use.
///
public virtual Feature currentLightEstimation => Feature.None;
///
/// Property to be implemented by the provider to get or set the light estimation mode.
///
public virtual Feature requestedLightEstimation
{
get => Feature.None;
set { }
}
///
/// Method to be implemented by the provider to get the camera intrinisics information.
///
/// The camera intrinsics information returned from the method.
///
/// true if the method successfully gets the camera intrinsics information. Otherwise, false.
///
public virtual bool TryGetIntrinsics(
out XRCameraIntrinsics cameraIntrinsics)
{
cameraIntrinsics = default(XRCameraIntrinsics);
return false;
}
///
/// Method to be implemented by the provider to query the supported camera configurations.
///
/// A default value used to fill the returned array before copying
/// in real values. This ensures future additions to this struct are backwards compatible.
/// The allocation strategy to use for the returned data.
///
/// The supported camera configurations.
///
public virtual NativeArray GetConfigurations(XRCameraConfiguration defaultCameraConfiguration,
Allocator allocator)
{
return new NativeArray(0, allocator);
}
///
/// Property to be implemented by the provider to query or set the current camera configuration.
///
///
/// The current camera configuration, if it exists. Otherise, null.
///
/// Thrown when setting the current configuration if the
/// implementation does not support camera configurations.
/// Thrown when setting the current configuration if the given
/// configuration is not a valid, supported camera configuration.
/// Thrown when setting the current configuration if the
/// implementation is unable to set the current camera configuration.
public virtual XRCameraConfiguration? currentConfiguration
{
get => null;
set => throw new NotSupportedException("setting current camera configuration is not supported by this implementation");
}
///
/// Get the s associated with the current
/// .
///
/// The current texture descriptors.
/// 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.
/// The allocator to use when creating
/// the returned NativeArray.
public virtual NativeArray GetTextureDescriptors(
XRTextureDescriptor defaultDescriptor,
Allocator allocator)
{
return new NativeArray(0, allocator);
}
///
/// Method to be implemented by the provider to get the enabled and disabled shader keywords for the
/// material.
///
/// The keywords to enable for the material.
/// The keywords to disable for the material.
public virtual void GetMaterialKeywords(out List enabledKeywords, out List disabledKeywords)
{
enabledKeywords = null;
disabledKeywords = null;
}
///
/// Method to be implemented by the provider to query for the latest native camera image.
///
/// The metadata required to construct a
///
/// true if the camera image is acquired. Otherwise, false.
///
/// Thrown if the implementation does not support camera
/// image.
public virtual bool TryAcquireLatestCpuImage(out XRCpuImage.Cinfo cameraImageCinfo)
{
throw new NotSupportedException("getting camera image is not supported by this implementation");
}
///
/// Create the camera material from the given camera shader name.
///
/// The name of the camera shader.
///
/// The created camera material shader.
///
/// Thrown if the shader cannot be found or if a
/// material cannot be created for the shader.
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;
}
///
/// Method to be implemented by the provider to handle any required platform-specific 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.
///
/// Platform specific identifier.
public virtual void OnBeforeBackgroundRender(int id) {}
}
///
/// Get the current focus mode in use by the provider.
///
public bool autoFocusEnabled => provider.autoFocusEnabled;
///
/// Get or set the focus mode for the camera.
///
///
/// The focus mode for the camera.
///
public bool autoFocusRequested
{
get => provider.autoFocusRequested;
set => provider.autoFocusRequested = value;
}
///
/// Returns the current light estimation mode in use by the provider.
///
///
public Feature currentLightEstimation => provider.currentLightEstimation.LightEstimation();
///
/// Get or set the requested light estimation mode.
///
///
/// The light estimation mode.
///
public Feature requestedLightEstimation
{
get => provider.requestedLightEstimation.LightEstimation();
set => provider.requestedLightEstimation = value.LightEstimation();
}
///
/// Gets the s associated with the
/// current frame. The caller owns the returned NativeArray
/// and is responsible for calling Dispose on it.
///
/// An array of texture descriptors.
/// The allocator to use when creating
/// the returned NativeArray.
public NativeArray GetTextureDescriptors(
Allocator allocator)
{
return provider.GetTextureDescriptors(
default(XRTextureDescriptor),
allocator);
}
///
/// Get the material used by XRCameraSubsystem to render the camera texture.
///
///
/// The material to render the camera texture.
///
public Material cameraMaterial => provider.cameraMaterial;
///
/// Method to be called on the render thread to handle any required platform-specific 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.
///
/// Platform-specific identifier.
public void OnBeforeBackgroundRender(int id)
{
provider.OnBeforeBackgroundRender(id);
}
///
/// Returns the camera intrinsics information.
///
///
/// > [!NOTE]
/// > The intrinsics may change each frame. You should call this each frame that you need intrinsics
/// > in order to ensure you are using the intrinsics for the current frame.
///
/// The camera intrinsics information returned from the method.
///
/// true if the method successfully gets the camera intrinsics information. Otherwise, false.
///
public bool TryGetIntrinsics(out XRCameraIntrinsics cameraIntrinsics)
{
return provider.TryGetIntrinsics(out cameraIntrinsics);
}
///
/// Queries for the supported camera configurations.
///
/// The allocation strategy to use for the returned data.
///
/// The supported camera configurations.
///
public NativeArray GetConfigurations(Allocator allocator)
{
return provider.GetConfigurations(default(XRCameraConfiguration), allocator);
}
///
/// The current camera configuration.
///
///
/// The current camera configuration, if it exists. Otherise, null.
///
/// Thrown when setting the current configuration if the
/// implementation does not support camera configurations.
/// Thrown when setting the current configuration if the given
/// configuration is null.
/// Thrown when setting the current configuration if the given
/// configuration is not a supported camera configuration.
/// Thrown when setting the current configuration if the
/// implementation is unable to set the current camera configuration.
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;
}
}
///
/// Set this to true to invert the culling mode during rendering. Some front-facing
/// camera modes might require this.
///
public bool invertCulling => provider.invertCulling;
///
/// Get the latest frame from the provider.
///
/// The Unity Camera parameters.
/// The camera frame to be populated if the subsystem is running and successfully provides
/// the latest camera frame.
///
/// true if the camera frame is successfully returned. Otherwise, false.
///
public bool TryGetLatestFrame(
XRCameraParams cameraParams,
out XRCameraFrame frame)
{
if (running && provider.TryGetFrame(cameraParams, out frame))
{
return true;
}
frame = default(XRCameraFrame);
return false;
}
///
/// Determines whether camera permission has been granted.
///
///
/// true if camera permission has been granted. Otherwise, false.
///
public bool permissionGranted => provider.permissionGranted;
///
/// Get the enabled and disabled shader keywords for the material.
///
/// The keywords to enable for the material.
/// The keywords to disable for the material.
public void GetMaterialKeywords(out List enabledKeywords, out List disabledKeywords)
=> provider.GetMaterialKeywords(out enabledKeywords, out disabledKeywords);
///
/// 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
/// instead.
///
///
/// The returned must be disposed to avoid resource leaks.
///
/// A valid if this method returns true.
/// Returns `true` if the image was acquired. Returns `false` otherwise.
/// Thrown if the implementation does not support camera image.
///
[Obsolete("Use TryAcquireLatestCpuImage instead. (2020-05-19)")]
public bool TryGetLatestImage(out XRCpuImage cpuImage) => TryAcquireLatestCpuImage(out cpuImage);
///
/// 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.
///
///
/// The returned must be disposed to avoid resource leaks.
///
/// A valid if this method returns true.
/// Returns `true` if the image was acquired. Returns `false` otherwise.
/// Thrown if the implementation does not support camera image.
///
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;
}
///
/// Registers a camera subsystem implementation based on the given subsystem parameters.
///
/// The parameters defining the camera subsystem functionality implemented
/// by the subsystem provider.
///
/// true if the subsystem implementation is registered. Otherwise, false.
///
/// Thrown when the values specified in the
/// parameter are invalid. Typically, this will occur
///
/// -
/// if is null or empty
///
/// -
/// if is null
///
/// -
/// if does not derive from the
/// class
///
///
///
///
public static bool Register(XRCameraSubsystemCinfo cameraSubsystemParams)
{
XRCameraSubsystemDescriptor cameraSubsystemDescriptor = XRCameraSubsystemDescriptor.Create(cameraSubsystemParams);
SubsystemDescriptorStore.RegisterDescriptor(cameraSubsystemDescriptor);
return true;
}
}
}