Unity中通过shader实现OpenCV的Remap功能

我们希望对输入图片根据Distort程序进行畸变处理:

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void Distort(const float &x_src,
const float &y_src,
const cv::Mat &control_points,
const float &r2,
const cv::Mat &W,
float &x_dst,
float &y_dst) {

int pts_num = control_points.rows;

x_dst = 0;
y_dst = 0;
for (int i = 0; i < pts_num; i++) {
float x_diff = x_src - control_points.at<cv::Vec2f>(i)[0];
float y_diff = y_src - control_points.at<cv::Vec2f>(i)[1];

float kernel = 1.f / sqrt(x_diff * x_diff + y_diff * y_diff + r2);

x_dst += kernel * W.at<float>(i, 0);
y_dst += kernel * W.at<float>(i, 1);
}

x_dst += (W.at<float>(pts_num, 0) + W.at<float>(pts_num + 1, 0) * x_src + W.at<float>(pts_num + 2, 0) * y_src);
y_dst += (W.at<float>(pts_num, 1) + W.at<float>(pts_num + 1, 1) * x_src + W.at<float>(pts_num + 2, 1) * y_src);
}
输入图像 处理后图像
chessboard_input chessboard_warp

可以根据Distort程序,生成OpenCV中cv::remap函数所需的map1map2映射矩阵,然后再使用cv::remap对输入图片进行处理。我们希望在Unity中,实现类似于cv::remap函数的功能。

首先我们根据Distort()生成像素点的LUT映射矩阵,并且保存到screen_calibration_lut.bin文件中:

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void GenerateLut(const cv::Mat &control_points,
const float &r2,
const cv::Mat &W,
const int width,
const int height,
cv::Mat &lut) {
// Generate Texcoords LUT
// -------------------------------------------------------------------------------------------
// By default, gl_FragCoord assumes a lower-left origin for window coordinates and assumes pixel centers are located at half-pixel coordinates. For example, the (x, y) location (0.5, 0.5) is returned for the lower-left-most pixel in a window"
lut = cv::Mat::zeros(height, width, CV_32FC2);
float x_distort, y_distort, x_cv, y_cv, x_tex, y_tex;
// float x_frag, y_frag;
for (int y = 0; y < height; y++) {
// y_frag = y + 0.5f;
// y_cv = float(img_height) - y_frag - 0.5f;
y_cv = float(height) - y - 1;
for (int x = 0; x < width; x++) {
// x_frag = x + 0.5f;
// x_cv = x_frag - 0.5f;
x_cv = x;

Distort(x_cv, y_cv, control_points, r2, W, x_distort, y_distort);
// std::cout<<"["<<x<<", "<<y<<"] -> ["<<x_distort<<", "<<y_distort<<"]"<<std::endl;

x_tex = (x_distort + 0.5f) / float(width);
y_tex = 1.f - (y_distort + 0.5f) / float(height);

lut.at<cv::Vec2f>(y, x)[0] = x_tex;
lut.at<cv::Vec2f>(y, x)[1] = y_tex;
}
}
// -------------------------------------------------------------------------------------------
}

int main(int argc, char *argv[]) {
// ...
cv::Mat lut;
GenerateLut(control_points, r2, weights, screen_size.width, screen_size.height, lut);

std::string screen_calibration_lut_file = calibration_result_save_path + "/screen_calibration_lut.bin";

std::ofstream out(screen_calibration_lut_file, std::ios::out | std::ios::binary | std::ios::trunc);
if (!lut.isContinuous()) {lut = lut.clone();}
out.write((char *)lut.data, 2 * lut.cols * lut.rows * sizeof(float));
out.close();
// ...
}

在Unity端中,读取screen_calibration_lut.bin文件,并且通过Unity Shader屏幕特效函数OnRenderImage()1,在图像渲染完成后对图像进行Remap处理:

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;

public class ScreenUndistortion : MonoBehaviour
{
public bool enable_screen_undistortion = true;
public string screen_calibration_file = "screen_calibration_lut.bin";
public int screen_width = 1920;
public int screen_height = 1080;

private Material material;


void Start()
{
if (enable_screen_undistortion == false) return;

// ReadCalibrationData
// ------------------------------------------------------------------------
float[] lut = new float[screen_width * screen_height * 2];
if (!ReadCalibrationData(screen_calibration_file, lut))
{
Debug.Log("Can not open file: " + screen_calibration_file);
return;
}
// ------------------------------------------------------------------------

// material
// ------------------------------------------------------------------------
Shader shader = Shader.Find("Hidden/ScreenUndistortion");
if (shader == null) {
Debug.Log("Can not found shader!");
return;
}

material = new Material(shader);

Texture2D tex = new Texture2D(screen_width, screen_height, TextureFormat.RGFloat, true);
// public void SetPixelData(NativeArray<T> data, int mipLevel, int sourceDataStartIndex = 0);
// - data Data array to initialize texture pixels with.
// - mipLevel Mip level to fill.
// - sourceDataStartIndex Index in the source array to start copying from (default 0).
tex.SetPixelData(lut, 0, 0);
// public void Apply(bool updateMipmaps = true, bool makeNoLongerReadable = false);
// - updateMipmaps When set to true, mipmap levels are recalculated.
// - makeNoLongerReadable When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation.
tex.Apply(false, false);
material.SetTexture("_LutTex", tex);

MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
meshRenderer.material = material;

}

bool ReadCalibrationData(string file,
float[] lut)
{
if (lut == null || !File.Exists(file))
{
return false;
}

using(BinaryReader reader = new BinaryReader(File.Open(file, FileMode.Open)))
{
for(int i = 0; i < lut.Length; i++)
{
lut[i] = reader.ReadSingle();
}
}

// Debug.Log(lut[0] + "," + lut[1] + "," + lut[2] + "," + lut[3]);

return true;
}

void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (enable_screen_undistortion == false || material == null)
{
Graphics.Blit(src, dest);
}
else
{
Graphics.Blit(src, dest, material);
}
}

}

其中,所使用的shader文件ScreenUndistortion.shader为:

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Shader "Hidden/ScreenUndistortion"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LutTex("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
// Unity stores UVs in 0-1 space. [0,0] represents the bottom-left corner of the texture, and [1,1] represents the top-right. Values are not clamped; you can use values below 0 and above 1 if needed.
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}

sampler2D _MainTex;
sampler2D _LutTex;

fixed4 frag (v2f i) : SV_Target
{
float4 uv_distort = tex2D(_LutTex, i.uv);

float4 col;

if (uv_distort.x <= 0.0f || uv_distort.y <= 0.0f || uv_distort.x >= 1.0f || uv_distort.y >= 1.0f)
{
col = float4(0, 0, 0, 1);
}
else
{
col = tex2D(_MainTex, float2(uv_distort.x, uv_distort.y));
}

return col;
}
ENDCG
}
}
}