总体效果
类似混合现实,实现展示玩家玩的VR游戏的实况

基本思想
利用openCV 插件,通过摄像头获取到玩家在蓝幕中玩游戏的场景,再使用蓝幕技术,对图像做处理,获取玩家的图像;最后和游戏场景进行叠加。
具体实现( UE 4.12, Opencv 2.4.13)
1, 在UE4 中打开 vs,添加一个class, 继承 Actor, WebCameraReader
2. UE4 中使用OpenCV 插件
方法一: 使用项目的dll 包含,即在项目中包含 OpenCV 文件中的 include, 然后在dll 中包含 \opencv\build\x64\vc12\lib (64位系统);
方法二: 把openCV的dll,做成一个插件调用;具体步骤 整理下插件的写法:① 在项目文件中,添加Plugins 文件夹,之后在Plugins 文件夹里面再创建一个插件的文件夹,比如 Plugins\CoolPlugin; 下面是CoolPlugin 的一些文件夹

uplugin 文件中,是需要编辑一些插件的信息,这些后面会显示在UE编辑器的插件信息中,如下所示,可以有一些关于插件的具体信息
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "Webcamera",
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"Description": "Adds web camera support",
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"Category": "WebcamReader",
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"CreatedBy": "Milen",
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"CreatedByURL": "http://blog.****.net/himilong/article/details/52829231",
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"DocsURL": "http://blog.****.net/himilong/article/details/52829231",
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"MarketplaceURL": "",
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"SupportURL": "http://blog.****.net/himilong/article/details/52829231",
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"Modules": [
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{
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"Name": "CoolPlugin",
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"Type": "Editor",
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"LoadingPhase": "Default"
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}
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],
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"EnabledByDefault": false,
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"CanContainContent": false,
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"IsBetaVersion": false,
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"Installed": false
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}
在文件夹,ThirdParty 创建OpenCV ,里面我们可以加入需要用到的include(OpenCV\Includes) 文件以及 dll, lib文件(OpenCV\Libraries).
这些准备工作做好之后,就可以在代码中加载需要用到的lib 文件, dll 文件了。 在 CoolPlugin\Source\CoolPlugin 中,创建CoolPlugin.Buid.cs 文件
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using UnrealBuildTool;
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using System.IO;
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public class CoolPlugin : ModuleRules
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{
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public CoolPlugin(TargetInfo target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Engine",
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"UnrealEd",
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"InputCore",
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"Core",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"CoreUObject",
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"CoolPlugin" // add plugin file name
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});
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PrivateIncludePaths.AddRange(new[] { "CoolPlugin/Private" });
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LoadOpenCV(target); //load dll or lib files
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}
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//LoadOpenCV(Target);
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private string ModulePath
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{
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get
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{
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RulesAssembly r;
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FileReference CheckProjectFile;
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UProjectInfo.TryGetProjectForTarget("CoolProject", out CheckProjectFile);
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r = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile);
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FileReference f = r.GetModuleFileName(this.GetType().Name);
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return Path.GetDirectoryName(f.CanonicalName);
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}
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//get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
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}
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private string ThirdPartyPath
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{
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get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
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}
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public bool LoadOpenCV(TargetInfo Target)
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{
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bool isLibrarySupported = false;
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// Create OpenCV Path
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string OpenCVPath = Path.Combine(ThirdPartyPath, "OpenCV");
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// Get Library Path
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string LibPath = "";
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bool isdebug = Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT;
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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LibPath = Path.Combine(OpenCVPath, "Libraries", "Win64");
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isLibrarySupported = true;
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}
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else if (Target.Platform == UnrealTargetPlatform.Win32)
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{
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LibPath = Path.Combine(OpenCVPath, "Libraries", "Win32");
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isLibrarySupported = true;
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}
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else
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{
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string Err = string.Format("{0} dedicated server is made to depend on {1}. We want to avoid this, please correct module dependencies.", Target.Platform.ToString(), this.ToString()); System.Console.WriteLine(Err);
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}
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// PublicIncludePaths.AddRange(new string[] { "<Modulename>/Public", "<Modulename>/Classes" });
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//PublicIncludePaths.AddRange(new string[] { Path.Combine(OpenCVPath, "Includes") });
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if (isLibrarySupported)
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{
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//Add Include path
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PublicIncludePaths.AddRange(new string[] { Path.Combine(OpenCVPath, "Includes") });
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// Add Library Path
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PublicLibraryPaths.Add(LibPath);
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if (!isdebug)
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{
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PublicAdditionalLibraries.Add("opencv_imgproc2413.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_imgproc2413.dll");
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-
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PublicAdditionalLibraries.Add("opencv_core2413.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_core2413.dll");
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PublicAdditionalLibraries.Add("opencv_highgui2413.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_highgui2413.dll");
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}
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else
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{
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//Add Static Libraries (Debug Version)
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//PublicAdditionalLibraries.Add("opencv_ts300d.lib");
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PublicAdditionalLibraries.Add("opencv_imgproc2413d.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_imgproc2413d.dll");
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PublicAdditionalLibraries.Add("opencv_core2413d.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_core2413d.dll");
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PublicAdditionalLibraries.Add("opencv_highgui2413d.lib");
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//Add Dynamic Libraries (Debug Version)
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PublicDelayLoadDLLs.Add("opencv_highgui2413d.dll");
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}
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}
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Definitions.Add(string.Format("WITH_OPENCV_BINDING={0}", isLibrarySupported ? 1 : 0));
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return isLibrarySupported;
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}
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}
最后,在CoolPlugin\Source\CoolPlugin\Private 中添加插件本身需要用到的代码。
3. 在webcamReader.h 中包含 使用到的OpenCV 中文件
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#include "opencv2/core.hpp"
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#include "opencv2/highgui.hpp"
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#include "opencv2/imgproc.hpp"
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#include "opencv2/video.hpp"
定义后面需要用到的几个主要用到的函数,onNextVideoFrame() 是在每获取到新的一帧图像之后的event, videoTextur 用来保存每次读取到的帧。 update 顾名思义就是不停的读图像,更新帧。
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// Fill out your copyright notice in the Description page of Project Settings.
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UCLASS()
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class MYPROJECT_API AWebcamReader : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AWebcamReader();
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// deallocates memory for the opencv fields
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~AWebcamReader();
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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// Called every frame
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virtual void Tick( float DeltaSeconds ) override;
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// The device ID opened by the Video Stream
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Webcam)
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int32 CameraID ;
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//UPROPERTY(interp, Category = CameraSettings, meta = (ShowOnlyInnerProperties))
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// struct FPostProcessSettings PostProcessSettings;
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UPROPERTY(interp, BlueprintReadWrite, Category = CameraSettings)//, meta = (ShowOnlyInnerProperties))
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struct FPostProcessSettings PostProcessSettings;
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// If the webcam images should be resized every frame
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Webcam)
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bool ShouldResize;
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// The targeted resize width and height (width, height)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Webcam)
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FVector2D ResizeDeminsions;
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// The rate at which the color data array and video texture is updated (in frames per second)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Webcam)
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float RefreshRate;
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// The refresh timer
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UPROPERTY(BlueprintReadWrite, Category = Webcam)
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float RefreshTimer;
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// Blueprint Event called every time the video frame is updated
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UFUNCTION(BlueprintNativeEvent, Category = Webcam)
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void OnNextVideoFrame();
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// OpenCV fields
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cv::Mat* frame;
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cv::VideoCapture* stream;
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cv::Size* size;
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// OpenCV prototypes
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void UpdateFrame();
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void UpdateTexture();
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// If the stream has succesfully opened yet
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UPROPERTY(BlueprintReadWrite, Category = Webcam)
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bool isStreamOpen;
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// The videos width and height (width, height)
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UPROPERTY(BlueprintReadWrite, Category = Webcam)
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FVector2D VideoSize;
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// The current video frame's corresponding texture
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UPROPERTY(BlueprintReadWrite, Category = Webcam)
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UTexture2D* VideoTexture;
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// The current data array
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UPROPERTY(BlueprintReadWrite, Category = Webcam)
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TArray<FColor> Data;
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protected:
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// Use this function to update the texture rects you want to change:
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// NOTE: There is a method called UpdateTextureRegions in UTexture2D but it is compiled WITH_EDITOR and is not marked as ENGINE_API so it cannot be linked
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// from plugins.
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// FROM: https://wiki.unrealengine.com/Dynamic_Textures
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void UpdateTextureRegions(UTexture2D* Texture, int32 MipIndex, uint32 NumRegions, FUpdateTextureRegion2D* Regions, uint32 SrcPitch, uint32 SrcBpp, uint8* SrcData, bool bFreeData);
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// Pointer to update texture region 2D struct
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FUpdateTextureRegion2D* VideoUpdateTextureRegion;
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};
4. cpp 文件, 首先初始化这个类,包含摄像机的ID,更新频率 以及程序用到的变量等
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AWebcamReader::AWebcamReader()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Initialize OpenCV and webcam properties
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CameraID = 0;
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RefreshRate = 15;
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isStreamOpen = false;
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VideoSize = FVector2D(0, 0);
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ShouldResize = false;
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ResizeDeminsions = FVector2D(320, 240);
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stream = new cv::VideoCapture();
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frame = new cv::Mat();
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RefreshTimer = 1000000.0f;
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}
在begin 中,打开摄像机,读取第一帧
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void AWebcamReader::BeginPlay()
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{
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Super::BeginPlay();
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stream->open(CameraID);
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if (stream->isOpened())
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{
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//Initialize stream
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isStreamOpen = true;
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UpdateFrame();
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VideoSize = FVector2D(frame->cols, frame->rows);
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size = new cv::Size(ResizeDeminsions.X, ResizeDeminsions.Y);
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VideoTexture = UTexture2D::CreateTransient(VideoSize.X, VideoSize.Y);
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VideoTexture->UpdateResource();
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VideoUpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, VideoSize.X, VideoSize.Y);
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//Initialize data array
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Data.Init(FColor(0, 0, 0, 255), VideoSize.X * VideoSize.Y);
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}
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}
tick() 函数中进行更新,并不断的调用 onNextVideoFrame(), 这个在后面的蓝图中,需要用到。 updateframe() 读数据,updatetexture()更新videotexture。
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// Called every frame
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void AWebcamReader::Tick( float DeltaTime )
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{
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Super::Tick( DeltaTime );
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RefreshTimer += DeltaTime;
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if (isStreamOpen && RefreshTimer >= 1.0f / RefreshRate)
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{
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RefreshTimer -= 1.0f / RefreshRate;
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UpdateFrame();
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UpdateTexture();
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OnNextVideoFrame();
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}
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}
5, 新建一个material, 作为后期渲染的材质(material domain 设置为 post process), 按如下蓝图,实现对人物意外的背景色的剔除。其中需要注意 创建的texture parameter,这个在后面的作为 settextureparametervalue 的 paramer name. 如下蓝图的主要思想就是对pix 的RGB 进行分流,背景色 使用sceneTexture, 而人物保持不变. 此处背景是绿色,而绿色,人物的皮肤颜色,或者白色衣服等玩家可能出现颜色的G分量都比较大(),综合就采用相加的方法,作为if判断的A变量。背景色
R+ G 比较小,而人物的颜色比较大。从而区分

6. 编译上面的类之后,回到UE4 的编辑中,新建一个 webCamReader 的蓝图类

7, 使用上面的材质,创建 dynamic material instance,然后动态改变其 parameter value。post process 是添加的 component, 用于后期剔除人物背景。
set unbound 勾选,可以实现全屏的后期效果。这些可以在unreal 文档中查询到,不再叙述。

8, 点击 play 就可以实现本文刚开始的功能了!
Plugin Download:
http://download.****.net/detail/himilong/9681340
Reference :
uploadvr.com/epic-unreal-engine-4-mixed-reality-support/
opencv-srf.blogspot.com/2013/05/installing-configuring-opencv-with-vs.html
wiki.unrealengine.com/Integrating_OpenCV_Into_Unreal_Engine_4