Beispiel #1
0
    private SteamVR(System.IntPtr pHmd, System.IntPtr pCompositor, System.IntPtr pOverlay)
    {
        hmd = new CVRSystem(pHmd);
        Debug.Log("Connected to " + hmd_TrackingSystemName + ":" + hmd_SerialNumber);

        compositor = new CVRCompositor(pCompositor);
        overlay    = new CVROverlay(pOverlay);

        var capacity = compositor.GetLastError(null, 0);

        if (capacity > 1)
        {
            var result = new System.Text.StringBuilder((int)capacity);
            compositor.GetLastError(result, capacity);
            Debug.Log("Compositor - " + result);
        }

        // Hook up the render thread event.
        var error = HmdError.None;

        SetUnityRenderCallback(OpenVR.GetGenericInterface(IVRHmdDistortPresent_Version, ref error));

        // Setup render values
        uint w = 0, h = 0;

        hmd.GetRecommendedRenderTargetSize(ref w, ref h);
        sceneWidth  = (float)w;
        sceneHeight = (float)h;

        float l_left = 0.0f, l_right = 0.0f, l_top = 0.0f, l_bottom = 0.0f;

        hmd.GetProjectionRaw(Hmd_Eye.Eye_Left, ref l_left, ref l_right, ref l_top, ref l_bottom);

        float r_left = 0.0f, r_right = 0.0f, r_top = 0.0f, r_bottom = 0.0f;

        hmd.GetProjectionRaw(Hmd_Eye.Eye_Right, ref r_left, ref r_right, ref r_top, ref r_bottom);

        tanHalfFov = new Vector2(
            Mathf.Max(-l_left, l_right, -r_left, r_right),
            Mathf.Max(-l_top, l_bottom, -r_top, r_bottom));

        textureBounds = new VRTextureBounds_t[2];

        textureBounds[0].uMin = 0.5f + 0.5f * l_left / tanHalfFov.x;
        textureBounds[0].uMax = 0.5f + 0.5f * l_right / tanHalfFov.x;
        textureBounds[0].vMin = 0.5f - 0.5f * l_bottom / tanHalfFov.y;
        textureBounds[0].vMax = 0.5f - 0.5f * l_top / tanHalfFov.y;

        textureBounds[1].uMin = 0.5f + 0.5f * r_left / tanHalfFov.x;
        textureBounds[1].uMax = 0.5f + 0.5f * r_right / tanHalfFov.x;
        textureBounds[1].vMin = 0.5f - 0.5f * r_bottom / tanHalfFov.y;
        textureBounds[1].vMax = 0.5f - 0.5f * r_top / tanHalfFov.y;

        // Grow the recommended size to account for the overlapping fov
        sceneWidth  = sceneWidth / Mathf.Max(textureBounds[0].uMax - textureBounds[0].uMin, textureBounds[1].uMax - textureBounds[1].uMin);
        sceneHeight = sceneHeight / Mathf.Max(textureBounds[0].vMax - textureBounds[0].vMin, textureBounds[1].vMax - textureBounds[1].vMin);

        aspect      = tanHalfFov.x / tanHalfFov.y;
        fieldOfView = 2.0f * Mathf.Atan(tanHalfFov.y) * Mathf.Rad2Deg;

        eyes = new SteamVR_Utils.RigidTransform[] {
            new SteamVR_Utils.RigidTransform(hmd.GetEyeToHeadTransform(Hmd_Eye.Eye_Left)),
            new SteamVR_Utils.RigidTransform(hmd.GetEyeToHeadTransform(Hmd_Eye.Eye_Right))
        };

        if (SystemInfo.graphicsDeviceVersion.StartsWith("OpenGL"))
        {
            graphicsAPI = GraphicsAPIConvention.API_OpenGL;
        }
        else
        {
            graphicsAPI = GraphicsAPIConvention.API_DirectX;
        }

        SteamVR_Utils.Event.Listen("initializing", OnInitializing);
        SteamVR_Utils.Event.Listen("calibrating", OnCalibrating);
        SteamVR_Utils.Event.Listen("out_of_range", OnOutOfRange);
        SteamVR_Utils.Event.Listen("device_connected", OnDeviceConnected);
        SteamVR_Utils.Event.Listen("new_poses", OnNewPoses);
    }
    private SteamVR(System.IntPtr pHmd, System.IntPtr pCompositor, System.IntPtr pOverlay)
    {
        hmd = new CVRSystem(pHmd);
        Debug.Log("Connected to " + hmd_TrackingSystemName + ":" + hmd_SerialNumber);

        compositor = new CVRCompositor(pCompositor);
        overlay    = new CVROverlay(pOverlay);

        var device = new UnityGraphicsDevice();

        GetUnityGraphicsDevice(ref device);
        switch (device.type)
        {
        case GfxDeviceRenderer.kGfxRendererD3D11:
            compositor.SetGraphicsDevice(Compositor_DeviceType.D3D11, device.ptr);
            break;

        case GfxDeviceRenderer.kGfxRendererOpenGL:
            compositor.SetGraphicsDevice(Compositor_DeviceType.OpenGL, device.ptr);
            break;

        default:
            throw new System.Exception("Unsupported device type.");
        }

        var capacity = compositor.GetLastError(null, 0);

        if (capacity > 1)
        {
            var result = new System.Text.StringBuilder((int)capacity);
            compositor.GetLastError(result, capacity);
            Debug.Log("Compositor - " + result);
        }

        // Register for a callback if our graphics device goes away, so we can properly clean up.
        var resetDelegate = new UnityResetDelegate(SteamVR.SafeDispose);

        callbackHandle = GCHandle.Alloc(resetDelegate);
        SetUnityResetCallback(Marshal.GetFunctionPointerForDelegate(resetDelegate));

        // Hook up the render thread present event just in case we wind up needing to use this.
        var error = HmdError.None;

        SetUnityRenderCallback(OpenVR.GetGenericInterface(IVRHmdDistortPresent_Version, ref error));

        // Setup render values
        uint w = 0, h = 0;

        hmd.GetRecommendedRenderTargetSize(ref w, ref h);
        sceneWidth  = (float)w;
        sceneHeight = (float)h;

        float l_left = 0.0f, l_right = 0.0f, l_top = 0.0f, l_bottom = 0.0f;

        hmd.GetProjectionRaw(Hmd_Eye.Eye_Left, ref l_left, ref l_right, ref l_top, ref l_bottom);

        float r_left = 0.0f, r_right = 0.0f, r_top = 0.0f, r_bottom = 0.0f;

        hmd.GetProjectionRaw(Hmd_Eye.Eye_Right, ref r_left, ref r_right, ref r_top, ref r_bottom);

        tanHalfFov = new Vector2(
            Mathf.Max(-l_left, l_right, -r_left, r_right),
            Mathf.Max(-l_top, l_bottom, -r_top, r_bottom));

        textureBounds = new VRTextureBounds_t[2];

        textureBounds[0].uMin = 0.5f + 0.5f * l_left / tanHalfFov.x;
        textureBounds[0].uMax = 0.5f + 0.5f * l_right / tanHalfFov.x;
        textureBounds[0].vMin = 0.5f - 0.5f * l_bottom / tanHalfFov.y;
        textureBounds[0].vMax = 0.5f - 0.5f * l_top / tanHalfFov.y;

        textureBounds[1].uMin = 0.5f + 0.5f * r_left / tanHalfFov.x;
        textureBounds[1].uMax = 0.5f + 0.5f * r_right / tanHalfFov.x;
        textureBounds[1].vMin = 0.5f - 0.5f * r_bottom / tanHalfFov.y;
        textureBounds[1].vMax = 0.5f - 0.5f * r_top / tanHalfFov.y;

        // Grow the recommended size to account for the overlapping fov
        sceneWidth  = sceneWidth / Mathf.Max(textureBounds[0].uMax - textureBounds[0].uMin, textureBounds[1].uMax - textureBounds[1].uMin);
        sceneHeight = sceneHeight / Mathf.Max(textureBounds[0].vMax - textureBounds[0].vMin, textureBounds[1].vMax - textureBounds[1].vMin);

        aspect      = tanHalfFov.x / tanHalfFov.y;
        fieldOfView = 2.0f * Mathf.Atan(tanHalfFov.y) * Mathf.Rad2Deg;

        eyes = new SteamVR_Utils.RigidTransform[] {
            new SteamVR_Utils.RigidTransform(hmd.GetEyeToHeadTransform(Hmd_Eye.Eye_Left)),
            new SteamVR_Utils.RigidTransform(hmd.GetEyeToHeadTransform(Hmd_Eye.Eye_Right))
        };

        SteamVR_Utils.Event.Listen("initializing", OnInitializing);
        SteamVR_Utils.Event.Listen("calibrating", OnCalibrating);
        SteamVR_Utils.Event.Listen("out_of_range", OnOutOfRange);
        SteamVR_Utils.Event.Listen("device_connected", OnDeviceConnected);
        SteamVR_Utils.Event.Listen("new_poses", OnNewPoses);
    }