private bool SubmitLayer(bool overlay, bool headLocked, bool noDepthBufferTesting, OVRPose pose, Vector3 scale, int frameIndex) { int rightEyeIndex = (texturesPerStage >= 2) ? 1 : 0; bool isOverlayVisible = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, noDepthBufferTesting, isExternalSurface ? System.IntPtr.Zero : layerTextures[0].appTexturePtr, isExternalSurface ? System.IntPtr.Zero : layerTextures[rightEyeIndex].appTexturePtr, layerId, frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape); prevOverlayShape = currentOverlayShape; return(isOverlayVisible); }
private bool SubmitLayer(bool overlay, bool headLocked, bool noDepthBufferTesting, OVRPose pose, Vector3 scale, int frameIndex) { int rightEyeIndex = (texturesPerStage >= 2) ? 1 : 0; if (overrideTextureRectMatrix) { UpdateTextureRectMatrix(); } bool isOverlayVisible = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, noDepthBufferTesting, isExternalSurface ? System.IntPtr.Zero : layerTextures[0].appTexturePtr, isExternalSurface ? System.IntPtr.Zero : layerTextures[rightEyeIndex].appTexturePtr, layerId, frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape, overrideTextureRectMatrix, textureRectMatrix, overridePerLayerColorScaleAndOffset, colorScale, colorOffset, useExpensiveSuperSample); prevOverlayShape = currentOverlayShape; return(isOverlayVisible); }
private bool SubmitLayer(bool overlay, bool headLocked, OVRPose pose, Vector3 scale) { int num = (this.texturesPerStage < 2) ? 0 : 1; bool result = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, this.layerTextures[0].appTexturePtr, this.layerTextures[num].appTexturePtr, this.layerId, this.frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), this.layerIndex, (OVRPlugin.OverlayShape) this.currentOverlayShape); if (this.isDynamic) { this.frameIndex++; } this.prevOverlayShape = this.currentOverlayShape; return(result); }
void OnRenderObject() { // The overlay must be specified every eye frame, because it is positioned relative to the // current head location. If frames are dropped, it will be time warped appropriately, // just like the eye buffers. if (currentOverlayType == OverlayType.None) { GetComponent <Renderer>().enabled = true; // use normal renderer return; } bool overlay = (currentOverlayType == OverlayType.Overlay); bool headLocked = false; for (var t = transform; t != null && !headLocked; t = t.parent) { headLocked |= (t == Camera.current.transform); } OVRPose pose = (headLocked) ? transform.ToHeadSpacePose() : transform.ToTrackingSpacePose(); Vector3 scale = transform.lossyScale; for (int i = 0; i < 3; ++i) { scale[i] /= Camera.current.transform.lossyScale[i]; } // render with the overlay plane instead of the normal renderer GetComponent <Renderer>().enabled = !OVRPlugin.SetOverlayQuad(overlay, headLocked, texId, IntPtr.Zero, pose.flipZ().ToPosef(), scale.ToVector3f()); }
void Awake() { Debug.Log("Overlay Awake"); if (premultiplyMaterial == null) { premultiplyMaterial = new Material(Shader.Find("Oculus/Alpha Premultiply")); } rend = GetComponent <Renderer>(); if (textures.Length == 0) { textures = new Texture[] { null } } ; // Backward compatibility if (rend != null && textures[0] == null) { textures[0] = rend.material.mainTexture; } if (textures[0] != null) { cachedTextures[0] = textures[0]; texNativePtrs[0] = textures[0].GetNativeTexturePtr(); } #if UNITY_ANDROID && !UNITY_EDITOR if (textures.Length == 2 && textures[1] != null) { layout = (isMultiviewEnabled) ? OVRPlugin.LayerLayout.Array : OVRPlugin.LayerLayout.Stereo; } texturesPerStage = (layout == OVRPlugin.LayerLayout.Stereo) ? 2 : 1; #endif } void OnEnable() { if (!OVRManager.isHmdPresent) { enabled = false; return; } OnDisable(); for (int i = 0; i < maxInstances; ++i) { if (instances[i] == null || instances[i] == this) { layerIndex = i; instances[i] = this; break; } } layerIdHandle = GCHandle.Alloc(layerId, GCHandleType.Pinned); layerIdPtr = layerIdHandle.AddrOfPinnedObject(); } void OnDisable() { if (layerIndex != -1) { // Turn off the overlay if it was on. OVRPlugin.EnqueueSubmitLayer(true, false, IntPtr.Zero, IntPtr.Zero, -1, 0, OVRPose.identity.ToPosef(), Vector3.one.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)_prevOverlayShape); instances[layerIndex] = null; } if (layerIdPtr != IntPtr.Zero) { OVRPlugin.EnqueueDestroyLayer(layerIdPtr); layerIdPtr = IntPtr.Zero; layerIdHandle.Free(); } layerIndex = -1; } int prevFrameIndex = -1; void OnRenderObject() { // The overlay must be specified every eye frame, because it is positioned relative to the // current head location. If frames are dropped, it will be time warped appropriately, // just like the eye buffers. if (!Camera.current.CompareTag("MainCamera") || Camera.current.cameraType != CameraType.Game || layerIndex == -1 || currentOverlayType == OverlayType.None || textures.Length < texturesPerStage) { return; } // Don't submit the same frame twice. if (Time.frameCount <= prevFrameIndex) { return; } prevFrameIndex = Time.frameCount; #if !UNITY_ANDROID || UNITY_EDITOR if (currentOverlayShape == OverlayShape.OffcenterCubemap) { Debug.LogWarning("Overlay shape " + currentOverlayShape + " is not supported on current platform"); } #endif for (int i = 0; i < texturesPerStage; ++i) { if (textures[i] != cachedTextures[i]) { cachedTextures[i] = textures[i]; if (cachedTextures[i] != null) { texNativePtrs[i] = cachedTextures[i].GetNativeTexturePtr(); } } if (currentOverlayShape == OverlayShape.Cubemap) { if (textures[i] != null && textures[i].GetType() != typeof(Cubemap)) { Debug.LogError("Need Cubemap texture for cube map overlay"); return; } } } if (cachedTextures[0] == null || texNativePtrs[0] == IntPtr.Zero) { return; } bool overlay = (currentOverlayType == OverlayType.Overlay); bool headLocked = false; for (var t = transform; t != null && !headLocked; t = t.parent) { headLocked |= (t == Camera.current.transform); } OVRPose pose = (headLocked) ? transform.ToHeadSpacePose() : transform.ToTrackingSpacePose(); Vector3 scale = transform.lossyScale; for (int i = 0; i < 3; ++i) { scale[i] /= Camera.current.transform.lossyScale[i]; } #if !UNITY_ANDROID if (currentOverlayShape == OverlayShape.Cubemap) { pose.position = Camera.current.transform.position; } #endif // Pack the offsetCenter directly into pose.position for offcenterCubemap if (currentOverlayShape == OverlayShape.OffcenterCubemap) { pose.position = transform.position; if (pose.position.magnitude > 1.0f) { Debug.LogWarning("your cube map center offset's magnitude is greater than 1, which will cause some cube map pixel always invisible ."); } } // Cylinder overlay sanity checking if (currentOverlayShape == OverlayShape.Cylinder) { float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f; if (arcAngle > 180.0f) { Debug.LogError("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree."); return; } } OVRPlugin.Sizei size = new OVRPlugin.Sizei() { w = textures[0].width, h = textures[0].height }; int flags = (int)OVRPlugin.LayerFlags.TextureOriginAtBottomLeft; int mipLevels = 1; int sampleCount = 1; TextureFormat txFormat = TextureFormat.BGRA32; OVRPlugin.EyeTextureFormat etFormat = OVRPlugin.EyeTextureFormat.B8G8R8A8_sRGB; RenderTextureFormat rtFormat = RenderTextureFormat.BGRA32; var tex2D = textures[0] as Texture2D; if (tex2D != null) { if (tex2D.format == TextureFormat.RGBAHalf || tex2D.format == TextureFormat.RGBAFloat) { txFormat = TextureFormat.RGBAHalf; etFormat = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP; rtFormat = RenderTextureFormat.ARGBHalf; } } var rt = textures[0] as RenderTexture; if (rt != null) { sampleCount = rt.antiAliasing; if (rt.format == RenderTextureFormat.ARGBHalf) { txFormat = TextureFormat.RGBAHalf; etFormat = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP; rtFormat = RenderTextureFormat.ARGBHalf; } } bool needsSetup = ( !layerDesc.TextureSize.Equals(size) || layerDesc.SampleCount != sampleCount || layerDesc.LayerFlags != flags || layerDesc.Shape != (OVRPlugin.OverlayShape)currentOverlayShape || layerDesc.Layout != layout || layerDesc.Format != etFormat); OVRPlugin.LayerDesc desc = new OVRPlugin.LayerDesc(); if (layerIdPtr != IntPtr.Zero && needsSetup) { if ((int)layerIdHandle.Target != 0) { OVRPlugin.EnqueueDestroyLayer(layerIdPtr); } desc = OVRPlugin.CalculateLayerDesc((OVRPlugin.OverlayShape)currentOverlayShape, layout, size, mipLevels, sampleCount, etFormat, flags); OVRPlugin.EnqueueSetupLayer(desc, layerIdPtr); layerId = (int)layerIdHandle.Target; if (layerId > 0) { layerDesc = desc; } } if (layerId > 0) { // For newer SDKs, blit directly to the surface that will be used in compositing. int stageCount = OVRPlugin.GetLayerTextureStageCount(layerId); if (externalTextures == null) { frameIndex = 0; externalTextures = new Texture[texturesPerStage][]; } for (int eyeId = 0; eyeId < texturesPerStage; ++eyeId) { if (externalTextures[eyeId] == null) { externalTextures[eyeId] = new Texture[stageCount]; } int stage = frameIndex % stageCount; IntPtr externalTex = OVRPlugin.GetLayerTexture(layerId, stage, (OVRPlugin.Eye)eyeId); if (externalTex == IntPtr.Zero) { continue; } bool needsCopy = isDynamic; Texture et = externalTextures[eyeId][stage]; if (et == null) { bool isSrgb = (etFormat == OVRPlugin.EyeTextureFormat.B8G8R8A8_sRGB || etFormat == OVRPlugin.EyeTextureFormat.R8G8B8A8_sRGB); if (currentOverlayShape != OverlayShape.Cubemap && currentOverlayShape != OverlayShape.OffcenterCubemap) { et = Texture2D.CreateExternalTexture(size.w, size.h, txFormat, mipLevels > 1, isSrgb, externalTex); } #if UNITY_2017_1_OR_NEWER else { //et = Cubemap.CreateExternalTexture(size.w, size.h, txFormat, mipLevels > 1, isSrgb, externalTex); et = Cubemap.CreateExternalTexture(size.w, txFormat, isSrgb, externalTex); } #endif externalTextures[eyeId][stage] = et; needsCopy = true; } if (needsCopy) { // The compositor uses premultiplied alpha, so multiply it here. if (currentOverlayShape != OverlayShape.Cubemap && currentOverlayShape != OverlayShape.OffcenterCubemap) { var tempRT = RenderTexture.GetTemporary(size.w, size.h, 0, rtFormat, RenderTextureReadWrite.Default, sampleCount); #if UNITY_ANDROID && !UNITY_EDITOR Graphics.Blit(textures[eyeId], tempRT); //Resolve, decompress, swizzle, etc not handled by simple CopyTexture. #else Graphics.Blit(textures[eyeId], tempRT, premultiplyMaterial); #endif Graphics.CopyTexture(tempRT, 0, 0, et, 0, 0); RenderTexture.ReleaseTemporary(tempRT); } #if UNITY_2017_1_OR_NEWER else { var tempRTSrc = RenderTexture.GetTemporary(size.w, size.h, 0, rtFormat, RenderTextureReadWrite.Default, sampleCount); var tempRTDst = RenderTexture.GetTemporary(size.w, size.h, 0, rtFormat, RenderTextureReadWrite.Default, sampleCount); for (int face = 0; face < 6; ++face) { //HACK: It would be much more efficient to blit directly from textures[eyeId] to et, but Unity's API doesn't support that. //Suggest using a native plugin to render directly to a cubemap layer for 360 video, etc. Graphics.CopyTexture(textures[eyeId], face, 0, tempRTSrc, 0, 0); Graphics.Blit(tempRTSrc, tempRTDst, premultiplyMaterial); Graphics.CopyTexture(tempRTDst, 0, 0, et, face, 0); } RenderTexture.ReleaseTemporary(tempRTSrc); RenderTexture.ReleaseTemporary(tempRTDst); } #endif } } bool isOverlayVisible = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, texNativePtrs[0], texNativePtrs[1], layerId, frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape); if (isDynamic) { ++frameIndex; } _prevOverlayShape = currentOverlayShape; if (rend) { rend.enabled = !isOverlayVisible; } } } }
void OnRenderObject() { // The overlay must be specified every eye frame, because it is positioned relative to the // current head location. If frames are dropped, it will be time warped appropriately, // just like the eye buffers. if (!Camera.current.CompareTag("MainCamera") || Camera.current.cameraType != CameraType.Game || layerIndex == -1 || currentOverlayType == OverlayType.None) { return; } #if !UNITY_ANDROID || UNITY_EDITOR if (currentOverlayShape == OverlayShape.Cylinder) { Debug.LogWarning("Overlay shape " + currentOverlayShape + " is not supported on current platform"); } #endif for (int i = 0; i < 2; ++i) { if (i >= textures.Length) { continue; } if (textures[i] != cachedTextures[i]) { cachedTextures[i] = textures[i]; if (cachedTextures[i] != null) { texNativePtrs[i] = cachedTextures[i].GetNativeTexturePtr(); } } if (currentOverlayShape == OverlayShape.Cubemap) { if (textures[i] != null && textures[i].GetType() != typeof(Cubemap)) { Debug.LogError("Need Cubemap texture for cube map overlay"); return; } } } if (cachedTextures[0] == null || texNativePtrs[0] == IntPtr.Zero) { return; } bool overlay = (currentOverlayType == OverlayType.Overlay); bool headLocked = false; for (var t = transform; t != null && !headLocked; t = t.parent) { headLocked |= (t == Camera.current.transform); } OVRPose pose = (headLocked) ? transform.ToHeadSpacePose() : transform.ToTrackingSpacePose(); Vector3 scale = transform.lossyScale; for (int i = 0; i < 3; ++i) { scale[i] /= Camera.current.transform.lossyScale[i]; } #if !UNITY_ANDROID if (currentOverlayShape == OverlayShape.Cubemap) { pose.position = Camera.current.transform.position; } #endif // Cylinder overlay sanity checking if (currentOverlayShape == OverlayShape.Cylinder) { float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f; if (arcAngle > 180.0f) { Debug.LogError("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree."); return; } } bool isOverlayVisible = OVRPlugin.SetOverlayQuad(overlay, headLocked, texNativePtrs[0], texNativePtrs[1], IntPtr.Zero, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape); if (rend) { rend.enabled = !isOverlayVisible; } }
private bool SubmitLayer(bool overlay, bool headLocked, OVRPose pose, Vector3 scale) { int rightEyeIndex = (texturesPerStage >= 2) ? 1 : 0; bool isOverlayVisible = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, layerTextures[0].appTexturePtr, layerTextures[rightEyeIndex].appTexturePtr, layerId, frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape); if (isDynamic) { ++frameIndex; } prevOverlayShape = currentOverlayShape; return(isOverlayVisible); }
// Token: 0x060038F1 RID: 14577 RVA: 0x001225BC File Offset: 0x001209BC private void OnRenderObject() { if (!Camera.current.CompareTag("MainCamera") || Camera.current.cameraType != CameraType.Game || this.layerIndex == -1 || this.currentOverlayType == OVROverlay.OverlayType.None) { return; } if (this.currentOverlayShape == OVROverlay.OverlayShape.Cubemap || this.currentOverlayShape == OVROverlay.OverlayShape.Cylinder) { Debug.LogWarning("Overlay shape " + this.currentOverlayShape + " is not supported on current platform"); } for (int i = 0; i < 2; i++) { if (i < this.textures.Length) { if (this.textures[i] != this.cachedTextures[i]) { this.cachedTextures[i] = this.textures[i]; if (this.cachedTextures[i] != null) { this.texNativePtrs[i] = this.cachedTextures[i].GetNativeTexturePtr(); } } if (this.currentOverlayShape == OVROverlay.OverlayShape.Cubemap && this.textures[i] != null && this.textures[i].GetType() != typeof(Cubemap)) { Debug.LogError("Need Cubemap texture for cube map overlay"); return; } } } if (this.cachedTextures[0] == null || this.texNativePtrs[0] == IntPtr.Zero) { return; } bool onTop = this.currentOverlayType == OVROverlay.OverlayType.Overlay; bool flag = false; Transform transform = base.transform; while (transform != null && !flag) { flag |= (transform == Camera.current.transform); transform = transform.parent; } OVRPose ovrpose = (!flag) ? base.transform.ToTrackingSpacePose() : base.transform.ToHeadSpacePose(); Vector3 lossyScale = base.transform.lossyScale; for (int j = 0; j < 3; j++) { int index; lossyScale[index = j] = lossyScale[index] / Camera.current.transform.lossyScale[j]; } if (this.currentOverlayShape == OVROverlay.OverlayShape.Cylinder) { float num = lossyScale.x / lossyScale.z / 3.14159274f * 180f; if (num > 180f) { Debug.LogError("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + num + " degree."); return; } } bool flag2 = OVRPlugin.SetOverlayQuad(onTop, flag, this.texNativePtrs[0], this.texNativePtrs[1], IntPtr.Zero, ovrpose.flipZ().ToPosef(), lossyScale.ToVector3f(), this.layerIndex, (OVRPlugin.OverlayShape) this.currentOverlayShape); if (this.rend) { this.rend.enabled = !flag2; } }