Exemple #1
0
            //Create this Eye's VRSurfaces.
            //Each VRSurface has a camera component which controls rendering for the VREye
            public void CreateSurfaces(uint surfaceCount)
            {
                _surfaceCount = surfaceCount;
                _surfaces     = new VRSurface[_surfaceCount];
                if (surfaceCount != NUM_SURFACES)
                {
                    Debug.LogError("Eye" + _eyeIndex + " has " + surfaceCount + " surfaces, but " +
                                   "this implementation requires exactly one surface per eye.");
                    return;
                }
                //loop through surfaces because at some point we could support eyes with multiple surfaces
                //but this implementation currently supports exactly one
                for (uint surfaceIndex = 0; surfaceIndex < surfaceCount; surfaceIndex++)
                {
                    GameObject surfaceGameObject = new GameObject("Surface");
                    VRSurface  surface           = surfaceGameObject.AddComponent <VRSurface>();
                    surface.Eye    = this;
                    surface.Camera = surfaceGameObject.GetComponent <Camera>(); //VRSurface has camera component by default
                    CopyCamera(Viewer.Camera, surface.Camera);                  //copy camera properties from the "dummy" camera to surface camera
                    surface.Camera.enabled                    = false;          //disabled so we can control rendering manually
                    surfaceGameObject.transform.parent        = this.transform; //surface is child of Eye
                    surfaceGameObject.transform.localPosition = Vector3.zero;
                    Surfaces[surfaceIndex]                    = surface;

                    //distortion
                    bool useDistortion = Viewer.DisplayController.DisplayConfig.DoesViewerEyeSurfaceWantDistortion(Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);
                    if (useDistortion)
                    {
                        //@todo figure out which type of distortion to use
                        //right now, there is only one option, SurfaceRadialDistortion
                        //get distortion parameters
                        OSVR.ClientKit.RadialDistortionParameters distortionParameters =
                            Viewer.DisplayController.DisplayConfig.GetViewerEyeSurfaceRadialDistortion(
                                Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);

                        surface.SetDistortion(distortionParameters);
                    }

                    //render manager
                    if (Viewer.DisplayController.UseRenderManager)
                    {
                        if (surface.GetRenderTexture() == null)
                        {
                            //Set the surfaces viewport from RenderManager
                            surface.SetViewport(Viewer.DisplayController.RenderManager.GetEyeViewport((int)EyeIndex));

                            //create a RenderTexture for this eye's camera to render into
                            RenderTexture renderTexture = new RenderTexture(surface.Viewport.Width, surface.Viewport.Height, 24, RenderTextureFormat.Default);
                            surface.SetRenderTexture(renderTexture);
                        }
                    }
                }
            }
Exemple #2
0
            //Create this Eye's VRSurfaces.
            //Each VRSurface has a camera component which controls rendering for the VREye
            public void CreateSurfaces(uint surfaceCount)
            {
                _surfaceCount = surfaceCount;
                _surfaces     = new VRSurface[_surfaceCount];
                if (surfaceCount != NUM_SURFACES)
                {
                    Debug.LogError("[OSVR-Unity] Eye" + _eyeIndex + " has " + surfaceCount + " surfaces, but " +
                                   "this implementation requires exactly one surface per eye.");
                    return;
                }

                uint surfaceIndex  = 0;
                uint foundSurfaces = 0;

                //Check if there are already VRSurfaces in the hierarchy.
                //If so, use them instead of creating a new gameobjects
                VRSurface[] eyeSurfaces = GetComponentsInChildren <VRSurface>();
                foundSurfaces = (uint)eyeSurfaces.Length;
                if (eyeSurfaces != null && foundSurfaces > 0)
                {
                    for (surfaceIndex = 0; surfaceIndex < eyeSurfaces.Length; surfaceIndex++)
                    {
                        VRSurface surface = eyeSurfaces[surfaceIndex];
                        // get the VRSurface gameobject
                        GameObject surfaceGameObject = surface.gameObject;
                        surfaceGameObject.name = "VRSurface" + surfaceIndex;
                        surface.Eye            = this;
                        surface.Camera         = surfaceGameObject.GetComponent <Camera>(); //VRSurface has camera component by default
                        //don't copy from the main camera if the VRSurface already existed before runtime
                        //CopyCamera(Viewer.Camera, surface.Camera); //copy camera properties from the "dummy" camera to surface camera
                        surface.Camera.enabled = false;        //disabled so we can control rendering manually
                        surface.SurfaceIndex   = surfaceIndex; //set the surface index
                        surfaceGameObject.transform.localPosition = Vector3.zero;
                        surfaceGameObject.transform.rotation      = this.transform.rotation;
                        Surfaces[surfaceIndex] = surface;

                        //distortion
                        bool useDistortion = Viewer.DisplayController.DisplayConfig.DoesViewerEyeSurfaceWantDistortion(Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);
                        if (useDistortion)
                        {
                            //@todo figure out which type of distortion to use
                            //right now, there is only one option, SurfaceRadialDistortion
                            //get distortion parameters
                            OSVR.ClientKit.RadialDistortionParameters distortionParameters =
                                Viewer.DisplayController.DisplayConfig.GetViewerEyeSurfaceRadialDistortion(
                                    Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);
                            surface.SetDistortion(distortionParameters);
                        }

                        //render manager
                        if (Viewer.DisplayController.UseRenderManager)
                        {
                            surface.SetViewport(Viewer.DisplayController.RenderManager.GetEyeViewport((int)EyeIndex));

                            //create a RenderTexture for this eye's camera to render into
                            RenderTexture renderTexture = new RenderTexture(surface.Viewport.Width, surface.Viewport.Height, 24, RenderTextureFormat.Default);
                            if (QualitySettings.antiAliasing > 0)
                            {
                                renderTexture.antiAliasing = QualitySettings.antiAliasing;
                            }
                            surface.SetRenderTexture(renderTexture);
                        }
                    }
                }


                //loop through surfaces because at some point we could support eyes with multiple surfaces
                //but this implementation currently supports exactly one
                for (; surfaceIndex < surfaceCount; surfaceIndex++)
                {
                    GameObject surfaceGameObject = new GameObject("VRSurface" + surfaceIndex);
                    VRSurface  surface           = surfaceGameObject.AddComponent <VRSurface>();
                    surface.Eye    = this;
                    surface.Camera = surfaceGameObject.GetComponent <Camera>(); //VRSurface has camera component by default
                    CopyCamera(Viewer.Camera, surface.Camera);                  //copy camera properties from the "dummy" camera to surface camera
                    surface.Camera.enabled                    = false;          //disabled so we can control rendering manually
                    surface.SurfaceIndex                      = surfaceIndex;   //set the surface index
                    surfaceGameObject.transform.parent        = this.transform; //surface is child of Eye
                    surfaceGameObject.transform.localPosition = Vector3.zero;
                    Surfaces[surfaceIndex]                    = surface;

                    //distortion
                    bool useDistortion = Viewer.DisplayController.DisplayConfig.DoesViewerEyeSurfaceWantDistortion(Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);
                    if (useDistortion)
                    {
                        //@todo figure out which type of distortion to use
                        //right now, there is only one option, SurfaceRadialDistortion
                        //get distortion parameters
                        OSVR.ClientKit.RadialDistortionParameters distortionParameters =
                            Viewer.DisplayController.DisplayConfig.GetViewerEyeSurfaceRadialDistortion(
                                Viewer.ViewerIndex, (byte)_eyeIndex, surfaceIndex);

                        surface.SetDistortion(distortionParameters);
                    }

                    //render manager
                    if (Viewer.DisplayController.UseRenderManager)
                    {
                        //Set the surfaces viewport from RenderManager
                        surface.SetViewport(Viewer.DisplayController.RenderManager.GetEyeViewport((int)EyeIndex));

                        //create a RenderTexture for this eye's camera to render into
                        RenderTexture renderTexture = new RenderTexture(surface.Viewport.Width, surface.Viewport.Height, 24, RenderTextureFormat.Default);
                        if (QualitySettings.antiAliasing > 0)
                        {
                            renderTexture.antiAliasing = QualitySettings.antiAliasing;
                        }
                        surface.SetRenderTexture(renderTexture);
                    }
                }
            }