private IEnumerator RenderLoop() { while (Application.isPlaying) { yield return(this.waitForEndOfFrame); if (!SteamVR_Render.pauseRendering) { CVRCompositor compositor = OpenVR.Compositor; if (compositor != null) { if (!compositor.CanRenderScene() || cameras.Length < 1) { continue; } compositor.SetTrackingSpace(SteamVR.settings.trackingSpace); SteamVR_Utils.QueueEventOnRenderThread(201510020); SteamVR.Unity.EventWriteString("[UnityMain] GetNativeTexturePtr - Begin"); SteamVR_Camera.GetSceneTexture(this.cameras[0].GetComponent <Camera>()).GetNativeTexturePtr(); SteamVR.Unity.EventWriteString("[UnityMain] GetNativeTexturePtr - End"); compositor.GetLastPoses(this.poses, this.gamePoses); SteamVR_Events.NewPoses.Send(this.poses); SteamVR_Events.NewPosesApplied.Send(); } SteamVR_Overlay instance = SteamVR_Overlay.instance; if (instance != null) { instance.UpdateOverlay(); } if (this.CheckExternalCamera()) { this.RenderExternalCamera(); } SteamVR instance2 = SteamVR.instance; this.RenderEye(instance2, EVREye.Eye_Left); this.RenderEye(instance2, EVREye.Eye_Right); foreach (SteamVR_Camera steamVR_Camera in this.cameras) { steamVR_Camera.transform.localPosition = Vector3.zero; steamVR_Camera.transform.localRotation = Quaternion.identity; } if (this.cameraMask != null) { this.cameraMask.Clear(); } } } yield break; }
public void HideMenu() { RestoreCursorState(); if (overlayCam != null) { overlayCam.enabled = true; } if (overlay != null) { overlay.uvOffset = uvOffset; overlay.distance = distance; overlay = null; } }
public void ShowMenu() { var overlay = SteamVR_Overlay.instance; if (overlay == null) { return; } var texture = overlay.texture as RenderTexture; if (texture == null) { Debug.LogError("Menu requires overlay texture to be a render texture."); return; } SaveCursorState(); Cursor.visible = true; Cursor.lockState = CursorLockMode.None; this.overlay = overlay; uvOffset = overlay.uvOffset; distance = overlay.distance; // If an existing camera is rendering into the overlay texture, we need // to temporarily disable it to keep it from clearing the texture on us. var cameras = Object.FindObjectsOfType(typeof(Camera)) as Camera[]; foreach (var cam in cameras) { if (cam.enabled && cam.targetTexture == texture) { overlayCam = cam; overlayCam.enabled = false; break; } } var tracker = SteamVR_Render.Top(); if (tracker != null) { scale = tracker.origin.localScale.x; } }