Esempio n. 1
0
        public void SetUp()
        {
            VLog.log(VLog.LEVEL_INFO, "VideoFormater Awake");
            if (leftSide != null)
            {
                leftSideMeshFilter   = leftSide.GetComponent <MeshFilter>();
                leftSideMeshRenderer = leftSide.GetComponent <MeshRenderer>();
            }

            if (rightSide != null)
            {
                rightSideMeshFilter   = rightSide.GetComponent <MeshFilter>();
                rightSideMeshRenderer = rightSide.GetComponent <MeshRenderer>();
            }
            if (leftSide != null)
            {
                leftSide.GetComponent <MeshRenderer>().material.shader = Shader.Find("VRVIU/Unlit_SphereInside");
            }

            if (rightSide != null)
            {
                rightSide.GetComponent <MeshRenderer>().material.shader = Shader.Find("VRVIU/Unlit_SphereInside");
            }

            BindPlayer();
            UnityEngine.XR.InputTracking.Recenter();

            // Get left eye camera component
            GameObject cameraObject = GameObject.Find(LEFT_EYE_CAMERA_NAME);

            if (cameraObject != null)
            {
                leftEyeCameraObject = cameraObject;
                leftEyeCamera       = cameraObject.GetComponent <Camera>();
            }

            // Get right eye camera component
            cameraObject = GameObject.Find(RIGHT_EYE_CAMERA_NAME);

            if (cameraObject != null)
            {
                rightEyeCameraObject = cameraObject;
                rightEyeCamera       = cameraObject.GetComponent <Camera>();
            }


            if (leftEyeCamera == null || rightEyeCamera == null)
            {
                VLog.log(VLog.LEVEL_WARN, "Missing left or right eye camera in your scene, which will cause stereo unavailable.");
            }
        }
Esempio n. 2
0
        //-------------------------------------------------------------------------
        // Load new mesh and bind to target materials
        private Mesh loadMesh(string meshURL)
        {
            // Try to load the mesh as a resource, we will have a copy in the Resource/Meshes folder.
            // To do this, we only need the 'filename' component of the mesh name.
            Mesh newMesh = null;

            string[] parts = meshURL.Split('/');
            if (parts.Length > 0)
            {
                string   meshName;
                string[] meshFullName = parts[parts.Length - 1].Split('.');
                meshName = "Meshes/" + meshFullName[0];
                newMesh  = Resources.Load(meshName, typeof(Mesh)) as Mesh;
                if (newMesh != null)
                {
                    VLog.log(VLog.LEVEL_DEBUG, "Loaded mesh from internal resource " + meshName);
                }
            }

            // If we can't load a built-in resource, then we load the mesh URL from the web.
            if (newMesh == null)
            {
                WWW meshFile = new WWW(meshURL);
                while (!meshFile.isDone && (meshFile.error == null))
                {
                    ;
                }
                if (string.IsNullOrEmpty(meshFile.error))
                {
                    // Load mesh here
                    newMesh = ObjImporter.ImportMesh(meshFile.text);
                    VLog.log(VLog.LEVEL_DEBUG, "New mesh imported from " + meshURL);
                    if (newMesh == null)
                    {
                        VLog.log(VLog.LEVEL_ERROR, "Unable to parse mesh at URL " + meshURL + " error " + meshFile.error);
                        return(newMesh);
                    }
                }
                else
                {
                    VLog.log(VLog.LEVEL_ERROR, "Unable to retrieve mesh URL " + meshURL + " error " + meshFile.error);
                    return(newMesh);
                }
            }
            if (newMesh != null)
            {
                VLog.log(VLog.LEVEL_ERROR, "Download a new mesh URL " + meshURL);
            }
            return(newMesh);
        }
        public void OnEnable()
        {
            VLog.log(VLog.LEVEL_INFO, "SilverFormat OnEnable");
            VideoFormater formatter = FindObjectOfType <VideoFormater>();

            if (formatter)
            {
                leftEyeCamera  = formatter.getLeftCameraObject();
                rightEyeCamera = formatter.getRightCameraObject();
            }
            else
            {
                // get the left eye camera object
                leftEyeCamera = GameObject.Find(LEFT_EYE_CAMERA_NAME);

                // get the right eye camera object
                rightEyeCamera = GameObject.Find(RIGHT_EYE_CAMERA_NAME);
            }
            // get left eye camera components
            leftEyeCameraComponent = leftEyeCamera.GetComponent <Camera>();
            // get right camera component
            rightEyeCameraComponent = rightEyeCamera.GetComponent <Camera>();
        }
        public void SetUpViewerFormat()
        {
            int LEFT_EYE_LAYER_MASK       = (1 << LayerMask.NameToLayer(LEFT_EYE_LAYER_NAME));
            int RIGHT_EYE_LAYER_MASK      = (1 << LayerMask.NameToLayer(RIGHT_EYE_LAYER_NAME));
            int UI_LAYER_MASK             = (1 << LayerMask.NameToLayer(UI_LAYER_NAME));
            int DEFAULT_LAYER_MASK        = (1 << LayerMask.NameToLayer(DEFAULT_LAYER_NAME));
            int IGONRE_RAYCAST_LAYER_MASK = (1 << LayerMask.NameToLayer(IGONRE_RAYCAST_LAYER_NAME));
            int EVERY_THING_LAYER_MASK    = (1 << LayerMask.NameToLayer(EVERYTHING_LAYER_NAME));
            int TRANSPRENTFX_LAYER_MASK   = (1 << LayerMask.NameToLayer(TRANSPARENTFX_LAYER_NAME));

            // set up camera and image materials for specified playback format

            // monoscopic image
            if (!m_formatType.ToLower().Contains(FORMAT_STEREO_STRING))
            {
                // if mono image, then just use left camera and disable the right camera

                // disable right camera object
                if (rightEyeCamera != null)
                {
                    rightEyeCamera.SetActive(true);
                }

                // enable left eye camera object
                if (leftEyeCamera != null)
                {
                    leftEyeCamera.SetActive(true);
                }

                // set left camera component to display both eyes
                leftEyeCameraComponent.stereoTargetEye = StereoTargetEyeMask.Both;

                // only need to show left eye layer display (since we will display same image on both eyes)
                leftEyeCameraComponent.cullingMask = LEFT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                     IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;

                rightEyeCameraComponent.stereoTargetEye = StereoTargetEyeMask.Both;
                rightEyeCameraComponent.cullingMask     = RIGHT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                          IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;
            }
            else
            {
                // stereoscopic image - use both left and right cameras

                // enable left camera object
                if (leftEyeCamera != null)
                {
                    // set left eye camera active
                    leftEyeCamera.SetActive(true);

                    // set left camera component to display to left eye only
                    leftEyeCameraComponent.stereoTargetEye = StereoTargetEyeMask.Left;
                    // set left camera to only show left eye layer display
                    leftEyeCameraComponent.cullingMask = LEFT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                         IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;
                    leftEyeCameraComponent.stereoSeparation = 0;
                }

                // enable right camera object
                if (rightEyeCamera != null)
                {
                    // set right eye camera active
                    rightEyeCamera.SetActive(true);

                    // set right camera component to display to right eye only
                    rightEyeCameraComponent.stereoTargetEye = StereoTargetEyeMask.Right;
                    // set right camera to only show right eye layer display
                    rightEyeCameraComponent.cullingMask = RIGHT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                          IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;
                    rightEyeCameraComponent.stereoSeparation = 0;
                }
            }

            // texture tiling and offset
            float textureScaleX, textureScaleY;
            float textureLeftEyeOffsetX, textureLeftEyeOffsetY;
            float textureRightEyeOffsetX, textureRightEyeOffsetY;

            VLog.log(VLog.LEVEL_DEBUG, "SetUpViewerFormat m_formatType" + m_formatType);
            VLog.log(VLog.LEVEL_DEBUG, "SetUpViewerFormat m_videoFormatType" + m_videoFormatType);

            // set display image material based on encoded image format
            if (m_formatType.ToLower().Contains(FORMAT_TOP_BOTTOM_STRING))
            {
                textureScaleX          = TOP_BOTTOM_TEXTURE_SCALE_X;
                textureScaleY          = TOP_BOTTOM_TEXTURE_SCALE_Y;
                textureLeftEyeOffsetX  = TOP_BOTTOM_OFFSET_X;
                textureLeftEyeOffsetY  = UPPER_TEXTURE_OFFSET;
                textureRightEyeOffsetX = TOP_BOTTOM_OFFSET_X;
                textureRightEyeOffsetY = LOWER_TEXTURE_OFFSET;
            }
            else if (m_formatType.ToLower().Contains(FORMAT_BOTTOM_TOP_STRING))
            {
                textureScaleX          = TOP_BOTTOM_TEXTURE_SCALE_X;
                textureScaleY          = TOP_BOTTOM_TEXTURE_SCALE_Y;
                textureLeftEyeOffsetX  = TOP_BOTTOM_OFFSET_X;
                textureLeftEyeOffsetY  = LOWER_TEXTURE_OFFSET;
                textureRightEyeOffsetX = TOP_BOTTOM_OFFSET_X;
                textureRightEyeOffsetY = UPPER_TEXTURE_OFFSET;
            }
            else if (m_formatType.ToLower().Contains(FORMAT_LEFT_RIGHT_STRING))
            {
                textureScaleX          = LEFT_RIGHT_TEXTURE_SCALE_X;
                textureScaleY          = LEFT_RIGHT_TEXTURE_SCALE_Y;
                textureLeftEyeOffsetX  = LEFT_TEXTURE_OFFSET;
                textureLeftEyeOffsetY  = LEFT_RIGHT_OFFSET_Y;
                textureRightEyeOffsetX = RIGHT_TEXTURE_OFFSET;
                textureRightEyeOffsetY = LEFT_RIGHT_OFFSET_Y;
            }
            else if (m_formatType.ToLower().Contains(FORMAT_RIGHT_LEFT_STRING))
            {
                textureScaleX          = LEFT_RIGHT_TEXTURE_SCALE_X;
                textureScaleY          = LEFT_RIGHT_TEXTURE_SCALE_Y;
                textureLeftEyeOffsetX  = RIGHT_TEXTURE_OFFSET;
                textureLeftEyeOffsetY  = LEFT_RIGHT_OFFSET_Y;
                textureRightEyeOffsetX = LEFT_TEXTURE_OFFSET;
                textureRightEyeOffsetY = LEFT_RIGHT_OFFSET_Y;
            }
            else
            {
                VLog.log(VLog.LEVEL_DEBUG, "SetUpViewerFormat m_videoFormatType" + m_videoFormatType);

                textureScaleX          = MONO_TEXTURE_SCALE;
                textureScaleY          = MONO_TEXTURE_SCALE;
                textureLeftEyeOffsetX  = 0.0f;
                textureLeftEyeOffsetY  = 0.0f;
                textureRightEyeOffsetX = 0.0f;
                textureRightEyeOffsetY = 0.0f;

                if (m_videoFormatType.ToLower().Contains(FORMAT_LEFT_RIGHT_STRING) ||
                    m_videoFormatType.ToLower().Contains(FORMAT_RIGHT_LEFT_STRING))
                {
                    textureScaleX = TOMONO_TEXTURE_SCALE;
                    VLog.log(VLog.LEVEL_DEBUG, "SetUpViewerFormat textureScaleX = TOMONO_TEXTURE_SCALE" + TOMONO_TEXTURE_SCALE);
                }

                if (m_videoFormatType.ToLower().Contains(FORMAT_BOTTOM_TOP_STRING) ||
                    m_videoFormatType.ToLower().Contains(FORMAT_TOP_BOTTOM_STRING))
                {
                    textureScaleY = TOMONO_TEXTURE_SCALE;
                    VLog.log(VLog.LEVEL_DEBUG, "SetUpViewerFormat textureScaleY = TOMONO_TEXTURE_SCALE" + TOMONO_TEXTURE_SCALE);
                }
            }

            // get left eye image sphere
            GameObject leftEyeImageSphere = GameObject.Find(LEFT_EYE_IMAGE_SPHERE_NAME);

            // get left eye mesh renderer
            leftEyeImageRenderer = leftEyeImageSphere.GetComponent <MeshRenderer>();
            leftEyeImageFilter   = leftEyeImageSphere.GetComponent <MeshFilter>();
            // load default material for left eye
            Material leftMat = (Material)Instantiate(leftEyeImageRenderer.material);
            // duplicate material for right eye
            Material rightMat = (Material)Instantiate(leftMat);

            // set up tiling and offset for left material
            leftMat.mainTextureScale  = new Vector2(textureScaleX, textureScaleY);
            leftMat.mainTextureOffset = new Vector2(textureLeftEyeOffsetX, textureLeftEyeOffsetY);

            // set up tiling and offset for right material
            rightMat.mainTextureScale  = new Vector2(textureScaleX, textureScaleY);
            rightMat.mainTextureOffset = new Vector2(textureRightEyeOffsetX, textureRightEyeOffsetY);

            // set material for left eye image rendering
            leftEyeImageRenderer.material = leftMat;

            // get right eye image sphere
            GameObject rightEyeImageSphere = GameObject.Find(RIGHT_EYE_IMAGE_SPHERE_NAME);

            // get right eye mesh renderer
            rightEyeImageRenderer = rightEyeImageSphere.GetComponent <MeshRenderer>();
            rightEyeImageFilter   = rightEyeImageSphere.GetComponent <MeshFilter>();
            // set material for right eye image rendering
            rightEyeImageRenderer.material = rightMat;
        }
 // Use this for initialization
 void Start()
 {
     VLog.log(VLog.LEVEL_INFO, "SilverFormat Start");
     SetUpViewerFormat();
 }
Esempio n. 6
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        /// <summary>
        /// Switch video format according to current viedoFormat.
        /// </summary>
        private void Switch()
        {
            #region Ajust camera settings.
            int LEFT_EYE_LAYER_MASK       = (1 << LayerMask.NameToLayer(LEFT_EYE_LAYER_NAME)) | (1 << 0);
            int RIGHT_EYE_LAYER_MASK      = (1 << LayerMask.NameToLayer(RIGHT_EYE_LAYER_NAME)) | (1 << 0);
            int UI_LAYER_MASK             = (1 << LayerMask.NameToLayer(UI_LAYER_NAME)) | (1 << 0);
            int DEFAULT_LAYER_MASK        = (1 << LayerMask.NameToLayer(DEFAULT_LAYER_NAME)) | (1 << 0);
            int IGONRE_RAYCAST_LAYER_MASK = (1 << LayerMask.NameToLayer(IGONRE_RAYCAST_LAYER_NAME));
            int EVERY_THING_LAYER_MASK    = (1 << LayerMask.NameToLayer(EVERYTHING_LAYER_NAME));
            int TRANSPRENTFX_LAYER_MASK   = (1 << LayerMask.NameToLayer(TRANSPARENTFX_LAYER_NAME));
            VLog.log(VLog.LEVEL_DEBUG, "video format switch " + format);
            // Monoscopic
            if (format == VideoFormat.OPT_FLAT_MONO || format == VideoFormat.OPT_ERP_180_MONO || format == VideoFormat.OPT_ERP_360_MONO ||
                format == VideoFormat.OPT_FISHEYE_MONO || format == VideoFormat.OPT_TROPIZED_MONO)
            {
                if (leftEyeCamera != null)
                {
                    // Enable left eye camera component
                    leftEyeCamera.gameObject.SetActive(true);

                    // Set left camera component to display both eyes
                    leftEyeCamera.stereoTargetEye = StereoTargetEyeMask.Both;

                    // Only need to show left eye layer display content (since we will display same image on both eyes)
                    leftEyeCamera.cullingMask = LEFT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;

                    leftSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", Vector2.one);
                    leftSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);


                    if (videoFormat != VideoFormat.OPT_FLAT_MONO &&
                        videoFormat != VideoFormat.OPT_ERP_180_MONO &&
                        videoFormat != VideoFormat.OPT_ERP_360_MONO &&
                        videoFormat != VideoFormat.OPT_FISHEYE_MONO &&
                        videoFormat != VideoFormat.OPT_TROPIZED_MONO)
                    {
                        if (videoFormat == VideoFormat.OPT_ERP_180_LR || videoFormat == VideoFormat.OPT_ERP_360_LR || videoFormat == VideoFormat.OPT_FLAT_LR ||
                            videoFormat == VideoFormat.OPT_FISHEYE_LR || videoFormat == VideoFormat.OPT_TROPIZED_LR)
                        {
                            leftSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(0.5f, 1.0f));
                            leftSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", new Vector2(0.5f, 0.0f));
                        }
                        else
                        {
                            leftSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, 0.5f));
                            leftSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);
                        }
                    }
                }

                if (rightEyeCamera != null)
                {
                    // Disable right eye camera component
                    rightEyeCamera.gameObject.SetActive(true);
                    // Set left camera component to display both eyes
                    rightEyeCamera.stereoTargetEye = StereoTargetEyeMask.Both;
                    rightEyeCamera.cullingMask     = RIGHT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                     IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;
                    rightSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", Vector2.one);
                    rightSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);

                    if (videoFormat != VideoFormat.OPT_FLAT_MONO &&
                        videoFormat != VideoFormat.OPT_ERP_180_MONO &&
                        videoFormat != VideoFormat.OPT_ERP_360_MONO &&
                        videoFormat != VideoFormat.OPT_FISHEYE_MONO &&
                        videoFormat != VideoFormat.OPT_TROPIZED_MONO)
                    {
                        if (videoFormat == VideoFormat.OPT_ERP_180_LR || videoFormat == VideoFormat.OPT_ERP_360_LR || videoFormat == VideoFormat.OPT_FLAT_LR ||
                            videoFormat == VideoFormat.OPT_FISHEYE_LR || videoFormat == VideoFormat.OPT_TROPIZED_LR)
                        {
                            rightSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(0.5f, 1.0f));
                            rightSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", new Vector2(0.5f, 0.0f));
                        }
                        else
                        {
                            rightSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, 0.5f));
                            rightSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);
                        }
                    }
                }
            }
            // Stereoscopic
            else
            {
                if (leftEyeCamera != null)
                {
                    // Enable left camera component
                    leftEyeCamera.gameObject.SetActive(true);
                    // Set left camera component to display to left eye only
                    leftEyeCamera.stereoTargetEye = StereoTargetEyeMask.Left;
                    // Set left camera to only show left eye layer display
                    leftEyeCamera.cullingMask = RIGHT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;

                    if (format == VideoFormat.OPT_ERP_180_LR || format == VideoFormat.OPT_ERP_360_LR || format == VideoFormat.OPT_FLAT_LR ||
                        format == VideoFormat.OPT_FISHEYE_LR || format == VideoFormat.OPT_TROPIZED_LR)
                    {
                        leftSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(0.5f, 1.0f));
                        leftSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", new Vector2(0.5f, 0.0f));
                    }
                    else
                    {
                        leftSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, 0.5f));
                        leftSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);
                    }
                }

                if (rightEyeCamera != null)
                {
                    // Enable right camera component
                    rightEyeCamera.gameObject.SetActive(true);
                    // Set right camera component to display to right eye only
                    rightEyeCamera.stereoTargetEye = StereoTargetEyeMask.Right;
                    // Set right camera to only show right eye layer display
                    rightEyeCamera.cullingMask = LEFT_EYE_LAYER_MASK + UI_LAYER_MASK + DEFAULT_LAYER_MASK +
                                                 IGONRE_RAYCAST_LAYER_MASK + EVERY_THING_LAYER_MASK + TRANSPRENTFX_LAYER_MASK;

                    if (format == VideoFormat.OPT_ERP_180_LR || format == VideoFormat.OPT_ERP_360_LR || format == VideoFormat.OPT_FLAT_LR ||
                        format == VideoFormat.OPT_FISHEYE_LR || format == VideoFormat.OPT_TROPIZED_LR)
                    {
                        rightSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(0.5f, 1.0f));
                        rightSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", Vector2.zero);
                    }
                    else
                    {
                        rightSide.GetComponent <MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, 0.5f));
                        rightSide.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", new Vector2(0.0f, 0.5f));
                    }
                }
            }
            #endregion

            #region Adjust mesh component for rendering.

            //UnloadMesh();

            SilverPlayer.MeshType    meshType    = SilverPlayer.MeshType.eMeshTypeErp360;
            SilverPlayer.MeshQuality meshQuality = SilverPlayer.MeshQuality.eQ1;
            float density = 0.5f;

            if (format == VideoFormat.OPT_FISHEYE_MONO || format == VideoFormat.OPT_FISHEYE_TB || format == VideoFormat.OPT_FISHEYE_LR)
            {
                meshType = SilverPlayer.MeshType.eMeshTypeFisheye180;
            }
            else if (format == VideoFormat.OPT_ERP_180_MONO || format == VideoFormat.OPT_ERP_180_LR || format == VideoFormat.OPT_ERP_180_TB)
            {
                meshType = SilverPlayer.MeshType.eMeshTypeErp180;
            }
            else if (format == VideoFormat.OPT_ERP_360_MONO || format == VideoFormat.OPT_ERP_360_LR || format == VideoFormat.OPT_ERP_360_TB)
            {
                meshType = SilverPlayer.MeshType.eMeshTypeErp360;
            }
            else if (format == VideoFormat.OPT_TROPIZED_TB || format == VideoFormat.OPT_TROPIZED_LR)
            {
                //meshType = SilverPlayer.MeshType.eMeshTypeTropized;
            }
            else if (format == VideoFormat.OPT_FLAT_MONO || format == VideoFormat.OPT_FLAT_LR || format == VideoFormat.OPT_FLAT_TB)
            {
                meshType = SilverPlayer.MeshType.eMeshTypePlane;
            }
            else
            {
                VLog.log(VLog.LEVEL_ERROR, "ERROR: unknown video format input.");
                return;
            }

            defaultMesh = SilverPlayer.GenerateMesh(meshType, meshQuality, density, 1, 1);

            if (!string.IsNullOrEmpty(m_mesh_url) && format != VideoFormat.OPT_FLAT_MONO &&
                format != VideoFormat.OPT_FLAT_LR && format != VideoFormat.OPT_FLAT_TB)
            {
                defaultMesh = loadMesh(m_mesh_url);
            }
            if (leftSideMeshFilter != null && defaultMesh != null)
            {
                //Debug.LogError("Generate meshtype "+ meshType);
                leftSideMeshFilter.mesh = defaultMesh;
            }

            if (rightSideMeshFilter != null && defaultMesh != null)
            {
                rightSideMeshFilter.mesh = defaultMesh;
            }
            //}
            // else {

            //}

            #endregion
        }
Esempio n. 7
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 // Use this for initialization
 void Start()
 {
     VLog.log(VLog.LEVEL_INFO, "VideoFormater start");
 }
Esempio n. 8
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 /// <summary>
 /// Triggered when some errors happened in video player.
 /// </summary>
 void OnError(int errorCode, int errorCodeExtra)
 {
     VLog.log(VLog.LEVEL_INFO, "OnError");
 }
Esempio n. 9
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 /// <summary>
 /// Triggered when video resized in video player.
 /// </summary>
 void OnResize()
 {
     VLog.log(VLog.LEVEL_INFO, "OnResize");
 }
Esempio n. 10
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 void OnEnd()
 {
     VLog.log(VLog.LEVEL_INFO, "OnEnd");
 }
Esempio n. 11
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 /// <summary>
 ///  Triggered when first frame feed out from video player.
 /// </summary>
 void OnFirstFrameReady()
 {
     VLog.log(VLog.LEVEL_INFO, "OnFirstFrameReady");
 }
Esempio n. 12
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 /// <summary>
 /// Triggered when video player state transition to ready.
 /// </summary>
 void OnReady()
 {
     VLog.log(VLog.LEVEL_INFO, "OnReady");
 }