コード例 #1
0
ファイル: OVROverlay.cs プロジェクト: K07H/The-Forest
 private bool CreateLayer(int mipLevels, int sampleCount, OVRPlugin.EyeTextureFormat etFormat, int flags, OVRPlugin.Sizei size, OVRPlugin.OverlayShape shape)
 {
     if (!this.layerIdHandle.IsAllocated || this.layerIdPtr == IntPtr.Zero)
     {
         this.layerIdHandle = GCHandle.Alloc(this.layerId, GCHandleType.Pinned);
         this.layerIdPtr    = this.layerIdHandle.AddrOfPinnedObject();
     }
     if (this.layerIndex == -1)
     {
         for (int i = 0; i < 15; i++)
         {
             if (OVROverlay.instances[i] == null || OVROverlay.instances[i] == this)
             {
                 this.layerIndex         = i;
                 OVROverlay.instances[i] = this;
                 break;
             }
         }
     }
     if (!this.isOverridePending && this.layerDesc.MipLevels == mipLevels && this.layerDesc.SampleCount == sampleCount && this.layerDesc.Format == etFormat && this.layerDesc.LayerFlags == flags && this.layerDesc.TextureSize.Equals(size) && this.layerDesc.Shape == shape)
     {
         return(false);
     }
     OVRPlugin.LayerDesc desc = OVRPlugin.CalculateLayerDesc(shape, this.layout, size, mipLevels, sampleCount, etFormat, flags);
     OVRPlugin.EnqueueSetupLayer(desc, this.layerIdPtr);
     this.layerId = (int)this.layerIdHandle.Target;
     if (this.layerId > 0)
     {
         this.layerDesc  = desc;
         this.stageCount = OVRPlugin.GetLayerTextureStageCount(this.layerId);
     }
     this.isOverridePending = false;
     return(true);
 }
コード例 #2
0
ファイル: OVROverlay.cs プロジェクト: byronap120/OculusGoGame
    private OVRPlugin.LayerDesc GetCurrentLayerDesc()
    {
        OVRPlugin.LayerDesc newDesc = new OVRPlugin.LayerDesc()
        {
            Format      = OVRPlugin.EyeTextureFormat.R8G8B8A8_sRGB,
            LayerFlags  = (int)OVRPlugin.LayerFlags.TextureOriginAtBottomLeft,
            Layout      = layout,
            MipLevels   = 1,
            SampleCount = 1,
            Shape       = (OVRPlugin.OverlayShape)currentOverlayShape,
            TextureSize = new OVRPlugin.Sizei()
            {
                w = textures[0].width, h = textures[0].height
            }
        };

        var tex2D = textures[0] as Texture2D;

        if (tex2D != null)
        {
            if (tex2D.format == TextureFormat.RGBAHalf || tex2D.format == TextureFormat.RGBAFloat)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }

            newDesc.MipLevels = tex2D.mipmapCount;
        }

        var texCube = textures[0] as Cubemap;

        if (texCube != null)
        {
            if (texCube.format == TextureFormat.RGBAHalf || texCube.format == TextureFormat.RGBAFloat)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }

            newDesc.MipLevels = texCube.mipmapCount;
        }

        var rt = textures[0] as RenderTexture;

        if (rt != null)
        {
            newDesc.SampleCount = rt.antiAliasing;

            if (rt.format == RenderTextureFormat.ARGBHalf || rt.format == RenderTextureFormat.ARGBFloat || rt.format == RenderTextureFormat.RGB111110Float)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }
        }

        if (isProtectedContent)
        {
            newDesc.LayerFlags |= (int)OVRPlugin.LayerFlags.ProtectedContent;
        }

        return(newDesc);
    }
コード例 #3
0
ファイル: OVROverlay.cs プロジェクト: Masami1221/RotateMaze
    private bool CreateLayer(int mipLevels, int sampleCount, OVRPlugin.EyeTextureFormat etFormat, int flags, OVRPlugin.Sizei size, OVRPlugin.OverlayShape shape)
    {
        if (!layerIdHandle.IsAllocated || layerIdPtr == IntPtr.Zero)
        {
            layerIdHandle = GCHandle.Alloc(layerId, GCHandleType.Pinned);
            layerIdPtr    = layerIdHandle.AddrOfPinnedObject();
        }

        if (layerIndex == -1)
        {
            for (int i = 0; i < maxInstances; ++i)
            {
                if (instances[i] == null || instances[i] == this)
                {
                    layerIndex   = i;
                    instances[i] = this;
                    break;
                }
            }
        }

        bool needsSetup = (
            isOverridePending ||
            layerDesc.MipLevels != mipLevels ||
            layerDesc.SampleCount != sampleCount ||
            layerDesc.Format != etFormat ||
            layerDesc.Layout != layout ||
            layerDesc.LayerFlags != flags ||
            !layerDesc.TextureSize.Equals(size) ||
            layerDesc.Shape != shape ||
            layerCompositionDepth != compositionDepth);

        if (!needsSetup)
        {
            return(false);
        }

        OVRPlugin.LayerDesc desc = OVRPlugin.CalculateLayerDesc(shape, layout, size, mipLevels, sampleCount, etFormat, flags);
        OVRPlugin.EnqueueSetupLayer(desc, compositionDepth, layerIdPtr);
        layerId = (int)layerIdHandle.Target;

        if (layerId > 0)
        {
            layerDesc             = desc;
            layerCompositionDepth = compositionDepth;
            if (isExternalSurface)
            {
                stageCount = 1;
            }
            else
            {
                stageCount = OVRPlugin.GetLayerTextureStageCount(layerId);
            }
        }

        isOverridePending = false;

        return(true);
    }
コード例 #4
0
ファイル: OVROverlay.cs プロジェクト: K07H/The-Forest
    private void LateUpdate()
    {
        if (this.currentOverlayType == OVROverlay.OverlayType.None || this.textures.Length < this.texturesPerStage || this.textures[0] == null)
        {
            return;
        }
        if (Time.frameCount <= this.prevFrameIndex)
        {
            return;
        }
        this.prevFrameIndex = Time.frameCount;
        OVRPose identity   = OVRPose.identity;
        Vector3 one        = Vector3.one;
        bool    overlay    = false;
        bool    headLocked = false;

        if (!this.ComputeSubmit(ref identity, ref one, ref overlay, ref headLocked))
        {
            return;
        }
        OVRPlugin.LayerDesc currentLayerDesc = this.GetCurrentLayerDesc();
        bool isHdr = currentLayerDesc.Format == OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
        bool flag  = this.CreateLayer(currentLayerDesc.MipLevels, currentLayerDesc.SampleCount, currentLayerDesc.Format, currentLayerDesc.LayerFlags, currentLayerDesc.TextureSize, currentLayerDesc.Shape);

        if (this.layerIndex == -1 || this.layerId <= 0)
        {
            return;
        }
        bool useMipmaps = currentLayerDesc.MipLevels > 1;

        flag |= this.CreateLayerTextures(useMipmaps, currentLayerDesc.TextureSize, isHdr);
        if (this.layerTextures[0].appTexture as RenderTexture != null)
        {
            this.isDynamic = true;
        }
        if (!this.LatchLayerTextures())
        {
            return;
        }
        if (!this.PopulateLayer(currentLayerDesc.MipLevels, isHdr, currentLayerDesc.TextureSize, currentLayerDesc.SampleCount))
        {
            return;
        }
        bool flag2 = this.SubmitLayer(overlay, headLocked, identity, one);

        if (this.rend)
        {
            this.rend.enabled = !flag2;
        }
    }
コード例 #5
0
ファイル: OVROverlay.cs プロジェクト: K07H/The-Forest
    private OVRPlugin.LayerDesc GetCurrentLayerDesc()
    {
        OVRPlugin.LayerDesc result = new OVRPlugin.LayerDesc
        {
            Format      = OVRPlugin.EyeTextureFormat.Default,
            LayerFlags  = 8,
            Layout      = this.layout,
            MipLevels   = 1,
            SampleCount = 1,
            Shape       = (OVRPlugin.OverlayShape) this.currentOverlayShape,
            TextureSize = new OVRPlugin.Sizei
            {
                w = this.textures[0].width,
                h = this.textures[0].height
            }
        };
        Texture2D texture2D = this.textures[0] as Texture2D;

        if (texture2D != null)
        {
            if (texture2D.format == TextureFormat.RGBAHalf || texture2D.format == TextureFormat.RGBAFloat)
            {
                result.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }
            result.MipLevels = texture2D.mipmapCount;
        }
        Cubemap cubemap = this.textures[0] as Cubemap;

        if (cubemap != null)
        {
            if (cubemap.format == TextureFormat.RGBAHalf || cubemap.format == TextureFormat.RGBAFloat)
            {
                result.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }
            result.MipLevels = cubemap.mipmapCount;
        }
        RenderTexture renderTexture = this.textures[0] as RenderTexture;

        if (renderTexture != null)
        {
            result.SampleCount = renderTexture.antiAliasing;
            if (renderTexture.format == RenderTextureFormat.ARGBHalf || renderTexture.format == RenderTextureFormat.ARGBFloat || renderTexture.format == RenderTextureFormat.RGB111110Float)
            {
                result.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }
        }
        return(result);
    }
コード例 #6
0
    private void DestroyLayer()
    {
        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;
            layerIndex            = -1;
        }

        if (layerIdPtr != IntPtr.Zero)
        {
            OVRPlugin.EnqueueDestroyLayer(layerIdPtr);
            layerIdPtr = IntPtr.Zero;
            layerIdHandle.Free();
            layerId = 0;
        }

        layerDesc = new OVRPlugin.LayerDesc();
    }
コード例 #7
0
ファイル: OVROverlay.cs プロジェクト: boadle/CCTV-VR
    void LateUpdate()
    {
        if (!OVRManager.OVRManagerinitialized)
        {
            return;
        }
        if (!xrDeviceConstructed)
        {
            InitOVROverlay();
        }

        if (OVRManager.loadedXRDevice != constructedOverlayXRDevice)
        {
            Debug.LogError("Warning-XR Device was switched during runtime with overlays still enabled. When doing so, all overlays constructed with the previous XR device must first be disabled.");
            return;
        }
        // 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 || ((textures.Length < texturesPerStage || textures[0] == null) && !isExternalSurface))
        {
            return;
        }

        OVRPose pose       = OVRPose.identity;
        Vector3 scale      = Vector3.one;
        bool    overlay    = false;
        bool    headLocked = false;

        if (!ComputeSubmit(ref pose, ref scale, ref overlay, ref headLocked))
        {
            return;
        }

        if (OVRManager.loadedXRDevice == OVRManager.XRDevice.OpenVR)
        {
            if (currentOverlayShape == OverlayShape.Quad)
            {
                OpenVROverlayUpdate(scale, pose);
            }
            //No more Overlay processing is required if we're on OpenVR
            return;
        }

        OVRPlugin.LayerDesc newDesc = GetCurrentLayerDesc();
        bool isHdr = (newDesc.Format == OVRPlugin.EyeTextureFormat.R16G16B16A16_FP);

        // If the layer and textures are created but sizes differ, force re-creating them
        if (!layerDesc.TextureSize.Equals(newDesc.TextureSize) && layerId > 0)
        {
            DestroyLayerTextures();
            DestroyLayer();
        }

        bool createdLayer = CreateLayer(newDesc.MipLevels, newDesc.SampleCount, newDesc.Format, newDesc.LayerFlags, newDesc.TextureSize, newDesc.Shape);

        if (layerIndex == -1 || layerId <= 0)
        {
            return;
        }

        bool useMipmaps = (newDesc.MipLevels > 1);

        createdLayer |= CreateLayerTextures(useMipmaps, newDesc.TextureSize, isHdr);

        if (!isExternalSurface && (layerTextures[0].appTexture as RenderTexture != null))
        {
            isDynamic = true;
        }

        if (!LatchLayerTextures())
        {
            return;
        }

        // Don't populate the same frame image twice.
        if (frameIndex > prevFrameIndex)
        {
            int stage = frameIndex % stageCount;
            if (!PopulateLayer(newDesc.MipLevels, isHdr, newDesc.TextureSize, newDesc.SampleCount, stage))
            {
                return;
            }
        }

        bool isOverlayVisible = SubmitLayer(overlay, headLocked, noDepthBufferTesting, pose, scale, frameIndex);

        prevFrameIndex = frameIndex;
        if (isDynamic)
        {
            ++frameIndex;
        }

        // Backward compatibility: show regular renderer if overlay isn't visible.
        if (rend)
        {
            rend.enabled = !isOverlayVisible;
        }
    }
コード例 #8
0
ファイル: OVROverlay.cs プロジェクト: boadle/CCTV-VR
    private OVRPlugin.LayerDesc GetCurrentLayerDesc()
    {
        OVRPlugin.Sizei textureSize = new OVRPlugin.Sizei()
        {
            w = 0, h = 0
        };

        if (isExternalSurface)
        {
            textureSize.w = externalSurfaceWidth;
            textureSize.h = externalSurfaceHeight;
        }
        else
        {
            if (textures[0] == null)
            {
                Debug.LogWarning("textures[0] hasn't been set");
            }
            textureSize.w = textures[0] ? textures[0].width : 0;
            textureSize.h = textures[0] ? textures[0].height : 0;
        }

        OVRPlugin.LayerDesc newDesc = new OVRPlugin.LayerDesc()
        {
            Format      = OVRPlugin.EyeTextureFormat.R8G8B8A8_sRGB,
            LayerFlags  = isExternalSurface ? 0 : (int)OVRPlugin.LayerFlags.TextureOriginAtBottomLeft,
            Layout      = layout,
            MipLevels   = 1,
            SampleCount = 1,
            Shape       = (OVRPlugin.OverlayShape)currentOverlayShape,
            TextureSize = textureSize
        };

        var tex2D = textures[0] as Texture2D;

        if (tex2D != null)
        {
            if (tex2D.format == TextureFormat.RGBAHalf || tex2D.format == TextureFormat.RGBAFloat)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }

            newDesc.MipLevels = tex2D.mipmapCount;
        }

        var texCube = textures[0] as Cubemap;

        if (texCube != null)
        {
            if (texCube.format == TextureFormat.RGBAHalf || texCube.format == TextureFormat.RGBAFloat)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }

            newDesc.MipLevels = texCube.mipmapCount;
        }

        var rt = textures[0] as RenderTexture;

        if (rt != null)
        {
            newDesc.SampleCount = rt.antiAliasing;

            if (rt.format == RenderTextureFormat.ARGBHalf || rt.format == RenderTextureFormat.ARGBFloat || rt.format == RenderTextureFormat.RGB111110Float)
            {
                newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
            }
        }

        if (isProtectedContent)
        {
            newDesc.LayerFlags |= (int)OVRPlugin.LayerFlags.ProtectedContent;
        }

        if (isExternalSurface)
        {
            newDesc.LayerFlags |= (int)OVRPlugin.LayerFlags.AndroidSurfaceSwapChain;
        }

        return(newDesc);
    }
コード例 #9
0
ファイル: OVROverlay.cs プロジェクト: byronap120/OculusGoGame
    void Awake()
    {
        Debug.Log("Overlay Awake");

        if (tex2DMaterial == null)
        {
            tex2DMaterial = new Material(Shader.Find("Oculus/Texture2D Blit"));
        }

        if (cubeMaterial == null)
        {
            cubeMaterial = new Material(Shader.Find("Oculus/Cubemap Blit"));
        }

        rend = GetComponent <Renderer>();

        if (textures.Length == 0)
        {
            textures = new Texture[] { null }
        }
        ;

        // Backward compatibility
        if (rend != null && textures[0] == null)
        {
            textures[0] = rend.material.mainTexture;
        }
    }

    void OnEnable()
    {
        if (!OVRManager.isHmdPresent)
        {
            enabled = false;
            return;
        }
    }

    void OnDisable()
    {
        if ((gameObject.hideFlags & HideFlags.DontSaveInBuild) != 0)
        {
            return;
        }

        DestroyLayerTextures();
        DestroyLayer();
    }

    void OnDestroy()
    {
        DestroyLayerTextures();
        DestroyLayer();
    }

    bool ComputeSubmit(ref OVRPose pose, ref Vector3 scale, ref bool overlay, ref bool headLocked)
    {
        Camera headCamera = Camera.main;

        overlay    = (currentOverlayType == OverlayType.Overlay);
        headLocked = false;
        for (var t = transform; t != null && !headLocked; t = t.parent)
        {
            headLocked |= (t == headCamera.transform);
        }

        pose  = (headLocked) ? transform.ToHeadSpacePose(headCamera) : transform.ToTrackingSpacePose(headCamera);
        scale = transform.lossyScale;
        for (int i = 0; i < 3; ++i)
        {
            scale[i] /= headCamera.transform.lossyScale[i];
        }

        if (currentOverlayShape == OverlayShape.Cubemap)
        {
#if UNITY_ANDROID && !UNITY_EDITOR
            //HACK: VRAPI cubemaps assume are yawed 180 degrees relative to LibOVR.
            pose.orientation = pose.orientation * Quaternion.AngleAxis(180, Vector3.up);
#endif
            pose.position = headCamera.transform.position;
        }

        // 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 .");
                return(false);
            }
        }

        // Cylinder overlay sanity checking
        if (currentOverlayShape == OverlayShape.Cylinder)
        {
            float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f;
            if (arcAngle > 180.0f)
            {
                Debug.LogWarning("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree.");
                return(false);
            }
        }

        return(true);
    }

    void LateUpdate()
    {
        // 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 || textures.Length < texturesPerStage || textures[0] == null)
        {
            return;
        }

        OVRPose pose       = OVRPose.identity;
        Vector3 scale      = Vector3.one;
        bool    overlay    = false;
        bool    headLocked = false;

        if (!ComputeSubmit(ref pose, ref scale, ref overlay, ref headLocked))
        {
            return;
        }

        OVRPlugin.LayerDesc newDesc = GetCurrentLayerDesc();
        bool isHdr = (newDesc.Format == OVRPlugin.EyeTextureFormat.R16G16B16A16_FP);

        bool createdLayer = CreateLayer(newDesc.MipLevels, newDesc.SampleCount, newDesc.Format, newDesc.LayerFlags, newDesc.TextureSize, newDesc.Shape);

        if (layerIndex == -1 || layerId <= 0)
        {
            return;
        }

        bool useMipmaps = (newDesc.MipLevels > 1);

        createdLayer |= CreateLayerTextures(useMipmaps, newDesc.TextureSize, isHdr);

        if (layerTextures[0].appTexture as RenderTexture != null)
        {
            isDynamic = true;
        }

        if (!LatchLayerTextures())
        {
            return;
        }

        // Don't populate the same frame image twice.
        if (frameIndex > prevFrameIndex)
        {
            int stage = frameIndex % stageCount;
            if (!PopulateLayer(newDesc.MipLevels, isHdr, newDesc.TextureSize, newDesc.SampleCount, stage))
            {
                return;
            }
        }

        bool isOverlayVisible = SubmitLayer(overlay, headLocked, pose, scale, frameIndex);

        prevFrameIndex = frameIndex;
        if (isDynamic)
        {
            ++frameIndex;
        }

        // Backward compatibility: show regular renderer if overlay isn't visible.
        if (rend)
        {
            rend.enabled = !isOverlayVisible;
        }
    }

    #endregion
}
コード例 #10
0
    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;
            }
        }
    }
}
コード例 #11
0
ファイル: OVROverlay.cs プロジェクト: 20kyler00/VRGAME
    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 UNITY_ANDROID && !UNITY_EDITOR
        if (textures.Length == 2 && textures[1] != null)
        {
            layout = OVRPlugin.LayerLayout.Stereo;
        }
#endif
    }

    void OnEnable()
    {
        if (!OVRManager.isHmdPresent)
        {
            enabled = false;
            return;
        }
    }

    void OnDisable()
    {
        DestroyLayerTextures();
        DestroyLayer();
    }

    void OnDestroy()
    {
        DestroyLayerTextures();
        DestroyLayer();
    }

    bool ComputeSubmit(ref OVRPose pose, ref Vector3 scale, ref bool overlay, ref bool headLocked)
    {
        overlay    = (currentOverlayType == OverlayType.Overlay);
        headLocked = false;
        for (var t = transform; t != null && !headLocked; t = t.parent)
        {
            headLocked |= (t == Camera.current.transform);
        }

        pose  = (headLocked) ? transform.ToHeadSpacePose() : transform.ToTrackingSpacePose();
        scale = transform.lossyScale;
        for (int i = 0; i < 3; ++i)
        {
            scale[i] /= Camera.current.transform.lossyScale[i];
        }

        if (currentOverlayShape == OverlayShape.Cubemap)
        {
            pose.position = Camera.current.transform.position;
        }

        // 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 .");
                return(false);
            }
        }

        // Cylinder overlay sanity checking
        if (currentOverlayShape == OverlayShape.Cylinder)
        {
            float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f;
            if (arcAngle > 180.0f)
            {
                Debug.LogWarning("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree.");
                return(false);
            }
        }

        return(true);
    }

    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 != UnityEngine.CameraType.Game)
        {
            return;
        }

        if (currentOverlayType == OverlayType.None || textures.Length < texturesPerStage)
        {
            return;
        }

        // Don't submit the same frame twice.
        if (Time.frameCount <= prevFrameIndex)
        {
            return;
        }
        prevFrameIndex = Time.frameCount;

        OVRPose pose       = OVRPose.identity;
        Vector3 scale      = Vector3.one;
        bool    overlay    = false;
        bool    headLocked = false;

        if (!ComputeSubmit(ref pose, ref scale, ref overlay, ref headLocked))
        {
            return;
        }

        OVRPlugin.LayerDesc newDesc = GetCurrentLayerDesc();
        bool isHdr = (newDesc.Format == OVRPlugin.EyeTextureFormat.R16G16B16A16_FP);

        bool createdLayer = CreateLayer(newDesc.MipLevels, newDesc.SampleCount, newDesc.Format, newDesc.LayerFlags, newDesc.TextureSize, newDesc.Shape);

        if (layerIndex == -1 || layerId <= 0)
        {
            return;
        }

        bool isSrgb     = (newDesc.Format == OVRPlugin.EyeTextureFormat.B8G8R8A8_sRGB || newDesc.Format == OVRPlugin.EyeTextureFormat.R8G8B8A8_sRGB);
        bool useMipmaps = (newDesc.MipLevels > 1);

        createdLayer |= CreateLayerTextures(isSrgb, useMipmaps, newDesc.TextureSize, isHdr);

        if (layerTextures[0].appTexture as RenderTexture != null)
        {
            isDynamic = true;
        }

        if (!isDynamic && !createdLayer)
        {
            return;
        }

        if (!LatchLayerTextures())
        {
            return;
        }

        if (!PopulateLayer(newDesc.MipLevels, isHdr, newDesc.TextureSize, newDesc.SampleCount))
        {
            return;
        }

        bool isOverlayVisible = SubmitLayer(overlay, headLocked, pose, scale);

        // Backward compatibility: show regular renderer if overlay isn't visible.
        if (rend)
        {
            rend.enabled = !isOverlayVisible;
        }
    }

    #endregion
}