コード例 #1
0
 public static RenderAPI_D3D11 Create(UnityEngine.Texture2D tex, UnityEngine.Mesh mesh)
 {
     using (var dxTexture = new SharpDX.Direct3D11.Texture2D(tex.GetNativeTexturePtr()))
     {
         var d3d11 = new RenderAPI_D3D11(dxTexture.Device);
         d3d11.SetTextureFromUnity(tex.GetNativeTexturePtr(), tex.width, tex.height);
         d3d11.SetMeshBuffersFromUnity(mesh.GetNativeVertexBufferPtr(0)
                                       , mesh.vertexCount
                                       , mesh.vertices
                                       , mesh.normals
                                       , mesh.uv);
         return(d3d11);
     }
 }
コード例 #2
0
	private void CreateTextureAndPassToPlugin()
	{
		// Create a texture
		Texture2D tex = new Texture2D(256,256,TextureFormat.ARGB32,false);
		// Set point filtering just so we can see the pixels clearly
		tex.filterMode = FilterMode.Point;
		// Call Apply() so it's actually uploaded to the GPU
		tex.Apply();

		// Set texture onto our matrial
		GetComponent<Renderer>().material.mainTexture = tex;

		// Pass texture pointer to the plugin
	#if UNITY_GLES_RENDERER
		SetTextureFromUnity (tex.GetNativeTexturePtr(), tex.width, tex.height);
	#else
		SetTextureFromUnity (tex.GetNativeTexturePtr());
	#endif
	}
コード例 #3
0
    private void CreateTextureAndPassToPlugin()
    {
        // Create a texture
        Texture2D tex = new Texture2D(256,256,TextureFormat.ARGB32,false);
        // Set point filtering just so we can see the pixels clearly
        tex.filterMode = FilterMode.Point;
        // Call Apply() so it's actually uploaded to the GPU
        tex.Apply();

        // Set texture onto our matrial
        renderer.material.mainTexture = tex;

        // Pass texture pointer to the plugin
        SetTextureFromUnity (tex.GetNativeTexturePtr());
    }
コード例 #4
0
        void Init(CameraSource cam)
        {
            // TODO: might depend on module..
            var imageWidth = cam.SourceWidth;
            var imageHeight = cam.SourceHeight;

            TextureFormat txFormat = (cam.SourceChannels == 4) ? TextureFormat.BGRA32 : TextureFormat.RGB24;

            var camTexture = new Texture2D(imageWidth, imageHeight, txFormat, false);
            camTexture.wrapMode = TextureWrapMode.Clamp;

            GetComponent<Renderer>().materials[0].SetTexture("_MainTex", camTexture);

            var texturePtr = camTexture.GetNativeTexturePtr();
            _output = new DirectXOutput(texturePtr, Eye);
            ProcessingPipeline.AddOutput(_output);

            if (AutoAlign)
            {
                var ovrCam = cam as OvrvisionCameraSource;

                if (ovrCam != null)
                {
                    var IMAGE_ZOFFSET = 0.02f;
                    float xOffset = (Eye == DirectXOutput.Eye.Left) ? -0.032f : ovrCam.GetHMDRightGap().x - 0.040f;
                    transform.localPosition = new Vector3(xOffset, 0, ovrCam.GetFocalPoint() + IMAGE_ZOFFSET);

                    var aspectW = (float)imageWidth / GetImageBaseHeight(ovrCam.CamQuality);
                    var aspectH = (float)imageHeight / GetImageBaseHeight(ovrCam.CamQuality);
                    transform.localScale = new Vector3(aspectW, -aspectH, 1.0f);
                }
                else
                {
                    var aspectRatio = new Vector2((float)(imageWidth) / (float)(imageHeight), -1);
                    transform.localScale = new Vector3(aspectRatio.x, aspectRatio.y, 1.0f);
                    transform.localPosition = new Vector3(0, 0, 0.35f);
                }
            }
        }
コード例 #5
0
ファイル: SteamVR_GameView.cs プロジェクト: ConstLiu/openvr
    void OnEnable()
    {
        if (overlayMaterial == null)
        {
            overlayMaterial = new Material(Shader.Find("Custom/SteamVR_Overlay"));
        }

        // Use OpenVR's mirror texture if available.
        if (mirrorTexture == null)
        {
            var vr = SteamVR.instance;
            if (vr != null && vr.graphicsAPI == EGraphicsAPIConvention.API_DirectX)
            {
                var tex = new Texture2D(2, 2);
                var nativeTex = System.IntPtr.Zero;
                if (vr.compositor.GetMirrorTextureD3D11(EVREye.Eye_Right, tex.GetNativeTexturePtr(), ref nativeTex) == EVRCompositorError.None)
                {
                    uint width = 0, height = 0;
                    OpenVR.System.GetRecommendedRenderTargetSize(ref width, ref height);
                    mirrorTexture = Texture2D.CreateExternalTexture((int)width, (int)height, TextureFormat.RGBA32, false, false, nativeTex);
                }
            }
        }
    }
コード例 #6
0
    /// <summary>
    /// Initializes the UWKWebView, registers default delagates, and creates textures for the page and icon
    /// to lack of constructor parameters
    /// </summary>    
    void Awake()
    {
        // ensure core is up
        UWKCore.Init();

        if (createMode)
        {
            URL = createURL;
            MaxWidth = createMaxWidth;
            MaxHeight = createMaxHeight;
            CurrentWidth = MaxWidth;
            CurrentHeight = MaxHeight;
        }

        if (MaxWidth < 64)
            MaxWidth = 64;

        if (MaxHeight < 64)
            MaxHeight = 64;

        if (CurrentWidth > MaxWidth)
            CurrentWidth = MaxWidth;
        if (CurrentHeight > MaxHeight)
           		CurrentHeight = MaxHeight;

        maxWidth = MaxWidth;
        maxHeight = MaxHeight;

        // default delegate handlers
        LoadFinished += loadFinished;
        URLChanged += urlChanged;
        TitleChanged += titleChanged;
        JSConsole += jsConsole;
        JSMessageReceived += jsMessageReceived;
        LoadProgress += loadProgress;
        ContentSizeChanged += contentSizeChanged;
        NewViewRequested += newViewRequested;

        TextureFormat format = TextureFormat.ARGB32;

        if (SystemInfo.graphicsDeviceVersion.IndexOf("Direct3D 11") != -1)
        {
            format = TextureFormat.BGRA32;
        }

        // note that on Direct3D11 shared gpu textures, mipmapping is not allowed
        WebTexture = new Texture2D( MaxWidth, MaxHeight, format, false);

        Color32[] colors = new Color32[MaxWidth * MaxHeight];

        for (int i = 0; i < MaxWidth * MaxHeight; i++)
        {
            colors[i]. r = colors[i].g = colors[i].b = colors[i]. a = 0;
        }

        WebTexture.SetPixels32(colors);
        WebTexture.Apply();

        ID = UWKCore.CreateView(this, MaxWidth, MaxHeight, "", WebTexture.GetNativeTexturePtr());
    }
コード例 #7
0
 public void AssignTexture(hwTextureType type, Texture2D tex)
 {
     HairWorksIntegration.hwInstanceSetTexture(m_iid, type, tex.GetNativeTexturePtr());
 }
コード例 #8
0
    private void CreateTextureAndPassToPlugin()
    {
        //movingCamera =  GameObject.Find("MonoCamera").GetComponent<Camera>();//Camera.allCameras[2];
        movingCamera =  GameObject.Find("Camera").GetComponent<Camera>();//Camera.allCameras[2]; //**This is the stereo renderer

        //movingCamera.rect = new Rect(0,0,width,height);
        // Create a texture
        tex = new Texture2D(width,height,TextureFormat.RGB24,false);

        // Set point filtering just so we can see the pixels clearly
        //tex.filterMode = FilterMode.Point;

        // Call Apply() so it's actually uploaded to the GPU
        tex.Apply();

        // Set texture onto our matrial
        //renderer.material.mainTexture = tex;

        // Pass texture pointer to the plugin
        SetTextureFromUnity (tex.GetNativeTexturePtr());
    }
コード例 #9
0
ファイル: Ovrvision.cs プロジェクト: Wizapply/OvrvisionPro
    // Use this for initialization
    void Start()
    {
        if (!OvrPro.camStatus)
            return;

        // Initialize camera plane object(Left)
        CameraLeft = this.transform.FindChild("LeftCamera").gameObject;
        CameraRight = this.transform.FindChild("RightCamera").gameObject;
        CameraPlaneLeft = CameraLeft.transform.FindChild("LeftImagePlane").gameObject;
        CameraPlaneRight = CameraRight.transform.FindChild("RightImagePlane").gameObject;

        CameraLeft.transform.localPosition = Vector3.zero;
        CameraRight.transform.localPosition = Vector3.zero;
        CameraLeft.transform.localRotation = Quaternion.identity;
        CameraRight.transform.localRotation = Quaternion.identity;

        //Create cam texture
        CameraTexLeft = new Texture2D(OvrPro.imageSizeW, OvrPro.imageSizeH, TextureFormat.BGRA32, false);
        CameraTexRight = new Texture2D(OvrPro.imageSizeW, OvrPro.imageSizeH, TextureFormat.BGRA32, false);
        //Cam setting
        CameraTexLeft.wrapMode = TextureWrapMode.Clamp;
        CameraTexRight.wrapMode = TextureWrapMode.Clamp;

        CameraTexLeft.Apply();
        CameraTexRight.Apply();

        CameraTexLeftPtr = CameraTexLeft.GetNativeTexturePtr();
        CameraTexRightPtr = CameraTexRight.GetNativeTexturePtr();

        //Mesh
        Mesh m = CreateCameraPlaneMesh();
        CameraPlaneLeft.GetComponent<MeshFilter>().mesh = m;
        CameraPlaneRight.GetComponent<MeshFilter>().mesh = m;

        //SetShader
        SetShader(camViewShader);

        CameraPlaneLeft.GetComponent<Renderer>().materials[0].SetTexture("_MainTex", CameraTexLeft);
        CameraPlaneRight.GetComponent<Renderer>().materials[0].SetTexture("_MainTex", CameraTexRight);
        CameraPlaneLeft.GetComponent<Renderer>().materials[1].SetTexture("_MainTex", CameraTexLeft);
        CameraPlaneRight.GetComponent<Renderer>().materials[1].SetTexture("_MainTex", CameraTexRight);

        CameraRightGap = OvrPro.HMDCameraRightGap();

        //Plane reset
        CameraPlaneLeft.transform.localScale = new Vector3(OvrPro.aspectW, -1.0f, 1.0f);
        CameraPlaneRight.transform.localScale = new Vector3(OvrPro.aspectW, -1.0f, 1.0f);
        CameraPlaneLeft.transform.localPosition = new Vector3(-0.032f, 0.0f, OvrPro.GetFloatPoint() + IMAGE_ZOFFSET);
        CameraPlaneRight.transform.localPosition = new Vector3(CameraRightGap.x - 0.040f, 0.0f, OvrPro.GetFloatPoint() + IMAGE_ZOFFSET);

        UnityEngine.VR.InputTracking.Recenter();

        if (useOvrvisionTrack)
        {
            OvrPro.useOvrvisionTrack_Calib = true;
            CameraPlaneRight.active = !OvrPro.useOvrvisionTrack_Calib;
        }
    }
コード例 #10
0
ファイル: SteamVR_RenderModel.cs プロジェクト: Chazman11/SGJ
	RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
	{
        var pRenderModel = System.IntPtr.Zero;

		EVRRenderModelError error;
		while ( true )
		{
			error = renderModels.LoadRenderModel_Async(renderModelName, ref pRenderModel);
			if (error != EVRRenderModelError.Loading)
				break;

			System.Threading.Thread.Sleep(1);
		}

		if (error != EVRRenderModelError.None)
		{
			Debug.LogError(string.Format("Failed to load render model {0} - {1}", renderModelName, error.ToString()));
			return null;
		}

        var renderModel = (RenderModel_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_t));

		var vertices = new Vector3[renderModel.unVertexCount];
		var normals = new Vector3[renderModel.unVertexCount];
		var uv = new Vector2[renderModel.unVertexCount];

		var type = typeof(RenderModel_Vertex_t);
		for (int iVert = 0; iVert < renderModel.unVertexCount; iVert++)
		{
			var ptr = new System.IntPtr(renderModel.rVertexData.ToInt64() + iVert * Marshal.SizeOf(type));
			var vert = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, type);

			vertices[iVert] = new Vector3(vert.vPosition.v0, vert.vPosition.v1, -vert.vPosition.v2);
			normals[iVert] = new Vector3(vert.vNormal.v0, vert.vNormal.v1, -vert.vNormal.v2);
			uv[iVert] = new Vector2(vert.rfTextureCoord0, vert.rfTextureCoord1);
		}

		int indexCount = (int)renderModel.unTriangleCount * 3;
		var indices = new short[indexCount];
		Marshal.Copy(renderModel.rIndexData, indices, 0, indices.Length);

		var triangles = new int[indexCount];
		for (int iTri = 0; iTri < renderModel.unTriangleCount; iTri++)
		{
			triangles[iTri * 3 + 0] = (int)indices[iTri * 3 + 2];
			triangles[iTri * 3 + 1] = (int)indices[iTri * 3 + 1];
			triangles[iTri * 3 + 2] = (int)indices[iTri * 3 + 0];
		}

		var mesh = new Mesh();
		mesh.vertices = vertices;
		mesh.normals = normals;
		mesh.uv = uv;
		mesh.triangles = triangles;

		mesh.Optimize();
		//mesh.hideFlags = HideFlags.DontUnloadUnusedAsset;

		// Check cache before loading texture.
		var material = materials[renderModel.diffuseTextureId] as Material;
		if (material == null || material.mainTexture == null)
		{
			var pDiffuseTexture = System.IntPtr.Zero;

			while (true)
			{
				error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture);
				if (error != EVRRenderModelError.Loading)
					break;

				System.Threading.Thread.Sleep(1);
			}

			if (error == EVRRenderModelError.None)
			{
				var diffuseTexture = (RenderModel_TextureMap_t)Marshal.PtrToStructure(pDiffuseTexture, typeof(RenderModel_TextureMap_t));
				var texture = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.ARGB32, false);
				if (SystemInfo.graphicsDeviceVersion.StartsWith("OpenGL"))
				{
					var textureMapData = new byte[diffuseTexture.unWidth * diffuseTexture.unHeight * 4]; // RGBA
					Marshal.Copy(diffuseTexture.rubTextureMapData, textureMapData, 0, textureMapData.Length);

					var colors = new Color32[diffuseTexture.unWidth * diffuseTexture.unHeight];
					int iColor = 0;
					for (int iHeight = 0; iHeight < diffuseTexture.unHeight; iHeight++)
					{
						for (int iWidth = 0; iWidth < diffuseTexture.unWidth; iWidth++)
						{
							var r = textureMapData[iColor++];
							var g = textureMapData[iColor++];
							var b = textureMapData[iColor++];
							var a = textureMapData[iColor++];
							colors[iHeight * diffuseTexture.unWidth + iWidth] = new Color32(r, g, b, a);
						}
					}

					texture.SetPixels32(colors);
					texture.Apply();
				}
				else
				{
					texture.Apply();

					while (true)
					{
						error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texture.GetNativeTexturePtr());
						if (error != EVRRenderModelError.Loading)
							break;

						System.Threading.Thread.Sleep(1);
					}
				}

				material = new Material(shader != null ? shader : Shader.Find("Standard"));
				material.mainTexture = texture;
				//material.hideFlags = HideFlags.DontUnloadUnusedAsset;

				materials[renderModel.diffuseTextureId] = material;

				renderModels.FreeTexture(pDiffuseTexture);
			}
			else
			{
				Debug.Log("Failed to load render model texture for render model " + renderModelName);
			}
		}

		// Delay freeing when we can since we'll often get multiple requests for the same model right
		// after another (e.g. two controllers or two basestations).
#if UNITY_EDITOR
		if (!Application.isPlaying)
			renderModels.FreeRenderModel(pRenderModel);
		else
#endif
			StartCoroutine(FreeRenderModel(pRenderModel));

		return new RenderModel(mesh, material);
	}
コード例 #11
0
ファイル: Everyplay.cs プロジェクト: illyasviel/project1
    public static void SetThumbnailTargetTexture(Texture2D texture)
    {
        if (EveryplayInstance != null)
        {
            currentThumbnailTargetTexture = texture;
#if !UNITY_3_5
            #if EVERYPLAY_IPHONE_ENABLED
            if (texture != null)
            {
                EveryplaySetThumbnailTargetTexture(currentThumbnailTargetTexture.GetNativeTexturePtr());
                EveryplaySetThumbnailTargetTextureWidth(currentThumbnailTargetTexture.width);
                EveryplaySetThumbnailTargetTextureHeight(currentThumbnailTargetTexture.height);
            }
            else
            {
                EveryplaySetThumbnailTargetTexture(System.IntPtr.Zero);
            }
            #elif EVERYPLAY_ANDROID_ENABLED
            if (texture != null)
            {
                EveryplaySetThumbnailTargetTextureId(currentThumbnailTargetTexture.GetNativeTextureID());
                EveryplaySetThumbnailTargetTextureWidth(currentThumbnailTargetTexture.width);
                EveryplaySetThumbnailTargetTextureHeight(currentThumbnailTargetTexture.height);
            }
            else
            {
                EveryplaySetThumbnailTargetTextureId(0);
            }
            #endif
#endif
        }
    }
コード例 #12
0
ファイル: VRWebView.cs プロジェクト: grenadium/ggj2016
    protected void Start ()
    {
        // Check if we are running MiddleVR
        if(MiddleVR.VRKernel == null)
        {
            Debug.Log("[X] VRManager is missing from the scene !");
            enabled = false;
            return;
        }

        m_VirtualMousePosition = new Vector2(0, 0);

        if (Application.isEditor)
        {
            // Get the vrCameras corresponding Cameras
            m_Cameras = new List<Camera>();

            uint camerasNb = MiddleVR.VRDisplayMgr.GetCamerasNb();
            for (uint i = 0; i < camerasNb; ++i)
            {
                vrCamera vrcamera = MiddleVR.VRDisplayMgr.GetCameraByIndex(i);
                GameObject cameraObj = GameObject.Find(vrcamera.GetName());
                Camera camera = cameraObj.GetComponent<Camera>();
                if (camera != null)
                {
                    m_Cameras.Add(camera);
                }
            }
        }

        m_Texture = new Texture2D(m_Width, m_Height, TextureFormat.ARGB32, false);
        m_Texture.wrapMode = TextureWrapMode.Clamp;

        // Create vrImage and Texture2D
#if VRWEBVIEW_UNITY_FREE
        // Texture2D.SetPixels takes RGBA.
        m_Image = new vrImage("", (uint)m_Width, (uint)m_Height, VRImagePixelFormat.VRImagePixelFormat_RGBA);
        m_Pixels = m_Texture.GetPixels32 (0);
        m_PixelsHandle = GCHandle.Alloc(m_Pixels, GCHandleType.Pinned);
#else
        // OpenGL and Direct3D 9: Memory order for texture upload is BGRA (little-endian representation of ARGB32)
        // Direct3D 11: Unity seems to ignore TextureFormat.ARGB32 and always creates an RGBA texture.
        // We let vrImage do the pixel format conversion because this operation is done in another thread.
        if (SystemInfo.graphicsDeviceVersion.Contains("Direct3D 11"))
        {
            m_Image = new vrImage("", (uint)m_Width, (uint)m_Height, VRImagePixelFormat.VRImagePixelFormat_RGBA);
        }
        else
        {
            m_Image = new vrImage("", (uint)m_Width, (uint)m_Height, VRImagePixelFormat.VRImagePixelFormat_BGRA);
        }
#endif

        // Fill texture
        Color32[] colors = new Color32[(m_Width * m_Height)];
        
        for (int i = 0; i < (m_Width * m_Height); i++)
        {
            colors[i].r = 0;
            colors[i].g = 0;
            colors[i].b = 0;
            colors[i].a = 0;
        }
        
        m_Texture.SetPixels32(colors);
        m_Texture.Apply(false, false);

#if !VRWEBVIEW_UNITY_FREE
        m_NativeTexturePtr = m_Texture.GetNativeTexturePtr();
#endif

        // Attach texture
        if (gameObject != null && gameObject.GetComponent<GUITexture>() == null && gameObject.GetComponent<Renderer>() != null)
        {
            var renderer = gameObject.GetComponent<Renderer>();

            // Assign the material/shader to the object attached
            renderer.material = Resources.Load("VRWebViewMaterial", typeof(Material)) as Material;
            renderer.material.mainTexture = this.m_Texture;
        }
        else if (gameObject != null && gameObject.GetComponent<GUITexture>() != null )
        {
            gameObject.GetComponent<GUITexture>().texture = this.m_Texture;
        }
        else
        {
            MiddleVR.VRLog(2, "VRWebView must be attached to a GameObject with a renderer or a GUITexture !");
            enabled = false;
            return;
        }
        
        // Handle Cluster
        if ( MiddleVR.VRClusterMgr.IsServer() && ! MiddleVR.VRKernel.GetEditorMode() )
        {
            MiddleVR.VRClusterMgr.AddSynchronizedObject( m_Image );
        }
        
        if( ! MiddleVR.VRClusterMgr.IsClient() )
        {
            if (m_DirectoryProviders.Length == 0 && m_ArchiveProviders.Length == 0)
            {
                m_WebView = new vrWebView("", GetAbsoluteURL(m_URL), (uint)m_Width, (uint)m_Height, m_Image);
            }
            else
            {
                m_WebView = new vrWebView("", "", (uint)m_Width, (uint)m_Height, m_Image);

                int order = 0;

                foreach(VRWebViewDirectoryProvider directoryProvider in m_DirectoryProviders)
                {
                    m_WebView.AddDirectoryProvider(directoryProvider.m_URL, Application.dataPath + System.IO.Path.DirectorySeparatorChar + directoryProvider.m_DirectoryPath, order, "VRWebViewProvider" + order);
                    order++;
                }

                foreach(VRWebViewArchiveProvider archiveProvider in m_ArchiveProviders)
                {
                    m_WebView.AddArchiveProvider(archiveProvider.m_URL, Application.dataPath + System.IO.Path.DirectorySeparatorChar + archiveProvider.m_ArchivePath, archiveProvider.m_Password, order, "VRWebViewProvider" + order);
                    order++;
                }

                m_WebView.SetURL(GetAbsoluteURL(m_URL));
            }
            m_WebView.SetZoom( m_Zoom );
        }
    }
コード例 #13
0
ファイル: Everyplay.cs プロジェクト: Leii/Everyplay_Demo_
 public static void FaceCamSetTargetTexture(Texture2D texture)
 {
     if(EveryplayInstance != null) {
     #if !UNITY_3_5
         #if !UNITY_EDITOR
         #if UNITY_IPHONE && EVERYPLAY_IPHONE
         if(texture != null) {
             EveryplayFaceCamSetTargetTexture(texture.GetNativeTexturePtr());
             EveryplayFaceCamSetTargetTextureWidth(texture.width);
             EveryplayFaceCamSetTargetTextureHeight(texture.height);
         }
         else {
             EveryplayFaceCamSetTargetTexture(System.IntPtr.Zero);
         }
         #elif UNITY_ANDROID && EVERYPLAY_ANDROID
         if(texture != null) {
             EveryplayFaceCamSetTargetTextureId(texture.GetNativeTextureID());
             EveryplayFaceCamSetTargetTextureWidth(texture.width);
             EveryplayFaceCamSetTargetTextureHeight(texture.height);
         }
         else {
             EveryplayFaceCamSetTargetTextureId(0);
         }
         #endif
         #endif
     #endif
     }
 }
コード例 #14
0
    public static void FaceCamSetTargetTexture(Texture2D texture)
    {
        if (EveryplayInstance != null && hasMethods == true)
        {
#if !UNITY_3_5
            #if EVERYPLAY_FACECAM_BINDINGS_ENABLED
            #if EVERYPLAY_IPHONE_ENABLED || EVERYPLAY_OSX_ENABLED
            if (texture != null)
            {
                EveryplayFaceCamSetTargetTexture(texture.GetNativeTexturePtr());
                EveryplayFaceCamSetTargetTextureWidth(texture.width);
                EveryplayFaceCamSetTargetTextureHeight(texture.height);
            }
            else
            {
                EveryplayFaceCamSetTargetTexture(System.IntPtr.Zero);
            }
            #elif EVERYPLAY_ANDROID_ENABLED
            if (texture != null)
            {
                EveryplayFaceCamSetTargetTextureId(texture.GetNativeTextureID());
                EveryplayFaceCamSetTargetTextureWidth(texture.width);
                EveryplayFaceCamSetTargetTextureHeight(texture.height);
            }
            else
            {
                EveryplayFaceCamSetTargetTextureId(0);
            }
            #endif
            #endif
#endif
        }
    }
コード例 #15
0
 private SteamVR_RenderModel.RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
 {
     IntPtr zero = IntPtr.Zero;
     EVRRenderModelError eVRRenderModelError;
     while (true)
     {
         eVRRenderModelError = renderModels.LoadRenderModel_Async(renderModelName, ref zero);
         if (eVRRenderModelError != EVRRenderModelError.Loading)
         {
             break;
         }
         Thread.Sleep(1);
     }
     if (eVRRenderModelError != EVRRenderModelError.None)
     {
         UnityEngine.Debug.LogError(string.Format("Failed to load render model {0} - {1}", renderModelName, eVRRenderModelError.ToString()));
         return null;
     }
     RenderModel_t renderModel_t = (RenderModel_t)Marshal.PtrToStructure(zero, typeof(RenderModel_t));
     Vector3[] array = new Vector3[renderModel_t.unVertexCount];
     Vector3[] array2 = new Vector3[renderModel_t.unVertexCount];
     Vector2[] array3 = new Vector2[renderModel_t.unVertexCount];
     Type typeFromHandle = typeof(RenderModel_Vertex_t);
     int num = 0;
     while ((long)num < (long)((ulong)renderModel_t.unVertexCount))
     {
         IntPtr ptr = new IntPtr(renderModel_t.rVertexData.ToInt64() + (long)(num * Marshal.SizeOf(typeFromHandle)));
         RenderModel_Vertex_t renderModel_Vertex_t = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, typeFromHandle);
         array[num] = new Vector3(renderModel_Vertex_t.vPosition.v0, renderModel_Vertex_t.vPosition.v1, -renderModel_Vertex_t.vPosition.v2);
         array2[num] = new Vector3(renderModel_Vertex_t.vNormal.v0, renderModel_Vertex_t.vNormal.v1, -renderModel_Vertex_t.vNormal.v2);
         array3[num] = new Vector2(renderModel_Vertex_t.rfTextureCoord0, renderModel_Vertex_t.rfTextureCoord1);
         num++;
     }
     int num2 = (int)(renderModel_t.unTriangleCount * 3u);
     short[] array4 = new short[num2];
     Marshal.Copy(renderModel_t.rIndexData, array4, 0, array4.Length);
     int[] array5 = new int[num2];
     int num3 = 0;
     while ((long)num3 < (long)((ulong)renderModel_t.unTriangleCount))
     {
         array5[num3 * 3] = (int)array4[num3 * 3 + 2];
         array5[num3 * 3 + 1] = (int)array4[num3 * 3 + 1];
         array5[num3 * 3 + 2] = (int)array4[num3 * 3];
         num3++;
     }
     Mesh mesh = new Mesh();
     mesh.vertices = array;
     mesh.normals = array2;
     mesh.uv = array3;
     mesh.triangles = array5;
     mesh.Optimize();
     Material material = SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] as Material;
     if (material == null || material.mainTexture == null)
     {
         IntPtr zero2 = IntPtr.Zero;
         while (true)
         {
             eVRRenderModelError = renderModels.LoadTexture_Async(renderModel_t.diffuseTextureId, ref zero2);
             if (eVRRenderModelError != EVRRenderModelError.Loading)
             {
                 break;
             }
             Thread.Sleep(1);
         }
         if (eVRRenderModelError == EVRRenderModelError.None)
         {
             RenderModel_TextureMap_t renderModel_TextureMap_t = (RenderModel_TextureMap_t)Marshal.PtrToStructure(zero2, typeof(RenderModel_TextureMap_t));
             Texture2D texture2D = new Texture2D((int)renderModel_TextureMap_t.unWidth, (int)renderModel_TextureMap_t.unHeight, TextureFormat.ARGB32, false);
             if (SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX)
             {
                 texture2D.Apply();
                 while (true)
                 {
                     eVRRenderModelError = renderModels.LoadIntoTextureD3D11_Async(renderModel_t.diffuseTextureId, texture2D.GetNativeTexturePtr());
                     if (eVRRenderModelError != EVRRenderModelError.Loading)
                     {
                         break;
                     }
                     Thread.Sleep(1);
                 }
             }
             else
             {
                 byte[] array6 = new byte[(int)(renderModel_TextureMap_t.unWidth * renderModel_TextureMap_t.unHeight * '\u0004')];
                 Marshal.Copy(renderModel_TextureMap_t.rubTextureMapData, array6, 0, array6.Length);
                 Color32[] array7 = new Color32[(int)(renderModel_TextureMap_t.unWidth * renderModel_TextureMap_t.unHeight)];
                 int num4 = 0;
                 for (int i = 0; i < (int)renderModel_TextureMap_t.unHeight; i++)
                 {
                     for (int j = 0; j < (int)renderModel_TextureMap_t.unWidth; j++)
                     {
                         byte r = array6[num4++];
                         byte g = array6[num4++];
                         byte b = array6[num4++];
                         byte a = array6[num4++];
                         array7[i * (int)renderModel_TextureMap_t.unWidth + j] = new Color32(r, g, b, a);
                     }
                 }
                 texture2D.SetPixels32(array7);
                 texture2D.Apply();
             }
             material = new Material((!(this.shader != null)) ? Shader.Find("Standard") : this.shader);
             material.mainTexture = texture2D;
             SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] = material;
             renderModels.FreeTexture(zero2);
         }
         else
         {
             UnityEngine.Debug.Log("Failed to load render model texture for render model " + renderModelName);
         }
     }
     base.StartCoroutine(this.FreeRenderModel(zero));
     return new SteamVR_RenderModel.RenderModel(mesh, material);
 }
コード例 #16
0
 public static bool Write(Texture2D dst_tex, IntPtr src, int src_num, tDataFormat src_fmt)
 {
     return tWriteTexture(
         dst_tex.GetNativeTexturePtr(), dst_tex.width, dst_tex.height,
         GetTextureFormat(dst_tex), src, src_num, src_fmt) != 0;
 }