public static void Player_RenderActor(int actor, int viewport, GetRenderTextureNativePtr getColorTarget, GetRenderTextureNativePtr getDepthTarget) { if (!HvrPlayerInterface.IsInitialized()) { return; } bool sRGBWrite = GL.sRGBWrite; int player = ScenePlayerHandle(); if (getColorTarget == null) { getColorTarget = ReturnZeroPointer; } if (getDepthTarget == null) { getDepthTarget = ReturnZeroPointer; } int eventID = UnityInterfaceAPI.QueueGLEventPrepFrameContextIII(HvrPlayerInterfaceAPI.Player_Render, player, actor, viewport, getColorTarget(), getDepthTarget()); GL.IssuePluginEvent(UnityInterfaceAPI.UnityRenderEventFunc(), eventID); GL.InvalidateState(); // TODO: Reset this as a deferred step. GL.sRGBWrite = sRGBWrite; }
public static void Player_WillRender(int actor, int viewport) { if (!HvrPlayerInterface.IsInitialized()) { return; } int player = ScenePlayerHandle(); int eventID = UnityInterfaceAPI.QueueGLEventIII(HvrPlayerInterfaceAPI.Player_WillRender, player, actor, viewport); GL.IssuePluginEvent(UnityInterfaceAPI.UnityRenderEventFunc(), eventID); GL.InvalidateState(); }
public static void Player_PrepareRender(GetRenderTextureNativePtr getColorTarget, GetRenderTextureNativePtr getDepthTarget) { if (!HvrPlayerInterface.IsInitialized()) { return; } // Only allow PrepareRender to be called if the frame has changed // This handles an issue with Metal where a internal buffer index needs to be bumped each PrepareRender // // A potential issue for this is that lodding step within PrepareRender will not take into account any viewport changes // that occur within this frame, after PrepareRender is called. if (Time.frameCount != lastPreparedFrame) { lastPreparedFrame = Time.frameCount; HvrPlayerInterface.Update(); WillRender(); int player = ScenePlayerHandle(); if (getColorTarget == null) { getColorTarget = ReturnZeroPointer; } if (getDepthTarget == null) { getDepthTarget = ReturnZeroPointer; } int eventID = UnityInterfaceAPI.QueueGLEventPrepFrameContextI(HvrPlayerInterfaceAPI.Player_PrepareRender, player, getColorTarget(), getDepthTarget()); GL.IssuePluginEvent(UnityInterfaceAPI.UnityRenderEventFunc(), eventID); GL.InvalidateState(); } }