//Gets an empty frame from the pool and ensures its ready to be filled GameFrame PrepareNewFrame() { FrameDelayQueue <GameFrame> .Frame <GameFrame> newFrame = frames.GetNewFrame(); if (newFrame.data == null) { newFrame.data = new GameFrame(); } if (newFrame.data.backgroundBuffer != null && (newFrame.data.backgroundBuffer.width != Output.width || newFrame.data.backgroundBuffer.height != Output.height)) { newFrame.data.backgroundBuffer.Release(); newFrame.data.backgroundBuffer = null; } if (newFrame.data.backgroundBuffer == null) { newFrame.data.backgroundBuffer = new RenderTexture(Output.width, Output.height, 24, (Output as RenderTexture).format, (Output as RenderTexture).sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear); newFrame.data.backgroundBuffer.antiAliasing = CalculateAntiAliasingValue(); } if (newFrame.data.foregroundBuffer != null && (newFrame.data.foregroundBuffer.width != Output.width || newFrame.data.foregroundBuffer.height != Output.height)) { newFrame.data.foregroundBuffer.Release(); newFrame.data.foregroundBuffer = null; } if (newFrame.data.foregroundBuffer == null) { newFrame.data.foregroundBuffer = new RenderTexture(Output.width, Output.height, 24, (Output as RenderTexture).format, (Output as RenderTexture).sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear); newFrame.data.foregroundBuffer.antiAliasing = CalculateAntiAliasingValue(); } return(newFrame.data); }
//Gets an empty frame from the pool and ensures its ready to be filled GameFrame PrepareNewFrame() { FrameDelayQueue <GameFrame> .Frame <GameFrame> newFrame = frames.GetNewFrame(); if (newFrame.data == null) { newFrame.data = new GameFrame(); } if (newFrame.data.backgroundBuffer != null && (newFrame.data.backgroundBuffer.width != Output.width || newFrame.data.backgroundBuffer.height != Output.height)) { newFrame.data.backgroundBuffer.Release(); newFrame.data.backgroundBuffer = null; } if (newFrame.data.backgroundBuffer == null) { newFrame.data.backgroundBuffer = new RenderTexture(Output.width, Output.height, 24, gameCamera.hdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default); } if (newFrame.data.foregroundBuffer != null && (newFrame.data.foregroundBuffer.width != Output.width || newFrame.data.foregroundBuffer.height != Output.height)) { newFrame.data.foregroundBuffer.Release(); newFrame.data.foregroundBuffer = null; } if (newFrame.data.foregroundBuffer == null) { newFrame.data.foregroundBuffer = new RenderTexture(Output.width, Output.height, 24, gameCamera.hdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default); } return(newFrame.data); }
protected virtual void UpdateTransform() { frames.delayDuration = (delayWithBuffer == true && context.Data.unplugged == false && context.Data.outputMode == MixCastData.OutputMode.Buffered) ? context.Data.bufferTime : 0; frames.Update(); if (context.Data != null) { FrameDelayQueue <TransformData> .Frame <TransformData> newFrame = frames.GetNewFrame(); if (newFrame.data == null) { newFrame.data = new TransformData(); } GetCameraTransform(out newFrame.data.pos, out newFrame.data.rot); TransformData oldFrame = frames.OldestFrameData; SetTransformFromTarget(oldFrame.pos, oldFrame.rot); } }
public virtual void StartRender() { if (context.Data == null || frames == null) { return; } frames.delayDuration = context.Data.outputMode == MixCastData.OutputMode.Buffered ? context.Data.bufferTime : 0; frames.Update(); if (blitMaterial != null) { blitMaterial.mainTexture = Texture; //Tell the material if linear color space needs to be corrected blitMaterial.SetFloat(COLOR_SPACE_EXP_PROP, QualitySettings.activeColorSpace == ColorSpace.Linear ? 2.2f : 1); if (Texture != null && cam.Output != null) { //set transform to correct for different aspect ratios between screen and camera texture float ratioRatio = ((float)Texture.width / Texture.height) / ((float)cam.Output.width / cam.Output.height); blitMaterial.SetVector("_TextureTransform", new Vector4(1f / ratioRatio, 1, 0.5f * (1f - 1f / ratioRatio), 0)); } //update the player's depth for the material FrameDelayQueue <FramePlayerData> .Frame <FramePlayerData> nextFrame = frames.GetNewFrame(); if (nextFrame.data == null) { nextFrame.data = new FramePlayerData(); } if (cam.gameCamera != null) { nextFrame.data.playerDepth = CalculatePlayerDepth(); } Transform roomTransform = Camera.main.transform.parent; nextFrame.data.playerHeadPos = Camera.main.transform.position; nextFrame.data.playerBasePos = roomTransform.TransformPoint(new Vector3(Camera.main.transform.localPosition.x, 0, Camera.main.transform.localPosition.z)); nextFrame.data.playerLeftHandPos = roomTransform.TransformPoint(GetTrackingPosition(UnityEngine.XR.XRNode.LeftHand)); nextFrame.data.playerRightHandPos = roomTransform.TransformPoint(GetTrackingPosition(UnityEngine.XR.XRNode.RightHand)); FramePlayerData oldFrameData = frames.OldestFrameData; blitMaterial.SetFloat("_PlayerDepth", oldFrameData.playerDepth); blitMaterial.SetVector("_PlayerHeadPos", oldFrameData.playerHeadPos); blitMaterial.SetVector("_PlayerLeftHandPos", oldFrameData.playerLeftHandPos); blitMaterial.SetVector("_PlayerRightHandPos", oldFrameData.playerRightHandPos); blitMaterial.SetVector("_PlayerBasePos", oldFrameData.playerBasePos); blitMaterial.SetFloat("_PlayerScale", Camera.main.transform.parent.TransformVector(Vector3.forward).magnitude); blitMaterial.SetFloat("_PlayerHeadCropRadius", context.Data.croppingData.headRadius); blitMaterial.SetFloat("_PlayerHandCropRadius", context.Data.croppingData.handRadius); blitMaterial.SetFloat("_PlayerFootCropRadius", context.Data.croppingData.baseRadius); if (context.Data.croppingData.active) { blitMaterial.EnableKeyword(KEYWORD_CROP_PLAYER); } else { blitMaterial.DisableKeyword(KEYWORD_CROP_PLAYER); } if (cam is ImmediateMixCastCamera) { blitMaterial.EnableKeyword(KEYWORD_WRITE_DEPTH); } else { blitMaterial.DisableKeyword(KEYWORD_WRITE_DEPTH); } } if (OnRenderStarted != null) { OnRenderStarted(); } }
public virtual void StartRender() { if (context.Data == null || frames == null) { return; } frames.delayDuration = (context.Data.unplugged == false && context.Data.outputMode == MixCastData.OutputMode.Buffered) ? context.Data.bufferTime : 0; frames.Update(); ProcessTexture(); if (blitMaterial != null && ProcessedTexture != null) { blitMaterial.mainTexture = ProcessedTexture; if (context.Data.croppingData.active) { blitMaterial.EnableKeyword(KEYWORD_CROP_PLAYER); } FramePlayerData oldFrameData = frames.OldestFrameData; if (oldFrameData != null) { blitMaterial.SetFloat("_PlayerDist", oldFrameData.playerDist); blitMaterial.SetVector("_PlayerHeadPos", oldFrameData.playerHeadPos); blitMaterial.SetVector("_PlayerLeftHandPos", oldFrameData.playerLeftHandPos); blitMaterial.SetVector("_PlayerRightHandPos", oldFrameData.playerRightHandPos); blitMaterial.SetVector("_PlayerBasePos", oldFrameData.playerBasePos); } float scale = MixCastCameras.Instance.RoomTransform != null?MixCastCameras.Instance.RoomTransform.TransformVector(Vector3.forward).magnitude : 1; blitMaterial.SetFloat("_PlayerScale", scale); blitMaterial.SetFloat("_PlayerHeadCropRadius", context.Data.croppingData.headRadius); blitMaterial.SetFloat("_PlayerHandCropRadius", context.Data.croppingData.handRadius); blitMaterial.SetFloat("_PlayerFootCropRadius", context.Data.croppingData.baseRadius); //update the player's depth for the material FrameDelayQueue <FramePlayerData> .Frame <FramePlayerData> nextFrame = frames.GetNewFrame(); if (nextFrame.data == null) { nextFrame.data = new FramePlayerData(); } FillTrackingData(nextFrame); } if (OnRenderStarted != null) { OnRenderStarted(); } }
FrameLightingData PrepareNextFrame() { FrameDelayQueue <FrameLightingData> .Frame <FrameLightingData> nextFrame = frames.GetNewFrame(); if (nextFrame.data == null) { nextFrame.data = new FrameLightingData(); } if (nextFrame.data.directionalLightDirections == null || nextFrame.data.directionalLightDirections.Length != DIR_LIGHT_ARRAY_MAX) { nextFrame.data.directionalLightDirections = new Vector4[DIR_LIGHT_ARRAY_MAX]; } if (nextFrame.data.directionalLightColors == null || nextFrame.data.directionalLightColors.Length != DIR_LIGHT_ARRAY_MAX) { nextFrame.data.directionalLightColors = new Vector4[DIR_LIGHT_ARRAY_MAX]; } if (nextFrame.data.pointLightPositions == null || nextFrame.data.pointLightPositions.Length != POINT_LIGHT_ARRAY_MAX) { nextFrame.data.pointLightPositions = new Vector4[POINT_LIGHT_ARRAY_MAX]; } if (nextFrame.data.pointLightColors == null || nextFrame.data.pointLightColors.Length != POINT_LIGHT_ARRAY_MAX) { nextFrame.data.pointLightColors = new Vector4[POINT_LIGHT_ARRAY_MAX]; } if (nextFrame.data.spotLightPositions == null || nextFrame.data.spotLightPositions.Length != SPOT_LIGHT_ARRAY_MAX) { nextFrame.data.spotLightPositions = new Vector4[SPOT_LIGHT_ARRAY_MAX]; } if (nextFrame.data.spotLightDirections == null || nextFrame.data.spotLightDirections.Length != SPOT_LIGHT_ARRAY_MAX) { nextFrame.data.spotLightDirections = new Vector4[SPOT_LIGHT_ARRAY_MAX]; } if (nextFrame.data.spotLightColors == null || nextFrame.data.spotLightColors.Length != SPOT_LIGHT_ARRAY_MAX) { nextFrame.data.spotLightColors = new Vector4[SPOT_LIGHT_ARRAY_MAX]; } return(nextFrame.data); }