void OnSceneGUI() { Stereo3D s3d = target as Stereo3D; Camera c = SceneView.lastActiveSceneView.camera; s3d.ShowBody = Vector3.Distance(c.transform.position, s3d.transform.position) > 0.2f; }
// Init() public override void Init() { RC.ClearColor = new float4(0, 0, 0, 1); _shaderProgram = RC.CreateShader(Vs, Ps); RC.SetShader(_shaderProgram); _stereo3D = new Stereo3D(Stereo3DMode.Anaglyph, Width, Height); _stereo3D.AttachToContext(RC); _exampleLevel = new Level(RC, _shaderProgram, _stereo3D); }
// Init is called on startup. public override void Init() { //Width and Height are 0 on our Android Device if (Width <= 0) { Width = 2560; } if (Height <= 0) { Height = 1440; } #if GUI_SIMPLE _guiHandler = new GUIHandler(); _guiHandler.AttachToContext(RC); _guiFuseeLink = new GUIButton(6, 6, 157, 87); _guiFuseeLink.ButtonColor = new float4(0, 0, 0, 0); _guiFuseeLink.BorderColor = new float4(0, 0.6f, 0.2f, 1); _guiFuseeLink.BorderWidth = 0; _guiFuseeLink.OnGUIButtonDown += _guiFuseeLink_OnGUIButtonDown; _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter; _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave; _guiHandler.Add(_guiFuseeLink); _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("FuseeLogo150.png"), 10, 10, -5, 150, 80); _guiHandler.Add(_guiFuseeLogo); var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf"); fontLato.UseKerning = true; _guiLatoBlack = new FontMap(fontLato, 18); _guiSubText = new GUIText("Simple FUSEE Cardboard Example", _guiLatoBlack, 100, 100); _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f); _guiHandler.Add(_guiSubText); _subtextWidth = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack); _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack); #endif // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A). RC.ClearColor = new float4(1, 1, 1, 1); //Initialize StereoRendering if (_renderStereo) { _stereo3d = new Stereo3D(Stereo3DMode.Cardboard, Width, Height); _stereo3d.AttachToContext(RC); } // Load the scene _WuggyScene = AssetStorage.Get <SceneContainer>("WuggyLand.fus"); // Wrap a SceneRenderer around the scene. _sceneRenderer = new SceneRenderer(_WuggyScene); }
public Level(RenderContext rc, ShaderProgram sp, int id, Stereo3D stereo3D) { ObjRandom = new Random(); VColorObj = sp.GetShaderParam("vColor"); VTextureObj = sp.GetShaderParam("vTexture"); RContext = rc; _stereo3D = stereo3D; UseStereo3D = false; ConstructLevel(id); }
void DrawShutterField() { int checkVal = _sstate.intValue; StereoState st = (StereoState)checkVal; EditorGUILayout.BeginHorizontal("box"); st = (StereoState)EditorGUILayout.EnumPopup("3D Mode", st); EditorGUILayout.EndHorizontal(); _sstate.enumValueIndex = (int)st; if (checkVal != _sstate.intValue) { Stereo3D s3d = target as Stereo3D; s3d.SetMode(st); } }
void Create() { if (_cb == null) { if (sname.Length <= 0) { sname = "3D Camera"; } GameObject go = new GameObject(sname, typeof(CameraBody)); _cb = go.GetComponent <CameraBody>(); Undo.RegisterCreatedObjectUndo(go, "Created Camera"); } _cb.CameraDescription = sname; Stereo3D s3d = _cb.gameObject.AddComponent <Stereo3D>(); s3d.SelectedRig = _selectedRig; s3d.Interaxial = _interaxial; s3d.Convergence = _convergence; s3d.State = _sstate; Camera cam = _cb.NodalCamera; cam.nearClipPlane = 0.01f; cam.gameObject.AddComponent <Stereo3DRenderer>(); SceneView sv = SceneView.lastActiveSceneView; if (sv == null) { sv = SceneView.sceneViews[0] as SceneView; } sv.Focus(); Camera c = SceneView.GetAllSceneCameras()[0]; _cb.transform.rotation = Quaternion.LookRotation(c.transform.forward); _cb.transform.position = c.transform.position; }
void OnEnable() { _selectedRig = serializedObject.FindProperty("_selectedRig"); _minInteraxial = serializedObject.FindProperty("_minInteraxial"); _maxInteraxial = serializedObject.FindProperty("_maxInteraxial"); _interaxial = serializedObject.FindProperty("_interaxial"); _minConvergence = serializedObject.FindProperty("_minConvergence"); _maxConvergence = serializedObject.FindProperty("_maxConvergence"); _convergence = serializedObject.FindProperty("_convergence"); _material = serializedObject.FindProperty("_stereoMaterial"); _sstate = serializedObject.FindProperty("_sstate"); _rigList = new string[] { "Tango", "TS5 3ality", "TS2 3ality" }; Stereo3D s3d = target as Stereo3D; s3d.SetMode((StereoState)_sstate.intValue); }
void Awake() { _s3d = GetComponent<Stereo3D>() as Stereo3D; }
void Start () { _s3d = GetComponent<Stereo3D>(); }
public Level(RenderContext rc, ShaderProgram sp, Stereo3D stereo3D) : this(rc, sp, 0, stereo3D) { }
void Awake() { _s3d = GetComponent <Stereo3D>() as Stereo3D; }
private void Start() { instance = this; }
void Start() { _s3d = GetComponent <Stereo3D>(); }