public Matrix4x4 GetStereoViewMatrix(StereoscopicEye eye) { Matrix4x4 matrixx; INTERNAL_CALL_GetStereoViewMatrix(this, eye, out matrixx); return(matrixx); }
extern public Matrix4x4 GetStereoViewMatrix(StereoscopicEye eye);
public void SetStereoViewMatrix(StereoscopicEye eye, Matrix4x4 matrix) { INTERNAL_CALL_SetStereoViewMatrix(this, eye, ref matrix); }
private static extern void INTERNAL_CALL_SetStereoViewMatrix(Camera self, StereoscopicEye eye, ref Matrix4x4 matrix);
private static extern void INTERNAL_CALL_GetStereoViewMatrix(Camera self, StereoscopicEye eye, out Matrix4x4 value);
public Matrix4x4 GetStereoProjectionMatrix(StereoscopicEye eye) { INTERNAL_CALL_GetStereoProjectionMatrix(this, eye, out Matrix4x4 value); return(value); }
public Matrix4x4 GetStereoNonJitteredProjectionMatrix(StereoscopicEye eye) { throw new System.NotImplementedException(); }
extern public void SetStereoProjectionMatrix(StereoscopicEye eye, Matrix4x4 matrix);
public void SetStereoViewMatrix(StereoscopicEye eye, Matrix4x4 matrix) { INTERNAL_CALL_SetStereoViewMatrix(this, eye, ref matrix); }
public void CopyStereoDeviceProjectionMatrixToNonJittered(StereoscopicEye eye) { throw new System.NotImplementedException(); }
private static extern void INTERNAL_CALL_SetStereoViewMatrix(Camera self, StereoscopicEye eye, ref Matrix4x4 matrix);
private static extern void INTERNAL_CALL_GetStereoViewMatrix(Camera self, StereoscopicEye eye, out Matrix4x4 value);
public Matrix4x4 GetStereoViewMatrix(StereoscopicEye eye) { Matrix4x4 matrixx; INTERNAL_CALL_GetStereoViewMatrix(this, eye, out matrixx); return matrixx; }
extern public void CopyStereoDeviceProjectionMatrixToNonJittered(StereoscopicEye eye);
public Matrix4x4 GetStereoViewMatrix(StereoscopicEye eye) { throw new System.NotImplementedException(); }
extern public Matrix4x4 GetStereoProjectionMatrix(StereoscopicEye eye);
public void SetStereoViewMatrix(StereoscopicEye eye, Matrix4x4 matrix) { throw new System.NotImplementedException(); }
extern public void SetStereoViewMatrix(StereoscopicEye eye, Matrix4x4 matrix);
/// <summary> /// Update the mesh of the GameObject. The mesh represent the quad where the raymarching algorithm will perform /// </summary> /// <param name="camera">The camera used to determine the screen boundaries of the raymarching algorithm</param> /// <param name="inRT">Will be object be drawn in a render texture?</param> private void UpdateMesh(Camera camera, bool inRT) { Vector2 minScreenPos = new Vector2(1, 1); Vector2 maxScreenPos = new Vector2(-1, -1); if (camera != null) { StereoscopicEye[] enumEye = new StereoscopicEye[2]; enumEye[0] = StereoscopicEye.Left; enumEye[1] = StereoscopicEye.Right; foreach (StereoscopicEye eye in enumEye) { //Determine the part of the object on screen to narrow down the viewport Matrix4x4 mvp = (GL.GetGPUProjectionMatrix(camera.GetStereoProjectionMatrix(eye), inRT) * camera.GetStereoViewMatrix(eye) * transform.localToWorldMatrix); Vector4[] localPos = new Vector4[8]; localPos[0] = m_mesh.bounds.min; localPos[0].w = 1.0f; localPos[1] = m_mesh.bounds.max; localPos[1].w = 1.0f; localPos[2] = new Vector4(m_mesh.bounds.min.x, m_mesh.bounds.min.y, m_mesh.bounds.max.z, 1.0f); localPos[3] = new Vector4(m_mesh.bounds.min.x, m_mesh.bounds.max.y, m_mesh.bounds.min.z, 1.0f); localPos[4] = new Vector4(m_mesh.bounds.max.x, m_mesh.bounds.min.y, m_mesh.bounds.min.z, 1.0f); localPos[5] = new Vector4(m_mesh.bounds.max.x, m_mesh.bounds.min.y, m_mesh.bounds.max.z, 1.0f); localPos[6] = new Vector4(m_mesh.bounds.max.x, m_mesh.bounds.max.y, m_mesh.bounds.min.z, 1.0f); localPos[7] = new Vector4(m_mesh.bounds.min.x, m_mesh.bounds.max.y, m_mesh.bounds.max.z, 1.0f); Vector4 screenPos; for (int i = 0; i < 8; i++) { screenPos = mvp * localPos[i]; screenPos /= screenPos.w; //Min if (minScreenPos.x > screenPos.x) { minScreenPos.x = screenPos.x; } if (minScreenPos.y > screenPos.y) { minScreenPos.y = screenPos.y; } //Max if (maxScreenPos.x < screenPos.x) { maxScreenPos.x = screenPos.x; } if (maxScreenPos.y < screenPos.y) { maxScreenPos.y = screenPos.y; } } } //Screen border minScreenPos.x = Math.Max(minScreenPos.x, -1.0f); minScreenPos.y = Math.Max(minScreenPos.y, -1.0f); maxScreenPos.x = Math.Min(maxScreenPos.x, 1.0f); maxScreenPos.y = Math.Min(maxScreenPos.y, 1.0f); //Update the mesh Vector3[] meshPos = new Vector3[4]; meshPos[0] = new Vector3(minScreenPos.x, minScreenPos.y, 0); meshPos[1] = new Vector3(maxScreenPos.x, minScreenPos.y, 0); meshPos[2] = new Vector3(maxScreenPos.x, maxScreenPos.y, 0); meshPos[3] = new Vector3(minScreenPos.x, maxScreenPos.y, 0); m_mesh.vertices = meshPos; m_mesh.UploadMeshData(false); //m_screenTextureMesh.vertices = meshPos; //m_screenTextureMesh.UploadMeshData(false); } }