Пример #1
0
 // Token: 0x06000DEC RID: 3564 RVA: 0x00058A74 File Offset: 0x00056C74
 private RenderModel_TextureMap_t MarshalRenderModel_TextureMap(IntPtr pRenderModel)
 {
     if (Environment.OSVersion.Platform == PlatformID.MacOSX || Environment.OSVersion.Platform == PlatformID.Unix)
     {
         RenderModel_TextureMap_t_Packed renderModel_TextureMap_t_Packed = (RenderModel_TextureMap_t_Packed)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t_Packed));
         RenderModel_TextureMap_t        result = default(RenderModel_TextureMap_t);
         renderModel_TextureMap_t_Packed.Unpack(ref result);
         return(result);
     }
     return((RenderModel_TextureMap_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t)));
 }
Пример #2
0
 /// <summary>
 ///   Helper function to handle the inconvenient fact that the packing for RenderModel_TextureMap_t is
 ///   different on Linux/OSX (4) than it is on Windows (8)
 /// </summary>
 /// <param name="pRenderModel">native pointer to the RenderModel_TextureMap_t</param>
 /// <returns></returns>
 private RenderModel_TextureMap_t MarshalRenderModel_TextureMap(IntPtr pRenderModel)
 {
     if ((Environment.OSVersion.Platform == PlatformID.MacOSX) || (Environment.OSVersion.Platform == PlatformID.Unix))
     {
         var packedModel =
             (RenderModel_TextureMap_t_Packed)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t_Packed));
         RenderModel_TextureMap_t model = new RenderModel_TextureMap_t();
         packedModel.Unpack(ref model);
         return(model);
     }
     return((RenderModel_TextureMap_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t)));
 }
Пример #3
0
 /// <summary>
 /// Helper function to handle the inconvenient fact that the packing for RenderModel_TextureMap_t is
 /// different on Linux/OSX (4) than it is on Windows (8)
 /// </summary>
 /// <param name="pTextureMap">native pointer to the RenderModel_TextureMap_t</param>
 /// <returns></returns>
 private static RenderModel_TextureMap_t MarshalRenderModelTextureMap(IntPtr pTextureMap)
 {
     if (false)//((Environment.OSVersion.Platform == PlatformID.MacOSX) ||
     //(Environment.OSVersion.Platform == PlatformID.Unix))
     {
         var packedModel = (RenderModel_TextureMap_t_Packed)Marshal.PtrToStructure(pTextureMap, typeof(RenderModel_TextureMap_t_Packed));
         var model       = new RenderModel_TextureMap_t();
         packedModel.Unpack(ref model);
         return(model);
     }
     else
     {
         return((RenderModel_TextureMap_t)Marshal.PtrToStructure(pTextureMap, typeof(RenderModel_TextureMap_t)));
     }
 }
    /// <summary>
    /// Helper function to handle the inconvenient fact that the packing for RenderModel_TextureMap_t is
    /// different on Linux/OSX (4) than it is on Windows (8)
    /// </summary>
    /// <param name="pRenderModel">native pointer to the RenderModel_TextureMap_t</param>
    /// <returns></returns>
    private RenderModel_TextureMap_t MarshalRenderModel_TextureMap(System.IntPtr pRenderModel)
    {
#if UNITY_STANDALONE
        if ((System.Environment.OSVersion.Platform == System.PlatformID.MacOSX) ||
            (System.Environment.OSVersion.Platform == System.PlatformID.Unix))
        {
            var packedModel = (RenderModel_TextureMap_t_Packed)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t_Packed));
            RenderModel_TextureMap_t model = new RenderModel_TextureMap_t();
            packedModel.Unpack(ref model);
            return(model);
        }
        else
        {
            return((RenderModel_TextureMap_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t)));
        }
#else
        return((RenderModel_TextureMap_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t)));
#endif
    }
Пример #5
0
    // Token: 0x06000DDF RID: 3551 RVA: 0x00058090 File Offset: 0x00056290
    private SteamVR_RenderModel.RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
    {
        IntPtr zero = IntPtr.Zero;
        EVRRenderModelError evrrenderModelError;

        for (;;)
        {
            evrrenderModelError = renderModels.LoadRenderModel_Async(renderModelName, ref zero);
            if (evrrenderModelError != EVRRenderModelError.Loading)
            {
                break;
            }
            SteamVR_RenderModel.Sleep();
        }
        if (evrrenderModelError != EVRRenderModelError.None)
        {
            Debug.LogError(string.Format("Failed to load render model {0} - {1}", renderModelName, evrrenderModelError.ToString()));
            return(null);
        }
        RenderModel_t renderModel_t = this.MarshalRenderModel(zero);

        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))
        {
            RenderModel_Vertex_t renderModel_Vertex_t = (RenderModel_Vertex_t)Marshal.PtrToStructure(new IntPtr(renderModel_t.rVertexData.ToInt64() + (long)(num * Marshal.SizeOf(typeFromHandle))), 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++;
        }
        uint num2 = 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;
        Material material = SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] as Material;

        if (material == null || material.mainTexture == null)
        {
            IntPtr zero2 = IntPtr.Zero;
            for (;;)
            {
                evrrenderModelError = renderModels.LoadTexture_Async(renderModel_t.diffuseTextureId, ref zero2);
                if (evrrenderModelError != EVRRenderModelError.Loading)
                {
                    break;
                }
                SteamVR_RenderModel.Sleep();
            }
            if (evrrenderModelError == EVRRenderModelError.None)
            {
                RenderModel_TextureMap_t renderModel_TextureMap_t = this.MarshalRenderModel_TextureMap(zero2);
                Texture2D texture2D = new Texture2D((int)renderModel_TextureMap_t.unWidth, (int)renderModel_TextureMap_t.unHeight, TextureFormat.ARGB32, false);
                if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11)
                {
                    texture2D.Apply();
                    for (;;)
                    {
                        evrrenderModelError = renderModels.LoadIntoTextureD3D11_Async(renderModel_t.diffuseTextureId, texture2D.GetNativeTexturePtr());
                        if (evrrenderModelError != EVRRenderModelError.Loading)
                        {
                            break;
                        }
                        SteamVR_RenderModel.Sleep();
                    }
                }
                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) ? this.shader : Shader.Find("Standard"));
                material.mainTexture = texture2D;
                SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] = material;
                renderModels.FreeTexture(zero2);
            }
            else
            {
                Debug.Log("Failed to load render model texture for render model " + renderModelName);
            }
        }
        base.StartCoroutine(this.FreeRenderModel(zero));
        return(new SteamVR_RenderModel.RenderModel(mesh, material));
    }
Пример #6
0
 public abstract void FreeTexture(ref RenderModel_TextureMap_t pTexture);
Пример #7
0
 public override void FreeTexture(ref RenderModel_TextureMap_t pTexture)
 {
     CheckIfUsable();
     VRNativeEntrypoints.VR_IVRRenderModels_FreeTexture(m_pVRRenderModels,ref pTexture);
 }
Пример #8
0
            public static GLRenderModel Create(string name, RenderModel_t renderModel, RenderModel_TextureMap_t diffuseTexture)
            {
                // create and bind a VAO to hold the state for this model
                int vao = OpenGLUtil.CreateVertexArrayObject();

                GL.BindVertexArray(vao);

                // populate the vertex buffer
                int vbo = OpenGLUtil.CreateBufferObject();

                GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
                GL.BufferData(BufferTarget.ArrayBuffer, Marshal.SizeOf <RenderModel_Vertex_t>() * (int)renderModel.unVertexCount, renderModel.rVertexData, BufferUsageHint.StaticDraw);

                // identity the components in teh vertex buffer
                GL.EnableVertexAttribArray(0);
                GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Marshal.SizeOf <RenderModel_Vertex_t>(), Marshal.OffsetOf <RenderModel_Vertex_t>("vPosition")); // this might have to be size of 4?
                GL.EnableVertexAttribArray(1);
                GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, Marshal.SizeOf <RenderModel_Vertex_t>(), Marshal.OffsetOf <RenderModel_Vertex_t>("vNormal"));
                GL.EnableVertexAttribArray(2);
                GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, Marshal.SizeOf <RenderModel_Vertex_t>(), Marshal.OffsetOf <RenderModel_Vertex_t>("rfTextureCoord0"));

                // create and populate the index buffer
                int indexBuffer = OpenGLUtil.CreateBufferObject();

                GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffer);
                GL.BufferData(BufferTarget.ElementArrayBuffer, Marshal.SizeOf <ushort>() * (int)renderModel.unTriangleCount * 3, renderModel.rIndexData, BufferUsageHint.StaticDraw);

                GL.BindVertexArray(0);

                // create and populate the texture
                int texture = OpenGLUtil.CreateTexture();

                GL.BindTexture(TextureTarget.Texture2D, texture);
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, diffuseTexture.unWidth, diffuseTexture.unHeight,
                              0, PixelFormat.Rgba, PixelType.UnsignedByte, diffuseTexture.rubTextureMapData);
                GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);

                GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, new[] { (int)TextureParameterName.ClampToEdge });
                GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, new[] { (int)TextureParameterName.ClampToEdge });
                GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, new[] { (int)TextureMagFilter.Linear });
                GL.TexParameterI(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, new[] { (int)TextureMinFilter.LinearMipmapLinear });

                // *****missing stuff about anisotropy ***** // not sure if this is right
                float largest = GL.GetFloat((GetPName)0x84FF);

                GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)0x84FE, largest);

                GL.BindTexture(TextureTarget.Texture2D, 0);

                return(new GLRenderModel(vbo, indexBuffer, vao, texture, (int)renderModel.unTriangleCount * 3, name));
            }