Пример #1
0
        //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);
        }
Пример #3
0
        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);
            }
        }
Пример #4
0
        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();
            }
        }
Пример #5
0
        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);
        }