RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName) { var pRenderModel = System.IntPtr.Zero; EVRRenderModelError error; while (true) { error = renderModels.LoadRenderModel_Async(renderModelName, ref pRenderModel); if (error != EVRRenderModelError.Loading) { break; } System.Threading.Thread.Sleep(1); } if (error != EVRRenderModelError.None) { Console.WriteLine(string.Format("Failed to load render model {0} - {1}", renderModelName, error.ToString())); return(null); } var renderModel = (RenderModel_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_t)); var vertices = new Vector3[renderModel.unVertexCount]; var normals = new Vector3[renderModel.unVertexCount]; var uv = new Vector2[renderModel.unVertexCount]; var type = typeof(RenderModel_Vertex_t); for (int iVert = 0; iVert < renderModel.unVertexCount; iVert++) { var ptr = new System.IntPtr(renderModel.rVertexData.ToInt64() + iVert * Marshal.SizeOf(type)); var vert = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, type); vertices[iVert] = new Vector3(vert.vPosition.v0, vert.vPosition.v1, -vert.vPosition.v2); normals[iVert] = new Vector3(vert.vNormal.v0, vert.vNormal.v1, -vert.vNormal.v2); uv[iVert] = new Vector2(vert.rfTextureCoord0, vert.rfTextureCoord1); } int indexCount = (int)renderModel.unTriangleCount * 3; var indices = new short[indexCount]; Marshal.Copy(renderModel.rIndexData, indices, 0, indices.Length); var triangles = new int[indexCount]; for (int iTri = 0; iTri < renderModel.unTriangleCount; iTri++) { triangles[iTri * 3 + 0] = (int)indices[iTri * 3 + 2]; triangles[iTri * 3 + 1] = (int)indices[iTri * 3 + 1]; triangles[iTri * 3 + 2] = (int)indices[iTri * 3 + 0]; } var mesh = new Mesh(); mesh.vertices = vertices; mesh.normals = normals; mesh.uv = uv; mesh.triangles = triangles; mesh.Optimize(); //mesh.hideFlags = HideFlags.DontUnloadUnusedAsset; // Check cache before loading texture. var material = materials[renderModel.diffuseTextureId] as Material; if (material == null || material.mainTexture == null) { var pDiffuseTexture = System.IntPtr.Zero; while (true) { error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture); if (error != EVRRenderModelError.Loading) { break; } System.Threading.Thread.Sleep(1); } if (error == EVRRenderModelError.None) { var diffuseTexture = (RenderModel_TextureMap_t)Marshal.PtrToStructure(pDiffuseTexture, typeof(RenderModel_TextureMap_t)); var texture = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.ARGB32, false); if (SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX) { texture.Apply(); while (true) { error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texture.GetNativeTexturePtr()); if (error != EVRRenderModelError.Loading) { break; } System.Threading.Thread.Sleep(1); } } else { var textureMapData = new byte[diffuseTexture.unWidth * diffuseTexture.unHeight * 4]; // RGBA Marshal.Copy(diffuseTexture.rubTextureMapData, textureMapData, 0, textureMapData.Length); var colors = new Color32[diffuseTexture.unWidth * diffuseTexture.unHeight]; int iColor = 0; for (int iHeight = 0; iHeight < diffuseTexture.unHeight; iHeight++) { for (int iWidth = 0; iWidth < diffuseTexture.unWidth; iWidth++) { var r = textureMapData[iColor++]; var g = textureMapData[iColor++]; var b = textureMapData[iColor++]; var a = textureMapData[iColor++]; colors[iHeight * diffuseTexture.unWidth + iWidth] = new Color32(r, g, b, a); } } texture.SetPixels32(colors); texture.Apply(); } material = new Material(shader != null ? shader : Shader.Find("Diffuse")); material.mainTexture = texture; //material.hideFlags = HideFlags.DontUnloadUnusedAsset; materials[renderModel.diffuseTextureId] = material; renderModels.FreeTexture(pDiffuseTexture); } else { Console.WriteLine("Failed to load render model texture for render model " + renderModelName); } } // Delay freeing when we can since we'll often get multiple requests for the same model right // after another (e.g. two controllers or two basestations). #if UNITY_EDITOR if (!Application.isPlaying) { renderModels.FreeRenderModel(pRenderModel); } else #endif StartCoroutine(FreeRenderModel(pRenderModel)); return(new RenderModel(mesh, material)); }