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; } Sleep(); } if (error != EVRRenderModelError.None) { Debug.LogError(string.Format("<b>[SteamVR]</b> Failed to load render model {0} - {1}", renderModelName, error.ToString())); return(null); } var renderModel = MarshalRenderModel(pRenderModel); 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; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) mesh.Optimize(); #endif //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; } Sleep(); } if (error == EVRRenderModelError.None) { var diffuseTexture = MarshalRenderModel_TextureMap(pDiffuseTexture); var texture = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.RGBA32, false); if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Direct3D11) { texture.Apply(); System.IntPtr texturePointer = texture.GetNativeTexturePtr(); while (true) { error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texturePointer); if (error != EVRRenderModelError.Loading) { break; } Sleep(); } } 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("Standard")); material.mainTexture = texture; //material.hideFlags = HideFlags.DontUnloadUnusedAsset; materials[renderModel.diffuseTextureId] = material; renderModels.FreeTexture(pDiffuseTexture); } else { Debug.Log("<b>[SteamVR]</b> Failed to load render model texture for render model " + renderModelName + ". Error: " + error.ToString()); } } // 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)); }
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) { Debug.LogError(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 (SystemInfo.graphicsDeviceVersion.StartsWith("OpenGL")) { 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(); } else { texture.Apply(); while (true) { error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texture.GetNativeTexturePtr()); if (error != EVRRenderModelError.Loading) break; System.Threading.Thread.Sleep(1); } } material = new Material(shader != null ? shader : Shader.Find("Standard")); material.mainTexture = texture; //material.hideFlags = HideFlags.DontUnloadUnusedAsset; materials[renderModel.diffuseTextureId] = material; renderModels.FreeTexture(pDiffuseTexture); } else { Debug.Log("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); }
IEnumerator SetModelAsync(string newRenderModelName) { meshRenderers.Clear(); if (string.IsNullOrEmpty(newRenderModelName)) { yield break; } // Preload all render models before asking for the data to create meshes. using (RenderModelInterfaceHolder holder = new RenderModelInterfaceHolder()) { CVRRenderModels renderModels = holder.instance; if (renderModels == null) { yield break; } // Gather names of render models to preload. string[] renderModelNames; uint count = renderModels.GetComponentCount(newRenderModelName); if (count > 0) { renderModelNames = new string[count]; for (int componentIndex = 0; componentIndex < count; componentIndex++) { uint capacity = renderModels.GetComponentName(newRenderModelName, (uint)componentIndex, null, 0); if (capacity == 0) { continue; } var componentNameStringBuilder = new System.Text.StringBuilder((int)capacity); if (renderModels.GetComponentName(newRenderModelName, (uint)componentIndex, componentNameStringBuilder, capacity) == 0) { continue; } string componentName = componentNameStringBuilder.ToString(); capacity = renderModels.GetComponentRenderModelName(newRenderModelName, componentName, null, 0); if (capacity == 0) { continue; } var nameStringBuilder = new System.Text.StringBuilder((int)capacity); if (renderModels.GetComponentRenderModelName(newRenderModelName, componentName, nameStringBuilder, capacity) == 0) { continue; } var s = nameStringBuilder.ToString(); // Only need to preload if not already cached. RenderModel model = models[s] as RenderModel; if (model == null || model.mesh == null) { renderModelNames[componentIndex] = s; } } } else { // Only need to preload if not already cached. RenderModel model = models[newRenderModelName] as RenderModel; if (model == null || model.mesh == null) { renderModelNames = new string[] { newRenderModelName }; } else { renderModelNames = new string[0]; } } // Keep trying every 100ms until all components finish loading. while (true) { var loading = false; for (int renderModelNameIndex = 0; renderModelNameIndex < renderModelNames.Length; renderModelNameIndex++) { if (string.IsNullOrEmpty(renderModelNames[renderModelNameIndex])) { continue; } var pRenderModel = System.IntPtr.Zero; var error = renderModels.LoadRenderModel_Async(renderModelNames[renderModelNameIndex], ref pRenderModel); //Debug.Log("<b>[SteamVR]</b> renderModels.LoadRenderModel_Async(" + renderModelNames[renderModelNameIndex] + ": " + error.ToString()); if (error == EVRRenderModelError.Loading) { loading = true; } else if (error == EVRRenderModelError.None) { // Preload textures as well. var renderModel = MarshalRenderModel(pRenderModel); // Check the cache first. var material = materials[renderModel.diffuseTextureId] as Material; if (material == null || material.mainTexture == null) { var pDiffuseTexture = System.IntPtr.Zero; error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture); //Debug.Log("<b>[SteamVR]</b> renderModels.LoadRenderModel_Async(" + renderModelNames[renderModelNameIndex] + ": " + error.ToString()); if (error == EVRRenderModelError.Loading) { loading = true; } } } } if (loading) { yield return(new WaitForSecondsRealtime(0.1f)); } else { break; } } } bool success = SetModel(newRenderModelName); this.renderModelName = newRenderModelName; SteamVR_Events.RenderModelLoaded.Send(this, success); }
private SteamVR_RenderModel.RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName) { IntPtr zero = IntPtr.Zero; EVRRenderModelError eVRRenderModelError; while (true) { eVRRenderModelError = renderModels.LoadRenderModel_Async(renderModelName, ref zero); if (eVRRenderModelError != EVRRenderModelError.Loading) { break; } Thread.Sleep(1); } if (eVRRenderModelError != EVRRenderModelError.None) { UnityEngine.Debug.LogError(string.Format("Failed to load render model {0} - {1}", renderModelName, eVRRenderModelError.ToString())); return null; } RenderModel_t renderModel_t = (RenderModel_t)Marshal.PtrToStructure(zero, typeof(RenderModel_t)); 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)) { IntPtr ptr = new IntPtr(renderModel_t.rVertexData.ToInt64() + (long)(num * Marshal.SizeOf(typeFromHandle))); RenderModel_Vertex_t renderModel_Vertex_t = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, 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++; } int num2 = (int)(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; mesh.Optimize(); Material material = SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] as Material; if (material == null || material.mainTexture == null) { IntPtr zero2 = IntPtr.Zero; while (true) { eVRRenderModelError = renderModels.LoadTexture_Async(renderModel_t.diffuseTextureId, ref zero2); if (eVRRenderModelError != EVRRenderModelError.Loading) { break; } Thread.Sleep(1); } if (eVRRenderModelError == EVRRenderModelError.None) { RenderModel_TextureMap_t renderModel_TextureMap_t = (RenderModel_TextureMap_t)Marshal.PtrToStructure(zero2, typeof(RenderModel_TextureMap_t)); Texture2D texture2D = new Texture2D((int)renderModel_TextureMap_t.unWidth, (int)renderModel_TextureMap_t.unHeight, TextureFormat.ARGB32, false); if (SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX) { texture2D.Apply(); while (true) { eVRRenderModelError = renderModels.LoadIntoTextureD3D11_Async(renderModel_t.diffuseTextureId, texture2D.GetNativeTexturePtr()); if (eVRRenderModelError != EVRRenderModelError.Loading) { break; } Thread.Sleep(1); } } 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)) ? Shader.Find("Standard") : this.shader); material.mainTexture = texture2D; SteamVR_RenderModel.materials[renderModel_t.diffuseTextureId] = material; renderModels.FreeTexture(zero2); } else { UnityEngine.Debug.Log("Failed to load render model texture for render model " + renderModelName); } } base.StartCoroutine(this.FreeRenderModel(zero)); return new SteamVR_RenderModel.RenderModel(mesh, material); }