669 lines
22 KiB
C#
669 lines
22 KiB
C#
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/************************************************************************************
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Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Runtime.InteropServices;
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/// <summary>
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/// Add OVROverlay script to an object with an optional mesh primitive
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/// rendered as a TimeWarp overlay instead by drawing it into the eye buffer.
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/// This will take full advantage of the display resolution and avoid double
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/// resampling of the texture.
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///
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/// We support 3 types of Overlay shapes right now
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/// 1. Quad : This is most common overlay type , you render a quad in Timewarp space.
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/// 2. Cylinder: [Mobile Only][Experimental], Display overlay as partial surface of a cylinder
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/// * The cylinder's center will be your game object's center
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/// * We encoded the cylinder's parameters in transform.scale,
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/// **[scale.z] is the radius of the cylinder
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/// **[scale.y] is the height of the cylinder
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/// **[scale.x] is the length of the arc of cylinder
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/// * Limitations
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/// **Only the half of the cylinder can be displayed, which means the arc angle has to be smaller than 180 degree, [scale.x] / [scale.z] <= PI
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/// **Your camera has to be inside of the inscribed sphere of the cylinder, the overlay will be faded out automatically when the camera is close to the inscribed sphere's surface.
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/// **Translation only works correctly with vrDriver 1.04 or above
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/// 3. Cubemap: Display overlay as a cube map
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/// 4. OffcenterCubemap: [Mobile Only] Display overlay as a cube map with a texture coordinate offset
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/// * The actually sampling will looks like [color = texture(cubeLayerSampler, normalize(direction) + offset)] instead of [color = texture( cubeLayerSampler, direction )]
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/// * The extra center offset can be feed from transform.position
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/// * Note: if transform.position's magnitude is greater than 1, which will cause some cube map pixel always invisible
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/// Which is usually not what people wanted, we don't kill the ability for developer to do so here, but will warn out.
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/// 5. Equirect: Display overlay as a 360-degree equirectangular skybox.
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/// </summary>
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public class OVROverlay : MonoBehaviour
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{
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#region Interface
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/// <summary>
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/// Determines the on-screen appearance of a layer.
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/// </summary>
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public enum OverlayShape
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{
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Quad = OVRPlugin.OverlayShape.Quad,
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Cylinder = OVRPlugin.OverlayShape.Cylinder,
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Cubemap = OVRPlugin.OverlayShape.Cubemap,
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OffcenterCubemap = OVRPlugin.OverlayShape.OffcenterCubemap,
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Equirect = OVRPlugin.OverlayShape.Equirect,
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}
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/// <summary>
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/// Whether the layer appears behind or infront of other content in the scene.
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/// </summary>
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public enum OverlayType
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{
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None,
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Underlay,
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Overlay,
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};
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/// <summary>
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/// Specify overlay's type
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/// </summary>
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[Tooltip("Specify overlay's type")]
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public OverlayType currentOverlayType = OverlayType.Overlay;
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/// <summary>
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/// If true, the texture's content is copied to the compositor each frame.
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/// </summary>
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[Tooltip("If true, the texture's content is copied to the compositor each frame.")]
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public bool isDynamic = false;
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/// <summary>
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/// If true, the layer would be used to present protected content (e.g. HDCP). The flag is effective only on PC.
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/// </summary>
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[Tooltip("If true, the layer would be used to present protected content (e.g. HDCP). The flag is effective only on PC.")]
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public bool isProtectedContent = false;
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/// <summary>
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/// The compositionDepth defines the order of the OVROverlays in composition. The overlay/underlay with smaller compositionDepth would be composited in the front of the overlay/underlay with larger compositionDepth.
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/// </summary>
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[Tooltip("The compositionDepth defines the order of the OVROverlays in composition. The overlay/underlay with smaller compositionDepth would be composited in the front of the overlay/underlay with larger compositionDepth.")]
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public int compositionDepth = 0;
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/// <summary>
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/// Specify overlay's shape
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/// </summary>
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[Tooltip("Specify overlay's shape")]
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public OverlayShape currentOverlayShape = OverlayShape.Quad;
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private OverlayShape prevOverlayShape = OverlayShape.Quad;
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/// <summary>
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/// The left- and right-eye Textures to show in the layer.
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/// \note If you need to change the texture on a per-frame basis, please use OverrideOverlayTextureInfo(..) to avoid caching issues.
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/// </summary>
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[Tooltip("The left- and right-eye Textures to show in the layer.")]
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public Texture[] textures = new Texture[] { null, null };
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protected IntPtr[] texturePtrs = new IntPtr[] { IntPtr.Zero, IntPtr.Zero };
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/// <summary>
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/// Use this function to set texture and texNativePtr when app is running
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/// GetNativeTexturePtr is a slow behavior, the value should be pre-cached
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/// </summary>
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#if UNITY_2017_2_OR_NEWER
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public void OverrideOverlayTextureInfo(Texture srcTexture, IntPtr nativePtr, UnityEngine.XR.XRNode node)
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#else
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public void OverrideOverlayTextureInfo(Texture srcTexture, IntPtr nativePtr, UnityEngine.VR.VRNode node)
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#endif
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{
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#if UNITY_2017_2_OR_NEWER
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int index = (node == UnityEngine.XR.XRNode.RightEye) ? 1 : 0;
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#else
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int index = (node == UnityEngine.VR.VRNode.RightEye) ? 1 : 0;
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#endif
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if (textures.Length <= index)
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return;
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textures[index] = srcTexture;
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texturePtrs[index] = nativePtr;
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isOverridePending = true;
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}
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protected bool isOverridePending;
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internal const int maxInstances = 15;
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internal static OVROverlay[] instances = new OVROverlay[maxInstances];
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#endregion
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private static Material tex2DMaterial;
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private static Material cubeMaterial;
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private OVRPlugin.LayerLayout layout {
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get {
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#if UNITY_ANDROID && !UNITY_EDITOR
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if (textures.Length == 2 && textures[1] != null)
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return OVRPlugin.LayerLayout.Stereo;
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#endif
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return OVRPlugin.LayerLayout.Mono;
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}
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}
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private struct LayerTexture {
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public Texture appTexture;
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public IntPtr appTexturePtr;
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public Texture[] swapChain;
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public IntPtr[] swapChainPtr;
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};
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private LayerTexture[] layerTextures;
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private OVRPlugin.LayerDesc layerDesc;
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private int stageCount = -1;
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private int layerIndex = -1; // Controls the composition order based on wake-up time.
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private int layerId = 0; // The layer's internal handle in the compositor.
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private GCHandle layerIdHandle;
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private IntPtr layerIdPtr = IntPtr.Zero;
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private int frameIndex = 0;
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private int prevFrameIndex = -1;
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private Renderer rend;
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private int texturesPerStage { get { return (layout == OVRPlugin.LayerLayout.Stereo) ? 2 : 1; } }
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private bool CreateLayer(int mipLevels, int sampleCount, OVRPlugin.EyeTextureFormat etFormat, int flags, OVRPlugin.Sizei size, OVRPlugin.OverlayShape shape)
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{
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if (!layerIdHandle.IsAllocated || layerIdPtr == IntPtr.Zero)
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{
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layerIdHandle = GCHandle.Alloc(layerId, GCHandleType.Pinned);
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layerIdPtr = layerIdHandle.AddrOfPinnedObject();
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}
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if (layerIndex == -1)
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{
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for (int i = 0; i < maxInstances; ++i)
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{
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if (instances[i] == null || instances[i] == this)
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{
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layerIndex = i;
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instances[i] = this;
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break;
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}
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}
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}
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bool needsSetup = (
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isOverridePending ||
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layerDesc.MipLevels != mipLevels ||
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layerDesc.SampleCount != sampleCount ||
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layerDesc.Format != etFormat ||
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layerDesc.Layout != layout ||
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layerDesc.LayerFlags != flags ||
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!layerDesc.TextureSize.Equals(size) ||
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layerDesc.Shape != shape);
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if (!needsSetup)
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return false;
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OVRPlugin.LayerDesc desc = OVRPlugin.CalculateLayerDesc(shape, layout, size, mipLevels, sampleCount, etFormat, flags);
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OVRPlugin.EnqueueSetupLayer(desc, compositionDepth, layerIdPtr);
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layerId = (int)layerIdHandle.Target;
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if (layerId > 0)
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{
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layerDesc = desc;
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stageCount = OVRPlugin.GetLayerTextureStageCount(layerId);
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}
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isOverridePending = false;
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return true;
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}
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private bool CreateLayerTextures(bool useMipmaps, OVRPlugin.Sizei size, bool isHdr)
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{
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bool needsCopy = false;
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if (stageCount <= 0)
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return false;
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// For newer SDKs, blit directly to the surface that will be used in compositing.
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if (layerTextures == null)
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layerTextures = new LayerTexture[texturesPerStage];
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for (int eyeId = 0; eyeId < texturesPerStage; ++eyeId)
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{
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if (layerTextures[eyeId].swapChain == null)
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layerTextures[eyeId].swapChain = new Texture[stageCount];
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if (layerTextures[eyeId].swapChainPtr == null)
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layerTextures[eyeId].swapChainPtr = new IntPtr[stageCount];
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for (int stage = 0; stage < stageCount; ++stage)
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{
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Texture sc = layerTextures[eyeId].swapChain[stage];
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IntPtr scPtr = layerTextures[eyeId].swapChainPtr[stage];
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if (sc != null && scPtr != IntPtr.Zero)
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continue;
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if (scPtr == IntPtr.Zero)
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scPtr = OVRPlugin.GetLayerTexture(layerId, stage, (OVRPlugin.Eye)eyeId);
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if (scPtr == IntPtr.Zero)
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continue;
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var txFormat = (isHdr) ? TextureFormat.RGBAHalf : TextureFormat.RGBA32;
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if (currentOverlayShape != OverlayShape.Cubemap && currentOverlayShape != OverlayShape.OffcenterCubemap)
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sc = Texture2D.CreateExternalTexture(size.w, size.h, txFormat, useMipmaps, true, scPtr);
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#if UNITY_2017_1_OR_NEWER
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else
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sc = Cubemap.CreateExternalTexture(size.w, txFormat, useMipmaps, scPtr);
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#endif
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layerTextures[eyeId].swapChain[stage] = sc;
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layerTextures[eyeId].swapChainPtr[stage] = scPtr;
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needsCopy = true;
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}
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}
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return needsCopy;
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}
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private void DestroyLayerTextures()
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{
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for (int eyeId = 0; layerTextures != null && eyeId < texturesPerStage; ++eyeId)
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{
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if (layerTextures[eyeId].swapChain != null)
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{
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for (int stage = 0; stage < stageCount; ++stage)
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DestroyImmediate(layerTextures[eyeId].swapChain[stage]);
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}
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}
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layerTextures = null;
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}
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private void DestroyLayer()
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{
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if (layerIndex != -1)
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{
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// Turn off the overlay if it was on.
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OVRPlugin.EnqueueSubmitLayer(true, false, IntPtr.Zero, IntPtr.Zero, -1, 0, OVRPose.identity.ToPosef(), Vector3.one.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)prevOverlayShape);
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instances[layerIndex] = null;
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layerIndex = -1;
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}
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if (layerIdPtr != IntPtr.Zero)
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{
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OVRPlugin.EnqueueDestroyLayer(layerIdPtr);
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layerIdPtr = IntPtr.Zero;
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layerIdHandle.Free();
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layerId = 0;
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}
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layerDesc = new OVRPlugin.LayerDesc();
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frameIndex = 0;
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prevFrameIndex = -1;
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}
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private bool LatchLayerTextures()
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{
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for (int i = 0; i < texturesPerStage; ++i)
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{
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if (textures[i] != layerTextures[i].appTexture || layerTextures[i].appTexturePtr == IntPtr.Zero)
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{
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if (textures[i] != null)
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{
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#if UNITY_EDITOR
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var assetPath = UnityEditor.AssetDatabase.GetAssetPath(textures[i]);
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var importer = (UnityEditor.TextureImporter)UnityEditor.TextureImporter.GetAtPath(assetPath);
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if (importer && importer.textureType != UnityEditor.TextureImporterType.Default)
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{
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Debug.LogError("Need Default Texture Type for overlay");
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return false;
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}
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#endif
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var rt = textures[i] as RenderTexture;
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if (rt && !rt.IsCreated())
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rt.Create();
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layerTextures[i].appTexturePtr = (texturePtrs[i] != IntPtr.Zero) ? texturePtrs[i] : textures[i].GetNativeTexturePtr();
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if (layerTextures[i].appTexturePtr != IntPtr.Zero)
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layerTextures[i].appTexture = textures[i];
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}
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}
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if (currentOverlayShape == OverlayShape.Cubemap)
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{
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if (textures[i] as Cubemap == null)
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{
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Debug.LogError("Need Cubemap texture for cube map overlay");
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return false;
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}
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}
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}
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#if !UNITY_ANDROID || UNITY_EDITOR
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if (currentOverlayShape == OverlayShape.OffcenterCubemap)
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{
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Debug.LogWarning("Overlay shape " + currentOverlayShape + " is not supported on current platform");
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return false;
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}
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#endif
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if (layerTextures[0].appTexture == null || layerTextures[0].appTexturePtr == IntPtr.Zero)
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return false;
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return true;
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}
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private OVRPlugin.LayerDesc GetCurrentLayerDesc()
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{
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OVRPlugin.LayerDesc newDesc = new OVRPlugin.LayerDesc() {
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Format = OVRPlugin.EyeTextureFormat.R8G8B8A8_sRGB,
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LayerFlags = (int)OVRPlugin.LayerFlags.TextureOriginAtBottomLeft,
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Layout = layout,
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MipLevels = 1,
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SampleCount = 1,
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Shape = (OVRPlugin.OverlayShape)currentOverlayShape,
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TextureSize = new OVRPlugin.Sizei() { w = textures[0].width, h = textures[0].height }
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};
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var tex2D = textures[0] as Texture2D;
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if (tex2D != null)
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{
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if (tex2D.format == TextureFormat.RGBAHalf || tex2D.format == TextureFormat.RGBAFloat)
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newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
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newDesc.MipLevels = tex2D.mipmapCount;
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}
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var texCube = textures[0] as Cubemap;
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if (texCube != null)
|
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{
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if (texCube.format == TextureFormat.RGBAHalf || texCube.format == TextureFormat.RGBAFloat)
|
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newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
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newDesc.MipLevels = texCube.mipmapCount;
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}
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var rt = textures[0] as RenderTexture;
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if (rt != null)
|
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{
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newDesc.SampleCount = rt.antiAliasing;
|
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if (rt.format == RenderTextureFormat.ARGBHalf || rt.format == RenderTextureFormat.ARGBFloat || rt.format == RenderTextureFormat.RGB111110Float)
|
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newDesc.Format = OVRPlugin.EyeTextureFormat.R16G16B16A16_FP;
|
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}
|
||
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if (isProtectedContent)
|
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{
|
||
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newDesc.LayerFlags |= (int)OVRPlugin.LayerFlags.ProtectedContent;
|
||
|
}
|
||
|
|
||
|
return newDesc;
|
||
|
}
|
||
|
|
||
|
private bool PopulateLayer(int mipLevels, bool isHdr, OVRPlugin.Sizei size, int sampleCount, int stage)
|
||
|
{
|
||
|
bool ret = false;
|
||
|
|
||
|
RenderTextureFormat rtFormat = (isHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
|
||
|
|
||
|
for (int eyeId = 0; eyeId < texturesPerStage; ++eyeId)
|
||
|
{
|
||
|
Texture et = layerTextures[eyeId].swapChain[stage];
|
||
|
if (et == null)
|
||
|
continue;
|
||
|
|
||
|
for (int mip = 0; mip < mipLevels; ++mip)
|
||
|
{
|
||
|
int width = size.w >> mip;
|
||
|
if (width < 1) width = 1;
|
||
|
int height = size.h >> mip;
|
||
|
if (height < 1) height = 1;
|
||
|
#if UNITY_2017_1_1 || UNITY_2017_2_OR_NEWER
|
||
|
RenderTextureDescriptor descriptor = new RenderTextureDescriptor(width, height, rtFormat, 0);
|
||
|
descriptor.msaaSamples = sampleCount;
|
||
|
descriptor.useMipMap = true;
|
||
|
descriptor.autoGenerateMips = false;
|
||
|
descriptor.sRGB = false;
|
||
|
|
||
|
var tempRTDst = RenderTexture.GetTemporary(descriptor);
|
||
|
#else
|
||
|
var tempRTDst = RenderTexture.GetTemporary(width, height, 0, rtFormat, RenderTextureReadWrite.Linear, sampleCount);
|
||
|
#endif
|
||
|
|
||
|
if (!tempRTDst.IsCreated())
|
||
|
tempRTDst.Create();
|
||
|
|
||
|
tempRTDst.DiscardContents();
|
||
|
|
||
|
bool dataIsLinear = isHdr || (QualitySettings.activeColorSpace == ColorSpace.Linear);
|
||
|
|
||
|
#if !UNITY_2017_1_OR_NEWER
|
||
|
var rt = textures[eyeId] as RenderTexture;
|
||
|
dataIsLinear |= rt != null && rt.sRGB; //HACK: Unity 5.6 and earlier convert to linear on read from sRGB RenderTexture.
|
||
|
#endif
|
||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||
|
dataIsLinear = true; //HACK: Graphics.CopyTexture causes linear->srgb conversion on target write with D3D but not GLES.
|
||
|
#endif
|
||
|
|
||
|
if (currentOverlayShape != OverlayShape.Cubemap && currentOverlayShape != OverlayShape.OffcenterCubemap)
|
||
|
{
|
||
|
tex2DMaterial.SetInt("_linearToSrgb", (!isHdr && dataIsLinear) ? 1 : 0);
|
||
|
|
||
|
//Resolve, decompress, swizzle, etc not handled by simple CopyTexture.
|
||
|
#if !UNITY_ANDROID || UNITY_EDITOR
|
||
|
// The PC compositor uses premultiplied alpha, so multiply it here.
|
||
|
tex2DMaterial.SetInt("_premultiply", 1);
|
||
|
#endif
|
||
|
Graphics.Blit(textures[eyeId], tempRTDst, tex2DMaterial);
|
||
|
Graphics.CopyTexture(tempRTDst, 0, 0, et, 0, mip);
|
||
|
}
|
||
|
#if UNITY_2017_1_OR_NEWER
|
||
|
else // Cubemap
|
||
|
{
|
||
|
for (int face = 0; face < 6; ++face)
|
||
|
{
|
||
|
cubeMaterial.SetInt("_linearToSrgb", (!isHdr && dataIsLinear) ? 1 : 0);
|
||
|
|
||
|
#if !UNITY_ANDROID || UNITY_EDITOR
|
||
|
// The PC compositor uses premultiplied alpha, so multiply it here.
|
||
|
cubeMaterial.SetInt("_premultiply", 1);
|
||
|
#endif
|
||
|
cubeMaterial.SetInt("_face", face);
|
||
|
//Resolve, decompress, swizzle, etc not handled by simple CopyTexture.
|
||
|
Graphics.Blit(textures[eyeId], tempRTDst, cubeMaterial);
|
||
|
Graphics.CopyTexture(tempRTDst, 0, 0, et, face, mip);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
RenderTexture.ReleaseTemporary(tempRTDst);
|
||
|
|
||
|
ret = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
private bool SubmitLayer(bool overlay, bool headLocked, OVRPose pose, Vector3 scale, int frameIndex)
|
||
|
{
|
||
|
int rightEyeIndex = (texturesPerStage >= 2) ? 1 : 0;
|
||
|
bool isOverlayVisible = OVRPlugin.EnqueueSubmitLayer(overlay, headLocked, layerTextures[0].appTexturePtr, layerTextures[rightEyeIndex].appTexturePtr, layerId, frameIndex, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape);
|
||
|
|
||
|
prevOverlayShape = currentOverlayShape;
|
||
|
|
||
|
return isOverlayVisible;
|
||
|
}
|
||
|
|
||
|
#region Unity Messages
|
||
|
|
||
|
void Awake()
|
||
|
{
|
||
|
Debug.Log("Overlay Awake");
|
||
|
|
||
|
if (tex2DMaterial == null)
|
||
|
tex2DMaterial = new Material(Shader.Find("Oculus/Texture2D Blit"));
|
||
|
|
||
|
if (cubeMaterial == null)
|
||
|
cubeMaterial = new Material(Shader.Find("Oculus/Cubemap Blit"));
|
||
|
|
||
|
rend = GetComponent<Renderer>();
|
||
|
|
||
|
if (textures.Length == 0)
|
||
|
textures = new Texture[] { null };
|
||
|
|
||
|
// Backward compatibility
|
||
|
if (rend != null && textures[0] == null)
|
||
|
textures[0] = rend.material.mainTexture;
|
||
|
}
|
||
|
|
||
|
void OnEnable()
|
||
|
{
|
||
|
if (!OVRManager.isHmdPresent)
|
||
|
{
|
||
|
enabled = false;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void OnDisable()
|
||
|
{
|
||
|
if ((gameObject.hideFlags & HideFlags.DontSaveInBuild) != 0)
|
||
|
return;
|
||
|
|
||
|
DestroyLayerTextures();
|
||
|
DestroyLayer();
|
||
|
}
|
||
|
|
||
|
void OnDestroy()
|
||
|
{
|
||
|
DestroyLayerTextures();
|
||
|
DestroyLayer();
|
||
|
}
|
||
|
|
||
|
bool ComputeSubmit(ref OVRPose pose, ref Vector3 scale, ref bool overlay, ref bool headLocked)
|
||
|
{
|
||
|
Camera headCamera = Camera.main;
|
||
|
|
||
|
overlay = (currentOverlayType == OverlayType.Overlay);
|
||
|
headLocked = false;
|
||
|
for (var t = transform; t != null && !headLocked; t = t.parent)
|
||
|
headLocked |= (t == headCamera.transform);
|
||
|
|
||
|
pose = (headLocked) ? transform.ToHeadSpacePose(headCamera) : transform.ToTrackingSpacePose(headCamera);
|
||
|
scale = transform.lossyScale;
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
scale[i] /= headCamera.transform.lossyScale[i];
|
||
|
|
||
|
if (currentOverlayShape == OverlayShape.Cubemap)
|
||
|
{
|
||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||
|
//HACK: VRAPI cubemaps assume are yawed 180 degrees relative to LibOVR.
|
||
|
pose.orientation = pose.orientation * Quaternion.AngleAxis(180, Vector3.up);
|
||
|
#endif
|
||
|
pose.position = headCamera.transform.position;
|
||
|
}
|
||
|
|
||
|
// Pack the offsetCenter directly into pose.position for offcenterCubemap
|
||
|
if (currentOverlayShape == OverlayShape.OffcenterCubemap)
|
||
|
{
|
||
|
pose.position = transform.position;
|
||
|
if (pose.position.magnitude > 1.0f)
|
||
|
{
|
||
|
Debug.LogWarning("Your cube map center offset's magnitude is greater than 1, which will cause some cube map pixel always invisible .");
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Cylinder overlay sanity checking
|
||
|
if (currentOverlayShape == OverlayShape.Cylinder)
|
||
|
{
|
||
|
float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f;
|
||
|
if (arcAngle > 180.0f)
|
||
|
{
|
||
|
Debug.LogWarning("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree." );
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void LateUpdate()
|
||
|
{
|
||
|
// The overlay must be specified every eye frame, because it is positioned relative to the
|
||
|
// current head location. If frames are dropped, it will be time warped appropriately,
|
||
|
// just like the eye buffers.
|
||
|
if (currentOverlayType == OverlayType.None || textures.Length < texturesPerStage || textures[0] == null)
|
||
|
return;
|
||
|
|
||
|
OVRPose pose = OVRPose.identity;
|
||
|
Vector3 scale = Vector3.one;
|
||
|
bool overlay = false;
|
||
|
bool headLocked = false;
|
||
|
if (!ComputeSubmit(ref pose, ref scale, ref overlay, ref headLocked))
|
||
|
return;
|
||
|
|
||
|
OVRPlugin.LayerDesc newDesc = GetCurrentLayerDesc();
|
||
|
bool isHdr = (newDesc.Format == OVRPlugin.EyeTextureFormat.R16G16B16A16_FP);
|
||
|
|
||
|
bool createdLayer = CreateLayer(newDesc.MipLevels, newDesc.SampleCount, newDesc.Format, newDesc.LayerFlags, newDesc.TextureSize, newDesc.Shape);
|
||
|
|
||
|
if (layerIndex == -1 || layerId <= 0)
|
||
|
return;
|
||
|
|
||
|
bool useMipmaps = (newDesc.MipLevels > 1);
|
||
|
|
||
|
createdLayer |= CreateLayerTextures(useMipmaps, newDesc.TextureSize, isHdr);
|
||
|
|
||
|
if (layerTextures[0].appTexture as RenderTexture != null)
|
||
|
isDynamic = true;
|
||
|
|
||
|
if (!LatchLayerTextures())
|
||
|
return;
|
||
|
|
||
|
// Don't populate the same frame image twice.
|
||
|
if (frameIndex > prevFrameIndex)
|
||
|
{
|
||
|
int stage = frameIndex % stageCount;
|
||
|
if (!PopulateLayer (newDesc.MipLevels, isHdr, newDesc.TextureSize, newDesc.SampleCount, stage))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool isOverlayVisible = SubmitLayer(overlay, headLocked, pose, scale, frameIndex);
|
||
|
|
||
|
prevFrameIndex = frameIndex;
|
||
|
if (isDynamic)
|
||
|
++frameIndex;
|
||
|
|
||
|
// Backward compatibility: show regular renderer if overlay isn't visible.
|
||
|
if (rend)
|
||
|
rend.enabled = !isOverlayVisible;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|