Files
vstyler/Assets/SteamVR/Scripts/SteamVR_GameView.cs
T
2016-05-18 20:02:15 +02:00

85 lines
2.2 KiB
C#
Executable File

//========= Copyright 2014, Valve Corporation, All rights reserved. ===========
//
// Purpose: Handles rendering to the game view window
//
//=============================================================================
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class SteamVR_GameView : MonoBehaviour
{
#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // DEPRECATED in Unity 5.4+
public float scale = 1.5f;
public bool drawOverlay = true;
static Material overlayMaterial;
void OnEnable()
{
if (overlayMaterial == null)
{
overlayMaterial = new Material(Shader.Find("Custom/SteamVR_Overlay"));
}
}
void OnPostRender()
{
var vr = SteamVR.instance;
var camera = GetComponent<Camera>();
var aspect = scale * camera.aspect / vr.aspect;
var x0 = -scale;
var x1 = scale;
var y0 = aspect;
var y1 = -aspect;
var blitMaterial = SteamVR_Camera.blitMaterial;
blitMaterial.mainTexture = SteamVR_Camera.GetSceneTexture(camera.hdr);
GL.PushMatrix();
GL.LoadOrtho();
#if !(UNITY_5_0)
blitMaterial.SetPass(0);
#else
blitMaterial.SetPass(QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0);
#endif
GL.Begin(GL.QUADS);
GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(x0, y0, 0);
GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(x1, y0, 0);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(x1, y1, 0);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(x0, y1, 0);
GL.End();
GL.PopMatrix();
var overlay = SteamVR_Overlay.instance;
if (overlay && overlay.texture && overlayMaterial && drawOverlay)
{
var texture = overlay.texture;
overlayMaterial.mainTexture = texture;
var u0 = 0.0f;
var v0 = 1.0f - (float)Screen.height / texture.height;
var u1 = (float)Screen.width / texture.width;
var v1 = 1.0f;
GL.PushMatrix();
GL.LoadOrtho();
#if !(UNITY_5_0)
overlayMaterial.SetPass(QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0);
#else
overlayMaterial.SetPass(0);
#endif
GL.Begin(GL.QUADS);
GL.TexCoord2(u0, v0); GL.Vertex3(-1, -1, 0);
GL.TexCoord2(u1, v0); GL.Vertex3( 1, -1, 0);
GL.TexCoord2(u1, v1); GL.Vertex3( 1, 1, 0);
GL.TexCoord2(u0, v1); GL.Vertex3(-1, 1, 0);
GL.End();
GL.PopMatrix();
}
}
#endif
}