458 lines
12 KiB
C#
Executable File
458 lines
12 KiB
C#
Executable File
//========= Copyright 2014, Valve Corporation, All rights reserved. ===========
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//
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// Purpose: Adds SteamVR render support to existing camera objects
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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using System.Reflection;
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using Valve.VR;
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[RequireComponent(typeof(Camera))]
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public class SteamVR_Camera : MonoBehaviour
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{
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[SerializeField]
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private Transform _head;
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public Transform head { get { return _head; } }
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public Transform offset { get { return _head; } } // legacy
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public Transform origin { get { return _head.parent; } }
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[SerializeField]
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private Transform _ears;
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public Transform ears { get { return _ears; } }
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public Ray GetRay()
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{
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return new Ray(_head.position, _head.forward);
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}
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public bool wireframe = false;
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public RenderTexture LeftEyeRenderTexture;
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public RenderTexture RightEyeRenderTexture;
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[SerializeField]
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private SteamVR_CameraFlip flip;
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#region Materials
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static public Material blitMaterial;
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#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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// Using a single shared offscreen buffer to render the scene. This needs to be larger
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// than the backbuffer to account for distortion correction. The default resolution
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// gives us 1:1 sized pixels in the center of view, but quality can be adjusted up or
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// down using the following scale value to balance performance.
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static public float sceneResolutionScale = 1.0f;
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static private RenderTexture _sceneTexture;
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static public RenderTexture GetSceneTexture(bool hdr)
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{
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var vr = SteamVR.instance;
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if (vr == null)
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return null;
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int w = (int)(vr.sceneWidth * sceneResolutionScale);
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int h = (int)(vr.sceneHeight * sceneResolutionScale);
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int aa = QualitySettings.antiAliasing == 0 ? 1 : QualitySettings.antiAliasing;
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var format = hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
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if (_sceneTexture != null)
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{
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if (_sceneTexture.width != w || _sceneTexture.height != h || _sceneTexture.antiAliasing != aa || _sceneTexture.format != format)
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{
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Debug.Log(string.Format("Recreating scene texture.. Old: {0}x{1} MSAA={2} [{3}] New: {4}x{5} MSAA={6} [{7}]",
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_sceneTexture.width, _sceneTexture.height, _sceneTexture.antiAliasing, _sceneTexture.format, w, h, aa, format));
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Object.Destroy(_sceneTexture);
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_sceneTexture = null;
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}
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}
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if (_sceneTexture == null)
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{
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_sceneTexture = new RenderTexture(w, h, 0, format);
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_sceneTexture.antiAliasing = aa;
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// OpenVR assumes floating point render targets are linear unless otherwise specified.
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var colorSpace = (hdr && QualitySettings.activeColorSpace == ColorSpace.Gamma) ? EColorSpace.Gamma : EColorSpace.Auto;
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SteamVR.Unity.SetColorSpace(colorSpace);
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}
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return _sceneTexture;
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}
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#else
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static public float sceneResolutionScale
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{
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get { return UnityEngine.VR.VRSettings.renderScale; }
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set { UnityEngine.VR.VRSettings.renderScale = value; }
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}
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#endif
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#endregion
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#region Enable / Disable
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void OnDisable()
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{
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SteamVR_Render.Remove(this);
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}
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void OnEnable()
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{
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// Bail if no hmd is connected
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var vr = SteamVR.instance;
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if (vr == null)
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{
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if (head != null)
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{
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head.GetComponent<SteamVR_GameView>().enabled = false;
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head.GetComponent<SteamVR_TrackedObject>().enabled = false;
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}
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if (flip != null)
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flip.enabled = false;
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enabled = false;
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return;
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}
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#if !(UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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// Convert camera rig for native OpenVR integration.
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var t = transform;
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if (head != t)
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{
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Expand();
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t.parent = origin;
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while (head.childCount > 0)
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head.GetChild(0).parent = t;
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// Keep the head around, but parent to the camera now since it moves with the hmd
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// but existing content may still have references to this object.
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head.parent = t;
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head.localPosition = Vector3.zero;
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head.localRotation = Quaternion.identity;
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head.localScale = Vector3.one;
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head.gameObject.SetActive(false);
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_head = t;
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}
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if (flip != null)
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{
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DestroyImmediate(flip);
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flip = null;
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}
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#else
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// Ensure rig is properly set up
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Expand();
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if (blitMaterial == null)
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{
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blitMaterial = new Material(Shader.Find("Custom/SteamVR_Blit"));
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}
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// Set remaining hmd specific settings
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var camera = GetComponent<Camera>();
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camera.fieldOfView = vr.fieldOfView;
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camera.aspect = vr.aspect;
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camera.eventMask = 0; // disable mouse events
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camera.orthographic = false; // force perspective
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camera.enabled = false; // manually rendered by SteamVR_Render
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if (camera.actualRenderingPath != RenderingPath.Forward && QualitySettings.antiAliasing > 1)
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{
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Debug.LogWarning("MSAA only supported in Forward rendering path. (disabling MSAA)");
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QualitySettings.antiAliasing = 0;
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}
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// Ensure game view camera hdr setting matches
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var headCam = head.GetComponent<Camera>();
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if (headCam != null)
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{
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headCam.hdr = camera.hdr;
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headCam.renderingPath = camera.renderingPath;
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}
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#endif
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if (ears == null)
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{
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var e = transform.GetComponentInChildren<SteamVR_Ears>();
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if (e != null)
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_ears = e.transform;
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}
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if (ears != null)
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ears.GetComponent<SteamVR_Ears>().vrcam = this;
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SteamVR_Render.Add(this);
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}
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#endregion
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#region Functionality to ensure SteamVR_Camera component is always the last component on an object
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void Awake() { ForceLast(); }
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static Hashtable values;
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public void ForceLast()
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{
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if (values != null)
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{
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// Restore values on new instance
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foreach (DictionaryEntry entry in values)
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{
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var f = entry.Key as FieldInfo;
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f.SetValue(this, entry.Value);
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}
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values = null;
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}
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else
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{
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// Make sure it's the last component
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var components = GetComponents<Component>();
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// But first make sure there aren't any other SteamVR_Cameras on this object.
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for (int i = 0; i < components.Length; i++)
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{
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var c = components[i] as SteamVR_Camera;
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if (c != null && c != this)
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{
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if (c.flip != null)
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DestroyImmediate(c.flip);
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DestroyImmediate(c);
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}
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}
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components = GetComponents<Component>();
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#if !(UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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if (this != components[components.Length - 1])
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{
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#else
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if (this != components[components.Length - 1] || flip == null)
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{
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//if (flip == null)
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// flip = gameObject.AddComponent<SteamVR_CameraFlip>();
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#endif
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// Store off values to be restored on new instance
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values = new Hashtable();
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var fields = GetType().GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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foreach (var f in fields)
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if (f.IsPublic || f.IsDefined(typeof(SerializeField), true))
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values[f] = f.GetValue(this);
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var go = gameObject;
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DestroyImmediate(this);
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go.AddComponent<SteamVR_Camera>().ForceLast();
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}
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}
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}
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#endregion
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#region Expand / Collapse object hierarchy
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#if UNITY_EDITOR
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public bool isExpanded { get { return head != null && transform.parent == head; } }
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#endif
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const string eyeSuffix = " (eye)";
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const string earsSuffix = " (ears)";
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const string headSuffix = " (head)";
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const string originSuffix = " (origin)";
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public string baseName { get { return name.EndsWith(eyeSuffix) ? name.Substring(0, name.Length - eyeSuffix.Length) : name; } }
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// Object hierarchy creation to make it easy to parent other objects appropriately,
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// otherwise this gets called on demand at runtime. Remaining initialization is
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// performed at startup, once the hmd has been identified.
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public void Expand()
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{
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var _origin = transform.parent;
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if (_origin == null)
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{
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_origin = new GameObject(name + originSuffix).transform;
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_origin.localPosition = transform.localPosition;
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_origin.localRotation = transform.localRotation;
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_origin.localScale = transform.localScale;
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}
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if (head == null)
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{
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_head = new GameObject(name + headSuffix, typeof(SteamVR_GameView), typeof(SteamVR_TrackedObject)).transform;
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head.parent = _origin;
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head.position = transform.position;
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head.rotation = transform.rotation;
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head.localScale = Vector3.one;
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head.tag = tag;
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var camera = head.GetComponent<Camera>();
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camera.clearFlags = CameraClearFlags.Nothing;
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camera.cullingMask = 0;
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camera.eventMask = 0;
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camera.orthographic = true;
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camera.orthographicSize = 1;
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camera.nearClipPlane = 0;
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camera.farClipPlane = 1;
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camera.useOcclusionCulling = false;
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}
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if (transform.parent != head)
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{
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transform.parent = head;
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one;
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while (transform.childCount > 0)
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transform.GetChild(0).parent = head;
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var guiLayer = GetComponent<GUILayer>();
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if (guiLayer != null)
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{
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DestroyImmediate(guiLayer);
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head.gameObject.AddComponent<GUILayer>();
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}
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var audioListener = GetComponent<AudioListener>();
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if (audioListener != null)
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{
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DestroyImmediate(audioListener);
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_ears = new GameObject(name + earsSuffix, typeof(SteamVR_Ears)).transform;
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ears.parent = _head;
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ears.localPosition = Vector3.zero;
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ears.localRotation = Quaternion.identity;
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ears.localScale = Vector3.one;
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}
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}
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if (!name.EndsWith(eyeSuffix))
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name += eyeSuffix;
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}
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public void Collapse()
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{
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transform.parent = null;
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// Move children and components from head back to camera.
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while (head.childCount > 0)
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head.GetChild(0).parent = transform;
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var guiLayer = head.GetComponent<GUILayer>();
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if (guiLayer != null)
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{
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DestroyImmediate(guiLayer);
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gameObject.AddComponent<GUILayer>();
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}
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if (ears != null)
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{
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while (ears.childCount > 0)
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ears.GetChild(0).parent = transform;
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DestroyImmediate(ears.gameObject);
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_ears = null;
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gameObject.AddComponent(typeof(AudioListener));
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}
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if (origin != null)
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{
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// If we created the origin originally, destroy it now.
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if (origin.name.EndsWith(originSuffix))
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{
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// Reparent any children so we don't accidentally delete them.
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var _origin = origin;
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while (_origin.childCount > 0)
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_origin.GetChild(0).parent = _origin.parent;
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DestroyImmediate(_origin.gameObject);
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}
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else
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{
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transform.parent = origin;
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}
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}
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DestroyImmediate(head.gameObject);
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_head = null;
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if (name.EndsWith(eyeSuffix))
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name = name.Substring(0, name.Length - eyeSuffix.Length);
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}
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#endregion
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#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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#region Render callbacks
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void OnPreRender()
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{
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//if (flip)
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// flip.enabled = (SteamVR_Render.Top() == this && SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX);
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var headCam = head.GetComponent<Camera>();
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if (headCam != null)
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headCam.enabled = (SteamVR_Render.Top() == this);
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if (wireframe)
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GL.wireframe = true;
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}
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void OnPostRender()
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{
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if (wireframe)
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GL.wireframe = false;
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}
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void OnRenderImage(RenderTexture src, RenderTexture dest) {
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if (LeftEyeRenderTexture == null) {
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//if (SteamVR_Render.Top() == this) {
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int eventID;
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if (SteamVR_Render.eye == EVREye.Eye_Left) {
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// Get gpu started on work early to avoid bubbles at the top of the frame.
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SteamVR_Utils.QueueEventOnRenderThread(SteamVR.Unity.k_nRenderEventID_Flush);
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitL;
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}
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else {
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitR;
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}
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// Queue up a call on the render thread to Submit our render target to the compositor.
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SteamVR_Utils.QueueEventOnRenderThread(eventID);
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//}
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Graphics.SetRenderTarget(dest);
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SteamVR_Camera.blitMaterial.mainTexture = src;
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GL.PushMatrix();
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GL.LoadOrtho();
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SteamVR_Camera.blitMaterial.SetPass(0);
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GL.Begin(GL.QUADS);
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GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
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GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
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GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
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GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
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GL.End();
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GL.PopMatrix();
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Graphics.SetRenderTarget(null);
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} else {
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if (SteamVR_Render.eye == EVREye.Eye_Right) {
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Graphics.Blit(src, RightEyeRenderTexture);
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}
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else {
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Graphics.Blit(src, LeftEyeRenderTexture);
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}
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}
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}
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#endregion
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#endif
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}
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