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- // Copyright 2016 Nibiru. All rights reserved.
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- using UnityEngine;
- namespace Nxr.Internal
- {
- /// @cond
- [RequireComponent(typeof(Camera))]
- [AddComponentMenu("NXR/Internal/StereoRenderEffect")]
- public class StereoRenderEffect : MonoBehaviour
- {
- private Material material;
- private Camera cam;
- #if UNITY_5_6_OR_NEWER
- private Rect fullRect;
- public NxrViewer.Eye eye;
- #else
- private static readonly Rect fullRect = new Rect(0, 0, 1, 1);
- #endif // UNITY_5_6_OR_NEWER
- void Awake()
- {
- cam = GetComponent<Camera>();
- }
- void Start()
- {
- material = new Material(Shader.Find("NAR/UnlitTexture"));
- #if UNITY_5_6_OR_NEWER
- fullRect = (eye == NxrViewer.Eye.Left ? new Rect(0, 0, 0.5f, 1) : new Rect(0.5f, 0, 0.5f, 1));
- #endif
- }
- public void UpdateEye(NxrViewer.Eye eyeTmp)
- {
- #if UNITY_5_6_OR_NEWER
- this.eye = eyeTmp;
- fullRect = (eye == NxrViewer.Eye.Left ? new Rect(0, 0, 0.5f, 1) : new Rect(0.5f, 0, 0.5f, 1));
- #endif
- }
- void OnRenderImage(RenderTexture source, RenderTexture dest)
- {
- GL.PushMatrix();
- int width = dest ? dest.width : Screen.width;
- int height = dest ? dest.height : Screen.height;
- GL.LoadPixelMatrix(0, width, height, 0);
- // Camera rects are in screen coordinates (bottom left is origin), but DrawTexture takes a
- // rect in GUI coordinates (top left is origin).
- Rect blitRect = cam.pixelRect;
- blitRect.y = height - blitRect.height - blitRect.y;
- RenderTexture oldActive = RenderTexture.active;
- RenderTexture.active = dest;
- Graphics.DrawTexture(blitRect, source, fullRect, 0, 0, 0, 0, Color.white, material);
- RenderTexture.active = oldActive;
- GL.PopMatrix();
- }
- }
- }
- /// @endcond
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