Qualcomm_Snapdragon_VR_SDK SvrPluginWin脚本简介(1)

从本文开始将介绍Qcom SDK中SvrPluginWin的实现。与SvrPluginAndroid脚本的作用类似,SvrPluginWin的代码是负责Win平台中VR效果的实现

具体的代码逻辑如下:

using UnityEngine;
using System;
using System.Collections;
using System.Runtime.InteropServices;

class SvrPluginWin : SvrPlugin
{
	public static SvrPluginWin Create()
	{
		return new SvrPluginWin ();
	}

    private SvrPluginWin() { }

    public override bool IsInitialized() { return svrCamera != null; }

    public override bool IsRunning() { return eyes != null; }

    public override IEnumerator Initialize()
	{
        yield return base.Initialize();

        deviceInfo = GetDeviceInfo();

        yield break;
	}

     public override IEnumerator BeginVr(int cpuPerfLevel, int gpuPerfLevel)
	{
        yield return base.BeginVr(cpuPerfLevel, gpuPerfLevel);

		yield break;
    }
	
    public override void SetVSyncCount(int vSyncCount)
    {
        QualitySettings.vSyncCount = vSyncCount;
    }
	
    public override int GetPredictedPose(ref Quaternion orientation, ref Vector3 position, int frameIndex)
	{
        int poseStatus = 0;

		orientation = Quaternion.identity;
		position = Vector3.zero;
    。。。

        if (eyes != null) for (int i = 0; i < eyes.Length; i++)
        {
            if (eyes[i].isActiveAndEnabled == false) continue;
            if (eyes[i].TexturePtr == null) continue;
            if (eyes[i].imageTransform != null && eyes[i].imageTransform.gameObject.activeSelf == false) continue;
            if (eyes[i].imageTransform != null && !eyes[i].imageTransform.IsChildOf(svrCamera.transform)) continue;   // svr only

            var eyeRectMin = eyes[i].clipLowerLeft; eyeRectMin /= eyeRectMin.w;
            var eyeRectMax = eyes[i].clipUpperRight; eyeRectMax /= eyeRectMax.w;

            if (eyes[i].Side == SvrEye.eSide.Left || eyes[i].Side == SvrEye.eSide.Both)
            {
                leftScreen = Rect.MinMaxRect(
                    leftCenter.x + eyeExtent.x * eyeRectMin.x, 
                    leftCenter.y + eyeExtent.y * eyeRectMin.y, 
                    leftCenter.x + eyeExtent.x * eyeRectMax.x, 
                    leftCenter.y + eyeExtent.y * eyeRectMax.y);
                Graphics.DrawTexture(leftScreen, eyes[i].TexturePtr, textureRect, 0, 0, 0, 0);
            }
            if (eyes[i].Side == SvrEye.eSide.Right || eyes[i].Side == SvrEye.eSide.Both)
            {
                rightScreen = Rect.MinMaxRect(
                    rightCenter.x + eyeExtent.x * eyeRectMin.x,
                    rightCenter.y + eyeExtent.y * eyeRectMin.y,
                    rightCenter.x + eyeExtent.x * eyeRectMax.x,
                    rightCenter.y + eyeExtent.y * eyeRectMax.y);
                Graphics.DrawTexture(rightScreen, eyes[i].TexturePtr, textureRect, 0, 0, 0, 0);
            }
        }

        if (overlays != null) for (int i = 0; i < overlays.Length; i++)
        {
            if (overlays[i].isActiveAndEnabled == false) continue;
            if (overlays[i].TexturePtr == null) continue;
            if (overlays[i].imageTransform != null && overlays[i].imageTransform.gameObject.activeSelf == false) continue;
            if (overlays[i].imageTransform != null && !overlays[i].imageTransform.IsChildOf(svrCamera.transform)) continue;   // svr only

            var eyeRectMin = overlays[i].clipLowerLeft; eyeRectMin /= eyeRectMin.w;
            var eyeRectMax = overlays[i].clipUpperRight; eyeRectMax /= eyeRectMax.w;

            textureRect.Set(overlays[i].uvLowerLeft.x, overlays[i].uvLowerLeft.y,
                overlays[i].uvUpperRight.x - overlays[i].uvLowerLeft.x,
                overlays[i].uvUpperRight.y - overlays[i].uvLowerLeft.y);

            if (overlays[i].Side == SvrOverlay.eSide.Left || overlays[i].Side == SvrOverlay.eSide.Both)
            {
                leftScreen = Rect.MinMaxRect(
                    leftCenter.x + eyeExtent.x * eyeRectMin.x,
                    leftCenter.y + eyeExtent.y * eyeRectMin.y,
                    leftCenter.x + eyeExtent.x * eyeRectMax.x,
                    leftCenter.y + eyeExtent.y * eyeRectMax.y);
                Graphics.DrawTexture(leftScreen, overlays[i].TexturePtr, textureRect, 0, 0, 0, 0);
            }
            if (overlays[i].Side == SvrOverlay.eSide.Right || overlays[i].Side == SvrOverlay.eSide.Both)
            {
                rightScreen = Rect.MinMaxRect(
                    rightCenter.x + eyeExtent.x * eyeRectMin.x,
                    rightCenter.y + eyeExtent.y * eyeRectMin.y,
                    rightCenter.x + eyeExtent.x * eyeRectMax.x,
                    rightCenter.y + eyeExtent.y * eyeRectMax.y);
                Graphics.DrawTexture(rightScreen, overlays[i].TexturePtr, textureRect, 0, 0, 0, 0);
            }
        }
 
	}

	public override void Shutdown()
	{
        base.Shutdown();
    }
}

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转载自blog.csdn.net/conglf/article/details/80000928
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