OSVR_ReturnCode UNITY_INTERFACE_API ConstructRenderBuffers() {
    if (!s_deviceType) {
        DebugLog("Device type not supported.");
        return OSVR_RETURN_FAILURE;
    }
    UpdateRenderInfo();

    // construct buffers
    const int n = static_cast<int>(s_renderInfo.size());
    switch (s_deviceType.getDeviceTypeEnum()) {
#if SUPPORT_D3D11
    case OSVRSupportedRenderers::D3D11:
        return applyRenderBufferConstructor(n, ConstructBuffersD3D11,
                                            CleanupBufferD3D11);
        break;
#endif
#if SUPPORT_OPENGL
    case OSVRSupportedRenderers::OpenGL:
        return applyRenderBufferConstructor(n, ConstructBuffersOpenGL,
                                            CleanupBufferOpenGL);
        break;
#endif
    case OSVRSupportedRenderers::EmptyRenderer:
    default:
        DebugLog("Device type not supported.");
        return OSVR_RETURN_FAILURE;
    }
}
// --------------------------------------------------------------------------
// UnityRenderEvent
// This will be called for GL.IssuePluginEvent script calls; eventID will
// be the integer passed to IssuePluginEvent.
/// @todo does this actually need to be exported? It seems like
/// GetRenderEventFunc returning it would be sufficient...
void UNITY_INTERFACE_API OnRenderEvent(int eventID) {
    // Unknown graphics device type? Do nothing.
    if (!s_deviceType) {
        return;
    }

    switch (eventID) {
    // Call the Render loop
    case kOsvrEventID_Render:
        DoRender();
        break;
    case kOsvrEventID_Shutdown:
        break;
    case kOsvrEventID_Update:
        UpdateRenderInfo();
        break;
    case kOsvrEventID_SetRoomRotationUsingHead:
        SetRoomRotationUsingHead();
        break;
    case kOsvrEventID_ClearRoomToWorldTransform:
        ClearRoomToWorldTransform();
        break;
    default:
        break;
    }
}
示例#3
0
void CGameClient::CClientData::Reset()
{
	m_aName[0] = 0;
	m_aClan[0] = 0;
	m_Country = -1;
	m_SkinID = 0;
	m_Team = 0;
	m_Angle = 0;
	m_Emoticon = 0;
	m_EmoticonStart = -1;
	m_Active = false;
	m_ChatIgnore = false;
	m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
	m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
	m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
	UpdateRenderInfo();
}
示例#4
0
void CGameClient::CClientData::Reset()
{
	m_aName[0] = 0;
	m_aClan[0] = 0;
	m_Country = -1;
	m_Team = 0;
	m_Angle = 0;
	m_Emoticon = 0;
	m_EmoticonStart = -1;
	m_Active = false;
	m_ChatIgnore = false;
	for(int p = 0; p < NUM_SKINPARTS; p++)
	{
		m_SkinPartIDs[p] = 0;
		m_SkinInfo.m_aTextures[p] = g_GameClient.m_pSkins->GetSkinPart(p, 0)->m_ColorTexture;
		m_SkinInfo.m_aColors[p] = vec4(1.0f, 1.0f, 1.0f , 1.0f);
	}
	UpdateRenderInfo();
}
// Called from Unity to create a RenderManager, passing in a ClientContext
OSVR_ReturnCode UNITY_INTERFACE_API
CreateRenderManagerFromUnity(OSVR_ClientContext context) {
    /// See if we're already created/running - shouldn't happen, but might.
    if (s_render != nullptr) {
        if (s_render->doingOkay()) {
            DebugLog("[OSVR Rendering Plugin] RenderManager already created "
                     "and doing OK - will just return success without trying "
                     "to re-initialize.");
            return OSVR_RETURN_SUCCESS;
        }

        DebugLog("[OSVR Rendering Plugin] RenderManager already created, "
                 "but not doing OK. Will shut down before creating again.");
        ShutdownRenderManager();
    }
    if (s_clientContext != nullptr) {
        DebugLog(
            "[OSVR Rendering Plugin] Client context already set! Replacing...");
    }
    s_clientContext = context;

    if (!s_deviceType) {
		// @todo pass the platform from Unity
		// This is a patch to workaround a bug in Unity where the renderer type
		// is not being set on Windows x86 builds. Until the OpenGL path is
		// working, it's safe to assume we're using D3D11, but we'd rather get
		// the platform from Unity than assume it's D3D11.

		s_deviceType = kUnityGfxRendererD3D11;

       /* DebugLog("[OSVR Rendering Plugin] Attempted to create render manager, "
                 "but device type wasn't set (to a supported type) by the "
                 "plugin load/init routine. Order issue?");
        return OSVR_RETURN_FAILURE;*/
    }

    bool setLibraryFromOpenDisplayReturn = false;
    /// @todo We should always have a legit value in
    /// s_deviceType.getDeviceTypeEnum() at this point, right?
    switch (s_deviceType.getDeviceTypeEnum()) {

#if SUPPORT_D3D11
    case OSVRSupportedRenderers::D3D11:
        s_render = osvr::renderkit::createRenderManager(context, "Direct3D11",
                                                        s_library);
#ifdef ATTEMPT_D3D_SHARING
        setLibraryFromOpenDisplayReturn = true;
#endif // ATTEMPT_D3D_SHARING
        break;
#endif // SUPPORT_D3D11

#if SUPPORT_OPENGL
    case OSVRSupportedRenderers::OpenGL:
        s_render = osvr::renderkit::createRenderManager(context, "OpenGL");
        setLibraryFromOpenDisplayReturn = true;
        break;
#endif // SUPPORT_OPENGL
    }

    if ((s_render == nullptr) || (!s_render->doingOkay())) {
        DebugLog("[OSVR Rendering Plugin] Could not create RenderManager");

        ShutdownRenderManager();
        return OSVR_RETURN_FAILURE;
    }

    // Open the display and make sure this worked.
    osvr::renderkit::RenderManager::OpenResults ret = s_render->OpenDisplay();
    if (ret.status == osvr::renderkit::RenderManager::OpenStatus::FAILURE) {
        DebugLog("[OSVR Rendering Plugin] Could not open display");

        ShutdownRenderManager();
        return OSVR_RETURN_FAILURE;
    }
    if (setLibraryFromOpenDisplayReturn) {
        // Set our library from the one RenderManager created.
        s_library = ret.library;
    }

    // create a new set of RenderParams for passing to GetRenderInfo()
    s_renderParams = osvr::renderkit::RenderManager::RenderParams();
    UpdateRenderInfo();

    DebugLog("[OSVR Rendering Plugin] CreateRenderManagerFromUnity Success!");
    return OSVR_RETURN_SUCCESS;
}