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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
namespace OculusSampleFramework
{
/// <summary>
/// The rendering methods swappable via radio buttons
/// </summary>
public enum EUiDisplayType
{
EUDT_WorldGeoQuad,
EUDT_OverlayQuad,
EUDT_None,
EUDT_MaxDislayTypes
}
/// <summary>
/// Usage: demonstrate how to use overlay layers for a paneled UI system
/// On Mobile, we support both Cylinder layer and Quad layer
/// Press any button: it will cycle [world geometry Quad]->[overlay layer Quad]->[world geometry cylinder]->[overlay layer cylinder]
/// On PC, only Quad layer is supported
/// Press any button: it will cycle [world geometry Quad]->[overlay layer Quad]
///
/// You should be able to observe sharper and less aliased image when switch from world geometry to overlay layer.
///
/// </summary>
public class OVROverlaySample : MonoBehaviour
{
bool inMenu;
/// <summary>
/// The string identifiers for DebugUI radio buttons
/// </summary>
const string ovrOverlayID = "OVROverlayID";
const string applicationID = "ApplicationID";
const string noneID = "NoneID";
/// <summary>
/// Toggle references
/// </summary>
Toggle applicationRadioButton;
Toggle noneRadioButton;
[Header("App vs Compositor Comparison Settings")]
/// <summary>
/// The main camera used to calculate reprojected OVROverlay quad
/// </summary>
public GameObject mainCamera;
/// <summary>
/// The camera used to render UI panels
/// </summary>
public GameObject uiCamera;
/// <summary>
/// The parents of grouped UI panels
/// </summary>
public GameObject uiGeoParent;
public GameObject worldspaceGeoParent;
/// <summary>
/// The OVROverlay component to pass the uiCamera rendered RT to
/// </summary>
public OVROverlay cameraRenderOverlay;
/// <summary>
/// The OVROverlay component displaying which rendering mode is active
/// </summary>
public OVROverlay renderingLabelOverlay;
/// <summary>
/// The quad textures to indicate the active rendering method
/// </summary>
public Texture applicationLabelTexture;
public Texture compositorLabelTexture;
/// <summary>
/// The resources & settings needed for the level loading simulation demo
/// </summary>
[Header("Level Loading Sim Settings")]
public GameObject prefabForLevelLoadSim;
public OVROverlay cubemapOverlay;
public OVROverlay loadingTextQuadOverlay;
public float distanceFromCamToLoadText;
public float cubeSpawnRadius;
public float heightBetweenItems;
public int numObjectsPerLevel;
public int numLevels;
public int numLoopsTrigger = 500000000;
List<GameObject> spawnedCubes = new List<GameObject>();
#region MonoBehaviour handler
void Start()
{
DebugUIBuilder.instance.AddLabel("OVROverlay Sample");
DebugUIBuilder.instance.AddDivider();
DebugUIBuilder.instance.AddLabel("Level Loading Example");
DebugUIBuilder.instance.AddButton("Simulate Level Load", TriggerLoad);
DebugUIBuilder.instance.AddButton("Destroy Cubes", TriggerUnload);
DebugUIBuilder.instance.AddDivider();
DebugUIBuilder.instance.AddLabel("OVROverlay vs. Application Render Comparison");
DebugUIBuilder.instance
.AddRadio("OVROverlay", "group", delegate(Toggle t) { RadioPressed(ovrOverlayID, "group", t); })
.GetComponentInChildren<Toggle>();
applicationRadioButton = DebugUIBuilder.instance
.AddRadio("Application", "group", delegate(Toggle t) { RadioPressed(applicationID, "group", t); })
.GetComponentInChildren<Toggle>();
noneRadioButton = DebugUIBuilder.instance
.AddRadio("None", "group", delegate(Toggle t) { RadioPressed(noneID, "group", t); })
.GetComponentInChildren<Toggle>();
DebugUIBuilder.instance.Show();
// Start with Overlay Quad
CameraAndRenderTargetSetup();
cameraRenderOverlay.enabled = true;
cameraRenderOverlay.currentOverlayShape = OVROverlay.OverlayShape.Quad;
spawnedCubes.Capacity = numObjectsPerLevel * numLevels;
}
void Update()
{
// Switch ui display types
if (OVRInput.GetDown(OVRInput.Button.Two) || OVRInput.GetDown(OVRInput.Button.Start))
{
if (inMenu) DebugUIBuilder.instance.Hide();
else DebugUIBuilder.instance.Show();
inMenu = !inMenu;
}
// Trigger loading simulator via keyboard
if (Input.GetKeyDown(KeyCode.A))
{
TriggerLoad();
}
}
#endregion
#region Private Functions
/// <summary>
/// Usage: Activate the world geometry and deactivate OVROverlay display
/// </summary>
void ActivateWorldGeo()
{
worldspaceGeoParent.SetActive(true);
uiGeoParent.SetActive(false);
uiCamera.SetActive(false);
cameraRenderOverlay.enabled = false;
renderingLabelOverlay.enabled = true;
renderingLabelOverlay.textures[0] = applicationLabelTexture;
Debug.Log("Switched to ActivateWorldGeo");
}
/// <summary>
/// Usage: Activate OVROverlay display and deactivate the world geometry
/// </summary>
void ActivateOVROverlay()
{
worldspaceGeoParent.SetActive(false);
uiCamera.SetActive(true);
cameraRenderOverlay.enabled = true;
uiGeoParent.SetActive(true);
renderingLabelOverlay.enabled = true;
renderingLabelOverlay.textures[0] = compositorLabelTexture;
Debug.Log("Switched to ActivateOVROVerlay");
}
/// <summary>
/// Usage: Deactivate both world geometry and OVROverlay display
/// </summary>
void ActivateNone()
{
worldspaceGeoParent.SetActive(false);
uiCamera.SetActive(false);
cameraRenderOverlay.enabled = false;
uiGeoParent.SetActive(false);
renderingLabelOverlay.enabled = false;
Debug.Log("Switched to ActivateNone");
}
/// <summary>
/// This function is to simulate a level load event in Unity
/// The idea is to enable a cubemap overlay right before any action that will stall the main thread
/// This cubemap overlay can be combined with other OVROverlay objects, such as animated textures to indicate "Loading..."
/// </summary>
void TriggerLoad()
{
StartCoroutine(WaitforOVROverlay());
}
IEnumerator WaitforOVROverlay()
{
Transform camTransform = mainCamera.transform;
Transform uiTextOverlayTrasnform = loadingTextQuadOverlay.transform;
Vector3 newPos = camTransform.position + camTransform.forward * distanceFromCamToLoadText;
newPos.y = camTransform.position.y;
uiTextOverlayTrasnform.position = newPos;
cubemapOverlay.enabled = true;
loadingTextQuadOverlay.enabled = true;
noneRadioButton.isOn = true;
yield return new WaitForSeconds(0.1f);
ClearObjects();
SimulateLevelLoad();
cubemapOverlay.enabled = false;
loadingTextQuadOverlay.enabled = false;
yield return null;
}
/// <summary>
/// Usage: Destroy all loaded resources and switch back to world geometry rendering mode.
/// </summary>
void TriggerUnload()
{
ClearObjects();
applicationRadioButton.isOn = true;
}
/// <summary>
/// Usage: Recreate UI render target according overlay type and overlay size
/// </summary>
void CameraAndRenderTargetSetup()
{
float overlayWidth = cameraRenderOverlay.transform.localScale.x;
float overlayHeight = cameraRenderOverlay.transform.localScale.y;
float overlayRadius = cameraRenderOverlay.transform.localScale.z;
#if UNITY_ANDROID
// Gear VR display panel resolution
float hmdPanelResWidth = 2560;
float hmdPanelResHeight = 1440;
#else
// Rift display panel resolution
float hmdPanelResWidth = 2160;
float hmdPanelResHeight = 1200;
#endif
float singleEyeScreenPhysicalResX = hmdPanelResWidth * 0.5f;
float singleEyeScreenPhysicalResY = hmdPanelResHeight;
// Calculate RT Height
// screenSizeYInWorld : how much world unity the full screen can cover at overlayQuad's location vertically
// pixelDensityY: pixels / world unit ( meter )
float halfFovY = mainCamera.GetComponent<Camera>().fieldOfView / 2;
float screenSizeYInWorld = 2 * overlayRadius * Mathf.Tan(Mathf.Deg2Rad * halfFovY);
float pixelDensityYPerWorldUnit = singleEyeScreenPhysicalResY / screenSizeYInWorld;
float renderTargetHeight = pixelDensityYPerWorldUnit * overlayWidth;
// Calculate RT width
float renderTargetWidth = 0.0f;
// screenSizeXInWorld : how much world unity the full screen can cover at overlayQuad's location horizontally
// pixelDensityY: pixels / world unit ( meter )
float screenSizeXInWorld = screenSizeYInWorld * mainCamera.GetComponent<Camera>().aspect;
float pixelDensityXPerWorldUnit = singleEyeScreenPhysicalResX / screenSizeXInWorld;
renderTargetWidth = pixelDensityXPerWorldUnit * overlayWidth;
// Compute the orthographic size for the camera
float orthographicSize = overlayHeight / 2.0f;
float orthoCameraAspect = overlayWidth / overlayHeight;
uiCamera.GetComponent<Camera>().orthographicSize = orthographicSize;
uiCamera.GetComponent<Camera>().aspect = orthoCameraAspect;
if (uiCamera.GetComponent<Camera>().targetTexture != null)
uiCamera.GetComponent<Camera>().targetTexture.Release();
RenderTexture overlayRT = new RenderTexture(
(int)renderTargetWidth * 2,
(int)renderTargetHeight * 2,
0,
RenderTextureFormat.ARGB32,
RenderTextureReadWrite.sRGB);
Debug.Log("Created RT of resolution w: " + renderTargetWidth + " and h: " + renderTargetHeight);
overlayRT.hideFlags = HideFlags.DontSave;
overlayRT.useMipMap = true;
overlayRT.filterMode = FilterMode.Trilinear;
overlayRT.anisoLevel = 4;
#if UNITY_5_5_OR_NEWER
overlayRT.autoGenerateMips = true;
#else
overlayRT.generateMips = true;
#endif
uiCamera.GetComponent<Camera>().targetTexture = overlayRT;
cameraRenderOverlay.textures[0] = overlayRT;
}
/// <summary>
/// Usage: block main thread with an empty for loop and generate a bunch of cubes around the player.
/// </summary>
void SimulateLevelLoad()
{
int numToPrint = 0;
for (int p = 0; p < numLoopsTrigger; p++)
{
numToPrint++;
}
Debug.Log("Finished " + numToPrint + " Loops");
Vector3 playerPos = mainCamera.transform.position;
playerPos.y = 0.5f;
// Generate a bunch of blocks, "blocking" the mainthread ;)
for (int j = 0; j < numLevels; j++)
{
for (var i = 0; i < numObjectsPerLevel; i++)
{
var angle = i * Mathf.PI * 2 / numObjectsPerLevel;
float stagger = (i % 2 == 0) ? 1.5f : 1.0f;
var pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * cubeSpawnRadius * stagger;
pos.y = j * heightBetweenItems;
var newInst = Instantiate(prefabForLevelLoadSim, pos + playerPos, Quaternion.identity);
var newObjTransform = newInst.transform;
newObjTransform.LookAt(playerPos);
Vector3 newAngle = newObjTransform.rotation.eulerAngles;
newAngle.x = 0.0f;
newObjTransform.rotation = Quaternion.Euler(newAngle);
spawnedCubes.Add(newInst);
}
}
}
/// <summary>
/// Usage: destroy all created cubes and garbage collect.
/// </summary>
void ClearObjects()
{
for (int i = 0; i < spawnedCubes.Count; i++)
{
DestroyImmediate(spawnedCubes[i]);
}
spawnedCubes.Clear();
GC.Collect();
}
#endregion
#region Debug UI Handlers
/// <summary>
/// Usage: radio button handler.
/// </summary>
public void RadioPressed(string radioLabel, string group, Toggle t)
{
if (string.Compare(radioLabel, ovrOverlayID) == 0)
{
ActivateOVROverlay();
}
else if (string.Compare(radioLabel, applicationID) == 0)
{
ActivateWorldGeo();
}
else if (string.Compare(radioLabel, noneID) == 0)
{
ActivateNone();
}
}
#endregion
}
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