Files
ApexSurgery/Assets/Oculus/Interaction/Samples/Scripts/HandGrabUse/Effects/MeshBlit.cs
T
2025-07-04 20:33:06 +03:00

106 lines
3.2 KiB
C#

/*
* 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;
using System.Collections;
using UnityEngine;
namespace Oculus.Interaction.Demo
{
[RequireComponent(typeof(MeshFilter))]
public class MeshBlit : MonoBehaviour
{
private static int MAIN_TEX = Shader.PropertyToID("_MainTex");
public Material material;
public RenderTexture renderTexture;
[SerializeField]
private float _blitsPerSecond = -1;
public float BlitsPerSecond
{
get
{
return _blitsPerSecond;
}
set
{
SetBlitsPerSecond(value);
}
}
private Mesh _mesh;
private WaitForSeconds _waitForSeconds;
private Mesh Mesh => _mesh ? _mesh : _mesh = GetComponent<MeshFilter>().sharedMesh;
private void OnEnable()
{
SetBlitsPerSecond(_blitsPerSecond);
StartCoroutine(BlitRoutine());
IEnumerator BlitRoutine()
{
while (true)
{
yield return _waitForSeconds;
Blit();
}
}
}
public void Blit()
{
if (renderTexture == null)
{
throw new NullReferenceException("MeshBlit.Blit must have a RenderTexture assigned");
}
if (material == null)
{
throw new NullReferenceException("MeshBlit.Blit must have a Material assigned");
}
if (Mesh == null)
{
throw new NullReferenceException("MeshBlit.Blit's MeshFilter has no mesh");
}
RenderTexture temp = RenderTexture.GetTemporary(renderTexture.descriptor);
Graphics.Blit(renderTexture, temp);
material.SetTexture(MAIN_TEX, temp);
var previous = RenderTexture.active;
RenderTexture.active = renderTexture;
material.SetPass(0);
Graphics.DrawMeshNow(Mesh, transform.localToWorldMatrix);
RenderTexture.active = previous;
material.SetTexture(MAIN_TEX, null);
RenderTexture.ReleaseTemporary(temp);
}
private void SetBlitsPerSecond(float value)
{
_blitsPerSecond = value;
_waitForSeconds = value > 0 ? new WaitForSeconds(1 / _blitsPerSecond) : null;
}
}
}