106 lines
3.2 KiB
C#
106 lines
3.2 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections;
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using UnityEngine;
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namespace Oculus.Interaction.Demo
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{
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[RequireComponent(typeof(MeshFilter))]
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public class MeshBlit : MonoBehaviour
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{
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private static int MAIN_TEX = Shader.PropertyToID("_MainTex");
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public Material material;
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public RenderTexture renderTexture;
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[SerializeField]
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private float _blitsPerSecond = -1;
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public float BlitsPerSecond
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{
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get
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{
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return _blitsPerSecond;
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}
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set
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{
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SetBlitsPerSecond(value);
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}
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}
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private Mesh _mesh;
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private WaitForSeconds _waitForSeconds;
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private Mesh Mesh => _mesh ? _mesh : _mesh = GetComponent<MeshFilter>().sharedMesh;
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private void OnEnable()
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{
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SetBlitsPerSecond(_blitsPerSecond);
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StartCoroutine(BlitRoutine());
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IEnumerator BlitRoutine()
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{
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while (true)
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{
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yield return _waitForSeconds;
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Blit();
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}
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}
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}
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public void Blit()
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{
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if (renderTexture == null)
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{
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throw new NullReferenceException("MeshBlit.Blit must have a RenderTexture assigned");
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}
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if (material == null)
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{
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throw new NullReferenceException("MeshBlit.Blit must have a Material assigned");
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}
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if (Mesh == null)
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{
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throw new NullReferenceException("MeshBlit.Blit's MeshFilter has no mesh");
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}
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RenderTexture temp = RenderTexture.GetTemporary(renderTexture.descriptor);
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Graphics.Blit(renderTexture, temp);
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material.SetTexture(MAIN_TEX, temp);
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var previous = RenderTexture.active;
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RenderTexture.active = renderTexture;
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material.SetPass(0);
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Graphics.DrawMeshNow(Mesh, transform.localToWorldMatrix);
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RenderTexture.active = previous;
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material.SetTexture(MAIN_TEX, null);
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RenderTexture.ReleaseTemporary(temp);
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}
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private void SetBlitsPerSecond(float value)
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{
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_blitsPerSecond = value;
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_waitForSeconds = value > 0 ? new WaitForSeconds(1 / _blitsPerSecond) : null;
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}
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}
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}
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