using UnityEngine; using System.Collections; //----------------------------------------------------------------------------- // Copyright 2015-2016 RenderHeads Ltd. All rights reserverd. //----------------------------------------------------------------------------- namespace RenderHeads.Media.AVProVideo { /// /// Builds a cube mesh for displaying a 360 degree "Cubemap 3x2 facebook layout" texture in VR /// [RequireComponent(typeof(MeshRenderer))] [RequireComponent(typeof(MeshFilter))] //[ExecuteInEditMode] [AddComponentMenu("AVPro Video/Cubemap Cube (VR)")] public class CubemapCube : MonoBehaviour { private Mesh _mesh; private MeshRenderer _renderer; [SerializeField] private Material _material; [SerializeField] private MediaPlayer _mediaPlayer; // This value comes from the facebook transform ffmpeg filter and is used to prevent seams appearing along the edges due to bilinear filtering [SerializeField] private float expansion_coeff = 1.01f; public MediaPlayer Player { set { _mediaPlayer = value; } get { return _mediaPlayer; } } void Start() { if (_mesh == null) { _mesh = new Mesh(); _mesh.MarkDynamic(); MeshFilter filter = this.GetComponent(); if (filter != null) { filter.mesh = _mesh; } _renderer = this.GetComponent(); if (_renderer != null) { _renderer.material = _material; } BuildMesh(); } } void OnDestroy() { if (_mesh != null) { MeshFilter filter = this.GetComponent(); if (filter != null) { filter.mesh = null; } #if UNITY_EDITOR Mesh.DestroyImmediate(_mesh); #else Mesh.Destroy(_mesh); #endif _mesh = null; } if (_renderer != null) { _renderer.material = null; _renderer = null; } } void Update() { if (Application.isPlaying) { Texture texture = null; if (_mediaPlayer != null && _mediaPlayer.Control != null) { if (_mediaPlayer.TextureProducer != null) { texture = _mediaPlayer.TextureProducer.GetTexture(); } } UpdateMaterial(texture); if (texture != null) { UpdateMeshUV(texture.width, texture.height, _mediaPlayer.TextureProducer.RequiresVerticalFlip()); } } } private void UpdateMaterial(Texture texture) { _renderer.material.mainTexture = texture; } private void BuildMesh() { Vector3 offset = new Vector3(-0.5f, -0.5f, -0.5f); Vector3[] v = new Vector3[] { // Left new Vector3(0f,-1f,0f) - offset, new Vector3(0f,0f,0f) - offset, new Vector3(0f,0f,-1f) - offset, new Vector3(0f,-1f,-1f) - offset, // Front new Vector3(0f,0f,0f) - offset, new Vector3(-1f,0f,0f) - offset, new Vector3(-1f,0f,-1f) - offset, new Vector3(0f,0f,-1f) - offset, // Right new Vector3(-1f,0f,0f) - offset, new Vector3(-1f,-1f,0f) - offset, new Vector3(-1f,-1f,-1f) - offset, new Vector3(-1f,0f,-1f) - offset, // Back new Vector3(-1f,-1f,0f) - offset, new Vector3(0f,-1f,0f) - offset, new Vector3(0f,-1f,-1f) - offset, new Vector3(-1f,-1f,-1f) - offset, // Bottom new Vector3(0f,-1f,-1f) - offset, new Vector3(0f,0f,-1f) - offset, new Vector3(-1f,0f,-1f) - offset, new Vector3(-1f,-1f,-1f) - offset, // Top new Vector3(-1f,-1f,0f) - offset, new Vector3(-1f,0f,0f) - offset, new Vector3(0f,0f,0f) - offset, new Vector3(0f,-1f,0f) - offset, }; Matrix4x4 rot = Matrix4x4.TRS(Vector3.zero, Quaternion.AngleAxis(-90f, Vector3.right), Vector3.one); for (int i = 0; i < v.Length; i++) { v[i] = rot.MultiplyPoint(v[i]); } _mesh.vertices = v; _mesh.triangles = new int[] { 0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23, }; _mesh.normals = new Vector3[] { // Left new Vector3(-1f,0f,0f), new Vector3(-1f,0f,0f), new Vector3(-1f,0f,0f), new Vector3(-1f,0f,0f), // Front new Vector3(0f,-1f,0f), new Vector3(0f,-1f,0f), new Vector3(0f,-1f,0f), new Vector3(0f,-1f,0f), // Right new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), // Back new Vector3(0f,1f,0f), new Vector3(0f,1f,0f), new Vector3(0f,1f,0f), new Vector3(0f,1f,0f), // Bottom new Vector3(0f,0f,1f), new Vector3(0f,0f,1f), new Vector3(0f,0f,1f), new Vector3(0f,0f,1f), // Top new Vector3(0f,0f,-1f), new Vector3(0f,0f,-1f), new Vector3(0f,0f,-1f), new Vector3(0f,0f,-1f) }; UpdateMeshUV(512, 512, false); } private void UpdateMeshUV(int textureWidth, int textureHeight, bool flipY) { float texWidth = textureWidth; float texHeight = textureHeight; float blockWidth = texWidth / 3f; float pixelOffset = Mathf.Floor(((expansion_coeff * blockWidth) - blockWidth) / 2f); float wO = pixelOffset / texWidth; float hO = pixelOffset / texHeight; const float third = 1f / 3f; const float half = 1f / 2f; Vector2[] uv = new Vector2[] { //left new Vector2(third+wO,1-hO), new Vector2((third*2)-wO, 1-hO), new Vector2((third*2)-wO, half+hO), new Vector2(third+wO, half+hO), //front new Vector2(third+wO, half-hO), new Vector2((third*2)-wO, half-hO), new Vector2((third*2)-wO, 0f+hO), new Vector2(third+wO, 0f+hO), //right new Vector2(0+wO, 1f-hO), new Vector2(third-wO, 1f-hO), new Vector2(third-wO, half+hO), new Vector2(0+wO, half+hO), //back new Vector2((third*2)+wO, half-hO), new Vector2(1-wO, half-hO), new Vector2(1-wO, 0+hO), new Vector2((third*2)+wO, 0+hO), //bottom new Vector2(0+wO, 0+hO), new Vector2(0+wO, half-hO), new Vector2(third-wO, half-hO), new Vector2(third-wO, 0+hO), //top new Vector2(1-wO, 1-hO), new Vector2(1-wO, half+hO), new Vector2((third*2)+wO, half+hO), new Vector2((third*2)+wO, 1-hO) }; if (flipY) { for (int i = 0; i < uv.Length; i++) { uv[i].y = 1f - uv[i].y; } } _mesh.uv = uv; _mesh.UploadMeshData(false); } } }