Qualcomm_Snapdragon_VR_SDK SvrPluginAndroid脚本简介(13)

  1. public override void SubmitFrame(int frameIndex, float fieldOfView, int frameType)  
  2. {  
  3.        int i;  
  4.        int eyeCount = 0;  
  5.        if (eyes != null) for (i = 0; i < eyes.Length; i++)  
  6.        {  
  7.            var eye = eyes[i];  
  8.            if (eyes[i].isActiveAndEnabled == false || eye.TextureId == 0 || eye.Side == 0) continue;  
  9.            if (eye.imageTransform != null && eye.imageTransform.gameObject.activeSelf == false) continue;  
  10.            SvrSetupLayerData(0, eyeCount, (int)eye.Side, eye.TextureId, eye.ImageType == SvrEye.eType.EglTexture ? 1 : 0);  
  11.            float[] lowerLeft = { eye.clipLowerLeft.x, eye.clipLowerLeft.y, eye.clipLowerLeft.z, eye.clipLowerLeft.w, eye.uvLowerLeft.x, eye.uvLowerLeft.y };  
  12.            float[] upperLeft = { eye.clipUpperLeft.x, eye.clipUpperLeft.y, eye.clipUpperLeft.z, eye.clipUpperLeft.w, eye.uvUpperLeft.x, eye.uvUpperLeft.y };  
  13.            float[] upperRight = { eye.clipUpperRight.x, eye.clipUpperRight.y, eye.clipUpperRight.z, eye.clipUpperRight.w, eye.uvUpperRight.x, eye.uvUpperRight.y };  
  14.            float[] lowerRight = { eye.clipLowerRight.x, eye.clipLowerRight.y, eye.clipLowerRight.z, eye.clipLowerRight.w, eye.uvLowerRight.x, eye.uvLowerRight.y };  
  15.            SvrSetupLayerCoords(0, eyeCount, lowerLeft, lowerRight, upperLeft, upperRight);  
  16.            eyeCount++;  
  17.        }  
  18.        for (i = eyeCount; i < SvrManager.EyeLayerMax; i++)  
  19.        {  
  20.            SvrSetupLayerData(0, i, 0, 0, 0);  
  21.        }  
  22.   
  23.        int overlayCount = 0;  
  24.        if (overlays != null) for (i = 0; i < overlays.Length; i++)  
  25.        {  
  26.            var overlay = overlays[i];  
  27.            if (overlay.isActiveAndEnabled == false || overlay.TextureId == 0 || overlay.Side == 0) continue;  
  28.            if (overlay.imageTransform != null && overlay.imageTransform.gameObject.activeSelf == false) continue;  
  29.            SvrSetupLayerData(1, overlayCount, (int)overlay.Side, overlay.TextureId, overlay.ImageType == SvrOverlay.eType.EglTexture ? 1 : 0);  
  30.            float[] lowerLeft = { overlay.clipLowerLeft.x, overlay.clipLowerLeft.y, overlay.clipLowerLeft.z, overlay.clipLowerLeft.w, overlay.uvLowerLeft.x, overlay.uvLowerLeft.y };  
  31.            float[] upperLeft = { overlay.clipUpperLeft.x, overlay.clipUpperLeft.y, overlay.clipUpperLeft.z, overlay.clipUpperLeft.w, overlay.uvUpperLeft.x, overlay.uvUpperLeft.y };  
  32.            float[] upperRight = { overlay.clipUpperRight.x, overlay.clipUpperRight.y, overlay.clipUpperRight.z, overlay.clipUpperRight.w, overlay.uvUpperRight.x, overlay.uvUpperRight.y };  
  33.            float[] lowerRight = { overlay.clipLowerRight.x, overlay.clipLowerRight.y, overlay.clipLowerRight.z, overlay.clipLowerRight.w, overlay.uvLowerRight.x, overlay.uvLowerRight.y };  
  34.            SvrSetupLayerCoords(1, overlayCount, lowerLeft, lowerRight, upperLeft, upperRight); overlayCount++;  
  35.        }  
  36.        for (i = overlayCount; i < SvrManager.OverlayLayerMax; i++)  
  37.        {  
  38.            SvrSetupLayerData(1, i, 0, 0, 0);  
  39.        }  
  40.   
  41.        SvrSubmitFrameEventData(frameIndex, fieldOfView, frameType);  
  42.     IssueEvent (RenderEvent.SubmitFrame);  

  1. }  

之后在SvrPluginAndroid同样遍历了overlays数组,并设置相关的屏幕坐标参数。

之后根据framIndex、fieldOfView以及frameType三个参数调用底层的SvrSubmitFrameEventData设置当前的submit事件数据。

之后发布RenderEvent.SubmitFrame事件,更新左右眼图像。

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转载自blog.csdn.net/conglf/article/details/79914143