- public override void SubmitFrame(int frameIndex, float fieldOfView, int frameType)
- {
- int i;
- int eyeCount = 0;
- if (eyes != null) for (i = 0; i < eyes.Length; i++)
- {
- var eye = eyes[i];
- if (eyes[i].isActiveAndEnabled == false || eye.TextureId == 0 || eye.Side == 0) continue;
- if (eye.imageTransform != null && eye.imageTransform.gameObject.activeSelf == false) continue;
- SvrSetupLayerData(0, eyeCount, (int)eye.Side, eye.TextureId, eye.ImageType == SvrEye.eType.EglTexture ? 1 : 0);
- float[] lowerLeft = { eye.clipLowerLeft.x, eye.clipLowerLeft.y, eye.clipLowerLeft.z, eye.clipLowerLeft.w, eye.uvLowerLeft.x, eye.uvLowerLeft.y };
- float[] upperLeft = { eye.clipUpperLeft.x, eye.clipUpperLeft.y, eye.clipUpperLeft.z, eye.clipUpperLeft.w, eye.uvUpperLeft.x, eye.uvUpperLeft.y };
- float[] upperRight = { eye.clipUpperRight.x, eye.clipUpperRight.y, eye.clipUpperRight.z, eye.clipUpperRight.w, eye.uvUpperRight.x, eye.uvUpperRight.y };
- float[] lowerRight = { eye.clipLowerRight.x, eye.clipLowerRight.y, eye.clipLowerRight.z, eye.clipLowerRight.w, eye.uvLowerRight.x, eye.uvLowerRight.y };
- SvrSetupLayerCoords(0, eyeCount, lowerLeft, lowerRight, upperLeft, upperRight);
- eyeCount++;
- }
- for (i = eyeCount; i < SvrManager.EyeLayerMax; i++)
- {
- SvrSetupLayerData(0, i, 0, 0, 0);
- }
- int overlayCount = 0;
- if (overlays != null) for (i = 0; i < overlays.Length; i++)
- {
- var overlay = overlays[i];
- if (overlay.isActiveAndEnabled == false || overlay.TextureId == 0 || overlay.Side == 0) continue;
- if (overlay.imageTransform != null && overlay.imageTransform.gameObject.activeSelf == false) continue;
- SvrSetupLayerData(1, overlayCount, (int)overlay.Side, overlay.TextureId, overlay.ImageType == SvrOverlay.eType.EglTexture ? 1 : 0);
- float[] lowerLeft = { overlay.clipLowerLeft.x, overlay.clipLowerLeft.y, overlay.clipLowerLeft.z, overlay.clipLowerLeft.w, overlay.uvLowerLeft.x, overlay.uvLowerLeft.y };
- float[] upperLeft = { overlay.clipUpperLeft.x, overlay.clipUpperLeft.y, overlay.clipUpperLeft.z, overlay.clipUpperLeft.w, overlay.uvUpperLeft.x, overlay.uvUpperLeft.y };
- float[] upperRight = { overlay.clipUpperRight.x, overlay.clipUpperRight.y, overlay.clipUpperRight.z, overlay.clipUpperRight.w, overlay.uvUpperRight.x, overlay.uvUpperRight.y };
- float[] lowerRight = { overlay.clipLowerRight.x, overlay.clipLowerRight.y, overlay.clipLowerRight.z, overlay.clipLowerRight.w, overlay.uvLowerRight.x, overlay.uvLowerRight.y };
- SvrSetupLayerCoords(1, overlayCount, lowerLeft, lowerRight, upperLeft, upperRight); overlayCount++;
- }
- for (i = overlayCount; i < SvrManager.OverlayLayerMax; i++)
- {
- SvrSetupLayerData(1, i, 0, 0, 0);
- }
- SvrSubmitFrameEventData(frameIndex, fieldOfView, frameType);
- IssueEvent (RenderEvent.SubmitFrame);
- }
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。