#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN
#define UNITY_PLATFORM_SUPPORTS_LINEAR
#elif UNITY_IOS || UNITY_ANDROID
#if UNITY_5_5_OR_NEWER || (UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 && !UNITY_5_3 && !UNITY_5_4)
#define UNITY_PLATFORM_SUPPORTS_LINEAR
#endif
#endif
#if UNITY_5_4_OR_NEWER || (UNITY_5 && !UNITY_5_0)
#define UNITY_HELPATTRIB
#endif
using UnityEngine;
//-----------------------------------------------------------------------------
// Copyright 2015-2018 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)", 400)]
#if UNITY_HELPATTRIB
[HelpURL("http://renderheads.com/product/avpro-video/")]
#endif
public class CubemapCube : MonoBehaviour
{
public enum Layout
{
FacebookTransform32, // Layout for Facebooks FFMPEG Transform plugin with 3:2 layout
Facebook360Capture, // Layout for Facebooks 360-Capture-SDK
}
private Mesh _mesh;
protected MeshRenderer _renderer;
[SerializeField]
protected Material _material = null;
[SerializeField]
private MediaPlayer _mediaPlayer = null;
// 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;
[SerializeField]
private Layout _layout = Layout.FacebookTransform32;
private Texture _texture;
private bool _verticalFlip;
private int _textureWidth;
private int _textureHeight;
private static int _propApplyGamma;
private static int _propUseYpCbCr;
private const string PropChromaTexName = "_ChromaTex";
private static int _propChromaTex;
public MediaPlayer Player
{
set { _mediaPlayer = value; }
get { return _mediaPlayer; }
}
void Awake()
{
if (_propApplyGamma == 0)
{
_propApplyGamma = Shader.PropertyToID("_ApplyGamma");
}
if (_propUseYpCbCr == 0)
_propUseYpCbCr = Shader.PropertyToID("_UseYpCbCr");
if (_propChromaTex == 0)
_propChromaTex = Shader.PropertyToID(PropChromaTexName);
}
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;
}
}
// We do a LateUpdate() to allow for any changes in the texture that may have happened in Update()
void LateUpdate()
{
if (Application.isPlaying)
{
Texture texture = null;
bool requiresVerticalFlip = false;
if (_mediaPlayer != null && _mediaPlayer.Control != null)
{
if (_mediaPlayer.TextureProducer != null)
{
Texture resamplerTex = _mediaPlayer.FrameResampler == null || _mediaPlayer.FrameResampler.OutputTexture == null ? null : _mediaPlayer.FrameResampler.OutputTexture[0];
texture = _mediaPlayer.m_Resample ? resamplerTex : _mediaPlayer.TextureProducer.GetTexture();
requiresVerticalFlip = _mediaPlayer.TextureProducer.RequiresVerticalFlip();
// Detect changes that we need to apply to the material/mesh
if (_texture != texture ||
_verticalFlip != requiresVerticalFlip ||
(texture != null && (_textureWidth != texture.width || _textureHeight != texture.height))
)
{
_texture = texture;
if (texture != null)
{
UpdateMeshUV(texture.width, texture.height, requiresVerticalFlip);
}
}
#if UNITY_PLATFORM_SUPPORTS_LINEAR
// Apply gamma
if (_renderer.material.HasProperty(_propApplyGamma) && _mediaPlayer.Info != null)
{
Helper.SetupGammaMaterial(_renderer.material, _mediaPlayer.Info.PlayerSupportsLinearColorSpace());
}
#endif
if (_renderer.material.HasProperty(_propUseYpCbCr) && _mediaPlayer.TextureProducer.GetTextureCount() == 2)
{
_renderer.material.EnableKeyword("USE_YPCBCR");
Texture resamplerTexYCRCB = _mediaPlayer.FrameResampler == null || _mediaPlayer.FrameResampler.OutputTexture == null ? null : _mediaPlayer.FrameResampler.OutputTexture[1];
_renderer.material.SetTexture(_propChromaTex, _mediaPlayer.m_Resample ? resamplerTexYCRCB : _mediaPlayer.TextureProducer.GetTexture(1));
}
}
_renderer.material.mainTexture = _texture;
}
else
{
_renderer.material.mainTexture = null;
}
}
}
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)
{
_textureWidth = textureWidth;
_textureHeight = textureHeight;
_verticalFlip = 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 = 0.5f;
Vector2[] uv = null;
if (_layout == Layout.Facebook360Capture)
{
uv = new Vector2[]
{
//front (texture middle top) correct left
new Vector2(third+wO, half-hO),
new Vector2((third*2f)-wO, half-hO),
new Vector2((third*2f)-wO, 0f+hO),
new Vector2(third+wO, 0f+hO),
//left (texture middle bottom) correct front
new Vector2(third+wO,1f-hO),
new Vector2((third*2f)-wO, 1f-hO),
new Vector2((third*2f)-wO, half+hO),
new Vector2(third+wO, half+hO),
//bottom (texture left top) correct right
new Vector2(0f+wO, half-hO),
new Vector2(third-wO, half-hO),
new Vector2(third-wO, 0f+hO),
new Vector2(0f+wO, 0f+hO),
//top (texture right top) correct rear
new Vector2((third*2f)+wO, 1f-hO),
new Vector2(1f-wO, 1f-hO),
new Vector2(1f-wO, half+hO),
new Vector2((third*2f)+wO, half+hO),
//back (texture right bottom) correct ground
new Vector2((third*2f)+wO, 0f+hO),
new Vector2((third*2f)+wO, half-hO),
new Vector2(1f-wO, half-hO),
new Vector2(1f-wO, 0f+hO),
//right (texture left bottom) correct sky
new Vector2(third-wO, 1f-hO),
new Vector2(third-wO, half+hO),
new Vector2(0f+wO, half+hO),
new Vector2(0f+wO, 1f-hO),
};
}
else if (_layout == Layout.FacebookTransform32)
{
uv = new Vector2[]
{
//left
new Vector2(third+wO,1f-hO),
new Vector2((third*2f)-wO, 1f-hO),
new Vector2((third*2f)-wO, half+hO),
new Vector2(third+wO, half+hO),
//front
new Vector2(third+wO, half-hO),
new Vector2((third*2f)-wO, half-hO),
new Vector2((third*2f)-wO, 0f+hO),
new Vector2(third+wO, 0f+hO),
//right
new Vector2(0f+wO, 1f-hO),
new Vector2(third-wO, 1f-hO),
new Vector2(third-wO, half+hO),
new Vector2(0f+wO, half+hO),
//back
new Vector2((third*2f)+wO, half-hO),
new Vector2(1f-wO, half-hO),
new Vector2(1f-wO, 0f+hO),
new Vector2((third*2f)+wO, 0f+hO),
//bottom
new Vector2(0f+wO, 0f+hO),
new Vector2(0f+wO, half-hO),
new Vector2(third-wO, half-hO),
new Vector2(third-wO, 0f+hO),
//top
new Vector2(1f-wO, 1f-hO),
new Vector2(1f-wO, half+hO),
new Vector2((third*2f)+wO, half+hO),
new Vector2((third*2f)+wO, 1f-hO)
};
}
if (flipY)
{
for (int i = 0; i < uv.Length; i++)
{
uv[i].y = 1f - uv[i].y;
}
}
_mesh.uv = uv;
_mesh.UploadMeshData(false);
}
}
}