502 lines
20 KiB
C#
502 lines
20 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Helper for smoothing over transitions between levels.
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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using Valve.VR;
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using System.IO;
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namespace Valve.VR
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{
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public class SteamVR_LoadLevel : MonoBehaviour
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{
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private static SteamVR_LoadLevel _active = null;
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public static bool loading { get { return _active != null; } }
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public static float progress
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{
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get { return (_active != null && _active.async != null) ? _active.async.progress : 0.0f; }
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}
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public static Texture progressTexture
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{
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get { return (_active != null) ? _active.renderTexture : null; }
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}
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// Name of level to load.
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public string levelName;
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// Name of internal process to launch (instead of levelName).
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public string internalProcessPath;
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// The command-line args for the internal process to launch.
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public string internalProcessArgs;
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// If true, call LoadLevelAdditiveAsync instead of LoadLevelAsync.
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public bool loadAdditive;
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// Async load causes crashes in some apps.
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public bool loadAsync = true;
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// Optional logo texture.
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public Texture loadingScreen;
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// Optional progress bar textures.
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public Texture progressBarEmpty, progressBarFull;
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// Sizes of overlays.
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public float loadingScreenWidthInMeters = 6.0f;
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public float progressBarWidthInMeters = 3.0f;
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// If specified, the loading screen will be positioned in the player's view this far away.
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public float loadingScreenDistance = 0.0f;
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// Optional overrides for where to display loading screen and progress bar overlays.
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// Otherwise defaults to using this object's transform.
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public Transform loadingScreenTransform, progressBarTransform;
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// Optional skybox override textures.
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public Texture front, back, left, right, top, bottom;
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// Colors to use when dropping to the compositor between levels if no skybox is set.
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public Color backgroundColor = Color.black;
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// If false, the background color above gets applied as the foreground color in the compositor.
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// This does not have any effect when using a skybox instead.
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public bool showGrid = false;
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// Time to fade from current scene to the compositor and back.
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public float fadeOutTime = 0.5f;
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public float fadeInTime = 0.5f;
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// Additional time to wait after finished loading before we start fading the new scene back in.
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// This is to cover up any initial hitching that takes place right at the start of levels.
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// Most scenes should hopefully not require this.
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public float postLoadSettleTime = 0.0f;
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// Time to fade loading screen in and out (also used for progress bar).
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public float loadingScreenFadeInTime = 1.0f;
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public float loadingScreenFadeOutTime = 0.25f;
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float fadeRate = 1.0f;
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float alpha = 0.0f;
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AsyncOperation async; // used to track level load progress
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RenderTexture renderTexture; // used to render progress bar
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ulong loadingScreenOverlayHandle = OpenVR.k_ulOverlayHandleInvalid;
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ulong progressBarOverlayHandle = OpenVR.k_ulOverlayHandleInvalid;
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public bool autoTriggerOnEnable = false;
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void OnEnable()
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{
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if (autoTriggerOnEnable)
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Trigger();
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}
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public void Trigger()
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{
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if (!loading && !string.IsNullOrEmpty(levelName))
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StartCoroutine(LoadLevel());
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}
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// Helper function to quickly and simply load a level from script.
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public static void Begin(string levelName,
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bool showGrid = false, float fadeOutTime = 0.5f,
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float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f)
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{
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var loader = new GameObject("loader").AddComponent<SteamVR_LoadLevel>();
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loader.levelName = levelName;
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loader.showGrid = showGrid;
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loader.fadeOutTime = fadeOutTime;
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loader.backgroundColor = new Color(r, g, b, a);
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loader.Trigger();
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}
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// Updates progress bar.
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void OnGUI()
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{
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if (_active != this)
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return;
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// Optionally create an overlay for our progress bar to use, separate from the loading screen.
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if (progressBarEmpty != null && progressBarFull != null)
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{
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if (progressBarOverlayHandle == OpenVR.k_ulOverlayHandleInvalid)
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progressBarOverlayHandle = GetOverlayHandle("progressBar", progressBarTransform != null ? progressBarTransform : transform, progressBarWidthInMeters);
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if (progressBarOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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{
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var progress = (async != null) ? async.progress : 0.0f;
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// Use the full bar size for everything.
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var w = progressBarFull.width;
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var h = progressBarFull.height;
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// Create a separate render texture so we can composite the full image on top of the empty one.
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if (renderTexture == null)
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{
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renderTexture = new RenderTexture(w, h, 0);
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renderTexture.Create();
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}
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var prevActive = RenderTexture.active;
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RenderTexture.active = renderTexture;
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if (Event.current.type == EventType.Repaint)
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GL.Clear(false, true, Color.clear);
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GUILayout.BeginArea(new Rect(0, 0, w, h));
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GUI.DrawTexture(new Rect(0, 0, w, h), progressBarEmpty);
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// Reveal the full bar texture based on progress.
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GUI.DrawTextureWithTexCoords(new Rect(0, 0, progress * w, h), progressBarFull, new Rect(0.0f, 0.0f, progress, 1.0f));
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GUILayout.EndArea();
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RenderTexture.active = prevActive;
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// Texture needs to be set every frame after it is updated since SteamVR makes a copy internally to a shared texture.
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var overlay = OpenVR.Overlay;
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if (overlay != null)
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{
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var texture = new Texture_t();
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texture.handle = renderTexture.GetNativeTexturePtr();
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texture.eType = SteamVR.instance.textureType;
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texture.eColorSpace = EColorSpace.Auto;
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overlay.SetOverlayTexture(progressBarOverlayHandle, ref texture);
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}
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}
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}
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#if false
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// Draw loading screen and progress bar to 2d companion window as well.
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if (loadingScreen != null)
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{
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var screenAspect = (float)Screen.width / Screen.height;
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var textureAspect = (float)loadingScreen.width / loadingScreen.height;
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float w, h;
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if (screenAspect < textureAspect)
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{
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// Clamp horizontally
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w = Screen.width * 0.9f;
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h = w / textureAspect;
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}
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else
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{
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// Clamp vertically
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h = Screen.height * 0.9f;
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w = h * textureAspect;
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}
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GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height));
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var x = Screen.width / 2 - w / 2;
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var y = Screen.height / 2 - h / 2;
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GUI.DrawTexture(new Rect(x, y, w, h), loadingScreen);
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GUILayout.EndArea();
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}
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if (renderTexture != null)
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{
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var x = Screen.width / 2 - renderTexture.width / 2;
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var y = Screen.height * 0.9f - renderTexture.height;
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GUI.DrawTexture(new Rect(x, y, renderTexture.width, renderTexture.height), renderTexture);
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}
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#endif
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}
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// Fade our overlays in/out over time.
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void Update()
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{
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if (_active != this)
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return;
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alpha = Mathf.Clamp01(alpha + fadeRate * Time.deltaTime);
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var overlay = OpenVR.Overlay;
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if (overlay != null)
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{
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if (loadingScreenOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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overlay.SetOverlayAlpha(loadingScreenOverlayHandle, alpha);
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if (progressBarOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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overlay.SetOverlayAlpha(progressBarOverlayHandle, alpha);
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}
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}
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// Corourtine to handle all the steps across loading boundaries.
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IEnumerator LoadLevel()
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{
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// Optionally rotate loading screen transform around the camera into view.
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// We assume here that the loading screen is already facing toward the origin,
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// and that the progress bar transform (if any) is a child and will follow along.
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if (loadingScreen != null && loadingScreenDistance > 0.0f)
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{
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Transform hmd = this.transform;
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if (Camera.main != null)
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hmd = Camera.main.transform;
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Quaternion rot = Quaternion.Euler(0.0f, hmd.eulerAngles.y, 0.0f);
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Vector3 pos = hmd.position + (rot * new Vector3(0.0f, 0.0f, loadingScreenDistance));
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var t = loadingScreenTransform != null ? loadingScreenTransform : transform;
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t.position = pos;
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t.rotation = rot;
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}
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_active = this;
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SteamVR_Events.Loading.Send(true);
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// Calculate rate for fading in loading screen and progress bar.
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if (loadingScreenFadeInTime > 0.0f)
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{
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fadeRate = 1.0f / loadingScreenFadeInTime;
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}
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else
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{
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alpha = 1.0f;
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}
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var overlay = OpenVR.Overlay;
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// Optionally create our loading screen overlay.
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if (loadingScreen != null && overlay != null)
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{
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loadingScreenOverlayHandle = GetOverlayHandle("loadingScreen", loadingScreenTransform != null ? loadingScreenTransform : transform, loadingScreenWidthInMeters);
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if (loadingScreenOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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{
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var texture = new Texture_t();
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texture.handle = loadingScreen.GetNativeTexturePtr();
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texture.eType = SteamVR.instance.textureType;
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texture.eColorSpace = EColorSpace.Auto;
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overlay.SetOverlayTexture(loadingScreenOverlayHandle, ref texture);
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}
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}
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bool fadedForeground = false;
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// Fade out to compositor
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SteamVR_Events.LoadingFadeOut.Send(fadeOutTime);
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// Optionally set a skybox to use as a backdrop in the compositor.
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var compositor = OpenVR.Compositor;
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if (compositor != null)
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{
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if (front != null)
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{
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SteamVR_Skybox.SetOverride(front, back, left, right, top, bottom);
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// Explicitly fade to the compositor since loading will cause us to stop rendering.
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compositor.FadeGrid(fadeOutTime, true);
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yield return new WaitForSeconds(fadeOutTime);
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}
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else if (backgroundColor != Color.clear)
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{
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// Otherwise, use the specified background color.
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if (showGrid)
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{
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// Set compositor background color immediately, and start fading to it.
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compositor.FadeToColor(0.0f, backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a, true);
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compositor.FadeGrid(fadeOutTime, true);
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yield return new WaitForSeconds(fadeOutTime);
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}
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else
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{
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// Fade the foreground color in (which will blend on top of the scene), and then cut to the compositor.
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compositor.FadeToColor(fadeOutTime, backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a, false);
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yield return new WaitForSeconds(fadeOutTime + 0.1f);
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compositor.FadeGrid(0.0f, true);
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fadedForeground = true;
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}
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}
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}
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// Now that we're fully faded out, we can stop submitting frames to the compositor.
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SteamVR_Render.pauseRendering = true;
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// Continue waiting for the overlays to fully fade in before continuing.
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while (alpha < 1.0f)
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yield return null;
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// Keep us from getting destroyed when loading the new level, otherwise this coroutine will get stopped prematurely.
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transform.parent = null;
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DontDestroyOnLoad(gameObject);
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if (!string.IsNullOrEmpty(internalProcessPath))
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{
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Debug.Log("<b>[SteamVR]</b> Launching external application...");
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var applications = OpenVR.Applications;
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if (applications == null)
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{
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Debug.Log("<b>[SteamVR]</b> Failed to get OpenVR.Applications interface!");
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}
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else
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{
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var workingDirectory = Directory.GetCurrentDirectory();
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var fullPath = Path.Combine(workingDirectory, internalProcessPath);
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Debug.Log("<b>[SteamVR]</b> LaunchingInternalProcess");
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Debug.Log("<b>[SteamVR]</b> ExternalAppPath = " + internalProcessPath);
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Debug.Log("<b>[SteamVR]</b> FullPath = " + fullPath);
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Debug.Log("<b>[SteamVR]</b> ExternalAppArgs = " + internalProcessArgs);
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Debug.Log("<b>[SteamVR]</b> WorkingDirectory = " + workingDirectory);
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var error = applications.LaunchInternalProcess(fullPath, internalProcessArgs, workingDirectory);
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Debug.Log("<b>[SteamVR]</b> LaunchInternalProcessError: " + error);
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#elif !UNITY_METRO
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System.Diagnostics.Process.GetCurrentProcess().Kill();
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#endif
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}
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}
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else
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{
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var mode = loadAdditive ? UnityEngine.SceneManagement.LoadSceneMode.Additive : UnityEngine.SceneManagement.LoadSceneMode.Single;
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if (loadAsync)
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{
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Application.backgroundLoadingPriority = ThreadPriority.Low;
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async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(levelName, mode);
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// Performing this in a while loop instead seems to help smooth things out.
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//yield return async;
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while (!async.isDone)
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{
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yield return null;
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}
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}
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else
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{
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UnityEngine.SceneManagement.SceneManager.LoadScene(levelName, mode);
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}
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}
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yield return null;
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System.GC.Collect();
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yield return null;
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Shader.WarmupAllShaders();
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// Optionally wait a short period of time after loading everything back in, but before we start rendering again
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// in order to give everything a change to settle down to avoid any hitching at the start of the new level.
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yield return new WaitForSeconds(postLoadSettleTime);
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SteamVR_Render.pauseRendering = false;
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// Fade out loading screen.
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if (loadingScreenFadeOutTime > 0.0f)
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{
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fadeRate = -1.0f / loadingScreenFadeOutTime;
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}
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else
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{
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alpha = 0.0f;
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}
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// Fade out to compositor
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SteamVR_Events.LoadingFadeIn.Send(fadeInTime);
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// Refresh compositor reference since loading scenes might have invalidated it.
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compositor = OpenVR.Compositor;
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if (compositor != null)
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{
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// Fade out foreground color if necessary.
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if (fadedForeground)
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{
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compositor.FadeGrid(0.0f, false);
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compositor.FadeToColor(fadeInTime, 0.0f, 0.0f, 0.0f, 0.0f, false);
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yield return new WaitForSeconds(fadeInTime);
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}
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else
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{
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// Fade scene back in, and reset skybox once no longer visible.
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compositor.FadeGrid(fadeInTime, false);
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yield return new WaitForSeconds(fadeInTime);
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if (front != null)
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{
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SteamVR_Skybox.ClearOverride();
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}
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}
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}
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// Finally, stick around long enough for our overlays to fully fade out.
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while (alpha > 0.0f)
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yield return null;
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if (overlay != null)
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{
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if (progressBarOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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overlay.HideOverlay(progressBarOverlayHandle);
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if (loadingScreenOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
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overlay.HideOverlay(loadingScreenOverlayHandle);
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}
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Destroy(gameObject);
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_active = null;
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SteamVR_Events.Loading.Send(false);
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}
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// Helper to create (or reuse if possible) each of our different overlay types.
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ulong GetOverlayHandle(string overlayName, Transform transform, float widthInMeters = 1.0f)
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{
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ulong handle = OpenVR.k_ulOverlayHandleInvalid;
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var overlay = OpenVR.Overlay;
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if (overlay == null)
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return handle;
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var key = SteamVR_Overlay.key + "." + overlayName;
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var error = overlay.FindOverlay(key, ref handle);
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if (error != EVROverlayError.None)
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error = overlay.CreateOverlay(key, overlayName, ref handle);
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if (error == EVROverlayError.None)
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{
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overlay.ShowOverlay(handle);
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overlay.SetOverlayAlpha(handle, alpha);
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overlay.SetOverlayWidthInMeters(handle, widthInMeters);
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// D3D textures are upside-down in Unity to match OpenGL.
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if (SteamVR.instance.textureType == ETextureType.DirectX)
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{
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var textureBounds = new VRTextureBounds_t();
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textureBounds.uMin = 0;
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textureBounds.vMin = 1;
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textureBounds.uMax = 1;
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textureBounds.vMax = 0;
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overlay.SetOverlayTextureBounds(handle, ref textureBounds);
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}
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// Convert from world space to tracking space using the top-most camera.
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var vrcam = (loadingScreenDistance == 0.0f) ? SteamVR_Render.Top() : null;
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if (vrcam != null && vrcam.origin != null)
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{
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var offset = new SteamVR_Utils.RigidTransform(vrcam.origin, transform);
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offset.pos.x /= vrcam.origin.localScale.x;
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offset.pos.y /= vrcam.origin.localScale.y;
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offset.pos.z /= vrcam.origin.localScale.z;
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var t = offset.ToHmdMatrix34();
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overlay.SetOverlayTransformAbsolute(handle, SteamVR.settings.trackingSpace, ref t);
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}
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else
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{
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var t = new SteamVR_Utils.RigidTransform(transform).ToHmdMatrix34();
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overlay.SetOverlayTransformAbsolute(handle, SteamVR.settings.trackingSpace, ref t);
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}
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}
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return handle;
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}
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}
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} |