LeapVRCameraControl.cs 4.94 KB
/******************************************************************************
 * Copyright (C) Leap Motion, Inc. 2011-2017.                                 *
 * Leap Motion proprietary and  confidential.                                 *
 *                                                                            *
 * Use subject to the terms of the Leap Motion SDK Agreement available at     *
 * https://developer.leapmotion.com/sdk_agreement, or another agreement       *
 * between Leap Motion and you, your company or other organization.           *
 ******************************************************************************/

using UnityEngine;
using UnityEngine.Rendering;
using System;

namespace Leap.Unity {
  /**Provides a variety of VR related camera utilities, for example controlling IPD and camera distance */
  [RequireComponent(typeof(Camera))]
  [ExecuteInEditMode]
  public class LeapVRCameraControl : MonoBehaviour {
    public const string GLOBAL_EYE_UV_OFFSET_NAME = "_LeapGlobalStereoUVOffset";
    private static Vector2 LEFT_EYE_UV_OFFSET = new Vector2(0, 0);
    private static Vector2 RIGHT_EYE_UV_OFFSET = new Vector2(0, 0.5f);

    //When using VR, the cameras do not have valid parameters until the first frame begins rendering, 
    //so if you need valid parameters for initialization, you can use this callback to get notified 
    //when they become available.
    public static event Action<CameraParams> OnValidCameraParams;
    private static bool _hasDispatchedValidCameraParams = false;

    public static event Action<Camera> OnLeftPreRender;
    public static event Action<Camera> OnRightPreRender;

    [SerializeField]
    private EyeType _eyeType = new EyeType(EyeType.OrderType.CENTER);

    [SerializeField]
    private bool _overrideEyePosition = true;

    public bool OverrideEyePosition { get { return _overrideEyePosition; } set { _overrideEyePosition = value; } }

    private Camera _cachedCamera;
    private Camera _camera {
      get {
        if (_cachedCamera == null) {
          _cachedCamera = GetComponent<Camera>();
        }
        return _cachedCamera;
      }
    }

    private Matrix4x4 _finalCenterMatrix;
    private LeapDeviceInfo _deviceInfo;

    void Start() {
#if UNITY_EDITOR
      if (!Application.isPlaying) {
        return;
      }
#endif

      _deviceInfo = LeapDeviceInfo.GetLeapDeviceInfo();
    }

    void Update() {
#if UNITY_EDITOR
      _eyeType.UpdateOrderGivenComponent(this);

      if (!Application.isPlaying) {
        return;
      }
#endif

      _hasDispatchedValidCameraParams = false;
    }

    void OnPreCull() {
#if UNITY_EDITOR
      if (!Application.isPlaying) {
        return;
      }
#endif

      _camera.ResetWorldToCameraMatrix();
      _finalCenterMatrix = _camera.worldToCameraMatrix;

      if (!_hasDispatchedValidCameraParams) {
        CameraParams cameraParams = new CameraParams(_cachedCamera);

        if (OnValidCameraParams != null) {
          OnValidCameraParams(cameraParams);
        }

        _hasDispatchedValidCameraParams = true;
      }
    }

    void OnPreRender() {
#if UNITY_EDITOR
      if (!Application.isPlaying) {
        return;
      }
#endif

      _eyeType.BeginCamera();

      if (_eyeType.IsLeftEye) {
        Shader.SetGlobalVector(GLOBAL_EYE_UV_OFFSET_NAME, LEFT_EYE_UV_OFFSET);
        if (OnLeftPreRender != null) OnLeftPreRender(_cachedCamera);
      } else {
        Shader.SetGlobalVector(GLOBAL_EYE_UV_OFFSET_NAME, RIGHT_EYE_UV_OFFSET);
        if (OnRightPreRender != null) OnRightPreRender(_cachedCamera);
      }

      Matrix4x4 offsetMatrix;

      if (_overrideEyePosition) {
        offsetMatrix = _finalCenterMatrix;
        Vector3 ipdOffset = (_eyeType.IsLeftEye ? 1 : -1) * transform.right * _deviceInfo.baseline * 0.5f;
        Vector3 forwardOffset = -transform.forward * _deviceInfo.forwardOffset;
        offsetMatrix *= Matrix4x4.TRS(ipdOffset + forwardOffset, Quaternion.identity, Vector3.one);
      } else {
        offsetMatrix = _camera.worldToCameraMatrix;
      }

      _camera.worldToCameraMatrix = offsetMatrix;
    }

    public struct CameraParams {
      public readonly Transform CenterEyeTransform;
      public readonly Matrix4x4 ProjectionMatrix;
      public readonly int Width;
      public readonly int Height;

      public CameraParams(Camera camera) {
        CenterEyeTransform = camera.transform;
        ProjectionMatrix = camera.projectionMatrix;

        switch (SystemInfo.graphicsDeviceType) {
          case GraphicsDeviceType.Direct3D11:
          case GraphicsDeviceType.Direct3D12:
            for (int i = 0; i < 4; i++) {
              ProjectionMatrix[1, i] = -ProjectionMatrix[1, i];
            }
            // Scale and bias from OpenGL -> D3D depth range
            for (int i = 0; i < 4; i++) {
              ProjectionMatrix[2, i] = ProjectionMatrix[2, i] * 0.5f + ProjectionMatrix[3, i] * 0.5f;
            }
            break;
        }

        Width = camera.pixelWidth;
        Height = camera.pixelHeight;
      }
    }
  }
}