//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== using UnityEngine; /// /// Renders the mesh generated by ZEDSpatialMappingManager in a second, hidden camera created at runtume. /// This gets the wireframe style with no performance loss. /// This script is very similar to how ZEDPlaneRenderer works for Plane Detection. /// public class ZEDMeshRenderer : MonoBehaviour { private ZEDManager zedManager = null; /// /// Reference to the hidden camera we create at runtime. /// private Camera cam; /// /// Target texture of the rendering done by the new camera. /// private RenderTexture meshTex; /// /// Checks if the spatial mapping has started. /// private bool hasStarted = false; /// /// Checks if the mesh requested is textured. If so, deativate the wireframe. /// public bool isTextured = false; /// /// Shader used to render the wireframe. Normally Mat_ZED_Wireframe_Video_Overlay. /// private Shader shaderWireframe; /// /// Reference to the ZEDRenderingPlane component of the camera we copy. /// private ZEDRenderingPlane renderingPlane; /// /// Create the Mesh Rendering pipe /// public void Create() { Transform ObjParent = gameObject.transform; int tries = 0; while (zedManager == null && tries<5) { if (ObjParent!=null) zedManager= ObjParent.GetComponent (); if (zedManager == null && ObjParent!=null) ObjParent = ObjParent.parent; tries++; } if (zedManager == null) { return; } //Create the new GameObject and camera as a child of the corresponding ZED rig camera. GameObject go = new GameObject("MeshCamera"); go.transform.parent = transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; cam = go.AddComponent(); go.hideFlags = HideFlags.HideInHierarchy;//This hides the new camera from scene view. Comment this out to see it in the hierarchy. //Set the target texture to a new RenderTexture that will be passed to ZEDRenderingPlane for blending. if (zedManager.zedCamera.IsCameraReady) { meshTex = new RenderTexture(zedManager.zedCamera.ImageWidth, zedManager.zedCamera.ImageHeight, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); meshTex.Create(); } //Set the camera's parameters. cam.enabled = false; cam.cullingMask = (1 << zedManager.zedCamera.TagOneObject); //Layer set aside for planes and spatial mapping meshes. cam.targetTexture = meshTex; cam.nearClipPlane = 0.1f; cam.farClipPlane = 500.0f; cam.fieldOfView = zedManager.zedCamera.GetFOV() * Mathf.Rad2Deg; cam.projectionMatrix = zedManager.zedCamera.Projection; cam.backgroundColor = new Color(0, 0, 0, 0); cam.clearFlags = CameraClearFlags.Color; cam.renderingPath = RenderingPath.VertexLit; cam.depth = 0; cam.depthTextureMode = DepthTextureMode.None; #if UNITY_5_6_OR_NEWER cam.allowMSAA = false; cam.allowHDR = false; #endif cam.useOcclusionCulling = false; shaderWireframe = (Resources.Load("Materials/SpatialMapping/Mat_ZED_Wireframe_Video_Overlay") as Material).shader; //Set the ZEDRenderingPlane blend texture to the one the new camera renders to. renderingPlane = GetComponent(); renderingPlane.SetTextureOverlayMapping(meshTex); hasStarted = true; } /// /// Unsubscribes from relevant events. /// private void OnDisable() { hasStarted = false; } /// /// Renders the plane each frame, before cameras normally update, so the RenderTexture is ready to be blended. /// void Update() { if (zedManager!=null) { if (zedManager.IsSpatialMappingDisplay && hasStarted) { cam.enabled = true; GL.wireframe = true; cam.RenderWithShader (shaderWireframe, "RenderType"); GL.wireframe = false; cam.enabled = false; } } } /// /// Releases the target RenderTexture when the application quits. /// private void OnApplicationQuit() { if (meshTex != null && meshTex.IsCreated()) { meshTex.Release(); } } }