in Assets/MRTK/Providers/OpenVR/OpenVRRenderModel.cs [235:380]
private RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
{
var pRenderModel = System.IntPtr.Zero;
EVRRenderModelError error;
while (true)
{
error = renderModels.LoadRenderModel_Async(renderModelName, ref pRenderModel);
if (error != EVRRenderModelError.Loading)
break;
Sleep();
}
if (error != EVRRenderModelError.None)
{
Debug.LogError(string.Format("Failed to load render model {0} - {1}", renderModelName, error.ToString()));
return null;
}
var renderModel = MarshalRenderModel(pRenderModel);
var vertices = new Vector3[renderModel.unVertexCount];
var normals = new Vector3[renderModel.unVertexCount];
var uv = new Vector2[renderModel.unVertexCount];
var type = typeof(RenderModel_Vertex_t);
for (int iVert = 0; iVert < renderModel.unVertexCount; iVert++)
{
var ptr = new System.IntPtr(renderModel.rVertexData.ToInt64() + iVert * Marshal.SizeOf(type));
var vert = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, type);
vertices[iVert] = new Vector3(vert.vPosition.v0, vert.vPosition.v1, -vert.vPosition.v2);
normals[iVert] = new Vector3(vert.vNormal.v0, vert.vNormal.v1, -vert.vNormal.v2);
uv[iVert] = new Vector2(vert.rfTextureCoord0, vert.rfTextureCoord1);
}
int indexCount = (int)renderModel.unTriangleCount * 3;
var indices = new short[indexCount];
Marshal.Copy(renderModel.rIndexData, indices, 0, indices.Length);
var triangles = new int[indexCount];
for (int iTri = 0; iTri < renderModel.unTriangleCount; iTri++)
{
triangles[iTri * 3 + 0] = (int)indices[iTri * 3 + 2];
triangles[iTri * 3 + 1] = (int)indices[iTri * 3 + 1];
triangles[iTri * 3 + 2] = (int)indices[iTri * 3 + 0];
}
var mesh = new Mesh
{
vertices = vertices,
normals = normals,
uv = uv,
triangles = triangles
};
// Check cache before loading texture.
var material = Materials[renderModel.diffuseTextureId] as Material;
if (material == null || material.mainTexture == null)
{
var pDiffuseTexture = System.IntPtr.Zero;
while (true)
{
error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture);
if (error != EVRRenderModelError.Loading)
{
break;
}
Sleep();
}
if (error == EVRRenderModelError.None)
{
var diffuseTexture = MarshalRenderModel_TextureMap(pDiffuseTexture);
var texture = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.RGBA32, false);
if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Direct3D11)
{
texture.Apply();
System.IntPtr texturePointer = texture.GetNativeTexturePtr();
while (true)
{
error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texturePointer);
if (error != EVRRenderModelError.Loading)
{
break;
}
Sleep();
}
}
else
{
var textureMapData = new byte[diffuseTexture.unWidth * diffuseTexture.unHeight * 4]; // RGBA
Marshal.Copy(diffuseTexture.rubTextureMapData, textureMapData, 0, textureMapData.Length);
var colors = new Color32[diffuseTexture.unWidth * diffuseTexture.unHeight];
int iColor = 0;
for (int iHeight = 0; iHeight < diffuseTexture.unHeight; iHeight++)
{
for (int iWidth = 0; iWidth < diffuseTexture.unWidth; iWidth++)
{
var r = textureMapData[iColor++];
var g = textureMapData[iColor++];
var b = textureMapData[iColor++];
var a = textureMapData[iColor++];
colors[iHeight * diffuseTexture.unWidth + iWidth] = new Color32(r, g, b, a);
}
}
texture.SetPixels32(colors);
texture.Apply();
}
material = new Material(shader != null ? shader : Shader.Find("Mixed Reality Toolkit/Standard"))
{
mainTexture = texture
};
Materials[renderModel.diffuseTextureId] = material;
renderModels.FreeTexture(pDiffuseTexture);
}
else
{
Debug.Log("Failed to load render model texture for render model " + renderModelName + ". Error: " + error.ToString());
}
}
// Delay freeing when we can since we'll often get multiple requests for the same model right
// after another (e.g. two controllers or two base stations).
#if UNITY_EDITOR
if (!Application.isPlaying)
{
renderModels.FreeRenderModel(pRenderModel);
}
else
#endif
{
StartCoroutine(FreeRenderModel(pRenderModel));
}
return new RenderModel(mesh, material);
}