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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- #if ZED_HDRP || ZED_URP
- using UnityEngine.Rendering;
- #endif
- /// <summary>
- /// Stops an object from being drawn for cameras that shouldn't draw it, without the use of layers.
- /// Used so that the left ZED eye doesn't see the right eye's canvas object, and vice versa, and for
- /// cameras seeing frames from other rigs.
- /// </summary><remarks>
- /// These are attached to canvas object in ZED_Rig_Mono and ZED_Rig_Stereo prefabs, and
- /// assigned to Quad objects in the (normally hidden) AR rig created by ZEDManager when in stereo AR mode.
- /// </remarks
- public class HideFromWrongCameras : MonoBehaviour
- {
- /// <summary>
- /// List of all cameras from the ZED plugin that should see exactly one frame object.
- /// <para>Effectively unused if showInNonZEDCameras is set to false.</para>
- /// </summary>
- private static List<Camera> zedCamList = new List<Camera>();
- /// <summary>
- /// If true, the object will be visible to all cameras not in zedCamList, namely cameras
- /// that aren't part of the ZED plugin.
- /// </summary>
- public bool showInNonZEDCameras = true;
- /// <summary>
- /// The camera that is allowed to render this object.
- /// </summary>
- private Camera renderableCamera = null;
- /// <summary>
- /// MeshFilter assigned to this object. Only needed in SRP so we can call the appropriate draw manually.
- /// </summary>
- private MeshFilter mfilter;
- /// <summary>
- /// Renderer attached to this object.
- /// </summary>
- private Renderer rend;
- /// <summary>
- /// Enabled state of the attached Renderer prior to Unity's rendering stage.
- /// <para>Used so that manually disabling the object's MeshRenderer won't be undone by this script.</para>
- /// </summary>
- private bool lastRenderState = true;
- public void Awake()
- {
- rend = GetComponent<Renderer>();
- #if !ZED_HDRP && !ZED_URP
- Camera.onPreRender += PreRender;
- Camera.onPostRender += PostRender;
- #else
- mfilter = GetComponent<MeshFilter>();
- RenderPipelineManager.beginFrameRendering += SRPStartFrame;
- #endif
- }
- /// <summary>
- /// Adds a camera to an internal static list of cameras that should see exactly one ZED frame/canvas object.
- /// <para>Also called automatically if you call SetRenderCamera as a backup.</para>
- /// </summary>
- /// <param name="cam"></param>
- public static void RegisterZEDCam(Camera cam)
- {
- if (!zedCamList.Contains(cam))
- zedCamList.Add(cam);
- }
- /// <summary>
- /// Assigns a camera to this object, making it the only camera of the registered cameras that can see it.
- /// </summary>
- /// <param name="cam"></param>
- public void SetRenderCamera(Camera cam)
- {
- RegisterZEDCam(cam); //In case it's not registered yet, make sure it is.
- renderableCamera = cam;
- }
- #if ZED_HDRP || ZED_URP
- private void SRPStartFrame(ScriptableRenderContext context, Camera[] cams)
- {
- rend.enabled = false;
- foreach(Camera rendcam in cams)
- {
- if (rendcam == renderableCamera || //Draw if it's the camera that this frame is designated for.
- rendcam.name.ToLower().Contains("scenecamera") || //Draw if it's the camera from the Unity Editor Scene window.
- (rendcam.name.ToLower().Contains("preview") && rendcam.transform.position == renderableCamera.transform.position && rendcam.transform.rotation == renderableCamera.transform.rotation) || //Editor preview.
- (showInNonZEDCameras == true && !zedCamList.Contains(rendcam) && !rendcam.name.ToLower().Contains("preview"))) //All other cameras, other than other ZED cameras and preview cameras, if the user wants.
- {
- DrawCanvas(rendcam);
- }
- }
- }
- private void DrawCanvas(Camera drawcam)
- {
- Matrix4x4 canvastrs = Matrix4x4.TRS(transform.position, transform.rotation, transform.localScale);
- Graphics.DrawMesh(mfilter.mesh, canvastrs, rend.material, gameObject.layer, drawcam);
- }
- #else
- /// <summary>
- /// Turns the renderer on or off depending on whether it should be drawn.
- /// <para>Subscribed to Camera.onPreRender in Awake(), which is called anytime any camera starts rendering.</para>
- /// </summary>
- /// <param name="currentcam"></param>
- //private void PreRender(Camera currentcam)
- private void PreRender(Camera currentcam)
- {
- lastRenderState = rend.enabled;
- if (!rend.enabled) return; //We weren't going to render this object anyway, so skip the rest of the logic.
- //rend.enabled = false;
- //If it's a Unity scene camera, always show it.
- if (currentcam.name.ToLower().Contains("scenecamera")) //There are more robust ways of checking this, but they are expensive.
- {
- rend.enabled = true;
- return;
- }
- //Is it the renderable camera we assigned to this instance?
- if (currentcam == renderableCamera)
- {
- rend.enabled = true; //Always render that camera, no matter what.
- }
- else if (zedCamList.Contains(currentcam)) //Is it included in the ZED cameras that should only see one of these objects?
- {
- rend.enabled = false; //Those cameras can only render one quad, and it's not this one.
- }
- else if (currentcam.name.ToLower().Contains("preview") &&
- currentcam.transform.position == renderableCamera.transform.position && currentcam.transform.rotation == renderableCamera.transform.rotation)
- {
- //Unity editor Preview camera. Transform check is to assure it's the corresponding preview camera.
- rend.enabled = true;
- }
- else //If it's a camera not on the list, render depending on showInNonZEDCameras.
- {
- rend.enabled = showInNonZEDCameras;
- }
- }
- /// <summary>
- /// Sets the renderer's state to what it was before PreRender() messed with it.
- /// <para>Subscribed to Camera.onPostRender in Awake(), which is called anytime any camera finishes rendering.</para>
- /// </summary>
- private void PostRender(Camera currentcam)
- {
- rend.enabled = lastRenderState;
- }
- #endif
- private void OnDestroy()
- {
- #if !ZED_HDRP && !ZED_URP
- Camera.onPreRender -= PreRender;
- Camera.onPostRender -= PostRender;
- #else
- RenderPipelineManager.beginFrameRendering -= SRPStartFrame;
- #endif
- }
- }
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