├── .gitignore
├── Assembly-CSharp-Editor-firstpass.csproj
├── Assembly-CSharp-Editor.csproj
├── Assembly-CSharp.csproj
├── Assets
├── ExampleFluenceController.cs
├── ExampleFluenceController.cs.meta
├── FluenceCamera.cs
├── FluenceCamera.cs.meta
├── FluenceLightfield.cs
├── FluenceLightfield.cs.meta
├── FluencePlugin.cs
├── FluencePlugin.cs.meta
├── Plugins.meta
├── Plugins
│ └── fluence_plugin.dll goes here
├── StreamingAssets.meta
├── StreamingAssets
│ ├── Lightfields.meta
│ └── Lightfields
│ │ └── lightfields go here
├── example.unity
└── example.unity.meta
├── Fluence Test.sln
├── LICENSE
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── UnityPackageManager
└── manifest.json
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | #JetBrains Rider
12 | /.idea/
13 | JetBrains.meta
14 | Unity3DRider.cs.meta
15 | Assets/Plugins/Editor/JetBrains/Unity3DRider.cs
16 |
17 | # Autogenerated VS/MD/Consulo solution and project files
18 | ExportedObj/
19 | .consulo/
20 | *.csproj
21 | *.unityproj
22 | *.sln
23 | *.suo
24 | *.tmp
25 | *.user
26 | *.userprefs
27 | *.pidb
28 | *.booproj
29 | *.svd
30 | *.pdb
31 |
32 | # Unity3D generated meta files
33 | *.pidb.meta
34 |
35 | # Unity3D Generated File On Crash Reports
36 | sysinfo.txt
37 |
38 | # Builds
39 | *.apk
40 | *.unitypackage
41 |
42 | *.lf
43 | *.lf.*
44 | fluence_plugin.dll
45 | fluence_plugin.dll.meta
46 | plugin_debug_log.txt
47 |
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/Assets/ExampleFluenceController.cs:
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1 | using System.Collections;
2 | using UnityEngine;
3 |
4 | //An example of how to load a lightfield
5 | public class ExampleFluenceController : MonoBehaviour
6 | {
7 | public int LightfieldIndex;
8 |
9 | private void Start()
10 | {
11 | FluencePlugin.Instance.StartFluence();
12 | StartCoroutine(PrepareLightfieldRoutine(LightfieldIndex));
13 | }
14 |
15 | private IEnumerator PrepareLightfieldRoutine(int index)
16 | {
17 | Debug.Log("Preparing lightfield");
18 | FluencePlugin.PrepareLightfieldPublic(index);
19 | while (!FluencePlugin.IsLightfieldReadyPublic(index))
20 | {
21 | yield return 0;
22 | }
23 | Debug.Log("Lightfield ready!");
24 | }
25 | }
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/Assets/FluenceCamera.cs:
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1 | using UnityEngine;
2 |
3 | public class FluenceCamera : MonoBehaviour
4 | {
5 | public int CameraIndex;
6 |
7 | private void OnPreCull()
8 | {
9 | FluencePlugin.Instance.SetRenderEyePublic(CameraIndex);
10 | }
11 | }
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/Assets/FluenceLightfield.cs:
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1 | using UnityEngine;
2 |
3 | public class FluenceLightfield : MonoBehaviour
4 | {
5 | public string LightfieldPath = string.Empty;
6 | public float FadeValue = 1f;
7 | public float RenderOrder;
8 | public int LightfieldIndex { get; set; }
9 | }
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/Assets/FluencePlugin.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Runtime.InteropServices;
4 | using UnityEngine;
5 | using UnityEngine.Rendering;
6 |
7 | public class FluencePlugin : MonoBehaviour
8 | {
9 | public static FluencePlugin Instance;
10 |
11 | [Range(0f, 1f)]
12 | public float StencilFadeValue = 1f;
13 |
14 | public FluenceLightfield[] Lightfields;
15 |
16 | private Camera[] _cameras;
17 |
18 | private float[] _eyeFromStartMatrixRaw;
19 |
20 | private float[] _clipFromEyeMatrixRaw;
21 |
22 | private float[] _startFromLightfieldMatrixRaw;
23 |
24 | private int[] _viewportRaw;
25 |
26 | private Matrix4x4 _flipMatrix;
27 |
28 | private void Awake()
29 | {
30 | Instance = this;
31 | _cameras = FindObjectsOfType();
32 | for (int i = 0; i < _cameras.Length; i++)
33 | {
34 | FluenceCamera fluenceCamera = _cameras[i].gameObject.AddComponent();
35 | fluenceCamera.CameraIndex = i;
36 | }
37 |
38 | try
39 | {
40 | SetupPlugin();
41 | }
42 | catch (DllNotFoundException e)
43 | {
44 | Debug.LogError("fluence_plugin.dll is missing! Read the README!");
45 | Debug.Break();
46 | throw;
47 | }
48 | SetEyeCount(_cameras.Length);
49 | _eyeFromStartMatrixRaw = new float[16];
50 | _clipFromEyeMatrixRaw = new float[16];
51 | _startFromLightfieldMatrixRaw = new float[16];
52 | _viewportRaw = new int[4];
53 | _flipMatrix = Matrix4x4.identity;
54 | _flipMatrix[2, 2] = -1f;
55 |
56 | foreach (FluenceLightfield fluenceLightfield in Lightfields)
57 | {
58 | string text = Path.Combine(Application.streamingAssetsPath, fluenceLightfield.LightfieldPath);
59 | if (File.Exists(text))
60 | {
61 | fluenceLightfield.LightfieldIndex = LoadLightfield(text);
62 | }
63 | else
64 | {
65 | Debug.LogError("Could not find file: " + text + ". Have you imported .lf files into the StreamingAssets folder?");
66 | fluenceLightfield.LightfieldIndex = -1;
67 | }
68 | }
69 | Init();
70 | GL.IssuePluginEvent(GetRenderEventFunc(), 1179406079);
71 | }
72 |
73 | public void StartFluence()
74 | {
75 | GL.IssuePluginEvent(GetRenderEventFunc(), 1179406077);
76 | for (int i = 0; i < _cameras.Length; i++)
77 | {
78 | CommandBuffer commandBuffer = new CommandBuffer {name = "Fluence Render"};
79 | commandBuffer.IssuePluginEvent(GetRenderEventFunc(), 1179405824 | i);
80 | commandBuffer.IssuePluginEvent(GetRenderEventFunc(), 1179406078);
81 | commandBuffer.IssuePluginEvent(GetRenderEventFunc(), 1179406077);
82 | _cameras[i].AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer);
83 | }
84 | }
85 |
86 | private void OnDisable()
87 | {
88 | GL.IssuePluginEvent(GetRenderEventFunc(), 1179406076);
89 | }
90 |
91 | public void SetRenderEyePublic(int cameraIndex)
92 | {
93 | FloatArrayFromMatrix4X4(_cameras[cameraIndex].worldToCameraMatrix, ref _eyeFromStartMatrixRaw);
94 | FloatArrayFromMatrix4X4(_cameras[cameraIndex].projectionMatrix, ref _clipFromEyeMatrixRaw);
95 | IntArrayFromRect(_cameras[cameraIndex].pixelRect, ref _viewportRaw);
96 | UpdateEye(cameraIndex, _eyeFromStartMatrixRaw, _clipFromEyeMatrixRaw, _viewportRaw);
97 | }
98 |
99 | public static void PrepareLightfieldPublic(int lightfieldIndex)
100 | {
101 | PrepareLightfield(lightfieldIndex);
102 | }
103 |
104 | public void PrepareLightfieldParallelPublic(int lightfieldIndex)
105 | {
106 | PrepareLightfieldParallel(lightfieldIndex);
107 | }
108 |
109 | public void UnprepareLightfieldPublic(int lightfieldIndex)
110 | {
111 | UnprepareLightfield(lightfieldIndex);
112 | }
113 |
114 | public static bool IsLightfieldReadyPublic(int lightfieldIndex)
115 | {
116 | return IsLightfieldReady(lightfieldIndex);
117 | }
118 |
119 | private void UpdateLightfieldsAndEyes()
120 | {
121 | SetStencilFadeValue(StencilFadeValue);
122 | foreach (FluenceLightfield fluenceLightfield in Lightfields)
123 | {
124 | if (fluenceLightfield.LightfieldIndex >= 0)
125 | {
126 | SetFadeValue(fluenceLightfield.LightfieldIndex, fluenceLightfield.FadeValue);
127 | SetRenderOrder(fluenceLightfield.LightfieldIndex, fluenceLightfield.RenderOrder);
128 | FloatArrayFromMatrix4X4(fluenceLightfield.transform.localToWorldMatrix * _flipMatrix, ref _startFromLightfieldMatrixRaw);
129 | UpdateStartFromLightfieldMatrix(fluenceLightfield.LightfieldIndex, _startFromLightfieldMatrixRaw);
130 | }
131 | }
132 | }
133 |
134 | private void Update()
135 | {
136 | UpdateLightfieldsAndEyes();
137 | }
138 |
139 | private static void IntArrayFromRect(Rect rect, ref int[] rectRaw)
140 | {
141 | rectRaw[0] = (int)rect.xMin;
142 | rectRaw[1] = (int)rect.yMin;
143 | rectRaw[2] = (int)rect.xMax;
144 | rectRaw[3] = (int)rect.yMax;
145 | }
146 |
147 | private static void FloatArrayFromMatrix4X4(Matrix4x4 matrix, ref float[] matrixRaw)
148 | {
149 | for (int i = 0; i < 4; i++)
150 | {
151 | for (int j = 0; j < 4; j++)
152 | {
153 | int num = j * 4 + i;
154 | matrixRaw[num] = matrix[j, i];
155 | }
156 | }
157 | }
158 |
159 | [DllImport("fluence_plugin")]
160 | private static extern void SetupPlugin();
161 |
162 | [DllImport("fluence_plugin")]
163 | private static extern void Init();
164 |
165 | [DllImport("fluence_plugin")]
166 | private static extern void SetPaused(bool paused);
167 |
168 | [DllImport("fluence_plugin")]
169 | private static extern int LoadLightfield([MarshalAs(UnmanagedType.LPStr)] string filePath);
170 |
171 | [DllImport("fluence_plugin")]
172 | private static extern void PrepareLightfield(int lightfieldIndex);
173 |
174 | [DllImport("fluence_plugin")]
175 | private static extern void PrepareLightfieldParallel(int lightfieldIndex);
176 |
177 | [DllImport("fluence_plugin")]
178 | private static extern void UnprepareLightfield(int lightfieldIndex);
179 |
180 | [DllImport("fluence_plugin")]
181 | private static extern bool IsLightfieldReady(int lightfieldIndex);
182 |
183 | [DllImport("fluence_plugin")]
184 | private static extern void SetEyeCount(int eyeCount);
185 |
186 | [DllImport("fluence_plugin")]
187 | private static extern void SetStencilFadeValue(float value);
188 |
189 | [DllImport("fluence_plugin")]
190 | private static extern void SetFadeValue(int lightfieldIndex, float value);
191 |
192 | [DllImport("fluence_plugin")]
193 | private static extern void SetRenderOrder(int lightfieldIndex, float value);
194 |
195 | [DllImport("fluence_plugin")]
196 | private static extern void SetIsEnabled(int lightfieldIndex, bool value);
197 |
198 | [DllImport("fluence_plugin")]
199 | public static extern void SetRenderEye(int eyeIndex);
200 |
201 | [DllImport("fluence_plugin")]
202 | private static extern void SetUnityDebugOutputFunc(IntPtr fp);
203 |
204 | [DllImport("fluence_plugin")]
205 | private static extern void UpdateEye(int eyeIndex, float[] eyeFromStartMatrix, float[] clipFromEyeMatrix, int[] viewportBounds);
206 |
207 | [DllImport("fluence_plugin")]
208 | private static extern void UpdateStartFromLightfieldMatrix(int lightfieldIndex, float[] startFromLightfieldMatrix);
209 |
210 | [DllImport("fluence_plugin")]
211 | private static extern IntPtr GetRenderEventFunc();
212 | }
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1 | This is free and unencumbered software released into the public domain.
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3 | Anyone is free to copy, modify, publish, use, compile, sell, or
4 | distribute this software, either in source code form or as a compiled
5 | binary, for any purpose, commercial or non-commercial, and by any
6 | means.
7 |
8 | In jurisdictions that recognize copyright laws, the author or authors
9 | of this software dedicate any and all copyright interest in the
10 | software to the public domain. We make this dedication for the benefit
11 | of the public at large and to the detriment of our heirs and
12 | successors. We intend this dedication to be an overt act of
13 | relinquishment in perpetuity of all present and future rights to this
14 | software under copyright law.
15 |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 | OTHER DEALINGS IN THE SOFTWARE.
23 |
24 | For more information, please refer to
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/README.md:
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1 | # Fluence-Unity-Plugin
2 | This is an example Unity (2017.3.1f1) project that uses Google's Fluence plugin to render lightfields.
3 |
4 | 
5 | [Preview GIF](https://i.imgur.com/tN1Z5cj.gifv)
6 |
7 | ## Quick Setup
8 | This repository does not have all the required files to work. Here's how to get it working:
9 | 1. Install [Welcome to Light Fields on Steam](http://store.steampowered.com/app/771310/Welcome_to_Light_Fields/).
10 | 2. Navigate to the install folder.
11 | 3. Copy `WTLF_Data/Plugins/fluence_plugin.dll` to the `Assets/Plugins` folder of the project.
12 | 4. Copy any .lf files you want to use in `WTLF_Data/StreamingAssets/Lightfields` to the `Assets/StreamingAssets/Lightfields` folder in the project.
13 | 5. In the `example.unity` scene, create an empty gameobject and add the FluenceLightfield component to it (or use the existing Beach Condo Lightfield gameobject in the scene).
14 | 6. Set the Lightfield Path to which lightfield you want rendered. Make sure to include the Lightfields folder. Example: `Lightfields/Lightfield.lf`.
15 | 7. Press Play!
16 |
17 | ## Disclaimer
18 | This project is **not** meant to be a fully functioning plugin for Fluence. It's only an example of how to get it working. It's expected you make changes to it where you need to.
19 |
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1 | {
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3 | }
4 | }
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