├── .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 | 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C:/Users/PeturDarri/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.purchasing@0.0.19/Editor/UnityEditor.Purchasing.dll 139 | 140 | 141 | C:/Users/PeturDarri/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.standardevents@1.0.10/UnityEngine.StandardEvents.dll 142 | 143 | 144 | 145 | 152 | -------------------------------------------------------------------------------- /Assets/ExampleFluenceController.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/ExampleFluenceController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec461a440aa80334fb19fb19137b0710 3 | timeCreated: 1521067401 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/FluenceCamera.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/FluenceCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a96bb63f6d562894da8bb5c318102bd0 3 | timeCreated: 1521061798 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/FluenceLightfield.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/FluenceLightfield.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 095d0b338ebb51b4ea83dc0656b28bfe 3 | timeCreated: 1521061716 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/FluencePlugin.cs: -------------------------------------------------------------------------------- 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, 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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 25 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 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https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | ![Preview](https://i.imgur.com/4haqRsY.png) 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 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | --------------------------------------------------------------------------------