Browse Source

Added Unity code to interop with Quake DLL and test initialization from a Unity scene.

console
Nico de Poel 5 years ago
parent
commit
79b8f0d221
  1. 1
      .gitignore
  2. 118
      Assets/Scenes/Default.unity
  3. 63
      Assets/Scenes/DefaultSettings.lighting
  4. 8
      Assets/Scenes/DefaultSettings.lighting.meta
  5. 8
      Assets/Scripts.meta
  6. 20
      Assets/Scripts/Bootstrap.cs
  7. 11
      Assets/Scripts/Bootstrap.cs.meta
  8. 124
      Assets/Scripts/Uniquake.cs
  9. 11
      Assets/Scripts/Uniquake.cs.meta
  10. 9
      ProjectSettings/ProjectSettings.asset
  11. 19
      ProjectSettings/QualitySettings.asset

1
.gitignore

@ -8,3 +8,4 @@ Release/
.idea/
*.csproj
Logs/
Build/

118
Assets/Scenes/Default.unity

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m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 705507994}
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m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
m_UseRadianceAmbientProbe: 0
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serializedVersion: 12
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@ -63,6 +62,7 @@ LightmapSettings:
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m_PVRFilterTypeAO: 0
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m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
@ -88,9 +94,12 @@ LightmapSettings:
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
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m_TrainingDataDestination: TrainingData
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@ -133,15 +188,18 @@ GameObject:
Light:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 705507993}
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serializedVersion: 10
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m_Intensity: 1
m_Range: 10
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m_InnerSpotAngle: 21.80208
m_CookieSize: 10
m_Shadows:
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@ -151,6 +209,24 @@ Light:
m_Bias: 0.05
m_NormalBias: 0.4
m_NearPlane: 0.2
m_CullingMatrixOverride:
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m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
m_LocalPosition: {x: 0, y: 3, z: 0}
@ -183,7 +264,8 @@ Transform:
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@ -200,23 +282,26 @@ GameObject:
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m_PrefabInternal: {fileID: 0}
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m_NormalizedViewPortRect:
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@ -248,7 +333,8 @@ Camera:
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m_LocalPosition: {x: 0, y: 1, z: -10}

63
Assets/Scenes/DefaultSettings.lighting

@ -0,0 +1,63 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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m_BakeResolution: 40
m_Padding: 2
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m_TrainingDataDestination: TrainingData
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m_PVRFilteringAtrousPositionSigmaAO: 1

8
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8
Assets/Scripts.meta

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20
Assets/Scripts/Bootstrap.cs

@ -0,0 +1,20 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bootstrap : MonoBehaviour
{
private void Start()
{
Debug.Log($"Running in {IntPtr.Size * 8}-bit mode");
}
private void OnGUI()
{
if (GUILayout.Button("Start Quake!"))
{
gameObject.AddComponent<Uniquake>();
}
}
}

11
Assets/Scripts/Bootstrap.cs.meta

@ -0,0 +1,11 @@
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124
Assets/Scripts/Uniquake.cs

@ -0,0 +1,124 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Events;
public class Uniquake: MonoBehaviour
{
private const string DllName = "uniquake.dll";
private const int MemSize = 0x4000000; // 64 MB of heap space
private UnityCallbacks callbacks;
private QuakeParms quakeParms;
void Start()
{
callbacks = new UnityCallbacks
{
DebugLog = Callback_DebugLog,
DebugLogError = Callback_DebugLogError,
ApplicationQuit = Callback_ApplicationQuit,
RealtimeSinceStartup = Callback_RealtimeSinceStartup,
};
string[] args = Environment.GetCommandLineArgs();
quakeParms = new QuakeParms
{
baseDir = Application.dataPath,
cacheDir = null,
argc = 0,//args.Length,
argv = null,//args, // TODO: marshaling of string arrays is still tricky
memBase = Marshal.AllocHGlobal(MemSize),
memSize = MemSize,
};
Uniquake_Init(callbacks, quakeParms);
}
void Update()
{
Uniquake_Update(Time.deltaTime);
}
private void OnDestroy()
{
if (quakeParms != null && quakeParms.memBase != IntPtr.Zero)
{
Marshal.FreeHGlobal(quakeParms.memBase);
quakeParms.memBase = IntPtr.Zero;
}
}
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Echo(UnityCallbacks.DebugLogCallback logCallback, [MarshalAs(UnmanagedType.LPStr)] string message);
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Init(UnityCallbacks callbacks, QuakeParms parms);
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Update(float deltaTime);
[AOT.MonoPInvokeCallback(typeof(UnityCallbacks.DebugLogCallback))]
private static void Callback_DebugLog(string message)
{
Debug.Log(message);
}
[AOT.MonoPInvokeCallback(typeof(UnityCallbacks.DebugLogErrorCallback))]
private static void Callback_DebugLogError(string message)
{
Debug.LogError(message);
}
[AOT.MonoPInvokeCallback(typeof(UnityCallbacks.ApplicationQuitCallback))]
private static void Callback_ApplicationQuit(int exitCode)
{
Debug.Log($"Quitting application with exit code: {exitCode}");
// TODO: kill execution of the DLL entirely (Sys_Quit expects immediate exit, which Application.Quit doesn't do)
Application.Quit(exitCode);
}
[AOT.MonoPInvokeCallback(typeof(UnityCallbacks.RealtimeSinceStartupCallback))]
private static double Callback_RealtimeSinceStartup()
{
return Time.realtimeSinceStartupAsDouble;
}
[StructLayout(LayoutKind.Sequential, Pack = 0)]
private class UnityCallbacks
{
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)] string message);
public DebugLogCallback DebugLog;
public delegate void DebugLogErrorCallback([MarshalAs(UnmanagedType.LPStr)] string message);
public DebugLogErrorCallback DebugLogError;
public delegate void ApplicationQuitCallback(int exitCode);
public ApplicationQuitCallback ApplicationQuit;
public delegate double RealtimeSinceStartupCallback();
public RealtimeSinceStartupCallback RealtimeSinceStartup;
}
[StructLayout(LayoutKind.Sequential, Pack = 0)]
private class QuakeParms
{
[MarshalAs(UnmanagedType.LPStr)]
public string baseDir;
[MarshalAs(UnmanagedType.LPStr)]
public string cacheDir;
public int argc;
[MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr)]
public string[] argv;
public IntPtr memBase;
public int memSize;
}
}

11
Assets/Scripts/Uniquake.cs.meta

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9
ProjectSettings/ProjectSettings.asset

@ -42,8 +42,8 @@ PlayerSettings:
m_SplashScreenLogos: []
m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1024
defaultScreenHeight: 768
defaultScreenWidth: 1920
defaultScreenHeight: 1080
defaultScreenWidthWeb: 960
defaultScreenHeightWeb: 600
m_StereoRenderingPath: 0
@ -93,7 +93,7 @@ PlayerSettings:
xboxEnableFitness: 0
visibleInBackground: 1
allowFullscreenSwitch: 1
fullscreenMode: 1
fullscreenMode: 3
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
@ -128,7 +128,8 @@ PlayerSettings:
16:9: 1
Others: 1
bundleVersion: 0.1
preloadedAssets: []
preloadedAssets:
- {fileID: 0}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1

19
ProjectSettings/QualitySettings.asset

@ -18,7 +18,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 1
skinWeights: 1
textureQuality: 1
anisotropicTextures: 0
antiAliasing: 0
@ -40,6 +40,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
- serializedVersion: 2
name: Low
@ -53,7 +54,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@ -75,6 +76,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
- serializedVersion: 2
name: Medium
@ -88,7 +90,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
@ -110,6 +112,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
- serializedVersion: 2
name: High
@ -123,7 +126,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
@ -145,6 +148,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
- serializedVersion: 2
name: Very High
@ -158,7 +162,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
@ -180,6 +184,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
- serializedVersion: 2
name: Ultra
@ -193,7 +198,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
@ -215,6 +220,7 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
m_PerPlatformDefaultQuality:
Android: 2
@ -222,6 +228,7 @@ QualitySettings:
Nintendo 3DS: 5
Nintendo Switch: 5
PS4: 5
PS5: 0
PSP2: 2
Stadia: 5
Standalone: 5

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