using System; using UnityEngine; using UnityEngine.Rendering.LookDev; using IDataProvider = UnityEngine.Rendering.LookDev.IDataProvider; namespace UnityEditor.Rendering.LookDev { /// /// The RenderingPass inside the frame. /// Useful for compositing. /// /// [Flags] public enum RenderingPass { First = 1, Last = 2 } /// Data container to be used with Renderer class public class RenderingData : IDisposable { /// /// Internally set to true when the given RenderTexture was not the good size regarding and needed to be recreated /// public bool sizeMissmatched; /// The stage that possess every object in your view public Stage stage; /// Callback to update the Camera position. Only done in First phase. public ICameraUpdater updater; /// Viewport size public Rect viewPort; /// Render texture handling captured image public RenderTexture output; private bool disposed = false; public void Dispose() { if (disposed) return; disposed = true; stage?.Dispose(); stage = null; updater = null; output?.Release(); output = null; } } /// Basic renderer to draw scene in texture public class Renderer { public bool pixelPerfect { get; set; } public Renderer(bool pixelPerfect = false) => this.pixelPerfect = pixelPerfect; void BeginRendering(RenderingData data, RenderingPass pass = 0) { data.stage.SetGameObjectVisible(true); data.updater?.UpdateCamera(data.stage.camera); data.stage.camera.enabled = true; } void EndRendering(RenderingData data) { data.stage.camera.enabled = false; data.stage.SetGameObjectVisible(false); } bool CheckWrongSizeOutput(RenderingData data) { if (data.viewPort.IsNullOrInverted() || data.viewPort.width != data.output.width || data.viewPort.height != data.viewPort.height) { data.output = null; data.sizeMissmatched = true; return true; } data.sizeMissmatched = false; return false; } /// /// Capture image of the scene. /// /// Datas required to compute the capture /// /// [Optional] When drawing several time the scene, you can remove First and/or Last to not initialize objects. /// Be careful though to always start your frame with a First and always end with a Last. /// public void Acquire(RenderingData data, RenderingPass pass = RenderingPass.First | RenderingPass.Last) { if (CheckWrongSizeOutput(data)) return; if ((pass & RenderingPass.First) != 0) BeginRendering(data, pass); data.stage.camera.targetTexture = data.output; data.stage.camera.Render(); if ((pass & RenderingPass.Last) != 0) EndRendering(data); } internal static void DrawFullScreenQuad(Rect rect) { GL.PushMatrix(); GL.LoadOrtho(); GL.Viewport(rect); GL.Begin(GL.QUADS); GL.TexCoord2(0, 0); GL.Vertex3(0f, 0f, 0); GL.TexCoord2(0, 1); GL.Vertex3(0f, 1f, 0); GL.TexCoord2(1, 1); GL.Vertex3(1f, 1f, 0); GL.TexCoord2(1, 0); GL.Vertex3(1f, 0f, 0); GL.End(); GL.PopMatrix(); } } public static partial class RectExtension { /// Return true if the is null sized or inverted. public static bool IsNullOrInverted(this Rect r) => r.width <= 0f || r.height <= 0f || float.IsNaN(r.width) || float.IsNaN(r.height); } }