您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
381 行
13 KiB
381 行
13 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using UnityEngine.Assertions;
|
|
|
|
namespace UnityEngine.Rendering
|
|
{
|
|
using UnityObject = UnityEngine.Object;
|
|
|
|
public sealed class VolumeManager
|
|
{
|
|
internal static bool needIsolationFilteredByRenderer = false;
|
|
|
|
static readonly Lazy<VolumeManager> s_Instance = new Lazy<VolumeManager>(() => new VolumeManager());
|
|
public static VolumeManager instance => s_Instance.Value;
|
|
|
|
// Internal stack
|
|
public VolumeStack stack { get; private set; }
|
|
|
|
// Current list of tracked component types
|
|
public IEnumerable<Type> baseComponentTypes { get; private set; }
|
|
|
|
// Max amount of layers available in Unity
|
|
const int k_MaxLayerCount = 32;
|
|
|
|
// Cached lists of all volumes (sorted by priority) by layer mask
|
|
readonly Dictionary<int, List<Volume>> m_SortedVolumes;
|
|
|
|
// Holds all the registered volumes
|
|
readonly List<Volume> m_Volumes;
|
|
|
|
// Keep track of sorting states for layer masks
|
|
readonly Dictionary<int, bool> m_SortNeeded;
|
|
|
|
// Internal list of default state for each component type - this is used to reset component
|
|
// states on update instead of having to implement a Reset method on all components (which
|
|
// would be error-prone)
|
|
readonly List<VolumeComponent> m_ComponentsDefaultState;
|
|
|
|
// Recycled list used for volume traversal
|
|
readonly List<Collider> m_TempColliders;
|
|
|
|
VolumeManager()
|
|
{
|
|
m_SortedVolumes = new Dictionary<int, List<Volume>>();
|
|
m_Volumes = new List<Volume>();
|
|
m_SortNeeded = new Dictionary<int, bool>();
|
|
m_TempColliders = new List<Collider>(8);
|
|
m_ComponentsDefaultState = new List<VolumeComponent>();
|
|
|
|
ReloadBaseTypes();
|
|
|
|
stack = CreateStack();
|
|
}
|
|
|
|
public VolumeStack CreateStack()
|
|
{
|
|
var stack = new VolumeStack();
|
|
stack.Reload(baseComponentTypes);
|
|
return stack;
|
|
}
|
|
|
|
// This will be called only once at runtime and everytime script reload kicks-in in the
|
|
// editor as we need to keep track of any compatible component in the project
|
|
void ReloadBaseTypes()
|
|
{
|
|
m_ComponentsDefaultState.Clear();
|
|
|
|
// Grab all the component types we can find
|
|
baseComponentTypes = CoreUtils.GetAllTypesDerivedFrom<VolumeComponent>()
|
|
.Where(t => !t.IsAbstract);
|
|
|
|
// Keep an instance of each type to be used in a virtual lowest priority global volume
|
|
// so that we have a default state to fallback to when exiting volumes
|
|
foreach (var type in baseComponentTypes)
|
|
{
|
|
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
|
|
m_ComponentsDefaultState.Add(inst);
|
|
}
|
|
}
|
|
|
|
public void Register(Volume volume, int layer)
|
|
{
|
|
m_Volumes.Add(volume);
|
|
|
|
// Look for existing cached layer masks and add it there if needed
|
|
foreach (var kvp in m_SortedVolumes)
|
|
{
|
|
if ((kvp.Key & (1 << layer)) != 0)
|
|
kvp.Value.Add(volume);
|
|
}
|
|
|
|
SetLayerDirty(layer);
|
|
}
|
|
|
|
public void Unregister(Volume volume, int layer)
|
|
{
|
|
m_Volumes.Remove(volume);
|
|
|
|
foreach (var kvp in m_SortedVolumes)
|
|
{
|
|
// Skip layer masks this volume doesn't belong to
|
|
if ((kvp.Key & (1 << layer)) == 0)
|
|
continue;
|
|
|
|
kvp.Value.Remove(volume);
|
|
}
|
|
}
|
|
|
|
public bool IsComponentActiveInMask<T>(LayerMask layerMask)
|
|
where T : VolumeComponent
|
|
{
|
|
int mask = layerMask.value;
|
|
|
|
foreach (var kvp in m_SortedVolumes)
|
|
{
|
|
if ((kvp.Key & mask) == 0)
|
|
continue;
|
|
|
|
foreach (var volume in kvp.Value)
|
|
{
|
|
if (!volume.enabled || volume.profileRef == null)
|
|
continue;
|
|
|
|
T component;
|
|
if (volume.profileRef.TryGet(out component) && component.active)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
internal void SetLayerDirty(int layer)
|
|
{
|
|
Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");
|
|
|
|
foreach (var kvp in m_SortedVolumes)
|
|
{
|
|
var mask = kvp.Key;
|
|
|
|
if ((mask & (1 << layer)) != 0)
|
|
m_SortNeeded[mask] = true;
|
|
}
|
|
}
|
|
|
|
internal void UpdateVolumeLayer(Volume volume, int prevLayer, int newLayer)
|
|
{
|
|
Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit");
|
|
Unregister(volume, prevLayer);
|
|
Register(volume, newLayer);
|
|
}
|
|
|
|
// Go through all listed components and lerp overridden values in the global state
|
|
void OverrideData(VolumeStack stack, List<VolumeComponent> components, float interpFactor)
|
|
{
|
|
foreach (var component in components)
|
|
{
|
|
if (!component.active)
|
|
continue;
|
|
|
|
var state = stack.GetComponent(component.GetType());
|
|
component.Override(state, interpFactor);
|
|
}
|
|
}
|
|
|
|
// Faster version of OverrideData to force replace values in the global state
|
|
void ReplaceData(VolumeStack stack, List<VolumeComponent> components)
|
|
{
|
|
foreach (var component in components)
|
|
{
|
|
var target = stack.GetComponent(component.GetType());
|
|
int count = component.parameters.Count;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
target.parameters[i].SetValue(component.parameters[i]);
|
|
}
|
|
}
|
|
|
|
[Conditional("UNITY_EDITOR")]
|
|
public void CheckBaseTypes()
|
|
{
|
|
// Editor specific hack to work around serialization doing funky things when exiting
|
|
if (m_ComponentsDefaultState == null || (m_ComponentsDefaultState.Count > 0 && m_ComponentsDefaultState[0] == null))
|
|
ReloadBaseTypes();
|
|
}
|
|
|
|
[Conditional("UNITY_EDITOR")]
|
|
public void CheckStack(VolumeStack stack)
|
|
{
|
|
// The editor doesn't reload the domain when exiting play mode but still kills every
|
|
// object created while in play mode, like stacks' component states
|
|
var components = stack.components;
|
|
|
|
if (components == null)
|
|
{
|
|
stack.Reload(baseComponentTypes);
|
|
return;
|
|
}
|
|
|
|
foreach (var kvp in components)
|
|
{
|
|
if (kvp.Key == null || kvp.Value == null)
|
|
{
|
|
stack.Reload(baseComponentTypes);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update the global state - should be called once per frame per transform/layer mask combo
|
|
// in the update loop before rendering
|
|
public void Update(Transform trigger, LayerMask layerMask)
|
|
{
|
|
Update(stack, trigger, layerMask);
|
|
}
|
|
|
|
// Update a specific stack - can be used to manage your own stack and store it for later use
|
|
public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask)
|
|
{
|
|
Assert.IsNotNull(stack);
|
|
|
|
CheckBaseTypes();
|
|
CheckStack(stack);
|
|
|
|
// Start by resetting the global state to default values
|
|
ReplaceData(stack, m_ComponentsDefaultState);
|
|
|
|
bool onlyGlobal = trigger == null;
|
|
var triggerPos = onlyGlobal ? Vector3.zero : trigger.position;
|
|
|
|
// Sort the cached volume list(s) for the given layer mask if needed and return it
|
|
var volumes = GrabVolumes(layerMask);
|
|
|
|
// Traverse all volumes
|
|
foreach (var volume in volumes)
|
|
{
|
|
#if UNITY_EDITOR
|
|
// Skip volumes that aren't in the scene currently displayed in the scene view
|
|
if (needIsolationFilteredByRenderer
|
|
&& !IsVolumeRenderedByCamera(volume, trigger.GetComponent<Camera>()))
|
|
continue;
|
|
#endif
|
|
|
|
// Skip disabled volumes and volumes without any data or weight
|
|
if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f)
|
|
continue;
|
|
|
|
// Global volumes always have influence
|
|
if (volume.isGlobal)
|
|
{
|
|
OverrideData(stack, volume.profileRef.components, Mathf.Clamp01(volume.weight));
|
|
continue;
|
|
}
|
|
|
|
if (onlyGlobal)
|
|
continue;
|
|
|
|
// If volume isn't global and has no collider, skip it as it's useless
|
|
var colliders = m_TempColliders;
|
|
volume.GetComponents(colliders);
|
|
if (colliders.Count == 0)
|
|
continue;
|
|
|
|
// Find closest distance to volume, 0 means it's inside it
|
|
float closestDistanceSqr = float.PositiveInfinity;
|
|
|
|
foreach (var collider in colliders)
|
|
{
|
|
if (!collider.enabled)
|
|
continue;
|
|
|
|
var closestPoint = collider.ClosestPoint(triggerPos);
|
|
var d = (closestPoint - triggerPos).sqrMagnitude;
|
|
|
|
if (d < closestDistanceSqr)
|
|
closestDistanceSqr = d;
|
|
}
|
|
|
|
colliders.Clear();
|
|
float blendDistSqr = volume.blendDistance * volume.blendDistance;
|
|
|
|
// Volume has no influence, ignore it
|
|
// Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but we
|
|
// can't use a >= comparison as blendDistSqr could be set to 0 in which case
|
|
// volume would have total influence
|
|
if (closestDistanceSqr > blendDistSqr)
|
|
continue;
|
|
|
|
// Volume has influence
|
|
float interpFactor = 1f;
|
|
|
|
if (blendDistSqr > 0f)
|
|
interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
|
|
|
|
// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
|
|
OverrideData(stack, volume.profileRef.components, interpFactor * Mathf.Clamp01(volume.weight));
|
|
}
|
|
}
|
|
|
|
List<Volume> GrabVolumes(LayerMask mask)
|
|
{
|
|
List<Volume> list;
|
|
|
|
if (!m_SortedVolumes.TryGetValue(mask, out list))
|
|
{
|
|
// New layer mask detected, create a new list and cache all the volumes that belong
|
|
// to this mask in it
|
|
list = new List<Volume>();
|
|
|
|
foreach (var volume in m_Volumes)
|
|
{
|
|
if ((mask & (1 << volume.gameObject.layer)) == 0)
|
|
continue;
|
|
|
|
list.Add(volume);
|
|
m_SortNeeded[mask] = true;
|
|
}
|
|
|
|
m_SortedVolumes.Add(mask, list);
|
|
}
|
|
|
|
// Check sorting state
|
|
bool sortNeeded;
|
|
if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded)
|
|
{
|
|
m_SortNeeded[mask] = false;
|
|
SortByPriority(list);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
// Stable insertion sort. Faster than List<T>.Sort() for our needs.
|
|
static void SortByPriority(List<Volume> volumes)
|
|
{
|
|
Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer");
|
|
|
|
for (int i = 1; i < volumes.Count; i++)
|
|
{
|
|
var temp = volumes[i];
|
|
int j = i - 1;
|
|
|
|
// Sort order is ascending
|
|
while (j >= 0 && volumes[j].priority > temp.priority)
|
|
{
|
|
volumes[j + 1] = volumes[j];
|
|
j--;
|
|
}
|
|
|
|
volumes[j + 1] = temp;
|
|
}
|
|
}
|
|
|
|
static bool IsVolumeRenderedByCamera(Volume volume, Camera camera)
|
|
{
|
|
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
|
|
return UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(volume.gameObject, camera);
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scope in which is volume is filtered by its rendering camera.
|
|
/// </summary>
|
|
public struct VolumeIsolationScope : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Construct a scope in which is volume is filtered by its rendering camera.
|
|
/// </summary>
|
|
/// <param name="unused">Unused parameter</param>
|
|
public VolumeIsolationScope(bool unused)
|
|
=> VolumeManager.needIsolationFilteredByRenderer = true;
|
|
|
|
void IDisposable.Dispose()
|
|
=> VolumeManager.needIsolationFilteredByRenderer = false;
|
|
}
|
|
}
|