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186 行
5.3 KiB
186 行
5.3 KiB
using System;
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using System.Runtime.CompilerServices;
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namespace UnityEngine.Rendering
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{
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// Due to limitations in the builtin AnimationCurve we need this custom wrapper.
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// Improvements:
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// - Dirty state handling so we know when a curve has changed or not
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// - Looping support (infinite curve)
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// - Zero-value curve
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// - Cheaper length property
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[Serializable]
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public class TextureCurve : IDisposable
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{
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const int k_Precision = 128; // Edit LutBuilder3D if you change this value
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const float k_Step = 1f / k_Precision;
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// Calling AnimationCurve.length is very slow, let's cache it
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[field: SerializeField]
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public int length { get; private set; }
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[SerializeField]
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bool m_Loop;
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[SerializeField]
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float m_ZeroValue;
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[SerializeField]
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float m_Range;
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[SerializeField]
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AnimationCurve m_Curve;
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AnimationCurve m_LoopingCurve;
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Texture2D m_Texture;
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bool m_IsCurveDirty;
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bool m_IsTextureDirty;
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public Keyframe this[int index] => m_Curve[index];
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public TextureCurve(AnimationCurve baseCurve, float zeroValue, bool loop, in Vector2 bounds)
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: this(baseCurve.keys, zeroValue, loop, bounds) { }
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public TextureCurve(Keyframe[] keys, float zeroValue, bool loop, in Vector2 bounds)
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{
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m_Curve = new AnimationCurve(keys);
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m_ZeroValue = zeroValue;
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m_Loop = loop;
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m_Range = bounds.magnitude;
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length = keys.Length;
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SetDirty();
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}
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~TextureCurve()
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{
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ReleaseUnityResources();
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}
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public void Dispose()
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{
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ReleaseUnityResources();
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GC.SuppressFinalize(this);
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}
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void ReleaseUnityResources()
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{
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CoreUtils.Destroy(m_Texture);
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m_Texture = null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetDirty()
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{
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m_IsCurveDirty = true;
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m_IsTextureDirty = true;
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}
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static TextureFormat GetTextureFormat()
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{
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if (SystemInfo.SupportsTextureFormat(TextureFormat.RHalf))
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return TextureFormat.RHalf;
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if (SystemInfo.SupportsTextureFormat(TextureFormat.R8))
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return TextureFormat.R8;
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return TextureFormat.ARGB32;
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}
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public Texture2D GetTexture()
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{
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if (m_IsTextureDirty)
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{
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if (m_Texture == null)
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{
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m_Texture = new Texture2D(k_Precision, 1, GetTextureFormat(), false, true);
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m_Texture.name = "CurveTexture";
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m_Texture.hideFlags = HideFlags.HideAndDontSave;
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m_Texture.filterMode = FilterMode.Bilinear;
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m_Texture.wrapMode = TextureWrapMode.Clamp;
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}
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var pixels = new Color[k_Precision];
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for (int i = 0; i < pixels.Length; i++)
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pixels[i].r = Evaluate(i * k_Step);
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m_Texture.SetPixels(pixels);
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m_Texture.Apply(false, false);
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m_IsTextureDirty = false;
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}
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return m_Texture;
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}
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public float Evaluate(float time)
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{
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if (m_IsCurveDirty)
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length = m_Curve.length;
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if (length == 0)
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return m_ZeroValue;
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if (!m_Loop || length == 1)
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return m_Curve.Evaluate(time);
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if (m_IsCurveDirty)
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{
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if (m_LoopingCurve == null)
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m_LoopingCurve = new AnimationCurve();
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var prev = m_Curve[length - 1];
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prev.time -= m_Range;
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var next = m_Curve[0];
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next.time += m_Range;
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m_LoopingCurve.keys = m_Curve.keys; // GC pressure
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m_LoopingCurve.AddKey(prev);
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m_LoopingCurve.AddKey(next);
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m_IsCurveDirty = false;
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}
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return m_LoopingCurve.Evaluate(time);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int AddKey(float time, float value)
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{
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int r = m_Curve.AddKey(time, value);
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if (r > -1)
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SetDirty();
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return r;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int MoveKey(int index, in Keyframe key)
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{
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int r = m_Curve.MoveKey(index, key);
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SetDirty();
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return r;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void RemoveKey(int index)
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{
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m_Curve.RemoveKey(index);
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SetDirty();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SmoothTangents(int index, float weight)
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{
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m_Curve.SmoothTangents(index, weight);
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SetDirty();
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}
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}
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[Serializable]
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public class TextureCurveParameter : VolumeParameter<TextureCurve>
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{
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public TextureCurveParameter(TextureCurve value, bool overrideState = false)
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: base(value, overrideState) { }
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// TODO: TextureCurve interpolation
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}
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}
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