Frédéric Vauchelles
7 年前
当前提交
3a8bf9f8
共有 5 个文件被更改,包括 279 次插入 和 217 次删除
-
229ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
-
10ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs
-
32ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
-
214ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs
-
11ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs.meta
|
|||
using UnityEngine; |
|||
using Object = UnityEngine.Object; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering |
|||
{ |
|||
public static class CameraEditorUtils |
|||
{ |
|||
public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize); |
|||
|
|||
static readonly Color k_ColorThemeCameraGizmo = new Color(233f / 255f, 233f / 255f, 233f / 255f, 128f / 255f); |
|||
const float k_PreviewNormalizedSize = 0.2f; |
|||
|
|||
internal static Material s_GUITextureBlit2SRGBMaterial; |
|||
internal static Material GUITextureBlit2SRGBMaterial |
|||
{ |
|||
get |
|||
{ |
|||
if (!s_GUITextureBlit2SRGBMaterial) |
|||
{ |
|||
Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlit2SRGB.shader") as Shader; |
|||
s_GUITextureBlit2SRGBMaterial = new Material(shader); |
|||
s_GUITextureBlit2SRGBMaterial.hideFlags = HideFlags.HideAndDontSave; |
|||
} |
|||
s_GUITextureBlit2SRGBMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f); |
|||
return s_GUITextureBlit2SRGBMaterial; |
|||
} |
|||
} |
|||
|
|||
public static void HandleFrustrum(Camera c) |
|||
{ |
|||
Color orgHandlesColor = Handles.color; |
|||
Color slidersColor = k_ColorThemeCameraGizmo; |
|||
slidersColor.a *= 2f; |
|||
Handles.color = slidersColor; |
|||
|
|||
// get the corners of the far clip plane in world space
|
|||
var far = new Vector3[4]; |
|||
float frustumAspect; |
|||
if (!GetFrustum(c, null, far, out frustumAspect)) |
|||
return; |
|||
var leftBottomFar = far[0]; |
|||
var leftTopFar = far[1]; |
|||
var rightTopFar = far[2]; |
|||
var rightBottomFar = far[3]; |
|||
|
|||
// manage our own gui changed state, so we can use it for individual slider changes
|
|||
var guiChanged = GUI.changed; |
|||
|
|||
// FOV handles
|
|||
var farMid = Vector3.Lerp(leftBottomFar, rightTopFar, 0.5f); |
|||
|
|||
// Top and bottom handles
|
|||
float halfHeight = -1.0f; |
|||
var changedPosition = MidPointPositionSlider(leftTopFar, rightTopFar, c.transform.up); |
|||
if (!GUI.changed) |
|||
changedPosition = MidPointPositionSlider(leftBottomFar, rightBottomFar, -c.transform.up); |
|||
if (GUI.changed) |
|||
halfHeight = (changedPosition - farMid).magnitude; |
|||
|
|||
// Left and right handles
|
|||
GUI.changed = false; |
|||
changedPosition = MidPointPositionSlider(rightBottomFar, rightTopFar, c.transform.right); |
|||
if (!GUI.changed) |
|||
changedPosition = MidPointPositionSlider(leftBottomFar, leftTopFar, -c.transform.right); |
|||
if (GUI.changed) |
|||
halfHeight = (changedPosition - farMid).magnitude / frustumAspect; |
|||
|
|||
// Update camera settings if changed
|
|||
if (halfHeight >= 0.0f) |
|||
{ |
|||
Undo.RecordObject(c, "Adjust Camera"); |
|||
if (c.orthographic) |
|||
c.orthographicSize = halfHeight; |
|||
else |
|||
{ |
|||
Vector3 pos = farMid + c.transform.up * halfHeight; |
|||
c.fieldOfView = Vector3.Angle(c.transform.forward, (pos - c.transform.position)) * 2f; |
|||
} |
|||
guiChanged = true; |
|||
} |
|||
|
|||
GUI.changed = guiChanged; |
|||
Handles.color = orgHandlesColor; |
|||
} |
|||
|
|||
public static void DrawCameraSceneViewOverlay(Object target, SceneView sceneView, GetPreviewCamera previewCameraGetter) |
|||
{ |
|||
if (target == null) return; |
|||
|
|||
// cache some deep values
|
|||
var c = (Camera)target; |
|||
|
|||
var previewSize = Handles.GetMainGameViewSize(); |
|||
if (previewSize.x < 0f) |
|||
{ |
|||
// Fallback to Scene View of not a valid game view size
|
|||
previewSize.x = sceneView.position.width; |
|||
previewSize.y = sceneView.position.height; |
|||
} |
|||
// Apply normalizedviewport rect of camera
|
|||
var normalizedViewPortRect = c.rect; |
|||
previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f); |
|||
previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f); |
|||
|
|||
// Prevent using invalid previewSize
|
|||
if (previewSize.x <= 0f || previewSize.y <= 0f) |
|||
return; |
|||
|
|||
var aspect = previewSize.x / previewSize.y; |
|||
|
|||
// Scale down (fit to scene view)
|
|||
previewSize.y = k_PreviewNormalizedSize * sceneView.position.height; |
|||
previewSize.x = previewSize.y * aspect; |
|||
if (previewSize.y > sceneView.position.height * 0.5f) |
|||
{ |
|||
previewSize.y = sceneView.position.height * 0.5f; |
|||
previewSize.x = previewSize.y * aspect; |
|||
} |
|||
if (previewSize.x > sceneView.position.width * 0.5f) |
|||
{ |
|||
previewSize.x = sceneView.position.width * 0.5f; |
|||
previewSize.y = previewSize.x / aspect; |
|||
} |
|||
|
|||
// Get and reserve rect
|
|||
Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y); |
|||
|
|||
if (Event.current.type == EventType.Repaint) |
|||
{ |
|||
var previewCamera = previewCameraGetter(c, previewSize); |
|||
if (previewCamera.targetTexture == null) |
|||
{ |
|||
Debug.LogError("The preview camera must render in a render target"); |
|||
return; |
|||
} |
|||
|
|||
GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear; |
|||
previewCamera.Render(); |
|||
GL.sRGBWrite = false; |
|||
Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial); |
|||
} |
|||
} |
|||
|
|||
public static bool IsViewPortRectValidToRender(Rect normalizedViewPortRect) |
|||
{ |
|||
if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f) |
|||
return false; |
|||
if (normalizedViewPortRect.x >= 1f || normalizedViewPortRect.xMax <= 0f) |
|||
return false; |
|||
if (normalizedViewPortRect.y >= 1f || normalizedViewPortRect.yMax <= 0f) |
|||
return false; |
|||
return true; |
|||
} |
|||
|
|||
public static float GetGameViewAspectRatio() |
|||
{ |
|||
Vector2 gameViewSize = Handles.GetMainGameViewSize(); |
|||
if (gameViewSize.x < 0f) |
|||
{ |
|||
// Fallback to Scene View of not a valid game view size
|
|||
gameViewSize.x = Screen.width; |
|||
gameViewSize.y = Screen.height; |
|||
} |
|||
|
|||
return gameViewSize.x / gameViewSize.y; |
|||
} |
|||
|
|||
public static float GetFrustumAspectRatio(Camera camera) |
|||
{ |
|||
var normalizedViewPortRect = camera.rect; |
|||
if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f) |
|||
return -1f; |
|||
|
|||
var viewportAspect = normalizedViewPortRect.width / normalizedViewPortRect.height; |
|||
return GetGameViewAspectRatio() * viewportAspect; |
|||
} |
|||
|
|||
// Returns near- and far-corners in this order: leftBottom, leftTop, rightTop, rightBottom
|
|||
// Assumes input arrays are of length 4 (if allocated)
|
|||
public static bool GetFrustum(Camera camera, Vector3[] near, Vector3[] far, out float frustumAspect) |
|||
{ |
|||
frustumAspect = GetFrustumAspectRatio(camera); |
|||
if (frustumAspect < 0) |
|||
return false; |
|||
|
|||
if (far != null) |
|||
{ |
|||
far[0] = new Vector3(0, 0, camera.farClipPlane); // leftBottomFar
|
|||
far[1] = new Vector3(0, 1, camera.farClipPlane); // leftTopFar
|
|||
far[2] = new Vector3(1, 1, camera.farClipPlane); // rightTopFar
|
|||
far[3] = new Vector3(1, 0, camera.farClipPlane); // rightBottomFar
|
|||
for (int i = 0; i < 4; ++i) |
|||
far[i] = camera.ViewportToWorldPoint(far[i]); |
|||
} |
|||
|
|||
if (near != null) |
|||
{ |
|||
near[0] = new Vector3(0, 0, camera.nearClipPlane); // leftBottomNear
|
|||
near[1] = new Vector3(0, 1, camera.nearClipPlane); // leftTopNear
|
|||
near[2] = new Vector3(1, 1, camera.nearClipPlane); // rightTopNear
|
|||
near[3] = new Vector3(1, 0, camera.nearClipPlane); // rightBottomNear
|
|||
for (int i = 0; i < 4; ++i) |
|||
near[i] = camera.ViewportToWorldPoint(near[i]); |
|||
} |
|||
return true; |
|||
} |
|||
|
|||
static Vector3 MidPointPositionSlider(Vector3 position1, Vector3 position2, Vector3 direction) |
|||
{ |
|||
Vector3 midPoint = Vector3.Lerp(position1, position2, 0.5f); |
|||
return Handles.Slider(midPoint, direction, HandleUtility.GetHandleSize(midPoint) * 0.03f, Handles.DotHandleCap, 0f); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c9fabbcdc8ab50c44a8112c70c67735c |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue