浏览代码

[HDCameraEditor] Moved Camera utilities to Core

/main
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217 次删除
  1. 229
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs
  3. 32
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
  4. 214
      ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs
  5. 11
      ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs.meta

229
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs


using System.Reflection;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering.PostProcessing;
using Object = UnityEngine.Object;
namespace UnityEditor.Experimental.Rendering

partial class HDCameraEditor
{
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;
}
}
if (!IsViewPortRectValidToRender(c.rect))
if (!CameraEditorUtils.IsViewPortRectValidToRender(c.rect))
Handle_Frustrum(c);
CameraEditorUtils.HandleFrustrum(c);
static void Handle_Frustrum(Camera c)
void OnOverlayGUI(Object target, SceneView sceneView)
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;
CameraEditorUtils.DrawCameraSceneViewOverlay(target, sceneView, InitializePreviewCamera);
public void OnOverlayGUI(Object target, SceneView sceneView)
Camera InitializePreviewCamera(Camera c, Vector2 previewSize)
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;
m_PreviewCamera.CopyFrom(c);
EditorUtility.CopySerialized(c, m_PreviewCamera);
EditorUtility.CopySerialized(c.GetComponent<HDAdditionalCameraData>(), m_PreviewAdditionalCameraData);
var layer = c.GetComponent<PostProcessLayer>() ?? Assets.ScriptableRenderLoop.PostProcessing.PostProcessing.Runtime.Utils.ComponentSingleton<PostProcessLayer>.instance;
EditorUtility.CopySerialized(layer, m_PreviewPostProcessLayer);
m_PreviewCamera.cameraType = CameraType.SceneView;
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
var aspect = previewSize.x / previewSize.y;
var previewTexture = GetPreviewTextureWithSize((int)previewSize.x, (int)previewSize.y);
m_PreviewCamera.targetTexture = previewTexture;
m_PreviewCamera.pixelRect = new Rect(0, 0, 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)
{
// setup camera and render
m_PreviewCamera.CopyFrom(c);
var previewTexture = GetPreviewTextureWithSize((int)cameraRect.width, (int)cameraRect.height);
m_PreviewCamera.targetTexture = previewTexture;
m_PreviewCamera.pixelRect = new Rect(0, 0, cameraRect.width, cameraRect.height);
GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
SynchronizePreviewCameraWithCamera(c);
m_PreviewCamera.Render();
GL.sRGBWrite = false;
Graphics.DrawTexture(cameraRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
}
}
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;
}
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)
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);
}
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;
return m_PreviewCamera;
}
static Type k_SceneViewOverlay_WindowFunction = Type.GetType("UnityEditor.SceneViewOverlay+WindowFunction,UnityEditor");

"Window",
BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,
null,
CallingConventions.Any,
new[] { typeof(GUIContent), k_SceneViewOverlay_WindowFunction, typeof(int), typeof(Object), k_SceneViewOverlay_WindowDisplayOption },
null);
"Window",
BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,
null,
CallingConventions.Any,
new[] { typeof(GUIContent), k_SceneViewOverlay_WindowFunction, typeof(int), typeof(Object), k_SceneViewOverlay_WindowDisplayOption },
null);
static void SceneViewOverlay_Window(GUIContent title, Action<Object, SceneView> sceneViewFunc, int order, Object target)
{
k_SceneViewOverlay_Window.Invoke(null, new[]

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs


d.Apply();
}
void SynchronizePreviewCameraWithCamera(Camera c)
{
EditorUtility.CopySerialized(c, m_PreviewCamera);
EditorUtility.CopySerialized(c.GetComponent<HDAdditionalCameraData>(), m_PreviewAdditionalCameraData);
var layer = c.GetComponent<PostProcessLayer>() ?? Assets.ScriptableRenderLoop.PostProcessing.PostProcessing.Runtime.Utils.ComponentSingleton<PostProcessLayer>.instance;
EditorUtility.CopySerialized(layer, m_PreviewPostProcessLayer);
m_PreviewCamera.cameraType = CameraType.SceneView;
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
}
RenderTexture GetPreviewTextureWithSize(int width, int height)
{
if (m_PreviewTexture == null || m_PreviewTexture.width != width || m_PreviewTexture.height != height)

32
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs


using System.IO;
using System;
using System.IO;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Experimental.Rendering;

camera.gameObject.AddComponent<HDAdditionalCameraData>();
}
}
static void CheckOutFile(bool VSCEnabled, Object mat)
static void CheckOutFile(bool VSCEnabled, UnityObject mat)
{
if (VSCEnabled)
{

var sceneName = Path.GetFileNameWithoutExtension(scenePath);
var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length);
ResetAllLoadedMaterialKeywords(description, scale, scale * i);
}

(i / (float)(length - 1)) * progressScale + progressOffset);
CheckOutFile(VSCEnabled, mat);
var h = Debug.unityLogger.logHandler;
Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat);
Debug.unityLogger.logHandler = h;
}
}

CheckOutFile(VSCEnabled, materials[i]);
HDEditorUtils.ResetMaterialKeywords(materials[i]);
}
}
class UnityContextualLogHandler : ILogHandler
{
UnityObject m_Context;
static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler;
public UnityContextualLogHandler(UnityObject context)
{
m_Context = context;
}
public void LogFormat(LogType logType, UnityObject context, string format, params object[] args)
{
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
k_DefaultLogHandler.LogFormat(logType, context, format, args);
}
public void LogException(Exception exception, UnityObject context)
{
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
k_DefaultLogHandler.LogException(exception, context);
}
}
}

214
ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs


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);
}
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Editor/CameraEditorUtils.cs.meta


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