using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; namespace UnityEngine.Experimental.Rendering { using UnityObject = UnityEngine.Object; [Flags] public enum ClearFlag { None = 0, Color = 1, Depth = 2, All = Depth | Color } public static class CoreUtils { // Data useful for various cubemap processes. // Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb204881(v=vs.85).aspx static public readonly Vector3[] lookAtList = { new Vector3(1.0f, 0.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 0.0f, -1.0f), }; static public readonly Vector3[] upVectorList = { new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), }; // Note: Color.Black have alpha channel set to 1. Most of the time we want alpha channel set to 0 as we use black to clear render target public static Color clearColorAllBlack { get { return new Color(0f, 0f, 0f, 0f); } } public const int editMenuPriority1 = 320; public const int editMenuPriority2 = 331; public const int assetCreateMenuPriority1 = 230; public const int assetCreateMenuPriority2 = 241; static Cubemap m_BlackCubeTexture; public static Cubemap blackCubeTexture { get { if (m_BlackCubeTexture == null) { m_BlackCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false); for (int i = 0; i < 6; ++i) m_BlackCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.black); m_BlackCubeTexture.Apply(); } return m_BlackCubeTexture; } } static Cubemap m_MagentaCubeTexture; public static Cubemap magentaCubeTexture { get { if (m_MagentaCubeTexture == null) { m_MagentaCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false); for (int i = 0; i < 6; ++i) m_MagentaCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.magenta); m_MagentaCubeTexture.Apply(); } return m_MagentaCubeTexture; } } static Cubemap m_WhiteCubeTexture; public static Cubemap whiteCubeTexture { get { if (m_WhiteCubeTexture == null) { m_WhiteCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false); for (int i = 0; i < 6; ++i) m_WhiteCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.white); m_WhiteCubeTexture.Apply(); } return m_WhiteCubeTexture; } } // Render Target Management. public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice); if (clearFlag != ClearFlag.None) cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { SetRenderTarget(cmd, buffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.None, clearColorAllBlack, miplevel, cubemapFace, depthSlice); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice); if (clearFlag != ClearFlag.None) cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer) { SetRenderTarget(cmd, colorBuffers, depthBuffer, ClearFlag.None, clearColorAllBlack); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.None) { SetRenderTarget(cmd, colorBuffers, depthBuffer, clearFlag, clearColorAllBlack); } public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor) { cmd.SetRenderTarget(colorBuffers, depthBuffer); if (clearFlag != ClearFlag.None) cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor); } public static RenderTexture CreateRenderTexture(RenderTextureDescriptor baseDesc, int depthBufferBits, RenderTextureFormat format, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default) { baseDesc.depthBufferBits = depthBufferBits; baseDesc.colorFormat = format; baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear); // TODO: Explicit MSAA support will come in later return new RenderTexture(baseDesc); } public static void CreateCmdTemporaryRT(CommandBuffer cmd, int nameID, RenderTextureDescriptor baseDesc, int depthBufferBits, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int msaaSamples = 1, bool enableRandomWrite = false) { baseDesc.depthBufferBits = depthBufferBits; baseDesc.colorFormat = format; baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear); baseDesc.msaaSamples = msaaSamples; baseDesc.enableRandomWrite = enableRandomWrite; cmd.GetTemporaryRT(nameID, baseDesc, filter); } public static void ClearCubemap(CommandBuffer cmd, RenderTargetIdentifier buffer, Color clearColor) { // We should have the option to clear mip maps here, but since RenderTargetIdentifier, we can't know the number to clear... // So for now, we won't do it. for(int i = 0; i < 6; ++i) SetRenderTarget(cmd, buffer, ClearFlag.Color, clearColor, 0, (CubemapFace)i); } public static void ClearCubemap(CommandBuffer cmd, RenderTexture renderTexture, Color clearColor, bool clearMips = false) { int mipCount = 1; if (renderTexture.useMipMap && clearMips) { mipCount = (int)Mathf.Log((float)renderTexture.width, 2.0f) + 1; } for (int i = 0; i < 6; ++i) { for (int mip = 0; mip < mipCount; ++ mip ) { SetRenderTarget(cmd, new RenderTargetIdentifier(renderTexture), ClearFlag.Color, clearColor, mip, (CubemapFace)i); } } } // Draws a full screen triangle as a faster alternative to drawing a full screen quad. public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, MaterialPropertyBlock properties = null, int shaderPassId = 0) { commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties); } public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, RenderTargetIdentifier colorBuffer, MaterialPropertyBlock properties = null, int shaderPassId = 0) { commandBuffer.SetRenderTarget(colorBuffer); commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties); } public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthStencilBuffer, MaterialPropertyBlock properties = null, int shaderPassId = 0) { commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer); commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties); } public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, MaterialPropertyBlock properties = null, int shaderPassId = 0) { commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer); commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties); } // Important: the first RenderTarget must be created with 0 depth bits! public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, RenderTargetIdentifier[] colorBuffers, MaterialPropertyBlock properties = null, int shaderPassId = 0) { // It is currently not possible to have MRT without also setting a depth target. // To work around this deficiency of the CommandBuffer.SetRenderTarget() API, // we pass the first color target as the depth target. If it has 0 depth bits, // no depth target ends up being bound. DrawFullScreen(commandBuffer, material, colorBuffers, colorBuffers[0], properties, shaderPassId); } // Post-processing misc public static bool IsPostProcessingActive(PostProcessLayer layer) { return layer != null && layer.enabled; } public static bool IsTemporalAntialiasingActive(PostProcessLayer layer) { return IsPostProcessingActive(layer) && layer.antialiasingMode == PostProcessLayer.Antialiasing.TemporalAntialiasing && layer.temporalAntialiasing.IsSupported(); } // Color space utilities public static Color ConvertSRGBToActiveColorSpace(Color color) { return (QualitySettings.activeColorSpace == ColorSpace.Linear) ? color.linear : color; } public static Color ConvertLinearToActiveColorSpace(Color color) { return (QualitySettings.activeColorSpace == ColorSpace.Linear) ? color : color.gamma; } // Unity specifics public static Material CreateEngineMaterial(string shaderPath) { var mat = new Material(Shader.Find(shaderPath)) { hideFlags = HideFlags.HideAndDontSave }; return mat; } public static Material CreateEngineMaterial(Shader shader) { var mat = new Material(shader) { hideFlags = HideFlags.HideAndDontSave }; return mat; } public static void SetKeyword(CommandBuffer cmd, string keyword, bool state) { if (state) cmd.EnableShaderKeyword(keyword); else cmd.DisableShaderKeyword(keyword); } // Caution: such a call should not be use interlaced with command buffer command, as it is immediate public static void SetKeyword(Material m, string keyword, bool state) { if (state) m.EnableKeyword(keyword); else m.DisableKeyword(keyword); } public static void SelectKeyword(Material material, string keyword1, string keyword2, bool enableFirst) { material.EnableKeyword(enableFirst ? keyword1 : keyword2); material.DisableKeyword(enableFirst ? keyword2 : keyword1); } public static void SelectKeyword(Material material, string[] keywords, int enabledKeywordIndex) { material.EnableKeyword(keywords[enabledKeywordIndex]); for (int i = 0; i < keywords.Length; i++) { if (i != enabledKeywordIndex) material.DisableKeyword(keywords[i]); } } public static void Destroy(UnityObject obj) { if (obj != null) { #if UNITY_EDITOR if (Application.isPlaying) UnityObject.Destroy(obj); else UnityObject.DestroyImmediate(obj); #else UnityObject.Destroy(obj); #endif } } public static IEnumerable GetAllAssemblyTypes() { return AppDomain.CurrentDomain.GetAssemblies() .SelectMany(t => { // Ugly hack to handle mis-versioned dlls var innerTypes = new Type[0]; try { innerTypes = t.GetTypes(); } catch {} return innerTypes; }); } public static void Destroy(params UnityObject[] objs) { if (objs == null) return; foreach (var o in objs) Destroy(o); } public static void SafeRelease(ComputeBuffer buffer) { if (buffer != null) buffer.Release(); } // Just a sort function that doesn't allocate memory // Note: Shoud be repalc by a radix sort for positive integer public static int Partition(uint[] numbers, int left, int right) { uint pivot = numbers[left]; while (true) { while (numbers[left] < pivot) left++; while (numbers[right] > pivot) right--; if (left < right) { uint temp = numbers[right]; numbers[right] = numbers[left]; numbers[left] = temp; } else { return right; } } } public static void QuickSort(uint[] arr, int left, int right) { // For Recursion if (left < right) { int pivot = Partition(arr, left, right); if (pivot > 1) QuickSort(arr, left, pivot - 1); if (pivot + 1 < right) QuickSort(arr, pivot + 1, right); } } public static Mesh CreateCubeMesh(Vector3 min, Vector3 max) { Mesh mesh = new Mesh(); Vector3[] vertices = new Vector3[8]; vertices[0] = new Vector3(min.x, min.y, min.z); vertices[1] = new Vector3(max.x, min.y, min.z); vertices[2] = new Vector3(max.x, max.y, min.z); vertices[3] = new Vector3(min.x, max.y, min.z); vertices[4] = new Vector3(min.x, min.y, max.z); vertices[5] = new Vector3(max.x, min.y, max.z); vertices[6] = new Vector3(max.x, max.y, max.z); vertices[7] = new Vector3(min.x, max.y, max.z); mesh.vertices = vertices; int[] triangles = new int[36]; triangles[0] = 0; triangles[1] = 2; triangles[2] = 1; triangles[3] = 0; triangles[4] = 3; triangles[5] = 2; triangles[6] = 1; triangles[7] = 6; triangles[8] = 5; triangles[9] = 1; triangles[10] = 2; triangles[11] = 6; triangles[12] = 5; triangles[13] = 7; triangles[14] = 4; triangles[15] = 5; triangles[16] = 6; triangles[17] = 7; triangles[18] = 4; triangles[19] = 3; triangles[20] = 0; triangles[21] = 4; triangles[22] = 7; triangles[23] = 3; triangles[24] = 3; triangles[25] = 6; triangles[26] = 2; triangles[27] = 3; triangles[28] = 7; triangles[29] = 6; triangles[30] = 4; triangles[31] = 1; triangles[32] = 5; triangles[33] = 4; triangles[34] = 0; triangles[35] = 1; mesh.triangles = triangles; return mesh; } } }