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