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276 行
9.6 KiB
276 行
9.6 KiB
using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering
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{
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public delegate Vector2Int ScaleFunc(Vector2Int size);
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public enum DepthBits
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{
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None = 0,
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Depth8 = 8,
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Depth16 = 16,
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Depth24 = 24
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}
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public enum MSAASamples
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{
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None = 1,
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MSAA2x = 2,
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MSAA4x = 4,
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MSAA8x = 8
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}
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public class RTHandle
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{
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public static int s_MaxWidth { get; private set; }
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public static int s_MaxHeight { get; private set; }
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static List<RTHandle> s_AutoSizedRTs;
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public RenderTexture rt { get; private set; }
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public RenderTargetIdentifier nameID;
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Vector2 scaleFactor = Vector2.one;
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ScaleFunc scaleFunc;
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static RTHandle()
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{
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s_AutoSizedRTs = new List<RTHandle>();
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s_MaxWidth = 1;
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s_MaxHeight = 1;
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}
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RTHandle(RenderTexture rt)
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{
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this.rt = rt;
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nameID = new RenderTargetIdentifier(rt);
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}
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public void Release()
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{
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s_AutoSizedRTs.Remove(this);
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CoreUtils.Destroy(rt);
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rt = null;
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nameID = BuiltinRenderTextureType.None;
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}
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public static void Release(RTHandle rth)
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{
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rth.Release();
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}
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public static void SetReferenceSize(int width, int height)
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{
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width = Mathf.Max(width, 1);
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height = Mathf.Max(height, 1);
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if (width > s_MaxWidth || height > s_MaxHeight)
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Resize(width, height);
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}
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public static void ResetReferenceSize(int width, int height)
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{
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width = Mathf.Max(width, 1);
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height = Mathf.Max(height, 1);
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if (width != s_MaxWidth || height != s_MaxHeight)
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Resize(width, height);
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}
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static void Resize(int width, int height)
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{
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s_MaxWidth = width;
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s_MaxHeight = height;
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var maxSize = new Vector2Int(s_MaxWidth, s_MaxHeight);
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foreach (var rth in s_AutoSizedRTs)
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{
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var rt = rth.rt;
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rt.Release();
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Vector2Int scaledSize;
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if (rth.scaleFunc != null)
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{
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scaledSize = rth.scaleFunc(maxSize);
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}
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else
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{
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scaledSize = new Vector2Int(
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x: Mathf.RoundToInt(rth.scaleFactor.x * s_MaxWidth),
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y: Mathf.RoundToInt(rth.scaleFactor.y * s_MaxHeight)
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);
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}
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rt.width = Mathf.Max(scaledSize.x, 1);
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rt.height = Mathf.Max(scaledSize.y, 1);
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rt.Create();
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}
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}
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public static RTHandle Alloc(
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int width,
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int height,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
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{
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hideFlags = HideFlags.HideAndDontSave,
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volumeDepth = slices,
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filterMode = filterMode,
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wrapMode = wrapMode,
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dimension = dimension,
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enableRandomWrite = enableRandomWrite,
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useMipMap = useMipMap,
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autoGenerateMips = autoGenerateMips,
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anisoLevel = anisoLevel,
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mipMapBias = mipMapBias,
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antiAliasing = (int)msaaSamples,
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bindTextureMS = bindTextureMS,
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useDynamicScale = useDynamicScale,
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vrUsage = vrUsage,
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memorylessMode = memoryless
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};
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rt.Create();
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return new RTHandle(rt);
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}
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public static RTHandle Alloc(
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Vector2 scaleFactor,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * s_MaxWidth), 1);
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int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * s_MaxHeight), 1);
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var rth = Alloc(width,
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height,
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1,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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sRGB,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless
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);
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rth.scaleFactor = scaleFactor;
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s_AutoSizedRTs.Add(rth);
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return rth;
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}
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//
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// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
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// the next POT). The function takes a Vec2 as parameter that holds max width & height
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// values for the current manager context and returns a Vec2 of the final size in pixels.
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//
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// var rth = Alloc(
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// size => new Vector2Int(size.x / 2, size.y),
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// [...]
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// );
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//
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public static RTHandle Alloc(
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ScaleFunc scaleFunc,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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var scaleFactor = scaleFunc(new Vector2Int(s_MaxWidth, s_MaxHeight));
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int width = Mathf.Max(scaleFactor.x, 1);
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int height = Mathf.Max(scaleFactor.y, 1);
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var rth = Alloc(width,
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height,
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1,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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sRGB,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless
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);
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rth.scaleFunc = scaleFunc;
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s_AutoSizedRTs.Add(rth);
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return rth;
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}
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public static implicit operator RenderTexture(RTHandle handle)
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{
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return handle.rt;
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}
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public static implicit operator RenderTargetIdentifier(RTHandle handle)
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{
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return handle.nameID;
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}
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}
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}
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