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using System;
using System.Collections.Generic;
using System.Linq.Expressions;
using System.Text;
using UnityEngine.Rendering;
using UnityObject = UnityEngine.Object;
using System.Reflection;
using UnityEngine.Rendering.PostProcessing;
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Flags]
public enum ClearFlag
{
ClearNone = 0,
ClearColor = 1,
ClearDepth = 2
}
public class Utilities
{
#if UNITY_EDITOR
public static string GetHDRenderPipelinePath()
{
// User can create their own directory for SRP, so we need to find the current path that they use.
// We know that DefaultHDMaterial exist and we know where it is, let's use that to find the current directory.
var guid = AssetDatabase.FindAssets("DefaultHDMaterial t:material");
string path = AssetDatabase.GUIDToAssetPath(guid[0]);
path = Path.GetDirectoryName(path); // Asset is in HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat
path = path.Replace("RenderPipelineResources", ""); // Keep only path with HDRenderPipeline
return path;
}
#endif
public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
{
List<RenderPipelineMaterial> materialList = new List<RenderPipelineMaterial>();
var baseType = typeof(RenderPipelineMaterial);
var assembly = baseType.Assembly;
System.Type[] types = assembly.GetTypes();
foreach (System.Type type in types)
{
if (type.IsSubclassOf(baseType))
{
// Create an instance object of the given type
var obj = (RenderPipelineMaterial)Activator.CreateInstance(type);
materialList.Add(obj);
}
}
// Note: If there is a need for an optimization in the future of this function, user can simply fill the materialList manually by commenting the code abode and
// adding to the list material they used in their game.
// materialList.Add(new Lit());
// materialList.Add(new Unlit());
// ...
return materialList;
}
public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
// Render Target Management.
public const ClearFlag kClearAll = ClearFlag.ClearDepth | ClearFlag.ClearColor;
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
{
cmd.SetRenderTarget(buffer, miplevel, cubemapFace);
if (clearFlag != ClearFlag.ClearNone)
cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.ClearNone, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
{
SetRenderTarget(cmd, buffer, clearFlag, Color.black, miplevel, cubemapFace);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
{
SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.ClearNone, Color.black, miplevel, cubemapFace);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
{
SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, Color.black, miplevel, cubemapFace);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
{
cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace);
if (clearFlag != ClearFlag.ClearNone)
cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer)
{
SetRenderTarget(cmd, colorBuffers, depthBuffer, ClearFlag.ClearNone, Color.black);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.ClearNone)
{
SetRenderTarget(cmd, colorBuffers, depthBuffer, clearFlag, Color.black);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor)
{
cmd.SetRenderTarget(colorBuffers, depthBuffer);
if (clearFlag != ClearFlag.ClearNone)
cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor);
}
public static void ClearCubemap(CommandBuffer cmd, RenderTargetIdentifier buffer, Color clearColor)
{
for(int i = 0 ; i < 6 ; ++i)
{
SetRenderTarget(cmd, buffer, ClearFlag.ClearColor, Color.black, 0, (CubemapFace)i);
}
}
// 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();
}
// Miscellanous
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 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 void SafeRelease(ComputeBuffer buffer)
{
if (buffer != null)
buffer.Release();
}
public static string GetFieldPath<TType, TValue>(Expression<Func<TType, TValue>> expr)
{
MemberExpression me;
switch (expr.Body.NodeType)
{
case ExpressionType.Convert:
case ExpressionType.ConvertChecked:
var ue = expr.Body as UnaryExpression;
me = (ue != null ? ue.Operand : null) as MemberExpression;
break;
default:
me = expr.Body as MemberExpression;
break;
}
var members = new List<string>();
while (me != null)
{
members.Add(me.Member.Name);
me = me.Expression as MemberExpression;
}
var sb = new StringBuilder();
for (int i = members.Count - 1; i >= 0; i--)
{
sb.Append(members[i]);
if (i > 0) sb.Append('.');
}
return sb.ToString();
}
public struct ProfilingSample
: IDisposable
{
bool disposed;
CommandBuffer cmd;
string name;
public ProfilingSample(string _name, CommandBuffer _cmd)
{
cmd = _cmd;
disposed = false;
name = _name;
cmd.BeginSample(name);
}
public void Dispose()
{
Dispose(true);
}
// Protected implementation of Dispose pattern.
void Dispose(bool disposing)
{
if (disposed)
return;
if (disposing)
{
cmd.EndSample(name);
}
disposed = true;
}
}
public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
{
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false);
var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.
return gpuVP;
}
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]);
}
}
}
// 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);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
// 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);
}
// Helper to help to display debug info on screen
static float overlayLineHeight = -1.0f;
public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width)
{
x += overlayWidth;
overlayLineHeight = Mathf.Max(overlayHeight, overlayLineHeight);
// Go to next line if it goes outside the screen.
if (x + overlayWidth > width)
{
x = 0;
y -= overlayLineHeight;
overlayLineHeight = -1.0f;
}
}
// Just a sort function that doesn't allocate memory
// Note: Shoud be repalc by a radix sort for positive integer
static public 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;
}
}
}
static public void QuickSort(uint[] arr, int left, int right)
{
// For Recusrion
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);
}
}
}
}