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232 行
9.7 KiB
232 行
9.7 KiB
using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Experimental.Rendering
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{
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public static class CameraEditorUtils
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{
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public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize);
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static readonly Color k_ColorThemeCameraGizmo = new Color(233f / 255f, 233f / 255f, 233f / 255f, 128f / 255f);
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const float k_PreviewNormalizedSize = 0.2f;
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internal static Material s_GUITextureBlit2SRGBMaterial;
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public static Material GUITextureBlit2SRGBMaterial
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{
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get
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{
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if (!s_GUITextureBlit2SRGBMaterial)
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{
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Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlit2SRGB.shader") as Shader;
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s_GUITextureBlit2SRGBMaterial = new Material(shader);
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s_GUITextureBlit2SRGBMaterial.hideFlags = HideFlags.HideAndDontSave;
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}
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s_GUITextureBlit2SRGBMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
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return s_GUITextureBlit2SRGBMaterial;
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}
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}
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public static void HandleFrustrum(Camera c)
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{
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Color orgHandlesColor = Handles.color;
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Color slidersColor = k_ColorThemeCameraGizmo;
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slidersColor.a *= 2f;
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Handles.color = slidersColor;
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// get the corners of the far clip plane in world space
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var far = new Vector3[4];
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float frustumAspect;
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if (!GetFrustum(c, null, far, out frustumAspect))
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return;
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var leftBottomFar = far[0];
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var leftTopFar = far[1];
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var rightTopFar = far[2];
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var rightBottomFar = far[3];
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// manage our own gui changed state, so we can use it for individual slider changes
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var guiChanged = GUI.changed;
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// FOV handles
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var farMid = Vector3.Lerp(leftBottomFar, rightTopFar, 0.5f);
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// Top and bottom handles
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float halfHeight = -1.0f;
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var changedPosition = MidPointPositionSlider(leftTopFar, rightTopFar, c.transform.up);
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if (!GUI.changed)
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changedPosition = MidPointPositionSlider(leftBottomFar, rightBottomFar, -c.transform.up);
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if (GUI.changed)
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halfHeight = (changedPosition - farMid).magnitude;
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// Left and right handles
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GUI.changed = false;
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changedPosition = MidPointPositionSlider(rightBottomFar, rightTopFar, c.transform.right);
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if (!GUI.changed)
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changedPosition = MidPointPositionSlider(leftBottomFar, leftTopFar, -c.transform.right);
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if (GUI.changed)
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halfHeight = (changedPosition - farMid).magnitude / frustumAspect;
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// Update camera settings if changed
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if (halfHeight >= 0.0f)
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{
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Undo.RecordObject(c, "Adjust Camera");
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if (c.orthographic)
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c.orthographicSize = halfHeight;
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else
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{
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Vector3 pos = farMid + c.transform.up * halfHeight;
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c.fieldOfView = Vector3.Angle(c.transform.forward, (pos - c.transform.position)) * 2f;
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}
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guiChanged = true;
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}
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GUI.changed = guiChanged;
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Handles.color = orgHandlesColor;
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}
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public static void DrawCameraSceneViewOverlay(Object target, SceneView sceneView, GetPreviewCamera previewCameraGetter)
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{
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if (target == null) return;
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// cache some deep values
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var c = (Camera)target;
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var previewSize = Handles.GetMainGameViewSize();
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if (previewSize.x < 0f)
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{
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// Fallback to Scene View of not a valid game view size
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previewSize.x = sceneView.position.width;
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previewSize.y = sceneView.position.height;
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}
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// Apply normalizedviewport rect of camera
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var normalizedViewPortRect = c.rect;
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previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f);
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previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f);
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// Prevent using invalid previewSize
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if (previewSize.x <= 0f || previewSize.y <= 0f)
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return;
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var aspect = previewSize.x / previewSize.y;
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// Scale down (fit to scene view)
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previewSize.y = k_PreviewNormalizedSize * sceneView.position.height;
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previewSize.x = previewSize.y * aspect;
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if (previewSize.y > sceneView.position.height * 0.5f)
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{
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previewSize.y = sceneView.position.height * 0.5f;
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previewSize.x = previewSize.y * aspect;
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}
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if (previewSize.x > sceneView.position.width * 0.5f)
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{
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previewSize.x = sceneView.position.width * 0.5f;
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previewSize.y = previewSize.x / aspect;
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}
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// Get and reserve rect
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Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y);
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if (Event.current.type == EventType.Repaint)
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{
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var previewCamera = previewCameraGetter(c, previewSize);
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if (previewCamera.targetTexture == null)
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{
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Debug.LogError("The preview camera must render in a render target");
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return;
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}
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GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
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previewCamera.Render();
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GL.sRGBWrite = false;
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Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
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}
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}
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public static bool IsViewPortRectValidToRender(Rect normalizedViewPortRect)
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{
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if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f)
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return false;
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if (normalizedViewPortRect.x >= 1f || normalizedViewPortRect.xMax <= 0f)
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return false;
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if (normalizedViewPortRect.y >= 1f || normalizedViewPortRect.yMax <= 0f)
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return false;
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return true;
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}
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public static float GetGameViewAspectRatio()
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{
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Vector2 gameViewSize = Handles.GetMainGameViewSize();
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if (gameViewSize.x < 0f)
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{
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// Fallback to Scene View of not a valid game view size
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gameViewSize.x = Screen.width;
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gameViewSize.y = Screen.height;
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}
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return gameViewSize.x / gameViewSize.y;
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}
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public static float GetFrustumAspectRatio(Camera camera)
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{
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var normalizedViewPortRect = camera.rect;
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if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f)
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return -1f;
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var viewportAspect = normalizedViewPortRect.width / normalizedViewPortRect.height;
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return GetGameViewAspectRatio() * viewportAspect;
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}
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// Returns near- and far-corners in this order: leftBottom, leftTop, rightTop, rightBottom
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// Assumes input arrays are of length 4 (if allocated)
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public static bool GetFrustum(Camera camera, Vector3[] near, Vector3[] far, out float frustumAspect)
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{
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frustumAspect = GetFrustumAspectRatio(camera);
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if (frustumAspect < 0)
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return false;
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if (far != null)
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{
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far[0] = new Vector3(0, 0, camera.farClipPlane); // leftBottomFar
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far[1] = new Vector3(0, 1, camera.farClipPlane); // leftTopFar
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far[2] = new Vector3(1, 1, camera.farClipPlane); // rightTopFar
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far[3] = new Vector3(1, 0, camera.farClipPlane); // rightBottomFar
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for (int i = 0; i < 4; ++i)
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far[i] = camera.ViewportToWorldPoint(far[i]);
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}
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if (near != null)
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{
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near[0] = new Vector3(0, 0, camera.nearClipPlane); // leftBottomNear
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near[1] = new Vector3(0, 1, camera.nearClipPlane); // leftTopNear
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near[2] = new Vector3(1, 1, camera.nearClipPlane); // rightTopNear
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near[3] = new Vector3(1, 0, camera.nearClipPlane); // rightBottomNear
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for (int i = 0; i < 4; ++i)
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near[i] = camera.ViewportToWorldPoint(near[i]);
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}
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return true;
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}
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public static Vector3 PerspectiveClipToWorld(Matrix4x4 clipToWorld, Vector3 viewPositionWS, Vector3 positionCS)
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{
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var tempCS = new Vector3(positionCS.x, positionCS.y, 0.95f);
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var result = clipToWorld.MultiplyPoint(tempCS);
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var r = result - viewPositionWS;
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return r.normalized * positionCS.z + viewPositionWS;
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}
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public static void GetFrustrumPlaneAt(Matrix4x4 clipToWorld, Vector3 viewPosition, float distance, Vector3[] points)
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{
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points[0] = new Vector3(-1, -1, distance); // leftBottomFar
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points[1] = new Vector3(-1, 1, distance); // leftTopFar
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points[2] = new Vector3(1, 1, distance); // rightTopFar
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points[3] = new Vector3(1, -1, distance); // rightBottomFar
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for (var i = 0; i < 4; ++i)
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points[i] = PerspectiveClipToWorld(clipToWorld, viewPosition, points[i]);
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}
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static Vector3 MidPointPositionSlider(Vector3 position1, Vector3 position2, Vector3 direction)
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{
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Vector3 midPoint = Vector3.Lerp(position1, position2, 0.5f);
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return Handles.Slider(midPoint, direction, HandleUtility.GetHandleSize(midPoint) * 0.03f, Handles.DotHandleCap, 0f);
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}
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}
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}
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