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268 行
10 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Experimental.Rendering.HDPipeline;
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
{
public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
{
var baseType = typeof(RenderPipelineMaterial);
var assembly = baseType.Assembly;
var types = assembly.GetTypes()
.Where(t => t.IsSubclassOf(baseType))
.Select(Activator.CreateInstance)
.Cast<RenderPipelineMaterial>()
.ToList();
// 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 returning a
// custom list of materials they use in their game.
//
// return new List<RenderPipelineMaterial>
// {
// new Lit(),
// new Unlit(),
// ...
// };
return types;
}
// Render Target Management.
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.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)
{
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.None, 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.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, Color.black);
}
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.None)
{
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.None)
cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor);
}
public static void ClearCubemap(CommandBuffer cmd, RenderTargetIdentifier buffer, Color clearColor)
{
for(int i = 0; i < 6; ++i)
SetRenderTarget(cmd, buffer, ClearFlag.Color, Color.black, 0, (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();
}
// 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(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 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 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);
}
}
}
}