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228 行
8.3 KiB
228 行
8.3 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using UnityObject = UnityEngine.Object;
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[Flags]
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public enum ClearFlag
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{
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ClearNone = 0,
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ClearColor = 1,
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ClearDepth = 2
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}
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public class Utilities
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{
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public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
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// Render Target Management.
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public const ClearFlag kClearAll = ClearFlag.ClearDepth | ClearFlag.ClearColor;
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier buffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
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{
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var cmd = new CommandBuffer();
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cmd.name = "";
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cmd.SetRenderTarget(buffer, miplevel, cubemapFace);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
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{
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SetRenderTarget(renderLoop, colorBuffer, depthBuffer, ClearFlag.ClearNone, new Color(0.0f, 0.0f, 0.0f, 0.0f), miplevel, cubemapFace);
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
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{
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SetRenderTarget(renderLoop, colorBuffer, depthBuffer, clearFlag, new Color(0.0f, 0.0f, 0.0f, 0.0f), miplevel, cubemapFace);
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
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{
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var cmd = new CommandBuffer();
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cmd.name = "";
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cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace);
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if (clearFlag != ClearFlag.ClearNone)
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cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer)
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{
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SetRenderTarget(renderLoop, colorBuffers, depthBuffer, ClearFlag.ClearNone, Color.black);
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.ClearNone)
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{
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SetRenderTarget(renderLoop, colorBuffers, depthBuffer, clearFlag, Color.black);
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}
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor)
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{
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var cmd = new CommandBuffer();
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cmd.name = "";
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cmd.SetRenderTarget(colorBuffers, depthBuffer);
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if (clearFlag != ClearFlag.ClearNone)
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cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Miscellanous
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public static Material CreateEngineMaterial(string shaderPath)
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{
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var mat = new Material(Shader.Find(shaderPath))
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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return mat;
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}
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public static void Destroy(UnityObject obj)
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{
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if (obj != null)
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{
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#if UNITY_EDITOR
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if (Application.isPlaying)
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UnityObject.Destroy(obj);
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else
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UnityObject.DestroyImmediate(obj);
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#else
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UnityObject.Destroy(obj);
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#endif
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obj = null;
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}
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}
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public static void SafeRelease(ComputeBuffer buffer)
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{
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if (buffer != null)
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{
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buffer.Release();
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buffer = null;
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}
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}
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public class ProfilingSample
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: IDisposable
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{
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bool disposed = false;
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RenderLoop renderLoop;
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string name;
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public ProfilingSample(string _name, RenderLoop _renderloop)
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{
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renderLoop = _renderloop;
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name = _name;
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CommandBuffer cmd = new CommandBuffer();
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cmd.name = "";
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cmd.BeginSample(name);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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~ProfilingSample()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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}
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// Protected implementation of Dispose pattern.
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protected virtual void Dispose(bool disposing)
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{
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if (disposed)
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return;
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if (disposing)
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{
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CommandBuffer cmd = new CommandBuffer();
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cmd.name = "";
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cmd.EndSample(name);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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disposed = true;
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}
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}
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public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
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{
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false);
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var gpuVP = gpuProj * worldToViewMatrix;
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return gpuVP;
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}
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public static Matrix4x4 GetViewProjectionMatrix(Camera camera)
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{
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return GetViewProjectionMatrix(camera.worldToCameraMatrix, camera.projectionMatrix);
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}
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public static Vector4 ComputeScreenSize(Camera camera)
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{
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return new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
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}
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// TEMP: These functions should be implemented C++ side, for now do it in C#
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public static void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
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{
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var data = new float[16];
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for (int c = 0; c < 4; c++)
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for (int r = 0; r < 4; r++)
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data[4 * c + r] = mat[r, c];
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cmd.SetComputeFloatParams(shadercs, name, data);
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}
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public static void SetMatrixArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4[] matArray)
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{
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int numMatrices = matArray.Length;
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var data = new float[numMatrices * 16];
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for (int n = 0; n < numMatrices; n++)
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for (int c = 0; c < 4; c++)
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for (int r = 0; r < 4; r++)
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data[16 * n + 4 * c + r] = matArray[n][r, c];
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cmd.SetComputeFloatParams(shadercs, name, data);
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}
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public static void SetVectorArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Vector4[] vecArray)
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{
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int numVectors = vecArray.Length;
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var data = new float[numVectors * 4];
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for (int n = 0; n < numVectors; n++)
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for (int i = 0; i < 4; i++)
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data[4 * n + i] = vecArray[n][i];
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cmd.SetComputeFloatParams(shadercs, name, data);
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}
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public static void SetKeyword(Material m, string keyword, bool state)
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{
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if (state)
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m.EnableKeyword(keyword);
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else
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m.DisableKeyword(keyword);
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}
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}
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}
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