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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine.Assertions;
namespace UnityEngine.Experimental.Rendering
{
using UnityObject = UnityEngine.Object;
public sealed class VolumeManager
{
//>>> System.Lazy<T> is broken in Unity (legacy runtime) so we'll have to do it ourselves :|
static readonly VolumeManager s_Instance = new VolumeManager();
public static VolumeManager instance { get { return s_Instance; } }
// Explicit static constructor to tell the C# compiler not to mark type as beforefieldinit
static VolumeManager() {}
//<<<
// Internal stack
public VolumeStack stack { get; private set; }
// Current list of tracked component types
public IEnumerable<Type> baseComponentTypes { get; private set; }
// Max amount of layers available in Unity
const int k_MaxLayerCount = 32;
// Cached lists of all volumes (sorted by priority) by layer mask
readonly Dictionary<int, List<Volume>> m_SortedVolumes;
// Holds all the registered volumes
readonly List<Volume> m_Volumes;
// Keep track of sorting states for layer masks
readonly Dictionary<int, bool> m_SortNeeded;
// Internal list of default state for each component type - this is used to reset component
// states on update instead of having to implement a Reset method on all components (which
// would be error-prone)
readonly List<VolumeComponent> m_ComponentsDefaultState;
// Recycled list used for volume traversal
readonly List<Collider> m_TempColliders;
VolumeManager()
{
m_SortedVolumes = new Dictionary<int, List<Volume>>();
m_Volumes = new List<Volume>();
m_SortNeeded = new Dictionary<int, bool>();
m_TempColliders = new List<Collider>(8);
m_ComponentsDefaultState = new List<VolumeComponent>();
ReloadBaseTypes();
stack = CreateStack();
}
public VolumeStack CreateStack()
{
var stack = new VolumeStack();
stack.Reload(baseComponentTypes);
return stack;
}
// This will be called only once at runtime and everytime script reload kicks-in in the
// editor as we need to keep track of any compatible component in the project
void ReloadBaseTypes()
{
m_ComponentsDefaultState.Clear();
// Grab all the component types we can find
baseComponentTypes = CoreUtils.GetAllAssemblyTypes()
.Where(t => t.IsSubclassOf(typeof(VolumeComponent)) && !t.IsAbstract);
// Keep an instance of each type to be used in a virtual lowest priority global volume
// so that we have a default state to fallback to when exiting volumes
foreach (var type in baseComponentTypes)
{
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
m_ComponentsDefaultState.Add(inst);
}
}
public void Register(Volume volume, int layer)
{
m_Volumes.Add(volume);
// Look for existing cached layer masks and add it there if needed
foreach (var kvp in m_SortedVolumes)
{
if ((kvp.Key & (1 << layer)) != 0)
kvp.Value.Add(volume);
}
SetLayerDirty(layer);
}
public void Unregister(Volume volume, int layer)
{
m_Volumes.Remove(volume);
foreach (var kvp in m_SortedVolumes)
{
// Skip layer masks this volume doesn't belong to
if ((kvp.Key & (1 << layer)) == 0)
continue;
kvp.Value.Remove(volume);
}
}
public bool IsComponentActiveInMask<T>(LayerMask layerMask)
where T : VolumeComponent
{
int mask = layerMask.value;
foreach (var kvp in m_SortedVolumes)
{
if ((kvp.Key & mask) == 0)
continue;
foreach (var volume in kvp.Value)
{
if (!volume.enabled || volume.profileRef == null)
continue;
T component;
if (volume.profileRef.TryGet(out component) && component.active)
return true;
}
}
return false;
}
internal void SetLayerDirty(int layer)
{
Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");
foreach (var kvp in m_SortedVolumes)
{
var mask = kvp.Key;
if ((mask & (1 << layer)) != 0)
m_SortNeeded[mask] = true;
}
}
internal void UpdateVolumeLayer(Volume volume, int prevLayer, int newLayer)
{
Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit");
Unregister(volume, prevLayer);
Register(volume, newLayer);
}
// Go through all listed components and lerp overriden values in the global state
void OverrideData(VolumeStack stack, List<VolumeComponent> components, float interpFactor)
{
foreach (var component in components)
{
if (!component.active)
continue;
var state = stack.GetComponent(component.GetType());
component.Override(state, interpFactor);
}
}
// Faster version of OverrideData to force replace values in the global state
void ReplaceData(VolumeStack stack, List<VolumeComponent> components)
{
foreach (var component in components)
{
var target = stack.GetComponent(component.GetType());
int count = component.parameters.Count;
for (int i = 0; i < count; i++)
target.parameters[i].SetValue(component.parameters[i]);
}
}
[Conditional("UNITY_EDITOR")]
public void CheckBaseTypes()
{
// Editor specific hack to work around serialization doing funky things when exiting
if (m_ComponentsDefaultState == null || (m_ComponentsDefaultState.Count > 0 && m_ComponentsDefaultState[0] == null))
ReloadBaseTypes();
}
[Conditional("UNITY_EDITOR")]
public void CheckStack(VolumeStack stack)
{
// The editor doesn't reload the domain when exiting play mode but still kills every
// object created while in play mode, like stacks' component states
var components = stack.components;
if (components == null)
{
stack.Reload(baseComponentTypes);
return;
}
foreach (var kvp in components)
{
if (kvp.Key == null || kvp.Value == null)
{
stack.Reload(baseComponentTypes);
return;
}
}
}
// Update the global state - should be called once per frame per transform/layer mask combo
// in the update loop before rendering
public void Update(Transform trigger, LayerMask layerMask)
{
Update(stack, trigger, layerMask);
}
// Update a specific stack - can be used to manage your own stack and store it for later use
public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask)
{
Assert.IsNotNull(stack);
CheckBaseTypes();
CheckStack(stack);
// Start by resetting the global state to default values
ReplaceData(stack, m_ComponentsDefaultState);
bool onlyGlobal = trigger == null;
var triggerPos = onlyGlobal ? Vector3.zero : trigger.position;
// Sort the cached volume list(s) for the given layer mask if needed and return it
var volumes = GrabVolumes(layerMask);
// Traverse all volumes
foreach (var volume in volumes)
{
// Skip disabled volumes and volumes without any data or weight
if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f)
continue;
// Global volumes always have influence
if (volume.isGlobal)
{
OverrideData(stack, volume.profileRef.components, Mathf.Clamp01(volume.weight));
continue;
}
if (onlyGlobal)
continue;
// If volume isn't global and has no collider, skip it as it's useless
var colliders = m_TempColliders;
volume.GetComponents(colliders);
if (colliders.Count == 0)
continue;
// Find closest distance to volume, 0 means it's inside it
float closestDistanceSqr = float.PositiveInfinity;
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
var closestPoint = collider.ClosestPoint(triggerPos);
var d = (closestPoint - triggerPos).sqrMagnitude;
if (d < closestDistanceSqr)
closestDistanceSqr = d;
}
colliders.Clear();
float blendDistSqr = volume.blendDistance * volume.blendDistance;
// Volume has no influence, ignore it
// Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but we
// can't use a >= comparison as blendDistSqr could be set to 0 in which case
// volume would have total influence
if (closestDistanceSqr > blendDistSqr)
continue;
// Volume has influence
float interpFactor = 1f;
if (blendDistSqr > 0f)
interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
OverrideData(stack, volume.profileRef.components, interpFactor * Mathf.Clamp01(volume.weight));
}
}
List<Volume> GrabVolumes(LayerMask mask)
{
List<Volume> list;
if (!m_SortedVolumes.TryGetValue(mask, out list))
{
// New layer mask detected, create a new list and cache all the volumes that belong
// to this mask in it
list = new List<Volume>();
foreach (var volume in m_Volumes)
{
if ((mask & (1 << volume.gameObject.layer)) == 0)
continue;
list.Add(volume);
m_SortNeeded[mask] = true;
}
m_SortedVolumes.Add(mask, list);
}
// Check sorting state
bool sortNeeded;
if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded)
{
m_SortNeeded[mask] = false;
SortByPriority(list);
}
return list;
}
// Stable insertion sort. Faster than List<T>.Sort() for our needs.
static void SortByPriority(List<Volume> volumes)
{
Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer");
for (int i = 1; i < volumes.Count; i++)
{
var temp = volumes[i];
int j = i - 1;
// Sort order is ascending
while (j >= 0 && volumes[j].priority > temp.priority)
{
volumes[j + 1] = volumes[j];
j--;
}
volumes[j + 1] = temp;
}
}
}
}