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128 行
4.0 KiB
128 行
4.0 KiB
using System;
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using System.Collections.Generic;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class VolumeTextureAtlas
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{
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private List<Texture3D> textures = null;
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//Assuming every volume texture is square and number of depth slices equal to 2D dimensions
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private int requiredTextureSize;
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private TextureFormat requiredTextureFormat;
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public bool needTextureUpdate
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{
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get;
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private set;
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}
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public Texture3D volumeAtlas
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{
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get;
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private set;
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}
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public event Action OnAtlasUpdated;
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private void NotifyAtlasUpdated()
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{
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if (OnAtlasUpdated != null)
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{
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OnAtlasUpdated();
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}
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}
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public VolumeTextureAtlas(TextureFormat atlasFormat, int atlasSize)
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{
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requiredTextureSize = atlasSize;
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requiredTextureFormat = atlasFormat;
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textures = new List<Texture3D>();
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needTextureUpdate = false;
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}
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public void ClearTextures()
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{
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textures.Clear();
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needTextureUpdate = true;
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}
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public void AddTexture(Texture3D volumeTexture)
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{
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//TODO: we should really just convert the texture to the right size and format...HOWEVER, we dont' support 3D textures at the moment in the ConvertTexture call
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if (volumeTexture.width != requiredTextureSize || volumeTexture.height != requiredTextureSize || volumeTexture.depth != requiredTextureSize)
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{
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Debug.LogError(string.Format("VolumeTextureAtlas: Dimensions of texture {0} does not match expected dimensions of {1}", volumeTexture, requiredTextureSize));
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return;
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}
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if (volumeTexture.format != requiredTextureFormat)
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{
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Debug.LogError(string.Format("VolumeTextureAtlas: Texture format of texture {0} : {1} does not match expected format of {2}", volumeTexture, volumeTexture.format, requiredTextureFormat));
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return;
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}
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if (!textures.Contains(volumeTexture))
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{
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textures.Add(volumeTexture);
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needTextureUpdate = true;
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}
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}
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public void RemoveTexture(Texture3D volumeTexture)
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{
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if (textures.Contains(volumeTexture))
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{
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textures.Add(volumeTexture);
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needTextureUpdate = true;
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}
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}
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//Generates the volume atlas by converting (if needed) and then copying the textures into one big volume texture.
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public void GenerateVolumeAtlas(CommandBuffer cmd)
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{
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if (needTextureUpdate)
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{
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if (textures.Count > 0)
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{
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Color[] colorArray = new Color[0];
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volumeAtlas = new Texture3D(requiredTextureSize, requiredTextureSize, requiredTextureSize * textures.Count, requiredTextureFormat, true);
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foreach (Texture3D tex in textures)
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{
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//TODO: Need to have copy texture and convert texture working for Tex3D in order for this to be
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//more robust
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Color[] texColor = tex.GetPixels();
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Array.Resize(ref colorArray, texColor.Length + colorArray.Length);
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Array.Copy(texColor, 0, colorArray, colorArray.Length - texColor.Length, texColor.Length);
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}
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volumeAtlas.SetPixels(colorArray);
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volumeAtlas.Apply();
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}
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else
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{
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volumeAtlas = null;
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}
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needTextureUpdate = false;
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NotifyAtlasUpdated();
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}
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}
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public int GetTextureIndex(Texture3D tex)
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{
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return textures.IndexOf(tex);
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}
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}
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}
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