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232 行
9.7 KiB

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