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735 行
23 KiB
735 行
23 KiB
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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namespace UnityEngine.Experimental.Rendering
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{
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// We need this base class to be able to store a list of VolumeParameter in collections as we
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// can't store VolumeParameter<T> with variable T types in the same collection. As a result some
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// of the following is a bit hacky...
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public abstract class VolumeParameter
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{
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public const string k_DebuggerDisplay = "{m_Value} ({m_OverrideState})";
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[SerializeField]
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protected bool m_OverrideState;
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public virtual bool overrideState
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{
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get { return m_OverrideState; }
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set { m_OverrideState = value; }
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}
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internal abstract void Interp(VolumeParameter from, VolumeParameter to, float t);
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public T GetValue<T>()
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{
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return ((VolumeParameter<T>)this).value;
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}
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internal abstract void SetValue(VolumeParameter parameter);
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// This is used in case you need to access fields/properties that can't be accessed in the
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// constructor of a ScriptableObject (VolumeParameter are generally declared and inited in
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// a VolumeComponent which is a ScriptableObject). This will be called right after the
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// VolumeComponent object has been constructed, thus allowing access to previously
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// "forbidden" fields/properties.
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protected internal virtual void OnEnable()
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{
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}
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// Called when the parent VolumeComponent OnDisabled is called
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protected internal virtual void OnDisable()
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{
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}
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public static bool IsObjectParameter(Type type)
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{
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if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(ObjectParameter<>))
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return true;
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return type.BaseType != null
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&& IsObjectParameter(type.BaseType);
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public class VolumeParameter<T> : VolumeParameter, IEquatable<VolumeParameter<T>>
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{
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[SerializeField]
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protected T m_Value;
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public virtual T value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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protected const float k_DefaultInterpSwap = 0f;
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public VolumeParameter()
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: this(default(T), false)
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{
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}
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protected VolumeParameter(T value, bool overrideState)
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{
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m_Value = value;
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this.overrideState = overrideState;
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}
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internal override void Interp(VolumeParameter from, VolumeParameter to, float t)
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{
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// Note: this is relatively unsafe (assumes that from and to are both holding type T)
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Interp(from.GetValue<T>(), to.GetValue<T>(), t);
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}
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public virtual void Interp(T from, T to, float t)
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{
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// Default interpolation is naive
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m_Value = t > k_DefaultInterpSwap ? to : from;
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}
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public void Override(T x)
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{
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overrideState = true;
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m_Value = x;
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}
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internal override void SetValue(VolumeParameter parameter)
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{
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m_Value = parameter.GetValue<T>();
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}
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public override int GetHashCode()
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{
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unchecked
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{
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int hash = 17;
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hash = hash * 23 + overrideState.GetHashCode();
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hash = hash * 23 + value.GetHashCode();
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return hash;
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}
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}
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public override string ToString()
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{
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return string.Format("{0} ({1})", value, overrideState);
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}
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public static bool operator ==(VolumeParameter<T> lhs, T rhs)
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{
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return lhs != null && lhs.value != null && lhs.value.Equals(rhs);
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}
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public static bool operator !=(VolumeParameter<T> lhs, T rhs)
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{
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return !(lhs == rhs);
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}
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public bool Equals(VolumeParameter<T> other)
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{
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if (ReferenceEquals(null, other))
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return false;
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if (ReferenceEquals(this, other))
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return true;
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return EqualityComparer<T>.Default.Equals(m_Value, other.m_Value);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj))
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return false;
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if (ReferenceEquals(this, obj))
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return true;
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if (obj.GetType() != GetType())
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return false;
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return Equals((VolumeParameter<T>)obj);
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}
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//
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// Implicit conversion; assuming the following:
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//
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// var myFloatProperty = new ParameterOverride<float> { value = 42f; };
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//
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// It allows for implicit casts:
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//
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// float myFloat = myFloatProperty.value; // No implicit cast
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// float myFloat = myFloatProperty; // Implicit cast
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//
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// For safety reason this is one-way only.
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//
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public static implicit operator T(VolumeParameter<T> prop)
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{
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return prop.m_Value;
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}
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}
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//
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// The serialization system in Unity can't serialize generic types, the workaround is to extend
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// and flatten pre-defined generic types.
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// For enums it's recommended to make your own types on the spot, like so:
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//
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// [Serializable]
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// public sealed class MyEnumParameter : VolumeParameter<MyEnum> { }
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// public enum MyEnum { One, Two }
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//
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class BoolParameter : VolumeParameter<bool>
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{
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public BoolParameter(bool value, bool overrideState = false)
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: base(value, overrideState) { }
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public class IntParameter : VolumeParameter<int>
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{
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public IntParameter(int value, bool overrideState = false)
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: base(value, overrideState) { }
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public sealed override void Interp(int from, int to, float t)
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{
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// Int snapping interpolation. Don't use this for enums as they don't necessarily have
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// contiguous values. Use the default interpolator instead (same as bool).
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m_Value = (int)(from + (to - from) * t);
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpIntParameter : VolumeParameter<int>
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{
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public NoInterpIntParameter(int value, bool overrideState = false)
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: base(value, overrideState) { }
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class MinIntParameter : IntParameter
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{
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public int min;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Max(value, min); }
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}
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public MinIntParameter(int value, int min, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpMinIntParameter : VolumeParameter<int>
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{
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public int min;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Max(value, min); }
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}
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public NoInterpMinIntParameter(int value, int min, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class MaxIntParameter : IntParameter
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{
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public int max;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Min(value, max); }
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}
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public MaxIntParameter(int value, int max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpMaxIntParameter : VolumeParameter<int>
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{
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public int max;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Min(value, max); }
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}
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public NoInterpMaxIntParameter(int value, int max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class ClampedIntParameter : IntParameter
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{
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public int min;
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public int max;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Clamp(value, min, max); }
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}
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public ClampedIntParameter(int value, int min, int max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpClampedIntParameter : VolumeParameter<int>
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{
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public int min;
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public int max;
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public override int value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Clamp(value, min, max); }
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}
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public NoInterpClampedIntParameter(int value, int min, int max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public class FloatParameter : VolumeParameter<float>
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{
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public FloatParameter(float value, bool overrideState = false)
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: base(value, overrideState) { }
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public sealed override void Interp(float from, float to, float t)
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{
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m_Value = from + (to - from) * t;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpFloatParameter : VolumeParameter<float>
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{
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public NoInterpFloatParameter(float value, bool overrideState = false)
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: base(value, overrideState) { }
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class MinFloatParameter : FloatParameter
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{
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public float min;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Max(value, min); }
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}
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public MinFloatParameter(float value, float min, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpMinFloatParameter : VolumeParameter<float>
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{
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public float min;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Max(value, min); }
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}
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public NoInterpMinFloatParameter(float value, float min, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class MaxFloatParameter : FloatParameter
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{
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public float max;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Min(value, max); }
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}
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public MaxFloatParameter(float value, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpMaxFloatParameter : VolumeParameter<float>
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{
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public float max;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Min(value, max); }
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}
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public NoInterpMaxFloatParameter(float value, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class ClampedFloatParameter : FloatParameter
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{
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public float min;
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public float max;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Clamp(value, min, max); }
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}
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public ClampedFloatParameter(float value, float min, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpClampedFloatParameter : VolumeParameter<float>
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{
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public float min;
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public float max;
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public override float value
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{
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get { return m_Value; }
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set { m_Value = Mathf.Clamp(value, min, max); }
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}
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public NoInterpClampedFloatParameter(float value, float min, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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}
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// Holds a min & a max values clamped in a range (MinMaxSlider in the editor)
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class FloatRangeParameter : VolumeParameter<Vector2>
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{
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public float min;
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public float max;
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public override Vector2 value
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{
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get { return m_Value; }
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set
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{
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m_Value.x = Mathf.Max(value.x, min);
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m_Value.y = Mathf.Min(value.y, max);
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}
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}
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public FloatRangeParameter(Vector2 value, float min, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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public override void Interp(Vector2 from, Vector2 to, float t)
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{
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m_Value.x = from.x + (to.x - from.x) * t;
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m_Value.y = from.y + (to.y - from.y) * t;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpFloatRangeParameter : VolumeParameter<Vector2>
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{
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public float min;
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public float max;
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public override Vector2 value
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{
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get { return m_Value; }
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set
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{
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m_Value.x = Mathf.Max(value.x, min);
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m_Value.y = Mathf.Min(value.y, max);
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}
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}
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public NoInterpFloatRangeParameter(Vector2 value, float min, float max, bool overrideState = false)
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: base(value, overrideState)
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{
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this.min = min;
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this.max = max;
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}
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}
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// 32-bit RGBA
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class ColorParameter : VolumeParameter<Color>
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{
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public bool hdr = false;
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public bool showAlpha = true;
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public bool showEyeDropper = true;
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public ColorParameter(Color value, bool overrideState = false)
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: base(value, overrideState) { }
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public ColorParameter(Color value, bool hdr, bool showAlpha, bool showEyeDropper, bool overrideState = false)
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: base(value, overrideState)
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{
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this.hdr = hdr;
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this.showAlpha = showAlpha;
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this.showEyeDropper = showEyeDropper;
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this.overrideState = overrideState;
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}
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public override void Interp(Color from, Color to, float t)
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{
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// Lerping color values is a sensitive subject... We looked into lerping colors using
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// HSV and LCH but they have some downsides that make them not work correctly in all
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// situations, so we stick with RGB lerping for now, at least its behavior is
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// predictable despite looking desaturated when `t ~= 0.5` and it's faster anyway.
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m_Value.r = from.r + (to.r - from.r) * t;
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m_Value.g = from.g + (to.g - from.g) * t;
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m_Value.b = from.b + (to.b - from.b) * t;
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m_Value.a = from.a + (to.a - from.a) * t;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpColorParameter : VolumeParameter<Color>
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{
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public bool hdr = false;
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public bool showAlpha = true;
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public bool showEyeDropper = true;
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public NoInterpColorParameter(Color value, bool overrideState = false)
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: base(value, overrideState) { }
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public NoInterpColorParameter(Color value, bool hdr, bool showAlpha, bool showEyeDropper, bool overrideState = false)
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: base(value, overrideState)
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{
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this.hdr = hdr;
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this.showAlpha = showAlpha;
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this.showEyeDropper = showEyeDropper;
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this.overrideState = overrideState;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class Vector2Parameter : VolumeParameter<Vector2>
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{
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public Vector2Parameter(Vector2 value, bool overrideState = false)
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: base(value, overrideState) { }
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public override void Interp(Vector2 from, Vector2 to, float t)
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{
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m_Value.x = from.x + (to.x - from.x) * t;
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m_Value.y = from.y + (to.y - from.y) * t;
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}
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class NoInterpVector2Parameter : VolumeParameter<Vector2>
|
|
{
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|
public NoInterpVector2Parameter(Vector2 value, bool overrideState = false)
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: base(value, overrideState) { }
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|
}
|
|
|
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class Vector3Parameter : VolumeParameter<Vector3>
|
|
{
|
|
public Vector3Parameter(Vector3 value, bool overrideState = false)
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|
: base(value, overrideState) { }
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|
|
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public override void Interp(Vector3 from, Vector3 to, float t)
|
|
{
|
|
m_Value.x = from.x + (to.x - from.x) * t;
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m_Value.y = from.y + (to.y - from.y) * t;
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m_Value.z = from.z + (to.z - from.z) * t;
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|
}
|
|
}
|
|
|
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class NoInterpVector3Parameter : VolumeParameter<Vector3>
|
|
{
|
|
public NoInterpVector3Parameter(Vector3 value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class Vector4Parameter : VolumeParameter<Vector4>
|
|
{
|
|
public Vector4Parameter(Vector4 value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
|
|
public override void Interp(Vector4 from, Vector4 to, float t)
|
|
{
|
|
m_Value.x = from.x + (to.x - from.x) * t;
|
|
m_Value.y = from.y + (to.y - from.y) * t;
|
|
m_Value.z = from.z + (to.z - from.z) * t;
|
|
m_Value.w = from.w + (to.w - from.w) * t;
|
|
}
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class NoInterpVector4Parameter : VolumeParameter<Vector4>
|
|
{
|
|
public NoInterpVector4Parameter(Vector4 value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class TextureParameter : VolumeParameter<Texture>
|
|
{
|
|
public TextureParameter(Texture value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
|
|
// TODO: Texture interpolation
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class NoInterpTextureParameter : VolumeParameter<Texture>
|
|
{
|
|
public NoInterpTextureParameter(Texture value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class RenderTextureParameter : VolumeParameter<RenderTexture>
|
|
{
|
|
public RenderTextureParameter(RenderTexture value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
|
|
// TODO: RenderTexture interpolation
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class NoInterpRenderTextureParameter : VolumeParameter<RenderTexture>
|
|
{
|
|
public NoInterpRenderTextureParameter(RenderTexture value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class CubemapParameter : VolumeParameter<Cubemap>
|
|
{
|
|
public CubemapParameter(Cubemap value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
|
|
// TODO: Cubemap interpolation
|
|
}
|
|
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public sealed class NoInterpCubemapParameter : VolumeParameter<Cubemap>
|
|
{
|
|
public NoInterpCubemapParameter(Cubemap value, bool overrideState = false)
|
|
: base(value, overrideState) { }
|
|
}
|
|
|
|
// Used as a container to store custom serialized classes/structs inside volume components
|
|
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
|
|
public class ObjectParameter<T> : VolumeParameter<T>
|
|
{
|
|
internal ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
|
|
|
|
// Force override state to true for container objects
|
|
public override bool overrideState
|
|
{
|
|
get { return true; }
|
|
set { m_OverrideState = true; }
|
|
}
|
|
|
|
public override T value
|
|
{
|
|
get { return m_Value; }
|
|
set
|
|
{
|
|
m_Value = value;
|
|
|
|
if (m_Value == null)
|
|
{
|
|
parameters = null;
|
|
return;
|
|
}
|
|
|
|
// Automatically grab all fields of type VolumeParameter contained in this instance
|
|
parameters = m_Value.GetType()
|
|
.GetFields(BindingFlags.Public | BindingFlags.Instance)
|
|
.Where(t => t.FieldType.IsSubclassOf(typeof(VolumeParameter)))
|
|
.OrderBy(t => t.MetadataToken) // Guaranteed order
|
|
.Select(t => (VolumeParameter)t.GetValue(m_Value))
|
|
.ToList()
|
|
.AsReadOnly();
|
|
}
|
|
}
|
|
|
|
public ObjectParameter(T value)
|
|
{
|
|
m_OverrideState = true;
|
|
this.value = value;
|
|
}
|
|
|
|
internal override void Interp(VolumeParameter from, VolumeParameter to, float t)
|
|
{
|
|
if (m_Value == null)
|
|
return;
|
|
|
|
var paramOrigin = parameters;
|
|
var paramFrom = ((ObjectParameter<T>)from).parameters;
|
|
var paramTo = ((ObjectParameter<T>)to).parameters;
|
|
|
|
for (int i = 0; i < paramFrom.Count; i++)
|
|
{
|
|
if (paramOrigin[i].overrideState)
|
|
paramOrigin[i].Interp(paramFrom[i], paramTo[i], t);
|
|
}
|
|
}
|
|
}
|
|
}
|