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424 行
13 KiB
424 行
13 KiB
using System;
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using System.Collections.ObjectModel;
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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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[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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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]
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public class VolumeParameter<T> : VolumeParameter
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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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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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// Returns `b` if `dt > 0` by default so we don't have to write overrides for bools and
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// enumerations.
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m_Value = t > 0f ? 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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//
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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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public enum ParameterClampMode
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{
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Min,
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Max,
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MinMax
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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]
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public sealed class BoolParameter : VolumeParameter<bool> { }
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[Serializable]
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public sealed class IntParameter : VolumeParameter<int>
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{
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public 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]
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public sealed class InstantIntParameter : VolumeParameter<int> { }
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[Serializable]
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public sealed class ClampedIntParameter : VolumeParameter<int>
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{
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public ParameterClampMode clampMode = ParameterClampMode.MinMax;
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public int min = 0;
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public int max = 10;
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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
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{
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switch (clampMode)
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{
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case ParameterClampMode.Min: m_Value = Mathf.Max(min, value); break;
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case ParameterClampMode.Max: m_Value = Mathf.Min(max, value); break;
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case ParameterClampMode.MinMax: m_Value = Mathf.Clamp(value, min, max); break;
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}
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}
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}
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public override void Interp(int from, int to, float t)
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{
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m_Value = (int)(from + (to - from) * t);
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}
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}
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[Serializable]
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public sealed class InstantClampedIntParameter : VolumeParameter<int>
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{
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public ParameterClampMode clampMode = ParameterClampMode.MinMax;
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public int min = 0;
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public int max = 10;
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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
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{
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switch (clampMode)
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{
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case ParameterClampMode.Min: m_Value = Mathf.Max(min, value); break;
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case ParameterClampMode.Max: m_Value = Mathf.Min(max, value); break;
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case ParameterClampMode.MinMax: m_Value = Mathf.Clamp(value, min, max); break;
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}
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}
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}
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}
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[Serializable]
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public sealed class FloatParameter : VolumeParameter<float>
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{
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public 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]
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public sealed class InstantFloatParameter : VolumeParameter<float> { }
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[Serializable]
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public sealed class ClampedFloatParameter : VolumeParameter<float>
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{
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public ParameterClampMode clampMode = ParameterClampMode.MinMax;
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public float min = 0f;
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public float max = 1f;
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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
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{
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switch (clampMode)
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{
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case ParameterClampMode.Min: m_Value = Mathf.Max(min, value); break;
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case ParameterClampMode.Max: m_Value = Mathf.Min(max, value); break;
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case ParameterClampMode.MinMax: m_Value = Mathf.Clamp(value, min, max); break;
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}
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}
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}
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// We could override FloatParameter here but that would require making it not-sealed which
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// will stop the compiler from doing specific optimizations on virtual methods - considering
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// how often float is used, duplicating the code in this case is a definite win
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public 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]
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public sealed class InstantClampedFloatParameter : VolumeParameter<float>
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{
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public ParameterClampMode clampMode = ParameterClampMode.MinMax;
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public float min = 0f;
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public float max = 1f;
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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
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{
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switch (clampMode)
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{
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case ParameterClampMode.Min: m_Value = Mathf.Max(min, value); break;
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case ParameterClampMode.Max: m_Value = Mathf.Min(max, value); break;
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case ParameterClampMode.MinMax: m_Value = Mathf.Clamp(value, min, max); break;
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}
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}
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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]
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public sealed class RangeParameter : VolumeParameter<Vector2>
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{
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public float min = 0;
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public float max = 1;
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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 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]
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public sealed class InstantRangeParameter : VolumeParameter<Vector2>
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{
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public float min = 0;
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public float max = 1;
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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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}
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// 32-bit RGBA
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[Serializable]
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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 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]
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public sealed class InstantColorParameter : VolumeParameter<Color> { }
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[Serializable]
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public sealed class Vector2Parameter : VolumeParameter<Vector2>
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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]
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public sealed class InstantVector2Parameter : VolumeParameter<Vector2> { }
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[Serializable]
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public sealed class Vector3Parameter : VolumeParameter<Vector3>
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{
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public override void Interp(Vector3 from, Vector3 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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m_Value.z = from.z + (to.z - from.z) * t;
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}
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}
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[Serializable]
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public sealed class InstantVector3Parameter : VolumeParameter<Vector3> { }
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[Serializable]
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public sealed class Vector4Parameter : VolumeParameter<Vector4>
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{
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public override void Interp(Vector4 from, Vector4 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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m_Value.z = from.z + (to.z - from.z) * t;
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m_Value.w = from.w + (to.w - from.w) * t;
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}
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}
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[Serializable]
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public sealed class InstantVector4Parameter : VolumeParameter<Vector4> { }
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// Used as a container to store custom serialized classes/structs inside volume components
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[Serializable]
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public class ObjectParameter<T> : VolumeParameter<T>
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{
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internal ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
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// Force override state to true for container objects
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public override bool overrideState
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{
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get { return true; }
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set { m_OverrideState = true; }
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}
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public override T 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 = value;
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if (m_Value == null)
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{
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parameters = null;
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return;
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}
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// Automatically grab all fields of type VolumeParameter contained in this instance
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parameters = m_Value.GetType()
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.GetFields(BindingFlags.Public | BindingFlags.Instance)
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.Where(t => t.FieldType.IsSubclassOf(typeof(VolumeParameter)))
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.OrderBy(t => t.MetadataToken) // Guaranteed order
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.Select(t => (VolumeParameter)t.GetValue(m_Value))
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.ToList()
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.AsReadOnly();
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}
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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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if (m_Value == null)
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return;
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var paramOrigin = parameters;
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var paramFrom = ((ObjectParameter<T>)from).parameters;
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var paramTo = ((ObjectParameter<T>)to).parameters;
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for (int i = 0; i < paramFrom.Count; i++)
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{
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if (paramOrigin[i].overrideState)
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paramOrigin[i].Interp(paramFrom[i], paramTo[i], t);
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}
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}
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}
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}
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