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128 行
4.0 KiB

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