360 lines
14 KiB
C#
360 lines
14 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// An Asset which holds a set of settings to use with a <see cref="Volume"/>.
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/// </summary>
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[CurrentPipelineHelpURL("Volume-Profile")]
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[Icon("Packages/com.unity.render-pipelines.core/Editor/Icons/Processed/VolumeProfile Icon.asset")]
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public sealed class VolumeProfile : ScriptableObject
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{
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/// <summary>
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/// A list of every setting that this Volume Profile stores.
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/// </summary>
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public List<VolumeComponent> components = new List<VolumeComponent>();
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/// <summary>
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/// **Note**: For Internal Use Only<br/>
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/// A dirty check used to redraw the profile inspector when something has changed. This is
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/// currently only used in the editor.
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/// </summary>
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[NonSerialized]
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public bool isDirty = true; // Editor only, doesn't have any use outside of it
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void OnEnable()
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{
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// Make sure every setting is valid. If a profile holds a script that doesn't exist
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// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
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// currently in use in a volume you'll still get a one-time error in the console, it's
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// harmless and happens because Unity does a redraw of the editor (and thus the current
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// frame) before the recompilation step.
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components.RemoveAll(x => x == null);
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}
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// The lifetime of ScriptableObjects is different from MonoBehaviours. When the last reference to a
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// VolumeProfile goes out of scope (e.g. when a scene containing Volume components is unloaded), Unity will call
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// OnDisable() on the VolumeProfile. We need to release the internal resources in this case to avoid leaks.
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internal void OnDisable()
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{
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if (components == null)
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return;
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for (int i = 0; i < components.Count; i++)
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{
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if (components[i] != null)
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components[i].Release();
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}
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}
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/// <summary>
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/// Resets the dirty state of the Volume Profile. Unity uses this to force-refresh and redraw the
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/// Volume Profile editor when you modify the Asset via script instead of the Inspector.
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/// </summary>
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public void Reset()
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{
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isDirty = true;
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}
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/// <summary>
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/// Adds a <see cref="VolumeComponent"/> to this Volume Profile.
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/// </summary>
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/// <remarks>
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/// You can only have a single component of the same type per Volume Profile.
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/// </remarks>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <param name="overrides">Specifies whether Unity should automatically override all the settings when
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/// you add a <see cref="VolumeComponent"/> to the Volume Profile.</param>
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/// <returns>The instance for the given type that you added to the Volume Profile</returns>
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/// <seealso cref="Add"/>
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public T Add<T>(bool overrides = false)
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where T : VolumeComponent
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{
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return (T)Add(typeof(T), overrides);
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}
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/// <summary>
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/// Adds a <see cref="VolumeComponent"/> to this Volume Profile.
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/// </summary>
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/// <remarks>
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/// You can only have a single component of the same type per Volume Profile.
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/// </remarks>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <param name="overrides">Specifies whether Unity should automatically override all the settings when
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/// you add a <see cref="VolumeComponent"/> to the Volume Profile.</param>
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/// <returns>The instance created for the given type that has been added to the profile</returns>
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/// <seealso cref="Add{T}"/>
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public VolumeComponent Add(Type type, bool overrides = false)
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{
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if (Has(type))
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throw new InvalidOperationException("Component already exists in the volume");
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var component = (VolumeComponent)CreateInstance(type);
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#if UNITY_EDITOR
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component.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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component.name = type.Name;
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#endif
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component.SetAllOverridesTo(overrides);
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components.Add(component);
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isDirty = true;
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return component;
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}
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/// <summary>
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/// Removes a <see cref="VolumeComponent"/> from this Volume Profile.
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/// </summary>
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/// <remarks>
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/// This method does nothing if the type does not exist in the Volume Profile.
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/// </remarks>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <seealso cref="Remove"/>
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public void Remove<T>()
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where T : VolumeComponent
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{
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Remove(typeof(T));
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}
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/// <summary>
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/// Removes a <see cref="VolumeComponent"/> from this Volume Profile.
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/// </summary>
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/// <remarks>
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/// This method does nothing if the type does not exist in the Volume Profile.
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/// </remarks>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <seealso cref="Remove{T}"/>
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public void Remove(Type type)
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{
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int toRemove = -1;
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for (int i = 0; i < components.Count; i++)
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{
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if (components[i].GetType() == type)
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{
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toRemove = i;
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break;
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}
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}
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if (toRemove >= 0)
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{
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components.RemoveAt(toRemove);
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isDirty = true;
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}
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}
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/// <summary>
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/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/> you pass in.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="Has"/>
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/// <seealso cref="HasSubclassOf"/>
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public bool Has<T>()
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where T : VolumeComponent
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{
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return Has(typeof(T));
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}
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/// <summary>
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/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/> you pass in.
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/// </summary>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="Has{T}"/>
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/// <seealso cref="HasSubclassOf"/>
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public bool Has(Type type)
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{
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foreach (var component in components)
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{
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if (component.GetType() == type)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/>, which is a subclass of <paramref name="type"/>,
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/// that you pass in.
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/// </summary>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="Has"/>
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/// <seealso cref="Has{T}"/>
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public bool HasSubclassOf(Type type)
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{
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foreach (var component in components)
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{
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if (component.GetType().IsSubclassOf(type))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets the <see cref="VolumeComponent"/> of the specified type, if it exists.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
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/// or <c>null</c>.</param>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="TryGet{T}(Type, out T)"/>
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/// <seealso cref="TryGetSubclassOf{T}"/>
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/// <seealso cref="TryGetAllSubclassOf{T}"/>
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public bool TryGet<T>(out T component)
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where T : VolumeComponent
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{
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return TryGet(typeof(T), out component);
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}
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/// <summary>
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/// Gets the <see cref="VolumeComponent"/> of the specified type, if it exists.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/></typeparam>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
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/// or <c>null</c>.</param>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="TryGet{T}(out T)"/>
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/// <seealso cref="TryGetSubclassOf{T}"/>
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/// <seealso cref="TryGetAllSubclassOf{T}"/>
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public bool TryGet<T>(Type type, out T component)
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where T : VolumeComponent
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{
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component = null;
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foreach (var comp in components)
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{
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if (comp.GetType() == type)
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{
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component = (T)comp;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Gets the <see cref="VolumeComponent"/>, which is a subclass of <paramref name="type"/>, if
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/// it exists.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
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/// or <c>null</c>.</param>
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/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="TryGet{T}(Type, out T)"/>
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/// <seealso cref="TryGet{T}(out T)"/>
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/// <seealso cref="TryGetAllSubclassOf{T}"/>
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public bool TryGetSubclassOf<T>(Type type, out T component)
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where T : VolumeComponent
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{
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component = null;
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foreach (var comp in components)
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{
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if (comp.GetType().IsSubclassOf(type))
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{
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component = (T)comp;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Gets all the <see cref="VolumeComponent"/> that are subclasses of the specified type,
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/// if there are any.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
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/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
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/// <param name="result">The output list that contains all the <see cref="VolumeComponent"/>
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/// if any. Note that Unity does not clear this list.</param>
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/// <returns><c>true</c> if any <see cref="VolumeComponent"/> have been found in the profile,
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/// <c>false</c> otherwise.</returns>
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/// <seealso cref="TryGet{T}(Type, out T)"/>
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/// <seealso cref="TryGet{T}(out T)"/>
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/// <seealso cref="TryGetSubclassOf{T}"/>
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public bool TryGetAllSubclassOf<T>(Type type, List<T> result)
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where T : VolumeComponent
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{
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Assert.IsNotNull(components);
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int count = result.Count;
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foreach (var comp in components)
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{
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if (comp.GetType().IsSubclassOf(type))
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result.Add((T)comp);
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}
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return count != result.Count;
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}
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/// <summary>
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/// A custom hashing function that Unity uses to compare the state of parameters.
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/// </summary>
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/// <returns>A computed hash code for the current instance.</returns>
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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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for (int i = 0; i < components.Count; i++)
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hash = hash * 23 + components[i].GetHashCode();
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return hash;
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}
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}
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internal int GetComponentListHashCode()
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{
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unchecked
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{
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int hash = 17;
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for (int i = 0; i < components.Count; i++)
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hash = hash * 23 + components[i].GetType().GetHashCode();
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return hash;
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}
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}
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/// <summary>
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/// Removes any components that were destroyed externally from the iternal list of components
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/// </summary>
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internal void Sanitize()
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{
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for (int i = components.Count - 1; i >= 0; i--)
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if (components[i] == null)
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components.RemoveAt(i);
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}
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#if UNITY_EDITOR
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void OnValidate()
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{
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// Delay the callback because when undoing the deletion of a VolumeComponent from a profile,
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// it's possible VolumeComponent.OnEnable() has not yet been called, resulting in a crash when trying to
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// update the default state.
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EditorApplication.delayCall += () =>
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{
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if (VolumeManager.instance.isInitialized)
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VolumeManager.instance.OnVolumeProfileChanged(this);
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};
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}
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#endif
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}
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}
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