Rasagar/Assets/Flooded_Grounds/PostProcessing/Runtime/Components/BuiltinDebugViewsComponent.cs
2024-08-26 23:07:20 +03:00

259 lines
8.9 KiB
C#

using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.PostProcessing
{
using Mode = BuiltinDebugViewsModel.Mode;
public sealed class BuiltinDebugViewsComponent : PostProcessingComponentCommandBuffer<BuiltinDebugViewsModel>
{
static class Uniforms
{
internal static readonly int _DepthScale = Shader.PropertyToID("_DepthScale");
internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
internal static readonly int _Opacity = Shader.PropertyToID("_Opacity");
internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
internal static readonly int _TempRT2 = Shader.PropertyToID("_TempRT2");
internal static readonly int _Amplitude = Shader.PropertyToID("_Amplitude");
internal static readonly int _Scale = Shader.PropertyToID("_Scale");
}
const string k_ShaderString = "Hidden/Post FX/Builtin Debug Views";
enum Pass
{
Depth,
Normals,
MovecOpacity,
MovecImaging,
MovecArrows
}
ArrowArray m_Arrows;
class ArrowArray
{
public Mesh mesh { get; private set; }
public int columnCount { get; private set; }
public int rowCount { get; private set; }
public void BuildMesh(int columns, int rows)
{
// Base shape
var arrow = new Vector3[6]
{
new Vector3(0f, 0f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(-1f, 1f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(1f, 1f, 0f)
};
// make the vertex array
int vcount = 6 * columns * rows;
var vertices = new List<Vector3>(vcount);
var uvs = new List<Vector2>(vcount);
for (int iy = 0; iy < rows; iy++)
{
for (int ix = 0; ix < columns; ix++)
{
var uv = new Vector2(
(0.5f + ix) / columns,
(0.5f + iy) / rows
);
for (int i = 0; i < 6; i++)
{
vertices.Add(arrow[i]);
uvs.Add(uv);
}
}
}
// make the index array
var indices = new int[vcount];
for (int i = 0; i < vcount; i++)
indices[i] = i;
// initialize the mesh object
mesh = new Mesh { hideFlags = HideFlags.DontSave };
mesh.SetVertices(vertices);
mesh.SetUVs(0, uvs);
mesh.SetIndices(indices, MeshTopology.Lines, 0);
mesh.UploadMeshData(true);
// update the properties
columnCount = columns;
rowCount = rows;
}
public void Release()
{
GraphicsUtils.Destroy(mesh);
mesh = null;
}
}
public override bool active
{
get
{
return model.IsModeActive(Mode.Depth)
|| model.IsModeActive(Mode.Normals)
|| model.IsModeActive(Mode.MotionVectors);
}
}
public override DepthTextureMode GetCameraFlags()
{
var mode = model.settings.mode;
var flags = DepthTextureMode.None;
switch (mode)
{
case Mode.Normals:
flags |= DepthTextureMode.DepthNormals;
break;
case Mode.MotionVectors:
flags |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
break;
case Mode.Depth:
flags |= DepthTextureMode.Depth;
break;
}
return flags;
}
public override CameraEvent GetCameraEvent()
{
return model.settings.mode == Mode.MotionVectors
? CameraEvent.BeforeImageEffects
: CameraEvent.BeforeImageEffectsOpaque;
}
public override string GetName()
{
return "Builtin Debug Views";
}
public override void PopulateCommandBuffer(CommandBuffer cb)
{
var settings = model.settings;
var material = context.materialFactory.Get(k_ShaderString);
material.shaderKeywords = null;
if (context.isGBufferAvailable)
material.EnableKeyword("SOURCE_GBUFFER");
switch (settings.mode)
{
case Mode.Depth:
DepthPass(cb);
break;
case Mode.Normals:
DepthNormalsPass(cb);
break;
case Mode.MotionVectors:
MotionVectorsPass(cb);
break;
}
context.Interrupt();
}
void DepthPass(CommandBuffer cb)
{
var material = context.materialFactory.Get(k_ShaderString);
var settings = model.settings.depth;
cb.SetGlobalFloat(Uniforms._DepthScale, 1f / settings.scale);
cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Depth);
}
void DepthNormalsPass(CommandBuffer cb)
{
var material = context.materialFactory.Get(k_ShaderString);
cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Normals);
}
void MotionVectorsPass(CommandBuffer cb)
{
#if UNITY_EDITOR
// Don't render motion vectors preview when the editor is not playing as it can in some
// cases results in ugly artifacts (i.e. when resizing the game view).
if (!Application.isPlaying)
return;
#endif
var material = context.materialFactory.Get(k_ShaderString);
var settings = model.settings.motionVectors;
// Blit the original source image
int tempRT = Uniforms._TempRT;
cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear);
cb.SetGlobalFloat(Uniforms._Opacity, settings.sourceOpacity);
cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, material, (int)Pass.MovecOpacity);
// Motion vectors (imaging)
if (settings.motionImageOpacity > 0f && settings.motionImageAmplitude > 0f)
{
int tempRT2 = Uniforms._TempRT2;
cb.GetTemporaryRT(tempRT2, context.width, context.height, 0, FilterMode.Bilinear);
cb.SetGlobalFloat(Uniforms._Opacity, settings.motionImageOpacity);
cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionImageAmplitude);
cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
cb.Blit(tempRT, tempRT2, material, (int)Pass.MovecImaging);
cb.ReleaseTemporaryRT(tempRT);
tempRT = tempRT2;
}
// Motion vectors (arrows)
if (settings.motionVectorsOpacity > 0f && settings.motionVectorsAmplitude > 0f)
{
PrepareArrows();
float sy = 1f / settings.motionVectorsResolution;
float sx = sy * context.height / context.width;
cb.SetGlobalVector(Uniforms._Scale, new Vector2(sx, sy));
cb.SetGlobalFloat(Uniforms._Opacity, settings.motionVectorsOpacity);
cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionVectorsAmplitude);
cb.DrawMesh(m_Arrows.mesh, Matrix4x4.identity, material, 0, (int)Pass.MovecArrows);
}
cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget);
cb.ReleaseTemporaryRT(tempRT);
}
void PrepareArrows()
{
int row = model.settings.motionVectors.motionVectorsResolution;
int col = row * Screen.width / Screen.height;
if (m_Arrows == null)
m_Arrows = new ArrowArray();
if (m_Arrows.columnCount != col || m_Arrows.rowCount != row)
{
m_Arrows.Release();
m_Arrows.BuildMesh(col, row);
}
}
public override void OnDisable()
{
if (m_Arrows != null)
m_Arrows.Release();
m_Arrows = null;
}
}
}