forked from BilalY/Rasagar
161 lines
5.6 KiB
C#
161 lines
5.6 KiB
C#
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using System;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class for render target handles in URP.
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/// Deprecated in favor of RTHandle.
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/// </summary>
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// RenderTargetHandle can be thought of as a kind of ShaderProperty string hash
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[Obsolete("Deprecated in favor of RTHandle", true)]
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public struct RenderTargetHandle
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{
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/// <summary>
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/// The ID of the handle for the handle.
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/// </summary>
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public int id { set; get; }
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/// <summary>
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/// The render target ID for the handle.
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/// </summary>
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private RenderTargetIdentifier rtid { set; get; }
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/// <summary>
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/// The render target handle for the Camera target.
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/// </summary>
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public static readonly RenderTargetHandle CameraTarget = new RenderTargetHandle { id = -1 };
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/// <summary>
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/// Constructor for a render target handle.
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/// </summary>
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/// <param name="renderTargetIdentifier">The render target ID for the new handle.</param>
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public RenderTargetHandle(RenderTargetIdentifier renderTargetIdentifier)
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{
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id = -2;
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rtid = renderTargetIdentifier;
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}
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/// <summary>
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/// Constructor for a render target handle.
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/// </summary>
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/// <param name="rtHandle">The rt handle for the new handle.</param>
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public RenderTargetHandle(RTHandle rtHandle)
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{
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if (rtHandle.nameID == BuiltinRenderTextureType.CameraTarget)
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id = -1;
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else if (rtHandle.name.Length == 0)
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id = -2;
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else
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id = Shader.PropertyToID(rtHandle.name);
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rtid = rtHandle.nameID;
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if (rtHandle.rt != null && id != rtid)
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id = -2;
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}
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internal static RenderTargetHandle GetCameraTarget(ref CameraData cameraData)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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return new RenderTargetHandle(cameraData.xr.renderTarget);
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#endif
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return CameraTarget;
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}
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/// <summary>
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/// Initializes the ID for the handle.
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/// </summary>
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/// <param name="shaderProperty">The shader property to initialize with.</param>
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public void Init(string shaderProperty)
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{
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// Shader.PropertyToID returns what is internally referred to as a "ShaderLab::FastPropertyName".
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// It is a value coming from an internal global std::map<char*,int> that converts shader property strings into unique integer handles (that are faster to work with).
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id = Shader.PropertyToID(shaderProperty);
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}
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/// <summary>
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/// Initializes the render target ID for the handle.
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/// </summary>
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/// <param name="renderTargetIdentifier">The render target ID to initialize with.</param>
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public void Init(RenderTargetIdentifier renderTargetIdentifier)
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{
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id = -2;
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rtid = renderTargetIdentifier;
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}
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/// <summary>
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/// The render target ID for this render target handle.
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/// </summary>
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/// <returns>The render target ID for this render target handle.</returns>
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public RenderTargetIdentifier Identifier()
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{
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if (id == -1)
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{
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return BuiltinRenderTextureType.CameraTarget;
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}
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if (id == -2)
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{
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return rtid;
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}
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return new RenderTargetIdentifier(id, 0, CubemapFace.Unknown, -1);
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}
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/// <summary>
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/// Does this handle have internal render target ID?
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/// </summary>
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/// <returns>True if it has internal render target ID.</returns>
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public bool HasInternalRenderTargetId()
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{
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return id == -2;
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}
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/// <summary>
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/// Equality check with another render target handle.
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/// </summary>
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/// <param name="other">Other render target handle to compare with.</param>
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/// <returns>True if the handles have the same ID, otherwise false.</returns>
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public bool Equals(RenderTargetHandle other)
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{
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if (id == -2 || other.id == -2)
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return Identifier() == other.Identifier();
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return id == other.id;
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}
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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return obj is RenderTargetHandle && Equals((RenderTargetHandle)obj);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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return id;
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}
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/// <summary>
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/// Equality check between two render target handles.
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/// </summary>
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/// <param name="c1">First handle for the check.</param>
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/// <param name="c2">Second handle for the check.</param>
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/// <returns>True if the handles have the same ID, otherwise false.</returns>
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public static bool operator ==(RenderTargetHandle c1, RenderTargetHandle c2)
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{
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return c1.Equals(c2);
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}
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/// <summary>
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/// Equality check between two render target handles.
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/// </summary>
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/// <param name="c1">First handle for the check.</param>
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/// <param name="c2">Second handle for the check.</param>
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/// <returns>True if the handles do not have the same ID, otherwise false.</returns>
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public static bool operator !=(RenderTargetHandle c1, RenderTargetHandle c2)
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{
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return !c1.Equals(c2);
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}
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}
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}
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