forked from BilalY/Rasagar
87 lines
3.6 KiB
C#
87 lines
3.6 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Utility class to connect SRP to automated test framework.
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/// </summary>
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public static class XRGraphicsAutomatedTests
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{
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// XR tests can be enabled from the command line. Cache result to avoid GC.
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static bool activatedFromCommandLine
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{
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#if UNITY_EDITOR
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get => Array.Exists(Environment.GetCommandLineArgs(), arg => arg == "-xr-reuse-tests");
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#elif XR_REUSE_TESTS_STANDALONE
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get => true;
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#else
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get => false;
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#endif
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}
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/// <summary>
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/// Used by render pipelines to initialize XR tests.
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/// </summary>
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public static bool enabled { get; } = activatedFromCommandLine;
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/// <summary>
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/// Set by automated test framework and read by render pipelines.
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/// </summary>
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public static bool running = false;
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// Helper function to override the XR default layout using settings of new camera
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internal static void OverrideLayout(XRLayout layout, Camera camera)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (enabled && running)
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{
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var camProjMatrix = camera.projectionMatrix;
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var camViewMatrix = camera.worldToCameraMatrix;
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if (camera.TryGetCullingParameters(false, out var cullingParams))
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{
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cullingParams.stereoProjectionMatrix = camProjMatrix;
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cullingParams.stereoViewMatrix = camViewMatrix;
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cullingParams.stereoSeparationDistance = 0.0f;
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List<(Camera, XRPass)> xrPasses = layout.GetActivePasses();
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for (int passId = 0; passId < xrPasses.Count; passId++)
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{
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var xrPass = xrPasses[passId].Item2;
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xrPass.AssignCullingParams(xrPass.cullingPassId, cullingParams);
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for (int viewId = 0; viewId < xrPass.viewCount; viewId++)
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{
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var projMatrix = camProjMatrix;
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var viewMatrix = camViewMatrix;
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bool isFirstViewMultiPass = xrPasses.Count == 2 && passId == 0;
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bool isFirstViewSinglePass = xrPasses.Count == 1 && viewId == 0;
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if (isFirstViewMultiPass || isFirstViewSinglePass)
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{
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// Modify the render viewpoint and frustum of the first view in order to
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// distinguish it from the final view used for image comparison.
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// This is a trick to help detect issues related to view indexing.
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var planes = projMatrix.decomposeProjection;
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planes.left *= 0.44f;
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planes.right *= 0.88f;
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planes.top *= 0.11f;
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planes.bottom *= 0.33f;
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projMatrix = Matrix4x4.Frustum(planes);
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viewMatrix *= Matrix4x4.Translate(new Vector3(.34f, 0.25f, -0.08f));
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}
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XRView xrView = new XRView(projMatrix, viewMatrix, Matrix4x4.identity, false, xrPass.GetViewport(viewId), null, xrPass.GetTextureArraySlice(viewId));
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xrPass.AssignView(viewId, xrView);
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}
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}
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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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}
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