forked from BilalY/Rasagar
236 lines
9.3 KiB
C#
236 lines
9.3 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace Cinemachine.Editor
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{
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internal class WaveformWindow : EditorWindow
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{
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WaveformGenerator mWaveformGenerator;
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Texture2D mScreenshot;
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string mScreenshotFilename;
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// Controls how frequently (in seconds) the view will update.
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// Performance is really bad, so keep this as large as possible.
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public static float UpdateInterval = 0.5f;
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public static void SetDefaultUpdateInterval() { UpdateInterval = 0.5f; }
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//[MenuItem("Window/Waveform Monitor")]
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public static void OpenWindow()
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{
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WaveformWindow window = EditorWindow.GetWindow<WaveformWindow>(false);
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window.autoRepaintOnSceneChange = true;
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//window.position = new Rect(100, 100, 400, 400);
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window.Show(true);
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}
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private void OnEnable()
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{
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titleContent = new GUIContent("Waveform", CinemachineSettings.CinemachineLogoTexture);
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mWaveformGenerator = new WaveformGenerator();
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mScreenshotFilename = Path.GetFullPath(FileUtil.GetUniqueTempPathInProject() + ".png");
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ScreenCapture.CaptureScreenshot(mScreenshotFilename);
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EditorApplication.update += UpdateScreenshot;
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}
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private void OnDisable()
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{
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EditorApplication.update -= UpdateScreenshot;
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if (!string.IsNullOrEmpty(mScreenshotFilename) && File.Exists(mScreenshotFilename))
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File.Delete(mScreenshotFilename);
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mScreenshotFilename = null;
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mWaveformGenerator.DestroyBuffers();
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if (mScreenshot != null)
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DestroyImmediate(mScreenshot);
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mScreenshot = null;
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}
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private void OnGUI()
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{
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Rect rect = EditorGUILayout.GetControlRect(true);
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EditorGUIUtility.labelWidth /= 2;
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EditorGUI.BeginChangeCheck();
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mWaveformGenerator.m_Exposure = EditorGUI.Slider(
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rect, "Exposure", mWaveformGenerator.m_Exposure, 0.01f, 2);
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if (EditorGUI.EndChangeCheck())
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UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
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EditorGUIUtility.labelWidth *= 2;
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rect.y += rect.height;
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rect.height = position.height - rect.height;
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var tex = mWaveformGenerator.Result;
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if (tex != null)
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GUI.DrawTexture(rect, tex);
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}
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float mLastUpdateTime = 0;
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private void UpdateScreenshot()
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{
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// Don't do this too often
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float now = Time.time;
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if (mScreenshot != null && now - mLastUpdateTime < UpdateInterval)
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return;
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mLastUpdateTime = now;
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if (!string.IsNullOrEmpty(mScreenshotFilename) && File.Exists(mScreenshotFilename))
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{
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byte[] fileData = File.ReadAllBytes(mScreenshotFilename);
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if (mScreenshot == null)
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mScreenshot = new Texture2D(2, 2);
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mScreenshot.LoadImage(fileData); // this will auto-resize the texture dimensions.
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mWaveformGenerator.RenderWaveform(mScreenshot);
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// Capture the next one
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ScreenCapture.CaptureScreenshot(mScreenshotFilename);
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}
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}
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class WaveformGenerator
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{
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public float m_Exposure = 0.2f;
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RenderTexture mOutput;
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ComputeBuffer mData;
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int mThreadGroupSize;
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int mThreadGroupSizeX;
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int mThreadGroupSizeY;
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ComputeShader mWaveformCompute;
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MaterialPropertyBlock mWaveformProperties;
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Material mWaveformMaterial;
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CommandBuffer mCmd;
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static Mesh sFullscreenTriangle;
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static Mesh FullscreenTriangle
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{
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get
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{
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if (sFullscreenTriangle == null)
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{
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sFullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
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sFullscreenTriangle.SetVertices(new List<Vector3>
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{
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new Vector3(-1f, -1f, 0f),
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new Vector3(-1f, 3f, 0f),
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new Vector3( 3f, -1f, 0f)
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});
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sFullscreenTriangle.SetIndices(
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new [] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
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sFullscreenTriangle.UploadMeshData(false);
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}
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return sFullscreenTriangle;
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}
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}
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public WaveformGenerator()
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{
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mWaveformCompute = AssetDatabase.LoadAssetAtPath<ComputeShader>(
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ScriptableObjectUtility.CinemachineRealativeInstallPath
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+ "/Editor/EditorResources/CMWaveform.compute");
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mWaveformProperties = new MaterialPropertyBlock();
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mWaveformMaterial = new Material(AssetDatabase.LoadAssetAtPath<Shader>(
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ScriptableObjectUtility.CinemachineRealativeInstallPath
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+ "/Editor/EditorResources/CMWaveform.shader"))
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{
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name = "CMWaveformMaterial",
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hideFlags = HideFlags.DontSave
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};
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mCmd = new CommandBuffer();
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}
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void CreateBuffers(int width, int height)
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{
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if (mOutput == null || !mOutput.IsCreated()
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|| mOutput.width != width || mOutput.height != height)
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{
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DestroyImmediate(mOutput);
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mOutput = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32)
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{
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anisoLevel = 0,
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filterMode = FilterMode.Bilinear,
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wrapMode = TextureWrapMode.Clamp,
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useMipMap = false
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};
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mOutput.Create();
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}
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int count = Mathf.CeilToInt(width / (float)mThreadGroupSizeX) * mThreadGroupSizeX * height;
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if (mData == null)
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mData = new ComputeBuffer(count, sizeof(uint) << 2);
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else if (mData.count < count)
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{
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mData.Release();
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mData = new ComputeBuffer(count, sizeof(uint) << 2);
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}
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}
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public void DestroyBuffers()
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{
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if (mData != null)
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mData.Release();
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mData = null;
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DestroyImmediate(mOutput);
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mOutput = null;
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}
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public RenderTexture Result { get { return mOutput; } }
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public void RenderWaveform(Texture2D source)
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{
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if (mWaveformMaterial == null)
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return;
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int width = source.width;
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int height = source.height;
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int histogramResolution = 256;
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mThreadGroupSize = 256;
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mThreadGroupSizeX = 16;
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mThreadGroupSizeY = 16;
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CreateBuffers(width, histogramResolution);
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mCmd.Clear();
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mCmd.BeginSample("CMWaveform");
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var parameters = new Vector4(
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width, height,
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QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0,
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histogramResolution);
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// Clear the buffer on every frame
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int kernel = mWaveformCompute.FindKernel("KCMWaveformClear");
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mCmd.SetComputeBufferParam(mWaveformCompute, kernel, "_WaveformBuffer", mData);
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mCmd.SetComputeVectorParam(mWaveformCompute, "_Params", parameters);
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mCmd.DispatchCompute(mWaveformCompute, kernel,
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Mathf.CeilToInt(width / (float)mThreadGroupSizeX),
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Mathf.CeilToInt(histogramResolution / (float)mThreadGroupSizeY), 1);
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// Gather all pixels and fill in our waveform
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kernel = mWaveformCompute.FindKernel("KCMWaveformGather");
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mCmd.SetComputeBufferParam(mWaveformCompute, kernel, "_WaveformBuffer", mData);
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mCmd.SetComputeTextureParam(mWaveformCompute, kernel, "_Source", source);
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mCmd.SetComputeVectorParam(mWaveformCompute, "_Params", parameters);
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mCmd.DispatchCompute(mWaveformCompute, kernel, width,
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Mathf.CeilToInt(height / (float)mThreadGroupSize), 1);
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// Generate the waveform texture
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float exposure = Mathf.Max(0f, m_Exposure);
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exposure *= (float)histogramResolution / height;
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mWaveformProperties.SetVector(Shader.PropertyToID("_Params"),
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new Vector4(width, histogramResolution, exposure, 0f));
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mWaveformProperties.SetBuffer(Shader.PropertyToID("_WaveformBuffer"), mData);
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mCmd.SetRenderTarget(mOutput);
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mCmd.DrawMesh(
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FullscreenTriangle, Matrix4x4.identity,
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mWaveformMaterial, 0, 0, mWaveformProperties);
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mCmd.EndSample("CMWaveform");
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Graphics.ExecuteCommandBuffer(mCmd);
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}
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}
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}
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}
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