Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs
2024-08-26 23:07:20 +03:00

860 lines
37 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq.Expressions;
using System.Reflection;
using Unity.Collections.LowLevel.Unsafe;
using UnityEditor.VersionControl;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Assertions;
using UnityEngine.SceneManagement;
using UnityEngine.Rendering.HighDefinition;
using UnityEditor.Experimental.Rendering;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Rendering.HighDefinition
{
unsafe class HDBakedReflectionSystem : ScriptableBakedReflectionSystem
{
struct HDProbeBakingState
{
public struct ProbeBakingHash : CoreUnsafeUtils.IKeyGetter<HDProbeBakingState, Hash128>
{ public Hash128 Get(ref HDProbeBakingState v) { return v.probeBakingHash; } }
public int instanceID;
public Hash128 probeBakingHash;
public Hash128 probeBakingHashNoBounce;
}
struct HDProbeBakedState
{
public struct ProbeBakedHash : CoreUnsafeUtils.IKeyGetter<HDProbeBakedState, Hash128>
{ public Hash128 Get(ref HDProbeBakedState v) { return v.probeBakedHash; } }
public int instanceID;
public Hash128 probeBakedHash;
}
[InitializeOnLoadMethod]
static void Initialize()
{
if (GraphicsSettings.currentRenderPipeline is HDRenderPipelineAsset)
ScriptableBakedReflectionSystemSettings.system = new HDBakedReflectionSystem();
}
enum BakingStages
{
ReflectionProbes
}
Hash128[] m_StateHashes;
HDProbeBakedState[] m_HDProbeBakedStates = new HDProbeBakedState[0];
float m_DateSinceLastLegacyWarning = float.MinValue;
Dictionary<UnityEngine.Rendering.RenderPipeline, float> m_DateSinceLastInvalidSRPWarning
= new Dictionary<UnityEngine.Rendering.RenderPipeline, float>();
HDBakedReflectionSystem() : base(1)
{
}
public override bool BakeAllReflectionProbes()
{
if (!AreAllOpenedSceneSaved())
return false;
DeleteCubemapAssets(true);
var bakedProbes = HDProbeSystem.bakedProbes;
return BakeProbes(bakedProbes);
}
public override void Clear()
{
if (!AreAllOpenedSceneSaved())
return;
DeleteCubemapAssets(false);
}
public override void Tick(
SceneStateHash sceneStateHash,
IScriptableBakedReflectionSystemStageNotifier handle
)
{
if (!AreAllOpenedSceneSaved())
{
handle.SetIsDone(true);
return;
}
// On the C# side, we don't have non blocking asset import APIs, and we don't want to block the
// UI when the user is editing the world.
// So, we skip the baking when the user is editing any UI control.
if (GUIUtility.hotControl != 0)
return;
if (!IsCurrentSRPValid(out HDRenderPipeline hdPipeline))
{
if (ShouldIssueWarningForCurrentSRP())
Debug.LogWarning("HDBakedReflectionSystem work with HDRP, " +
"Either switch your render pipeline or use a different reflection system. You may need to trigger a " +
"C# domain reload to initialize the appropriate reflection system. One way to do this is to compile a script.");
handle.ExitStage((int)BakingStages.ReflectionProbes);
handle.SetIsDone(true);
return;
}
int reflectionBounces = HDLightingWindowEnvironmentSectionEditor.GetStaticLightingSkyForScene(SceneManager.GetActiveScene()).bounces;
var reflectionBouncesHash = Hash128.Compute(reflectionBounces);
var ambientProbeHash = sceneStateHash.ambientProbeHash;
var sceneObjectsHash = sceneStateHash.sceneObjectsHash;
var skySettingsHash = sceneStateHash.skySettingsHash;
DeleteCubemapAssets(true);
// Explanation of the algorithm:
// 1. First we create the hash of the world that can impact the reflection probes.
// 2. Then for each probe, we calculate a hash that represent what this specific probe should have baked.
// 3. We compare those hashes against the baked one and decide:
// a. If we have to remove a baked data
// b. If we have to bake a probe
// 4. Bake all required probes
// a. Bake probe that were added or modified
// b. Bake probe with a missing baked texture
// 5. Remove unused baked data
// 6. Update probe assets
// == 1. ==
var allProbeDependencyHash = new Hash128();
// TODO: All baked probes depend on custom probes (hash all custom probes and set as dependency)
// TODO: All baked probes depend on HDRP specific Light settings
HashUtilities.AppendHash(ref ambientProbeHash, ref allProbeDependencyHash);
HashUtilities.AppendHash(ref sceneObjectsHash, ref allProbeDependencyHash);
HashUtilities.AppendHash(ref skySettingsHash, ref allProbeDependencyHash);
var bakedProbes = HDProbeSystem.bakedProbes;
var bakedProbeCount = HDProbeSystem.bakedProbeCount;
// == 2. ==
var states = stackalloc HDProbeBakingState[bakedProbeCount];
// A list of indices of probe we may want to force to rebake, even if the hashes matches.
// Usually, add a probe when something external to its state or the world state forces the bake.
var probeForcedToBakeIndices = stackalloc int[bakedProbeCount];
var probeForcedToBakeIndicesCount = 0;
var probeForcedToBakeIndicesList = new ListBuffer<int>(
probeForcedToBakeIndices,
&probeForcedToBakeIndicesCount,
bakedProbeCount
);
ComputeProbeInstanceID(bakedProbes, states);
ComputeProbeBakingHashes(bakedProbes, allProbeDependencyHash, reflectionBouncesHash, states);
// Force to rebake probe with missing baked texture
for (var i = 0; i < bakedProbeCount; ++i)
{
var instanceId = states[i].instanceID;
var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
if (probe.IsTurnedOff())
continue;
if (probe.bakedTexture != null && !probe.bakedTexture.Equals(null)) continue;
probeForcedToBakeIndicesList.TryAdd(i);
}
CoreUnsafeUtils.QuickSort<HDProbeBakingState, Hash128, HDProbeBakingState.ProbeBakingHash>(
bakedProbeCount, states
);
int operationCount = 0, addCount = 0, remCount = 0;
var maxProbeCount = Mathf.Max(bakedProbeCount, m_HDProbeBakedStates.Length);
var addIndices = stackalloc int[maxProbeCount];
var remIndices = stackalloc int[maxProbeCount];
if (m_HDProbeBakedStates.Length == 0)
{
for (int i = 0; i < bakedProbeCount; ++i)
addIndices[addCount++] = i;
operationCount = addCount;
}
else
{
fixed (HDProbeBakedState* oldBakedStates = &m_HDProbeBakedStates[0])
{
// == 3. ==
// Compare hashes between baked probe states and desired probe states
operationCount = CoreUnsafeUtils.CompareHashes<
HDProbeBakedState, HDProbeBakedState.ProbeBakedHash,
HDProbeBakingState, HDProbeBakingState.ProbeBakingHash
>(
m_HDProbeBakedStates.Length, oldBakedStates, // old hashes
bakedProbeCount, states, // new hashes
addIndices, remIndices,
out addCount, out remCount
);
}
}
if (operationCount > 0 || probeForcedToBakeIndicesList.Count > 0)
{
// == 4. ==
handle.EnterStage(
(int)BakingStages.ReflectionProbes,
string.Format("Reflection Probes | {0} jobs", addCount),
0
);
// Compute indices of probes to bake: added, modified probe or with a missing baked texture.
var toBakeIndices = stackalloc int[bakedProbeCount];
var toBakeIndicesCount = 0;
var toBakeIndicesList = new ListBuffer<int>(toBakeIndices, &toBakeIndicesCount, bakedProbeCount);
{
// Note: we will add probes from change check and baked texture missing check.
// So we can add at most 2 time the probe in the list.
var toBakeIndicesTmp = stackalloc int[bakedProbeCount * 2];
var toBakeIndicesTmpCount = 0;
var toBakeIndicesTmpList =
new ListBuffer<int>(toBakeIndicesTmp, &toBakeIndicesTmpCount, bakedProbeCount * 2);
// Add the indices from the added or modified detection check
toBakeIndicesTmpList.TryCopyFrom(addIndices, addCount);
// Add the probe with missing baked texture check
probeForcedToBakeIndicesList.TryCopyTo(toBakeIndicesTmpList);
// Sort indices
toBakeIndicesTmpList.QuickSort();
// Add to final list without the duplicates
var lastValue = int.MaxValue;
for (var i = 0; i < toBakeIndicesTmpList.Count; ++i)
{
if (lastValue == toBakeIndicesTmpList.GetUnchecked(i))
// Skip duplicates
continue;
lastValue = toBakeIndicesTmpList.GetUnchecked(i);
toBakeIndicesList.TryAdd(lastValue);
}
}
for (int bounce = 0; bounce < reflectionBounces; bounce++)
{
var bounceHash = Hash128.Compute(bounce);
// Render probes that were added or modified
for (int i = 0; i < toBakeIndicesList.Count; ++i)
{
handle.EnterStage(
(int)BakingStages.ReflectionProbes,
string.Format("Reflection Probes | {0} jobs", addCount),
i / (float)toBakeIndicesCount
);
var index = toBakeIndicesList.GetUnchecked(i);
var instanceId = states[index].instanceID;
var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
if(probe.IsTurnedOff())
continue;
var currentHash = states[index].probeBakingHashNoBounce;
HashUtilities.AppendHash(ref bounceHash, ref currentHash);
var cacheFile = GetGICacheFileForHDProbe(currentHash);
// We force RGBAHalf as we don't support 11-11-10 textures (only RT)
var probeFormat = GraphicsFormat.R16G16B16A16_SFloat;
// Get from cache or render the probe
if (!File.Exists(cacheFile))
{
RenderTexture probeRT;
if (probe.settings.type == ProbeSettings.ProbeType.PlanarProbe)
probeRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution, probeFormat);
else
probeRT = HDRenderUtilities.CreateReflectionProbeRenderTarget((int)probe.cubeResolution, probeFormat);
RenderAndWriteToFile(probe, cacheFile, probeRT);
probeRT.Release();
}
}
// Copy texture from cache
for (int i = 0; i < toBakeIndicesList.Count; ++i)
{
var index = toBakeIndicesList.GetUnchecked(i);
var instanceId = states[index].instanceID;
var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
if (probe.IsTurnedOff())
continue;
var currentHash = states[index].probeBakingHashNoBounce;
HashUtilities.AppendHash(ref bounceHash, ref currentHash);
var cacheFile = GetGICacheFileForHDProbe(currentHash);
if (string.IsNullOrEmpty(probe.gameObject.scene.path))
continue;
Assert.IsTrue(File.Exists(cacheFile));
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
HDBakingUtilities.CreateParentDirectoryIfMissing(bakedTexturePath);
Checkout(bakedTexturePath);
// Checkout will make those file writeable, but this is not immediate,
// so we retries when this fails.
if (!HDEditorUtils.CopyFileWithRetryOnUnauthorizedAccess(cacheFile, bakedTexturePath))
return;
}
// AssetPipeline bug
// Sometimes, the baked texture reference is destroyed during 'AssetDatabase.StopAssetEditing()'
// thus, the reference to the baked texture in the probe is lost
// Although, importing twice the texture seems to workaround the issue
for (int j = 0; j < 2; ++j)
{
AssetDatabase.StartAssetEditing();
for (int i = 0; i < bakedProbeCount; ++i)
{
var index = toBakeIndicesList.GetUnchecked(i);
var instanceId = states[index].instanceID;
var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
if (string.IsNullOrEmpty(probe.gameObject.scene.path))
continue;
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
AssetDatabase.ImportAsset(bakedTexturePath);
ImportAssetAt(probe, bakedTexturePath);
}
AssetDatabase.StopAssetEditing();
}
// Import assets
AssetDatabase.StartAssetEditing();
for (int i = 0; i < toBakeIndicesList.Count; ++i)
{
var index = toBakeIndicesList.GetUnchecked(i);
var instanceId = states[index].instanceID;
var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
if (string.IsNullOrEmpty(probe.gameObject.scene.path))
continue;
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
var bakedTexture = AssetDatabase.LoadAssetAtPath<Texture>(bakedTexturePath);
Assert.IsNotNull(bakedTexture, "The baked texture was imported before, " +
"so it must exists in AssetDatabase");
probe.SetTexture(ProbeSettings.Mode.Baked, bakedTexture);
EditorUtility.SetDirty(probe);
}
AssetDatabase.StopAssetEditing();
}
// == 5. ==
// Create new baked state array
var targetSize = m_HDProbeBakedStates.Length - remCount + toBakeIndicesList.Count;
var targetBakedStates = stackalloc HDProbeBakedState[targetSize];
// Copy baked state that are not removed
var targetI = 0;
for (int i = 0; i < m_HDProbeBakedStates.Length; ++i)
{
if (CoreUnsafeUtils.IndexOf(remIndices, remCount, i) != -1)
continue;
Assert.IsTrue(targetI < targetSize);
targetBakedStates[targetI++] = m_HDProbeBakedStates[i];
}
// Add new baked states
for (int i = 0; i < toBakeIndicesList.Count; ++i)
{
var state = states[toBakeIndicesList.GetUnchecked(i)];
Assert.IsTrue(targetI < targetSize);
targetBakedStates[targetI++] = new HDProbeBakedState
{
instanceID = state.instanceID,
probeBakedHash = state.probeBakingHash
};
}
CoreUnsafeUtils.QuickSort<HDProbeBakedState, Hash128, HDProbeBakedState.ProbeBakedHash>(
targetI, targetBakedStates
);
Array.Resize(ref m_HDProbeBakedStates, targetSize);
if (targetSize > 0)
{
fixed (HDProbeBakedState* bakedStates = &m_HDProbeBakedStates[0])
{
UnsafeUtility.MemCpy(
bakedStates,
targetBakedStates,
sizeof(HDProbeBakedState) * targetSize
);
}
}
// Update state hash
Array.Resize(ref m_StateHashes, m_HDProbeBakedStates.Length);
for (int i = 0; i < m_HDProbeBakedStates.Length; ++i)
m_StateHashes[i] = m_HDProbeBakedStates[i].probeBakedHash;
stateHashes = m_StateHashes;
}
handle.ExitStage((int)BakingStages.ReflectionProbes);
handle.SetIsDone(true);
}
public static bool BakeProbes(IEnumerable<HDProbe> bakedProbes)
{
if (!(RenderPipelineManager.currentPipeline is HDRenderPipeline hdPipeline))
{
Debug.LogWarning("HDBakedReflectionSystem only works with HDRP, " +
"please switch your render pipeline or use another reflection probe system.");
return false;
}
hdPipeline.reflectionProbeBaking = true;
// We force RGBAHalf as we don't support 11-11-10 textures (only RT)
var probeFormat = GraphicsFormat.R16G16B16A16_SFloat;
List<HDProbe> activeProbes = new List<HDProbe>();
List<int> probeInstanceIDs = new List<int>();
// We must create a list of active probe instance IDs so we can perform all baking in a single batch
foreach (var probe in bakedProbes)
{
if (string.IsNullOrEmpty(probe.gameObject.scene.path))
continue;
if (probe.IsTurnedOff())
{
probe.bakedTexture = null;
continue;
}
activeProbes.Add(probe);
probeInstanceIDs.Add(probe.GetInstanceID());
}
// APV Normalization (Execute baking)
{
AdaptiveProbeVolumes.BakeAdditionalRequests(probeInstanceIDs.ToArray());
}
// Render and write the result to disk
foreach (var probe in activeProbes)
{
// APV Normalization
{
probe.TryUpdateLuminanceSHL2ForNormalization();
#if UNITY_EDITOR
// If we are treating probes inside a prefab, we need to explicitly record the mods
PrefabUtility.RecordPrefabInstancePropertyModifications(probe);
#endif
}
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
RenderTexture probeRT;
if (probe.settings.type == ProbeSettings.ProbeType.PlanarProbe)
probeRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution, probeFormat);
else
probeRT = HDRenderUtilities.CreateReflectionProbeRenderTarget((int)probe.cubeResolution, probeFormat);
RenderAndWriteToFile(probe, bakedTexturePath, probeRT);
probeRT.Release();
}
// AssetPipeline bug
// Sometimes, the baked texture reference is destroyed during 'AssetDatabase.StopAssetEditing()'
// thus, the reference to the baked texture in the probe is lost
// Although, importing twice the texture seems to workaround the issue
for (int j = 0; j < 2; ++j)
{
AssetDatabase.StartAssetEditing();
foreach (var probe in activeProbes)
{
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
AssetDatabase.ImportAsset(bakedTexturePath);
ImportAssetAt(probe, bakedTexturePath);
}
AssetDatabase.StopAssetEditing();
}
AssetDatabase.StartAssetEditing();
foreach (var probe in activeProbes)
{
var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
// Get or create the baked texture asset for the probe
var bakedTexture = AssetDatabase.LoadAssetAtPath<Texture>(bakedTexturePath);
Assert.IsNotNull(bakedTexture, "The baked texture was imported before, " +
"so it must exists in AssetDatabase");
// Update import settings
ImportAssetAt(probe, bakedTexturePath);
probe.SetTexture(ProbeSettings.Mode.Baked, bakedTexture);
AssignRenderData(probe, bakedTexturePath);
EditorUtility.SetDirty(probe);
}
AssetDatabase.StopAssetEditing();
// case 1158677
// The AssetPipeline will destroy and recreate the textures
// So all transient data will be lost after the call to `AssetDatabase.StopAssetEditing`
// Here, we increment the updateCount to with an arbitrary number to force the reflection probe cache
// to update the texture.
// updateCount is a transient data, so don't execute this code before the asset reload.
{
UnityEngine.Random.InitState((int)(1000 * EditorApplication.timeSinceStartup));
foreach (var probe in activeProbes)
{
var c = UnityEngine.Random.Range(2, 10);
while (probe.texture.updateCount < c) probe.texture.IncrementUpdateCount();
}
}
hdPipeline.reflectionProbeBaking = false;
return true;
}
bool IsCurrentSRPValid(out HDRenderPipeline hdPipeline)
{
if (RenderPipelineManager.currentPipeline is HDRenderPipeline hd)
{
hdPipeline = hd;
return true;
}
hdPipeline = default;
return false;
}
bool ShouldIssueWarningForCurrentSRP()
{
var pipeline = RenderPipelineManager.currentPipeline;
var issueWarning = false;
if (pipeline == null || pipeline.Equals(null))
{
if (Time.realtimeSinceStartup - m_DateSinceLastLegacyWarning > 1800)
{
issueWarning = true;
m_DateSinceLastLegacyWarning = Time.realtimeSinceStartup;
}
}
else if (!m_DateSinceLastInvalidSRPWarning.TryGetValue(
RenderPipelineManager.currentPipeline,
out float value
))
{
if ((Time.realtimeSinceStartup - value) > 1800)
{
issueWarning = true;
m_DateSinceLastInvalidSRPWarning[RenderPipelineManager.currentPipeline]
= Time.realtimeSinceStartup;
}
}
return issueWarning;
}
void DeleteCubemapAssets(bool deleteUnusedOnly)
{
var gameObjects = new List<GameObject>();
var indices = new List<int>();
var scenes = new List<Scene>();
SceneObjectIDMap.GetAllIDsForAllScenes(
HDBakingUtilities.SceneObjectCategory.ReflectionProbe,
gameObjects, indices, scenes
);
var indicesSet = new HashSet<int>(indices);
const int bufferLength = 1 << 10;
var bufferStart = stackalloc byte[bufferLength];
var buffer = new CoreUnsafeUtils.FixedBufferStringQueue(bufferStart, bufferLength);
// Look for baked assets in scene folders
for (int sceneI = 0, sceneC = SceneManager.sceneCount; sceneI < sceneC; ++sceneI)
{
var scene = SceneManager.GetSceneAt(sceneI);
var sceneFolder = HDBakingUtilities.GetBakedTextureDirectory(scene);
if (!Directory.Exists(sceneFolder))
continue;
var types = UnityEngine.Rendering.HighDefinition.TypeInfo.GetEnumValues<ProbeSettings.ProbeType>();
for (int typeI = 0; typeI < types.Length; ++typeI)
{
var files = Directory.GetFiles(
sceneFolder,
HDBakingUtilities.HDProbeAssetPattern(types[typeI])
);
for (int fileI = 0; fileI < files.Length; ++fileI)
{
if (!HDBakingUtilities.TryParseBakedProbeAssetFileName(
files[fileI], out ProbeSettings.ProbeType fileProbeType, out int fileIndex
))
continue;
// This file is a baked asset for a destroyed game object
// We can destroy it
if (!indicesSet.Contains(fileIndex) && deleteUnusedOnly
// Or we delete all assets
|| !deleteUnusedOnly)
{
// If the buffer is full we empty it and then push again the element we were trying to
// push but failed.
if (!buffer.TryPush(files[fileI]))
{
DeleteAllAssetsIn(ref buffer);
buffer.TryPush(files[fileI]);
}
}
}
}
}
DeleteAllAssetsIn(ref buffer);
}
static void DeleteAllAssetsIn(ref CoreUnsafeUtils.FixedBufferStringQueue queue)
{
if (queue.Count == 0)
return;
AssetDatabase.StartAssetEditing();
while (queue.TryPop(out string path))
AssetDatabase.DeleteAsset(path);
AssetDatabase.StopAssetEditing();
// Clear the queue so that can be filled again.
queue.Clear();
}
internal static void Checkout(string targetFile)
{
// Try to checkout through the VCS
if (Provider.isActive
&& HDEditorUtils.IsAssetPath(targetFile)
&& Provider.GetAssetByPath(targetFile) != null)
{
Provider.Checkout(targetFile, CheckoutMode.Both).Wait();
}
else if (File.Exists(targetFile))
{
// There is no VCS, but the file is still locked
// Try to make it writeable
var attributes = File.GetAttributes(targetFile);
if ((attributes & FileAttributes.ReadOnly) == 0) return;
attributes &= ~FileAttributes.ReadOnly;
File.SetAttributes(targetFile, attributes);
}
}
internal static void AssignRenderData(HDProbe probe, string bakedTexturePath)
{
switch (probe.settings.type)
{
case ProbeSettings.ProbeType.PlanarProbe:
{
var planarProbe = (PlanarReflectionProbe)probe;
var dataFile = bakedTexturePath + ".renderData";
if (File.Exists(dataFile))
{
if (HDBakingUtilities.TryDeserializeFromDisk(dataFile, out HDProbe.RenderData renderData))
{
HDProbeSystem.AssignRenderData(probe, renderData, ProbeSettings.Mode.Baked);
EditorUtility.SetDirty(probe);
}
}
break;
}
}
}
internal static void RenderAndWriteToFile(HDProbe probe, string targetFile, RenderTexture probeRT)
{
RenderAndWriteToFile(probe, targetFile, probeRT, out _, out _);
}
internal static void RenderAndWriteToFile(HDProbe probe, string targetFile, RenderTexture probeRT, out CameraSettings cameraSettings, out CameraPositionSettings cameraPositionSettings)
{
var settings = probe.settings;
switch (settings.type)
{
case ProbeSettings.ProbeType.ReflectionProbe:
{
Debug.Assert(probeRT.dimension == TextureDimension.Cube);
var positionSettings = ProbeCapturePositionSettings.ComputeFrom(probe, null);
HDRenderUtilities.Render(probe.settings, positionSettings, probeRT,
out cameraSettings, out cameraPositionSettings,
forceFlipY: true,
forceInvertBackfaceCulling: true, // Cubemap have an RHS standard, so we need to invert the face culling
(uint)StaticEditorFlags.ReflectionProbeStatic
);
HDBakingUtilities.CreateParentDirectoryIfMissing(targetFile);
Checkout(targetFile);
HDTextureUtilities.WriteTextureToDisk(probeRT, targetFile);
break;
}
case ProbeSettings.ProbeType.PlanarProbe:
{
Debug.Assert(probeRT.dimension == TextureDimension.Tex2D);
var planarProbe = (PlanarReflectionProbe)probe;
var positionSettings = ProbeCapturePositionSettings.ComputeFromMirroredReference(
probe,
planarProbe.referencePosition
);
HDRenderUtilities.Render(
settings,
positionSettings,
probeRT,
out cameraSettings, out cameraPositionSettings
);
HDBakingUtilities.CreateParentDirectoryIfMissing(targetFile);
Checkout(targetFile);
HDTextureUtilities.WriteTextureToDisk(probeRT, targetFile);
var renderData = new HDProbe.RenderData(cameraSettings, cameraPositionSettings);
var targetRenderDataFile = targetFile + ".renderData";
Checkout(targetRenderDataFile);
HDBakingUtilities.TrySerializeToDisk(renderData, targetRenderDataFile);
break;
}
default: throw new ArgumentOutOfRangeException(nameof(probe.settings.type));
}
}
internal static void ImportAssetAt(HDProbe probe, string file)
{
var hd = (HDRenderPipeline)RenderPipelineManager.currentPipeline;
var type = probe.settings.type;
if (type != ProbeSettings.ProbeType.ReflectionProbe && type != ProbeSettings.ProbeType.PlanarProbe)
return;
var importer = AssetImporter.GetAtPath(file) as TextureImporter;
if (importer == null)
return;
switch (probe.settings.type)
{
case ProbeSettings.ProbeType.ReflectionProbe:
{
var settings = new TextureImporterSettings();
importer.ReadTextureSettings(settings);
settings.sRGBTexture = false;
settings.filterMode = FilterMode.Bilinear;
settings.generateCubemap = TextureImporterGenerateCubemap.AutoCubemap;
settings.cubemapConvolution = TextureImporterCubemapConvolution.None;
settings.seamlessCubemap = false;
settings.wrapMode = TextureWrapMode.Repeat;
settings.aniso = 1;
importer.SetTextureSettings(settings);
importer.mipmapEnabled = false;
importer.textureCompression = hd.currentPlatformRenderPipelineSettings.lightLoopSettings.reflectionCacheCompressed
? TextureImporterCompression.Compressed
: TextureImporterCompression.Uncompressed;
importer.textureShape = TextureImporterShape.TextureCube;
break;
}
case ProbeSettings.ProbeType.PlanarProbe:
{
importer.sRGBTexture = false;
importer.filterMode = FilterMode.Bilinear;
importer.mipmapEnabled = false;
importer.textureCompression = TextureImporterCompression.Uncompressed;
importer.textureShape = TextureImporterShape.Texture2D;
break;
}
}
// Any matching presets were already applied once during the creation of each asset. We apply it again in
// order to be able to apply the preset on top of the Reflection Probe importer defaults.
// Ideally we should not apply presets twice. The reason we chose this compromise solution anyway was that
// 1) it is fast enough, and 2) an ideal solution required a large and risky refactor.
var defaultPresets = Presets.Preset.GetDefaultPresetsForObject(importer);
foreach (var p in defaultPresets)
{
p.ApplyTo(importer);
}
importer.SaveAndReimport();
}
static bool AreAllOpenedSceneSaved()
{
for (int i = 0, c = SceneManager.sceneCount; i < c; ++i)
{
if (string.IsNullOrEmpty(SceneManager.GetSceneAt(i).path))
return false;
}
return true;
}
static string GetGICacheFolderFor(Hash128 hash)
{
var cacheFolder = GetGICachePath();
var hashFolder = Path.Combine(cacheFolder, hash.ToString().Substring(0, 2));
return hashFolder;
}
string GetGICacheFileForHDProbe(Hash128 hash)
{
var hashFolder = GetGICacheFolderFor(hash);
return Path.Combine(hashFolder, string.Format("HDProbe-{0}.exr", hash));
}
static void ComputeProbeInstanceID(IEnumerable<HDProbe> probes, HDProbeBakingState* states)
{
var i = 0;
foreach (var probe in probes)
{
states[i].instanceID = probe.GetInstanceID();
++i;
}
}
static void ComputeProbeBakingHashes(IEnumerable<HDProbe> probes, Hash128 allProbeDependencyHash, Hash128 reflectionBouncesHash, HDProbeBakingState* states)
{
var i = 0;
foreach (var probe in probes)
{
var positionSettings = ProbeCapturePositionSettings.ComputeFrom(probe, null);
var positionSettingsHash = positionSettings.ComputeHash();
var probeSettingsHash = probe.settings.ComputeHash();
HashUtilities.AppendHash(ref positionSettingsHash, ref states[i].probeBakingHashNoBounce);
HashUtilities.AppendHash(ref allProbeDependencyHash, ref states[i].probeBakingHashNoBounce);
states[i].probeBakingHash = states[i].probeBakingHashNoBounce;
HashUtilities.AppendHash(ref reflectionBouncesHash, ref states[i].probeBakingHash);
++i;
}
}
private static void CreateAndImportDummyBakedTextureIfRequired(HDProbe probe, string bakedTexturePath)
{
var bytes = Texture2D.whiteTexture.EncodeToPNG();
File.WriteAllBytes(bakedTexturePath, bytes);
AssetDatabase.ImportAsset(bakedTexturePath);
ImportAssetAt(probe, bakedTexturePath);
}
static Func<string> GetGICachePath = Expression.Lambda<Func<string>>(
Expression.Call(
typeof(Lightmapping)
.GetProperty("diskCachePath", BindingFlags.Static | BindingFlags.NonPublic)
.GetGetMethod(true)
)
).Compile();
}
}