345 lines
13 KiB
C#
345 lines
13 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Reflection;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// This attribute allows you to add commands to the <strong>Add Override</strong> popup menu
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/// on Volumes.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
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public class VolumeComponentMenu : Attribute
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{
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/// <summary>
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/// The name of the entry in the override list. You can use slashes to create sub-menus.
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/// </summary>
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public readonly string menu;
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// TODO: Add support for component icons
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/// <summary>
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/// Creates a new <seealso cref="VolumeComponentMenu"/> instance.
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/// </summary>
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/// <param name="menu">The name of the entry in the override list. You can use slashes to
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/// create sub-menus.</param>
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public VolumeComponentMenu(string menu)
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{
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this.menu = menu;
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}
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}
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/// <summary>
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/// This attribute allows you to add commands to the <strong>Add Override</strong> popup menu
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/// on Volumes and specify for which render pipelines will be supported
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/// </summary>
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public class VolumeComponentMenuForRenderPipeline : VolumeComponentMenu
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{
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/// <summary>
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/// The list of pipeline types that the target class supports
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/// </summary>
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public Type[] pipelineTypes { get; }
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/// <summary>
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/// Creates a new <seealso cref="VolumeComponentMenuForRenderPipeline"/> instance.
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/// </summary>
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/// <param name="menu">The name of the entry in the override list. You can use slashes to
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/// create sub-menus.</param>
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/// <param name="pipelineTypes">The list of pipeline types that the target class supports</param>
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public VolumeComponentMenuForRenderPipeline(string menu, params Type[] pipelineTypes)
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: base(menu)
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{
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if (pipelineTypes == null)
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throw new Exception("Specify a list of supported pipeline");
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// Make sure that we only allow the class types that inherit from the render pipeline
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foreach (var t in pipelineTypes)
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{
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if (!typeof(RenderPipeline).IsAssignableFrom(t))
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throw new Exception(
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$"You can only specify types that inherit from {typeof(RenderPipeline)}, please check {t}");
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}
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this.pipelineTypes = pipelineTypes;
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}
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}
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/// <summary>
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/// An attribute to hide the volume component to be added through `Add Override` button on the volume component list
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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[Obsolete("VolumeComponentDeprecated has been deprecated (UnityUpgradable) -> [UnityEngine] UnityEngine.HideInInspector", false)]
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public sealed class VolumeComponentDeprecated : Attribute
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{
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}
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/// <summary>
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/// The base class for all the components that can be part of a <see cref="VolumeProfile"/>.
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/// The Volume framework automatically handles and interpolates any <see cref="VolumeParameter"/> members found in this class.
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/// </summary>
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/// <example>
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/// <code>
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/// using UnityEngine.Rendering;
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///
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/// [Serializable, VolumeComponentMenuForRenderPipeline("Custom/Example Component")]
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/// public class ExampleComponent : VolumeComponent
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/// {
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/// public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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/// }
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/// </code>
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/// </example>
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[Serializable]
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public partial class VolumeComponent : ScriptableObject
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{
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/// <summary>
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/// Local attribute for VolumeComponent fields only.
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/// It handles relative indentation of a property for inspector.
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/// </summary>
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public sealed class Indent : PropertyAttribute
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{
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/// <summary> Relative indent amount registered in this atribute </summary>
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public readonly int relativeAmount;
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/// <summary> Constructor </summary>
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/// <param name="relativeAmount">Relative indent change to use</param>
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public Indent(int relativeAmount = 1)
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=> this.relativeAmount = relativeAmount;
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}
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/// <summary>
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/// The active state of the set of parameters defined in this class. You can use this to
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/// quickly turn on or off all the overrides at once.
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/// </summary>
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public bool active = true;
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/// <summary>
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/// The name displayed in the component header. If you do not set a name, Unity generates one from
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/// the class name automatically.
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/// </summary>
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public string displayName { get; protected set; } = "";
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/// <summary>
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/// The backing storage of <see cref="parameters"/>. Use this for performance-critical work.
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/// </summary>
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internal readonly List<VolumeParameter> parameterList = new();
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ReadOnlyCollection<VolumeParameter> m_ParameterReadOnlyCollection;
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/// <summary>
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/// A read-only collection of all the <see cref="VolumeParameter"/>s defined in this class.
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/// </summary>
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public ReadOnlyCollection<VolumeParameter> parameters
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{
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get
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{
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if (m_ParameterReadOnlyCollection == null)
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m_ParameterReadOnlyCollection = parameterList.AsReadOnly();
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return m_ParameterReadOnlyCollection;
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}
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}
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/// <summary>
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/// Extracts all the <see cref="VolumeParameter"/>s defined in this class and nested classes.
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/// </summary>
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/// <param name="o">The object to find the parameters</param>
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/// <param name="parameters">The list filled with the parameters.</param>
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/// <param name="filter">If you want to filter the parameters</param>
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internal static void FindParameters(object o, List<VolumeParameter> parameters, Func<FieldInfo, bool> filter = null)
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{
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if (o == null)
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return;
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var fields = o.GetType()
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.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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.OrderBy(t => t.MetadataToken); // Guaranteed order
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foreach (var field in fields)
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{
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if (field.FieldType.IsSubclassOf(typeof(VolumeParameter)))
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{
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if (filter?.Invoke(field) ?? true)
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{
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VolumeParameter volumeParameter = (VolumeParameter)field.GetValue(o);
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parameters.Add(volumeParameter);
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}
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}
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else if (!field.FieldType.IsArray && field.FieldType.IsClass)
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FindParameters(field.GetValue(o), parameters, filter);
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}
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}
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/// <summary>
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/// Unity calls this method when it loads the class.
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/// </summary>
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/// <remarks>
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/// If you want to override this method, you must call <c>base.OnEnable()</c>.
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/// </remarks>
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protected virtual void OnEnable()
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{
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// Automatically grab all fields of type VolumeParameter for this instance
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parameterList.Clear();
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FindParameters(this, parameterList);
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foreach (var parameter in parameterList)
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{
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if (parameter != null)
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parameter.OnEnable();
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else
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Debug.LogWarning("Volume Component " + GetType().Name + " contains a null parameter; please make sure all parameters are initialized to a default value. Until this is fixed the null parameters will not be considered by the system.");
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}
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}
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/// <summary>
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/// Unity calls this method when the object goes out of scope.
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/// </summary>
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protected virtual void OnDisable()
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{
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foreach (var parameter in parameterList)
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{
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if (parameter != null)
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parameter.OnDisable();
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}
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}
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/// <summary>
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/// Interpolates a <see cref="VolumeComponent"/> with this component by an interpolation
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/// factor and puts the result back into the given <see cref="VolumeComponent"/>.
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/// </summary>
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/// <remarks>
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/// You can override this method to do your own blending. Either loop through the
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/// <see cref="parameters"/> list or reference direct fields. You should only use
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/// <see cref="VolumeParameter.SetValue"/> to set parameter values and not assign
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/// directly to the state object. you should also manually check
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/// <see cref="VolumeParameter.overrideState"/> before you set any values.
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/// </remarks>
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/// <param name="state">The internal component to interpolate from. You must store
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/// the result of the interpolation in this same component.</param>
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/// <param name="interpFactor">The interpolation factor in range [0,1].</param>
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/// <example>
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/// Below is the default implementation for blending:
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/// <code>
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/// public virtual void Override(VolumeComponent state, float interpFactor)
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/// {
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/// int count = parameters.Count;
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///
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/// for (int i = 0; i < count; i++)
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/// {
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/// var stateParam = state.parameters[i];
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/// var toParam = parameters[i];
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///
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/// // Keep track of the override state for debugging purpose
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/// stateParam.overrideState = toParam.overrideState;
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///
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/// if (toParam.overrideState)
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/// stateParam.Interp(stateParam, toParam, interpFactor);
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/// }
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/// }
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/// </code>
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/// </example>
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public virtual void Override(VolumeComponent state, float interpFactor)
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{
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int count = parameterList.Count;
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for (int i = 0; i < count; i++)
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{
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var stateParam = state.parameterList[i];
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var toParam = parameterList[i];
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if (toParam.overrideState)
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{
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// Keep track of the override state for debugging purpose
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stateParam.overrideState = toParam.overrideState;
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stateParam.Interp(stateParam, toParam, interpFactor);
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}
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}
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}
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/// <summary>
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/// Sets the state of all the overrides on this component to a given value.
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/// </summary>
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/// <param name="state">The value to set the state of the overrides to.</param>
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public void SetAllOverridesTo(bool state)
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{
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SetOverridesTo(parameterList, state);
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}
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/// <summary>
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/// Sets the override state of the given parameters on this component to a given value.
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/// </summary>
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/// <param name="state">The value to set the state of the overrides to.</param>
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internal void SetOverridesTo(IEnumerable<VolumeParameter> enumerable, bool state)
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{
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foreach (var prop in enumerable)
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{
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prop.overrideState = state;
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var t = prop.GetType();
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if (VolumeParameter.IsObjectParameter(t))
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{
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// This method won't be called a lot but this is sub-optimal, fix me
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var innerParams = (ReadOnlyCollection<VolumeParameter>)
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t.GetProperty("parameters", BindingFlags.NonPublic | BindingFlags.Instance)
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.GetValue(prop, null);
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if (innerParams != null)
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SetOverridesTo(innerParams, state);
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}
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}
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}
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/// <summary>
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/// A custom hashing function that Unity uses to compare the state of parameters.
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/// </summary>
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/// <returns>A computed hash code for the current instance.</returns>
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public override int GetHashCode()
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{
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unchecked
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{
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//return parameters.Aggregate(17, (i, p) => i * 23 + p.GetHash());
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int hash = 17;
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for (int i = 0; i < parameterList.Count; i++)
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hash = hash * 23 + parameterList[i].GetHashCode();
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return hash;
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}
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}
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/// <summary>
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/// Returns true if any of the volume properites has been overridden.
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/// </summary>
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/// <returns>True if any of the volume properites has been overridden.</returns>
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public bool AnyPropertiesIsOverridden()
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{
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for (int i = 0; i < parameterList.Count; ++i)
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{
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if (parameterList[i].overrideState) return true;
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}
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return false;
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}
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/// <summary>
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/// Unity calls this method before the object is destroyed.
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/// </summary>
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protected virtual void OnDestroy() => Release();
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/// <summary>
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/// Releases all the allocated resources.
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/// </summary>
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public void Release()
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{
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if (parameterList == null)
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return;
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for (int i = 0; i < parameterList.Count; i++)
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{
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if (parameterList[i] != null)
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parameterList[i].Release();
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}
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}
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}
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}
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