Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Editor/TerrainTools/RTHandleCollection.cs

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2023-03-28 13:24:16 -04:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.TerrainTools
{
/// <summary>
/// Provides a collection class for mapping string and integer values to <see cref="RTHandle"/>s.
/// </summary>
public class RTHandleCollection : System.IDisposable
{
private bool m_Disposed;
private Dictionary< int, RTHandle > m_Handles;
private Dictionary< int, GraphicsFormat > m_Formats;
private Dictionary< string, int > m_NameToHash;
private Dictionary< int, string > m_HashToName;
private List< int > m_Hashes;
/// <summary>
/// Access an RTHandle using an <c>int</c> hash.
/// </summary>
public RTHandle this[int hash] {
get
{
if (m_Handles.ContainsKey(hash))
{
return m_Handles[hash];
}
return null;
}
set
{
m_Handles[hash] = value;
}
}
/// <summary>
/// Access an RTHandle using a <c>string</c>.
/// </summary>
public RTHandle this[string name] {
get
{
if (m_NameToHash.ContainsKey(name))
{
return m_Handles[m_NameToHash[name]];
}
return null;
}
set
{
m_Handles[m_NameToHash[name]] = value;
}
}
/// <summary>
/// Initializes and returns an instance of RTHandleCollection.
/// </summary>
public RTHandleCollection()
{
m_Handles = new Dictionary<int, RTHandle>();
m_Formats = new Dictionary<int, GraphicsFormat>();
m_NameToHash = new Dictionary<string, int>();
m_HashToName = new Dictionary<int, string>();
m_Hashes = new List<int>();
}
/// <summary>
/// Adds an <see cref="RTHandle"/> description to the RTHandleCollection for later use when you call <see cref="GatherRTHandles"/>.
/// </summary>
/// <param name="hash">The hash or integer value used to identify the RTHandle.</param>
/// <param name="name">The name used to identify the RTHandle.</param>
/// <param name="format">The <see cref="GraphicsFormat"/> to use for the RTHandle description.</param>
public void AddRTHandle(int hash, string name, GraphicsFormat format)
{
if (!m_Handles.ContainsKey(hash))
{
m_NameToHash.Add(name, hash);
m_HashToName.Add(hash, name);
m_Handles.Add(hash, null);
m_Formats.Add(hash, format);
m_Hashes.Add(hash);
}
else
{
// if the RTHandle already exists, assume they are changing the descriptor
m_Formats[hash] = format;
m_NameToHash[name] = hash;
m_HashToName[hash] = name;
}
}
/// <summary>
/// Checks to see if an <see cref="RTHandle"/> with the provided name already exists.
/// </summary>
/// <param name="name">The name used to identify an RTHandle in this RTHandleCollection.</param>
/// <returns>Returns <c>true</c> if the RTHandle exists.</returns>
public bool ContainsRTHandle(string name)
{
return m_NameToHash.ContainsKey(name);
}
/// <summary>
/// Checks to see if an <see cref="RTHandle"/> with the provided hash value already exists.
/// </summary>
/// <param name="hash">The hash or integer value used to identify an RTHandle in this RTHandleCollection.</param>
/// <returns>Returns the RTHandle reference associated with the provided hash or integer value. Returns <c>NULL</c> if the key isn't found.</returns>
public RTHandle GetRTHandle(int hash)
{
if (m_Handles.ContainsKey(hash))
{
return m_Handles[hash];
}
return null;
}
/// <summary>
/// Gathers all added <see cref="RTHandle"/>s using the <c>width</c>, <c>height</c>, and <c>depth</c> values, if provided.
/// </summary>
/// <param name="width">The width of the RTHandle to gather.</param>
/// <param name="height">The height of the RTHandle to gather.</param>
/// <param name="depth">The optional depth of the RTHandle to gather.</param>
public void GatherRTHandles(int width, int height, int depth = 0)
{
foreach (int key in m_Hashes)
{
var desc = new RenderTextureDescriptor(width, height, m_Formats[key], depth);
m_Handles[key] = RTUtils.GetNewHandle(desc).WithName(m_HashToName[key]);
m_Handles[key].RT.Create();
}
}
/// <summary>
/// Releases the gathered <see cref="RTHandle"/> resources.
/// </summary>
public void ReleaseRTHandles()
{
foreach (int key in m_Hashes)
{
if (m_Handles[key] != null)
{
var handle = m_Handles[key];
RTUtils.Release(handle);
m_Handles[key] = null;
}
}
}
/// <summary>
/// Renders a debug GUI in the SceneView that displays all the <see cref="RTHandle"/>s in this RTHandleCollection.
/// </summary>
/// <param name="size">The size used to draw the Textures.</param>
public void OnSceneGUI(float size)
{
const float padding = 10;
Handles.BeginGUI();
{
Color prev = GUI.color;
Rect rect = new Rect(padding, padding, size, size);
foreach (KeyValuePair<int, RTHandle> p in m_Handles)
{
GUI.color = new Color(1, 0, 1, 1);
GUI.DrawTexture(rect, Texture2D.whiteTexture, ScaleMode.ScaleToFit);
GUI.color = Color.white;
if (p.Value != null)
{
GUI.DrawTexture(rect, p.Value, ScaleMode.ScaleToFit, false);
}
else
{
GUI.Label(rect, "NULL");
}
Rect labelRect = rect;
labelRect.y = rect.yMax;
labelRect.height = EditorGUIUtility.singleLineHeight;
GUI.Box(labelRect, m_HashToName[p.Key], Styles.box);
rect.y += padding + size + EditorGUIUtility.singleLineHeight;
if (rect.yMax + EditorGUIUtility.singleLineHeight > Screen.height - EditorGUIUtility.singleLineHeight * 2)
{
rect.y = padding;
rect.x = rect.xMax + padding;
}
}
GUI.color = prev;
}
Handles.EndGUI();
}
/// <summary>
/// Calls the overridden <see cref="Dispose(bool)"/> method.
/// </summary>
public void Dispose()
{
Dispose(true);
}
/// <summary>
/// Releases the gathered <see cref="RTHandle"/> resources, and clears the RTHandleCollection <c>Dictionary</c>.
/// </summary>
/// <remarks>Override this method if you create a class that derives from RTHandleCollection.</remarks>
/// <param name="dispose">Whether to dispose resources when clearing releasing the RTHandleCollection.
/// When the value is <c>true</c>, Unity disposes of resources. Otherwise, Unity does not dispose of resources.</param>
/// <seealso cref="ReleaseRTHandles"/>
public virtual void Dispose(bool dispose)
{
if (m_Disposed)
return;
if (!dispose)
return;
ReleaseRTHandles();
m_Handles.Clear();
m_Disposed = true;
}
private static class Styles
{
public static GUIStyle box;
static Styles()
{
box = new GUIStyle(EditorStyles.helpBox);
box.normal.textColor = Color.white;
}
}
}
}