Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Debug/DebugRenderSetup.cs

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2023-03-28 13:24:16 -04:00
using System;
namespace UnityEngine.Rendering.Universal
{
class DebugRenderSetup : IDisposable
{
private readonly DebugHandler m_DebugHandler;
private readonly ScriptableRenderContext m_Context;
private readonly CommandBuffer m_CommandBuffer;
private readonly int m_Index;
private DebugDisplaySettingsMaterial MaterialSettings => m_DebugHandler.DebugDisplaySettings.MaterialSettings;
private DebugDisplaySettingsRendering RenderingSettings => m_DebugHandler.DebugDisplaySettings.RenderingSettings;
private DebugDisplaySettingsLighting LightingSettings => m_DebugHandler.DebugDisplaySettings.LightingSettings;
private void Begin()
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode;
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Wireframe:
{
m_Context.Submit();
GL.wireframe = true;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
m_Context.Submit();
GL.wireframe = true;
}
break;
}
}
m_DebugHandler.SetupShaderProperties(m_CommandBuffer, m_Index);
m_Context.ExecuteCommandBuffer(m_CommandBuffer);
m_CommandBuffer.Clear();
}
private void End()
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode;
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Wireframe:
{
m_Context.Submit();
GL.wireframe = false;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
m_Context.Submit();
GL.wireframe = false;
}
break;
}
}
}
internal DebugRenderSetup(DebugHandler debugHandler, ScriptableRenderContext context, CommandBuffer commandBuffer, int index)
{
m_DebugHandler = debugHandler;
m_Context = context;
m_CommandBuffer = commandBuffer;
m_Index = index;
Begin();
}
internal DrawingSettings CreateDrawingSettings(DrawingSettings drawingSettings)
{
bool usesReplacementMaterial = (MaterialSettings.DebugVertexAttributeIndexData != DebugVertexAttributeMode.None);
if (usesReplacementMaterial)
{
Material replacementMaterial = m_DebugHandler.ReplacementMaterial;
DrawingSettings modifiedDrawingSettings = drawingSettings;
modifiedDrawingSettings.overrideMaterial = replacementMaterial;
modifiedDrawingSettings.overrideMaterialPassIndex = 0;
return modifiedDrawingSettings;
}
// No overrides, return original
return drawingSettings;
}
internal RenderStateBlock GetRenderStateBlock(RenderStateBlock renderStateBlock)
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode;
// Potentially override parts of the RenderStateBlock
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
{
RenderTargetBlendState additiveBlend = new RenderTargetBlendState(sourceColorBlendMode: BlendMode.One, destinationColorBlendMode: BlendMode.One);
// Additive-blend but leave z-write and culling as they are when we draw normally
renderStateBlock.blendState = new BlendState { blendState0 = additiveBlend };
renderStateBlock.mask = RenderStateMask.Blend;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
// Ensure we render the wireframe in front of the solid triangles of the previous pass...
renderStateBlock.rasterState = new RasterState(offsetUnits: -1, offsetFactor: -1);
renderStateBlock.mask = RenderStateMask.Raster;
}
break;
}
}
return renderStateBlock;
}
public void Dispose()
{
End();
}
}
}