Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Utils/TextureLerper.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

230 lines
8.8 KiB
C#

using System.Collections.Generic;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
class TextureLerper
{
static TextureLerper m_Instance;
internal static TextureLerper instance
{
get
{
if (m_Instance == null)
m_Instance = new TextureLerper();
return m_Instance;
}
}
CommandBuffer m_Command;
PropertySheetFactory m_PropertySheets;
PostProcessResources m_Resources;
List<RenderTexture> m_Recycled;
List<RenderTexture> m_Actives;
TextureLerper()
{
m_Recycled = new List<RenderTexture>();
m_Actives = new List<RenderTexture>();
}
internal void BeginFrame(PostProcessRenderContext context)
{
m_Command = context.command;
m_PropertySheets = context.propertySheets;
m_Resources = context.resources;
}
internal void EndFrame()
{
// Release any remaining RT in the recycled list
if (m_Recycled.Count > 0)
{
foreach (var rt in m_Recycled)
RuntimeUtilities.Destroy(rt);
m_Recycled.Clear();
}
// There's a high probability that RTs will be requested in the same order on next
// frame so keep them in the same order
if (m_Actives.Count > 0)
{
foreach (var rt in m_Actives)
m_Recycled.Add(rt);
m_Actives.Clear();
}
}
RenderTexture Get(RenderTextureFormat format, int w, int h, int d = 1, bool enableRandomWrite = false, bool force3D = false)
{
RenderTexture rt = null;
int i, len = m_Recycled.Count;
for (i = 0; i < len; i++)
{
var r = m_Recycled[i];
if (r.width == w && r.height == h && r.volumeDepth == d && r.format == format && r.enableRandomWrite == enableRandomWrite && (!force3D || (r.dimension == TextureDimension.Tex3D)))
{
rt = r;
break;
}
}
if (rt == null)
{
var dimension = (d > 1) || force3D
? TextureDimension.Tex3D
: TextureDimension.Tex2D;
rt = new RenderTexture(w, h, 0, format)
{
dimension = dimension,
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0,
volumeDepth = d,
enableRandomWrite = enableRandomWrite
};
rt.Create();
}
else m_Recycled.RemoveAt(i);
m_Actives.Add(rt);
return rt;
}
internal Texture Lerp(Texture from, Texture to, float t)
{
Assert.IsNotNull(from);
Assert.IsNotNull(to);
Assert.AreEqual(from.width, to.width);
Assert.AreEqual(from.height, to.height);
// Saves a potentially expensive fullscreen blit when using dirt textures & the likes
if (from == to)
return from;
// Don't need to lerp boundary conditions
if (t <= 0f) return from;
if (t >= 1f) return to;
bool is3D = from is Texture3D
|| (from is RenderTexture && ((RenderTexture)from).volumeDepth > 1);
RenderTexture rt;
// 3D texture blending is a special case and only works on compute enabled platforms
if (is3D)
{
int dpth = @from is Texture3D ? ((Texture3D)@from).depth : ((RenderTexture)@from).volumeDepth;
int size = Mathf.Max(from.width, from.height);
size = Mathf.Max(size, dpth);
rt = Get(RenderTextureFormat.ARGBHalf, from.width, from.height, dpth, true, true);
var compute = m_Resources.computeShaders.texture3dLerp;
int kernel = compute.FindKernel("KTexture3DLerp");
m_Command.SetComputeVectorParam(compute, "_DimensionsAndLerp", new Vector4(from.width, from.height, dpth, t));
m_Command.SetComputeTextureParam(compute, kernel, "_Output", rt);
m_Command.SetComputeTextureParam(compute, kernel, "_From", from);
m_Command.SetComputeTextureParam(compute, kernel, "_To", to);
uint tgsX, tgsY, tgsZ;
compute.GetKernelThreadGroupSizes(kernel, out tgsX, out tgsY, out tgsZ);
Assert.AreEqual(tgsX, tgsY);
int groupSizeXY = Mathf.CeilToInt(size / (float)tgsX);
int groupSizeZ = Mathf.CeilToInt(size / (float)tgsZ);
m_Command.DispatchCompute(compute, kernel, groupSizeXY, groupSizeXY, groupSizeZ);
return rt;
}
// 2D texture blending
// We could handle textures with different sizes by picking the biggest one to avoid
// popping effects. This would work in most cases but will still pop if one texture is
// wider but shorter than the other. Generally speaking you're expected to use same-size
// textures anyway so we decided not to handle this case at the moment, especially since
// it would waste a lot of texture memory as soon as you start using bigger textures
// (snow ball effect).
var format = TextureFormatUtilities.GetUncompressedRenderTextureFormat(to);
rt = Get(format, to.width, to.height);
var sheet = m_PropertySheets.Get(m_Resources.shaders.texture2dLerp);
sheet.properties.SetTexture(ShaderIDs.To, to);
sheet.properties.SetFloat(ShaderIDs.Interp, t);
m_Command.BlitFullscreenTriangle(from, rt, sheet, 0);
return rt;
}
internal Texture Lerp(Texture from, Color to, float t)
{
Assert.IsNotNull(from);
if (t < 0.00001)
return from;
bool is3D = from is Texture3D
|| (from is RenderTexture && ((RenderTexture)from).volumeDepth > 1);
RenderTexture rt;
// 3D texture blending is a special case and only works on compute enabled platforms
if (is3D)
{
int dpth = @from is Texture3D ? ((Texture3D)@from).depth : ((RenderTexture)@from).volumeDepth;
int size = Mathf.Max(from.width, from.height);
size = Mathf.Max(size, dpth);
rt = Get(RenderTextureFormat.ARGBHalf, from.width, from.height, dpth, true, true);
var compute = m_Resources.computeShaders.texture3dLerp;
int kernel = compute.FindKernel("KTexture3DLerpToColor");
m_Command.SetComputeVectorParam(compute, "_DimensionsAndLerp", new Vector4(from.width, from.height, dpth, t));
m_Command.SetComputeVectorParam(compute, "_TargetColor", new Vector4(to.r, to.g, to.b, to.a));
m_Command.SetComputeTextureParam(compute, kernel, "_Output", rt);
m_Command.SetComputeTextureParam(compute, kernel, "_From", from);
int groupSize = Mathf.CeilToInt(size / 4f);
m_Command.DispatchCompute(compute, kernel, groupSize, groupSize, groupSize);
return rt;
}
// 2D texture blending
// We could handle textures with different sizes by picking the biggest one to avoid
// popping effects. This would work in most cases but will still pop if one texture is
// wider but shorter than the other. Generally speaking you're expected to use same-size
// textures anyway so we decided not to handle this case at the moment, especially since
// it would waste a lot of texture memory as soon as you start using bigger textures
// (snow ball effect).
var format = TextureFormatUtilities.GetUncompressedRenderTextureFormat(from);
rt = Get(format, from.width, from.height);
var sheet = m_PropertySheets.Get(m_Resources.shaders.texture2dLerp);
sheet.properties.SetVector(ShaderIDs.TargetColor, new Vector4(to.r, to.g, to.b, to.a));
sheet.properties.SetFloat(ShaderIDs.Interp, t);
m_Command.BlitFullscreenTriangle(from, rt, sheet, 1);
return rt;
}
internal void Clear()
{
foreach (var rt in m_Actives)
RuntimeUtilities.Destroy(rt);
foreach (var rt in m_Recycled)
RuntimeUtilities.Destroy(rt);
m_Actives.Clear();
m_Recycled.Clear();
}
}
}