Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/LookDev/IDataProvider.cs

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2024-05-06 14:45:45 -04:00
using System.Collections.Generic;
namespace UnityEngine.Rendering.LookDev
{
/// <summary>
/// Interface that Scriptable Render Pipelines should implement to be able to use LookDev window
/// </summary>
public interface IDataProvider
{
/// <summary>Additional configuration required by this SRP on LookDev's scene creation</summary>
/// <param name="stage">Access element of the LookDev's scene</param>
void FirstInitScene(StageRuntimeInterface stage);
/// <summary>Notify the SRP that sky have changed in LookDev</summary>
/// <param name="camera">The camera of the LookDev's scene</param>
/// <param name="sky">The new Sky informations</param>
/// <param name="stage">Access element of the LookDev's scene</param>
void UpdateSky(Camera camera, Sky sky, StageRuntimeInterface stage);
/// <summary>Notify the LookDev about what debug view mode are available in this SRP</summary>
/// <returns>The list of the mode, None is not required.</returns>
IEnumerable<string> supportedDebugModes { get; }
/// <summary>Notify the SRP about a change in the DebugMode used</summary>
/// <param name="debugIndex">
/// -1: None
/// Others: map the result of <see cref="supportedDebugModes()"/>
/// </param>
void UpdateDebugMode(int debugIndex);
/// <summary>
/// Compute the shadow mask in SRP for LookDev sun simulation
/// </summary>
/// <param name="output">The computed ShadowMask</param>
/// <param name="stage">Access element of the LookDev's scene</param>
void GetShadowMask(ref RenderTexture output, StageRuntimeInterface stage);
/// <summary>
/// Callback called at the beginning of LookDev rendering.
/// </summary>
/// <param name="stage">Access element of the LookDev's scene</param>
void OnBeginRendering(StageRuntimeInterface stage);
/// <summary>
/// Callback called at the beginning of LookDev rendering.
/// </summary>
/// <param name="stage">Access element of the LookDev's scene</param>
void OnEndRendering(StageRuntimeInterface stage);
/// <summary>
/// Callback called to do any necessary cleanup.
/// </summary>
/// <param name="SRI">Access element of the LookDev's scene</param>
void Cleanup(StageRuntimeInterface SRI);
}
/// <summary>
/// Runtime container representing Sky data given to the scriptable render pipeline for rendering
/// </summary>
public struct Sky
{
/// <summary>The cubemap representing this sky</summary>
public Cubemap cubemap;
/// <summary>The longitude offset to rotate this cubemap</summary>
public float longitudeOffset;
/// <summary>The sky exposure</summary>
public float exposure;
}
/// <summary>Runtime link to reflect some Stage functionality for SRP editing</summary>
public class StageRuntimeInterface
{
System.Func<bool, GameObject> m_AddGameObject;
System.Func<Camera> m_GetCamera;
System.Func<Light> m_GetSunLight;
/// <summary>Construct a StageRuntimeInterface</summary>
/// <param name="AddGameObject">Callback to call when adding a GameObject</param>
/// <param name="GetCamera">Callback to call for getting the Camera</param>
/// <param name="GetSunLight">Callback to call for getting the sun Light</param>
public StageRuntimeInterface(
System.Func<bool, GameObject> AddGameObject,
System.Func<Camera> GetCamera,
System.Func<Light> GetSunLight)
{
m_AddGameObject = AddGameObject;
m_GetCamera = GetCamera;
m_GetSunLight = GetSunLight;
}
/// <summary>Create a gameObject in the stage</summary>
/// <param name="persistent">
/// [OPTIONAL] If true, the object is not recreated with the scene update.
/// Default value: false.
/// </param>
/// <returns></returns>
public GameObject AddGameObject(bool persistent = false)
=> m_AddGameObject?.Invoke(persistent);
/// <summary>Get the camera used in the stage</summary>
public Camera camera => m_GetCamera?.Invoke();
/// <summary>Get the sun used in the stage</summary>
public Light sunLight => m_GetSunLight?.Invoke();
/// <summary>Custom data pointer for convenience</summary>
public object SRPData;
}
}