126 lines
4.4 KiB
C#
126 lines
4.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Rendering.Universal
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{
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public class DebugDisplaySettings : IDebugDisplaySettingsQuery
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{
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private readonly HashSet<IDebugDisplaySettingsData> m_Settings = new HashSet<IDebugDisplaySettingsData>();
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private static readonly Lazy<DebugDisplaySettings> s_Instance = new Lazy<DebugDisplaySettings>(() => new DebugDisplaySettings());
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/// <summary>
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/// The singleton instance that contains the current settings of URP Rendering Debugger.
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/// </summary>
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public static DebugDisplaySettings Instance => s_Instance.Value;
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DebugDisplaySettingsCommon CommonSettings { get; set; }
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/// <summary>
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/// Material-related Rendering Debugger settings.
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/// </summary>
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internal DebugDisplaySettingsMaterial MaterialSettings { get; private set; }
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/// <summary>
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/// Rendering-related Rendering Debugger settings.
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/// </summary>
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internal DebugDisplaySettingsRendering RenderingSettings { get; private set; }
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/// <summary>
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/// Lighting-related Rendering Debugger settings.
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/// </summary>
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internal DebugDisplaySettingsLighting LightingSettings { get; private set; }
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#region IDebugDisplaySettingsQuery
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/// <summary>
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/// Returns true if any of the debug settings are currently active.
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/// </summary>
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public bool AreAnySettingsActive => MaterialSettings.AreAnySettingsActive ||
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LightingSettings.AreAnySettingsActive ||
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RenderingSettings.AreAnySettingsActive;
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public bool TryGetScreenClearColor(ref Color color)
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{
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return MaterialSettings.TryGetScreenClearColor(ref color) ||
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RenderingSettings.TryGetScreenClearColor(ref color) ||
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LightingSettings.TryGetScreenClearColor(ref color);
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}
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/// <summary>
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/// Returns true if lighting is active for current state of debug settings.
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/// </summary>
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public bool IsLightingActive => MaterialSettings.IsLightingActive &&
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RenderingSettings.IsLightingActive &&
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LightingSettings.IsLightingActive;
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/// <summary>
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/// Returns true if the current state of debug settings allows post-processing.
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/// </summary>
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public bool IsPostProcessingAllowed
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{
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get
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{
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DebugPostProcessingMode debugPostProcessingMode = RenderingSettings.debugPostProcessingMode;
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switch (debugPostProcessingMode)
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{
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case DebugPostProcessingMode.Disabled:
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{
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return false;
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}
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case DebugPostProcessingMode.Auto:
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{
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// Only enable post-processing if we aren't using certain debug-views...
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return MaterialSettings.IsPostProcessingAllowed &&
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RenderingSettings.IsPostProcessingAllowed &&
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LightingSettings.IsPostProcessingAllowed;
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}
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case DebugPostProcessingMode.Enabled:
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{
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return true;
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}
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default:
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{
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throw new ArgumentOutOfRangeException(nameof(debugPostProcessingMode), $"Invalid post-processing state {debugPostProcessingMode}");
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}
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}
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}
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}
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#endregion
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private TData Add<TData>(TData newData) where TData : IDebugDisplaySettingsData
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{
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m_Settings.Add(newData);
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return newData;
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}
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DebugDisplaySettings()
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{
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Reset();
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}
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internal void Reset()
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{
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m_Settings.Clear();
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CommonSettings = Add(new DebugDisplaySettingsCommon());
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MaterialSettings = Add(new DebugDisplaySettingsMaterial());
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LightingSettings = Add(new DebugDisplaySettingsLighting());
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RenderingSettings = Add(new DebugDisplaySettingsRendering());
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}
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internal void ForEach(Action<IDebugDisplaySettingsData> onExecute)
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{
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foreach (IDebugDisplaySettingsData setting in m_Settings)
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{
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onExecute(setting);
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}
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}
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}
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}
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