320 lines
12 KiB
C#
320 lines
12 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using System.Reflection;
|
|
using System.Linq;
|
|
|
|
namespace UnityEngine.Rendering
|
|
{
|
|
/// <summary>
|
|
/// This attribute allows you to add commands to the <strong>Add Override</strong> popup menu
|
|
/// on Volumes.
|
|
/// </summary>
|
|
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
|
|
public class VolumeComponentMenu : Attribute
|
|
{
|
|
/// <summary>
|
|
/// The name of the entry in the override list. You can use slashes to create sub-menus.
|
|
/// </summary>
|
|
public readonly string menu;
|
|
|
|
// TODO: Add support for component icons
|
|
|
|
/// <summary>
|
|
/// Creates a new <seealso cref="VolumeComponentMenu"/> instance.
|
|
/// </summary>
|
|
/// <param name="menu">The name of the entry in the override list. You can use slashes to
|
|
/// create sub-menus.</param>
|
|
public VolumeComponentMenu(string menu)
|
|
{
|
|
this.menu = menu;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This attribute allows you to add commands to the <strong>Add Override</strong> popup menu
|
|
/// on Volumes and specify for which render pipelines will be supported
|
|
/// </summary>
|
|
public class VolumeComponentMenuForRenderPipeline : VolumeComponentMenu
|
|
{
|
|
/// <summary>
|
|
/// The list of pipeline types that the target class supports
|
|
/// </summary>
|
|
public Type[] pipelineTypes { get; }
|
|
|
|
/// <summary>
|
|
/// Creates a new <seealso cref="VolumeComponentMenuForRenderPipeline"/> instance.
|
|
/// </summary>
|
|
/// <param name="menu">The name of the entry in the override list. You can use slashes to
|
|
/// create sub-menus.</param>
|
|
/// <param name="pipelineTypes">The list of pipeline types that the target class supports</param>
|
|
public VolumeComponentMenuForRenderPipeline(string menu, params Type[] pipelineTypes)
|
|
: base(menu)
|
|
{
|
|
if (pipelineTypes == null)
|
|
throw new Exception("Specify a list of supported pipeline");
|
|
|
|
// Make sure that we only allow the class types that inherit from the render pipeline
|
|
foreach (var t in pipelineTypes)
|
|
{
|
|
if (!typeof(RenderPipeline).IsAssignableFrom(t))
|
|
throw new Exception(
|
|
$"You can only specify types that inherit from {typeof(RenderPipeline)}, please check {t}");
|
|
}
|
|
|
|
this.pipelineTypes = pipelineTypes;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// An attribute to hide the volume component to be added through `Add Override` button on the volume component list
|
|
/// </summary>
|
|
[AttributeUsage(AttributeTargets.Class)]
|
|
[Obsolete("VolumeComponentDeprecated has been deprecated (UnityUpgradable) -> [UnityEngine] UnityEngine.HideInInspector", false)]
|
|
public sealed class VolumeComponentDeprecated : Attribute
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// The base class for all the components that can be part of a <see cref="VolumeProfile"/>.
|
|
/// The Volume framework automatically handles and interpolates any <see cref="VolumeParameter"/> members found in this class.
|
|
/// </summary>
|
|
/// <example>
|
|
/// <code>
|
|
/// using UnityEngine.Rendering;
|
|
///
|
|
/// [Serializable, VolumeComponentMenuForRenderPipeline("Custom/Example Component")]
|
|
/// public class ExampleComponent : VolumeComponent
|
|
/// {
|
|
/// public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
[Serializable]
|
|
public class VolumeComponent : ScriptableObject
|
|
{
|
|
/// <summary>
|
|
/// Local attribute for VolumeComponent fields only.
|
|
/// It handles relative indentation of a property for inspector.
|
|
/// </summary>
|
|
public sealed class Indent : PropertyAttribute
|
|
{
|
|
/// <summary> Relative indent amount registered in this atribute </summary>
|
|
public readonly int relativeAmount;
|
|
|
|
/// <summary> Constructor </summary>
|
|
/// <param name="relativeAmount">Relative indent change to use</param>
|
|
public Indent(int relativeAmount = 1)
|
|
=> this.relativeAmount = relativeAmount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The active state of the set of parameters defined in this class. You can use this to
|
|
/// quickly turn on or off all the overrides at once.
|
|
/// </summary>
|
|
public bool active = true;
|
|
|
|
/// <summary>
|
|
/// The name displayed in the component header. If you do not set a name, Unity generates one from
|
|
/// the class name automatically.
|
|
/// </summary>
|
|
public string displayName { get; protected set; } = "";
|
|
|
|
/// <summary>
|
|
/// A read-only collection of all the <see cref="VolumeParameter"/>s defined in this class.
|
|
/// </summary>
|
|
public ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Extracts all the <see cref="VolumeParameter"/>s defined in this class and nested classes.
|
|
/// </summary>
|
|
/// <param name="o">The object to find the parameters</param>
|
|
/// <param name="parameters">The list filled with the parameters.</param>
|
|
/// <param name="filter">If you want to filter the parameters</param>
|
|
internal static void FindParameters(object o, List<VolumeParameter> parameters, Func<FieldInfo, bool> filter = null)
|
|
{
|
|
if (o == null)
|
|
return;
|
|
|
|
var fields = o.GetType()
|
|
.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
|
|
.OrderBy(t => t.MetadataToken); // Guaranteed order
|
|
|
|
foreach (var field in fields)
|
|
{
|
|
if (field.FieldType.IsSubclassOf(typeof(VolumeParameter)))
|
|
{
|
|
if (filter?.Invoke(field) ?? true)
|
|
parameters.Add((VolumeParameter)field.GetValue(o));
|
|
}
|
|
else if (!field.FieldType.IsArray && field.FieldType.IsClass)
|
|
FindParameters(field.GetValue(o), parameters, filter);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unity calls this method when it loads the class.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If you want to override this method, you must call <c>base.OnEnable()</c>.
|
|
/// </remarks>
|
|
protected virtual void OnEnable()
|
|
{
|
|
// Automatically grab all fields of type VolumeParameter for this instance
|
|
var fields = new List<VolumeParameter>();
|
|
FindParameters(this, fields);
|
|
parameters = fields.AsReadOnly();
|
|
|
|
|
|
foreach (var parameter in parameters)
|
|
{
|
|
if (parameter != null)
|
|
parameter.OnEnable();
|
|
else
|
|
Debug.LogWarning("Volume Component " + GetType().Name + " contains a null parameter; please make sure all parameters are initialized to a default value. Until this is fixed the null parameters will not be considered by the system.");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unity calls this method when the object goes out of scope.
|
|
/// </summary>
|
|
protected virtual void OnDisable()
|
|
{
|
|
if (parameters == null)
|
|
return;
|
|
|
|
foreach (var parameter in parameters)
|
|
{
|
|
if (parameter != null)
|
|
parameter.OnDisable();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates a <see cref="VolumeComponent"/> with this component by an interpolation
|
|
/// factor and puts the result back into the given <see cref="VolumeComponent"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// You can override this method to do your own blending. Either loop through the
|
|
/// <see cref="parameters"/> list or reference direct fields. You should only use
|
|
/// <see cref="VolumeParameter.SetValue"/> to set parameter values and not assign
|
|
/// directly to the state object. you should also manually check
|
|
/// <see cref="VolumeParameter.overrideState"/> before you set any values.
|
|
/// </remarks>
|
|
/// <param name="state">The internal component to interpolate from. You must store
|
|
/// the result of the interpolation in this same component.</param>
|
|
/// <param name="interpFactor">The interpolation factor in range [0,1].</param>
|
|
/// <example>
|
|
/// Below is the default implementation for blending:
|
|
/// <code>
|
|
/// public virtual void Override(VolumeComponent state, float interpFactor)
|
|
/// {
|
|
/// int count = parameters.Count;
|
|
///
|
|
/// for (int i = 0; i < count; i++)
|
|
/// {
|
|
/// var stateParam = state.parameters[i];
|
|
/// var toParam = parameters[i];
|
|
///
|
|
/// // Keep track of the override state for debugging purpose
|
|
/// stateParam.overrideState = toParam.overrideState;
|
|
///
|
|
/// if (toParam.overrideState)
|
|
/// stateParam.Interp(stateParam, toParam, interpFactor);
|
|
/// }
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
public virtual void Override(VolumeComponent state, float interpFactor)
|
|
{
|
|
int count = parameters.Count;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var stateParam = state.parameters[i];
|
|
var toParam = parameters[i];
|
|
|
|
if (toParam.overrideState)
|
|
{
|
|
// Keep track of the override state for debugging purpose
|
|
stateParam.overrideState = toParam.overrideState;
|
|
stateParam.Interp(stateParam, toParam, interpFactor);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the state of all the overrides on this component to a given value.
|
|
/// </summary>
|
|
/// <param name="state">The value to set the state of the overrides to.</param>
|
|
public void SetAllOverridesTo(bool state)
|
|
{
|
|
SetOverridesTo(parameters, state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the override state of the given parameters on this component to a given value.
|
|
/// </summary>
|
|
/// <param name="state">The value to set the state of the overrides to.</param>
|
|
internal void SetOverridesTo(IEnumerable<VolumeParameter> enumerable, bool state)
|
|
{
|
|
foreach (var prop in enumerable)
|
|
{
|
|
prop.overrideState = state;
|
|
var t = prop.GetType();
|
|
|
|
if (VolumeParameter.IsObjectParameter(t))
|
|
{
|
|
// This method won't be called a lot but this is sub-optimal, fix me
|
|
var innerParams = (ReadOnlyCollection<VolumeParameter>)
|
|
t.GetProperty("parameters", BindingFlags.NonPublic | BindingFlags.Instance)
|
|
.GetValue(prop, null);
|
|
|
|
if (innerParams != null)
|
|
SetOverridesTo(innerParams, state);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A custom hashing function that Unity uses to compare the state of parameters.
|
|
/// </summary>
|
|
/// <returns>A computed hash code for the current instance.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
unchecked
|
|
{
|
|
//return parameters.Aggregate(17, (i, p) => i * 23 + p.GetHash());
|
|
|
|
int hash = 17;
|
|
|
|
for (int i = 0; i < parameters.Count; i++)
|
|
hash = hash * 23 + parameters[i].GetHashCode();
|
|
|
|
return hash;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unity calls this method before the object is destroyed.
|
|
/// </summary>
|
|
protected virtual void OnDestroy() => Release();
|
|
|
|
/// <summary>
|
|
/// Releases all the allocated resources.
|
|
/// </summary>
|
|
public void Release()
|
|
{
|
|
if (parameters == null)
|
|
return;
|
|
|
|
for (int i = 0; i < parameters.Count; i++)
|
|
{
|
|
if (parameters[i] != null)
|
|
parameters[i].Release();
|
|
}
|
|
}
|
|
}
|
|
}
|