Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Volume/VolumeManager.cs
2024-05-06 11:45:45 -07:00

529 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering
{
using UnityObject = UnityEngine.Object;
/// <summary>
/// A global manager that tracks all the Volumes in the currently loaded Scenes and does all the
/// interpolation work.
/// </summary>
public sealed class VolumeManager
{
static readonly Lazy<VolumeManager> s_Instance = new Lazy<VolumeManager>(() => new VolumeManager());
/// <summary>
/// The current singleton instance of <see cref="VolumeManager"/>.
/// </summary>
public static VolumeManager instance => s_Instance.Value;
/// <summary>
/// A reference to the main <see cref="VolumeStack"/>.
/// </summary>
/// <seealso cref="VolumeStack"/>
public VolumeStack stack { get; set; }
/// <summary>
/// The current list of all available types that derive from <see cref="VolumeComponent"/>.
/// </summary>
[Obsolete("Please use baseComponentTypeArray instead.")]
public IEnumerable<Type> baseComponentTypes
{
get => baseComponentTypeArray;
private set => baseComponentTypeArray = value.ToArray();
}
/// <summary>
/// The current list of all available types that derive from <see cref="VolumeComponent"/>.
/// </summary>
public Type[] baseComponentTypeArray { get; private set; }
// Max amount of layers available in Unity
const int k_MaxLayerCount = 32;
// Cached lists of all volumes (sorted by priority) by layer mask
readonly Dictionary<int, List<Volume>> m_SortedVolumes;
// Holds all the registered volumes
readonly List<Volume> m_Volumes;
// Keep track of sorting states for layer masks
readonly Dictionary<int, bool> m_SortNeeded;
// Internal list of default state for each component type - this is used to reset component
// states on update instead of having to implement a Reset method on all components (which
// would be error-prone)
readonly List<VolumeComponent> m_ComponentsDefaultState;
// Recycled list used for volume traversal
readonly List<Collider> m_TempColliders;
// The default stack the volume manager uses.
// We cache this as users able to change the stack through code and
// we want to be able to switch to the default one through the ResetMainStack() function.
VolumeStack m_DefaultStack = null;
VolumeManager()
{
m_SortedVolumes = new Dictionary<int, List<Volume>>();
m_Volumes = new List<Volume>();
m_SortNeeded = new Dictionary<int, bool>();
m_TempColliders = new List<Collider>(8);
m_ComponentsDefaultState = new List<VolumeComponent>();
ReloadBaseTypes();
m_DefaultStack = CreateStack();
stack = m_DefaultStack;
}
/// <summary>
/// Creates and returns a new <see cref="VolumeStack"/> to use when you need to store
/// the result of the Volume blending pass in a separate stack.
/// </summary>
/// <returns></returns>
/// <seealso cref="VolumeStack"/>
/// <seealso cref="Update(VolumeStack,Transform,LayerMask)"/>
public VolumeStack CreateStack()
{
var stack = new VolumeStack();
stack.Reload(m_ComponentsDefaultState);
return stack;
}
/// <summary>
/// Resets the main stack to be the default one.
/// Call this function if you've assigned the main stack to something other than the default one.
/// </summary>
public void ResetMainStack()
{
stack = m_DefaultStack;
}
/// <summary>
/// Destroy a Volume Stack
/// </summary>
/// <param name="stack">Volume Stack that needs to be destroyed.</param>
public void DestroyStack(VolumeStack stack)
{
stack.Dispose();
}
// This will be called only once at runtime and everytime script reload kicks-in in the
// editor as we need to keep track of any compatible component in the project
void ReloadBaseTypes()
{
m_ComponentsDefaultState.Clear();
// Grab all the component types we can find
baseComponentTypeArray = CoreUtils.GetAllTypesDerivedFrom<VolumeComponent>()
.Where(t => !t.IsAbstract).ToArray();
var flags = System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic;
// Keep an instance of each type to be used in a virtual lowest priority global volume
// so that we have a default state to fallback to when exiting volumes
foreach (var type in baseComponentTypeArray)
{
type.GetMethod("Init", flags)?.Invoke(null, null);
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
m_ComponentsDefaultState.Add(inst);
}
}
/// <summary>
/// Registers a new Volume in the manager. Unity does this automatically when a new Volume is
/// enabled, or its layer changes, but you can use this function to force-register a Volume
/// that is currently disabled.
/// </summary>
/// <param name="volume">The volume to register.</param>
/// <param name="layer">The LayerMask that this volume is in.</param>
/// <seealso cref="Unregister"/>
public void Register(Volume volume, int layer)
{
m_Volumes.Add(volume);
// Look for existing cached layer masks and add it there if needed
foreach (var kvp in m_SortedVolumes)
{
// We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already.
if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume))
kvp.Value.Add(volume);
}
SetLayerDirty(layer);
}
/// <summary>
/// Unregisters a Volume from the manager. Unity does this automatically when a Volume is
/// disabled or goes out of scope, but you can use this function to force-unregister a Volume
/// that you added manually while it was disabled.
/// </summary>
/// <param name="volume">The Volume to unregister.</param>
/// <param name="layer">The LayerMask that this Volume is in.</param>
/// <seealso cref="Register"/>
public void Unregister(Volume volume, int layer)
{
m_Volumes.Remove(volume);
foreach (var kvp in m_SortedVolumes)
{
// Skip layer masks this volume doesn't belong to
if ((kvp.Key & (1 << layer)) == 0)
continue;
kvp.Value.Remove(volume);
}
}
/// <summary>
/// Checks if a <see cref="VolumeComponent"/> is active in a given LayerMask.
/// </summary>
/// <typeparam name="T">A type derived from <see cref="VolumeComponent"/></typeparam>
/// <param name="layerMask">The LayerMask to check against</param>
/// <returns><c>true</c> if the component is active in the LayerMask, <c>false</c>
/// otherwise.</returns>
public bool IsComponentActiveInMask<T>(LayerMask layerMask)
where T : VolumeComponent
{
int mask = layerMask.value;
foreach (var kvp in m_SortedVolumes)
{
if (kvp.Key != mask)
continue;
foreach (var volume in kvp.Value)
{
if (!volume.enabled || volume.profileRef == null)
continue;
if (volume.profileRef.TryGet(out T component) && component.active)
return true;
}
}
return false;
}
internal void SetLayerDirty(int layer)
{
Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");
foreach (var kvp in m_SortedVolumes)
{
var mask = kvp.Key;
if ((mask & (1 << layer)) != 0)
m_SortNeeded[mask] = true;
}
}
internal void UpdateVolumeLayer(Volume volume, int prevLayer, int newLayer)
{
Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit");
Unregister(volume, prevLayer);
Register(volume, newLayer);
}
// Go through all listed components and lerp overridden values in the global state
void OverrideData(VolumeStack stack, List<VolumeComponent> components, float interpFactor)
{
foreach (var component in components)
{
if (!component.active)
continue;
var state = stack.GetComponent(component.GetType());
component.Override(state, interpFactor);
}
}
// Faster version of OverrideData to force replace values in the global state
void ReplaceData(VolumeStack stack)
{
var resetParameters = stack.defaultParameters;
var resetParametersCount = resetParameters.Length;
for (int i = 0; i < resetParametersCount; i++)
{
var resetParam = resetParameters[i];
var targetParam = resetParam.parameter;
targetParam.overrideState = false;
targetParam.SetValue(resetParam.defaultValue);
}
}
/// <summary>
/// Checks the state of the base type library. This is only used in the editor to handle
/// entering and exiting of play mode and domain reload.
/// </summary>
[Conditional("UNITY_EDITOR")]
public void CheckBaseTypes()
{
// Editor specific hack to work around serialization doing funky things when exiting
if (m_ComponentsDefaultState == null || (m_ComponentsDefaultState.Count > 0 && m_ComponentsDefaultState[0] == null))
ReloadBaseTypes();
}
/// <summary>
/// Checks the state of a given stack. This is only used in the editor to handle entering
/// and exiting of play mode and domain reload.
/// </summary>
/// <param name="stack">The stack to check.</param>
[Conditional("UNITY_EDITOR")]
public void CheckStack(VolumeStack stack)
{
// The editor doesn't reload the domain when exiting play mode but still kills every
// object created while in play mode, like stacks' component states
var components = stack.components;
if (components == null)
{
stack.Reload(m_ComponentsDefaultState);
return;
}
foreach (var kvp in components)
{
if (kvp.Key == null || kvp.Value == null)
{
stack.Reload(m_ComponentsDefaultState);
return;
}
}
}
// Returns true if must execute Update() in full, and false if we can early exit.
bool CheckUpdateRequired(VolumeStack stack)
{
if (m_Volumes.Count == 0)
{
if (stack.requiresReset)
{
// Update the stack one more time in case there was a volume that just ceased to exist. This ensures
// the stack will return to default values correctly.
stack.requiresReset = false;
return true;
}
// There were no volumes last frame either, and stack has been returned to defaults, so no update is
// needed and we can early exit from Update().
return false;
}
stack.requiresReset = true; // Stack must be reset every frame whenever there are volumes present
return true;
}
/// <summary>
/// Updates the global state of the Volume manager. Unity usually calls this once per Camera
/// in the Update loop before rendering happens.
/// </summary>
/// <param name="trigger">A reference Transform to consider for positional Volume blending
/// </param>
/// <param name="layerMask">The LayerMask that the Volume manager uses to filter Volumes that it should consider
/// for blending.</param>
public void Update(Transform trigger, LayerMask layerMask)
{
Update(stack, trigger, layerMask);
}
/// <summary>
/// Updates the Volume manager and stores the result in a custom <see cref="VolumeStack"/>.
/// </summary>
/// <param name="stack">The stack to store the blending result into.</param>
/// <param name="trigger">A reference Transform to consider for positional Volume blending.
/// </param>
/// <param name="layerMask">The LayerMask that Unity uses to filter Volumes that it should consider
/// for blending.</param>
/// <seealso cref="VolumeStack"/>
public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask)
{
Assert.IsNotNull(stack);
CheckBaseTypes();
CheckStack(stack);
if (!CheckUpdateRequired(stack))
return;
// Start by resetting the global state to default values
ReplaceData(stack);
bool onlyGlobal = trigger == null;
var triggerPos = onlyGlobal ? Vector3.zero : trigger.position;
// Sort the cached volume list(s) for the given layer mask if needed and return it
var volumes = GrabVolumes(layerMask);
Camera camera = null;
// Behavior should be fine even if camera is null
if (!onlyGlobal)
trigger.TryGetComponent<Camera>(out camera);
// Traverse all volumes
foreach (var volume in volumes)
{
if (volume == null)
continue;
#if UNITY_EDITOR
// Skip volumes that aren't in the scene currently displayed in the scene view
if (!IsVolumeRenderedByCamera(volume, camera))
continue;
#endif
// Skip disabled volumes and volumes without any data or weight
if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f)
continue;
// Global volumes always have influence
if (volume.isGlobal)
{
OverrideData(stack, volume.profileRef.components, Mathf.Clamp01(volume.weight));
continue;
}
if (onlyGlobal)
continue;
// If volume isn't global and has no collider, skip it as it's useless
var colliders = m_TempColliders;
volume.GetComponents(colliders);
if (colliders.Count == 0)
continue;
// Find closest distance to volume, 0 means it's inside it
float closestDistanceSqr = float.PositiveInfinity;
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
var closestPoint = collider.ClosestPoint(triggerPos);
var d = (closestPoint - triggerPos).sqrMagnitude;
if (d < closestDistanceSqr)
closestDistanceSqr = d;
}
colliders.Clear();
float blendDistSqr = volume.blendDistance * volume.blendDistance;
// Volume has no influence, ignore it
// Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but we
// can't use a >= comparison as blendDistSqr could be set to 0 in which case
// volume would have total influence
if (closestDistanceSqr > blendDistSqr)
continue;
// Volume has influence
float interpFactor = 1f;
if (blendDistSqr > 0f)
interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
OverrideData(stack, volume.profileRef.components, interpFactor * Mathf.Clamp01(volume.weight));
}
}
/// <summary>
/// Get all volumes on a given layer mask sorted by influence.
/// </summary>
/// <param name="layerMask">The LayerMask that Unity uses to filter Volumes that it should consider.</param>
/// <returns>An array of volume.</returns>
public Volume[] GetVolumes(LayerMask layerMask)
{
var volumes = GrabVolumes(layerMask);
volumes.RemoveAll(v => v == null);
return volumes.ToArray();
}
List<Volume> GrabVolumes(LayerMask mask)
{
List<Volume> list;
if (!m_SortedVolumes.TryGetValue(mask, out list))
{
// New layer mask detected, create a new list and cache all the volumes that belong
// to this mask in it
list = new List<Volume>();
foreach (var volume in m_Volumes)
{
if ((mask & (1 << volume.gameObject.layer)) == 0)
continue;
list.Add(volume);
m_SortNeeded[mask] = true;
}
m_SortedVolumes.Add(mask, list);
}
// Check sorting state
bool sortNeeded;
if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded)
{
m_SortNeeded[mask] = false;
SortByPriority(list);
}
return list;
}
// Stable insertion sort. Faster than List<T>.Sort() for our needs.
static void SortByPriority(List<Volume> volumes)
{
Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer");
for (int i = 1; i < volumes.Count; i++)
{
var temp = volumes[i];
int j = i - 1;
// Sort order is ascending
while (j >= 0 && volumes[j].priority > temp.priority)
{
volumes[j + 1] = volumes[j];
j--;
}
volumes[j + 1] = temp;
}
}
static bool IsVolumeRenderedByCamera(Volume volume, Camera camera)
{
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
// IsGameObjectRenderedByCamera does not behave correctly when camera is null so we have to catch it here.
return camera == null ? true : UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(volume.gameObject, camera);
#else
return true;
#endif
}
}
/// <summary>
/// A scope in which a Camera filters a Volume.
/// </summary>
[Obsolete("VolumeIsolationScope is deprecated, it does not have any effect anymore.")]
public struct VolumeIsolationScope : IDisposable
{
/// <summary>
/// Constructs a scope in which a Camera filters a Volume.
/// </summary>
/// <param name="unused">Unused parameter.</param>
public VolumeIsolationScope(bool unused) { }
/// <summary>
/// Stops the Camera from filtering a Volume.
/// </summary>
void IDisposable.Dispose() { }
}
}