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