ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Editor/TerrainTools/TerrainToolUtility.cs

614 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.TerrainAPI;
using UnityEngine.Experimental.TerrainAPI;
using UnityEngine;
using UObject = UnityEngine.Object;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.TerrainAPI
{
public struct ActiveRenderTextureScope : System.IDisposable
{
RenderTexture m_Prev;
public ActiveRenderTextureScope(RenderTexture rt)
{
m_Prev = RenderTexture.active;
RenderTexture.active = rt;
}
public void Dispose()
{
// restore prev active RT
RenderTexture.active = m_Prev;
}
}
/// <summary>
/// Utility class for safely managing the lifetime of a RenderTexture
/// </summary>
public class RTHandle
{
private RenderTexture m_RT;
private bool m_IsTemp;
/// <summary>
/// The RenderTexture for this RTHandle
/// </summary>
public RenderTexture RT => m_RT;
/// <summary>
/// The descriptor for the RTHandle and RenderTexture
/// </summary>
public RenderTextureDescriptor Desc => m_RT?.descriptor ?? default;
internal bool IsTemp => m_IsTemp;
/// <summary>
/// The name for the RTHandle and RenderTexture
/// </summary>
public string Name
{
get => m_RT?.name ?? default;
set => m_RT.name = value;
}
internal RTHandle()
{
}
/// <summary>
/// Sets the name of the RenderTexture and returns the reference to the RTHandle
/// </summary>
/// <param name="name">The name of the underlying RenderTexture</param>
/// <returns>Reference to the RTHandle</returns>
public RTHandle WithName(string name)
{
Name = name;
return this;
}
public static implicit operator RenderTexture(RTHandle handle)
{
return handle.RT;
}
public static implicit operator Texture(RTHandle handle)
{
return handle.RT;
}
internal void SetRenderTexture(RenderTexture rt, bool isTemp)
{
m_RT = rt;
m_IsTemp = isTemp;
}
/// <summary>
/// Structure for handling the lifetime of a RTHandle within a using block. RenderTexture is released when this structure is disposed
/// </summary>
public struct RTHandleScope : System.IDisposable
{
RTHandle m_Handle;
internal RTHandleScope(RTHandle handle)
{
m_Handle = handle;
}
public void Dispose()
{
RTUtils.Release(m_Handle);
}
}
/// <summary>
/// Get a new disposable RTHandleScope instance to use in using blocks
/// </summary>
public RTHandleScope Scoped() => new RTHandleScope(this);
}
/// <summary>
/// Utility class for getting and releasing RenderTextures handles.
/// Lifetimes of these RenderTextures are tracked and any that have not been released within several frames are
/// regarded as leaked RenderTexture resources and will generate warnings in the Console.
/// </summary>
public static class RTUtils
{
class Log
{
public int Frames;
public string StackTrace;
}
internal static bool s_EnableStackTrace = false;
private static Stack<Log> s_LogPool = new Stack<Log>();
private static Dictionary<RTHandle, Log> s_Logs = new Dictionary<RTHandle, Log>();
internal static int s_CreatedHandleCount;
internal static int s_TempHandleCount;
private static bool m_AgeCheckAdded;
private static void AgeCheck()
{
if(!m_AgeCheckAdded)
{
Debug.LogError("Checking lifetime of RenderTextures but m_AgeCheckAdded = false");
}
foreach (var kvp in s_Logs)
{
var log = kvp.Value;
if (log.Frames >= 4)
{
var trace = !s_EnableStackTrace ? string.Empty : "\n" + log.StackTrace;
Debug.LogWarning($"RTHandle \"{kvp.Key.Name}\" has existed for more than 4 frames. Possible memory leak.{trace}");
}
log.Frames++;
}
}
private static void CheckAgeCheck()
{
if(s_TempHandleCount != 0 || s_CreatedHandleCount != 0) return;
Debug.Assert(s_Logs.Count == 0, "Internal RTHandle type counts for temporary and non-temporary RTHandles are both 0 but the containers for tracking leaked RTHandles have counts that are not 0");
if(!m_AgeCheckAdded)
{
EditorApplication.update += AgeCheck;
m_AgeCheckAdded = true;
}
else
{
EditorApplication.update -= AgeCheck;
m_AgeCheckAdded = false;
}
}
private static void AddLogForHandle(RTHandle handle)
{
var log = s_LogPool.Any() ? s_LogPool.Pop() : new Log();
if(s_EnableStackTrace) log.StackTrace = System.Environment.StackTrace;
s_Logs.Add(handle, log);
}
/// <summary>
/// Get a RenderTextureDescriptor set up for RenderTexture operations on GPU
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="format">RenderTextureFormat of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="mipCount">MipCount of the RenderTexture. Default is 0</param>
/// <param name="srgb">Flag determining whether RenderTextures created using this descriptor should be sRGB or Linear space</param>
/// </summary>
public static RenderTextureDescriptor GetDescriptor(int width, int height, int depth, RenderTextureFormat format, int mipCount = 0, bool srgb = false)
{
return GetDescriptor(width, height, depth, GraphicsFormatUtility.GetGraphicsFormat(format, srgb), mipCount, srgb);
}
/// <summary>
/// Get a RenderTextureDescriptor set up for RenderTexture operations on GPU with the enableRandomWrite flag set to true
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="format">RenderTextureFormat of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="mipCount">MipCount of the RenderTexture. Default is 0</param>
/// <param name="srgb">Flag determining whether RenderTextures created using this descriptor should be sRGB or Linear space</param>
/// </summary>
public static RenderTextureDescriptor GetDescriptorRW(int width, int height, int depth, RenderTextureFormat format, int mipCount = 0, bool srgb = false)
{
return GetDescriptorRW(width, height, depth, GraphicsFormatUtility.GetGraphicsFormat(format, srgb), mipCount, srgb);
}
/// <summary>
/// Get a RenderTextureDescriptor set up for RenderTexture operations on GPU with the enableRandomWrite flag set to true
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="format">GraphicsFormat of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="mipCount">MipCount of the RenderTexture. Default is 0</param>
/// <param name="srgb">Flag determining whether RenderTextures created using this descriptor should be sRGB or Linear space</param>
/// </summary>
public static RenderTextureDescriptor GetDescriptorRW(int width, int height, int depth, GraphicsFormat format, int mipCount = 0, bool srgb = false)
{
var desc = GetDescriptor(width, height, depth, format, mipCount, srgb);
desc.enableRandomWrite = true;
return desc;
}
/// <summary>
/// Get a RenderTextureDescriptor set up for RenderTexture operations on GPU
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="format">RenderTextureFormat of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="mipCount">MipCount of the RenderTexture. Default is 0</param>
/// <param name="srgb">Flag determining whether RenderTextures created using this descriptor should be sRGB or Linear space</param>
/// </summary>
public static RenderTextureDescriptor GetDescriptor(int width, int height, int depth, GraphicsFormat format, int mipCount = 0, bool srgb = false)
{
var desc = new RenderTextureDescriptor(width, height, format, depth)
{
sRGB = srgb,
mipCount = mipCount,
useMipMap = mipCount != 0,
};
return desc;
}
private static RTHandle GetHandle(RenderTextureDescriptor desc, bool isTemp)
{
CheckAgeCheck();
if (isTemp) s_TempHandleCount++;
else s_CreatedHandleCount++;
var handle = new RTHandle();
handle.SetRenderTexture(isTemp ? RenderTexture.GetTemporary(desc) : new RenderTexture(desc), isTemp);
AddLogForHandle(handle);
return handle;
}
/// <summary>
/// Get a RTHandle for a RenderTexture acquired from RenderTexture.GetTemporary. Free using RTUtils.Release
/// <param name="desc">RenderTextureDescriptor for the RenderTexture</param>
/// </summary>
public static RTHandle GetTempHandle(RenderTextureDescriptor desc)
{
return GetHandle(desc, true);
}
/// <summary>
/// Get a RTHandle for a RenderTexture acquired with RenderTexture.GetTemporary. Free using RTUtils.Release
/// </summary>
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="format">Format of the RenderTexture</param>
public static RTHandle GetTempHandle(int width, int height, int depth, GraphicsFormat format)
{
return GetHandle(GetDescriptor(width, height, depth, format), true);
}
/// <summary>
/// Get a RTHandle for a RenderTexture acquired with 'new RenderTexture(desc)'. Free using RTUtils.Release
/// <param name="desc">RenderTextureDescriptor for the RenderTexture</param>
/// </summary>
public static RTHandle GetNewHandle(RenderTextureDescriptor desc)
{
return GetHandle(desc, false);
}
/// <summary>
/// Get a RTHandle for a RenderTexture acquired with 'new RenderTexture(desc)'. Free using RTUtils.Release
/// </summary>
/// <param name="width">Width of the RenderTexture</param>
/// <param name="height">Height of the RenderTexture</param>
/// <param name="depth">Depth of the RenderTexture</param>
/// <param name="format">Format of the RenderTexture</param>
/// <returns></returns>
public static RTHandle GetNewHandle(int width, int height, int depth, GraphicsFormat format)
{
return GetHandle(GetDescriptor(width, height, depth, format), false);
}
/// <summary>
/// Release the RenderTexture resource associated with the specified RTHandle
/// <param name="handle">RTHandle from which RenderTexture resources will be released</param>
/// </summary>
public static void Release(RTHandle handle)
{
if(handle.RT == null) return;
if(!s_Logs.ContainsKey(handle)) throw new InvalidOperationException("Attemping to release a RTHandle that is not currently tracked by the system. This should never happen");
var log = s_Logs[handle];
s_Logs.Remove(handle);
log.Frames = 0;
log.StackTrace = null;
s_LogPool.Push(log);
if(handle.IsTemp)
{
--s_TempHandleCount;
RenderTexture.ReleaseTemporary(handle.RT);
}
else
{
--s_CreatedHandleCount;
handle.RT.Release();
Destroy(handle.RT);
}
CheckAgeCheck();
}
/// <summary>
/// Destroy a RenderTexture created using 'new RenderTexture()'
/// <param name="rt">RenderTexture to destroy</param>
/// </summary>
public static void Destroy(RenderTexture rt)
{
if(rt == null) return;
#if UNITY_EDITOR
if (Application.isPlaying)
UObject.Destroy(rt);
else
UObject.DestroyImmediate(rt);
#else
UObject.Destroy(rt);
#endif
}
/// <summary>
/// Get the number of RTHandles that have been requested and not released yet.
/// </summary>
/// <returns>Number of RTHandles that have been requested and not released</returns>
public static int GetHandleCount() => s_Logs.Count;
}
public static class Utility
{
static Material m_DefaultPreviewMat = null;
public static Material GetDefaultPreviewMaterial()
{
if (m_DefaultPreviewMat == null)
{
m_DefaultPreviewMat = new Material(Shader.Find("Hidden/TerrainTools/BrushPreview"));
}
return m_DefaultPreviewMat;
}
private static Material m_TexelValidityMaterial;
private static Material GetTexelValidityMaterial()
{
if(m_TexelValidityMaterial == null)
{
m_TexelValidityMaterial = new Material(Shader.Find("Hidden/TerrainTools/TexelValidityBlit"));
}
return m_TexelValidityMaterial;
}
public static void SetupMaterialForPainting(PaintContext paintContext, BrushTransform brushTransform, Material material)
{
TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushTransform, material);
material.SetVector("_Heightmap_Tex",
new Vector4(
1f / paintContext.targetTextureWidth,
1f / paintContext.targetTextureHeight,
paintContext.targetTextureWidth,
paintContext.targetTextureHeight)
);
material.SetVector("_PcPixelRect",
new Vector4(paintContext.pixelRect.x,
paintContext.pixelRect.y,
paintContext.pixelRect.width,
paintContext.pixelRect.height)
);
material.SetVector("_PcUvVectors",
new Vector4(paintContext.pixelRect.x / (float)paintContext.targetTextureWidth,
paintContext.pixelRect.y / (float)paintContext.targetTextureHeight,
paintContext.pixelRect.width / (float)paintContext.targetTextureWidth,
paintContext.pixelRect.height / (float)paintContext.targetTextureHeight)
);
}
public static void SetupMaterialForPaintingWithTexelValidityContext(PaintContext paintContext, PaintContext texelCtx, BrushTransform brushTransform, Material material)
{
SetupMaterialForPainting(paintContext, brushTransform, material);
material.SetTexture("_PCValidityTex", texelCtx.sourceRenderTexture);
}
public static PaintContext CollectTexelValidity(Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0)
{
var res = terrain.terrainData.heightmapResolution;
// use holes format because we really only need to know if the texel value is 0 or 1
var ctx = PaintContext.CreateFromBounds(terrain, boundsInTerrainSpace, res, res, extraBorderPixels);
ctx.CreateRenderTargets(Terrain.holesRenderTextureFormat);
ctx.Gather(
t => t.terrain.terrainData.heightmapTexture, // just provide heightmap texture. no need to create a temp one
new Color(0, 0, 0, 0),
blitMaterial : GetTexelValidityMaterial()
);
return ctx;
}
//assume this a 1D texture that has already been created
public static Vector2 AnimationCurveToRenderTexture(AnimationCurve curve, ref Texture2D tex) {
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
float val = curve.Evaluate(0.0f);
Vector2 range = new Vector2(val, val);
Color[] pixels = new Color[tex.width * tex.height];
pixels[0].r = val;
for (int i = 1; i < tex.width; i++) {
float pct = (float)i / (float)tex.width;
pixels[i].r = curve.Evaluate(pct);
range[0] = Mathf.Min(range[0], pixels[i].r);
range[1] = Mathf.Max(range[1], pixels[i].r);
}
tex.SetPixels(pixels);
tex.Apply();
return range;
}
/// <summary>
/// Set the filter render texture for transformation brushes
/// </summary>
public static void SetFilterRT(IBrushUIGroup commonUI, RenderTexture sourceRenderTexture, RenderTexture destinationRenderTexture, Material mat)
{
commonUI.GetBrushMask(sourceRenderTexture, destinationRenderTexture);
mat.SetTexture("_FilterTex", destinationRenderTexture);
}
}
public static class MeshUtils
{
public enum ShaderPass
{
Height = 0,
Mask = 1,
}
private static Material m_defaultProjectionMaterial;
public static Material defaultProjectionMaterial
{
get
{
if( m_defaultProjectionMaterial == null )
{
m_defaultProjectionMaterial = new Material( Shader.Find( "Hidden/TerrainTools/MeshUtility" ) );
}
return m_defaultProjectionMaterial;
}
}
public static Quaternion QuaternionFromMatrix(Matrix4x4 m)
{
// Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
Quaternion q = new Quaternion();
q.w = Mathf.Sqrt( Mathf.Max( 0, 1 + m[0,0] + m[1,1] + m[2,2] ) ) / 2;
q.x = Mathf.Sqrt( Mathf.Max( 0, 1 + m[0,0] - m[1,1] - m[2,2] ) ) / 2;
q.y = Mathf.Sqrt( Mathf.Max( 0, 1 - m[0,0] + m[1,1] - m[2,2] ) ) / 2;
q.z = Mathf.Sqrt( Mathf.Max( 0, 1 - m[0,0] - m[1,1] + m[2,2] ) ) / 2;
q.x *= Mathf.Sign( q.x * ( m[2,1] - m[1,2] ) );
q.y *= Mathf.Sign( q.y * ( m[0,2] - m[2,0] ) );
q.z *= Mathf.Sign( q.z * ( m[1,0] - m[0,1] ) );
return q;
}
public static Bounds TransformBounds( Matrix4x4 m, Bounds bounds )
{
Vector3[] points = new Vector3[ 8 ];
// get points for each corner of the bounding box
points[ 0 ] = new Vector3( bounds.max.x, bounds.max.y, bounds.max.z );
points[ 1 ] = new Vector3( bounds.min.x, bounds.max.y, bounds.max.z );
points[ 2 ] = new Vector3( bounds.max.x, bounds.min.y, bounds.max.z );
points[ 3 ] = new Vector3( bounds.max.x, bounds.max.y, bounds.min.z );
points[ 4 ] = new Vector3( bounds.min.x, bounds.min.y, bounds.max.z );
points[ 5 ] = new Vector3( bounds.min.x, bounds.min.y, bounds.min.z );
points[ 6 ] = new Vector3( bounds.max.x, bounds.min.y, bounds.min.z );
points[ 7 ] = new Vector3( bounds.min.x, bounds.max.y, bounds.min.z );
Vector3 min = Vector3.one * float.PositiveInfinity;
Vector3 max = Vector3.one * float.NegativeInfinity;
for( int i = 0; i < points.Length; ++i )
{
Vector3 p = m.MultiplyPoint( points[ i ] );
// update min values
if( p.x < min.x )
{
min.x = p.x;
}
if( p.y < min.y )
{
min.y = p.y;
}
if( p.z < min.z )
{
min.z = p.z;
}
// update max values
if( p.x > max.x )
{
max.x = p.x;
}
if( p.y > max.y )
{
max.y = p.y;
}
if( p.z > max.z )
{
max.z = p.z;
}
}
return new Bounds() { max = max, min = min };
}
private static string GetPrettyVectorString( Vector3 v )
{
return string.Format( "( {0}, {1}, {2} )", v.x, v.y, v.z );
}
public static void RenderTopdownProjection( Mesh mesh, Matrix4x4 model, RenderTexture destination, Material mat, ShaderPass pass )
{
RenderTexture prev = RenderTexture.active;
RenderTexture.active = destination;
Bounds modelBounds = TransformBounds( model, mesh.bounds );
float nearPlane = ( modelBounds.max.y - modelBounds.center.y ) * 4;
float farPlane = ( modelBounds.min.y - modelBounds.center.y );
Vector3 viewFrom = new Vector3( modelBounds.center.x, modelBounds.center.z, -modelBounds.center.y );
Vector3 viewTo = viewFrom + Vector3.down;
Vector3 viewUp = Vector3.forward;
// Debug.Log(
// $@"Bounds =
// [
// center: { modelBounds.center }
// max: { modelBounds.max }
// extents: { modelBounds.extents }
// ]
// nearPlane: { nearPlane }
// farPlane: { farPlane }
// diff: { nearPlane - farPlane }
// view: [ from = { GetPrettyVectorString( viewFrom ) }, to = { GetPrettyVectorString( viewTo ) }, up = { GetPrettyVectorString( viewUp ) } ]"
// );
// reset the view to accomodate for the transformed bounds
Matrix4x4 view = Matrix4x4.LookAt( viewFrom, viewTo, viewUp );
Matrix4x4 proj = Matrix4x4.Ortho( -1, 1, -1, 1, nearPlane, farPlane );
Matrix4x4 mvp = proj * view * model;
GL.Clear( true, true, Color.black );
mat.SetMatrix( "_Matrix_M", model );
mat.SetMatrix( "_Matrix_MV", view * model );
mat.SetMatrix( "_Matrix_MVP", mvp );
mat.SetPass( ( int )pass );
GL.PushMatrix();
{
Graphics.DrawMeshNow( mesh, Matrix4x4.identity );
}
GL.PopMatrix();
RenderTexture.active = prev;
}
}
}