167 lines
5.1 KiB
C#
167 lines
5.1 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering
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{
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internal class VolumeCollection
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{
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// Max amount of layers available in Unity
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internal const int k_MaxLayerCount = 32;
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// Cached lists of all volumes (sorted by priority) by layer mask
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readonly Dictionary<int, List<Volume>> m_SortedVolumes = new();
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// Holds all the registered volumes
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readonly List<Volume> m_Volumes = new();
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// Keep track of sorting states for layer masks
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readonly Dictionary<int, bool> m_SortNeeded = new();
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public int count => m_Volumes.Count;
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public bool Register(Volume volume, int layer)
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{
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if (volume == null)
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throw new ArgumentNullException(nameof(volume), "The volume to register is null");
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if (m_Volumes.Contains(volume))
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return false;
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m_Volumes.Add(volume);
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// Look for existing cached layer masks and add it there if needed
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foreach (var kvp in m_SortedVolumes)
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{
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// We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already.
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if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume))
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kvp.Value.Add(volume);
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}
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SetLayerIndexDirty(layer);
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return true;
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}
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public bool Unregister(Volume volume, int layer)
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{
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if (volume == null)
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throw new ArgumentNullException(nameof(volume), "The volume to unregister is null");
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m_Volumes.Remove(volume);
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foreach (var kvp in m_SortedVolumes)
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{
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// Skip layer masks this volume doesn't belong to
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if ((kvp.Key & (1 << layer)) == 0)
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continue;
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kvp.Value.Remove(volume);
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}
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SetLayerIndexDirty(layer);
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return true;
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}
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public bool ChangeLayer(Volume volume, int previousLayerIndex, int currentLayerIndex)
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{
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if (volume == null)
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throw new ArgumentNullException(nameof(volume), "The volume to change layer is null");
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Assert.IsTrue(previousLayerIndex >= 0 && previousLayerIndex <= k_MaxLayerCount, "Invalid layer bit");
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Unregister(volume, previousLayerIndex);
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return Register(volume, currentLayerIndex);
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}
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// Stable insertion sort. Faster than List<T>.Sort() for our needs.
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internal static void SortByPriority(List<Volume> volumes)
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{
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for (int i = 1; i < volumes.Count; i++)
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{
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var temp = volumes[i];
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int j = i - 1;
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// Sort order is ascending
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while (j >= 0 && volumes[j].priority > temp.priority)
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{
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volumes[j + 1] = volumes[j];
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j--;
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}
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volumes[j + 1] = temp;
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}
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}
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public List<Volume> GrabVolumes(LayerMask mask)
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{
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List<Volume> list;
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if (!m_SortedVolumes.TryGetValue(mask, out list))
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{
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// New layer mask detected, create a new list and cache all the volumes that belong
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// to this mask in it
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list = new List<Volume>();
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var numVolumes = m_Volumes.Count;
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for (int i = 0; i < numVolumes; i++)
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{
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var volume = m_Volumes[i];
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if ((mask & (1 << volume.gameObject.layer)) == 0)
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continue;
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list.Add(volume);
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m_SortNeeded[mask] = true;
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}
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m_SortedVolumes.Add(mask, list);
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}
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// Check sorting state
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if (m_SortNeeded.TryGetValue(mask, out var sortNeeded) && sortNeeded)
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{
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m_SortNeeded[mask] = false;
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SortByPriority(list);
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}
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return list;
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}
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public void SetLayerIndexDirty(int layerIndex)
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{
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Assert.IsTrue(layerIndex >= 0 && layerIndex <= k_MaxLayerCount, "Invalid layer bit");
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foreach (var kvp in m_SortedVolumes)
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{
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var mask = kvp.Key;
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if ((mask & (1 << layerIndex)) != 0)
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m_SortNeeded[mask] = true;
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}
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}
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public bool IsComponentActiveInMask<T>(LayerMask layerMask)
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where T : VolumeComponent
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{
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int mask = layerMask.value;
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foreach (var kvp in m_SortedVolumes)
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{
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if (kvp.Key != mask)
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continue;
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foreach (var volume in kvp.Value)
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{
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if (!volume.enabled || volume.profileRef == null)
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continue;
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if (volume.profileRef.TryGet(out T component) && component.active)
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return true;
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}
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}
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return false;
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}
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}
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}
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