using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering
{
///
/// Holds the state of a Volume blending update. A global stack is
/// available by default in but you can also create your own using
/// if you need to update the manager with specific
/// settings and store the results for later use.
///
public sealed class VolumeStack : IDisposable
{
// Holds the state of _all_ component types you can possibly add on volumes
internal readonly Dictionary components = new();
// Flat list of every volume parameter for faster per-frame stack reset.
internal VolumeParameter[] parameters;
// Flag indicating that some properties have received overrides, therefore they must be reset in the next update.
internal bool requiresReset = true;
// Flag indicating that default state has changed, therefore all properties in the stack must be reset in the next update.
internal bool requiresResetForAllProperties = true;
internal VolumeStack()
{
}
internal void Clear()
{
foreach (var component in components)
CoreUtils.Destroy(component.Value);
components.Clear();
parameters = null;
}
internal void Reload(Type[] componentTypes)
{
Clear();
requiresReset = true;
requiresResetForAllProperties = true;
List parametersList = new();
foreach (var type in componentTypes)
{
var component = (VolumeComponent)ScriptableObject.CreateInstance(type);
components.Add(type, component);
parametersList.AddRange(component.parameters);
}
parameters = parametersList.ToArray();
isValid = true;
}
///
/// Gets the current state of the of type
/// in the stack.
///
/// A type of .
/// The current state of the of type
/// in the stack.
public T GetComponent()
where T : VolumeComponent
{
var comp = GetComponent(typeof(T));
return (T)comp;
}
///
/// Gets the current state of the of the specified type in the
/// stack.
///
/// The type of to look for.
/// The current state of the of the specified type,
/// or null if the type is invalid.
public VolumeComponent GetComponent(Type type)
{
components.TryGetValue(type, out var comp);
return comp;
}
///
/// Cleans up the content of this stack. Once a VolumeStack is disposed, it shouldn't
/// be used anymore.
///
public void Dispose()
{
Clear();
isValid = false;
}
///
/// Check if the stack is in valid state and can be used.
///
public bool isValid { get; private set; }
}
}