UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Utilities/TextureCurve.cs
2024-10-27 10:53:47 +03:00

268 lines
9.6 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
// Due to limitations in the builtin AnimationCurve we need this custom wrapper.
// Improvements:
// - Dirty state handling so we know when a curve has changed or not
// - Looping support (infinite curve)
// - Zero-value curve
// - Cheaper length property
/// <summary>
/// A wrapper around <c>AnimationCurve</c> to automatically bake it into a texture.
/// </summary>
[Serializable]
public class TextureCurve : IDisposable
{
const int k_Precision = 128; // Edit LutBuilder3D if you change this value
const float k_Step = 1f / k_Precision;
/// <summary>
/// The number of keys in the curve.
/// </summary>
[field: SerializeField]
public int length { get; private set; } // Calling AnimationCurve.length is very slow, let's cache it
[SerializeField]
bool m_Loop;
[SerializeField]
float m_ZeroValue;
[SerializeField]
float m_Range;
/// <summary>
/// Internal curve used to generate the Texture
/// </summary>
[SerializeField]
AnimationCurve m_Curve;
AnimationCurve m_LoopingCurve;
Texture2D m_Texture;
bool m_IsCurveDirty;
bool m_IsTextureDirty;
/// <summary>
/// Retrieves the key at index.
/// </summary>
/// <param name="index">The index to look for.</param>
/// <value>A key.</value>
public Keyframe this[int index] => m_Curve[index];
/// <summary>
/// Creates a new <see cref="TextureCurve"/> from an existing <c>AnimationCurve</c>.
/// </summary>
/// <param name="baseCurve">The source <c>AnimationCurve</c>.</param>
/// <param name="zeroValue">The default value to use when the curve doesn't have any key.</param>
/// <param name="loop">Should the curve automatically loop in the given <paramref name="bounds"/>?</param>
/// <param name="bounds">The boundaries of the curve.</param>
public TextureCurve(AnimationCurve baseCurve, float zeroValue, bool loop, in Vector2 bounds)
: this(baseCurve.keys, zeroValue, loop, bounds) { }
/// <summary>
/// Creates a new <see cref="TextureCurve"/> from an arbitrary number of keyframes.
/// </summary>
/// <param name="keys">An array of Keyframes used to define the curve.</param>
/// <param name="zeroValue">The default value to use when the curve doesn't have any key.</param>
/// <param name="loop">Should the curve automatically loop in the given <paramref name="bounds"/>?</param>
/// <param name="bounds">The boundaries of the curve.</param>
public TextureCurve(Keyframe[] keys, float zeroValue, bool loop, in Vector2 bounds)
{
m_Curve = new AnimationCurve(keys);
m_ZeroValue = zeroValue;
m_Loop = loop;
m_Range = bounds.magnitude;
length = keys.Length;
SetDirty();
}
/// <summary>
/// Cleans up the internal texture resource.
/// </summary>
public void Dispose()
{
Release();
}
/// <summary>
/// Releases the internal texture resource.
/// </summary>
public void Release()
{
if (m_Texture != null)
CoreUtils.Destroy(m_Texture);
m_Texture = null;
}
/// <summary>
/// Marks the curve as dirty to trigger a redraw of the texture the next time <see cref="GetTexture"/>
/// is called.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetDirty()
{
m_IsCurveDirty = true;
m_IsTextureDirty = true;
}
static GraphicsFormat GetTextureFormat()
{
// UUM-41070: We require `Sample | SetPixels` but with the deprecated FormatUsage this was checking `SetPixels`
// For now, we keep checking for `SetPixels` until the performance hit of doing the correct checks is evaluated
if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, GraphicsFormatUsage.SetPixels))
return GraphicsFormat.R16_SFloat;
if (SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, GraphicsFormatUsage.SetPixels))
return GraphicsFormat.R8_UNorm;
return GraphicsFormat.R8G8B8A8_UNorm;
}
/// <summary>
/// Gets the texture representation of this curve.
/// </summary>
/// <returns>A 128x1 texture.</returns>
public Texture2D GetTexture()
{
if (m_Texture == null)
{
m_Texture = new Texture2D(k_Precision, 1, GetTextureFormat(), TextureCreationFlags.None);
m_Texture.name = "CurveTexture";
m_Texture.hideFlags = HideFlags.HideAndDontSave;
m_Texture.filterMode = FilterMode.Bilinear;
m_Texture.wrapMode = TextureWrapMode.Clamp;
m_Texture.anisoLevel = 0;
m_IsTextureDirty = true;
}
if (m_IsTextureDirty)
{
var pixels = new Color[k_Precision];
for (int i = 0; i < pixels.Length; i++)
pixels[i].r = Evaluate(i * k_Step);
m_Texture.SetPixels(pixels);
m_Texture.Apply(false, false);
m_IsTextureDirty = false;
}
return m_Texture;
}
/// <summary>
/// Evaluate a time value on the curve.
/// </summary>
/// <param name="time">The time within the curve you want to evaluate.</param>
/// <returns>The value of the curve, at the point in time specified.</returns>
public float Evaluate(float time)
{
if (m_IsCurveDirty)
length = m_Curve.length;
if (length == 0)
return m_ZeroValue;
if (!m_Loop || length == 1)
return m_Curve.Evaluate(time);
if (m_IsCurveDirty)
{
if (m_LoopingCurve == null)
m_LoopingCurve = new AnimationCurve();
var prev = m_Curve[length - 1];
prev.time -= m_Range;
var next = m_Curve[0];
next.time += m_Range;
m_LoopingCurve.keys = m_Curve.keys; // GC pressure
m_LoopingCurve.AddKey(prev);
m_LoopingCurve.AddKey(next);
m_IsCurveDirty = false;
}
return m_LoopingCurve.Evaluate(time);
}
/// <summary>
/// Adds a new key to the curve.
/// </summary>
/// <param name="time">The time at which to add the key.</param>
/// <param name="value">The value for the key.</param>
/// <returns>The index of the added key, or -1 if the key could not be added.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int AddKey(float time, float value)
{
int r = m_Curve.AddKey(time, value);
if (r > -1)
SetDirty();
return r;
}
/// <summary>
/// Removes the keyframe at <paramref name="index"/> and inserts <paramref name="key"/>.
/// </summary>
/// <param name="index">The index of the keyframe to replace.</param>
/// <param name="key">The new keyframe to insert at the specified index.</param>
/// <returns>The index of the keyframe after moving it.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int MoveKey(int index, in Keyframe key)
{
int r = m_Curve.MoveKey(index, key);
SetDirty();
return r;
}
/// <summary>
/// Removes a key.
/// </summary>
/// <param name="index">The index of the key to remove.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RemoveKey(int index)
{
m_Curve.RemoveKey(index);
SetDirty();
}
/// <summary>
/// Smoothes the in and out tangents of the keyframe at <paramref name="index"/>. A <paramref name="weight"/> of 0 evens out tangents.
/// </summary>
/// <param name="index">The index of the keyframe to be smoothed.</param>
/// <param name="weight">The smoothing weight to apply to the keyframe's tangents.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SmoothTangents(int index, float weight)
{
m_Curve.SmoothTangents(index, weight);
SetDirty();
}
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="TextureCurve"/> value.
/// </summary>
[Serializable]
public class TextureCurveParameter : VolumeParameter<TextureCurve>
{
/// <summary>
/// Creates a new <see cref="TextureCurveParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public TextureCurveParameter(TextureCurve value, bool overrideState = false)
: base(value, overrideState) { }
/// <summary>
/// Release implementation.
/// </summary>
public override void Release() => m_Value.Release();
// TODO: TextureCurve interpolation
}
}