using UnityEngine;
using Object = UnityEngine.Object;
namespace UnityEditor.Rendering
{
///
/// Utility functions for cameras in the editor.
///
public static class CameraEditorUtils
{
/// Delegate that must give an initialized preview camera
/// The initial Camera we want a preview from
/// The size of the preview
/// The Preview camera, initialized
public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize);
const float k_PreviewNormalizedSize = 0.2f;
internal static Material s_GUITextureBlit2SRGBMaterial;
///
/// The material used to display a texture into SRGB
///
public static Material GUITextureBlit2SRGBMaterial
{
get
{
if (!s_GUITextureBlit2SRGBMaterial)
{
Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlit2SRGB.shader") as Shader;
s_GUITextureBlit2SRGBMaterial = new Material(shader);
s_GUITextureBlit2SRGBMaterial.hideFlags = HideFlags.HideAndDontSave;
}
s_GUITextureBlit2SRGBMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
return s_GUITextureBlit2SRGBMaterial;
}
}
///
/// Draw the overlay of a Camera
///
/// The Camera that we want a preview
/// The scene view where to draw it
/// The way to get the preview camera corresponding to the target
public static void DrawCameraSceneViewOverlay(Object target, SceneView sceneView, GetPreviewCamera previewCameraGetter)
{
if (target == null) return;
// cache some deep values
var c = (Camera)target;
var previewSize = Handles.GetMainGameViewSize();
if (previewSize.x < 0f)
{
// Fallback to Scene View of not a valid game view size
previewSize.x = sceneView.position.width;
previewSize.y = sceneView.position.height;
}
// Apply normalizedviewport rect of camera
var normalizedViewPortRect = c.rect;
previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f);
previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f);
// Prevent using invalid previewSize
if (previewSize.x <= 0f || previewSize.y <= 0f)
return;
var aspect = previewSize.x / previewSize.y;
// Scale down (fit to scene view)
previewSize.y = k_PreviewNormalizedSize * sceneView.position.height;
previewSize.x = previewSize.y * aspect;
if (previewSize.y > sceneView.position.height * 0.5f)
{
previewSize.y = sceneView.position.height * 0.5f;
previewSize.x = previewSize.y * aspect;
}
if (previewSize.x > sceneView.position.width * 0.5f)
{
previewSize.x = sceneView.position.width * 0.5f;
previewSize.y = previewSize.x / aspect;
}
// Get and reserve rect
Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y);
if (Event.current.type == EventType.Repaint)
{
var previewCamera = previewCameraGetter(c, previewSize);
if (previewCamera.targetTexture == null)
{
Debug.LogError("The preview camera must render in a render target");
return;
}
bool drawGizmo = sceneView.drawGizmos;
sceneView.drawGizmos = false;
previewCamera.Render();
sceneView.drawGizmos = drawGizmo;
Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
// We set target texture to null after this call otherwise if both sceneview and gameview are visible and we have a preview camera wwe
// get this error: "Releasing render texture that is set as Camera.targetTexture!"
previewCamera.targetTexture = null;
}
}
///
/// Check if the view port rect have a positive size
///
/// The rect to check
/// True: the rect have positive size
public static bool IsViewPortRectValidToRender(Rect normalizedViewPortRect)
{
if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f)
return false;
if (normalizedViewPortRect.x >= 1f || normalizedViewPortRect.xMax <= 0f)
return false;
if (normalizedViewPortRect.y >= 1f || normalizedViewPortRect.yMax <= 0f)
return false;
return true;
}
}
}