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- using UnityEngine;
- using Object = UnityEngine.Object;
- namespace UnityEditor.Rendering
- {
- /// <summary>
- /// Utility functions for cameras in the editor.
- /// </summary>
- public static class CameraEditorUtils
- {
- /// <summary>Delegate that must give an initialized preview camera</summary>
- /// <param name="sourceCamera">The initial Camera we want a preview from</param>
- /// <param name="previewSize">The size of the preview</param>
- /// <returns>The Preview camera, initialized</returns>
- public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize);
- const float k_PreviewNormalizedSize = 0.2f;
- internal static Material s_GUITextureBlit2SRGBMaterial;
- /// <summary>
- /// The material used to display a texture into SRGB
- /// </summary>
- 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;
- }
- }
- /// <summary>
- /// Draw the overlay of a Camera
- /// </summary>
- /// <param name="target">The Camera that we want a preview</param>
- /// <param name="sceneView">The scene view where to draw it</param>
- /// <param name="previewCameraGetter">The way to get the preview camera corresponding to the target</param>
- 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;
- }
- }
- /// <summary>
- /// Check if the view port rect have a positive size
- /// </summary>
- /// <param name="normalizedViewPortRect">The rect to check</param>
- /// <returns>True: the rect have positive size</returns>
- 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;
- }
- }
- }
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