Files
PrinceOfGlory/Packages/Custom/com.unity.render-pipelines.universal@14.0.9/Runtime/Debug/DebugRenderSetup.cs
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

158 lines
6.2 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
class DebugRenderSetup : IDisposable
{
private readonly DebugHandler m_DebugHandler;
private readonly ScriptableRenderContext m_Context;
private readonly CommandBuffer m_CommandBuffer;
private readonly int m_Index;
readonly FilteringSettings m_FilteringSettings;
private DebugDisplaySettingsMaterial MaterialSettings => m_DebugHandler.DebugDisplaySettings.materialSettings;
private DebugDisplaySettingsRendering RenderingSettings => m_DebugHandler.DebugDisplaySettings.renderingSettings;
private DebugDisplaySettingsLighting LightingSettings => m_DebugHandler.DebugDisplaySettings.lightingSettings;
private void Begin()
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode;
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Wireframe:
{
m_Context.Submit();
GL.wireframe = true;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
m_Context.Submit();
GL.wireframe = true;
}
break;
}
}
m_DebugHandler.SetupShaderProperties(m_CommandBuffer, m_Index);
m_Context.ExecuteCommandBuffer(m_CommandBuffer);
m_CommandBuffer.Clear();
}
private void End()
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode;
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Wireframe:
{
m_Context.Submit();
GL.wireframe = false;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
m_Context.Submit();
GL.wireframe = false;
}
break;
}
}
}
internal DebugRenderSetup(DebugHandler debugHandler,
ScriptableRenderContext context,
CommandBuffer commandBuffer,
int index,
FilteringSettings filteringSettings)
{
m_DebugHandler = debugHandler;
m_Context = context;
m_CommandBuffer = commandBuffer;
m_Index = index;
m_FilteringSettings = filteringSettings;
Begin();
}
internal DrawingSettings CreateDrawingSettings(DrawingSettings drawingSettings)
{
bool usesReplacementMaterial = (MaterialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None);
if (usesReplacementMaterial)
{
Material replacementMaterial = m_DebugHandler.ReplacementMaterial;
DrawingSettings modifiedDrawingSettings = drawingSettings;
modifiedDrawingSettings.overrideMaterial = replacementMaterial;
modifiedDrawingSettings.overrideMaterialPassIndex = 0;
return modifiedDrawingSettings;
}
// No overrides, return original
return drawingSettings;
}
internal RenderStateBlock GetRenderStateBlock(RenderStateBlock renderStateBlock)
{
DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode;
// Potentially override parts of the RenderStateBlock
switch (sceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
{
var isOpaque = m_FilteringSettings.renderQueueRange == RenderQueueRange.opaque || m_FilteringSettings.renderQueueRange == RenderQueueRange.all;
var isTransparent = m_FilteringSettings.renderQueueRange == RenderQueueRange.transparent || m_FilteringSettings.renderQueueRange == RenderQueueRange.all;
var overdrawOpaque =
m_DebugHandler.DebugDisplaySettings.renderingSettings.overdrawMode == DebugOverdrawMode.Opaque
|| m_DebugHandler.DebugDisplaySettings.renderingSettings.overdrawMode == DebugOverdrawMode.All;
var overdrawTransparent =
m_DebugHandler.DebugDisplaySettings.renderingSettings.overdrawMode == DebugOverdrawMode.Transparent
|| m_DebugHandler.DebugDisplaySettings.renderingSettings.overdrawMode == DebugOverdrawMode.All;
var blendOverdraw = isOpaque && overdrawOpaque || isTransparent && overdrawTransparent;
var destination = blendOverdraw ? BlendMode.One : BlendMode.Zero;
RenderTargetBlendState additiveBlend = new RenderTargetBlendState(sourceColorBlendMode: BlendMode.One, destinationColorBlendMode: destination);
// Additive-blend but leave z-write and culling as they are when we draw normally
renderStateBlock.blendState = new BlendState { blendState0 = additiveBlend };
renderStateBlock.mask = RenderStateMask.Blend;
break;
}
case DebugSceneOverrideMode.SolidWireframe:
case DebugSceneOverrideMode.ShadedWireframe:
{
if (m_Index == 1)
{
// Ensure we render the wireframe in front of the solid triangles of the previous pass...
renderStateBlock.rasterState = new RasterState(offsetUnits: -1, offsetFactor: -1);
renderStateBlock.mask = RenderStateMask.Raster;
}
break;
}
}
return renderStateBlock;
}
public void Dispose()
{
End();
}
}
}