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