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[mindgames/Mindgames_main.git] / Mindgames / Library / PackageCache / com.unity.render-pipelines.high-definition@6.9.0-preview / Editor / Core / CameraEditorUtils.cs
1 using UnityEngine;
2 using Object = UnityEngine.Object;
3
4 namespace UnityEditor.Experimental.Rendering
5 {
6     public static class CameraEditorUtils
7     {
8         public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize);
9
10         const float k_PreviewNormalizedSize = 0.2f;
11
12         internal static Material s_GUITextureBlit2SRGBMaterial;
13         public static Material GUITextureBlit2SRGBMaterial
14         {
15             get
16             {
17                 if (!s_GUITextureBlit2SRGBMaterial)
18                 {
19                     Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlit2SRGB.shader") as Shader;
20                     s_GUITextureBlit2SRGBMaterial = new Material(shader);
21                     s_GUITextureBlit2SRGBMaterial.hideFlags = HideFlags.HideAndDontSave;
22                 }
23                 s_GUITextureBlit2SRGBMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
24                 return s_GUITextureBlit2SRGBMaterial;
25             }
26         }
27
28         public static void DrawCameraSceneViewOverlay(Object target, SceneView sceneView, GetPreviewCamera previewCameraGetter)
29         {
30             if (target == null) return;
31
32             // cache some deep values
33             var c = (Camera)target;
34
35             var previewSize = Handles.GetMainGameViewSize();
36             if (previewSize.x < 0f)
37             {
38                 // Fallback to Scene View of not a valid game view size
39                 previewSize.x = sceneView.position.width;
40                 previewSize.y = sceneView.position.height;
41             }
42             // Apply normalizedviewport rect of camera
43             var normalizedViewPortRect = c.rect;
44             previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f);
45             previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f);
46
47             // Prevent using invalid previewSize
48             if (previewSize.x <= 0f || previewSize.y <= 0f)
49                 return;
50
51             var aspect = previewSize.x / previewSize.y;
52
53             // Scale down (fit to scene view)
54             previewSize.y = k_PreviewNormalizedSize * sceneView.position.height;
55             previewSize.x = previewSize.y * aspect;
56             if (previewSize.y > sceneView.position.height * 0.5f)
57             {
58                 previewSize.y = sceneView.position.height * 0.5f;
59                 previewSize.x = previewSize.y * aspect;
60             }
61             if (previewSize.x > sceneView.position.width * 0.5f)
62             {
63                 previewSize.x = sceneView.position.width * 0.5f;
64                 previewSize.y = previewSize.x / aspect;
65             }
66
67             // Get and reserve rect
68             Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y);
69
70             if (Event.current.type == EventType.Repaint)
71             {
72                 var previewCamera = previewCameraGetter(c, previewSize);
73                 if (previewCamera.targetTexture == null)
74                 {
75                     Debug.LogError("The preview camera must render in a render target");
76                     return;
77                 }
78
79                 sceneView.drawGizmos = false;
80                 previewCamera.Render();
81                 sceneView.drawGizmos = true;
82                 Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
83                 // We set target texture to null after this call otherwise if both sceneview and gameview are visible and we have a preview camera wwe
84                 // get this error: "Releasing render texture that is set as Camera.targetTexture!"
85                 previewCamera.targetTexture = null;
86             }
87         }
88
89         public static bool IsViewPortRectValidToRender(Rect normalizedViewPortRect)
90         {
91             if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f)
92                 return false;
93             if (normalizedViewPortRect.x >= 1f || normalizedViewPortRect.xMax <= 0f)
94                 return false;
95             if (normalizedViewPortRect.y >= 1f || normalizedViewPortRect.yMax <= 0f)
96                 return false;
97             return true;
98         }
99     }
100 }