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using UnityEditorInternal;
using UnityEngine;
using UnityEngine.PostProcessing;
namespace UnityEditor.PostProcessing
{
public class ParadeMonitor : PostProcessingMonitor
{
static GUIContent s_MonitorTitle = new GUIContent("Parade");
ComputeShader m_ComputeShader;
ComputeBuffer m_Buffer;
Material m_Material;
RenderTexture m_WaveformTexture;
Rect m_MonitorAreaRect;
public ParadeMonitor()
{
m_ComputeShader = EditorResources.Load<ComputeShader>("Monitors/WaveformCompute.compute");
}
public override void Dispose()
{
GraphicsUtils.Destroy(m_Material);
GraphicsUtils.Destroy(m_WaveformTexture);
if (m_Buffer != null)
m_Buffer.Release();
m_Material = null;
m_WaveformTexture = null;
m_Buffer = null;
}
public override bool IsSupported()
{
return m_ComputeShader != null && GraphicsUtils.supportsDX11;
}
public override GUIContent GetMonitorTitle()
{
return s_MonitorTitle;
}
public override void OnMonitorSettings()
{
EditorGUI.BeginChangeCheck();
bool refreshOnPlay = m_MonitorSettings.refreshOnPlay;
float exposure = m_MonitorSettings.paradeExposure;
refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the parade in play mode; this may impact performances."), FxStyles.preButton);
exposure = GUILayout.HorizontalSlider(exposure, 0.05f, 0.3f, FxStyles.preSlider, FxStyles.preSliderThumb, GUILayout.Width(40f));
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Parade Settings Changed");
m_MonitorSettings.refreshOnPlay = refreshOnPlay;
m_MonitorSettings.paradeExposure = exposure;
InternalEditorUtility.RepaintAllViews();
}
}
public override void OnMonitorGUI(Rect r)
{
if (Event.current.type == EventType.Repaint)
{
// If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the waveform data
if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0))
InternalEditorUtility.RepaintAllViews();
// Sizing
float width = m_WaveformTexture != null
? Mathf.Min(m_WaveformTexture.width, r.width - 65f)
: r.width;
float height = m_WaveformTexture != null
? Mathf.Min(m_WaveformTexture.height, r.height - 45f)
: r.height;
m_MonitorAreaRect = new Rect(
Mathf.Floor(r.x + r.width / 2f - width / 2f),
Mathf.Floor(r.y + r.height / 2f - height / 2f - 5f),
width, height
);
if (m_WaveformTexture != null)
{
m_Material.SetFloat("_Exposure", m_MonitorSettings.paradeExposure);
var oldActive = RenderTexture.active;
Graphics.Blit(null, m_WaveformTexture, m_Material, 0);
RenderTexture.active = oldActive;
Graphics.DrawTexture(m_MonitorAreaRect, m_WaveformTexture);
var color = Color.white;
const float kTickSize = 5f;
// Rect, lines & ticks points
// A O B P C Q D
// N E
// M F
// L G
// K T J S I R H
var A = new Vector3(m_MonitorAreaRect.x, m_MonitorAreaRect.y);
var D = new Vector3(A.x + m_MonitorAreaRect.width + 1f, m_MonitorAreaRect.y);
var H = new Vector3(D.x, D.y + m_MonitorAreaRect.height + 1f);
var K = new Vector3(A.x, H.y);
var F = new Vector3(D.x, D.y + (H.y - D.y) / 2f);
var M = new Vector3(A.x, A.y + (K.y - A.y) / 2f);
var B = new Vector3(A.x + (D.x - A.x) / 3f, A.y);
var C = new Vector3(A.x + (D.x - A.x) * 2f / 3f, A.y);
var I = new Vector3(K.x + (H.x - K.x) * 2f / 3f, K.y);
var J = new Vector3(K.x + (H.x - K.x) / 3f, K.y);
var N = new Vector3(A.x, A.y + (M.y - A.y) / 2f);
var L = new Vector3(A.x, M.y + (K.y - M.y) / 2f);
var E = new Vector3(D.x, D.y + (F.y - D.y) / 2f);
var G = new Vector3(D.x, F.y + (H.y - F.y) / 2f);
var O = new Vector3(A.x + (B.x - A.x) / 2f, A.y);
var P = new Vector3(B.x + (C.x - B.x) / 2f, B.y);
var Q = new Vector3(C.x + (D.x - C.x) / 2f, C.y);
var R = new Vector3(I.x + (H.x - I.x) / 2f, I.y);
var S = new Vector3(J.x + (I.x - J.x) / 2f, J.y);
var T = new Vector3(K.x + (J.x - K.x) / 2f, K.y);
// Borders
Handles.color = color;
Handles.DrawLine(A, D);
Handles.DrawLine(D, H);
Handles.DrawLine(H, K);
Handles.DrawLine(K, new Vector3(A.x, A.y - 1f));
Handles.DrawLine(B, J);
Handles.DrawLine(C, I);
// Vertical ticks
Handles.DrawLine(A, new Vector3(A.x - kTickSize, A.y));
Handles.DrawLine(N, new Vector3(N.x - kTickSize, N.y));
Handles.DrawLine(M, new Vector3(M.x - kTickSize, M.y));
Handles.DrawLine(L, new Vector3(L.x - kTickSize, L.y));
Handles.DrawLine(K, new Vector3(K.x - kTickSize, K.y));
Handles.DrawLine(D, new Vector3(D.x + kTickSize, D.y));
Handles.DrawLine(E, new Vector3(E.x + kTickSize, E.y));
Handles.DrawLine(F, new Vector3(F.x + kTickSize, F.y));
Handles.DrawLine(G, new Vector3(G.x + kTickSize, G.y));
Handles.DrawLine(H, new Vector3(H.x + kTickSize, H.y));
// Horizontal ticks
Handles.DrawLine(A, new Vector3(A.x, A.y - kTickSize));
Handles.DrawLine(B, new Vector3(B.x, B.y - kTickSize));
Handles.DrawLine(C, new Vector3(C.x, C.y - kTickSize));
Handles.DrawLine(D, new Vector3(D.x, D.y - kTickSize));
Handles.DrawLine(O, new Vector3(O.x, O.y - kTickSize));
Handles.DrawLine(P, new Vector3(P.x, P.y - kTickSize));
Handles.DrawLine(Q, new Vector3(Q.x, Q.y - kTickSize));
Handles.DrawLine(H, new Vector3(H.x, H.y + kTickSize));
Handles.DrawLine(I, new Vector3(I.x, I.y + kTickSize));
Handles.DrawLine(J, new Vector3(J.x, J.y + kTickSize));
Handles.DrawLine(K, new Vector3(K.x, K.y + kTickSize));
Handles.DrawLine(R, new Vector3(R.x, R.y + kTickSize));
Handles.DrawLine(S, new Vector3(S.x, S.y + kTickSize));
Handles.DrawLine(T, new Vector3(T.x, T.y + kTickSize));
// Labels
GUI.color = color;
GUI.Label(new Rect(A.x - kTickSize - 34f, A.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleRight);
GUI.Label(new Rect(M.x - kTickSize - 34f, M.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleRight);
GUI.Label(new Rect(K.x - kTickSize - 34f, K.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleRight);
GUI.Label(new Rect(D.x + kTickSize + 4f, D.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleLeft);
GUI.Label(new Rect(F.x + kTickSize + 4f, F.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleLeft);
GUI.Label(new Rect(H.x + kTickSize + 4f, H.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleLeft);
}
}
}
public override void OnFrameData(RenderTexture source)
{
if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay)
return;
if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0))
return;
float ratio = ((float)source.width / (float)source.height) / 3f;
int h = 384;
int w = Mathf.FloorToInt(h * ratio);
var rt = RenderTexture.GetTemporary(w, h, 0, source.format);
Graphics.Blit(source, rt);
ComputeWaveform(rt);
m_BaseEditor.Repaint();
RenderTexture.ReleaseTemporary(rt);
}
void CreateBuffer(int width, int height)
{
m_Buffer = new ComputeBuffer(width * height, sizeof(uint) << 2);
}
void ComputeWaveform(RenderTexture source)
{
if (m_Buffer == null)
{
CreateBuffer(source.width, source.height);
}
else if (m_Buffer.count != (source.width * source.height))
{
m_Buffer.Release();
CreateBuffer(source.width, source.height);
}
var channels = m_MonitorSettings.waveformY
? new Vector4(0f, 0f, 0f, 1f)
: new Vector4(m_MonitorSettings.waveformR ? 1f : 0f, m_MonitorSettings.waveformG ? 1f : 0f, m_MonitorSettings.waveformB ? 1f : 0f, 0f);
var cs = m_ComputeShader;
int kernel = cs.FindKernel("KWaveformClear");
cs.SetBuffer(kernel, "_Waveform", m_Buffer);
cs.Dispatch(kernel, source.width, 1, 1);
kernel = cs.FindKernel("KWaveform");
cs.SetBuffer(kernel, "_Waveform", m_Buffer);
cs.SetTexture(kernel, "_Source", source);
cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0);
cs.SetVector("_Channels", channels);
cs.Dispatch(kernel, source.width, 1, 1);
if (m_WaveformTexture == null || m_WaveformTexture.width != (source.width * 3) || m_WaveformTexture.height != source.height)
{
GraphicsUtils.Destroy(m_WaveformTexture);
m_WaveformTexture = new RenderTexture(source.width * 3, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.DontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
}
if (m_Material == null)
m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Parade Render")) { hideFlags = HideFlags.DontSave };
m_Material.SetBuffer("_Waveform", m_Buffer);
m_Material.SetVector("_Size", new Vector2(m_WaveformTexture.width, m_WaveformTexture.height));
m_Material.SetVector("_Channels", channels);
}
}
}