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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
// https://docs.unity3d.com/Manual/GraphicsCommandBuffers.html
// https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.html
// 前向渲染的camera events
// * DepthTexture
// * DepthNormalTexture
// * ForwardOpaque
// * ImageEffectsOpaque
// * Skybox
// * ForwardAlpha
// * ImageEffects
// * Everything
[Flags]
public enum ERenderingEvent
{
None = 0,
BeforeDepthTexture = 1,
BeforeDepthNormalsTexture = 1 << 1,
BeforeForwardOpaque = 1 << 2,
BeforeImageEffectsOpaque = 1 << 3,
BeforeSkybox = 1 << 4,
BeforeForwardAlpha = 1 << 5,
BeforeImageEffects = 1 << 6,
//BeforeEverything = 1 << 7,
AfterDepthTexture = 1 << 8,
AfterDepthNormalsTexture = 1 << 9,
AfterForwardOpaque = 1 << 10,
AfterImageEffectsOpaque = 1 << 11,
AfterSkybox = 1 << 12,
AfterForwardAlpha = 1 << 13,
AfterImageEffects = 1 << 14,
AfterEverything = 1 << 15,
}
public static class RenderingUtility
{
public static Dictionary<ERenderingEvent, CameraEvent> renderingEventToCameraEventDic = new Dictionary<ERenderingEvent, CameraEvent> {
{ERenderingEvent.BeforeDepthTexture, CameraEvent.BeforeDepthTexture },
{ERenderingEvent.BeforeDepthNormalsTexture, CameraEvent.BeforeDepthNormalsTexture },
{ERenderingEvent.BeforeForwardOpaque, CameraEvent.BeforeForwardOpaque },
{ERenderingEvent.BeforeImageEffectsOpaque, CameraEvent.BeforeImageEffectsOpaque },
{ERenderingEvent.BeforeSkybox, CameraEvent.BeforeSkybox },
{ERenderingEvent.BeforeForwardAlpha, CameraEvent.BeforeForwardAlpha },
{ERenderingEvent.BeforeImageEffects, CameraEvent.BeforeImageEffects },
{ERenderingEvent.AfterDepthTexture, CameraEvent.AfterDepthTexture },
{ERenderingEvent.AfterDepthNormalsTexture, CameraEvent.AfterDepthNormalsTexture },
{ERenderingEvent.AfterForwardOpaque, CameraEvent.AfterForwardOpaque },
{ERenderingEvent.AfterImageEffectsOpaque, CameraEvent.AfterImageEffectsOpaque },
{ERenderingEvent.AfterSkybox, CameraEvent.AfterSkybox },
{ERenderingEvent.AfterForwardAlpha, CameraEvent.AfterForwardAlpha },
{ERenderingEvent.AfterImageEffects, CameraEvent.AfterImageEffects },
{ERenderingEvent.AfterEverything, CameraEvent.AfterEverything },
};
public static CameraEvent ToCameraEvent(this ERenderingEvent e)
{
return renderingEventToCameraEventDic[e];
}
/// <summary>
/// 计算在rt里面的区域
/// </summary>
/// <param name="camera">相机</param>
/// <param name="worldPos">世界空间坐标</param>
/// <param name="size">异体矩形(billboard)的相机空间大小</param>
/// <returns></returns>
public static Vector4 GetTillingOffset(Camera camera, Vector3 worldPos, float size)
{
Vector4 tileOffset = new Vector4(1,1,0,0);
Vector3 camPos = camera.WorldToCameraSpace(worldPos);
Vector3 bottomLeft = new Vector3(camPos.x - size / 2, camPos.y - size / 2, camPos.z);
Vector3 topRight = new Vector3(camPos.x + size / 2, camPos.y + size / 2, camPos.z);
Vector2 blViewPos = camera.CameraToViewportSpace(bottomLeft);
Vector2 trViewPos = camera.CameraToViewportSpace(topRight);
float width = trViewPos.x - blViewPos.x;
float height = trViewPos.y - blViewPos.y;
tileOffset.x = width;
tileOffset.y = height;
tileOffset.z = blViewPos.x;
tileOffset.w = blViewPos.y;
return tileOffset;
}
}
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