261 lines
8.0 KiB
C#
261 lines
8.0 KiB
C#
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// ENABLE_VR is defined if the platform supports XR.
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// d_UnityModuleVR is defined if the VR module is installed.
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// VR module depends on XR module (which does nothing by itself) so we only need to check the VR module.
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#if ENABLE_VR && d_UnityModuleVR
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#define _XR_ENABLED
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#endif
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.XR;
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namespace WaveHarmonic.Crest
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{
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static partial class Rendering
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{
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// Adaptor layer for XR module similar to Unity's XRGraphics/XRSRPSettings.
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// We cannot use theirs as they keep on renaming it…
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static readonly GlobalKeyword s_SinglePassInstancedKeyword = new("STEREO_INSTANCING_ON");
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static readonly GlobalKeyword s_SinglePassMultiViewKeyword = new("STEREO_MULTIVIEW_ON");
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#if _XR_ENABLED
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internal static GlobalKeyword SinglePassKeyword => XRSettings.stereoRenderingMode switch
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{
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XRSettings.StereoRenderingMode.SinglePassInstanced => s_SinglePassInstancedKeyword,
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XRSettings.StereoRenderingMode.SinglePassMultiview => s_SinglePassMultiViewKeyword,
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_ => throw new System.NotImplementedException(),
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};
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#endif
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public static bool EnabledXR
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{
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get
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{
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#if _XR_ENABLED
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return XRSettings.enabled;
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#else
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return false;
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#endif
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}
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}
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static bool SinglePassXR
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{
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get
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{
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#if _XR_ENABLED
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return XRSettings.enabled && (XRSettings.stereoRenderingMode is XRSettings.StereoRenderingMode.SinglePassInstanced or XRSettings.StereoRenderingMode.SinglePassMultiview);
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#else
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return false;
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#endif
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}
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}
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static bool MultiPassXR
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{
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get
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{
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#if _XR_ENABLED
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return XRSettings.enabled && XRSettings.stereoRenderingMode is XRSettings.StereoRenderingMode.MultiPass;
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#else
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return false;
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#endif
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}
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}
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public static partial class BIRP
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{
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[Conditional("_XR_ENABLED")]
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public static void EnableXR(CommandBuffer commands, Camera camera)
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{
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#if _XR_ENABLED
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if (!SinglePassXR || !camera.stereoEnabled)
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{
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return;
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}
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commands.EnableKeyword(SinglePassKeyword);
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#endif
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}
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[Conditional("_XR_ENABLED")]
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public static void DisableXR(CommandBuffer commands, Camera camera)
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{
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#if _XR_ENABLED
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if (!SinglePassXR || !camera.stereoEnabled)
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{
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return;
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}
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commands.DisableKeyword(SinglePassKeyword);
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#endif
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}
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}
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//
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// Stereo Rendering
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//
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#if _XR_ENABLED
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public static partial class BIRP
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{
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// NOTE: This is the same value as Unity, but in the future it could be higher.
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const int k_MaximumViewsXR = 2;
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static partial class ShaderIDs
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{
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public static readonly int s_StereoInverseViewProjection = Shader.PropertyToID("_Crest_StereoInverseViewProjection");
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}
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static readonly List<XRDisplaySubsystem> s_DisplayListXR = new();
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// Unity only supports one display right now.
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static XRDisplaySubsystem DisplayXR => XRSettings.enabled ? s_DisplayListXR[0] : null;
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static Matrix4x4[] InverseViewProjectionMatrixXR { get; set; } = new Matrix4x4[2];
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static Texture2DArray s_WhiteTextureXR = null;
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public static Texture2DArray WhiteTextureXR
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{
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get
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{
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if (s_WhiteTextureXR == null)
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{
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s_WhiteTextureXR = TextureArrayHelpers.CreateTexture2DArray(Texture2D.whiteTexture, k_MaximumViewsXR);
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s_WhiteTextureXR.name = "_Crest_WhiteTextureXR";
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}
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return s_WhiteTextureXR;
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}
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}
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public static void SetMatricesXR(Camera camera)
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{
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if (!camera.stereoEnabled || !SinglePassXR)
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{
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return;
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}
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SubsystemManager.GetSubsystems(s_DisplayListXR);
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// XR SPI only has one pass by definition.
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DisplayXR.GetRenderPass(renderPassIndex: 0, out var xrPass);
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xrPass.GetRenderParameter(camera, renderParameterIndex: 0, out var xrLeftEye);
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xrPass.GetRenderParameter(camera, renderParameterIndex: 1, out var xrRightEye);
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// We must opt for renderIntoTexture for Unity to handle Y flip.
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InverseViewProjectionMatrixXR[0] = (GL.GetGPUProjectionMatrix(xrLeftEye.projection, true) * xrLeftEye.view).inverse;
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InverseViewProjectionMatrixXR[1] = (GL.GetGPUProjectionMatrix(xrRightEye.projection, true) * xrRightEye.view).inverse;
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Shader.SetGlobalMatrixArray(ShaderIDs.s_StereoInverseViewProjection, InverseViewProjectionMatrixXR);
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}
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}
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#endif // _XR_ENABLED
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}
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}
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#if d_UnityURP
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namespace WaveHarmonic.Crest
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{
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#if !UNITY_6000_0_OR_NEWER
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using UniversalCameraData = CameraData;
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#endif
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static partial class Rendering
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{
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public static class URP
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{
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[Conditional("_XR_ENABLED")]
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public static void EnableXR(CommandBuffer commands, UniversalCameraData camera)
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{
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#if _XR_ENABLED
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// We need to check the mask or it will cause entire pipeline to output black. Appears to only affect URP.
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if (!SinglePassXR || !camera.xrRendering || camera.camera.stereoTargetEye != StereoTargetEyeMask.Both)
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{
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return;
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}
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commands.EnableKeyword(SinglePassKeyword);
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#endif
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}
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[Conditional("_XR_ENABLED")]
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public static void DisableXR(CommandBuffer commands, UniversalCameraData camera)
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{
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#if _XR_ENABLED
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if (!SinglePassXR || !camera.xrRendering || camera.camera.stereoTargetEye != StereoTargetEyeMask.Both)
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{
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return;
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}
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commands.DisableKeyword(SinglePassKeyword);
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#endif
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}
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}
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}
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}
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#endif // d_UnityURP
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#if d_UnityHDRP
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namespace WaveHarmonic.Crest
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{
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static partial class Rendering
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{
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public static class HDRP
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{
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[Conditional("_XR_ENABLED")]
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public static void EnableXR(CommandBuffer commands, HDAdditionalCameraData camera)
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{
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#if _XR_ENABLED
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if (!SinglePassXR || camera == null || !camera.xrRendering)
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{
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return;
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}
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commands.EnableKeyword(SinglePassKeyword);
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#endif
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}
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[Conditional("_XR_ENABLED")]
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public static void DisableXR(CommandBuffer commands, HDAdditionalCameraData camera)
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{
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#if _XR_ENABLED
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if (!SinglePassXR || camera == null || !camera.xrRendering)
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{
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return;
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}
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commands.DisableKeyword(SinglePassKeyword);
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#endif
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}
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public static bool SkipPassXR(ref int index, HDAdditionalCameraData data)
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{
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#if _XR_ENABLED
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if (MultiPassXR && data != null && data.xrRendering)
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{
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// Alternate between left and right eye.
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index += 1;
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index %= 2;
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}
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else
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#endif
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{
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index = -1;
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}
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// Skip if rendering the right eye.
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return index == 1;
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}
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}
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}
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}
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#endif // d_UnityHDRP
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