184 lines
6.5 KiB
C#
184 lines
6.5 KiB
C#
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Adaptor layer for XR module. Could be replaced with the following one day:
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// com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs
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// Currently, only the horizon line uses it.
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// ENABLE_VR is defined if platform support XR.
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// d_UnityModuleVR is defined if VR module is installed.
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// VR module depends on XR module 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 UnityEngine;
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using UnityEngine.XR;
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namespace WaveHarmonic.Crest
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{
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static class XRHelpers
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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_MaximumViews = 2;
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#if _XR_ENABLED
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static readonly List<XRDisplaySubsystem> s_DisplayList = new();
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// Unity only supports one display right now.
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static XRDisplaySubsystem Display => IsRunning ? s_DisplayList[0] : null;
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#endif
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static Matrix4x4 LeftEyeProjectionMatrix { get; set; }
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static Matrix4x4 RightEyeProjectionMatrix { get; set; }
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static Matrix4x4 LeftEyeViewMatrix { get; set; }
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static Matrix4x4 RightEyeViewMatrix { get; set; }
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static Matrix4x4 LeftInverseViewProjectionMatrixGPU { get; set; }
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static Matrix4x4 RightInverseViewProjectionMatrixGPU { get; set; }
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static class ShaderIDs
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{
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public static readonly int s_InverseViewProjection = Shader.PropertyToID("_Crest_InverseViewProjection");
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public static readonly int s_InverseViewProjectionRight = Shader.PropertyToID("_Crest_InverseViewProjectionRight");
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}
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internal static bool IsRunning
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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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public static bool IsSinglePass
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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 IsRunning && (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced ||
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XRSettings.stereoRenderingMode == 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 Texture2DArray s_WhiteTexture = null;
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public static Texture2DArray WhiteTexture
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{
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get
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{
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if (s_WhiteTexture == null)
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{
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s_WhiteTexture = TextureArrayHelpers.CreateTexture2DArray(Texture2D.whiteTexture, k_MaximumViews);
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s_WhiteTexture.name = "Crest White Texture XR";
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}
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return s_WhiteTexture;
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}
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}
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public static RenderTextureDescriptor GetRenderTextureDescriptor(Camera camera)
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{
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#if _XR_ENABLED
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if (camera.stereoEnabled)
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{
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return XRSettings.eyeTextureDesc;
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}
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else
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#endif
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{
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// As recommended by Unity, in 2021.2 using SystemInfo.GetGraphicsFormat with DefaultFormat.LDR is
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// necessary or gamma color space texture is returned:
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// https://docs.unity3d.com/ScriptReference/Experimental.Rendering.DefaultFormat.html
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return new(camera.pixelWidth, camera.pixelHeight, SystemInfo.GetGraphicsFormat(UnityEngine.Experimental.Rendering.DefaultFormat.LDR), 0);
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}
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}
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static void SetViewProjectionMatrices(Camera camera, int passIndex)
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{
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#if _XR_ENABLED
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if (!XRSettings.enabled || IsSinglePass)
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{
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return;
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}
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// Not going to use cached values here just in case.
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Display.GetRenderPass(passIndex, out var xrPass);
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xrPass.GetRenderParameter(camera, renderParameterIndex: 0, out var xrEye);
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camera.projectionMatrix = xrEye.projection;
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#endif
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}
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public static void UpdatePassIndex(ref int passIndex)
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{
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if (IsRunning)
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{
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#if _XR_ENABLED
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if (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.MultiPass)
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{
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// Alternate between left and right eye.
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passIndex += 1;
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passIndex %= 2;
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}
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else
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{
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passIndex = 0;
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}
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#endif
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}
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else
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{
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passIndex = -1;
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}
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}
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public static void SetInverseViewProjectionMatrix(Camera camera)
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{
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// Have to set these explicitly as the built-in transforms aren't in world-space for the blit function.
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if (camera.stereoEnabled && IsSinglePass)
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{
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Shader.SetGlobalMatrix(ShaderIDs.s_InverseViewProjection, LeftInverseViewProjectionMatrixGPU);
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Shader.SetGlobalMatrix(ShaderIDs.s_InverseViewProjectionRight, RightInverseViewProjectionMatrixGPU);
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}
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else
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{
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Shader.SetGlobalMatrix(ShaderIDs.s_InverseViewProjection, LeftInverseViewProjectionMatrixGPU);
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}
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}
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public static void Update(Camera camera)
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{
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#if _XR_ENABLED
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SubsystemManager.GetSubsystems(s_DisplayList);
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#endif
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if (!camera.stereoEnabled || !IsSinglePass)
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{
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// Built-in renderer does not provide these matrices.
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LeftInverseViewProjectionMatrixGPU = (GL.GetGPUProjectionMatrix(camera.projectionMatrix, false) * camera.worldToCameraMatrix).inverse;
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return;
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}
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#if _XR_ENABLED
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// XR SPI only has one pass by definition.
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Display.GetRenderPass(renderPassIndex: 0, out var xrPass);
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// Grab left and right eye.
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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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// Store all the matrices.
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LeftEyeViewMatrix = xrLeftEye.view;
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RightEyeViewMatrix = xrRightEye.view;
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LeftEyeProjectionMatrix = xrLeftEye.projection;
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RightEyeProjectionMatrix = xrRightEye.projection;
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LeftInverseViewProjectionMatrixGPU = (GL.GetGPUProjectionMatrix(LeftEyeProjectionMatrix, false) * LeftEyeViewMatrix).inverse;
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RightInverseViewProjectionMatrixGPU = (GL.GetGPUProjectionMatrix(RightEyeProjectionMatrix, false) * RightEyeViewMatrix).inverse;
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#endif
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}
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}
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}
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