refactor portal rendering into portal camera

This commit is contained in:
2022-10-09 22:14:46 +02:00
parent 3a343f8811
commit 85e3064171
4 changed files with 135 additions and 88 deletions

View File

@@ -1,108 +1,23 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace Escape_Room_Engine.Portal
{
public class Portal : MonoBehaviour
{
private static readonly Matrix4x4 HalfRotation = Matrix4x4.Rotate(Quaternion.Euler(0, 180, 0));
private static readonly Camera.StereoscopicEye[] Eyes =
{ Camera.StereoscopicEye.Left, Camera.StereoscopicEye.Right };
private static readonly Dictionary<Camera.StereoscopicEye, int> EyeTextureNames = new()
{
{ Camera.StereoscopicEye.Left, Shader.PropertyToID("_LeftTex") },
{ Camera.StereoscopicEye.Right, Shader.PropertyToID("_RightTex") }
};
/// <summary>
/// The portal that is connected with this one.
/// </summary>
public Portal other;
/// <summary>
/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
/// </summary>
public float minNearClipPlane = 0.02f;
/// <summary>
/// The camera that will draw the view for this portal.
/// </summary>
[SerializeField] private Camera portalCamera;
/// <summary>
/// The quad where the rendered texture will be drawn on.
/// </summary>
[SerializeField] private MeshRenderer portalQuad;
private PlayerCamera _playerCamera;
private Dictionary<Camera.StereoscopicEye, RenderTexture> _textures = new();
public PortalCamera portalCamera;
private void Awake()
{
// check whether the other portal is set up
if (!other || other.other != this) throw new Exception("Other portal not set up correctly.");
// get player camera
if (Camera.main != null) _playerCamera = Camera.main.GetComponent<PlayerCamera>();
else throw new Exception("Main camera has no player camera script set up.");
}
private void OnEnable()
{
RenderPipelineManager.beginCameraRendering += Render;
}
private void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= Render;
}
private void Render(ScriptableRenderContext scriptableRenderContext, Camera camera)
{
// check whether the portal plane is visible from the player camera
var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(_playerCamera.camera);
if (!GeometryUtility.TestPlanesAABB(frustumPlanes, other.portalQuad.bounds))
// don't render this portal if it is not visible
return;
var t = transform;
foreach (var eye in Eyes)
{
// create portal texture if it doesn't exist yet
if (!_textures.ContainsKey(eye))
{
if (XRSettings.eyeTextureWidth > 0 && XRSettings.eyeTextureHeight > 0)
{
_textures.Add(eye,
new RenderTexture(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 24));
other.portalQuad.material.SetTexture(EyeTextureNames[eye], _textures[eye]);
}
else // no texture was created so nothing should be rendered
continue;
}
// position portal camera
var m = t.localToWorldMatrix * HalfRotation * other.transform.worldToLocalMatrix *
_playerCamera.getEyeTransform(eye).localToWorldMatrix;
portalCamera.transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
portalCamera.projectionMatrix = _playerCamera.camera.GetStereoProjectionMatrix(eye);
// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
var n = -t.forward; // clip plane normal
var portalPlane = new Plane(n, t.position); // clip plane in world space
var clipPlane = portalCamera.worldToCameraMatrix.inverse.transpose *
new Vector4(n.x, n.y, n.z, portalPlane.distance); // vector format clip plane in camera space
if (Math.Abs(portalPlane.GetDistanceToPoint(portalCamera.transform.position)) >= minNearClipPlane)
// only adjust the near clip plane if it doesn't intersect with the camera
portalCamera.projectionMatrix = portalCamera.CalculateObliqueMatrix(clipPlane);
// render portal view
portalCamera.targetTexture = _textures[eye];
UniversalRenderPipeline.RenderSingleCamera(scriptableRenderContext, portalCamera);
}
}
}
}

View File

@@ -48,8 +48,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
other: {fileID: 0}
portalCamera: {fileID: 7791795762741173939}
portalQuad: {fileID: 6216133567950691622}
portalCamera: {fileID: 17691322601746172}
--- !u!1 &6911937082098131204
GameObject:
m_ObjectHideFlags: 0
@@ -144,6 +143,7 @@ GameObject:
- component: {fileID: 2398425302420252226}
- component: {fileID: 7791795762741173939}
- component: {fileID: 5969531196797302096}
- component: {fileID: 17691322601746172}
m_Layer: 0
m_Name: Camera
m_TagString: Untagged
@@ -242,6 +242,21 @@ MonoBehaviour:
m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0
m_Version: 2
--- !u!114 &17691322601746172
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7398326895463990628}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ad60e3973ab83f3468637a06970d7f1f, type: 3}
m_Name:
m_EditorClassIdentifier:
minNearClipPlane: 0.02
portal: {fileID: 1249363658}
portalQuad: {fileID: 6216133567950691622}
--- !u!1001 &1842852527293547269
PrefabInstance:
m_ObjectHideFlags: 0

View File

@@ -0,0 +1,106 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace Escape_Room_Engine.Portal
{
[RequireComponent(typeof(Camera))]
public class PortalCamera : MonoBehaviour
{
private static readonly Matrix4x4 HalfRotation = Matrix4x4.Rotate(Quaternion.Euler(0, 180, 0));
private static readonly Camera.StereoscopicEye[] Eyes =
{ Camera.StereoscopicEye.Left, Camera.StereoscopicEye.Right };
private static readonly Dictionary<Camera.StereoscopicEye, int> EyeTextureNames = new()
{
{ Camera.StereoscopicEye.Left, Shader.PropertyToID("_LeftTex") },
{ Camera.StereoscopicEye.Right, Shader.PropertyToID("_RightTex") }
};
/// <summary>
/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
/// </summary>
public float minNearClipPlane = 0.02f;
/// <summary>
/// The portal this camera renders through.
/// </summary>
[SerializeField] private Portal portal;
/// <summary>
/// The quad where the rendered texture will be drawn on.
/// </summary>
[SerializeField] private MeshRenderer portalQuad;
private PlayerCamera _playerCamera;
private Camera _camera;
private readonly Dictionary<Camera.StereoscopicEye, RenderTexture> _textures = new();
private void Awake()
{
// get player camera
if (Camera.main != null) _playerCamera = Camera.main.GetComponent<PlayerCamera>();
else throw new Exception("Main camera has no player camera script set up.");
// get portal camera
_camera = GetComponent<Camera>();
}
private void OnEnable()
{
RenderPipelineManager.beginCameraRendering += Render;
}
private void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= Render;
}
private void Render(ScriptableRenderContext scriptableRenderContext, Camera camera)
{
// check whether the portal plane is visible from the player camera
var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(_playerCamera.camera);
if (!GeometryUtility.TestPlanesAABB(frustumPlanes, portal.other.portalCamera.portalQuad.bounds))
// don't render this portal if it is not visible
return;
var t = portal.transform;
foreach (var eye in Eyes)
{
// create portal texture if it doesn't exist yet
if (!_textures.ContainsKey(eye))
{
if (XRSettings.eyeTextureWidth > 0 && XRSettings.eyeTextureHeight > 0)
{
_textures.Add(eye,
new RenderTexture(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 24));
portal.other.portalCamera.portalQuad.material.SetTexture(EyeTextureNames[eye], _textures[eye]);
}
else // no texture was created so nothing should be rendered
continue;
}
// position portal camera
var m = t.localToWorldMatrix * HalfRotation * portal.other.transform.worldToLocalMatrix *
_playerCamera.getEyeTransform(eye).localToWorldMatrix;
transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
_camera.projectionMatrix = _playerCamera.camera.GetStereoProjectionMatrix(eye);
// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
var n = -t.forward; // clip plane normal
var portalPlane = new Plane(n, t.position); // clip plane in world space
var clipPlane = _camera.worldToCameraMatrix.inverse.transpose *
new Vector4(n.x, n.y, n.z, portalPlane.distance); // vector format clip plane in camera space
if (Math.Abs(portalPlane.GetDistanceToPoint(transform.position)) >= minNearClipPlane)
// only adjust the near clip plane if it doesn't intersect with the camera
_camera.projectionMatrix = _camera.CalculateObliqueMatrix(clipPlane);
// render portal view
_camera.targetTexture = _textures[eye];
UniversalRenderPipeline.RenderSingleCamera(scriptableRenderContext, _camera);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ad60e3973ab83f3468637a06970d7f1f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: