refactor portal rendering into portal camera
This commit is contained in:
@@ -1,108 +1,23 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.XR;
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namespace Escape_Room_Engine.Portal
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{
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public class Portal : MonoBehaviour
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{
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private static readonly Matrix4x4 HalfRotation = Matrix4x4.Rotate(Quaternion.Euler(0, 180, 0));
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private static readonly Camera.StereoscopicEye[] Eyes =
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{ Camera.StereoscopicEye.Left, Camera.StereoscopicEye.Right };
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private static readonly Dictionary<Camera.StereoscopicEye, int> EyeTextureNames = new()
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{
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{ Camera.StereoscopicEye.Left, Shader.PropertyToID("_LeftTex") },
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{ Camera.StereoscopicEye.Right, Shader.PropertyToID("_RightTex") }
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};
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/// <summary>
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/// The portal that is connected with this one.
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/// </summary>
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public Portal other;
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/// <summary>
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/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
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/// </summary>
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public float minNearClipPlane = 0.02f;
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/// <summary>
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/// The camera that will draw the view for this portal.
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/// </summary>
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[SerializeField] private Camera portalCamera;
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/// <summary>
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/// The quad where the rendered texture will be drawn on.
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/// </summary>
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[SerializeField] private MeshRenderer portalQuad;
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private PlayerCamera _playerCamera;
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private Dictionary<Camera.StereoscopicEye, RenderTexture> _textures = new();
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public PortalCamera portalCamera;
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private void Awake()
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{
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// check whether the other portal is set up
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if (!other || other.other != this) throw new Exception("Other portal not set up correctly.");
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// get player camera
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if (Camera.main != null) _playerCamera = Camera.main.GetComponent<PlayerCamera>();
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else throw new Exception("Main camera has no player camera script set up.");
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}
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private void OnEnable()
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{
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RenderPipelineManager.beginCameraRendering += Render;
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}
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private void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= Render;
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}
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private void Render(ScriptableRenderContext scriptableRenderContext, Camera camera)
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{
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// check whether the portal plane is visible from the player camera
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var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(_playerCamera.camera);
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if (!GeometryUtility.TestPlanesAABB(frustumPlanes, other.portalQuad.bounds))
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// don't render this portal if it is not visible
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return;
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var t = transform;
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foreach (var eye in Eyes)
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{
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// create portal texture if it doesn't exist yet
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if (!_textures.ContainsKey(eye))
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{
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if (XRSettings.eyeTextureWidth > 0 && XRSettings.eyeTextureHeight > 0)
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{
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_textures.Add(eye,
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new RenderTexture(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 24));
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other.portalQuad.material.SetTexture(EyeTextureNames[eye], _textures[eye]);
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}
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else // no texture was created so nothing should be rendered
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continue;
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}
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// position portal camera
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var m = t.localToWorldMatrix * HalfRotation * other.transform.worldToLocalMatrix *
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_playerCamera.getEyeTransform(eye).localToWorldMatrix;
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portalCamera.transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
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portalCamera.projectionMatrix = _playerCamera.camera.GetStereoProjectionMatrix(eye);
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// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
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// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
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var n = -t.forward; // clip plane normal
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var portalPlane = new Plane(n, t.position); // clip plane in world space
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var clipPlane = portalCamera.worldToCameraMatrix.inverse.transpose *
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new Vector4(n.x, n.y, n.z, portalPlane.distance); // vector format clip plane in camera space
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if (Math.Abs(portalPlane.GetDistanceToPoint(portalCamera.transform.position)) >= minNearClipPlane)
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// only adjust the near clip plane if it doesn't intersect with the camera
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portalCamera.projectionMatrix = portalCamera.CalculateObliqueMatrix(clipPlane);
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// render portal view
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portalCamera.targetTexture = _textures[eye];
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UniversalRenderPipeline.RenderSingleCamera(scriptableRenderContext, portalCamera);
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}
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}
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}
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}
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@@ -48,8 +48,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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other: {fileID: 0}
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portalCamera: {fileID: 7791795762741173939}
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portalQuad: {fileID: 6216133567950691622}
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portalCamera: {fileID: 17691322601746172}
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--- !u!1 &6911937082098131204
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GameObject:
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m_ObjectHideFlags: 0
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@@ -144,6 +143,7 @@ GameObject:
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- component: {fileID: 2398425302420252226}
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- component: {fileID: 7791795762741173939}
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- component: {fileID: 5969531196797302096}
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- component: {fileID: 17691322601746172}
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m_Layer: 0
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m_Name: Camera
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m_TagString: Untagged
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@@ -242,6 +242,21 @@ MonoBehaviour:
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m_RequiresDepthTexture: 0
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m_RequiresColorTexture: 0
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m_Version: 2
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--- !u!114 &17691322601746172
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7398326895463990628}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ad60e3973ab83f3468637a06970d7f1f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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minNearClipPlane: 0.02
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portal: {fileID: 1249363658}
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portalQuad: {fileID: 6216133567950691622}
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--- !u!1001 &1842852527293547269
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PrefabInstance:
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m_ObjectHideFlags: 0
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106
Assets/Escape Room Engine/Portal/PortalCamera.cs
Normal file
106
Assets/Escape Room Engine/Portal/PortalCamera.cs
Normal file
@@ -0,0 +1,106 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.XR;
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namespace Escape_Room_Engine.Portal
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{
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[RequireComponent(typeof(Camera))]
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public class PortalCamera : MonoBehaviour
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{
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private static readonly Matrix4x4 HalfRotation = Matrix4x4.Rotate(Quaternion.Euler(0, 180, 0));
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private static readonly Camera.StereoscopicEye[] Eyes =
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{ Camera.StereoscopicEye.Left, Camera.StereoscopicEye.Right };
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private static readonly Dictionary<Camera.StereoscopicEye, int> EyeTextureNames = new()
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{
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{ Camera.StereoscopicEye.Left, Shader.PropertyToID("_LeftTex") },
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{ Camera.StereoscopicEye.Right, Shader.PropertyToID("_RightTex") }
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};
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/// <summary>
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/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
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/// </summary>
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public float minNearClipPlane = 0.02f;
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/// <summary>
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/// The portal this camera renders through.
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/// </summary>
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[SerializeField] private Portal portal;
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/// <summary>
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/// The quad where the rendered texture will be drawn on.
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/// </summary>
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[SerializeField] private MeshRenderer portalQuad;
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private PlayerCamera _playerCamera;
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private Camera _camera;
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private readonly Dictionary<Camera.StereoscopicEye, RenderTexture> _textures = new();
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private void Awake()
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{
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// get player camera
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if (Camera.main != null) _playerCamera = Camera.main.GetComponent<PlayerCamera>();
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else throw new Exception("Main camera has no player camera script set up.");
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// get portal camera
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_camera = GetComponent<Camera>();
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}
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private void OnEnable()
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{
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RenderPipelineManager.beginCameraRendering += Render;
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}
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private void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= Render;
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}
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private void Render(ScriptableRenderContext scriptableRenderContext, Camera camera)
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{
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// check whether the portal plane is visible from the player camera
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var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(_playerCamera.camera);
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if (!GeometryUtility.TestPlanesAABB(frustumPlanes, portal.other.portalCamera.portalQuad.bounds))
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// don't render this portal if it is not visible
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return;
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var t = portal.transform;
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foreach (var eye in Eyes)
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{
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// create portal texture if it doesn't exist yet
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if (!_textures.ContainsKey(eye))
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{
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if (XRSettings.eyeTextureWidth > 0 && XRSettings.eyeTextureHeight > 0)
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{
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_textures.Add(eye,
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new RenderTexture(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 24));
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portal.other.portalCamera.portalQuad.material.SetTexture(EyeTextureNames[eye], _textures[eye]);
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}
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else // no texture was created so nothing should be rendered
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continue;
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}
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// position portal camera
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var m = t.localToWorldMatrix * HalfRotation * portal.other.transform.worldToLocalMatrix *
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_playerCamera.getEyeTransform(eye).localToWorldMatrix;
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transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
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_camera.projectionMatrix = _playerCamera.camera.GetStereoProjectionMatrix(eye);
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// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
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// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
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var n = -t.forward; // clip plane normal
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var portalPlane = new Plane(n, t.position); // clip plane in world space
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var clipPlane = _camera.worldToCameraMatrix.inverse.transpose *
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new Vector4(n.x, n.y, n.z, portalPlane.distance); // vector format clip plane in camera space
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if (Math.Abs(portalPlane.GetDistanceToPoint(transform.position)) >= minNearClipPlane)
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// only adjust the near clip plane if it doesn't intersect with the camera
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_camera.projectionMatrix = _camera.CalculateObliqueMatrix(clipPlane);
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// render portal view
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_camera.targetTexture = _textures[eye];
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UniversalRenderPipeline.RenderSingleCamera(scriptableRenderContext, _camera);
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}
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}
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}
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}
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11
Assets/Escape Room Engine/Portal/PortalCamera.cs.meta
Normal file
11
Assets/Escape Room Engine/Portal/PortalCamera.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ad60e3973ab83f3468637a06970d7f1f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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