/// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width  = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer is required because ScenePicking uses it
            renderTexture          = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height, 1, false, true);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera              = sceneCameraSO.AddComponent <Camera>();
                camera.Target       = renderTexture;
                camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority      = 2;
                camera.NearClipPlane = 0.05f;
                camera.FarClipPlane  = 2500.0f;
                camera.ClearColor    = ClearColor;
                camera.Layers        = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent <SceneCamera>();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid      = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos    = new SceneGizmos(camera);
                sceneHandles   = new SceneHandles(this, camera);
            }
            else
            {
                camera.Target = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);

            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds     = GUILayoutUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;

            if (profilerCamera != null)
            {
                profilerCamera.Target = renderTexture;
            }
        }
Exemple #2
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        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width  = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer and readable flags are required because ScenePicking uses it
            Texture colorTex = Texture.Create2D((uint)width, (uint)height, PixelFormat.RGBA8, TextureUsage.Render | TextureUsage.CPUReadable);
            Texture depthTex = Texture.Create2D((uint)width, (uint)height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);

            renderTexture          = new RenderTexture(colorTex, depthTex);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera = sceneCameraSO.AddComponent <Camera>();
                camera.Viewport.Target = renderTexture;
                camera.Viewport.Area   = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority            = 2;
                camera.Viewport.ClearColor = ClearColor;
                camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent <SceneCamera>();

                cameraController.Initialize();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid      = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos    = new SceneGizmos(camera);
                sceneHandles   = new SceneHandles(this, camera);
            }
            else
            {
                camera.Viewport.Target         = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);

            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds     = GUIUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;
        }
        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer and readable flags are required because ScenePicking uses it
            Texture2D colorTex = new Texture2D(width, height, PixelFormat.R8G8B8A8, TextureUsage.Render | TextureUsage.CPUReadable);
            Texture2D depthTex = new Texture2D(width, height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);

            renderTexture = new RenderTexture2D(colorTex, depthTex);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera = sceneCameraSO.AddComponent<Camera>();
                camera.Target = renderTexture;
                camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority = 2;
                camera.NearClipPlane = 0.05f;
                camera.FarClipPlane = 2500.0f;
                camera.ClearColor = ClearColor;
                camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent<SceneCamera>();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos = new SceneGizmos(camera);
                sceneHandles = new SceneHandles(this, camera);
            }
            else
            {
                camera.Target = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);
            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds = GUIUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;

            if (profilerCamera != null)
                profilerCamera.Target = renderTexture;
        }
 private static extern void Internal_Create(SceneSelection managedInstance, IntPtr camera);
 private static extern void Internal_Create(SceneSelection managedInstance, IntPtr camera);