/// <summary> /// Creates a new render texture element. /// </summary> /// <param name="texture">Render texture to display in the element.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUIRenderTexture(RenderTexture2D texture, string style, params GUIOption[] options) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) texturePtr = texture.GetCachedPtr(); Internal_CreateInstance(this, texturePtr, false, style, options); }
/// <summary> /// Creates a new render texture element. /// </summary> /// <param name="texture">Render texture to display in the element.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUIRenderTexture(RenderTexture2D texture, bool transparent, params GUIOption[] options) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) texturePtr = texture.GetCachedPtr(); Internal_CreateInstance(this, texturePtr, transparent, "", options); }
/// <summary> /// Creates a new render texture element. /// </summary> /// <param name="texture">Render texture to display in the element.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUIRenderTexture(RenderTexture2D texture, string style, params GUIOption[] options) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) { texturePtr = texture.GetCachedPtr(); } Internal_CreateInstance(this, texturePtr, false, style, options); }
/// <summary> /// Creates a new render texture element. /// </summary> /// <param name="texture">Render texture to display in the element.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUIRenderTexture(RenderTexture2D texture, bool transparent, params GUIOption[] options) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) { texturePtr = texture.GetCachedPtr(); } Internal_CreateInstance(this, texturePtr, transparent, "", options); }
/// <summary> /// Creates a new scene axes GUI. /// </summary> /// <param name="window">Window in which the GUI is located in.</param> /// <param name="panel">Panel onto which to place the GUI element.</param> /// <param name="width">Width of the GUI element.</param> /// <param name="height">Height of the GUI element.</param> /// <param name="projType">Projection type to display on the GUI.</param> public SceneAxesGUI(SceneWindow window, GUIPanel panel, int width, int height, ProjectionType projType) { renderTexture = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height); renderTexture.Priority = 1; SceneObject cameraSO = new SceneObject("SceneAxesCamera", true); camera = cameraSO.AddComponent<Camera>(); camera.Target = renderTexture; camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f); cameraSO.Position = new Vector3(0, 0, 5); cameraSO.LookAt(new Vector3(0, 0, 0)); camera.Priority = 2; camera.NearClipPlane = 0.05f; camera.FarClipPlane = 1000.0f; camera.ClearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f); camera.ProjectionType = ProjectionType.Orthographic; camera.Layers = SceneAxesHandle.LAYER; camera.AspectRatio = 1.0f; camera.OrthoHeight = 2.0f; camera.HDR = false; renderTextureGUI = new GUIRenderTexture(renderTexture, true); GUILayoutY layout = panel.AddLayoutY(); GUILayoutX textureLayout = layout.AddLayoutX(); textureLayout.AddElement(renderTextureGUI); textureLayout.AddFlexibleSpace(); Rect2I bounds = new Rect2I(0, 0, width, height); sceneHandles = new SceneHandles(window, camera); renderTextureGUI.Bounds = bounds; labelGUI = new GUILabel(projType.ToString(), EditorStyles.LabelCentered); layout.AddElement(labelGUI); layout.AddFlexibleSpace(); this.panel = panel; this.bounds = bounds; }
/// <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(RenderTexture2D instance, IntPtr[] colorSurfaces, IntPtr depthStencilSurface);
private static extern void Internal_CreateDetailed(RenderTexture2D instance, PixelFormat format, int width, int height, int numSamples, bool gammaCorrection, bool createDepth, PixelFormat depthStencilFormat);
/// <summary> /// Creates or rebuilds the main render texture. Should be called at least once before using the /// game window. 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) { height = height - HeaderHeight; int rtWidth = MathEx.Max(20, width); int rtHeight = MathEx.Max(20, height); if (selectedAspectRatio != 0) // 0 is free aspect { AspectRatio aspectRatio = aspectRatios[selectedAspectRatio - 1]; int visibleAreaHeight = rtHeight; float aspectInv = aspectRatio.height/(float)aspectRatio.width; rtHeight = MathEx.RoundToInt(rtWidth*aspectInv); if (rtHeight > visibleAreaHeight) { rtHeight = visibleAreaHeight; float aspect = aspectRatio.width / (float)aspectRatio.height; rtWidth = MathEx.RoundToInt(rtHeight * aspect); } } RenderTexture2D renderTexture = new RenderTexture2D(PixelFormat.R8G8B8A8, rtWidth, rtHeight) { Priority = 1}; EditorApplication.MainRenderTarget = renderTexture; renderTextureGUI.RenderTexture = renderTexture; int offsetX = (width - rtWidth)/2; int offsetY = (height - rtHeight)/2; Rect2I rtBounds = new Rect2I(offsetX, offsetY, rtWidth, rtHeight); renderTextureGUI.Bounds = rtBounds; Rect2I bgBounds = new Rect2I(0, 0, width, height); renderTextureBg.Bounds = bgBounds; }
private static extern void Internal_CreateDetailed(RenderTexture2D instance, PixelFormat format, int width, int height, int numSamples, bool gammaCorrection, bool createDepth, PixelFormat depthStencilFormat);
private static extern void Internal_Create(RenderTexture2D instance, IntPtr[] colorSurfaces, IntPtr depthStencilSurface);