NAK_CVR_Mods/.Deprecated/LegacyContentMitigation/Components/FakeMultiPassHack.cs

230 lines
No EOL
7.6 KiB
C#

using ABI_RC.Core;
using ABI_RC.Core.Player;
using ABI_RC.Systems.UI;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR;
namespace NAK.LegacyContentMitigation;
public class FakeMultiPassHack : MonoBehaviour
{
private static readonly int s_WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
public static Action<bool> OnMultiPassActiveChanged;
#region Properties
public static FakeMultiPassHack Instance { get; set; }
public bool IsActive => IsEnabled && isActiveAndEnabled;
public bool IsEnabled { get; private set; }
public Camera.MonoOrStereoscopicEye RenderingEye { get; private set; }
#endregion
#region Private Fields
private Camera _mainCamera;
private Camera _leftEye;
private Camera _rightEye;
private GameObject _leftEyeObject;
private GameObject _rightEyeObject;
private RenderTexture _leftTexture;
private RenderTexture _rightTexture;
private CommandBuffer _shaderGlobalBuffer;
private CommandBuffer _leftEyeBuffer;
private int CachedCullingMask;
private bool _isInitialized;
#endregion
#region Unity Lifecycle
private void OnEnable()
{
Camera.onPreRender += OnPreRenderCallback;
if (IsEnabled) _mainCamera.cullingMask = 0;
}
private void OnDisable()
{
Camera.onPreRender -= OnPreRenderCallback;
if (IsEnabled) _mainCamera.cullingMask = CachedCullingMask;
}
private void OnDestroy()
{
if (_leftEye != null) RemoveCameraFromWorldTransitionSystem(_leftEye);
if (_rightEye != null) RemoveCameraFromWorldTransitionSystem(_rightEye);
if (_leftTexture != null) _leftTexture.Release();
if (_rightTexture != null) _rightTexture.Release();
_shaderGlobalBuffer?.Release();
_leftEyeBuffer?.Release();
if (_leftEyeObject != null) Destroy(_leftEyeObject);
if (_rightEyeObject != null) Destroy(_rightEyeObject);
return;
void RemoveCameraFromWorldTransitionSystem(Camera cam)
{
if (cam.TryGetComponent(out WorldTransitionCamera effectCam)) Destroy(effectCam);
WorldTransitionSystem.Cameras.Remove(cam);
}
}
#endregion
#region Public Methods
public void SetMultiPassActive(bool active)
{
if (active == IsEnabled) return;
IsEnabled = active;
if (active && !_isInitialized) DoInitialSetup();
_mainCamera.cullingMask = IsActive ? 0 : CachedCullingMask;
OnMultiPassActiveChanged?.Invoke(active);
}
public void OnMainCameraChanged()
{
if (!_isInitialized) return;
CachedCullingMask = _mainCamera.cullingMask;
if (IsActive) _mainCamera.cullingMask = 0;
CVRTools.CopyToDestCam(_mainCamera, _leftEye);
CVRTools.CopyToDestCam(_mainCamera, _rightEye);
}
#endregion
#region Initialization
private void DoInitialSetup()
{
_mainCamera = GetComponent<Camera>();
CachedCullingMask = _mainCamera.cullingMask;
_shaderGlobalBuffer = new CommandBuffer();
_leftEyeBuffer = new CommandBuffer();
SetupEye("Left Eye", out _leftEyeObject, out _leftEye, _leftEyeBuffer);
SetupEye("Right Eye", out _rightEyeObject, out _rightEye, null);
_isInitialized = true;
return;
void SetupEye(string camName, out GameObject eyeObj, out Camera eye, CommandBuffer eyeBuffer)
{
eyeObj = new GameObject(camName);
eyeObj.transform.parent = transform;
eyeObj.transform.localScale = Vector3.one;
eye = eyeObj.AddComponent<Camera>();
eye.enabled = false;
// Correct camera world space pos (nameplate shader)
eye.AddCommandBuffer(CameraEvent.BeforeDepthTexture, _shaderGlobalBuffer);
eye.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, _shaderGlobalBuffer);
eye.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, _shaderGlobalBuffer);
// normalizedViewport parameter is ignored, so we cannot draw mesh on right eye :)
if (eyeBuffer != null)
{
eye.AddCommandBuffer(CameraEvent.BeforeDepthTexture, eyeBuffer);
eye.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, eyeBuffer);
eye.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, eyeBuffer);
// notice how we pass fucked param vs UnityEngine.Rendering.XRUtils
eyeBuffer.DrawOcclusionMesh(new RectInt(0, 0, 0, 0));
}
WorldTransitionSystem.AddCamera(eye);
CVRTools.CopyToDestCam(_mainCamera, eye);
}
}
#endregion
#region Rendering
private void OnPreRenderCallback(Camera cam)
{
if (!IsEnabled || !_isInitialized) return;
if (cam.CompareTag("MainCamera"))
{
EnsureRenderTexturesCreated();
RenderEyePair();
}
}
private void EnsureRenderTexturesCreated()
{
int eyeWidth = XRSettings.eyeTextureWidth;
int eyeHeight = XRSettings.eyeTextureHeight;
bool needsUpdate = _leftTexture == null || _rightTexture == null ||
_leftTexture.width != eyeWidth || _leftTexture.height != eyeHeight;
if (!needsUpdate) return;
if (_leftTexture != null) _leftTexture.Release();
if (_rightTexture != null) _rightTexture.Release();
_leftTexture = new RenderTexture(eyeWidth, eyeHeight, 24, RenderTextureFormat.ARGBHalf);
_rightTexture = new RenderTexture(eyeWidth, eyeHeight, 24, RenderTextureFormat.ARGBHalf);
}
private void RenderEyePair()
{
_shaderGlobalBuffer.Clear();
_shaderGlobalBuffer.SetGlobalVector(s_WorldSpaceCameraPos, _mainCamera.transform.position);
Camera realVRCamera = PlayerSetup.Instance.vrCam;
RenderingEye = Camera.MonoOrStereoscopicEye.Left;
PlayerSetup.Instance.vrCam = _leftEye; // so we trigger head hiding
RenderEye(_leftEye, _leftTexture, Camera.StereoscopicEye.Left);
RenderingEye = Camera.MonoOrStereoscopicEye.Right;
PlayerSetup.Instance.vrCam = _rightEye; // so we trigger head hiding
RenderEye(_rightEye, _rightTexture, Camera.StereoscopicEye.Right);
RenderingEye = Camera.MonoOrStereoscopicEye.Mono; // bleh
PlayerSetup.Instance.vrCam = realVRCamera; // reset back to real cam
return;
void RenderEye(Camera eyeCamera, RenderTexture targetTexture, Camera.StereoscopicEye eye)
{
eyeCamera.CopyFrom(_mainCamera);
eyeCamera.targetTexture = targetTexture;
eyeCamera.cullingMask = CachedCullingMask;
eyeCamera.stereoTargetEye = StereoTargetEyeMask.None;
eyeCamera.cullingMatrix = _mainCamera.cullingMatrix;
eyeCamera.projectionMatrix = _mainCamera.GetStereoProjectionMatrix(eye);
eyeCamera.worldToCameraMatrix = _mainCamera.GetStereoViewMatrix(eye);
eyeCamera.Render();
eyeCamera.ResetCullingMatrix();
}
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!IsEnabled || !_isInitialized || _leftTexture == null || _rightTexture == null)
{
Graphics.Blit(source, destination);
return;
}
Graphics.CopyTexture(_leftTexture, 0, destination, 0);
Graphics.CopyTexture(_rightTexture, 0, destination, 1);
}
#endregion
}