ARCameraBackground.cs 21.1 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512
using AOT;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
using UnityEngine.Serialization;

namespace UnityEngine.XR.ARFoundation
{
    /// <summary>
    /// <para>Add this component to a <c>Camera</c> to copy the color camera's texture onto the background.</para>
    /// <para>If you are using the Lightweight Render Pipeline (version 5.7.2 or later) or the Univerisal Render
    /// Pipeline (version 7.0.0 or later), you must also add the <see cref="ARBackgroundRendererFeature"/> to the list
    /// of render features for the scriptable renderer.</para>
    /// </summary>
    /// <remarks>
    /// <para>
    /// To add the <see cref="ARBackgroundRendererFeature"/> to the list of render features for the scriptable
    /// renderer:
    /// <list type="bullet">
    /// <item><description>In Project Settings -> Graphics, select the render pipeline asset (either
    /// <c>LightweightRenderPipelineAsset</c> or <c>UniversalRenderPipelineAsset</c>) that is in the Scriptable Render
    /// Pipeline Settings field.</description></item>
    /// <item><description>In the Inspector with the render pipeline asset selected, ensure that the Render Type is set
    /// to Custom.</description></item>
    /// <item><description>In the Inspector with the render pipeline asset selected, select the Render Type -> Data
    /// asset which would be of type <c>ForwardRendererData</c>.</description></item>
    /// <item><description>In the Inspector with the forward renderer data selected, ensure the Render Features list
    /// contains a <see cref="ARBackgroundRendererFeature"/>.</description></item>
    /// </list>
    /// </para>
    /// <para>To customize background rendering with the legacy render pipeline, you may override the
    /// <see cref="legacyCameraEvents"/> property and the
    /// <see cref="ConfigureLegacyCommandBuffer(CommandBuffer)"/> method to modify the given
    /// <c>CommandBuffer</c> with rendering commands and to inject the given <c>CommandBuffer</c> into the camera's
    /// rendering.</para>
    /// <para>To customize background rendering with a scriptable render pipeline, create a
    /// <c>ScriptableRendererFeature</c> with the background rendering commands, and insert the
    /// <c>ScriptableRendererFeature</c> into the list of render features for the scriptable renderer.</para>
    /// </remarks>
    [DisallowMultipleComponent]
    [RequireComponent(typeof(Camera))]
    [RequireComponent(typeof(ARCameraManager))]
    [HelpURL(HelpUrls.ApiWithNamespace + nameof(ARCameraBackground) + ".html")]
    public class ARCameraBackground : MonoBehaviour
    {
        /// <summary>
        /// Name for the custom rendering command buffer.
        /// </summary>
        const string k_CustomRenderPassName = "AR Background Pass (LegacyRP)";

        /// <summary>
        /// Name of the main texture parameter for the material
        /// </summary>
        const string k_MainTexName = "_MainTex";

        /// <summary>
        /// Name of the shader parameter for the display transform matrix.
        /// </summary>
        const string k_DisplayTransformName = "_UnityDisplayTransform";

        /// <summary>
        /// Property ID for the shader parameter for the main texture.
        /// </summary>
        static readonly int k_MainTexId = Shader.PropertyToID(k_MainTexName);

        /// <summary>
        /// Property ID for the shader parameter for the display transform matrix.
        /// </summary>
        static readonly int k_DisplayTransformId = Shader.PropertyToID(k_DisplayTransformName);

        /// <summary>
        /// The Property ID for the shader parameter for the forward vector's scaled length.
        /// </summary>
        static readonly int k_CameraForwardScaleId = Shader.PropertyToID("_UnityCameraForwardScale");

        /// <summary>
        /// The camera to which the projection matrix is set on each frame event.
        /// </summary>
        Camera m_Camera;

        /// <summary>
        /// The camera manager from which frame information is pulled.
        /// </summary>
        ARCameraManager m_CameraManager;

        /// <summary>
        /// The occlusion manager, which may not exist, from which occlusion information is pulled.
        /// </summary>
        AROcclusionManager m_OcclusionManager;

        /// <summary>
        /// Command buffer for any custom rendering commands.
        /// </summary>
        CommandBuffer m_CommandBuffer;

        /// <summary>
        /// Whether to use the custom material for rendering the background.
        /// </summary>
        [SerializeField, FormerlySerializedAs("m_OverrideMaterial")]
        bool m_UseCustomMaterial;

        /// <summary>
        /// A custom material for rendering the background.
        /// </summary>
        [SerializeField, FormerlySerializedAs("m_Material")]
        Material m_CustomMaterial;

        /// <summary>
        /// The default material for rendering the background.
        /// </summary>
        Material m_DefaultMaterial;

        /// <summary>
        /// The previous clear flags for the camera, if any.
        /// </summary>
        CameraClearFlags? m_PreviousCameraClearFlags;

        /// <summary>
        /// Whether background rendering is enabled.
        /// </summary>
        bool m_BackgroundRenderingEnabled;

        /// <summary>
        /// The camera to which the projection matrix is set on each frame event.
        /// </summary>
        /// <value>
        /// The camera to which the projection matrix is set on each frame event.
        /// </value>
#if UNITY_EDITOR
        protected new Camera camera => m_Camera;
#else // UNITY_EDITOR
        protected Camera camera => m_Camera;
#endif // UNITY_EDITOR

        /// <summary>
        /// The camera manager from which frame information is pulled.
        /// </summary>
        /// <value>
        /// The camera manager from which frame information is pulled.
        /// </value>
        protected ARCameraManager cameraManager => m_CameraManager;

        /// <summary>
        /// The occlusion manager, which may not exist, from which occlusion information is pulled.
        /// </summary>
        protected AROcclusionManager occlusionManager => m_OcclusionManager;

        /// <summary>
        /// The current <c>Material</c> used for background rendering.
        /// </summary>
        public Material material => (useCustomMaterial && (customMaterial != null)) ? customMaterial : defaultMaterial;

        /// <summary>
        /// Whether to use the custom material for rendering the background.
        /// </summary>
        /// <value>
        /// <c>true</c> if the custom material should be used for rendering the camera background. Otherwise,
        /// <c>false</c>.
        /// </value>
        public bool useCustomMaterial { get => m_UseCustomMaterial; set => m_UseCustomMaterial = value; }

        /// <summary>
        /// A custom material for rendering the background.
        /// </summary>
        /// <value>
        /// A custom material for rendering the background.
        /// </value>
        public Material customMaterial { get => m_CustomMaterial; set => m_CustomMaterial = value; }

        /// <summary>
        /// Whether background rendering is enabled.
        /// </summary>
        /// <value>
        /// <c>true</c> if background rendering is enabled and if at least one camera frame has been received.
        /// Otherwise, <c>false</c>.
        /// </value>
        public bool backgroundRenderingEnabled => m_BackgroundRenderingEnabled;

        /// <summary>
        /// The default material for rendering the background.
        /// </summary>
        /// <value>
        /// The default material for rendering the background.
        /// </value>
        Material defaultMaterial => cameraManager.cameraMaterial;

        /// <summary>
        /// Whether to use the legacy rendering pipeline.
        /// </summary>
        /// <value>
        /// <c>true</c> if the legacy render pipeline is in use. Otherwise, <c>false</c>.
        /// </value>
        bool useLegacyRenderPipeline => GraphicsSettings.currentRenderPipeline == null;

        /// <summary>
        /// Stores the previous culling state (XRCameraSubsystem.invertCulling).
        /// If the requested culling state changes, the command buffer must be rebuilt.
        /// </summary>
        bool m_CommandBufferCullingState;

        /// <summary>
        /// A function that can be invoked by
        /// [CommandBuffer.IssuePluginEvent](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEvent.html).
        /// This function calls the XRCameraSubsystem method that should be called immediately before background rendering.
        /// </summary>
        /// <param name="eventId">The id of the event</param>
        [MonoPInvokeCallback(typeof(Action<int>))]
        static void BeforeBackgroundRenderHandler(int eventId)
        {
            if (s_CameraSubsystem != null)
                s_CameraSubsystem.OnBeforeBackgroundRender(eventId);
        }

        /// <summary>
        /// A delegate representation of <see cref="BeforeBackgroundRenderHandler(int)"/>. This maintains a strong
        /// reference to the delegate, which is converted to an IntPtr by <see cref="s_BeforeBackgroundRenderHandlerFuncPtr"/>.
        /// </summary>
        /// <seealso cref="AddBeforeBackgroundRenderHandler(CommandBuffer)"/>
        static Action<int> s_BeforeBackgroundRenderHandler = BeforeBackgroundRenderHandler;

        /// <summary>
        /// A pointer to a function to be called immediately before rendering that is implemented in the XRCameraSubsystem implementation.
        /// It is called via [CommandBuffer.IssuePluginEvent](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEvent.html).
        /// </summary>
        static readonly IntPtr s_BeforeBackgroundRenderHandlerFuncPtr = Marshal.GetFunctionPointerForDelegate(s_BeforeBackgroundRenderHandler);

        /// <summary>
        /// Static reference to the active XRCameraSubsystem. Necessary here for access from a static delegate.
        /// </summary>
        static UnityEngine.XR.ARSubsystems.XRCameraSubsystem s_CameraSubsystem;

        /// <summary>
        /// Whether culling should be inverted. Used during command buffer configuration,
        /// see [CommandBuffer.SetInvertCulling](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInvertCulling.html).
        /// </summary>
        /// <seealso cref="ConfigureLegacyCommandBuffer(CommandBuffer)"/>
        protected bool shouldInvertCulling => m_CameraManager?.subsystem?.invertCulling ?? false;

        void Awake()
        {
            m_Camera = GetComponent<Camera>();
            m_CameraManager = GetComponent<ARCameraManager>();
            m_OcclusionManager = GetComponent<AROcclusionManager>();
        }

        void OnEnable()
        {
            // Ensure that background rendering is disabled until the first camera frame is received.
            m_BackgroundRenderingEnabled = false;
            cameraManager.frameReceived += OnCameraFrameReceived;
            if (occlusionManager != null)
            {
                occlusionManager.frameReceived += OnOcclusionFrameReceived;
            }
        }

        void OnDisable()
        {
            if (occlusionManager != null)
            {
                occlusionManager.frameReceived -= OnOcclusionFrameReceived;
            }
            cameraManager.frameReceived -= OnCameraFrameReceived;
            DisableBackgroundRendering();

            // We are no longer setting the projection matrix so tell the camera to resume its normal projection matrix
            // calculations.
            camera.ResetProjectionMatrix();
        }

        /// <summary>
        /// Enable background rendering by disabling the camera's clear flags, and enabling the legacy RP background
        /// rendering if we are in legacy RP mode.
        /// </summary>
        void EnableBackgroundRendering()
        {
            m_BackgroundRenderingEnabled = true;

            // We must hold a static reference to the camera subsystem so that it is accessible to the
            // static callback needed for calling OnBeforeBackgroundRender() from the render thread
            if (m_CameraManager)
                s_CameraSubsystem = m_CameraManager.subsystem;
            else
                s_CameraSubsystem = null;

            DisableBackgroundClearFlags();

            Material material = defaultMaterial;
            if (useLegacyRenderPipeline && (material != null))
            {
                EnableLegacyRenderPipelineBackgroundRendering();
            }
        }

        /// <summary>
        /// Disable background rendering by disabling the legacy RP background rendering if we are in legacy RP mode
        /// and restoring the camera's clear flags.
        /// </summary>
        void DisableBackgroundRendering()
        {
            m_BackgroundRenderingEnabled = false;

            DisableLegacyRenderPipelineBackgroundRendering();

            RestoreBackgroundClearFlags();

            s_CameraSubsystem = null;
        }

        /// <summary>
        /// Set the camera's clear flags to do nothing while preserving the previous camera clear flags.
        /// </summary>
        void DisableBackgroundClearFlags()
        {
            m_PreviousCameraClearFlags = m_Camera.clearFlags;
            m_Camera.clearFlags = CameraClearFlags.Nothing;
        }

        /// <summary>
        /// Restore the previous camera's clear flags, if any.
        /// </summary>
        void RestoreBackgroundClearFlags()
        {
            if (m_PreviousCameraClearFlags != null)
            {
                m_Camera.clearFlags = m_PreviousCameraClearFlags.Value;
            }
        }

        /// <summary>
        /// The list of [CameraEvent](https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.html)s
        /// to add to the [CommandBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.html).
        /// </summary>
        static readonly CameraEvent[] s_DefaultCameraEvents = new[]
        {
            CameraEvent.BeforeForwardOpaque,
            CameraEvent.BeforeGBuffer
        };

        /// <summary>
        /// The list of [CameraEvent](https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.html)s
        /// to add to the [CommandBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.html).
        /// By default, returns
        /// [BeforeForwardOpaque](https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.BeforeForwardOpaque.html)
        /// and
        /// [BeforeGBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.BeforeGBuffer.html)}.
        /// Override to use different camera events.
        /// </summary>
        protected virtual IEnumerable<CameraEvent> legacyCameraEvents => s_DefaultCameraEvents;

        /// <summary>
        /// Configures the <paramref name="commandBuffer"/> by first clearing it,
        /// and then adding necessary render commands.
        /// </summary>
        /// <param name="commandBuffer">The command buffer to configure.</param>
        protected virtual void ConfigureLegacyCommandBuffer(CommandBuffer commandBuffer)
        {
            Texture texture = !material.HasProperty(k_MainTexName) ? null : material.GetTexture(k_MainTexName);

            commandBuffer.Clear();
            AddBeforeBackgroundRenderHandler(commandBuffer);
            m_CommandBufferCullingState = shouldInvertCulling;
            commandBuffer.SetInvertCulling(m_CommandBufferCullingState);
            commandBuffer.ClearRenderTarget(true, false, Color.clear);
            commandBuffer.Blit(texture, BuiltinRenderTextureType.CameraTarget, material);
        }

        /// <summary>
        /// Enable background rendering getting a command buffer, and configure it for rendering the background.
        /// </summary>
        void EnableLegacyRenderPipelineBackgroundRendering()
        {
            if (m_CommandBuffer == null)
            {
                m_CommandBuffer = new CommandBuffer();
                m_CommandBuffer.name = k_CustomRenderPassName;

                ConfigureLegacyCommandBuffer(m_CommandBuffer);
                foreach (var cameraEvent in legacyCameraEvents)
                {
                    camera.AddCommandBuffer(cameraEvent, m_CommandBuffer);
                }
            }
        }

        /// <summary>
        /// Disable background rendering by removing the command buffer from the camera.
        /// </summary>
        void DisableLegacyRenderPipelineBackgroundRendering()
        {
            if (m_CommandBuffer != null)
            {
                foreach (var cameraEvent in legacyCameraEvents)
                {
                    camera.RemoveCommandBuffer(cameraEvent, m_CommandBuffer);
                }

                m_CommandBuffer = null;
            }
        }

        /// <summary>
        /// This adds a command to the <paramref name="commandBuffer"/> to make call from the render thread
        /// to a callback on the `XRCameraSubsystem` implementation. The callback handles any implementation-specific
        /// functionality needed immediately before the background is rendered.
        /// </summary>
        /// <param name="commandBuffer">The [CommandBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.html)
        /// to add the command to.</param>
        internal static void AddBeforeBackgroundRenderHandler(CommandBuffer commandBuffer)
        {
            commandBuffer.IssuePluginEvent(s_BeforeBackgroundRenderHandlerFuncPtr, 0);
        }

        /// <summary>
        /// Callback for the camera frame event.
        /// </summary>
        /// <param name="eventArgs">The camera event arguments.</param>
        void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)
        {
            // Enable background rendering when first frame is received.
            if (m_BackgroundRenderingEnabled)
            {
                if (eventArgs.textures.Count == 0)
                {
                    DisableBackgroundRendering();
                }
                else if (m_CommandBuffer != null && m_CommandBufferCullingState != shouldInvertCulling)
                {
                    ConfigureLegacyCommandBuffer(m_CommandBuffer);
                }
            }
            else if (eventArgs.textures.Count > 0)
            {
                EnableBackgroundRendering();
            }

            Material material = this.material;
            if (material != null)
            {
                var count = eventArgs.textures.Count;
                for (int i = 0; i < count; ++i)
                {
                    material.SetTexture(eventArgs.propertyNameIds[i], eventArgs.textures[i]);
                }

                if (eventArgs.displayMatrix.HasValue)
                {
                    material.SetMatrix(k_DisplayTransformId, eventArgs.displayMatrix.Value);
                }

                SetMaterialKeywords(material, eventArgs.enabledMaterialKeywords, eventArgs.disabledMaterialKeywords);
            }

            if (eventArgs.projectionMatrix.HasValue)
            {
                camera.projectionMatrix = eventArgs.projectionMatrix.Value;
            }
        }

        /// <summary>
        /// Callback for the occlusion frame event.
        /// </summary>
        /// <param name="eventArgs">The occlusion frame event arguments.</param>
        void OnOcclusionFrameReceived(AROcclusionFrameEventArgs eventArgs)
        {
            Material material = this.material;
            if (material != null)
            {
                var count = eventArgs.textures.Count;
                for (int i = 0; i < count; ++i)
                {
                    material.SetTexture(eventArgs.propertyNameIds[i], eventArgs.textures[i]);
                }

                SetMaterialKeywords(material, eventArgs.enabledMaterialKeywords, eventArgs.disabledMaterialKeywords);

                // Set scale: this computes the affect the camera's localToWorld has on the the length of the
                // forward vector, i.e., how much farther from the camera are things than with unit scale.
                var forward = transform.localToWorldMatrix.GetColumn(2);
                var scale = forward.magnitude;
                material.SetFloat(k_CameraForwardScaleId, scale);
            }
        }

        void SetMaterialKeywords(Material material, List<string> enabledMaterialKeywords,
                                 List<string> disabledMaterialKeywords)
        {
            if (enabledMaterialKeywords != null)
            {
                foreach (var materialKeyword in enabledMaterialKeywords)
                {
                    if (!material.IsKeywordEnabled(materialKeyword))
                    {
                        material.EnableKeyword(materialKeyword);
                    }
                }
            }

            if (disabledMaterialKeywords != null)
            {
                foreach (var materialKeyword in disabledMaterialKeywords)
                {
                    if (material.IsKeywordEnabled(materialKeyword))
                    {
                        material.DisableKeyword(materialKeyword);
                    }
                }
            }
        }
    }
}