84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
namespace UnityEngine.Rendering.HighDefinition
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{
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partial class SPTDistribution
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{
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static SPTDistribution s_Instance;
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public static SPTDistribution instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new SPTDistribution();
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return s_Instance;
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}
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}
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int m_refCounting;
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Texture2D m_PivotData;
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const int k_PivotLUTResolution = 64;
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const int k_PivotLUTEntryDim = 4; // the s_PivotLUTData array has 4 components for each entry, we only upload and use first 2
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SPTDistribution()
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{
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m_refCounting = 0;
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}
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// Load LUT data in texture
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void LoadLUT(Texture2D tex, double[,] PivotData)
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{
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const int count = k_PivotLUTResolution * k_PivotLUTResolution;
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Color[] pixels = new Color[count];
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for (int i = 0; i < count; i++)
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{
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pixels[i] = new Color((float)PivotData[i, 0], (float)PivotData[i, 1], 0.0f, 0.0f);
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}
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tex.SetPixels(pixels);
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}
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public void Build()
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{
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Debug.Assert(m_refCounting >= 0);
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if (m_refCounting == 0)
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{
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m_PivotData = new Texture2D(k_PivotLUTResolution, k_PivotLUTResolution, TextureFormat.RGHalf, false /*mipmap*/, true /* linear */)
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{
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hideFlags = HideFlags.HideAndDontSave,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear,
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name = CoreUtils.GetTextureAutoName(k_PivotLUTResolution, k_PivotLUTResolution, TextureFormat.RGHalf, depth: 0, dim: TextureDimension.Tex2D, name: "PIVOT_LUT")
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};
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LoadLUT(m_PivotData, s_PivotLUTData);
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m_PivotData.Apply();
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}
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m_refCounting++;
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}
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public void Cleanup()
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{
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m_refCounting--;
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if (m_refCounting == 0)
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{
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CoreUtils.Destroy(m_PivotData);
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}
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Debug.Assert(m_refCounting >= 0);
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}
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public void Bind(CommandBuffer cmd)
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{
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cmd.SetGlobalTexture("_PivotData", m_PivotData);
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}
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}
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}
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