Files
2024-11-20 15:21:28 +01:00

291 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using System;
using UnityEngine.Profiling;
using Unity.Collections;
namespace EPOOutline
{
public static class BlitUtility
{
private static readonly int MainTexHash = Shader.PropertyToID("_MainTex");
private static Vector4[] normals = new Vector4[]
{
new Vector4(-1, -1, -1),
new Vector4(1, -1, -1),
new Vector4(1, 1, -1),
new Vector4(-1, 1, -1),
new Vector4(-1, 1, 1),
new Vector4(1, 1, 1),
new Vector4(1, -1, 1),
new Vector4(-1, -1, 1)
};
private static ushort[] triangles =
{
0, 2, 1,
0, 3, 2,
2, 3, 4,
2, 4, 5,
1, 2, 5,
1, 5, 6,
0, 7, 4,
0, 4, 3,
5, 4, 7,
5, 7, 6,
0, 6, 7,
0, 1, 6
};
private static Vector4[] tempVertecies =
{
new Vector4(-1, -1, -1, 1),
new Vector4(1, -1, -1, 1),
new Vector4(1, 1, -1, 1),
new Vector4(-1, 1, -1, 1),
new Vector4(-1, 1, 1, 1),
new Vector4(1, 1, 1, 1),
new Vector4(1, -1, 1, 1),
new Vector4(-1, -1, 1, 1)
};
private static VertexAttributeDescriptor[] vertexParams =
new VertexAttributeDescriptor[]
{
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32),
new VertexAttributeDescriptor(VertexAttribute.TexCoord0, VertexAttributeFormat.Float32, 2)
};
private static Vertex[] vertices = new Vertex[4096];
private static TriangleIndex[] indecies = new TriangleIndex[4096 * 3];
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct Vertex
{
public Vector4 Position;
public Vector3 Normal;
public Vector2 AdditionalSize;
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct TriangleIndex
{
public ushort Index;
}
private static void UpdateBounds(Renderer renderer, OutlineTarget target)
{
if (target.RendererType == RendererType.MeshRenderer)
{
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter.sharedMesh != null)
meshFilter.sharedMesh.RecalculateBounds();
}
else if (target.RendererType == RendererType.SkinnedMeshRenderer)
{
var skinedMeshRenderer = renderer as SkinnedMeshRenderer;
if (skinedMeshRenderer.sharedMesh != null)
skinedMeshRenderer.sharedMesh.RecalculateBounds();
}
}
public static void SetupMesh(OutlineParameters parameters, float baseShift)
{
if (parameters.BlitMesh == null)
parameters.BlitMesh = parameters.MeshPool.AllocateMesh();
const int numberOfVertices = 8;
var currentIndex = 0;
var triangleIndex = 0;
var expectedCount = 0;
foreach (var outlinable in parameters.OutlinablesToRender)
{
if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
continue;
foreach (var target in outlinable.OutlineTargets)
{
var renderer = target.Renderer;
if (!target.ReadyToRender)
continue;
expectedCount += numberOfVertices;
}
}
if (vertices.Length < expectedCount)
{
Array.Resize(ref vertices, expectedCount * 2);
Array.Resize(ref indecies, vertices.Length * 3);
}
foreach (var outlinable in parameters.OutlinablesToRender)
{
if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
continue;
var frontParameters = outlinable.RenderStyle == RenderStyle.FrontBack ? outlinable.FrontParameters : outlinable.OutlineParameters;
var backParameters = outlinable.RenderStyle == RenderStyle.FrontBack ? outlinable.BackParameters : outlinable.OutlineParameters;
var useDilateDueToSettings = parameters.UseInfoBuffer && (frontParameters.DilateShift > 0.01f || backParameters.DilateShift > 0.01f) || !parameters.UseInfoBuffer;
var useBlurDueToSettings = parameters.UseInfoBuffer && (frontParameters.BlurShift > 0.01f || backParameters.BlurShift > 0.01f) || !parameters.UseInfoBuffer;
foreach (var target in outlinable.OutlineTargets)
{
var renderer = target.Renderer;
if (!target.ReadyToRender)
continue;
var pretransformedBounds = false;
var bounds = new Bounds();
if (target.BoundsMode == BoundsMode.Manual)
{
bounds = target.Bounds;
var size = bounds.size;
var rendererScale = renderer.transform.localScale;
size.x /= rendererScale.x;
size.y /= rendererScale.y;
size.z /= rendererScale.z;
bounds.size = size;
}
else
{
if (target.BoundsMode == BoundsMode.ForceRecalculate)
UpdateBounds(target.Renderer, target);
var meshRenderer = renderer as MeshRenderer;
var index = target.RendererType != RendererType.MeshRenderer || !target.RendererIsNotNull ? 0 : meshRenderer.subMeshStartIndex + target.SubmeshIndex;
var filter = target.RendererType != RendererType.MeshRenderer || !target.RendererIsNotNull ? null : meshRenderer.GetComponent<MeshFilter>();
var mesh = filter == null ? null : filter.sharedMesh;
if (mesh != null && mesh.subMeshCount > index)
bounds = mesh.GetSubMesh(index).bounds;
else if (target.RendererIsNotNull)
{
pretransformedBounds = true;
bounds = renderer.bounds;
}
}
var scale = 0.5f;
Vector4 boundsSize = bounds.size * scale;
boundsSize.w = 1;
var boundsCenter = (Vector4)bounds.center;
var additionalScaleToSet = Vector2.zero;
if (target.CanUseEdgeDilateShift && target.DilateRenderingMode == DilateRenderMode.EdgeShift)
additionalScaleToSet.x = Mathf.Max(target.BackEdgeDilateAmount, target.FrontEdgeDilateAmount);
Matrix4x4 transformMatrix = Matrix4x4.identity;
Matrix4x4 normalTransformMatrix = Matrix4x4.identity;
if (!pretransformedBounds && (target.BoundsMode == BoundsMode.Manual || target.RendererIsNotNull && !renderer.isPartOfStaticBatch))
{
transformMatrix = target.renderer.transform.localToWorldMatrix;
normalTransformMatrix = Matrix4x4.Rotate(renderer.transform.rotation);
}
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 2) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 1) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 3) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 2) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 2) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 3) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 4) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 2) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 4) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 5) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 1) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 2) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 5) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 1) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 5) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 6) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 7) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 4) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 4) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 3) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 5) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 4) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 7) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 5) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 7) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 6) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 6) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 7) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)currentIndex };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 1) };
indecies[triangleIndex++] = new TriangleIndex() { Index = (ushort)(currentIndex + 6) };
for (var index = 0; index < numberOfVertices; index++)
{
var normal = normalTransformMatrix * normals[index];
var normal3 = new Vector3(normal.x, normal.y, normal.z);
var vert = tempVertecies[index];
var scaledVert = new Vector4(vert.x * boundsSize.x, vert.y * boundsSize.y, vert.z * boundsSize.z, 1);
vertices[currentIndex++] = new Vertex()
{
Position = transformMatrix * (boundsCenter + scaledVert),
Normal = normal3,
AdditionalSize = additionalScaleToSet
};
}
}
}
var flags = MeshUpdateFlags.DontNotifyMeshUsers | MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds | MeshUpdateFlags.DontValidateIndices;
parameters.BlitMesh.SetVertexBufferParams(currentIndex, attributes: vertexParams);
parameters.BlitMesh.SetVertexBufferData(vertices, 0, 0, currentIndex, 0, flags);
parameters.BlitMesh.SetIndexBufferParams(triangleIndex, IndexFormat.UInt16);
parameters.BlitMesh.SetIndexBufferData(indecies, 0, 0, triangleIndex, flags);
parameters.BlitMesh.subMeshCount = 1;
parameters.BlitMesh.SetSubMesh(0, new SubMeshDescriptor(0, triangleIndex, MeshTopology.Triangles), flags);
}
public static void Blit(OutlineParameters parameters, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderTargetIdentifier destinationDepth, Material material, CommandBuffer targetBuffer, int pass = -1, Rect? viewport = null)
{
var buffer = targetBuffer == null ? parameters.Buffer : targetBuffer;
buffer.SetRenderTarget(destination, destinationDepth);
if (viewport.HasValue)
parameters.Buffer.SetViewport(viewport.Value);
buffer.SetGlobalTexture(MainTexHash, source);
buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
}
public static void Draw(OutlineParameters parameters, RenderTargetIdentifier target, RenderTargetIdentifier depth, Material material, Rect? viewport = null)
{
parameters.Buffer.SetRenderTarget(target, depth);
if (viewport.HasValue)
parameters.Buffer.SetViewport(viewport.Value);
parameters.Buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, -1);
}
}
}