424 lines
18 KiB
C#
424 lines
18 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(-0.578f, -0.578f, -0.578f),
|
|
new Vector4(0.578f, -0.578f, -0.578f),
|
|
new Vector4(0.578f, 0.578f, -0.578f),
|
|
new Vector4(-0.578f, 0.578f, -0.578f),
|
|
new Vector4(-0.578f, 0.578f, 0.578f),
|
|
new Vector4(0.578f, 0.578f, 0.578f),
|
|
new Vector4(0.578f, -0.578f, 0.578f),
|
|
new Vector4(-0.578f, -0.578f, 0.578f)
|
|
};
|
|
|
|
private static Vector4[] tempVertecies =
|
|
{
|
|
new Vector4(-0.5f, -0.5f, -0.5f, 1),
|
|
new Vector4(0.5f, -0.5f, -0.5f, 1),
|
|
new Vector4(0.5f, 0.5f, -0.5f, 1),
|
|
new Vector4(-0.5f, 0.5f, -0.5f, 1),
|
|
new Vector4(-0.5f, 0.5f, 0.5f, 1),
|
|
new Vector4(0.5f, 0.5f, 0.5f, 1),
|
|
new Vector4(0.5f, -0.5f, 0.5f, 1),
|
|
new Vector4(-0.5f, -0.5f, 0.5f, 1)
|
|
};
|
|
|
|
private static VertexAttributeDescriptor[] vertexParams =
|
|
new VertexAttributeDescriptor[]
|
|
{
|
|
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
|
|
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32)
|
|
};
|
|
|
|
public struct MeshSetupResult
|
|
{
|
|
public readonly int VertexIndex;
|
|
public readonly int TriangleIndex;
|
|
|
|
public MeshSetupResult(int vertexIndex, int triangleIndex)
|
|
{
|
|
VertexIndex = vertexIndex;
|
|
TriangleIndex = triangleIndex;
|
|
}
|
|
}
|
|
|
|
private static ushort[] indecies = new ushort[4096 * 5];
|
|
|
|
private static Vertex[] vertices = new Vertex[4096];
|
|
private static Matrix4x4[] matrices = new Matrix4x4[4096];
|
|
private static int itemsToDraw = 0;
|
|
|
|
private static bool? supportsInstancing;
|
|
|
|
private static bool SupportsInstancing
|
|
{
|
|
get
|
|
{
|
|
if (supportsInstancing.HasValue)
|
|
return supportsInstancing.Value;
|
|
|
|
supportsInstancing = SystemInfo.supportsInstancing;
|
|
return supportsInstancing.Value;
|
|
}
|
|
}
|
|
|
|
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
|
|
public struct Vertex
|
|
{
|
|
public Vector4 Position;
|
|
public Vector3 Normal;
|
|
}
|
|
|
|
private static void UpdateBounds(Renderer renderer, OutlineTarget target)
|
|
{
|
|
if (target.renderer is MeshRenderer)
|
|
{
|
|
var meshFilter = renderer.GetComponent<MeshFilter>();
|
|
if (meshFilter.sharedMesh != null)
|
|
meshFilter.sharedMesh.RecalculateBounds();
|
|
}
|
|
else if (target.renderer is SkinnedMeshRenderer)
|
|
{
|
|
var skinedMeshRenderer = renderer as SkinnedMeshRenderer;
|
|
if (skinedMeshRenderer.sharedMesh != null)
|
|
skinedMeshRenderer.sharedMesh.RecalculateBounds();
|
|
}
|
|
}
|
|
|
|
public static void PrepareForRendering(OutlineParameters parameters)
|
|
{
|
|
if (parameters.BlitMesh == null)
|
|
parameters.BlitMesh = parameters.MeshPool.AllocateMesh();
|
|
|
|
var result = SupportsInstancing ?
|
|
SetupForInstancing(parameters) :
|
|
SetupForBruteForce(parameters);
|
|
|
|
if (!result.HasValue)
|
|
return;
|
|
|
|
const MeshUpdateFlags flags = MeshUpdateFlags.DontNotifyMeshUsers | MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds | MeshUpdateFlags.DontValidateIndices;
|
|
|
|
parameters.BlitMesh.SetVertexBufferParams(result.Value.VertexIndex, attributes: vertexParams);
|
|
parameters.BlitMesh.SetVertexBufferData(vertices, 0, 0, result.Value.VertexIndex, 0, flags);
|
|
parameters.BlitMesh.SetIndexBufferParams(result.Value.TriangleIndex, IndexFormat.UInt16);
|
|
parameters.BlitMesh.SetIndexBufferData(indecies, 0, 0, result.Value.TriangleIndex, flags);
|
|
|
|
parameters.BlitMesh.subMeshCount = 1;
|
|
parameters.BlitMesh.SetSubMesh(0, new SubMeshDescriptor(0, result.Value.TriangleIndex, MeshTopology.Triangles), flags);
|
|
}
|
|
|
|
private static MeshSetupResult? SetupForInstancing(OutlineParameters parameters)
|
|
{
|
|
if (vertices.Length < 8)
|
|
{
|
|
Array.Resize(ref vertices, 16);
|
|
Array.Resize(ref indecies, vertices.Length * 5);
|
|
}
|
|
|
|
MeshSetupResult? result = null;
|
|
var triangleIndex = 0;
|
|
var currentIndex = 0;
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
for (var index = 0; index < 8; index++)
|
|
{
|
|
vertices[currentIndex++] = new Vertex()
|
|
{
|
|
Position = tempVertecies[index],
|
|
Normal = normals[index]
|
|
};
|
|
}
|
|
|
|
result = new MeshSetupResult(currentIndex, triangleIndex);
|
|
|
|
var itemIndex = 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.IsVisible)
|
|
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 = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
|
|
var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
|
|
var mesh = filter == null ? null : filter.sharedMesh;
|
|
|
|
if (mesh != null && mesh.subMeshCount > index)
|
|
{
|
|
bounds = mesh.GetSubMesh(index).bounds;
|
|
pretransformedBounds = meshRenderer.isPartOfStaticBatch;
|
|
}
|
|
else
|
|
{
|
|
pretransformedBounds = true;
|
|
bounds = renderer.bounds;
|
|
}
|
|
}
|
|
|
|
if (pretransformedBounds)
|
|
matrices[itemIndex++] = Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.size);
|
|
else
|
|
{
|
|
var targetTransform = target.renderer.transform;
|
|
var size = bounds.size;
|
|
matrices[itemIndex++] = targetTransform.localToWorldMatrix * Matrix4x4.Translate(bounds.center) * Matrix4x4.Scale(size);
|
|
}
|
|
}
|
|
}
|
|
|
|
itemsToDraw = itemIndex;
|
|
|
|
return result;
|
|
}
|
|
|
|
private static MeshSetupResult? SetupForBruteForce(OutlineParameters parameters)
|
|
{
|
|
const int numberOfVertices = 8;
|
|
|
|
var currentIndex = 0;
|
|
var triangleIndex = 0;
|
|
var expectedCount = 0;
|
|
foreach (var outlinable in parameters.OutlinablesToRender)
|
|
expectedCount += numberOfVertices * outlinable.OutlineTargets.Count;
|
|
|
|
if (vertices.Length < expectedCount)
|
|
{
|
|
Array.Resize(ref vertices, expectedCount * 2);
|
|
Array.Resize(ref indecies, vertices.Length * 5);
|
|
}
|
|
|
|
foreach (var outlinable in parameters.OutlinablesToRender)
|
|
{
|
|
if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
|
|
continue;
|
|
|
|
foreach (var target in outlinable.OutlineTargets)
|
|
{
|
|
var renderer = target.Renderer;
|
|
if (!target.IsVisible)
|
|
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 = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
|
|
var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
|
|
var mesh = filter == null ? null : filter.sharedMesh;
|
|
|
|
if (mesh != null && mesh.subMeshCount > index)
|
|
bounds = mesh.GetSubMesh(index).bounds;
|
|
else
|
|
{
|
|
pretransformedBounds = true;
|
|
bounds = renderer.bounds;
|
|
}
|
|
}
|
|
|
|
Vector4 boundsSize = bounds.size;
|
|
boundsSize.w = 1;
|
|
|
|
var boundsCenter = (Vector4)bounds.center;
|
|
|
|
var transformMatrix = Matrix4x4.identity;
|
|
var normalTransformMatrix = Matrix4x4.identity;
|
|
if (!pretransformedBounds && (target.BoundsMode == BoundsMode.Manual || !renderer.isPartOfStaticBatch))
|
|
{
|
|
transformMatrix = target.renderer.transform.localToWorldMatrix;
|
|
normalTransformMatrix = Matrix4x4.Rotate(renderer.transform.rotation);
|
|
}
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 2);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 3);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 4);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 5);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 7);
|
|
|
|
indecies[triangleIndex++] = (ushort)currentIndex;
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 1);
|
|
indecies[triangleIndex++] = (ushort)(currentIndex + 6);
|
|
|
|
for (var index = 0; index < numberOfVertices; index++)
|
|
{
|
|
var normal = normalTransformMatrix * normals[index];
|
|
|
|
var vert = tempVertecies[index];
|
|
var scaledVert = new Vector4(vert.x * boundsSize.x, vert.y * boundsSize.y, vert.z * boundsSize.z, 1);
|
|
|
|
var vertex = new Vertex()
|
|
{
|
|
Position = transformMatrix * (boundsCenter + scaledVert),
|
|
Normal = normal
|
|
};
|
|
|
|
vertices[currentIndex++] = vertex;
|
|
}
|
|
}
|
|
}
|
|
|
|
return new MeshSetupResult(currentIndex, triangleIndex);
|
|
}
|
|
|
|
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);
|
|
|
|
if (SupportsInstancing)
|
|
buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, pass, matrices, itemsToDraw);
|
|
else
|
|
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);
|
|
|
|
if (SupportsInstancing)
|
|
parameters.Buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, -1, matrices, itemsToDraw);
|
|
else
|
|
parameters.Buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, -1);
|
|
}
|
|
}
|
|
} |