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(); 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(); 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(); 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); } } }