BlitUtility.cs 19 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Rendering;
  5. using System;
  6. using UnityEngine.Profiling;
  7. using Unity.Collections;
  8. namespace EPOOutline
  9. {
  10. public static class BlitUtility
  11. {
  12. private static readonly int MainTexHash = Shader.PropertyToID("_MainTex");
  13. private static Vector4[] normals = new Vector4[]
  14. {
  15. new Vector4(-0.578f, -0.578f, -0.578f),
  16. new Vector4(0.578f, -0.578f, -0.578f),
  17. new Vector4(0.578f, 0.578f, -0.578f),
  18. new Vector4(-0.578f, 0.578f, -0.578f),
  19. new Vector4(-0.578f, 0.578f, 0.578f),
  20. new Vector4(0.578f, 0.578f, 0.578f),
  21. new Vector4(0.578f, -0.578f, 0.578f),
  22. new Vector4(-0.578f, -0.578f, 0.578f)
  23. };
  24. private static Vector4[] tempVertecies =
  25. {
  26. new Vector4(-0.5f, -0.5f, -0.5f, 1),
  27. new Vector4(0.5f, -0.5f, -0.5f, 1),
  28. new Vector4(0.5f, 0.5f, -0.5f, 1),
  29. new Vector4(-0.5f, 0.5f, -0.5f, 1),
  30. new Vector4(-0.5f, 0.5f, 0.5f, 1),
  31. new Vector4(0.5f, 0.5f, 0.5f, 1),
  32. new Vector4(0.5f, -0.5f, 0.5f, 1),
  33. new Vector4(-0.5f, -0.5f, 0.5f, 1)
  34. };
  35. private static VertexAttributeDescriptor[] vertexParams =
  36. new VertexAttributeDescriptor[]
  37. {
  38. new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
  39. new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32)
  40. };
  41. public struct MeshSetupResult
  42. {
  43. public readonly int VertexIndex;
  44. public readonly int TriangleIndex;
  45. public MeshSetupResult(int vertexIndex, int triangleIndex)
  46. {
  47. VertexIndex = vertexIndex;
  48. TriangleIndex = triangleIndex;
  49. }
  50. }
  51. private static ushort[] indecies = new ushort[4096 * 5];
  52. private static Vertex[] vertices = new Vertex[4096];
  53. private static Matrix4x4[] matrices = new Matrix4x4[4096];
  54. private static int itemsToDraw = 0;
  55. private static bool? supportsInstancing;
  56. private static bool SupportsInstancing
  57. {
  58. get
  59. {
  60. if (supportsInstancing.HasValue)
  61. return supportsInstancing.Value;
  62. supportsInstancing = SystemInfo.supportsInstancing;
  63. return supportsInstancing.Value;
  64. }
  65. }
  66. [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
  67. public struct Vertex
  68. {
  69. public Vector4 Position;
  70. public Vector3 Normal;
  71. }
  72. private static void UpdateBounds(Renderer renderer, OutlineTarget target)
  73. {
  74. if (target.renderer is MeshRenderer)
  75. {
  76. var meshFilter = renderer.GetComponent<MeshFilter>();
  77. if (meshFilter.sharedMesh != null)
  78. meshFilter.sharedMesh.RecalculateBounds();
  79. }
  80. else if (target.renderer is SkinnedMeshRenderer)
  81. {
  82. var skinedMeshRenderer = renderer as SkinnedMeshRenderer;
  83. if (skinedMeshRenderer.sharedMesh != null)
  84. skinedMeshRenderer.sharedMesh.RecalculateBounds();
  85. }
  86. }
  87. public static void PrepareForRendering(OutlineParameters parameters)
  88. {
  89. if (parameters.BlitMesh == null)
  90. parameters.BlitMesh = parameters.MeshPool.AllocateMesh();
  91. var result = SupportsInstancing ?
  92. SetupForInstancing(parameters) :
  93. SetupForBruteForce(parameters);
  94. if (!result.HasValue)
  95. return;
  96. const MeshUpdateFlags flags = MeshUpdateFlags.DontNotifyMeshUsers | MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds | MeshUpdateFlags.DontValidateIndices;
  97. parameters.BlitMesh.SetVertexBufferParams(result.Value.VertexIndex, attributes: vertexParams);
  98. parameters.BlitMesh.SetVertexBufferData(vertices, 0, 0, result.Value.VertexIndex, 0, flags);
  99. parameters.BlitMesh.SetIndexBufferParams(result.Value.TriangleIndex, IndexFormat.UInt16);
  100. parameters.BlitMesh.SetIndexBufferData(indecies, 0, 0, result.Value.TriangleIndex, flags);
  101. parameters.BlitMesh.subMeshCount = 1;
  102. parameters.BlitMesh.SetSubMesh(0, new SubMeshDescriptor(0, result.Value.TriangleIndex, MeshTopology.Triangles), flags);
  103. }
  104. private static MeshSetupResult? SetupForInstancing(OutlineParameters parameters)
  105. {
  106. if (vertices.Length < 8)
  107. {
  108. Array.Resize(ref vertices, 16);
  109. Array.Resize(ref indecies, vertices.Length * 5);
  110. }
  111. MeshSetupResult? result = null;
  112. var triangleIndex = 0;
  113. var currentIndex = 0;
  114. indecies[triangleIndex++] = (ushort)currentIndex;
  115. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  116. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  117. indecies[triangleIndex++] = (ushort)currentIndex;
  118. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  119. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  120. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  121. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  122. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  123. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  124. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  125. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  126. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  127. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  128. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  129. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  130. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  131. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  132. indecies[triangleIndex++] = (ushort)currentIndex;
  133. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  134. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  135. indecies[triangleIndex++] = (ushort)currentIndex;
  136. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  137. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  138. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  139. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  140. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  141. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  142. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  143. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  144. indecies[triangleIndex++] = (ushort)currentIndex;
  145. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  146. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  147. indecies[triangleIndex++] = (ushort)currentIndex;
  148. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  149. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  150. for (var index = 0; index < 8; index++)
  151. {
  152. vertices[currentIndex++] = new Vertex()
  153. {
  154. Position = tempVertecies[index],
  155. Normal = normals[index]
  156. };
  157. }
  158. result = new MeshSetupResult(currentIndex, triangleIndex);
  159. var itemIndex = 0;
  160. foreach (var outlinable in parameters.OutlinablesToRender)
  161. {
  162. if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
  163. continue;
  164. foreach (var target in outlinable.OutlineTargets)
  165. {
  166. var renderer = target.Renderer;
  167. if (!target.IsVisible)
  168. continue;
  169. var pretransformedBounds = false;
  170. var bounds = new Bounds();
  171. if (target.BoundsMode == BoundsMode.Manual)
  172. {
  173. bounds = target.Bounds;
  174. var size = bounds.size;
  175. var rendererScale = renderer.transform.localScale;
  176. size.x /= rendererScale.x;
  177. size.y /= rendererScale.y;
  178. size.z /= rendererScale.z;
  179. bounds.size = size;
  180. }
  181. else
  182. {
  183. if (target.BoundsMode == BoundsMode.ForceRecalculate)
  184. UpdateBounds(target.Renderer, target);
  185. var meshRenderer = renderer as MeshRenderer;
  186. var index = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
  187. var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
  188. var mesh = filter == null ? null : filter.sharedMesh;
  189. if (mesh != null && mesh.subMeshCount > index)
  190. {
  191. bounds = mesh.GetSubMesh(index).bounds;
  192. pretransformedBounds = meshRenderer.isPartOfStaticBatch;
  193. }
  194. else
  195. {
  196. pretransformedBounds = true;
  197. bounds = renderer.bounds;
  198. }
  199. }
  200. if (pretransformedBounds)
  201. matrices[itemIndex++] = Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.size);
  202. else
  203. {
  204. var targetTransform = target.renderer.transform;
  205. var size = bounds.size;
  206. matrices[itemIndex++] = targetTransform.localToWorldMatrix * Matrix4x4.Translate(bounds.center) * Matrix4x4.Scale(size);
  207. }
  208. }
  209. }
  210. itemsToDraw = itemIndex;
  211. return result;
  212. }
  213. private static MeshSetupResult? SetupForBruteForce(OutlineParameters parameters)
  214. {
  215. const int numberOfVertices = 8;
  216. var currentIndex = 0;
  217. var triangleIndex = 0;
  218. var expectedCount = 0;
  219. foreach (var outlinable in parameters.OutlinablesToRender)
  220. expectedCount += numberOfVertices * outlinable.OutlineTargets.Count;
  221. if (vertices.Length < expectedCount)
  222. {
  223. Array.Resize(ref vertices, expectedCount * 2);
  224. Array.Resize(ref indecies, vertices.Length * 5);
  225. }
  226. foreach (var outlinable in parameters.OutlinablesToRender)
  227. {
  228. if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
  229. continue;
  230. foreach (var target in outlinable.OutlineTargets)
  231. {
  232. var renderer = target.Renderer;
  233. if (!target.IsVisible)
  234. continue;
  235. var pretransformedBounds = false;
  236. var bounds = new Bounds();
  237. if (target.BoundsMode == BoundsMode.Manual)
  238. {
  239. bounds = target.Bounds;
  240. var size = bounds.size;
  241. var rendererScale = renderer.transform.localScale;
  242. size.x /= rendererScale.x;
  243. size.y /= rendererScale.y;
  244. size.z /= rendererScale.z;
  245. bounds.size = size;
  246. }
  247. else
  248. {
  249. if (target.BoundsMode == BoundsMode.ForceRecalculate)
  250. UpdateBounds(target.Renderer, target);
  251. var meshRenderer = renderer as MeshRenderer;
  252. var index = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
  253. var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
  254. var mesh = filter == null ? null : filter.sharedMesh;
  255. if (mesh != null && mesh.subMeshCount > index)
  256. bounds = mesh.GetSubMesh(index).bounds;
  257. else
  258. {
  259. pretransformedBounds = true;
  260. bounds = renderer.bounds;
  261. }
  262. }
  263. Vector4 boundsSize = bounds.size;
  264. boundsSize.w = 1;
  265. var boundsCenter = (Vector4)bounds.center;
  266. var transformMatrix = Matrix4x4.identity;
  267. var normalTransformMatrix = Matrix4x4.identity;
  268. if (!pretransformedBounds && (target.BoundsMode == BoundsMode.Manual || !renderer.isPartOfStaticBatch))
  269. {
  270. transformMatrix = target.renderer.transform.localToWorldMatrix;
  271. normalTransformMatrix = Matrix4x4.Rotate(renderer.transform.rotation);
  272. }
  273. indecies[triangleIndex++] = (ushort)currentIndex;
  274. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  275. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  276. indecies[triangleIndex++] = (ushort)currentIndex;
  277. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  278. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  279. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  280. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  281. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  282. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  283. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  284. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  285. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  286. indecies[triangleIndex++] = (ushort)(currentIndex + 2);
  287. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  288. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  289. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  290. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  291. indecies[triangleIndex++] = (ushort)currentIndex;
  292. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  293. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  294. indecies[triangleIndex++] = (ushort)currentIndex;
  295. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  296. indecies[triangleIndex++] = (ushort)(currentIndex + 3);
  297. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  298. indecies[triangleIndex++] = (ushort)(currentIndex + 4);
  299. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  300. indecies[triangleIndex++] = (ushort)(currentIndex + 5);
  301. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  302. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  303. indecies[triangleIndex++] = (ushort)currentIndex;
  304. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  305. indecies[triangleIndex++] = (ushort)(currentIndex + 7);
  306. indecies[triangleIndex++] = (ushort)currentIndex;
  307. indecies[triangleIndex++] = (ushort)(currentIndex + 1);
  308. indecies[triangleIndex++] = (ushort)(currentIndex + 6);
  309. for (var index = 0; index < numberOfVertices; index++)
  310. {
  311. var normal = normalTransformMatrix * normals[index];
  312. var vert = tempVertecies[index];
  313. var scaledVert = new Vector4(vert.x * boundsSize.x, vert.y * boundsSize.y, vert.z * boundsSize.z, 1);
  314. var vertex = new Vertex()
  315. {
  316. Position = transformMatrix * (boundsCenter + scaledVert),
  317. Normal = normal
  318. };
  319. vertices[currentIndex++] = vertex;
  320. }
  321. }
  322. }
  323. return new MeshSetupResult(currentIndex, triangleIndex);
  324. }
  325. public static void Blit(OutlineParameters parameters, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderTargetIdentifier destinationDepth, Material material, CommandBuffer targetBuffer, int pass = -1, Rect? viewport = null)
  326. {
  327. var buffer = targetBuffer == null ? parameters.Buffer : targetBuffer;
  328. buffer.SetRenderTarget(destination, destinationDepth);
  329. if (viewport.HasValue)
  330. parameters.Buffer.SetViewport(viewport.Value);
  331. buffer.SetGlobalTexture(MainTexHash, source);
  332. if (SupportsInstancing)
  333. buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, pass, matrices, itemsToDraw);
  334. else
  335. buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
  336. }
  337. public static void Draw(OutlineParameters parameters, RenderTargetIdentifier target, RenderTargetIdentifier depth, Material material, Rect? viewport = null)
  338. {
  339. parameters.Buffer.SetRenderTarget(target, depth);
  340. if (viewport.HasValue)
  341. parameters.Buffer.SetViewport(viewport.Value);
  342. if (SupportsInstancing)
  343. parameters.Buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, -1, matrices, itemsToDraw);
  344. else
  345. parameters.Buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, -1);
  346. }
  347. }
  348. }