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2025-11-03 11:25:01 +08:00
using UnityEngine;
using UnityEngine.Rendering;
using System;
namespace EPOOutline
{
public static class BlitUtility
{
private static readonly int MainTexHash = Shader.PropertyToID("_MainTex");
private static readonly int NormalMatricesHash = Shader.PropertyToID("_NormalMatrices");
private static Vector4[] normals;
private static ushort[] tempIndicies;
private static Vector4[] tempVertecies;
private static readonly VertexAttributeDescriptor[] vertexParams =
new VertexAttributeDescriptor[]
{
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32)
};
private struct MeshSetupResult
{
public readonly int ItemsToDraw;
public readonly int VertexIndex;
public readonly int TriangleIndex;
public MeshSetupResult(int itemsToDraw, int vertexIndex, int triangleIndex)
{
ItemsToDraw = itemsToDraw;
VertexIndex = vertexIndex;
TriangleIndex = triangleIndex;
}
}
private const int BatchSize = 128;
private const int DefaultBufferSize = 16;
private static Vertex[] vertices = new Vertex[4096];
private static ushort[] indices = new ushort[4096 * 5];
private static Matrix4x4[] matrices = new Matrix4x4[DefaultBufferSize];
private static Matrix4x4[] batchMatrices = new Matrix4x4[BatchSize];
private static Matrix4x4[] rotationMatrices = new Matrix4x4[DefaultBufferSize];
private static Matrix4x4[] batchRotationMatrices = new Matrix4x4[BatchSize];
private static readonly Matrix4x4[] identityMatrixArray = new Matrix4x4[] { Matrix4x4.identity };
private static MeshSetupResult? currentSetupResult;
private static MaterialPropertyBlock propertyBlock;
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 skinedMeshRenderer)
{
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);
currentSetupResult = result;
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(indices, 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 void CheckModel()
{
if (normals != null &&
tempVertecies != null &&
tempIndicies != null)
return;
var mesh = Resources.Load<Mesh>("Easy performant outline/Models/Rounded box");
tempVertecies = Array.ConvertAll(mesh.vertices, x => new Vector4(x.x, x.y, x.z, 1.0f));
tempIndicies = Array.ConvertAll(mesh.triangles, x => (ushort)x);
normals = Array.ConvertAll(mesh.normals, x => (Vector4)x);
Resources.UnloadAsset(mesh);
}
private static MeshSetupResult? SetupForInstancing(OutlineParameters parameters)
{
CheckModel();
if (vertices.Length < tempVertecies.Length)
Array.Resize(ref vertices, tempVertecies.Length);
if (indices.Length < tempIndicies.Length)
Array.Resize(ref indices, tempIndicies.Length);
var totalCountOfTargets = 0;
foreach (var outlinable in parameters.OutlinablesToRender)
totalCountOfTargets += outlinable.OutlineTargets.Count;
while (matrices.Length < totalCountOfTargets)
Array.Resize(ref matrices, matrices.Length * 2);
while (rotationMatrices.Length < totalCountOfTargets)
Array.Resize(ref rotationMatrices, rotationMatrices.Length * 2);
var currentIndex = 0;
for (var index = 0; index < tempIndicies.Length; index++)
indices[index] = tempIndicies[index];
for (var index = 0; index < tempVertecies.Length; index++)
{
vertices[currentIndex++] = new Vertex()
{
Position = tempVertecies[index],
Normal = normals[index]
};
}
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)
{
rotationMatrices[itemIndex] = Matrix4x4.identity;
matrices[itemIndex++] = Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.size);
}
else
{
var targetTransform = target.renderer.transform;
var size = bounds.size;
rotationMatrices[itemIndex] = Matrix4x4.Rotate(targetTransform.rotation);
matrices[itemIndex++] = targetTransform.localToWorldMatrix *
Matrix4x4.Translate(bounds.center) * Matrix4x4.Scale(size);
}
}
}
return new MeshSetupResult(itemIndex, currentIndex, tempIndicies.Length);
}
private static MeshSetupResult? SetupForBruteForce(OutlineParameters parameters)
{
CheckModel();
var numberOfVertices = tempVertecies.Length;
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 indices, vertices.Length * 5);
}
foreach (var outlinable in parameters.OutlinablesToRender)
{
if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
continue;
for (var outlineIndex = 0; outlineIndex < outlinable.OutlineTargets.Count; outlineIndex++)
{
var target = outlinable.OutlineTargets[outlineIndex];
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);
}
var numberOfIndicies = tempIndicies.Length;
for (var index = 0; index < numberOfIndicies; index++)
indices[triangleIndex++] = (ushort)(tempIndicies[index] + currentIndex);
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;
}
}
}
rotationMatrices[0] = Matrix4x4.identity;
return new MeshSetupResult(1, currentIndex, triangleIndex);
}
private static void RenderInstancedBatched(CommandBufferWrapper buffer, Mesh mesh, Material material, int pass, int count)
{
propertyBlock ??= new MaterialPropertyBlock();
propertyBlock.Clear();
var index = 0;
while (count > 0)
{
var countForBatch = Mathf.Min(BatchSize, count);
Array.Copy(rotationMatrices, index, batchRotationMatrices, 0, countForBatch);
Array.Copy(matrices, index, batchMatrices, 0, countForBatch);
propertyBlock.SetMatrixArray(NormalMatricesHash, batchRotationMatrices);
buffer.DrawMeshInstanced(mesh, 0, material, pass, batchMatrices, countForBatch, propertyBlock);
count -= countForBatch;
index += countForBatch;
}
}
public static void Blit(OutlineParameters parameters, RTHandle source, RTHandle destination, RTHandle destinationDepth, int eyeSlice, Material material, int pass = -1, Rect? viewport = null)
{
if (!currentSetupResult.HasValue)
{
Debug.LogError("Setup process wasn't completed.");
return;
}
var buffer = parameters.Buffer;
buffer.SetRenderTarget(destination, destinationDepth, eyeSlice);
if (viewport.HasValue)
parameters.Buffer.SetViewport(viewport.Value);
buffer.SetGlobalTexture(MainTexHash, source);
if (SupportsInstancing)
{
RenderInstancedBatched(buffer, parameters.BlitMesh, material, pass,
currentSetupResult.Value.ItemsToDraw);
}
else
{
material.SetMatrixArray(NormalMatricesHash, identityMatrixArray);
buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
}
}
public static void Draw(OutlineParameters parameters, RTHandle destination, RTHandle destinationDepth, int eyeSlice, Material material, int pass = -1, Rect? viewport = null)
{
if (!currentSetupResult.HasValue)
{
Debug.LogError("Setup process wasn't completed.");
return;
}
var buffer = parameters.Buffer;
buffer.SetRenderTarget(destination, destinationDepth, eyeSlice);
if (viewport.HasValue)
parameters.Buffer.SetViewport(viewport.Value);
if (SupportsInstancing)
{
if (propertyBlock == null)
propertyBlock = new MaterialPropertyBlock();
propertyBlock.Clear();
propertyBlock.SetMatrixArray(NormalMatricesHash, rotationMatrices);
buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, pass, matrices, currentSetupResult.Value.ItemsToDraw, propertyBlock);
}
else
{
material.SetMatrixArray(NormalMatricesHash, identityMatrixArray);
buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
}
}
}
}