405 lines
17 KiB
C#
405 lines
17 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using System;
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namespace EPOOutline
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{
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public static class BlitUtility
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{
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private static readonly int MainTexHash = Shader.PropertyToID("_MainTex");
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private static readonly int NormalMatricesHash = Shader.PropertyToID("_NormalMatrices");
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private static Vector4[] normals;
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private static ushort[] tempIndicies;
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private static Vector4[] tempVertecies;
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private static readonly VertexAttributeDescriptor[] vertexParams =
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new VertexAttributeDescriptor[]
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{
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new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
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new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32)
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};
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private struct MeshSetupResult
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{
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public readonly int ItemsToDraw;
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public readonly int VertexIndex;
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public readonly int TriangleIndex;
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public MeshSetupResult(int itemsToDraw, int vertexIndex, int triangleIndex)
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{
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ItemsToDraw = itemsToDraw;
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VertexIndex = vertexIndex;
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TriangleIndex = triangleIndex;
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}
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}
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private const int BatchSize = 128;
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private const int DefaultBufferSize = 16;
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private static Vertex[] vertices = new Vertex[4096];
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private static ushort[] indices = new ushort[4096 * 5];
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private static Matrix4x4[] matrices = new Matrix4x4[DefaultBufferSize];
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private static Matrix4x4[] batchMatrices = new Matrix4x4[BatchSize];
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private static Matrix4x4[] rotationMatrices = new Matrix4x4[DefaultBufferSize];
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private static Matrix4x4[] batchRotationMatrices = new Matrix4x4[BatchSize];
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private static readonly Matrix4x4[] identityMatrixArray = new Matrix4x4[] { Matrix4x4.identity };
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private static MeshSetupResult? currentSetupResult;
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private static MaterialPropertyBlock propertyBlock;
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private static bool? supportsInstancing;
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private static bool SupportsInstancing
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{
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get
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{
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if (supportsInstancing.HasValue)
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return supportsInstancing.Value;
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supportsInstancing = SystemInfo.supportsInstancing;
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return supportsInstancing.Value;
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}
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}
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[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
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public struct Vertex
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{
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public Vector4 Position;
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public Vector3 Normal;
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}
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private static void UpdateBounds(Renderer renderer, OutlineTarget target)
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{
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if (target.renderer is MeshRenderer)
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{
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var meshFilter = renderer.GetComponent<MeshFilter>();
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if (meshFilter.sharedMesh != null)
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meshFilter.sharedMesh.RecalculateBounds();
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}
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else if (target.renderer is SkinnedMeshRenderer skinedMeshRenderer)
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{
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if (skinedMeshRenderer.sharedMesh != null)
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skinedMeshRenderer.sharedMesh.RecalculateBounds();
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}
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}
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public static void PrepareForRendering(OutlineParameters parameters)
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{
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if (parameters.BlitMesh == null)
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parameters.BlitMesh = parameters.MeshPool.AllocateMesh();
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var result = SupportsInstancing ?
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SetupForInstancing(parameters) :
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SetupForBruteForce(parameters);
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currentSetupResult = result;
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if (!result.HasValue)
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return;
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const MeshUpdateFlags flags = MeshUpdateFlags.DontNotifyMeshUsers | MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds | MeshUpdateFlags.DontValidateIndices;
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parameters.BlitMesh.SetVertexBufferParams(result.Value.VertexIndex, attributes: vertexParams);
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parameters.BlitMesh.SetVertexBufferData(vertices, 0, 0, result.Value.VertexIndex, 0, flags);
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parameters.BlitMesh.SetIndexBufferParams(result.Value.TriangleIndex, IndexFormat.UInt16);
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parameters.BlitMesh.SetIndexBufferData(indices, 0, 0, result.Value.TriangleIndex, flags);
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parameters.BlitMesh.subMeshCount = 1;
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parameters.BlitMesh.SetSubMesh(0, new SubMeshDescriptor(0, result.Value.TriangleIndex, MeshTopology.Triangles), flags);
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}
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private static void CheckModel()
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{
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if (normals != null &&
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tempVertecies != null &&
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tempIndicies != null)
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return;
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var mesh = Resources.Load<Mesh>("Easy performant outline/Models/Rounded box");
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tempVertecies = Array.ConvertAll(mesh.vertices, x => new Vector4(x.x, x.y, x.z, 1.0f));
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tempIndicies = Array.ConvertAll(mesh.triangles, x => (ushort)x);
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normals = Array.ConvertAll(mesh.normals, x => (Vector4)x);
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Resources.UnloadAsset(mesh);
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}
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private static MeshSetupResult? SetupForInstancing(OutlineParameters parameters)
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{
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CheckModel();
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if (vertices.Length < tempVertecies.Length)
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Array.Resize(ref vertices, tempVertecies.Length);
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if (indices.Length < tempIndicies.Length)
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Array.Resize(ref indices, tempIndicies.Length);
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var totalCountOfTargets = 0;
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foreach (var outlinable in parameters.OutlinablesToRender)
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totalCountOfTargets += outlinable.OutlineTargets.Count;
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while (matrices.Length < totalCountOfTargets)
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Array.Resize(ref matrices, matrices.Length * 2);
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while (rotationMatrices.Length < totalCountOfTargets)
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Array.Resize(ref rotationMatrices, rotationMatrices.Length * 2);
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var currentIndex = 0;
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for (var index = 0; index < tempIndicies.Length; index++)
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indices[index] = tempIndicies[index];
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for (var index = 0; index < tempVertecies.Length; index++)
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{
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vertices[currentIndex++] = new Vertex()
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{
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Position = tempVertecies[index],
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Normal = normals[index]
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};
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}
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var itemIndex = 0;
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foreach (var outlinable in parameters.OutlinablesToRender)
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{
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if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
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continue;
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foreach (var target in outlinable.OutlineTargets)
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{
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var renderer = target.Renderer;
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if (!target.IsVisible)
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continue;
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var pretransformedBounds = false;
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var bounds = new Bounds();
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if (target.BoundsMode == BoundsMode.Manual)
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{
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bounds = target.Bounds;
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var size = bounds.size;
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var rendererScale = renderer.transform.localScale;
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size.x /= rendererScale.x;
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size.y /= rendererScale.y;
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size.z /= rendererScale.z;
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bounds.size = size;
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}
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else
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{
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if (target.BoundsMode == BoundsMode.ForceRecalculate)
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UpdateBounds(target.Renderer, target);
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var meshRenderer = renderer as MeshRenderer;
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var index = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
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var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
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var mesh = filter == null ? null : filter.sharedMesh;
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if (mesh != null && mesh.subMeshCount > index)
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{
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bounds = mesh.GetSubMesh(index).bounds;
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pretransformedBounds = meshRenderer.isPartOfStaticBatch;
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}
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else
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{
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pretransformedBounds = true;
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bounds = renderer.bounds;
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}
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}
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if (pretransformedBounds)
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{
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rotationMatrices[itemIndex] = Matrix4x4.identity;
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matrices[itemIndex++] = Matrix4x4.TRS(bounds.center, Quaternion.identity, bounds.size);
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}
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else
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{
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var targetTransform = target.renderer.transform;
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var size = bounds.size;
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rotationMatrices[itemIndex] = Matrix4x4.Rotate(targetTransform.rotation);
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matrices[itemIndex++] = targetTransform.localToWorldMatrix *
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Matrix4x4.Translate(bounds.center) * Matrix4x4.Scale(size);
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}
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}
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}
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return new MeshSetupResult(itemIndex, currentIndex, tempIndicies.Length);
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}
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private static MeshSetupResult? SetupForBruteForce(OutlineParameters parameters)
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{
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CheckModel();
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var numberOfVertices = tempVertecies.Length;
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var currentIndex = 0;
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var triangleIndex = 0;
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var expectedCount = 0;
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foreach (var outlinable in parameters.OutlinablesToRender)
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expectedCount += numberOfVertices * outlinable.OutlineTargets.Count;
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if (vertices.Length < expectedCount)
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{
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Array.Resize(ref vertices, expectedCount * 2);
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Array.Resize(ref indices, vertices.Length * 5);
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}
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foreach (var outlinable in parameters.OutlinablesToRender)
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{
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if (outlinable.DrawingMode != OutlinableDrawingMode.Normal)
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continue;
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for (var outlineIndex = 0; outlineIndex < outlinable.OutlineTargets.Count; outlineIndex++)
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{
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var target = outlinable.OutlineTargets[outlineIndex];
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var renderer = target.Renderer;
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if (!target.IsVisible)
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continue;
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var pretransformedBounds = false;
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var bounds = new Bounds();
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if (target.BoundsMode == BoundsMode.Manual)
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{
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bounds = target.Bounds;
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var size = bounds.size;
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var rendererScale = renderer.transform.localScale;
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size.x /= rendererScale.x;
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size.y /= rendererScale.y;
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size.z /= rendererScale.z;
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bounds.size = size;
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}
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else
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{
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if (target.BoundsMode == BoundsMode.ForceRecalculate)
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UpdateBounds(target.Renderer, target);
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var meshRenderer = renderer as MeshRenderer;
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var index = (meshRenderer == null ? 0 : meshRenderer.subMeshStartIndex) + target.SubmeshIndex;
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var filter = meshRenderer == null ? null : meshRenderer.GetComponent<MeshFilter>();
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var mesh = filter == null ? null : filter.sharedMesh;
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if (mesh != null && mesh.subMeshCount > index)
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bounds = mesh.GetSubMesh(index).bounds;
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else
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{
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pretransformedBounds = true;
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bounds = renderer.bounds;
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}
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}
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Vector4 boundsSize = bounds.size;
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boundsSize.w = 1;
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var boundsCenter = (Vector4)bounds.center;
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var transformMatrix = Matrix4x4.identity;
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var normalTransformMatrix = Matrix4x4.identity;
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if (!pretransformedBounds &&
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(target.BoundsMode == BoundsMode.Manual || !renderer.isPartOfStaticBatch))
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{
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transformMatrix = target.renderer.transform.localToWorldMatrix;
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normalTransformMatrix = Matrix4x4.Rotate(renderer.transform.rotation);
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}
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var numberOfIndicies = tempIndicies.Length;
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for (var index = 0; index < numberOfIndicies; index++)
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indices[triangleIndex++] = (ushort)(tempIndicies[index] + currentIndex);
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for (var index = 0; index < numberOfVertices; index++)
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{
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var normal = normalTransformMatrix * normals[index];
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var vert = tempVertecies[index];
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var scaledVert = new Vector4(vert.x * boundsSize.x, vert.y * boundsSize.y,
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vert.z * boundsSize.z, 1);
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var vertex = new Vertex()
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{
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Position = transformMatrix * (boundsCenter + scaledVert),
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Normal = normal
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};
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vertices[currentIndex++] = vertex;
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}
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}
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}
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rotationMatrices[0] = Matrix4x4.identity;
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return new MeshSetupResult(1, currentIndex, triangleIndex);
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}
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private static void RenderInstancedBatched(CommandBufferWrapper buffer, Mesh mesh, Material material, int pass, int count)
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{
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propertyBlock ??= new MaterialPropertyBlock();
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propertyBlock.Clear();
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var index = 0;
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while (count > 0)
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{
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var countForBatch = Mathf.Min(BatchSize, count);
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Array.Copy(rotationMatrices, index, batchRotationMatrices, 0, countForBatch);
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Array.Copy(matrices, index, batchMatrices, 0, countForBatch);
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propertyBlock.SetMatrixArray(NormalMatricesHash, batchRotationMatrices);
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buffer.DrawMeshInstanced(mesh, 0, material, pass, batchMatrices, countForBatch, propertyBlock);
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count -= countForBatch;
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index += countForBatch;
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}
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}
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public static void Blit(OutlineParameters parameters, RTHandle source, RTHandle destination, RTHandle destinationDepth, int eyeSlice, Material material, int pass = -1, Rect? viewport = null)
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{
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if (!currentSetupResult.HasValue)
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{
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Debug.LogError("Setup process wasn't completed.");
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return;
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}
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var buffer = parameters.Buffer;
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buffer.SetRenderTarget(destination, destinationDepth, eyeSlice);
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if (viewport.HasValue)
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parameters.Buffer.SetViewport(viewport.Value);
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buffer.SetGlobalTexture(MainTexHash, source);
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if (SupportsInstancing)
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{
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RenderInstancedBatched(buffer, parameters.BlitMesh, material, pass,
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currentSetupResult.Value.ItemsToDraw);
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}
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else
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{
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material.SetMatrixArray(NormalMatricesHash, identityMatrixArray);
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buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
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}
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}
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public static void Draw(OutlineParameters parameters, RTHandle destination, RTHandle destinationDepth, int eyeSlice, Material material, int pass = -1, Rect? viewport = null)
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{
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if (!currentSetupResult.HasValue)
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{
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Debug.LogError("Setup process wasn't completed.");
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return;
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}
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var buffer = parameters.Buffer;
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buffer.SetRenderTarget(destination, destinationDepth, eyeSlice);
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if (viewport.HasValue)
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parameters.Buffer.SetViewport(viewport.Value);
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if (SupportsInstancing)
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{
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if (propertyBlock == null)
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propertyBlock = new MaterialPropertyBlock();
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propertyBlock.Clear();
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propertyBlock.SetMatrixArray(NormalMatricesHash, rotationMatrices);
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buffer.DrawMeshInstanced(parameters.BlitMesh, 0, material, pass, matrices, currentSetupResult.Value.ItemsToDraw, propertyBlock);
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}
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else
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{
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material.SetMatrixArray(NormalMatricesHash, identityMatrixArray);
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buffer.DrawMesh(parameters.BlitMesh, Matrix4x4.identity, material, 0, pass);
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}
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}
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}
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} |