_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Rendering/ObiExtrudedRopeRenderSystem.cs

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2024-12-18 02:18:45 +08:00

using System.Runtime.InteropServices;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using Unity.Profiling;
namespace Obi
{
[StructLayout(LayoutKind.Sequential)]
public struct BurstExtrudedMeshData
{
public int sectionVertexCount;
public float thicknessScale;
public float uvAnchor;
public uint normalizeV;
public Vector2 uvScale;
public BurstExtrudedMeshData(ObiRopeExtrudedRenderer renderer)
{
sectionVertexCount = renderer.section.vertices.Count;
uvAnchor = renderer.uvAnchor;
thicknessScale = renderer.thicknessScale;
uvScale = renderer.uvScale;
normalizeV = (uint)(renderer.normalizeV ? 1 : 0);
}
}
[StructLayout(LayoutKind.Sequential)]
public struct ProceduralRopeVertex
{
public Vector3 pos;
public Vector3 normal;
public Vector4 tangent;
public Vector4 color;
public Vector2 uv;
}
public abstract class ObiExtrudedRopeRenderSystem : RenderSystem<ObiRopeExtrudedRenderer>
{
public Oni.RenderingSystemType typeEnum { get => Oni.RenderingSystemType.ExtrudedRope; }
public RendererSet<ObiRopeExtrudedRenderer> renderers { get; } = new RendererSet<ObiRopeExtrudedRenderer>();
protected List<ObiRopeExtrudedRenderer> sortedRenderers = new List<ObiRopeExtrudedRenderer>(); /**< temp list used to store renderers sorted by batch.*/
// specify vertex count and layout
protected VertexAttributeDescriptor[] layout =
{
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32, 3),
new VertexAttributeDescriptor(VertexAttribute.Tangent, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.Color, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord0, VertexAttributeFormat.Float32, 2),
};
static protected ProfilerMarker m_SetupRenderMarker = new ProfilerMarker("SetupExtrudedRopeRendering");
static protected ProfilerMarker m_RenderMarker = new ProfilerMarker("ExtrudedRopeRendering");
protected ObiSolver m_Solver;
protected SubMeshDescriptor subMeshDescriptor = new SubMeshDescriptor(0, 0);
protected List<ProceduralRenderBatch<ProceduralRopeVertex>> batchList = new List<ProceduralRenderBatch<ProceduralRopeVertex>>();
protected ObiNativeList<BurstExtrudedMeshData> rendererData; /**< for each renderer, data about smoother.*/
protected ObiNativeList<int> pathSmootherIndices; /**< renderer indices, sorted by batch */
protected Dictionary<ObiRopeSection, int> sectionToIndex = new Dictionary<ObiRopeSection, int>();
protected ObiNativeVector2List sectionData;
protected ObiNativeList<int> sectionOffsets; /**< for each section, offset of its first entry in the sectionData array.*/
protected ObiNativeList<int> sectionIndices; /**< for each renderer, index of the section used.*/
protected ObiNativeList<int> vertexOffsets; /**< for each renderer, vertex offset in its batch mesh data.*/
protected ObiNativeList<int> triangleOffsets; /**< for each renderer, triangle offset in its batch mesh data.*/
protected ObiNativeList<int> vertexCounts; /**< for each renderer, vertex count.*/
protected ObiNativeList<int> triangleCounts; /**< for each renderer, triangle count.*/
protected ObiPathSmootherRenderSystem pathSmootherSystem;
public ObiExtrudedRopeRenderSystem(ObiSolver solver)
{
m_Solver = solver;
rendererData = new ObiNativeList<BurstExtrudedMeshData>();
pathSmootherIndices = new ObiNativeList<int>();
sectionData = new ObiNativeVector2List();
sectionOffsets = new ObiNativeList<int>();
sectionIndices = new ObiNativeList<int>();
vertexOffsets = new ObiNativeList<int>();
triangleOffsets = new ObiNativeList<int>();
vertexCounts = new ObiNativeList<int>();
triangleCounts = new ObiNativeList<int>();
}
public void Dispose()
{
for (int i = 0; i < batchList.Count; ++i)
batchList[i].Dispose();
batchList.Clear();
if (rendererData != null)
rendererData.Dispose();
if (pathSmootherIndices != null)
pathSmootherIndices.Dispose();
if (sectionData != null)
sectionData.Dispose();
if (sectionOffsets != null)
sectionOffsets.Dispose();
if (sectionIndices != null)
sectionIndices.Dispose();
if (vertexOffsets != null)
vertexOffsets.Dispose();
if (triangleOffsets != null)
triangleOffsets.Dispose();
if (vertexCounts != null)
vertexCounts.Dispose();
if (triangleCounts != null)
triangleCounts.Dispose();
}
private void Clear()
{
rendererData.Clear();
pathSmootherIndices.Clear();
sectionData.Clear();
sectionToIndex.Clear();
sectionOffsets.Clear();
vertexOffsets.Clear();
triangleOffsets.Clear();
vertexCounts.Clear();
triangleCounts.Clear();
for (int i = 0; i < batchList.Count; ++i)
batchList[i].Dispose();
batchList.Clear();
}
private void CreateBatches()
{
// generate batches:
sortedRenderers.Clear();
for (int i = 0; i < renderers.Count; ++i)
{
if (renderers[i].TryGetComponent(out ObiPathSmoother smoother) && smoother.enabled)
{
renderers[i].renderParameters.layer = renderers[i].gameObject.layer;
batchList.Add(new ProceduralRenderBatch<ProceduralRopeVertex>(i, renderers[i].material, renderers[i].renderParameters));
sortedRenderers.Add(renderers[i]);
}
}
vertexOffsets.ResizeUninitialized(sortedRenderers.Count);
triangleOffsets.ResizeUninitialized(sortedRenderers.Count);
// sort batches:
batchList.Sort();
// reorder renderers based on sorted batches:
sortedRenderers.Clear();
for (int i = 0; i < batchList.Count; ++i)
{
var batch = batchList[i];
sortedRenderers.Add(renderers[batch.firstRenderer]);
batch.firstRenderer = i;
int pathIndex = sortedRenderers[i].GetComponent<ObiPathSmoother>().indexInSystem;
pathSmootherIndices.Add(pathIndex);
// get or create extruded section:
if (!sectionToIndex.TryGetValue(sortedRenderers[i].section, out int sectionIndex))
{
sectionIndex = sectionOffsets.count;
sectionToIndex[sortedRenderers[i].section] = sectionIndex;
sectionOffsets.Add(sectionData.count);
sectionData.AddRange(sortedRenderers[i].section.vertices);
}
sectionIndices.Add(sectionIndex);
// calculate vertex and triangle counts for each renderer:
int chunkStart = pathSmootherSystem.chunkOffsets[pathIndex];
int chunkAmount = pathSmootherSystem.chunkOffsets[pathIndex + 1] - chunkStart;
for (int k = chunkStart; k < chunkStart + chunkAmount; ++k)
{
int frameCount = pathSmootherSystem.smoothFrameCounts[k];
batch.vertexCount += frameCount * sortedRenderers[i].section.vertices.Count;
batch.triangleCount += (frameCount - 1) * (sortedRenderers[i].section.vertices.Count - 1) * 2;
}
vertexCounts.Add(batch.vertexCount);
triangleCounts.Add(batch.triangleCount);
rendererData.Add(new BurstExtrudedMeshData(sortedRenderers[i]));
}
// add last entry to section offsets:
sectionOffsets.Add(sectionData.count);
}
private void CalculateMeshOffsets()
{
for (int i = 0; i < batchList.Count; ++i)
{
var batch = batchList[i];
int vtxCount = 0;
int triCount = 0;
// Calculate vertex and triangle offsets for each renderer in the batch:
for (int j = 0; j < batch.rendererCount; ++j)
{
int r = batch.firstRenderer + j;
vertexOffsets[r] = vtxCount;
triangleOffsets[r] = triCount;
vtxCount += vertexCounts[r];
triCount += triangleCounts[r];
}
}
}
public virtual void Setup()
{
pathSmootherSystem = m_Solver.GetRenderSystem<ObiPathSmoother>() as ObiPathSmootherRenderSystem;
if (pathSmootherSystem == null)
return;
using (m_SetupRenderMarker.Auto())
{
Clear();
CreateBatches();
ObiUtils.MergeBatches(batchList);
CalculateMeshOffsets();
}
}
public abstract void Render();
public void Step()
{
}
public void BakeMesh(ObiRopeExtrudedRenderer renderer, ref Mesh mesh, bool transformToActorLocalSpace = false)
{
int index = sortedRenderers.IndexOf(renderer);
for (int i = 0; i < batchList.Count; ++i)
{
var batch = batchList[i];
if (index >= batch.firstRenderer && index < batch.firstRenderer + batch.rendererCount)
{
batch.BakeMesh(vertexOffsets[index], vertexCounts[index], triangleOffsets[index], triangleCounts[index],
renderer.actor.actorSolverToLocalMatrix, ref mesh, transformToActorLocalSpace);
return;
}
}
}
}
}