_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Rendering/RenderBatches/ProceduralRenderBatch.cs

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

using UnityEngine;
using UnityEngine.Rendering;
using Unity.Collections;
using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
namespace Obi
{
public class ProceduralRenderBatch<T> : IRenderBatch where T : struct
{
private RenderBatchParams renderBatchParams;
public RenderParams renderParams { get; private set; }
public Material material;
public Mesh mesh;
public int firstRenderer;
public int rendererCount;
public int firstParticle;
public NativeArray<T> vertices;
public NativeArray<int> triangles;
public GraphicsBuffer gpuVertexBuffer;
public GraphicsBuffer gpuIndexBuffer;
public int vertexCount;
public int triangleCount;
public ProceduralRenderBatch(int rendererIndex, Material material, RenderBatchParams param)
{
this.renderBatchParams = param;
this.material = material;
this.firstRenderer = rendererIndex;
this.firstParticle = 0;
this.rendererCount = 1;
this.vertexCount = 0;
this.triangleCount = 0;
}
public void Initialize(VertexAttributeDescriptor[] layout, bool gpu = false)
{
var rp = renderBatchParams.ToRenderParams();
rp.material = material;
renderParams = rp;
mesh = new Mesh();
mesh.SetVertexBufferParams(vertexCount, layout);
mesh.SetIndexBufferParams(triangleCount * 3, IndexFormat.UInt32);
vertices = new NativeArray<T>(vertexCount, Allocator.Persistent);
mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
triangles = new NativeArray<int>(triangleCount * 3, Allocator.Persistent);
mesh.SetIndexBufferData(triangles, 0, 0, triangles.Length, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
mesh.subMeshCount = 1;
SubMeshDescriptor subMeshDescriptor = new SubMeshDescriptor();
subMeshDescriptor.indexCount = triangleCount * 3;
mesh.SetSubMesh(0, subMeshDescriptor, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
if (gpu)
{
vertices.Dispose();
triangles.Dispose();
mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
mesh.indexBufferTarget |= GraphicsBuffer.Target.Raw;
// particles with no vertices will have no vertex buffer, and Unity will throw an exception.
if (mesh.vertexCount > 0)
{
gpuVertexBuffer ??= mesh.GetVertexBuffer(0);
gpuIndexBuffer ??= mesh.GetIndexBuffer();
}
}
}
public void Dispose()
{
gpuVertexBuffer?.Dispose();
gpuIndexBuffer?.Dispose();
gpuVertexBuffer = null;
gpuIndexBuffer = null;
if (vertices.IsCreated)
vertices.Dispose();
if (triangles.IsCreated)
triangles.Dispose();
GameObject.DestroyImmediate(mesh);
}
public bool TryMergeWith(IRenderBatch other)
{
var pbatch = other as ProceduralRenderBatch<T>;
if (pbatch != null)
{
if (CompareTo(pbatch) == 0 &&
vertexCount + pbatch.vertexCount < Constants.maxVertsPerMesh)
{
rendererCount += pbatch.rendererCount;
triangleCount += pbatch.triangleCount;
vertexCount += pbatch.vertexCount;
return true;
}
}
return false;
}
public int CompareTo(IRenderBatch other)
{
var pbatch = other as ProceduralRenderBatch<T>; int idA = material != null ? material.GetInstanceID() : 0; int idB = (pbatch != null && pbatch.material != null) ? pbatch.material.GetInstanceID() : 0; int result = idA.CompareTo(idB); if (result == 0) return renderBatchParams.CompareTo(pbatch.renderBatchParams); return result;
}
public void BakeMesh(int vertexOffset, int vertexCount, int triangleOffset, int triangleCount,
Matrix4x4 transform,
ref Mesh bakedMesh, bool transformVertices = false)
{
// if the data is not available in the CPU (such as when the batch is intended for GPU use), read it back:
bool gpu = !vertices.IsCreated;
if (gpu)
{
vertices = new NativeArray<T>(this.vertexCount, Allocator.Persistent);
triangles = new NativeArray<int>(this.triangleCount * 3, Allocator.Persistent);
AsyncGPUReadback.RequestIntoNativeArray(ref vertices, gpuVertexBuffer, this.vertexCount * UnsafeUtility.SizeOf<T>(), 0).WaitForCompletion();
AsyncGPUReadback.RequestIntoNativeArray(ref triangles, gpuIndexBuffer, this.triangleCount * 3 * 4, 0).WaitForCompletion();
}
bakedMesh.Clear();
bakedMesh.SetVertexBufferParams(vertexCount, mesh.GetVertexAttributes());
bakedMesh.SetVertexBufferData(vertices, vertexOffset, 0, vertexCount, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
// transform vertices from solver space to actor space:
if (transformVertices)
{
var solver2Actor = transform;
var verts = bakedMesh.vertices;
for (int v = 0; v < verts.Length; ++v)
verts[v] = solver2Actor.MultiplyPoint3x4(verts[v]);
bakedMesh.vertices = verts;
}
ObiNativeList<int> indices = new ObiNativeList<int>(triangleCount * 3);
// offset indices:
for (int i = 0; i < triangleCount * 3; ++i)
indices.Add(triangles[triangleOffset * 3 + i] - vertexOffset);
bakedMesh.SetIndexBufferParams(triangleCount * 3, IndexFormat.UInt32);
bakedMesh.SetIndexBufferData(indices.AsNativeArray<int>(), 0, 0, triangleCount * 3, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
bakedMesh.subMeshCount = 1;
SubMeshDescriptor subMeshDescriptor = new SubMeshDescriptor();
subMeshDescriptor.indexCount = triangleCount * 3; // mesh triangle count.
bakedMesh.SetSubMesh(0, subMeshDescriptor, MeshUpdateFlags.DontValidateIndices);
if (gpu)
{
if (vertices.IsCreated)
vertices.Dispose();
if (triangles.IsCreated)
triangles.Dispose();
}
bakedMesh.RecalculateBounds();
return;
}
}
}