FiE-Game/Assets/Cinematic Effects/MotionBlur/Plugins/ClothState.cs

293 lines
8.4 KiB
C#

// Amplify Motion - Full-scene Motion Blur for Unity Pro
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
#define UNITY_4
#endif
#if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 || UNITY_5_6 || UNITY_5_7 || UNITY_5_8 || UNITY_5_9
#define UNITY_5
#endif
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.Profiling;
#if !UNITY_4
using UnityEngine.Rendering;
#endif
namespace AmplifyMotion
{
internal class ClothState : AmplifyMotion.MotionState
{
#if UNITY_4
private InteractiveCloth m_cloth;
#else
private Cloth m_cloth;
#endif
private Renderer m_renderer;
public Matrix4x4 m_prevLocalToWorld;
public Matrix4x4 m_currLocalToWorld;
private int m_targetVertexCount;
private int[] m_targetRemap;
private Vector3[] m_prevVertices;
private Vector3[] m_currVertices;
private Mesh m_clonedMesh;
private MaterialDesc[] m_sharedMaterials;
private bool m_starting;
private bool m_wasVisible;
private static HashSet<AmplifyMotionObjectBase> m_uniqueWarnings = new HashSet<AmplifyMotionObjectBase>();
public ClothState( AmplifyMotionCamera owner, AmplifyMotionObjectBase obj )
: base( owner, obj )
{
#if UNITY_4
m_cloth = m_obj.GetComponent<InteractiveCloth>();
#else
m_cloth = m_obj.GetComponent<Cloth>();
#endif
}
internal override void Initialize()
{
if ( m_cloth.vertices == null )
{
if ( !m_uniqueWarnings.Contains( m_obj ) )
{
Debug.LogWarning( "[AmplifyMotion] Invalid " + m_cloth.GetType().Name + " vertices in object " + m_obj.name + ". Skipping." );
m_uniqueWarnings.Add( m_obj );
}
m_error = true;
return;
}
#if UNITY_4
Mesh clothMesh = m_cloth.mesh;
#else
SkinnedMeshRenderer skinnedRenderer = m_cloth.gameObject.GetComponent<SkinnedMeshRenderer>();
Mesh clothMesh = skinnedRenderer.sharedMesh;
#endif
if ( clothMesh == null || clothMesh.vertices == null || clothMesh.triangles == null )
{
Debug.LogError( "[AmplifyMotion] Invalid Mesh on Cloth-enabled object " + m_obj.name );
m_error = true;
return;
}
base.Initialize();
m_renderer = m_cloth.gameObject.GetComponent<Renderer>();
int meshVertexCount = clothMesh.vertexCount;
Vector3[] meshVertices = clothMesh.vertices;
Vector2[] meshTexcoords = clothMesh.uv;
int[] meshTriangles = clothMesh.triangles;
m_targetRemap = new int[ meshVertexCount ];
if ( m_cloth.vertices.Length == clothMesh.vertices.Length )
{
for ( int i = 0; i < meshVertexCount; i++ )
m_targetRemap[ i ] = i;
}
else
{
// a) May contains duplicated verts, optimization/cleanup is required
Dictionary<Vector3, int> dict = new Dictionary<Vector3, int>();
int original, vertexCount = 0;
for ( int i = 0; i < meshVertexCount; i++ )
{
if ( dict.TryGetValue( meshVertices[ i ], out original ) )
m_targetRemap[ i ] = original;
else
{
m_targetRemap[ i ] = vertexCount;
dict.Add( meshVertices[ i ], vertexCount++ );
}
}
// b) Tear is activated, creates extra verts (NOT SUPPORTED, POOL OF VERTS USED, NO ACCESS TO TRIANGLES)
}
m_targetVertexCount = meshVertexCount;
m_prevVertices = new Vector3[ m_targetVertexCount ];
m_currVertices = new Vector3[ m_targetVertexCount ];
m_clonedMesh = new Mesh();
m_clonedMesh.vertices = meshVertices;
m_clonedMesh.normals = meshVertices;
m_clonedMesh.uv = meshTexcoords;
m_clonedMesh.triangles = meshTriangles;
m_sharedMaterials = ProcessSharedMaterials( m_renderer.sharedMaterials );
m_wasVisible = false;
}
internal override void Shutdown()
{
Mesh.Destroy( m_clonedMesh );
}
#if UNITY_4
internal override void UpdateTransform( bool starting )
#else
internal override void UpdateTransform( CommandBuffer updateCB, bool starting )
#endif
{
if ( !m_initialized )
{
Initialize();
return;
}
Profiler.BeginSample( "Cloth.Update" );
if ( !starting && m_wasVisible )
m_prevLocalToWorld = m_currLocalToWorld;
bool isVisible = m_renderer.isVisible;
if ( !m_error && ( isVisible || starting ) )
{
if ( !starting && m_wasVisible )
Array.Copy( m_currVertices, m_prevVertices, m_targetVertexCount );
}
#if UNITY_4
m_currLocalToWorld = Matrix4x4.identity;
#else
m_currLocalToWorld = Matrix4x4.TRS( m_transform.position, m_transform.rotation, Vector3.one );
#endif
if ( starting || !m_wasVisible )
m_prevLocalToWorld = m_currLocalToWorld;
m_starting = starting;
m_wasVisible = isVisible;
Profiler.EndSample();
}
#if UNITY_4
internal override void RenderVectors( Camera camera, float scale, AmplifyMotion.Quality quality )
{
if ( m_initialized && !m_error && m_renderer.isVisible )
{
Profiler.BeginSample( "Cloth.Render" );
const float rcp255 = 1 / 255.0f;
bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
Vector3[] clothVertices = m_cloth.vertices;
for ( int i = 0; i < m_targetVertexCount; i++ )
m_currVertices[ i ] = clothVertices[ m_targetRemap[ i ] ];
if ( m_starting || !m_wasVisible )
Array.Copy( m_currVertices, m_prevVertices, m_targetVertexCount );
m_clonedMesh.vertices = m_currVertices;
m_clonedMesh.normals = m_prevVertices;
Matrix4x4 prevModelViewProj;
if ( m_obj.FixedStep )
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
else
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
Shader.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
Shader.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
Shader.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
for ( int i = 0; i < m_sharedMaterials.Length; i++ )
{
MaterialDesc matDesc = m_sharedMaterials[ i ];
int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );
if ( matDesc.coverage )
{
m_owner.Instance.ClothVectorsMaterial.mainTexture = matDesc.material.mainTexture;
if ( matDesc.cutoff )
m_owner.Instance.ClothVectorsMaterial.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
}
if ( m_owner.Instance.ClothVectorsMaterial.SetPass( pass ) )
{
#if UNITY_4
Graphics.DrawMeshNow( m_clonedMesh, Matrix4x4.identity, i );
#else
Graphics.DrawMeshNow( m_clonedMesh, m_currLocalToWorld, i );
#endif
}
}
Profiler.EndSample();
}
}
#else
internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
{
if ( m_initialized && !m_error && m_renderer.isVisible )
{
Profiler.BeginSample( "Cloth.Render" );
const float rcp255 = 1 / 255.0f;
bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
Vector3[] clothVertices = m_cloth.vertices;
for ( int i = 0; i < m_targetVertexCount; i++ )
m_currVertices[ i ] = clothVertices[ m_targetRemap[ i ] ];
if ( m_starting || !m_wasVisible )
Array.Copy( m_currVertices, m_prevVertices, m_targetVertexCount );
m_clonedMesh.vertices = m_currVertices;
m_clonedMesh.normals = m_prevVertices;
Matrix4x4 prevModelViewProj;
if ( m_obj.FixedStep )
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
else
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
for ( int i = 0; i < m_sharedMaterials.Length; i++ )
{
MaterialDesc matDesc = m_sharedMaterials[ i ];
int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );
if ( matDesc.coverage )
{
Texture mainTex = matDesc.material.mainTexture;
if ( mainTex != null )
matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
if ( matDesc.cutoff )
matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
}
renderCB.DrawMesh( m_clonedMesh, m_currLocalToWorld, m_owner.Instance.ClothVectorsMaterial, i, pass, matDesc.propertyBlock );
}
Profiler.EndSample();
}
}
#endif
}
}