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

327 lines
9.3 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
#if UNITY_4 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
#define UNITY_PRE_5_3
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
#if !UNITY_PRE_5_3
using UnityEngine.Rendering;
namespace AmplifyMotion
{
internal class ParticleState : AmplifyMotion.MotionState
{
public class Particle
{
public int refCount;
public Matrix4x4 prevLocalToWorld;
public Matrix4x4 currLocalToWorld;
}
public ParticleSystem m_particleSystem;
public ParticleSystemRenderer m_renderer;
private Mesh m_mesh;
private ParticleSystem.RotationOverLifetimeModule rotationOverLifetime;
private ParticleSystem.RotationBySpeedModule rotationBySpeed;
private ParticleSystem.Particle[] m_particles;
private Dictionary<uint, Particle> m_particleDict;
private List<uint> m_listToRemove;
private Stack<Particle> m_particleStack;
private int m_capacity;
private MaterialDesc[] m_sharedMaterials;
public bool m_moved = false;
private bool m_wasVisible;
private static HashSet<AmplifyMotionObjectBase> m_uniqueWarnings = new HashSet<AmplifyMotionObjectBase>();
public ParticleState( AmplifyMotionCamera owner, AmplifyMotionObjectBase obj )
: base( owner, obj )
{
m_particleSystem = m_obj.GetComponent<ParticleSystem>();
m_renderer = m_particleSystem.GetComponent<ParticleSystemRenderer>();
rotationOverLifetime = m_particleSystem.rotationOverLifetime;
rotationBySpeed = m_particleSystem.rotationBySpeed;
}
private Mesh CreateBillboardMesh()
{
int[] tris = new int[ 6 ] { 0, 1, 2, 2, 3, 0 };
Vector3[] vertices = new Vector3[ 4 ] {
new Vector3( -0.5f, -0.5f, 0 ),
new Vector3( 0.5f, -0.5f, 0 ),
new Vector3( 0.5f, 0.5f, 0 ),
new Vector3( -0.5f, 0.5f, 0 ) };
Vector2[] uv = new Vector2[ 4 ] {
new Vector2( 0, 0 ),
new Vector2( 1, 0 ),
new Vector2( 1, 1 ),
new Vector2( 0, 1 ) };
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = tris;
return mesh;
}
private Mesh CreateStretchedBillboardMesh()
{
int[] tris = new int[ 6 ] { 0, 1, 2, 2, 3, 0 };
Vector3[] vertices = new Vector3[ 4 ] {
new Vector3( 0, -0.5f, -1.0f ),
new Vector3( 0, -0.5f, 0.0f ),
new Vector3( 0, 0.5f, 0.0f ),
new Vector3( 0, 0.5f, -1.0f )
};
Vector2[] uv = new Vector2[ 4 ] {
new Vector2( 1, 1 ),
new Vector2( 0, 1 ),
new Vector2( 0, 0 ),
new Vector2( 1, 0 ) };
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = tris;
return mesh;
}
internal override void Initialize()
{
if ( m_renderer == null )
{
if ( !m_uniqueWarnings.Contains( m_obj ) )
{
Debug.LogWarning( "[AmplifyMotion] Missing/Invalid Particle Renderer in object " + m_obj.name + ". Skipping." );
m_uniqueWarnings.Add( m_obj );
}
m_error = true;
return;
}
base.Initialize();
if ( m_renderer.renderMode == ParticleSystemRenderMode.Mesh )
m_mesh = m_renderer.mesh;
else if ( m_renderer.renderMode == ParticleSystemRenderMode.Stretch )
m_mesh = CreateStretchedBillboardMesh();
else
m_mesh = CreateBillboardMesh();
m_sharedMaterials = ProcessSharedMaterials( m_renderer.sharedMaterials );
m_capacity = m_particleSystem.maxParticles;
m_particleDict = new Dictionary<uint, Particle>( m_capacity );
m_particles = new ParticleSystem.Particle[ m_capacity ];
m_listToRemove = new List<uint>( m_capacity );
m_particleStack = new Stack<Particle>( m_capacity );
for ( int k = 0; k < m_capacity; k++ )
m_particleStack.Push( new Particle() );
m_wasVisible = false;
}
void RemoveDeadParticles()
{
m_listToRemove.Clear();
var enumerator = m_particleDict.GetEnumerator();
while ( enumerator.MoveNext() )
{
KeyValuePair<uint, Particle> pair = enumerator.Current;
if ( pair.Value.refCount <= 0 )
{
m_particleStack.Push( pair.Value );
if(!m_listToRemove.Contains(pair.Key))
m_listToRemove.Add( pair.Key );
}
else
pair.Value.refCount = 0;
}
for ( int i = 0; i < m_listToRemove.Count; i++ )
m_particleDict.Remove( m_listToRemove[ i ] );
}
internal override void UpdateTransform( CommandBuffer updateCB, bool starting )
{
if ( !m_initialized || m_capacity != m_particleSystem.maxParticles )
{
Initialize();
return;
}
Profiler.BeginSample( "Particle.Update" );
if ( !starting && m_wasVisible )
{
var enumerator = m_particleDict.GetEnumerator();
while ( enumerator.MoveNext() )
{
Particle particle = enumerator.Current.Value;
particle.prevLocalToWorld = particle.currLocalToWorld;
}
}
m_moved = true;
int numAlive = m_particleSystem.GetParticles( m_particles );
Matrix4x4 transformLocalToWorld = Matrix4x4.TRS( m_transform.position, m_transform.rotation, Vector3.one );
bool separateAxes = ( rotationOverLifetime.enabled && rotationOverLifetime.separateAxes ) ||
( rotationBySpeed.enabled && rotationBySpeed.separateAxes );
for ( int i = 0; i < numAlive; i++ )
{
uint seed = m_particles[ i ].randomSeed;
Particle particle;
bool justSpawned = false;
if ( !m_particleDict.TryGetValue( seed, out particle ) && m_particleStack.Count > 0 )
{
m_particleDict[ seed ] = particle = m_particleStack.Pop();
justSpawned = true;
}
if ( particle == null )
continue;
float currentSize = m_particles[ i ].GetCurrentSize( m_particleSystem );
Vector3 size = new Vector3( currentSize, currentSize, currentSize );
Matrix4x4 particleCurrLocalToWorld;
if ( m_renderer.renderMode == ParticleSystemRenderMode.Mesh )
{
Quaternion rotation;
if ( separateAxes )
rotation = Quaternion.Euler( m_particles[ i ].rotation3D );
else
rotation = Quaternion.AngleAxis( m_particles[ i ].rotation, m_particles[ i ].axisOfRotation );
Matrix4x4 particleMatrix = Matrix4x4.TRS( m_particles[ i ].position, rotation, size );
if ( m_particleSystem.simulationSpace == ParticleSystemSimulationSpace.World )
particleCurrLocalToWorld = particleMatrix;
else
particleCurrLocalToWorld = transformLocalToWorld * particleMatrix;
}
else if ( m_renderer.renderMode == ParticleSystemRenderMode.Billboard )
{
if ( m_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local )
m_particles[ i ].position = transformLocalToWorld.MultiplyPoint( m_particles[ i ].position );
Quaternion rotation;
if ( separateAxes )
rotation = Quaternion.Euler( -m_particles[ i ].rotation3D.x, -m_particles[ i ].rotation3D.y, m_particles[ i ].rotation3D.z );
else
rotation = Quaternion.AngleAxis( m_particles[ i ].rotation, Vector3.back );
particleCurrLocalToWorld = Matrix4x4.TRS( m_particles[ i ].position, m_owner.Transform.rotation * rotation, size );
}
else
{
// unsupported
particleCurrLocalToWorld = Matrix4x4.identity;
}
particle.refCount = 1;
particle.currLocalToWorld = particleCurrLocalToWorld;
if ( justSpawned )
particle.prevLocalToWorld = particle.currLocalToWorld;
}
if ( starting || !m_wasVisible )
{
var enumerator = m_particleDict.GetEnumerator();
while ( enumerator.MoveNext() )
{
Particle particle = enumerator.Current.Value;
particle.prevLocalToWorld = particle.currLocalToWorld;
}
}
RemoveDeadParticles();
m_wasVisible = m_renderer.isVisible;
Profiler.EndSample();
}
internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
{
Profiler.BeginSample( "Particle.Render" );
// TODO: batch
if ( m_initialized && !m_error && m_renderer.isVisible )
{
bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
if ( !mask || ( mask && m_moved ) )
{
const float rcp255 = 1 / 255.0f;
int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
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" ) );
}
var enumerator = m_particleDict.GetEnumerator();
while ( enumerator.MoveNext() )
{
KeyValuePair<uint, Particle> pair = enumerator.Current;
Matrix4x4 prevModelViewProj = m_owner.PrevViewProjMatrixRT * pair.Value.prevLocalToWorld;
renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
renderCB.DrawMesh( m_mesh, pair.Value.currLocalToWorld, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
}
}
}
}
Profiler.EndSample();
}
}
}
#endif