[BetterShadowClone] Throwing on git before i completely overcomplicate and have to revert lmao

This commit is contained in:
NotAKidoS 2024-02-03 02:12:40 -06:00
parent d155ea546e
commit 5ee7dca50b
18 changed files with 1697 additions and 0 deletions

View file

@ -0,0 +1,30 @@
using UnityEngine;
namespace NAK.BetterShadowClone;
/// <summary>
/// Manual exclusion component for the TransformHider (FPR) system.
/// Allows you to manually hide and show a transform that would otherwise be hidden.
/// </summary>
public class FPRExclusion : MonoBehaviour
{
public Transform target;
internal List<Transform> affectedChildren = new();
[NonSerialized]
internal ITransformHider[] relevantHiders;
private void OnEnable()
=> SetFPRState(true);
private void OnDisable()
=> SetFPRState(false);
private void SetFPRState(bool state)
{
if (relevantHiders == null) return; // no hiders to set
foreach (ITransformHider hider in relevantHiders)
hider.IsActive = state;
}
}

View file

@ -0,0 +1,11 @@
namespace NAK.BetterShadowClone;
public interface ITransformHider : IDisposable
{
bool IsActive { get; set; }
bool IsValid { get; }
bool Process();
bool PostProcess();
void HideTransform();
void ShowTransform();
}

View file

@ -0,0 +1,86 @@
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace NAK.BetterShadowClone;
public class MeshTransformHider : ITransformHider
{
// lame 2 frame init stuff
private const int FrameInitCount = 0;
private int _frameInitCounter;
private bool _hasInitialized;
private bool _markedForDeath;
// mesh
private readonly MeshRenderer _mainMesh;
private bool _enabledState;
#region ITransformHider Methods
public bool IsActive { get; set; } = true; // default hide, but FPRExclusion can override
// anything player can touch is suspect to death
public bool IsValid => _mainMesh != null && !_markedForDeath;
public MeshTransformHider(MeshRenderer renderer)
{
_mainMesh = renderer;
if (_mainMesh == null
|| _mainMesh.sharedMaterials == null
|| _mainMesh.sharedMaterials.Length == 0)
{
Dispose();
}
}
public bool Process()
{
bool shouldRender = _mainMesh.enabled && _mainMesh.gameObject.activeInHierarchy;
// GraphicsBuffer becomes stale when mesh is disabled
if (!shouldRender)
{
_frameInitCounter = 0;
_hasInitialized = false;
return false;
}
// Unity is weird, so we need to wait 2 frames before we can get the graphics buffer
if (_frameInitCounter >= FrameInitCount)
{
if (_hasInitialized)
return true;
_hasInitialized = true;
return true;
}
_frameInitCounter++;
return false;
}
public bool PostProcess()
{
return true;
}
public void HideTransform()
{
_enabledState = _mainMesh.enabled;
_mainMesh.enabled = false;
}
public void ShowTransform()
{
_mainMesh.enabled = _enabledState;
}
public void Dispose()
{
_markedForDeath = true;
}
#endregion
}

View file

@ -0,0 +1,191 @@
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace NAK.BetterShadowClone;
public class SkinnedTransformHider : ITransformHider
{
private static readonly int s_Pos = Shader.PropertyToID("pos");
private static readonly int s_BufferLayout = Shader.PropertyToID("bufferLayout");
private static readonly int s_WeightedCount = Shader.PropertyToID("weightedCount");
private static readonly int s_WeightedVertices = Shader.PropertyToID("weightedVertices");
private static readonly int s_VertexBuffer = Shader.PropertyToID("VertexBuffer");
// lame 2 frame init stuff
private const int FrameInitCount = 0;
private int _frameInitCounter;
private bool _hasInitialized;
private bool _markedForDeath;
// mesh & bone
private readonly Transform _shrinkBone;
private readonly SkinnedMeshRenderer _mainMesh;
private readonly Transform _rootBone;
// exclusion
private readonly FPRExclusion _exclusion;
// hider stuff
private GraphicsBuffer _graphicsBuffer;
private int _bufferLayout;
private ComputeBuffer _computeBuffer;
private int _vertexCount;
private int _threadGroups;
#region ITransformHider Methods
public bool IsActive { get; set; } = true; // default hide, but FPRExclusion can override
// anything player can touch is suspect to death
public bool IsValid => _mainMesh != null && _shrinkBone != null && !_markedForDeath;
public SkinnedTransformHider(SkinnedMeshRenderer renderer, FPRExclusion exclusion)
{
_mainMesh = renderer;
_shrinkBone = exclusion.target;
_exclusion = exclusion;
if (_exclusion == null
|| _shrinkBone == null
|| _mainMesh == null
|| _mainMesh.sharedMesh == null
|| _mainMesh.sharedMaterials == null
|| _mainMesh.sharedMaterials.Length == 0)
{
Dispose();
return; // no mesh or bone!
}
// find the head vertices
var exclusionVerts = FindExclusionVertList();
if (exclusionVerts.Count == 0)
{
Dispose();
return; // no head vertices!
}
_rootBone = _mainMesh.rootBone;
_rootBone ??= _mainMesh.transform; // fallback to transform if no root bone
_vertexCount = exclusionVerts.Count;
_computeBuffer = new ComputeBuffer(_vertexCount, sizeof(int));
_computeBuffer.SetData(exclusionVerts.ToArray());
}
public bool Process()
{
bool shouldRender = _mainMesh.enabled && _mainMesh.gameObject.activeInHierarchy;
// GraphicsBuffer becomes stale when mesh is disabled
if (!shouldRender)
{
_frameInitCounter = 0;
_hasInitialized = false;
return false;
}
// Unity is weird, so we need to wait 2 frames before we can get the graphics buffer
if (_frameInitCounter >= FrameInitCount)
{
if (_hasInitialized)
return true;
_hasInitialized = true;
SetupGraphicsBuffer();
return true;
}
_mainMesh.forceRenderingOff = true; // force off if mesh is disabled
_frameInitCounter++;
return false;
}
public bool PostProcess()
{
return false; // not needed
}
public void HideTransform()
{
_mainMesh.forceRenderingOff = false;
// probably fine
Vector3 pos = _rootBone.transform.InverseTransformPoint(_shrinkBone.position) * _rootBone.lossyScale.y;
_graphicsBuffer = _mainMesh.GetVertexBuffer();
TransformHiderManager.shader.SetVector(s_Pos, pos);
TransformHiderManager.shader.SetInt(s_WeightedCount, _vertexCount);
TransformHiderManager.shader.SetInt(s_BufferLayout, _bufferLayout);
TransformHiderManager.shader.SetBuffer(0, s_WeightedVertices, _computeBuffer);
TransformHiderManager.shader.SetBuffer(0, s_VertexBuffer, _graphicsBuffer);
TransformHiderManager.shader.Dispatch(0, _threadGroups, 1, 1);
_graphicsBuffer.Release();
}
public void ShowTransform()
{
// not needed
}
public void Dispose()
{
_markedForDeath = true;
_graphicsBuffer?.Dispose();
_graphicsBuffer = null;
_computeBuffer?.Dispose();
_computeBuffer = null;
}
#endregion
#region Private Methods
// Unity is weird, so we need to wait 2 frames before we can get the graphics buffer
private void SetupGraphicsBuffer()
{
Mesh mesh = _mainMesh.sharedMesh;
_bufferLayout = 0;
if (mesh.HasVertexAttribute(VertexAttribute.Position)) _bufferLayout += 3;
if (mesh.HasVertexAttribute(VertexAttribute.Normal)) _bufferLayout += 3;
if (mesh.HasVertexAttribute(VertexAttribute.Tangent)) _bufferLayout += 4;
// ComputeShader is doing bitshift so we dont need to multiply by 4
//_bufferLayout *= 4; // 4 bytes per float
const float xThreadGroups = 64f;
_threadGroups = Mathf.CeilToInt(mesh.vertexCount / xThreadGroups);
_mainMesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
}
private List<int> FindExclusionVertList()
{
var boneWeights = _mainMesh.sharedMesh.boneWeights;
var bones = _exclusion.affectedChildren;
HashSet<int> weights = new(); //get indexs of child bones
for (int i = 0; i < _mainMesh.bones.Length; i++)
if (bones.Contains(_mainMesh.bones[i])) weights.Add(i);
List<int> headVertices = new();
for (int i = 0; i < boneWeights.Length; i++)
{
BoneWeight weight = boneWeights[i];
const float minWeightThreshold = 0.2f;
if (weights.Contains(weight.boneIndex0) && weight.weight0 > minWeightThreshold
|| weights.Contains(weight.boneIndex1) && weight.weight1 > minWeightThreshold
|| weights.Contains(weight.boneIndex2) && weight.weight2 > minWeightThreshold
|| weights.Contains(weight.boneIndex3) && weight.weight3 > minWeightThreshold)
headVertices.Add(i);
}
return headVertices;
}
#endregion
}

View file

@ -0,0 +1,237 @@
using System.Collections.Generic;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.Camera;
using MagicaCloth;
using UnityEngine;
namespace NAK.BetterShadowClone;
// Built on top of Koneko's BoneHider but to mimic the ShadowCloneManager
public class TransformHiderManager : MonoBehaviour
{
public static ComputeShader shader;
#region Singleton Implementation
private static TransformHiderManager _instance;
public static TransformHiderManager Instance
{
get
{
if (_instance != null) return _instance;
_instance = new GameObject("Koneko.TransformHiderManager").AddComponent<TransformHiderManager>();
DontDestroyOnLoad(_instance.gameObject);
return _instance;
}
}
#endregion
// Game cameras
private static Camera s_MainCamera;
private static Camera s_UiCamera;
// Settings
internal static bool s_DebugHeadHide;
// Implementation
private bool _hasRenderedThisFrame;
// Shadow Clones
private readonly List<ITransformHider> s_TransformHider = new();
public void AddTransformHider(ITransformHider clone)
=> s_TransformHider.Add(clone);
// Debug
private bool _debugHeadHiderProcessingTime;
private readonly StopWatch _stopWatch = new();
#region Unity Events
private void Start()
{
if (Instance != null
&& Instance != this)
{
Destroy(this);
return;
}
UpdatePlayerCameras();
s_DebugHeadHide = ModSettings.EntryDebugHeadHide.Value;
}
private void OnEnable()
{
Camera.onPreRender += MyOnPreRender;
Camera.onPostRender += MyOnPostRender;
}
private void OnDisable()
{
Camera.onPreRender -= MyOnPreRender;
Camera.onPostRender -= MyOnPostRender;
}
#endregion
#region Transform Hider Managment
private void Update()
{
_hasRenderedThisFrame = false;
}
private void MyOnPreRender(Camera cam)
{
if (_hasRenderedThisFrame)
return; // can only hide head once per frame
if (cam != s_MainCamera // only hide in player cam, or if debug is on
&& !s_DebugHeadHide)
return;
if (!CheckPlayerCamWithinRange())
return; // player is too far away (likely HoloPort or Sitting)
if (!ShadowCloneMod.CheckWantsToHideHead(cam))
return; // listener said no (Third Person, etc)
_hasRenderedThisFrame = true;
_stopWatch.Start();
for (int i = s_TransformHider.Count - 1; i >= 0; i--)
{
ITransformHider hider = s_TransformHider[i];
if (hider is not { IsValid: true })
{
hider?.Dispose();
s_TransformHider.RemoveAt(i);
continue; // invalid or dead
}
if (!hider.Process()) continue; // not ready yet or disabled
if (hider.IsActive) hider.HideTransform();
}
_stopWatch.Stop();
if (_debugHeadHiderProcessingTime) Debug.Log($"TransformHiderManager.MyOnPreRender({s_DebugHeadHide}) took {_stopWatch.ElapsedMilliseconds}ms");
}
private void MyOnPostRender(Camera cam)
{
if (cam != s_UiCamera) return; // ui camera is expected to render last
for (int i = s_TransformHider.Count - 1; i >= 0; i--)
{
ITransformHider hider = s_TransformHider[i];
if (hider is not { IsValid: true })
{
hider?.Dispose();
s_TransformHider.RemoveAt(i);
continue; // invalid or dead
}
if (!hider.PostProcess()) continue; // does not need post processing
if (hider.IsActive) hider.ShowTransform();
}
}
#endregion
#region Game Events
public void OnAvatarCleared()
{
// Dispose all shadow clones BEFORE game unloads avatar
// Otherwise we memory leak the shadow clones mesh & material instances!!!
foreach (ITransformHider hider in s_TransformHider)
hider.Dispose();
s_TransformHider.Clear();
}
private void OnVRModeSwitchCompleted(bool _, Camera __)
{
UpdatePlayerCameras();
}
#endregion
#region Private Methods
private static void UpdatePlayerCameras()
{
s_MainCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
s_UiCamera = s_MainCamera.transform.Find("_UICamera").GetComponent<Camera>();
}
private static bool CheckPlayerCamWithinRange()
{
if (PlayerSetup.Instance == null)
return false; // hack
const float MinHeadHidingRange = 0.5f;
Vector3 playerHeadPos = PlayerSetup.Instance.GetViewWorldPosition();
Vector3 playerCamPos = s_MainCamera.transform.position;
float scaleModifier = PlayerSetup.Instance.GetPlaySpaceScale();
return (Vector3.Distance(playerHeadPos, playerCamPos) < (MinHeadHidingRange * scaleModifier));
}
#endregion
#region Static Helpers
internal static bool IsLegacyFPRExcluded(Component renderer)
=> renderer.gameObject.name.Contains("[FPR]");
internal static ITransformHider CreateTransformHider(Component renderer, Transform bone)
{
if (IsLegacyFPRExcluded(renderer))
return null;
return renderer switch
{
//SkinnedMeshRenderer skinnedMeshRenderer => new SkinnedTransformHider(skinnedMeshRenderer, bone),
MeshRenderer meshRenderer => new MeshTransformHider(meshRenderer),
_ => null
};
}
internal static void CreateTransformHider(Component renderer, Dictionary<Transform, FPRExclusion> exclusions)
{
if (IsLegacyFPRExcluded(renderer))
return;
if (renderer is SkinnedMeshRenderer skinnedMeshRenderer)
{
// get all bones for renderer
var bones = skinnedMeshRenderer.bones;
List<FPRExclusion> fprExclusions = new();
// check if any bones are excluded
foreach (Transform bone in bones)
{
if (!exclusions.TryGetValue(bone, out FPRExclusion exclusion))
continue;
fprExclusions.Add(exclusion);
}
foreach (FPRExclusion exclusion in fprExclusions)
{
ITransformHider hider = new SkinnedTransformHider(skinnedMeshRenderer, exclusion);
Instance.AddTransformHider(hider);
}
}
return;
}
#endregion
}