NAK_CVR_Mods/BetterShadowClone/Koneko/BoneHider.cs

130 lines
No EOL
5.1 KiB
C#

// using System.Collections.Generic;
// using System.Linq;
// using NAK.BetterShadowClone;
// using UnityEngine;
// using UnityEngine.Serialization;
//
// namespace Koneko.BetterHeadHider;
//
// public class BoneHider : MonoBehaviour {
// public static ComputeShader shader;
//
// public SkinnedMeshRenderer[] targets;
// public Transform shrinkBone;
// private ComputeBuffer[] weightedBuffers;
// private int[] weightedCounts;
// private int[] bufferLayouts;
// private int[] threadGroups;
// private bool Initialized;
//
//
// #region Public Methods
// public static void SetupAvatar(GameObject avatar, Transform shrinkBone, SkinnedMeshRenderer[] targets) {
// BoneHider shrink = avatar.AddComponent<BoneHider>();
// shrink.shrinkBone = shrinkBone;
// shrink.targets = targets;
// }
// #endregion
//
// #region Private Methods
// private void Initialize() {
// Dispose();
//
// weightedBuffers = new ComputeBuffer[targets.Length];
// weightedCounts = new int[targets.Length];
// bufferLayouts = new int[targets.Length];
// threadGroups = new int[targets.Length];
//
// for (int i = 0; i < targets.Length; i++) {
// List<int> weighted = FindHeadVertices(targets[i]);
// if (weighted.Count == 0) continue;
//
// targets[i].sharedMesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
// weightedBuffers[i] = new(weighted.Count, sizeof(int));
// weightedBuffers[i].SetData(weighted.ToArray());
// weightedCounts[i] = weighted.Count;
//
// int bufferLayout = 0;
// if (targets[i].sharedMesh.HasVertexAttribute(UnityEngine.Rendering.VertexAttribute.Position)) bufferLayout += 3;
// if (targets[i].sharedMesh.HasVertexAttribute(UnityEngine.Rendering.VertexAttribute.Normal)) bufferLayout += 3;
// if (targets[i].sharedMesh.HasVertexAttribute(UnityEngine.Rendering.VertexAttribute.Tangent)) bufferLayout += 4;
// bufferLayouts[i] = bufferLayout;
//
// threadGroups[i] = Mathf.CeilToInt(weighted.Count / 64.0f);
// Debug.Log(threadGroups[i]);
// }
//
// Initialized = true;
// }
//
// private List<int> FindHeadVertices(SkinnedMeshRenderer target) {
// List<int> headVertices = new();
// BoneWeight[] boneWeights = target.sharedMesh.boneWeights;
// HashSet<Transform> bones = new();
//
// bones = shrinkBone.GetComponentsInChildren<Transform>(true).ToHashSet();
//
// //get indexs of child bones
// HashSet<int> weights = new();
// for (int i = 0; i < target.bones.Length; i++) {
// if (bones.Contains(target.bones[i])) weights.Add(i);
// }
//
// for (int i = 0; i < boneWeights.Length; i++) {
// BoneWeight weight = boneWeights[i];
// if (weights.Contains(weight.boneIndex0) || weights.Contains(weight.boneIndex1) ||
// weights.Contains(weight.boneIndex2) || weights.Contains(weight.boneIndex3)) {
// headVertices.Add(i);
// }
// }
// return headVertices;
// }
//
// private void MyOnPreRender(Camera cam) {
// if (!Initialized)
// return;
//
// // NOTE: We only hide head once, so any camera rendered after wont see the head!
//
// if (cam != ShadowCloneMod.PlayerCamera // only hide in player cam, or in portable cam if debug is on
// && (!ModSettings.EntryHideInPortableCamera.Value || cam != ShadowCloneMod.HandCamera))
// return;
//
// if (!ShadowCloneMod.CheckWantsToHideHead(cam))
// return; // listener said no (Third Person, etc)
//
// for (int i = 0; i < targets.Length; i++) {
// SkinnedMeshRenderer target = targets[i];
//
// if (target == null
// || !target.gameObject.activeInHierarchy
// || weightedBuffers[i] == null) continue;
//
// GraphicsBuffer vertexBuffer = targets[i].GetVertexBuffer();
// if(vertexBuffer == null) continue;
//
// shader.SetVector(s_Pos, Vector3.positiveInfinity); // todo: fix
// shader.SetInt(s_WeightedCount, weightedCounts[i]);
// shader.SetInt(s_BufferLayout, bufferLayouts[i]);
// shader.SetBuffer(0, s_WeightedVertices, weightedBuffers[i]);
// shader.SetBuffer(0, s_VertexBuffer, vertexBuffer);
// shader.Dispatch(0, threadGroups[i], 1, 1);
// vertexBuffer.Dispose();
// }
// }
//
// private void Dispose() {
// Initialized = false;
// if (weightedBuffers == null) return;
// foreach (ComputeBuffer c in weightedBuffers)
// c?.Dispose();
// }
// #endregion
//
// #region Unity Events
// private void OnEnable() => Camera.onPreRender += MyOnPreRender;
// private void OnDisable() => Camera.onPreRender -= MyOnPreRender;
// private void OnDestroy() => Dispose();
// private void Start() => Initialize();
// #endregion
// }