NAK_CVR_Mods/BetterShadowClone/TransformHider/ITransformHider/SkinnedTransformHider.cs

191 lines
No EOL
6.3 KiB
C#

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
}