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using System.Collections.Generic;
using LeTai.Effects;
using UnityEngine;
using UnityEngine.Rendering;
namespace LeTai.TrueShadow
{
public class ShadowFactory
{
private static ShadowFactory instance;
public static ShadowFactory Instance => instance ?? (instance = new ShadowFactory());
readonly Dictionary<int, ShadowContainer> shadowCache =
new Dictionary<int, ShadowContainer>();
readonly CommandBuffer cmd;
readonly MaterialPropertyBlock materialProps;
readonly ScalableBlur blurProcessor;
readonly ScalableBlurConfig blurConfig;
Material cutoutMaterial;
Material imprintPostProcessMaterial;
Material shadowPostProcessMaterial;
Material CutoutMaterial =>
cutoutMaterial ? cutoutMaterial : cutoutMaterial = new Material(Shader.Find("Hidden/TrueShadow/Cutout"));
Material ImprintPostProcessMaterial =>
imprintPostProcessMaterial
? imprintPostProcessMaterial
: imprintPostProcessMaterial = new Material(Shader.Find("Hidden/TrueShadow/ImprintPostProcess"));
Material ShadowPostProcessMaterial =>
shadowPostProcessMaterial
? shadowPostProcessMaterial
: shadowPostProcessMaterial = new Material(Shader.Find("Hidden/TrueShadow/PostProcess"));
private ShadowFactory()
{
cmd = new CommandBuffer {name = "Shadow Commands"};
materialProps = new MaterialPropertyBlock();
materialProps.SetVector(ShaderId.CLIP_RECT,
new Vector4(float.NegativeInfinity, float.NegativeInfinity,
float.PositiveInfinity, float.PositiveInfinity));
materialProps.SetInt(ShaderId.COLOR_MASK, (int) ColorWriteMask.All); // Render shadow even if mask hide graphic
ShaderProperties.Init(8);
blurConfig = ScriptableObject.CreateInstance<ScalableBlurConfig>();
blurConfig.hideFlags = HideFlags.HideAndDontSave;
blurProcessor = new ScalableBlur();
blurProcessor.Configure(blurConfig);
}
~ShadowFactory()
{
cmd.Dispose();
Utility.SafeDestroy(blurConfig);
Utility.SafeDestroy(cutoutMaterial);
Utility.SafeDestroy(imprintPostProcessMaterial);
}
#if LETAI_TRUESHADOW_DEBUG
RenderTexture debugTexture;
#endif
// public int createdContainerCount;
// public int releasedContainerCount;
internal void Get(ShadowSettingSnapshot snapshot, ref ShadowContainer container)
{
if (float.IsNaN(snapshot.dimensions.x) || snapshot.dimensions.x < 1 ||
float.IsNaN(snapshot.dimensions.y) || snapshot.dimensions.y < 1)
{
ReleaseContainer(container);
return;
}
#if LETAI_TRUESHADOW_DEBUG
RenderTexture.ReleaseTemporary(debugTexture);
if (snapshot.shadow.alwaysRender)
debugTexture = GenerateShadow(snapshot).Texture;
#endif
// Each request need a coresponding shadow texture
// Texture may be shared by multiple elements
// Texture are released when no longer used by any element
// ShadowContainer keep track of texture and their usage
int requestHash = snapshot.GetHashCode();
// Case: requester can keep the same texture
if (container?.requestHash == requestHash)
return;
ReleaseContainer(container);
if (shadowCache.TryGetValue(requestHash, out var existingContainer))
{
// Case: requester got texture from someone else
existingContainer.RefCount++;
container = existingContainer;
}
else
{
// Case: requester got new unique texture
container = shadowCache[requestHash] = GenerateShadow(snapshot);
// Debug.Log($"Created new container for request\t{requestHash}\tTotal Created: {++createdContainerCount}\t Alive: {createdContainerCount - releasedContainerCount}");
}
}
internal void ReleaseContainer(ShadowContainer container)
{
if (container == null)
return;
if (--container.RefCount > 0)
return;
RenderTexture.ReleaseTemporary(container.Texture);
shadowCache.Remove(container.requestHash);
// Debug.Log($"Released container for request\t{container.requestHash}\tTotal Released: {++releasedContainerCount}\t Alive: {createdContainerCount - releasedContainerCount}");
}
static readonly Rect UNIT_RECT = new Rect(0, 0, 1, 1);
ShadowContainer GenerateShadow(ShadowSettingSnapshot snapshot)
{
// return GenColoredTexture(request.GetHashCode());
cmd.Clear();
cmd.BeginSample("TrueShadow:Capture");
var bounds = snapshot.shadow.SpriteMesh.bounds;
var misalignment = CalcMisalignment(snapshot.canvas, snapshot.canvasRt, snapshot.shadow.RectTransform, bounds);
var padding = Mathf.CeilToInt(snapshot.size);
var imprintViewW = Mathf.RoundToInt(snapshot.dimensions.x + misalignment.bothSS.x);
var imprintViewH = Mathf.RoundToInt(snapshot.dimensions.y + misalignment.bothSS.y);
var tw = imprintViewW + padding * 2;
var th = imprintViewH + padding * 2;
var shadowTex = RenderTexture.GetTemporary(tw, th, 0, RenderTextureFormat.ARGB32);
var imprintTexDesc = shadowTex.descriptor;
imprintTexDesc.msaaSamples = snapshot.shouldAntialiasImprint ? Mathf.Max(1, QualitySettings.antiAliasing) : 1;
var imprintTex = RenderTexture.GetTemporary(imprintTexDesc);
RenderTexture imprintTexProcessed = null;
bool needProcessImprint = snapshot.shadow.IgnoreCasterColor || snapshot.shadow.Inset;
if (needProcessImprint)
imprintTexProcessed = RenderTexture.GetTemporary(imprintTexDesc);
var texture = snapshot.shadow.Content;
if (texture)
materialProps.SetTexture(ShaderId.MAIN_TEX, texture);
else
materialProps.SetTexture(ShaderId.MAIN_TEX, Texture2D.whiteTexture);
cmd.SetRenderTarget(imprintTex);
cmd.ClearRenderTarget(true, true, snapshot.shadow.ClearColor);
cmd.SetViewport(new Rect(padding, padding, imprintViewW, imprintViewH));
var imprintBoundMin = (Vector2) bounds.min - misalignment.minLS;
var imprintBoundMax = (Vector2) bounds.max + misalignment.maxLS;
cmd.SetViewProjectionMatrices(
Matrix4x4.identity,
Matrix4x4.Ortho(imprintBoundMin.x, imprintBoundMax.x,
imprintBoundMin.y, imprintBoundMax.y,
-1, 1)
);
snapshot.shadow.ModifyShadowCastingMesh(snapshot.shadow.SpriteMesh);
snapshot.shadow.ModifyShadowCastingMaterialProperties(materialProps);
cmd.DrawMesh(snapshot.shadow.SpriteMesh,
Matrix4x4.identity,
snapshot.shadow.GetShadowCastingMaterial(),
0, 0,
materialProps);
if (needProcessImprint)
{
ImprintPostProcessMaterial.SetKeyword("BLEACH", snapshot.shadow.IgnoreCasterColor);
ImprintPostProcessMaterial.SetKeyword("INSET", snapshot.shadow.Inset);
cmd.Blit(imprintTex, imprintTexProcessed, ImprintPostProcessMaterial);
}
cmd.EndSample("TrueShadow:Capture");
var needPostProcess = snapshot.shadow.Spread > 1e-3;
cmd.BeginSample("TrueShadow:Cast");
RenderTexture blurSrc = needProcessImprint ? imprintTexProcessed : imprintTex;
RenderTexture blurDst;
if (needPostProcess)
blurDst = RenderTexture.GetTemporary(shadowTex.descriptor);
else
blurDst = shadowTex;
if (snapshot.size < 1e-2)
{
cmd.Blit(blurSrc, blurDst);
}
else
{
blurConfig.Strength = snapshot.size;
blurProcessor.Blur(cmd, blurSrc, UNIT_RECT, blurDst);
}
cmd.EndSample("TrueShadow:Cast");
var relativeOffset = new Vector2(snapshot.canvasRelativeOffset.x / tw,
snapshot.canvasRelativeOffset.y / th);
var overflowAlpha = snapshot.shadow.Inset ? 1 : 0;
if (needPostProcess)
{
cmd.BeginSample("TrueShadow:PostProcess");
ShadowPostProcessMaterial.SetTexture(ShaderId.SHADOW_TEX, blurDst);
ShadowPostProcessMaterial.SetVector(ShaderId.OFFSET, relativeOffset);
ShadowPostProcessMaterial.SetFloat(ShaderId.OVERFLOW_ALPHA, overflowAlpha);
ShadowPostProcessMaterial.SetFloat(ShaderId.ALPHA_MULTIPLIER,
1f / Mathf.Max(1e-6f, 1f - snapshot.shadow.Spread));
cmd.SetViewport(UNIT_RECT);
cmd.Blit(blurSrc, shadowTex, ShadowPostProcessMaterial);
cmd.EndSample("TrueShadow:PostProcess");
}
else if (snapshot.shadow.Cutout)
{
cmd.BeginSample("TrueShadow:Cutout");
CutoutMaterial.SetVector(ShaderId.OFFSET, relativeOffset);
CutoutMaterial.SetFloat(ShaderId.OVERFLOW_ALPHA, overflowAlpha);
cmd.SetViewport(UNIT_RECT);
cmd.Blit(blurSrc, shadowTex, CutoutMaterial);
cmd.EndSample("TrueShadow:Cutout");
}
Graphics.ExecuteCommandBuffer(cmd);
RenderTexture.ReleaseTemporary(imprintTex);
RenderTexture.ReleaseTemporary(blurSrc);
if (needPostProcess)
RenderTexture.ReleaseTemporary(blurDst);
return new ShadowContainer(shadowTex, snapshot, padding, misalignment.minLS);
}
readonly struct PixelMisalignment
{
public readonly Vector2 bothSS;
public readonly Vector2 minLS;
public readonly Vector2 maxLS;
public PixelMisalignment(Vector2 bothSS, Vector2 minLS, Vector2 maxLS)
{
this.bothSS = bothSS;
this.minLS = minLS;
this.maxLS = maxLS;
}
}
PixelMisalignment CalcMisalignment(Canvas canvas, RectTransform canvasRt, RectTransform casterRt, Bounds meshBound)
{
PixelMisalignment misalignment;
if (canvas.renderMode == RenderMode.WorldSpace)
{
misalignment = new PixelMisalignment();
}
else
{
var referenceCamera = canvas.renderMode == RenderMode.ScreenSpaceCamera ? canvas.worldCamera : null;
var pxMisalignmentAtMin = casterRt.LocalToScreenPoint(meshBound.min, referenceCamera).Frac();
var pxMisalignmentAtMax =
Vector2.one - casterRt.LocalToScreenPoint(meshBound.max, referenceCamera).Frac();
if (pxMisalignmentAtMax.x > 1 - 1e-5)
pxMisalignmentAtMax.x = 0;
if (pxMisalignmentAtMax.y > 1 - 1e-5)
pxMisalignmentAtMax.y = 0;
misalignment = new PixelMisalignment(
pxMisalignmentAtMin + pxMisalignmentAtMax,
canvasRt.ScreenToCanvasSize(pxMisalignmentAtMin, referenceCamera),
canvasRt.ScreenToCanvasSize(pxMisalignmentAtMax, referenceCamera)
);
}
return misalignment;
}
RenderTexture GenColoredTexture(int hash)
{
var tex = new Texture2D(1, 1);
tex.SetPixels32(new[] {new Color32((byte) (hash >> 8), (byte) (hash >> 16), (byte) (hash >> 24), 255)});
tex.Apply();
var rt = RenderTexture.GetTemporary(1, 1);
Graphics.Blit(tex, rt);
return rt;
}
}
}