Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections.Generic;
using System.Linq;
using UnityEngine.Experimental.Rendering.Universal.LibTessDotNet;
namespace UnityEngine.Experimental.Rendering.Universal
{
internal static class LightUtility
{
public static bool CheckForChange<T>(T a, ref T b)
{
bool changed = !Equals(a,b);
b = a;
return changed;
}
public static Bounds CalculateBoundingSphere(ref Vector3[] vertices, ref Color[] colors, float falloffDistance)
{
Bounds localBounds = new Bounds();
Vector3 minimum = new Vector3(float.MaxValue, float.MaxValue);
Vector3 maximum = new Vector3(float.MinValue, float.MinValue);
for (int i = 0; i < vertices.Length; i++)
{
Vector3 vertex = vertices[i];
vertex.x += falloffDistance * colors[i].r;
vertex.y += falloffDistance * colors[i].g;
minimum.x = vertex.x < minimum.x ? vertex.x : minimum.x;
minimum.y = vertex.y < minimum.y ? vertex.y : minimum.y;
maximum.x = vertex.x > maximum.x ? vertex.x : maximum.x;
maximum.y = vertex.y > maximum.y ? vertex.y : maximum.y;
}
localBounds.max = maximum;
localBounds.min = minimum;
return localBounds;
}
// Takes in a mesh that
public static Bounds GenerateParametricMesh(ref Mesh mesh, float radius, float falloffDistance, float angle, int sides)
{
if (mesh == null)
mesh = new Mesh();
float angleOffset = Mathf.PI / 2.0f + Mathf.Deg2Rad * angle;
if (sides < 3)
{
radius = 0.70710678118654752440084436210485f * radius;
sides = 4;
}
if(sides == 4)
{
angleOffset = Mathf.PI / 4.0f + Mathf.Deg2Rad * angle;
}
// Return a shape with radius = 1
Vector3[] vertices;
int[] triangles;
Color[] colors;
int centerIndex;
vertices = new Vector3[1 + 2 * sides];
colors = new Color[1 + 2 * sides];
triangles = new int[3 * 3 * sides];
centerIndex = 2 * sides;
// Color will contain r,g = x,y extrusion direction, a = alpha. b is unused at the moment. The inner shape should not be extruded
Color color = new Color(0, 0, 0, 1);
vertices[centerIndex] = Vector3.zero;
colors[centerIndex] = color;
float radiansPerSide = 2 * Mathf.PI / sides;
for (int i = 0; i < sides; i++)
{
float endAngle = (i + 1) * radiansPerSide;
Vector3 extrudeDir = new Vector3(Mathf.Cos(endAngle + angleOffset), Mathf.Sin(endAngle + angleOffset), 0);
Vector3 endPoint = radius * extrudeDir;
int vertexIndex;
vertexIndex = (2 * i + 2) % (2 * sides);
vertices[vertexIndex] = endPoint; // This is the extruded endpoint
vertices[vertexIndex + 1] = endPoint;
colors[vertexIndex] = new Color(extrudeDir.x, extrudeDir.y, 0, 0);
colors[vertexIndex + 1] = color;
// Triangle 1 (Tip)
int triangleIndex = 9 * i;
triangles[triangleIndex] = vertexIndex + 1;
triangles[triangleIndex + 1] = 2 * i + 1;
triangles[triangleIndex + 2] = centerIndex;
// Triangle 2 (Upper Top Left)
triangles[triangleIndex + 3] = vertexIndex;
triangles[triangleIndex + 4] = 2 * i;
triangles[triangleIndex + 5] = 2 * i + 1;
// Triangle 2 (Bottom Top Left)
triangles[triangleIndex + 6] = vertexIndex + 1;
triangles[triangleIndex + 7] = vertexIndex;
triangles[triangleIndex + 8] = 2 * i + 1;
}
mesh.Clear();
mesh.vertices = vertices;
mesh.colors = colors;
mesh.triangles = triangles;
return CalculateBoundingSphere(ref vertices, ref colors, falloffDistance);
}
public static Bounds GenerateSpriteMesh(ref Mesh mesh, Sprite sprite, float scale)
{
if (mesh == null)
mesh = new Mesh();
if (sprite != null)
{
Vector2[] vertices2d = sprite.vertices;
Vector3[] vertices3d = new Vector3[vertices2d.Length];
Color[] colors = new Color[vertices2d.Length];
Vector4[] volumeColor = new Vector4[vertices2d.Length];
ushort[] triangles2d = sprite.triangles;
int[] triangles3d = new int[triangles2d.Length];
Vector3 center = 0.5f * scale * (sprite.bounds.min + sprite.bounds.max);
for (int vertexIdx = 0; vertexIdx < vertices2d.Length; vertexIdx++)
{
Vector3 pos = new Vector3(vertices2d[vertexIdx].x, vertices2d[vertexIdx].y) - center;
vertices3d[vertexIdx] = scale * pos;
colors[vertexIdx] = new Color(0,0,0,1); // This will not have any extrusion available. Alpha will be 1 * the pixel alpha
}
for (int triangleIdx = 0; triangleIdx < triangles2d.Length; triangleIdx++)
{
triangles3d[triangleIdx] = (int)triangles2d[triangleIdx];
}
mesh.Clear();
mesh.vertices = vertices3d;
mesh.uv = sprite.uv;
mesh.triangles = triangles3d;
mesh.colors = colors;
return CalculateBoundingSphere(ref vertices3d, ref colors, 0);
}
return new Bounds(Vector3.zero, Vector3.zero);
}
static void GetFalloffExtrusion(ContourVertex[] contourPoints, int contourPointCount, ref List<Vector2> extrusionDir)
{
for (int i = 0; i < contourPointCount; ++i)
{
int h = (i == 0) ? (contourPointCount - 1) : (i - 1);
int j = (i + 1) % contourPointCount;
Vector2 pp = new Vector2(contourPoints[h].Position.X, contourPoints[h].Position.Y);
Vector2 cp = new Vector2(contourPoints[i].Position.X, contourPoints[i].Position.Y);
Vector2 np = new Vector2(contourPoints[j].Position.X, contourPoints[j].Position.Y);
Vector2 cpd = cp - pp;
Vector2 npd = np - cp;
if (cpd.magnitude < 0.001f || npd.magnitude < 0.001f)
continue;
Vector2 vl = cpd.normalized;
Vector2 vr = npd.normalized;
vl = new Vector2(-vl.y, vl.x);
vr = new Vector2(-vr.y, vr.x);
Vector2 va = vl.normalized + vr.normalized;
Vector2 vn = -va.normalized;
if (va.magnitude > 0 && vn.magnitude > 0)
{
Vector2 dir = new Vector2(vn.x, vn.y);
extrusionDir.Add(dir);
}
}
}
static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights)
{
return data[0];
}
public static void GetFalloffShape(Vector3[] shapePath, ref List<Vector2> extrusionDir)
{
int pointCount = shapePath.Length;
var inputs = new ContourVertex[pointCount];
for (int i = 0; i < pointCount; ++i)
inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y }, Data = null };
GetFalloffExtrusion(inputs, pointCount, ref extrusionDir);
}
public static Bounds GenerateShapeMesh(ref Mesh mesh, Vector3[] shapePath, float falloffDistance)
{
Bounds localBounds;
Color meshInteriorColor = new Color(0,0,0,1);
List<Vector3> finalVertices = new List<Vector3>();
List<int> finalIndices = new List<int>();
List<Color> finalColors = new List<Color>();
// Create interior geometry
int pointCount = shapePath.Length;
var inputs = new ContourVertex[pointCount];
for (int i = 0; i < pointCount; ++i)
inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y }, Data = meshInteriorColor };
Tess tessI = new Tess();
tessI.AddContour(inputs, ContourOrientation.Original);
tessI.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3, InterpCustomVertexData);
var indicesI = tessI.Elements.Select(i => i).ToArray();
var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray();
var colorsI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray();
finalVertices.AddRange(verticesI);
finalIndices.AddRange(indicesI);
finalColors.AddRange(colorsI);
// Create falloff geometry
List<Vector2> extrusionDirs = new List<Vector2>();
GetFalloffShape(shapePath, ref extrusionDirs);
pointCount = finalVertices.Count;
int falloffPointCount = 2 * shapePath.Length;
for (int i = 0; i < shapePath.Length; i++)
{
// Making triangles ABD and DCA
int triangleIndex = 2 * i;
int aIndex = pointCount + triangleIndex;
int bIndex = pointCount + triangleIndex + 1;
int cIndex = pointCount + (triangleIndex + 2) % falloffPointCount;
int dIndex = pointCount + (triangleIndex + 3) % falloffPointCount;
Vector3 point = shapePath[i];
// We are making degenerate triangles which will be extruded by the shader
finalVertices.Add(point);
finalVertices.Add(point);
finalIndices.Add(aIndex);
finalIndices.Add(bIndex);
finalIndices.Add(dIndex);
finalIndices.Add(dIndex);
finalIndices.Add(cIndex);
finalIndices.Add(aIndex);
Color aColor = new Color(0, 0, 0, 1);
Color bColor = new Color(extrusionDirs[i].x, extrusionDirs[i].y, 0, 0);
finalColors.Add(aColor);
finalColors.Add(bColor);
}
Color[] colors = finalColors.ToArray();
Vector3[] vertices = finalVertices.ToArray();
mesh.Clear();
mesh.vertices = vertices;
mesh.colors = colors;
mesh.SetIndices(finalIndices.ToArray(), MeshTopology.Triangles, 0);
localBounds = CalculateBoundingSphere(ref vertices, ref colors, falloffDistance);
return localBounds;
}
}
}