我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
/* Holds streams of data to override the colors or UVs on a mesh without making the mesh unique. This is more
* memory efficient than burning the color data into many copies of a mesh, and much easier to manage.
*
*/
namespace JBooth.VertexPainterPro
{
[ExecuteInEditMode]
public class VertexInstanceStream : MonoBehaviour
{
public bool keepRuntimeData = false;
[HideInInspector]
[SerializeField]
private Color[] _colors;
[HideInInspector]
[SerializeField]
private List<Vector4> _uv0;
[HideInInspector]
[SerializeField]
private List<Vector4> _uv1;
[HideInInspector]
[SerializeField]
private List<Vector4> _uv2;
[HideInInspector]
[SerializeField]
private List<Vector4> _uv3;
[HideInInspector]
[SerializeField]
private Vector3[] _positions;
[HideInInspector]
[SerializeField]
private Vector3[] _normals;
[HideInInspector]
[SerializeField]
private Vector4[] _tangents;
public Color[] colors
{
get
{
return _colors;
}
set
{
enforcedColorChannels = (! (_colors == null || (value != null && _colors.Length != value.Length)));
_colors = value;
Apply();
}
}
public List<Vector4> uv0 { get { return _uv0; } set { _uv0 = value; Apply(); } }
public List<Vector4> uv1 { get { return _uv1; } set { _uv1 = value; Apply(); } }
public List<Vector4> uv2 { get { return _uv2; } set { _uv2 = value; Apply(); } }
public List<Vector4> uv3 { get { return _uv3; } set { _uv3 = value; Apply(); } }
public Vector3[] positions { get { return _positions; } set { _positions = value; Apply(); } }
public Vector3[] normals { get { return _normals; } set { _normals = value; Apply(); } }
public Vector4[] tangents { get { return _tangents; } set { _tangents = value; Apply(); } }
#if UNITY_EDITOR
Vector3[] cachedPositions;
public Vector3 GetSafePosition(int index)
{
if (_positions != null && index < _positions.Length)
{
return _positions[index];
}
if (cachedPositions == null)
{
MeshFilter mf = GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
Debug.LogError("No Mesh Filter or Mesh available");
return Vector3.zero;
}
cachedPositions = mf.sharedMesh.vertices;
}
if (index < cachedPositions.Length)
{
return cachedPositions[index];
}
return Vector3.zero;
}
Vector3[] cachedNormals;
public Vector3 GetSafeNormal(int index)
{
if (_normals != null && index < _normals.Length)
{
return _normals[index];
}
if (cachedPositions == null)
{
MeshFilter mf = GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
Debug.LogError("No Mesh Filter or Mesh available");
return Vector3.zero;
}
cachedNormals = mf.sharedMesh.normals;
}
if (cachedNormals != null && index < cachedNormals.Length)
{
return cachedNormals[index];
}
return new Vector3(0, 0, 1);
}
Vector4[] cachedTangents;
public Vector4 GetSafeTangent(int index)
{
if (_tangents != null && index < _tangents.Length)
{
return _tangents[index];
}
if (cachedTangents == null)
{
MeshFilter mf = GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
Debug.LogError("No Mesh Filter or Mesh available");
return Vector3.zero;
}
cachedTangents = mf.sharedMesh.tangents;
}
if (cachedTangents != null && index < cachedTangents.Length)
{
return cachedTangents[index];
}
return new Vector4(0, 1, 0, 1);
}
#endif
#if UNITY_EDITOR
// Stored here to make copy/save behaviour work better - basically, if you copy a mesh around, you want to also
// clone the original material otherwise it may have the preview material stuck on it forever.
[HideInInspector]
public Material[] originalMaterial;
public static Material vertexShaderMat;
void Awake()
{
// restore original material if we got saved with the preview material.
// I tried to do this in a number of ways; using the pre/post serialization callbacks seemed
// like the best, but is actually not possible because they don't always both get called. In editor,
// sometimes only the pre-serialization callback gets called. WTF..
MeshRenderer mr = GetComponent<MeshRenderer>();
if (mr != null)
{
if (mr.sharedMaterials != null && mr.sharedMaterial == vertexShaderMat && originalMaterial != null
&& originalMaterial.Length == mr.sharedMaterials.Length && originalMaterial.Length > 1)
{
Material[] mats = new Material[mr.sharedMaterials.Length];
for (int i = 0; i < mr.sharedMaterials.Length; ++i)
{
if (originalMaterial[i] != null)
{
mats[i] = originalMaterial[i];
}
}
mr.sharedMaterials = mats;
}
else if (originalMaterial != null && originalMaterial.Length > 0)
{
if (originalMaterial[0] != null)
{
mr.sharedMaterial = originalMaterial[0];
}
}
}
}
#endif
void Start()
{
Apply(!keepRuntimeData);
if (keepRuntimeData)
{
var mf = GetComponent<MeshFilter>();
_positions = mf.sharedMesh.vertices;
}
}
void OnDestroy()
{
if (!Application.isPlaying)
{
MeshRenderer mr = GetComponent<MeshRenderer> ();
if ( mr != null )
mr.additionalVertexStreams = null;
}
}
bool enforcedColorChannels = false;
void EnforceOriginalMeshHasColors(Mesh stream)
{
if (enforcedColorChannels == true)
return;
enforcedColorChannels = true;
MeshFilter mf = GetComponent<MeshFilter>();
Color[] origColors = mf.sharedMesh.colors;
if (stream != null && stream.colors.Length > 0 && (origColors == null || origColors.Length == 0))
{
// workaround for unity bug; dispite docs claim, color channels must exist on the original mesh
// for the additionalVertexStream to work. Which is, sad...
mf.sharedMesh.colors = stream.colors;
}
}
#if UNITY_EDITOR
public void SetColor(Color c, int count) { _colors = new Color[count]; for (int i = 0; i < count; ++i) { _colors[i] = c; } Apply(); }
public void SetUV0(Vector4 uv, int count) { _uv0 = new List<Vector4>(count); for (int i = 0; i < count; ++i) { _uv0.Add(uv); } Apply(); }
public void SetUV1(Vector4 uv, int count) { _uv1 = new List<Vector4>(count); for (int i = 0; i < count; ++i) { _uv1.Add(uv); } Apply(); }
public void SetUV2(Vector4 uv, int count) { _uv2 = new List<Vector4>(count); for (int i = 0; i < count; ++i) { _uv2.Add(uv); } Apply(); }
public void SetUV3(Vector4 uv, int count) { _uv3 = new List<Vector4>(count); for (int i = 0; i < count; ++i) { _uv3.Add(uv); } Apply(); }
public void SetUV0_XY(Vector2 uv, int count)
{
if (_uv0 == null || _uv0.Count != count)
{
_uv0 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv0[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv0[i];
v.x = uv.x;
v.y = uv.y;
_uv0[i] = v;
}
Apply();
}
public void SetUV0_ZW(Vector2 uv, int count)
{
if (_uv0 == null || _uv0.Count != count)
{
_uv0 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv0[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv0[i];
v.z = uv.x;
v.w = uv.y;
_uv0[i] = v;
}
Apply();
}
public void SetUV1_XY(Vector2 uv, int count)
{
if (_uv1 == null || _uv1.Count != count)
{
_uv1 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv1[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv1[i];
v.x = uv.x;
v.y = uv.y;
_uv1[i] = v;
}
Apply();
}
public void SetUV1_ZW(Vector2 uv, int count)
{
if (_uv1 == null || _uv1.Count != count)
{
_uv1 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv1[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv1[i];
v.z = uv.x;
v.w = uv.y;
_uv1[i] = v;
}
Apply();
}
public void SetUV2_XY(Vector2 uv, int count)
{
if (_uv2 == null || _uv2.Count != count)
{
_uv2 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv2[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv2[i];
v.x = uv.x;
v.y = uv.y;
_uv2[i] = v;
}
Apply();
}
public void SetUV2_ZW(Vector2 uv, int count)
{
if (_uv2 == null || _uv2.Count != count)
{
_uv2 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv2[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv2[i];
v.z = uv.x;
v.w = uv.y;
_uv2[i] = v;
}
Apply();
}
public void SetUV3_XY(Vector2 uv, int count)
{
if (_uv3 == null || _uv3.Count != count)
{
_uv3 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv3[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv3[i];
v.x = uv.x;
v.y = uv.y;
_uv3[i] = v;
}
Apply();
}
public void SetUV3_ZW(Vector2 uv, int count)
{
if (_uv3 == null || _uv3.Count != count)
{
_uv3 = new List<Vector4>(count);
for (int i = 0; i < count; ++i)
{
_uv3[i] = Vector4.zero;
}
}
for (int i = 0; i < count; ++i)
{
Vector4 v = _uv3[i];
v.z = uv.x;
v.w = uv.y;
_uv3[i] = v;
}
Apply();
}
public void SetColorRG(Vector2 rg, int count)
{
if (_colors == null || _colors.Length != count)
{
_colors = new Color[count];
enforcedColorChannels = false;
}
for (int i = 0; i < count; ++i)
{
_colors[i].r = rg.x;
_colors[i].g = rg.y;
}
Apply();
}
public void SetColorBA(Vector2 ba, int count)
{
if (_colors == null || _colors.Length != count)
{
_colors = new Color[count];
enforcedColorChannels = false;
}
for (int i = 0; i < count; ++i)
{
_colors[i].r = ba.x;
_colors[i].g = ba.y;
}
Apply();
}
#endif
public Mesh Apply(bool markNoLongerReadable = true)
{
MeshRenderer mr = GetComponent<MeshRenderer>();
MeshFilter mf = GetComponent<MeshFilter>();
if (mr != null && mf != null && mf.sharedMesh != null)
{
int vertexCount = mf.sharedMesh.vertexCount;
Mesh stream = meshStream;
if (stream == null || vertexCount != stream.vertexCount)
{
if (stream != null)
{
DestroyImmediate(stream);
}
stream = new Mesh();
// even though the docs say you don't need to set the positions on your avs, you do..
stream.vertices = new Vector3[mf.sharedMesh.vertexCount];
// wtf, copy won't work?
// so, originally I did a copyTo here, but with a unity patch release the behavior changed and
// the verticies would all become 0. This seems a funny thing to change in a patch release, but
// since getting the data from the C++ side creates a new array anyway, we don't really need
// to copy them anyway since they are a unique copy already.
stream.vertices = mf.sharedMesh.vertices;
// another Unity bug, when in editor, the paint job will just disapear sometimes. So we have to re-assign
// it every update (even though this doesn't get called each frame, it appears to loose the data during
// the editor update call, which only happens occationaly.
stream.MarkDynamic();
stream.triangles = mf.sharedMesh.triangles;
meshStream = stream;
stream.hideFlags = HideFlags.HideAndDontSave;
}
if (_positions != null && _positions.Length == vertexCount) { stream.vertices = _positions; }
if (_normals != null && _normals.Length == vertexCount) { stream.normals = _normals; } else { stream.normals = null; }
if (_tangents != null && _tangents.Length == vertexCount) { stream.tangents = _tangents; } else { stream.tangents = null; }
if (_colors != null && _colors.Length == vertexCount) { stream.colors = _colors; } else { stream.colors = null; }
if (_uv0 != null && _uv0.Count == vertexCount) { stream.SetUVs(0, _uv0); } else { stream.uv = null; }
if (_uv1 != null && _uv1.Count == vertexCount) { stream.SetUVs(1, _uv1); } else { stream.uv2 = null; }
if (_uv2 != null && _uv2.Count == vertexCount) { stream.SetUVs(2, _uv2); } else { stream.uv3 = null; }
if (_uv3 != null && _uv3.Count == vertexCount) { stream.SetUVs(3, _uv3); } else { stream.uv4 = null; }
EnforceOriginalMeshHasColors(stream);
if (!Application.isPlaying || Application.isEditor)
{
// only mark no longer readable in game..
markNoLongerReadable = false;
}
stream.UploadMeshData(markNoLongerReadable);
mr.additionalVertexStreams = stream;
return stream;
}
return null;
}
// keep this around for updates..
private Mesh meshStream;
// In various versions of unity, you have to set .additionalVertexStreams every frame.
// This was broken in 5.3, then broken again in 5.5..
#if UNITY_EDITOR
public Mesh GetModifierMesh() { return meshStream; }
private MeshRenderer meshRend = null;
void Update()
{
// turns out this happens in play mode as well.. grrr..
if (meshRend == null)
{
meshRend = GetComponent<MeshRenderer>();
}
//if (!Application.isPlaying)
{
meshRend.additionalVertexStreams = meshStream;
}
}
#endif
}
}