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96 行
2.7 KiB
96 行
2.7 KiB
using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using UnityEngine;
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namespace Unity.UIWidgets.uiOld{
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public partial class PictureFlusher {
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struct uiVertex
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{
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public Vector2 position;
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public Vector2 uv;
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}
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ComputeBuffer _computeBuffer;
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List<uiVertex> _vertices;
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ComputeBuffer _indexBuffer;
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List<int> _indices;
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int _startVertex;
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int _startIndex;
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public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
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bool supportComputeBuffer {
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get { return CanvasShader.supportComputeBuffer; }
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}
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void _releaseComputeBuffer() {
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if (!supportComputeBuffer) {
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return;
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}
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if (_computeBuffer == null) {
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return;
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}
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_computeBuffer.Dispose();
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_indexBuffer.Dispose();
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_vertices = null;
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_indices = null;
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_computeBuffer = null;
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_indexBuffer = null;
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}
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void _initComputeBuffer() {
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var stride = Marshal.SizeOf(typeof(uiVertex));
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var strideIndex = Marshal.SizeOf(typeof(int));
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_computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);
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_vertices = new List<uiVertex>();
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_indexBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, strideIndex);
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_indices = new List<int>();
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}
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void _resetComputeBuffer() {
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if (!supportComputeBuffer) return;
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if (_computeBuffer == null) {
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_initComputeBuffer();
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}
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_vertices.Clear();
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_indices.Clear();
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_startVertex = 0;
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_startIndex = 0;
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}
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void _bindComputeBuffer() {
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if (!supportComputeBuffer) return;
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_computeBuffer.SetData(_vertices);
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_indexBuffer.SetData(_indices);
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}
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void _addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
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if (!supportComputeBuffer) return;
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_startVertex = _vertices.Count;
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_startIndex = _indices.Count;
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var hasUv = uv != null;
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for (int i = 0; i < vertex.Count; i++) {
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_vertices.Add(new uiVertex {
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position = new Vector2(vertex[i].x, vertex[i].y),
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uv = hasUv ? uv[i] : Vector2.zero
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});
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}
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foreach (var triangleId in triangles) {
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_indices.Add(triangleId + _startVertex);
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}
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}
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}
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}
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