mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
212 lines
8.8 KiB
C#
212 lines
8.8 KiB
C#
using System.Collections.Generic;
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using UnityEditor.U2D.Sprites;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class SpriteOutlineRenderer
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{
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class OutlineRenderTexture
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{
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public Texture outlineTexture;
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public bool dirty;
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}
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Material m_OutlineMaterial;
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Material m_BitMaskMaterial;
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Dictionary<string, OutlineRenderTexture> m_OutlineTextureCache = new Dictionary<string, OutlineRenderTexture>();
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ISpriteEditorDataProvider m_CurrentDataProvider;
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SkinningEvents m_EventSystem;
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ISpriteEditor m_SpriteEditor;
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public SpriteOutlineRenderer(ISpriteEditor spriteEditor, SkinningEvents eventSystem)
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{
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m_BitMaskMaterial = new Material(Shader.Find("com.unity3d.animation/SpriteBitmask"));
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m_BitMaskMaterial.hideFlags = HideFlags.HideAndDontSave;
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m_OutlineMaterial = new Material(Shader.Find("com.unity3d.animation/SpriteOutline"));
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m_OutlineMaterial.hideFlags = HideFlags.HideAndDontSave;
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m_SpriteEditor = spriteEditor;
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m_EventSystem = eventSystem;
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m_EventSystem.meshPreviewChanged.AddListener(OnMeshPreviewChanged);
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m_EventSystem.selectedSpriteChanged.AddListener(OnSelectionChanged);
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CheckDataProviderChanged();
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}
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public void Dispose()
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{
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if (m_BitMaskMaterial != null)
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Object.DestroyImmediate(m_BitMaskMaterial);
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if (m_OutlineMaterial != null)
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Object.DestroyImmediate(m_OutlineMaterial);
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m_EventSystem.meshPreviewChanged.RemoveListener(OnMeshPreviewChanged);
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m_EventSystem.selectedSpriteChanged.RemoveListener(OnSelectionChanged);
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DestoryTextures();
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}
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private void OnMeshPreviewChanged(MeshPreviewCache mesh)
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{
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AddOrUpdateMaskTexture(mesh.sprite, true);
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}
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private void OnSelectionChanged(SpriteCache spriteCache)
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{
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CheckDataProviderChanged();
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AddOrUpdateMaskTexture(spriteCache, false);
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}
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private void DestoryTextures()
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{
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if (m_OutlineTextureCache != null)
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{
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foreach (var value in m_OutlineTextureCache.Values)
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{
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if (value != null && value.outlineTexture != null)
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Texture.DestroyImmediate(value.outlineTexture);
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}
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m_OutlineTextureCache.Clear();
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}
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}
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private void AddOrUpdateMaskTexture(SpriteCache sprite, bool regenerate)
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{
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SpriteCache selectedSprite = null;
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if (sprite != null)
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selectedSprite = sprite.skinningCache.selectedSprite;
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if (m_OutlineTextureCache != null && sprite != null)
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{
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if (!m_OutlineTextureCache.ContainsKey(sprite.id))
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m_OutlineTextureCache.Add(sprite.id, new OutlineRenderTexture() {dirty = true});
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var outlineTextureCache = m_OutlineTextureCache[sprite.id];
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outlineTextureCache.dirty |= regenerate;
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if (sprite == selectedSprite)
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{
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if (outlineTextureCache.dirty || outlineTextureCache.outlineTexture == null)
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{
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outlineTextureCache.outlineTexture = GenerateOutlineTexture(m_SpriteEditor, sprite, (RenderTexture)outlineTextureCache.outlineTexture);
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if (outlineTextureCache.outlineTexture != null)
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{
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outlineTextureCache.outlineTexture.hideFlags = HideFlags.HideAndDontSave;
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outlineTextureCache.dirty = false;
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}
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}
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m_OutlineMaterial.mainTexture = outlineTextureCache.outlineTexture;
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}
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}
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}
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private void CheckDataProviderChanged()
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{
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var dp = m_SpriteEditor.GetDataProvider<ISpriteEditorDataProvider>();
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if (dp != m_CurrentDataProvider)
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{
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DestoryTextures();
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m_OutlineTextureCache.Clear();
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m_CurrentDataProvider = dp;
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}
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}
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internal void RenderSpriteOutline(ISpriteEditor spriteEditor, SpriteCache sprite)
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{
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if (sprite == null)
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return;
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if (Event.current.type == EventType.Repaint)
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{
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UnityEngine.Profiling.Profiler.BeginSample("SpriteOutlineRenderer::RenderSpriteOutline");
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m_OutlineMaterial.SetColor("_OutlineColor", SelectionOutlineSettings.outlineColor);
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m_OutlineMaterial.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
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var texture = spriteEditor.GetDataProvider<ITextureDataProvider>().texture;
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float outlineSize = Mathf.Max(texture.width, texture.height) * SelectionOutlineSettings.selectedSpriteOutlineSize / 1024.0f;
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m_OutlineMaterial.SetFloat("_OutlineSize", outlineSize);
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var mesh = GetMesh(sprite);
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m_OutlineMaterial.SetPass(0);
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GL.PushMatrix();
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GL.MultMatrix(Handles.matrix * sprite.GetLocalToWorldMatrixFromMode());
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Rect r = new Rect(mesh.bounds.min.x, mesh.bounds.min.y, mesh.bounds.size.x, mesh.bounds.size.y);
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GL.Begin(GL.QUADS);
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GL.Color(Color.white);
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GL.TexCoord(new Vector3(0, 0, 0));
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GL.Vertex3(r.xMin, r.yMin, 0);
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GL.TexCoord(new Vector3(1, 0, 0));
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GL.Vertex3(r.xMax, r.yMin, 0);
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GL.TexCoord(new Vector3(1, 1, 0));
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GL.Vertex3(r.xMax, r.yMax, 0);
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GL.TexCoord(new Vector3(0, 1, 0));
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GL.Vertex3(r.xMin, r.yMax, 0);
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GL.End();
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GL.PopMatrix();
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UnityEngine.Profiling.Profiler.EndSample();
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}
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}
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private Texture GenerateOutlineTexture(ISpriteEditor spriteEditor, SpriteCache spriteCache, RenderTexture reuseRT)
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{
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if (spriteCache != null && spriteCache.textureRect.width != 0 && spriteCache.textureRect.height != 0)
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{
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UnityEngine.Profiling.Profiler.BeginSample("SpriteOutlineRenderer::GenerateOutlineTexture");
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var mesh = GetMesh(spriteCache);
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var b = mesh.bounds;
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if (reuseRT == null)
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{
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UnityEngine.Profiling.Profiler.BeginSample("SpriteOutlineRenderer::CreateRTNew");
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reuseRT = new RenderTexture((int)b.size.x, (int)b.size.y, 24, RenderTextureFormat.ARGBHalf);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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else if (reuseRT.width != (int)b.size.x || reuseRT.height != (int)b.size.y)
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{
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UnityEngine.Profiling.Profiler.BeginSample("SpriteOutlineRenderer::CreateRTReuse");
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Object.DestroyImmediate(reuseRT);
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reuseRT = new RenderTexture((int)b.size.x, (int)b.size.y, 24, RenderTextureFormat.ARGBHalf);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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m_BitMaskMaterial.mainTexture = spriteEditor.GetDataProvider<ITextureDataProvider>().texture;
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var oldRT = RenderTexture.active;
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Graphics.SetRenderTarget(reuseRT);
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m_BitMaskMaterial.SetPass(0);
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UnityEngine.Profiling.Profiler.BeginSample("SpriteOutlineRenderer::DrawMesh");
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GL.Clear(false, true, new Color(0, 0, 0, 0));
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GL.PushMatrix();
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GL.LoadOrtho();
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var h = b.size.y * 0.5f;
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var w = h * (b.size.x / b.size.y);
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GL.LoadProjectionMatrix(Matrix4x4.Ortho(-w, w, -h, h, -1, 1));
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GL.Begin(GL.QUADS);
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GL.Color(Color.white);
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Graphics.DrawMeshNow(mesh, Matrix4x4.Translate(-b.center));
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GL.End();
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GL.PopMatrix();
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Graphics.SetRenderTarget(oldRT);
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UnityEngine.Profiling.Profiler.EndSample();
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UnityEngine.Profiling.Profiler.EndSample();
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return reuseRT;
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}
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return null;
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}
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private Mesh GetMesh(SpriteCache sprite)
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{
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var meshPreview = sprite.GetMeshPreview();
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var skeleton = sprite.skinningCache.GetEffectiveSkeleton(sprite);
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Debug.Assert(meshPreview != null);
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Debug.Assert(skeleton != null);
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if (meshPreview.canSkin && skeleton.isPosePreview)
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return meshPreview.mesh;
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return meshPreview.defaultMesh;
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}
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}
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}
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