blob: 5a6a309e8e288e585629aa1adb3753d97777e555 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
//https://docs.unity3d.com/ScriptReference/Rendering.RenderTargetIdentifier.html
// Unit效果之一,镜头效果,通过command buffer实现
public class UnitLensEffect : UnitComponent
{
private List<RendererProxy> renderers;
private static ObjectPool<CommandBuffer> m_CommandBufferPool;
private List<LensEffect> m_Effects;
private CommandBuffer m_CommandBuffer;
static UnitLensEffect()
{
m_CommandBufferPool = new ObjectPool<CommandBuffer>(null, null);
}
public override void Initialize()
{
base.Initialize();
renderers = new List<RendererProxy>();
m_Effects = new List<LensEffect>();
}
public override void OnPostInitialize()
{
base.OnPostInitialize();
IBodyRendererAgent body = owner.unitRender.body;
if (body == null || body.renderers == null)
return;
for (int i = 0; i < body.renderers.Length; ++i)
{
var renderer = body.renderers[i];
if (renderer == null)
continue;
RendererProxy proxy = renderer.renderer.gameObject.GetOrAddComponent<RendererProxy>();
proxy.Initialize(renderer);
proxy.onWillRenderObject = OnWillRenderObj;
proxy.onRenderObject = OnRenderObj;
renderers.Add(proxy);
}
m_CommandBuffer = ClaimCommandBuffer();
m_CommandBuffer.name = "Unit Render";
MainCamera.Instance.lensEffectHandler.onPreCull += OnWillRenderUnit;
MainCamera.Instance.lensEffectHandler.onPostRender += OnRenderUnit;
/////
m_Effects.Add(LensEffect.MotionBlur());
}
public override void Release()
{
base.Release();
MainCamera.Instance.lensEffectHandler.onPreRender -= OnWillRenderUnit;
MainCamera.Instance.lensEffectHandler.onPostRender -= OnRenderUnit;
}
private void OnWillRenderUnit()
{
IBodyRendererAgent body = owner.unitRender.body;
if (body == null || body.renderers == null)
return;
if (m_Effects == null || m_Effects.Count == 0)
return;
m_CommandBuffer.Clear();
for (int i = 0; i < m_Effects.Count; ++i)
{
m_Effects[i].beforeIterate(m_CommandBuffer);
for (int j = 0; j < body.renderers.Length; ++j)
{
var renderer = body.renderers[j];
if (renderer == null)
continue;
m_Effects[i].iterate(m_CommandBuffer,renderer);
}
m_Effects[i].afterIterate(m_CommandBuffer);
}
MainCamera.Instance.camera.AddCommandBuffer(CameraEvent.AfterImageEffectsOpaque, m_CommandBuffer);
}
private void OnRenderUnit()
{
MainCamera.Instance.camera.RemoveCommandBuffer(CameraEvent.AfterImageEffectsOpaque, m_CommandBuffer);
for(int i = 0; i < m_Effects.Count; ++i)
{
m_Effects[i].finishRender?.Invoke();
}
}
private void OnWillRenderObj(BodyPartRenderer renderer)
{
}
private void OnRenderObj(BodyPartRenderer renderer)
{
}
static CommandBuffer ClaimCommandBuffer()
{
CommandBuffer cb = m_CommandBufferPool.Get();
cb.Clear();
return cb;
}
static void ReleaseCommandBuffer(ref CommandBuffer cb)
{
m_CommandBufferPool.Release(cb);
cb = null;
}
}
|