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using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
// 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<LensEffectBase> m_Effects;
// 每个角色维护单独的command buffers,而不是共享command buffer。有一定开销,但不重要。
private Dictionary<ERenderingEvent, CommandBuffer> m_InUseCommandBuffers;
private Dictionary<ERenderingEvent, CommandBuffer> m_CachedCommandBuffers;
static UnitLensEffect()
{
m_CommandBufferPool = new ObjectPool<CommandBuffer>(null, null);
}
public override void Initialize()
{
base.Initialize();
renderers = new List<RendererProxy>();
m_Effects = new List<LensEffectBase>();
m_InUseCommandBuffers = new Dictionary<ERenderingEvent, CommandBuffer>();
m_CachedCommandBuffers = new Dictionary<ERenderingEvent, CommandBuffer>();
}
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);
}
MainCamera.Instance.customRenderingPipeline.onPreCull += OnWillRenderUnit;
MainCamera.Instance.customRenderingPipeline.onPostRender += OnRenderUnit;
/////
m_Effects.Add(new LensEffect_MotionBlur());
}
public override void Release()
{
base.Release();
MainCamera.Instance.customRenderingPipeline.onPreRender -= OnWillRenderUnit;
MainCamera.Instance.customRenderingPipeline.onPostRender -= OnRenderUnit;
}
private void OnWillRenderUnit()
{
PrepareCommandBuffers();
IBodyRendererAgent body = owner.unitRender.body;
if (body == null || body.renderers == null)
return;
if (m_Effects == null || m_Effects.Count == 0)
return;
foreach (var cb in m_InUseCommandBuffers)
{
cb.Value.Clear();
ERenderingEvent re = cb.Key;
CameraEvent ce = re.ToCameraEvent();
for (int i = 0; i < m_Effects.Count; ++i)
{
LensEffectBase eff = m_Effects[i];
if (!eff.renderingEvents.HasFlag(re))
continue;
MethodInfo method = eff.GetType().GetMethod(re.ToString(), BindingFlags.Instance | BindingFlags.Public, null, new Type[] { typeof(LensEffectBase.EStage), typeof(CommandBuffer) }, null);
if (method == null)
continue;
method.Invoke(eff, new object[] { LensEffectBase.EStage.Before, cb.Value });
for (int j = 0; j < body.renderers.Length; ++j)
{
var renderer = body.renderers[j];
if (renderer == null)
continue;
eff.curBodypartRenderer = renderer;
method.Invoke(eff, new object[] { LensEffectBase.EStage.Iterate, cb.Value });
}
method.Invoke(eff, new object[] { LensEffectBase.EStage.After, cb.Value });
}
MainCamera.Instance.camera.AddCommandBuffer(ce, cb.Value);
}
}
private void OnRenderUnit()
{
// 执行每个event的finish
foreach (var cb in m_InUseCommandBuffers)
{
ERenderingEvent re = cb.Key;
for (int i = 0; i < m_Effects.Count; ++i)
{
LensEffectBase eff = m_Effects[i];
if (!eff.renderingEvents.HasFlag(re))
continue;
MethodInfo method = eff.GetType().GetMethod(re.ToString(), BindingFlags.Instance | BindingFlags.Public, null, new Type[] { typeof(LensEffectBase.EStage), typeof(CommandBuffer) }, null);
if (method == null)
continue;
method.Invoke(eff, new object[] { LensEffectBase.EStage.Finished, cb.Value });
}
}
for (int i = 0; i < m_Effects.Count; ++i)
{
LensEffectBase eff = m_Effects[i];
MethodInfo method = eff.GetType().GetMethod("OnRenderFinish", BindingFlags.Instance | BindingFlags.Public);
if (method == null)
continue;
method.Invoke(eff, new object[] { });
}
foreach (var cb in m_InUseCommandBuffers)
{
CameraEvent ce = cb.Key.ToCameraEvent();
MainCamera.Instance.camera.RemoveCommandBuffer(ce, cb.Value);
}
var temp = m_CachedCommandBuffers;
m_CachedCommandBuffers = m_InUseCommandBuffers;
m_InUseCommandBuffers = temp;
}
private void OnWillRenderObj(BodyPartRenderer renderer)
{
}
private void OnRenderObj(BodyPartRenderer renderer)
{
}
void PrepareCommandBuffers()
{
ERenderingEvent usedEvent = ERenderingEvent.None;
for (int i = 0; i < m_Effects.Count; ++i)
{
usedEvent |= m_Effects[i].renderingEvents;
}
foreach(ERenderingEvent evt in Enum.GetValues(typeof(ERenderingEvent)))
{
if (evt == ERenderingEvent.None)
continue;
if(usedEvent.HasFlag(evt))
{
CommandBuffer cb;
if(m_CachedCommandBuffers.TryGetValue(evt, out cb))
{
m_CachedCommandBuffers.Remove(evt);
}
else
{
cb = m_CommandBufferPool.Get();
cb.name = evt.ToString();
}
m_InUseCommandBuffers.Add(evt, cb);
}
}
foreach(var cb in m_CachedCommandBuffers)
{
m_CommandBufferPool.Release(cb.Value);
}
m_CachedCommandBuffers.Clear();
}
static CommandBuffer ClaimCommandBuffer()
{
CommandBuffer cb = m_CommandBufferPool.Get();
cb.Clear();
return cb;
}
static void ReleaseCommandBuffer(ref CommandBuffer cb)
{
m_CommandBufferPool.Release(cb);
cb = null;
}
}
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