412 lines
14 KiB
C#
412 lines
14 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering;
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using XericLibrary.Runtime.MacroLibrary;
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#if UNITY_2022_1_OR_NEWER
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namespace XericLibrary.PostProcess
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{
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/// <summary>
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/// 用于存储展平后的 SubMesh 渲染数据
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/// </summary>
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[System.Serializable]
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public struct SubMeshDrawData
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{
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public Mesh mesh;
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public Matrix4x4 matrix;
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public int subMeshIndex;
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public int uniqueMatID;
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}
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/// <summary>
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/// 解码后的地质层拾取数据
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/// </summary>
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[System.Serializable]
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public struct PickedGeoData
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{
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public int matID;
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public Vector3 worldPos;
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public bool isValid;
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}
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/// <summary>
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/// 地质层拾取 RenderFeature。
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/// </summary>
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public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
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{
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#region 静态单例与外部管理 API
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public static GeoLayerPickerRenderPassFeature Instance { get; private set; }
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private readonly List<MeshFilter> m_GeoMeshes = new List<MeshFilter>();
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private readonly List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
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private bool m_IsDirty = true;
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public void AddGeoMesh(MeshFilter meshFilter)
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{
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if (meshFilter != null && !m_GeoMeshes.Contains(meshFilter))
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{
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m_GeoMeshes.Add(meshFilter);
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m_IsDirty = true;
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}
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}
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public void AddGeoMeshes(IEnumerable<MeshFilter> meshFilters)
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{
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if (meshFilters == null) return;
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foreach (var mf in meshFilters)
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{
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if (mf != null && !m_GeoMeshes.Contains(mf))
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{
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m_GeoMeshes.Add(mf);
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m_IsDirty = true;
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}
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}
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}
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public void RemoveGeoMesh(MeshFilter meshFilter)
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{
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if (m_GeoMeshes.Remove(meshFilter)) m_IsDirty = true;
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}
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public void ClearGeoMeshes()
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{
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if (m_GeoMeshes.Count > 0)
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{
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m_GeoMeshes.Clear();
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m_IsDirty = true;
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}
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}
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public IReadOnlyList<MeshFilter> GetGeoMeshes() => m_GeoMeshes;
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#endregion
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#region 数据访问 API
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private PickedGeoData[] m_DecodedDataArray;
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private int m_ValidDataCount = 0;
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public IReadOnlyList<PickedGeoData> GetDecodedData() => m_DecodedDataArray;
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public void GetColumnData(int column, List<PickedGeoData> listData)
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{
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listData.Clear();
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if (m_DecodedDataArray == null) return;
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column = MacroMath.ClampToInt(column, 0, pickRTSize.x);
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for (int i = 0; i < pickRTSize.y; i++)
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{
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listData.Add(m_DecodedDataArray[pickRTSize.x * i + column]);
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}
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}
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public bool TryGetPickedData(Vector2 normalizedScreenPos, out PickedGeoData data)
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{
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data = default;
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if (m_DecodedDataArray == null || m_DecodedDataArray.Length == 0) return false;
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float localX = (normalizedScreenPos.x - sampleRect.x) / sampleRect.width;
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float localY = (normalizedScreenPos.y - sampleRect.y) / sampleRect.height;
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if (localX < 0f || localX > 1f || localY < 0f || localY > 1f) return false;
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int pixelX = Mathf.Clamp(Mathf.FloorToInt(localX * pickRTSize.x), 0, pickRTSize.x - 1);
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int pixelY = Mathf.Clamp(Mathf.FloorToInt(localY * pickRTSize.y), 0, pickRTSize.y - 1);
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int index = pixelY * pickRTSize.x + pixelX;
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if (index < 0 || index >= m_DecodedDataArray.Length) return false;
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data = m_DecodedDataArray[index];
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return true;
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}
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public void ForceReadbackSync()
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{
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// 修复:使用 m_ReadbackBufferHandle 进行同步等待
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if (m_ReadbackBufferHandle != null)
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{
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AsyncGPUReadback.WaitAllRequests();
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}
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}
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#endregion
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#region Inspector 配置参数
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[Header("拾取材质与尺寸")]
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public Material pickMaterial;
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public Vector2Int pickRTSize = new Vector2Int(64, 64);
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[Header("采样区域设置")]
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public Rect sampleRect = new Rect(0f, 0f, 1f, 1f);
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[Header("读取频率控制")]
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[Range(0.01f, 1.0f)]
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public float readbackInterval = 0.1f;
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[Header("调试设置")]
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public bool enableDebugLog = false;
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#endregion
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// 核心修改:全面使用 RTHandle 替代 RenderTexture
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private RTHandle m_PickRTHandle;
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private RTHandle m_ReadbackBufferHandle;
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private float m_TimeSinceLastReadback = 0f;
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private bool m_IsReadbackInProgress = false;
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private int m_ReadbackFrameCounter = 0;
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class CustomRenderPass : ScriptableRenderPass
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{
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public Material passMaterial;
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public RTHandle passRTHandle;
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public RTHandle passReadbackBuffer;
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public List<SubMeshDrawData> passDrawList;
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public Rect passSampleRect;
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public bool requestReadback;
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private int m_MatIDProperty = Shader.PropertyToID("_MatID");
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (passMaterial == null || passRTHandle == null || passDrawList == null || passDrawList.Count == 0)
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return;
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CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer");
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// 手动设置渲染目标并清理,避免 URP 隐式状态干扰
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cmd.SetRenderTarget(passRTHandle);
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cmd.ClearRenderTarget(true, true, Color.clear);
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Camera cam = renderingData.cameraData.camera;
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Matrix4x4 viewMatrix = cam.worldToCameraMatrix;
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Matrix4x4 projMatrix = cam.projectionMatrix;
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float ndcXMin = passSampleRect.x * 2f - 1f;
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float ndcXMax = (passSampleRect.x + passSampleRect.width) * 2f - 1f;
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float ndcYMin = passSampleRect.y * 2f - 1f;
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float ndcYMax = (passSampleRect.y + passSampleRect.height) * 2f - 1f;
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float scaleX = 2f / (ndcXMax - ndcXMin);
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float scaleY = 2f / (ndcYMax - ndcYMin);
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float offsetX = -1f - ndcXMin * scaleX;
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float offsetY = -1f - ndcYMin * scaleY;
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projMatrix.m00 *= scaleX;
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projMatrix.m11 *= scaleY;
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projMatrix.m02 += offsetX;
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projMatrix.m12 += offsetY;
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projMatrix = GL.GetGPUProjectionMatrix(projMatrix, true);
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cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
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cmd.SetViewport(new Rect(0, 0, passRTHandle.rt.width, passRTHandle.rt.height));
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for (int i = 0; i < passDrawList.Count; i++)
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{
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var data = passDrawList[i];
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cmd.SetGlobalInt(m_MatIDProperty, data.uniqueMatID);
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cmd.DrawMesh(data.mesh, data.matrix, passMaterial, data.subMeshIndex);
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}
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cmd.SetViewProjectionMatrices(viewMatrix, renderingData.cameraData.GetProjectionMatrix());
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// 如果本帧需要回读,将数据安全地 Blit 到隔离缓冲区
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if (requestReadback && passReadbackBuffer != null)
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{
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cmd.Blit(passRTHandle, passReadbackBuffer);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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// 在 CommandBuffer 执行后,发起回读请求(读取隔离缓冲区)
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if (requestReadback && passReadbackBuffer != null)
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{
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AsyncGPUReadback.Request(passReadbackBuffer.rt, 0, TextureFormat.RGBAFloat,
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GeoLayerPickerRenderPassFeature.Instance.OnReadbackComplete);
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}
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}
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}
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private CustomRenderPass m_ScriptablePass;
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public override void Create()
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{
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Instance = this;
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m_IsDirty = true;
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m_ScriptablePass = new CustomRenderPass
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{
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques
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};
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// 释放旧的 RTHandle
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if (m_PickRTHandle != null) { m_PickRTHandle.Release(); m_PickRTHandle = null; }
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if (m_ReadbackBufferHandle != null) { m_ReadbackBufferHandle.Release(); m_ReadbackBufferHandle = null; }
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// 分配新的 RTHandle
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m_PickRTHandle = RTHandles.Alloc(
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pickRTSize.x, pickRTSize.y,
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colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
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filterMode: FilterMode.Point,
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name: "GeoLayerPickRT"
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);
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m_ReadbackBufferHandle = RTHandles.Alloc(
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pickRTSize.x, pickRTSize.y,
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colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
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filterMode: FilterMode.Point,
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name: "GeoLayerReadbackBuffer"
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);
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int requiredLength = pickRTSize.x * pickRTSize.y;
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if (m_DecodedDataArray == null || m_DecodedDataArray.Length != requiredLength)
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{
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m_DecodedDataArray = new PickedGeoData[requiredLength];
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if(enableDebugLog) Debug.Log($"[GeoLayerPicker] 数组重新初始化,长度: {requiredLength}");
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}
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (m_ScriptablePass == null || pickMaterial == null) return;
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if (m_IsDirty)
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{
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RebuildDrawList();
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m_IsDirty = false;
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if(enableDebugLog) Debug.Log($"[GeoLayerPicker] DrawList 重建完成,包含 {m_DrawList.Count} 个 SubMesh。");
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}
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m_ReadbackFrameCounter++;
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if (m_IsReadbackInProgress && m_ReadbackFrameCounter > 60)
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{
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Debug.LogWarning("[GeoLayerPicker] AsyncGPUReadback 疑似卡死,强制重置并清理队列。");
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AsyncGPUReadback.WaitAllRequests();
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m_IsReadbackInProgress = false;
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m_ReadbackFrameCounter = 0;
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}
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m_TimeSinceLastReadback += Time.deltaTime;
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bool shouldRead = false;
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if (m_TimeSinceLastReadback >= readbackInterval && !m_IsReadbackInProgress)
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{
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m_TimeSinceLastReadback = 0f;
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m_IsReadbackInProgress = true;
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m_ReadbackFrameCounter = 0;
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shouldRead = true;
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}
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m_ScriptablePass.passMaterial = pickMaterial;
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m_ScriptablePass.passRTHandle = m_PickRTHandle;
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m_ScriptablePass.passReadbackBuffer = m_ReadbackBufferHandle;
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m_ScriptablePass.passDrawList = m_DrawList;
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m_ScriptablePass.passSampleRect = sampleRect;
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m_ScriptablePass.requestReadback = shouldRead;
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renderer.EnqueuePass(m_ScriptablePass);
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}
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private void OnReadbackComplete(AsyncGPUReadbackRequest request)
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{
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m_IsReadbackInProgress = false;
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if (request.hasError || m_DecodedDataArray == null)
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{
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Debug.LogError("[GeoLayerPicker] Readback 发生错误或数组为空!");
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return;
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}
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var rawData = request.GetData<Color>();
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if (rawData.Length == 0) return;
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// 修复:使用 m_ReadbackBufferHandle.rt 获取宽高
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int width = m_ReadbackBufferHandle.rt.width;
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int height = m_ReadbackBufferHandle.rt.height;
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int count = m_DecodedDataArray.Length;
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bool flipY = SystemInfo.graphicsUVStartsAtTop;
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m_ValidDataCount = 0;
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for (int i = 0; i < count; i++)
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{
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int x = i % width;
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int y = i / width;
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int sourceY = flipY ? (height - 1 - y) : y;
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int sourceIndex = sourceY * width + x;
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if (sourceIndex < 0 || sourceIndex >= rawData.Length)
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{
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m_DecodedDataArray[i] = new PickedGeoData { isValid = false };
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continue;
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}
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Color pixel = rawData[sourceIndex];
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if (pixel.a > 0.5f)
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{
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m_DecodedDataArray[i] = new PickedGeoData
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{
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isValid = true,
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matID = Mathf.RoundToInt(pixel.a),
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worldPos = new Vector3(pixel.r, pixel.g, pixel.b)
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};
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m_ValidDataCount++;
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}
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else
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{
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m_DecodedDataArray[i] = new PickedGeoData { isValid = false, matID = 0 };
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}
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}
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if (enableDebugLog)
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{
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Debug.Log($"[GeoLayerPicker] 回读完成!总像素: {count}, 有效拾取像素: {m_ValidDataCount}");
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}
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}
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private void RebuildDrawList()
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{
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m_DrawList.Clear();
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int globalIDCounter = 1;
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foreach (var mf in m_GeoMeshes)
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{
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if (mf == null || mf.sharedMesh == null) continue;
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for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++)
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{
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m_DrawList.Add(new SubMeshDrawData
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{
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mesh = mf.sharedMesh,
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matrix = mf.transform.localToWorldMatrix,
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subMeshIndex = sub,
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uniqueMatID = globalIDCounter++
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});
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}
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}
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}
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protected override void Dispose(bool disposing)
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{
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// 修复:正确释放 RTHandle 并置空
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if (m_PickRTHandle != null)
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{
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m_PickRTHandle.Release();
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m_PickRTHandle = null;
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}
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if (m_ReadbackBufferHandle != null)
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{
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m_ReadbackBufferHandle.Release();
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m_ReadbackBufferHandle = null;
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}
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if (Instance == this) Instance = null;
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}
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}
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}
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#endif |