Files
ScreenDetectionLayerPicker/Runtime/MeshDetection_Builtin/GeoLayerPicker.cs
T
2026-10-09 09:02:44 +08:00

119 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using XericLibrary.Runtime;
namespace Deconstruction.ScreenDetection.MeshDetection
{
/// <summary>
/// 在屏幕上截取模型的表面属性
///
/// </summary>
public class GeoLayerPicker : MonoBehaviour
{
public Camera targetCamera;
public Material pickMaterial;
public MeshFilter[] geoMeshes; // 外部只需拖入地质层网格
public Vector2Int pickRTSize = new Vector2Int(64, 64);
public Bool2 pickRTAdapt = new Bool2(false, true);
private RenderTexture pickRT;
private Texture2D readTex;
private CommandBuffer cmd;
private float nextCheckTime;
private static readonly int MatID = Shader.PropertyToID("_MatID");
// 【核心】缓存展平后的绘制数据
private struct SubMeshDrawData
{
public Mesh mesh;
public Matrix4x4 matrix;
public int subMeshIndex;
public int uniqueMatID; // 分配给这个插槽的唯一ID
}
private List<SubMeshDrawData> drawList = new List<SubMeshDrawData>();
void Start()
{
// 1. 展平所有网格的 SubMesh
if (geoMeshes != null)
{
int globalIDCounter = 1; // ID从1开始,0留给背景
foreach (var mf in geoMeshes)
{
if (mf == null || mf.sharedMesh == null) continue;
Mesh mesh = mf.sharedMesh;
Matrix4x4 matrix = mf.transform.localToWorldMatrix;
// 遍历这个网格上的每一个材质插槽
for (int sub = 0; sub < mesh.subMeshCount; sub++)
{
drawList.Add(new SubMeshDrawData
{
mesh = mesh,
matrix = matrix,
subMeshIndex = sub,
uniqueMatID = globalIDCounter++
});
}
}
}
// 2. 初始化 RT 和 CommandBuffer
pickRT = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGB32);
pickRT.Create();
readTex = new Texture2D(pickRTSize.x, pickRTSize.y, TextureFormat.RGBA32, false);
cmd = new CommandBuffer();
cmd.name = "GeoLayerPickBuffer";
targetCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cmd);
}
void Update()
{
// if (Time.time < nextCheckTime) return;
// nextCheckTime = Time.time + 0.2f;
cmd.Clear();
// 视口设置
var screenSize = new Vector2(Screen.width, Screen.height);
var screenStart = (screenSize - pickRTSize) / 2;
Rect pickRect = new Rect(pickRTAdapt.X * screenStart.x, pickRTAdapt.Y * screenStart.y, pickRTAdapt.x ? Screen.width : pickRTSize.x,
pickRTAdapt.x ? Screen.height : pickRTSize.y);
cmd.SetViewport(pickRect);
cmd.SetRenderTarget(pickRT);
cmd.ClearRenderTarget(true, true, Color.clear);
// 【核心】遍历展平后的 SubMesh 列表进行绘制
for (int i = 0; i < drawList.Count; i++)
{
var data = drawList[i];
pickMaterial.SetInt(MatID, data.uniqueMatID);
// 使用带 submeshIndex 参数的 DrawMesh 重载
cmd.DrawMesh(data.mesh, data.matrix, pickMaterial, data.subMeshIndex);
}
// 读取像素
RenderTexture.active = pickRT;
readTex.ReadPixels(new Rect(0, 0, pickRTSize.x, pickRTSize.y), 0, 0);
readTex.Apply();
RenderTexture.active = null;
ProcessPickedData();
}
void ProcessPickedData()
{
Color32[] pixels = readTex.GetPixels32();
// 解码 pixels 中的 uniqueMatID 和 WorldPos
// 根据 uniqueMatID 反查地质层信息并更新 UI...
}
}
}