895 lines
32 KiB
C#
895 lines
32 KiB
C#
using UnityEngine;
|
||
using UnityEngine.Rendering;
|
||
using UnityEngine.Rendering.Universal;
|
||
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using Unity.Collections;
|
||
using UnityEngine.Experimental.Rendering;
|
||
using XericLibrary.Runtime.MacroLibrary;
|
||
|
||
#if UNITY_2022_1_OR_NEWER
|
||
namespace XericLibrary.PostProcess
|
||
{
|
||
/// <summary>
|
||
/// 用于存储展平后的 SubMesh 渲染数据
|
||
/// </summary>
|
||
[System.Serializable]
|
||
public struct SubMeshDrawData
|
||
{
|
||
public Mesh mesh;
|
||
public Matrix4x4 matrix;
|
||
public int subMeshIndex;
|
||
public int uniqueMatID;
|
||
public Material material;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 解码后的地质层拾取数据
|
||
/// </summary>
|
||
[System.Serializable]
|
||
public struct PickedGeoData
|
||
{
|
||
public int matID;
|
||
public Vector3 worldPos;
|
||
public bool isValid;
|
||
|
||
public Material GetMaterial()
|
||
{
|
||
if (GeoLayerPickerRenderPassFeature.Instance != null)
|
||
{
|
||
return GeoLayerPickerRenderPassFeature.Instance.GetMaterialByID(matID);
|
||
}
|
||
return null;
|
||
}
|
||
|
||
public string GetMaterialName()
|
||
{
|
||
var mat = GetMaterial();
|
||
return mat != null ? mat.name : "Unknown";
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单行上的材质段信息
|
||
/// </summary>
|
||
public struct MaterialSegment
|
||
{
|
||
public int rowIndex;
|
||
public int colStart;
|
||
public int colEnd;
|
||
public int matID;
|
||
public int length => colEnd - colStart + 1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 材质孤岛数据结构
|
||
/// 表示一组相连的同材质像素区域
|
||
/// </summary>
|
||
public class MaterialIsland
|
||
{
|
||
public int matID;
|
||
public List<MaterialSegment> segments = new List<MaterialSegment>();
|
||
public int totalPixelCount;
|
||
public Vector2 centerPixelPos;
|
||
public Vector3 centerWorldPos;
|
||
public bool isValid => matID > 0 && segments.Count > 0;
|
||
|
||
public Material GetMaterial()
|
||
{
|
||
if (GeoLayerPickerRenderPassFeature.Instance != null)
|
||
{
|
||
return GeoLayerPickerRenderPassFeature.Instance.GetMaterialByID(matID);
|
||
}
|
||
return null;
|
||
}
|
||
|
||
public string GetMaterialName()
|
||
{
|
||
var mat = GetMaterial();
|
||
return mat != null ? mat.name : "Unknown";
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 地质层拾取 RenderFeature。
|
||
/// </summary>
|
||
public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
|
||
{
|
||
#region 静态单例与外部管理 API
|
||
|
||
public static GeoLayerPickerRenderPassFeature Instance { get; private set; }
|
||
|
||
private readonly List<MeshFilter> m_GeoMeshes = new List<MeshFilter>();
|
||
private readonly List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
|
||
private readonly Dictionary<Material, int> m_MaterialToID = new Dictionary<Material, int>();
|
||
private readonly Dictionary<int, Material> m_IDToMaterial = new Dictionary<int, Material>();
|
||
private bool m_IsDirty = true;
|
||
|
||
public IReadOnlyDictionary<Material, int> MaterialToID => m_MaterialToID;
|
||
public IReadOnlyDictionary<int, Material> IDToMaterial => m_IDToMaterial;
|
||
|
||
public Material GetMaterialByID(int matID)
|
||
{
|
||
if (m_IDToMaterial.TryGetValue(matID, out var material))
|
||
{
|
||
return material;
|
||
}
|
||
return null;
|
||
}
|
||
|
||
public int GetIDByMaterial(Material material)
|
||
{
|
||
if (material != null && m_MaterialToID.TryGetValue(material, out var id))
|
||
{
|
||
return id;
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
public void AddGeoMesh(MeshFilter meshFilter)
|
||
{
|
||
if (meshFilter != null && !m_GeoMeshes.Contains(meshFilter))
|
||
{
|
||
m_GeoMeshes.Add(meshFilter);
|
||
m_IsDirty = true;
|
||
}
|
||
}
|
||
|
||
public void AddGeoMeshes(IEnumerable<MeshFilter> meshFilters)
|
||
{
|
||
if (meshFilters == null) return;
|
||
foreach (var mf in meshFilters)
|
||
{
|
||
if (mf != null && !m_GeoMeshes.Contains(mf))
|
||
{
|
||
m_GeoMeshes.Add(mf);
|
||
m_IsDirty = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
public void RemoveGeoMesh(MeshFilter meshFilter)
|
||
{
|
||
if (m_GeoMeshes.Remove(meshFilter)) m_IsDirty = true;
|
||
}
|
||
|
||
public void ClearGeoMeshes()
|
||
{
|
||
if (m_GeoMeshes.Count > 0)
|
||
{
|
||
m_GeoMeshes.Clear();
|
||
m_IsDirty = true;
|
||
}
|
||
}
|
||
|
||
public IReadOnlyList<MeshFilter> GetGeoMeshes() => m_GeoMeshes;
|
||
|
||
#endregion
|
||
|
||
#region 数据访问 API
|
||
|
||
private PickedGeoData[] m_DecodedDataArray;
|
||
private int m_ValidDataCount = 0;
|
||
|
||
public IReadOnlyList<PickedGeoData> GetDecodedData() => m_DecodedDataArray;
|
||
|
||
public void GetColumnData(int column, List<PickedGeoData> listData)
|
||
{
|
||
listData.Clear();
|
||
if (m_DecodedDataArray == null) return;
|
||
column = MacroMath.ClampToInt(column, 0, pickRTSize.x);
|
||
for (int i = 0; i < pickRTSize.y; i++)
|
||
{
|
||
listData.Add(m_DecodedDataArray[pickRTSize.x * i + column]);
|
||
}
|
||
}
|
||
|
||
public bool TryGetPickedData(Vector2 normalizedScreenPos, out PickedGeoData data)
|
||
{
|
||
data = default;
|
||
if (m_DecodedDataArray == null || m_DecodedDataArray.Length == 0) return false;
|
||
|
||
float localX = (normalizedScreenPos.x - sampleRect.x) / sampleRect.width;
|
||
float localY = (normalizedScreenPos.y - sampleRect.y) / sampleRect.height;
|
||
|
||
if (localX < 0f || localX > 1f || localY < 0f || localY > 1f) return false;
|
||
|
||
int pixelX = Mathf.Clamp(Mathf.FloorToInt(localX * pickRTSize.x), 0, pickRTSize.x - 1);
|
||
int pixelY = Mathf.Clamp(Mathf.FloorToInt(localY * pickRTSize.y), 0, pickRTSize.y - 1);
|
||
|
||
int index = pixelY * pickRTSize.x + pixelX;
|
||
if (index < 0 || index >= m_DecodedDataArray.Length) return false;
|
||
|
||
data = m_DecodedDataArray[index];
|
||
return true;
|
||
}
|
||
|
||
public void ForceReadbackSync()
|
||
{
|
||
// 修复:使用 m_ReadbackBufferHandle 进行同步等待
|
||
if (m_ReadbackBufferHandle != null)
|
||
{
|
||
AsyncGPUReadback.WaitAllRequests();
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 材质孤岛统计 API
|
||
|
||
private List<MaterialIsland> m_MaterialIslands = new List<MaterialIsland>();
|
||
private bool m_IslandsDirty = true;
|
||
|
||
public IReadOnlyList<MaterialIsland> GetMaterialIslands()
|
||
{
|
||
UpdateMaterialIslands();
|
||
return m_MaterialIslands;
|
||
}
|
||
|
||
public List<MaterialIsland> GetMaterialIslandsByMatID(int matID)
|
||
{
|
||
UpdateMaterialIslands();
|
||
return m_MaterialIslands.Where(island => island.matID == matID).ToList();
|
||
}
|
||
|
||
public int GetIslandCount()
|
||
{
|
||
UpdateMaterialIslands();
|
||
return m_MaterialIslands.Count;
|
||
}
|
||
|
||
public void MarkIslandsDirty()
|
||
{
|
||
m_IslandsDirty = true;
|
||
}
|
||
|
||
private void UpdateMaterialIslands()
|
||
{
|
||
if (!m_IslandsDirty && m_MaterialIslands.Count > 0) return;
|
||
if (m_DecodedDataArray == null || m_DecodedDataArray.Length == 0)
|
||
{
|
||
m_MaterialIslands.Clear();
|
||
m_IslandsDirty = false;
|
||
return;
|
||
}
|
||
|
||
FindMaterialIslands();
|
||
m_IslandsDirty = false;
|
||
|
||
if (enableDebugLog)
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 材质孤岛统计完成,共 {m_MaterialIslands.Count} 个孤岛");
|
||
foreach (var island in m_MaterialIslands)
|
||
{
|
||
Debug.Log($" MatID {island.matID} ({island.GetMaterialName()}): {island.totalPixelCount} 像素, 中心: {island.centerWorldPos}");
|
||
}
|
||
}
|
||
}
|
||
|
||
private void FindMaterialIslands()
|
||
{
|
||
m_MaterialIslands.Clear();
|
||
|
||
int width = pickRTSize.x;
|
||
int height = pickRTSize.y;
|
||
|
||
List<List<MaterialSegment>> rowSegments = new List<List<MaterialSegment>>();
|
||
for (int y = 0; y < height; y++)
|
||
{
|
||
var segments = ExtractRowSegments(y, width);
|
||
rowSegments.Add(segments);
|
||
}
|
||
|
||
List<List<MaterialIsland>> islandGroups = new List<List<MaterialIsland>>();
|
||
for (int matID = 1; matID <= m_IDToMaterial.Count; matID++)
|
||
{
|
||
var islands = BuildIslandsForMaterial(matID, rowSegments, width, height);
|
||
islandGroups.Add(islands);
|
||
}
|
||
|
||
foreach (var islands in islandGroups)
|
||
{
|
||
m_MaterialIslands.AddRange(islands);
|
||
}
|
||
}
|
||
|
||
private List<MaterialSegment> ExtractRowSegments(int rowIndex, int width)
|
||
{
|
||
List<MaterialSegment> segments = new List<MaterialSegment>();
|
||
if (m_DecodedDataArray == null) return segments;
|
||
|
||
int col = 0;
|
||
while (col < width)
|
||
{
|
||
int index = rowIndex * width + col;
|
||
if (index >= m_DecodedDataArray.Length) break;
|
||
|
||
PickedGeoData pixel = m_DecodedDataArray[index];
|
||
|
||
if (!pixel.isValid || pixel.matID <= 0)
|
||
{
|
||
col++;
|
||
continue;
|
||
}
|
||
|
||
int startCol = col;
|
||
int matID = pixel.matID;
|
||
|
||
while (col < width)
|
||
{
|
||
int checkIndex = rowIndex * width + col;
|
||
if (checkIndex >= m_DecodedDataArray.Length) break;
|
||
|
||
PickedGeoData checkPixel = m_DecodedDataArray[checkIndex];
|
||
if (!checkPixel.isValid || checkPixel.matID != matID)
|
||
{
|
||
break;
|
||
}
|
||
col++;
|
||
}
|
||
|
||
segments.Add(new MaterialSegment
|
||
{
|
||
rowIndex = rowIndex,
|
||
colStart = startCol,
|
||
colEnd = col - 1,
|
||
matID = matID
|
||
});
|
||
}
|
||
|
||
return segments;
|
||
}
|
||
|
||
private List<MaterialIsland> BuildIslandsForMaterial(int targetMatID, List<List<MaterialSegment>> rowSegments, int width, int height)
|
||
{
|
||
List<MaterialIsland> islands = new List<MaterialIsland>();
|
||
|
||
for (int y = 0; y < height; y++)
|
||
{
|
||
if (y >= rowSegments.Count) break;
|
||
|
||
foreach (var currentSegment in rowSegments[y].Where(s => s.matID == targetMatID))
|
||
{
|
||
List<MaterialIsland> connectedIslands = new List<MaterialIsland>();
|
||
|
||
if (y > 0 && y - 1 < rowSegments.Count)
|
||
{
|
||
foreach (var island in islands)
|
||
{
|
||
foreach (var existingSegment in island.segments)
|
||
{
|
||
if (existingSegment.rowIndex == y - 1)
|
||
{
|
||
if (SegmentsOverlap(currentSegment, existingSegment))
|
||
{
|
||
connectedIslands.Add(island);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (connectedIslands.Count == 0)
|
||
{
|
||
MaterialIsland newIsland = new MaterialIsland
|
||
{
|
||
matID = targetMatID
|
||
};
|
||
newIsland.segments.Add(currentSegment);
|
||
islands.Add(newIsland);
|
||
}
|
||
else if (connectedIslands.Count == 1)
|
||
{
|
||
connectedIslands[0].segments.Add(currentSegment);
|
||
}
|
||
else
|
||
{
|
||
MaterialIsland mergedIsland = new MaterialIsland
|
||
{
|
||
matID = targetMatID
|
||
};
|
||
|
||
foreach (var islandToMerge in connectedIslands)
|
||
{
|
||
mergedIsland.segments.AddRange(islandToMerge.segments);
|
||
islands.Remove(islandToMerge);
|
||
}
|
||
mergedIsland.segments.Add(currentSegment);
|
||
islands.Add(mergedIsland);
|
||
}
|
||
}
|
||
}
|
||
|
||
CalculateIslandProperties(islands, width, height);
|
||
|
||
return islands;
|
||
}
|
||
|
||
private bool SegmentsOverlap(MaterialSegment a, MaterialSegment b)
|
||
{
|
||
return !(a.colEnd < b.colStart - 1 || a.colStart > b.colEnd + 1);
|
||
}
|
||
|
||
private void CalculateIslandProperties(List<MaterialIsland> islands, int width, int height)
|
||
{
|
||
foreach (var island in islands)
|
||
{
|
||
island.totalPixelCount = island.segments.Sum(s => s.length);
|
||
|
||
if (island.segments.Count == 0)
|
||
{
|
||
island.centerPixelPos = Vector2.zero;
|
||
island.centerWorldPos = Vector3.zero;
|
||
continue;
|
||
}
|
||
|
||
int minRow = island.segments.Min(s => s.rowIndex);
|
||
int maxRow = island.segments.Max(s => s.rowIndex);
|
||
float avgRow = (minRow + maxRow) * 0.5f;
|
||
|
||
MaterialSegment longestSegment = island.segments.OrderByDescending(s => s.length).First();
|
||
float avgCol = (longestSegment.colStart + longestSegment.colEnd) * 0.5f;
|
||
|
||
island.centerPixelPos = new Vector2(avgCol, avgRow);
|
||
|
||
int centerX = Mathf.Clamp(Mathf.RoundToInt(avgCol), 0, width - 1);
|
||
int centerY = Mathf.Clamp(Mathf.RoundToInt(avgRow), 0, height - 1);
|
||
int centerIndex = centerY * width + centerX;
|
||
|
||
if (centerIndex >= 0 && centerIndex < m_DecodedDataArray.Length)
|
||
{
|
||
island.centerWorldPos = m_DecodedDataArray[centerIndex].worldPos;
|
||
}
|
||
else
|
||
{
|
||
island.centerWorldPos = Vector3.zero;
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Inspector 配置参数
|
||
|
||
[Header("拾取材质与尺寸")] public Material pickMaterial;
|
||
public Vector2Int pickRTSize = new Vector2Int(64, 64);
|
||
|
||
[Header("采样区域设置")] public Rect sampleRect = new Rect(0f, 0f, 1f, 1f);
|
||
|
||
[Header("读取频率控制")] [Range(0.01f, 1.0f)]
|
||
public float readbackInterval = 0.1f;
|
||
|
||
[Header("调试设置")] public bool enableDebugLog = false;
|
||
|
||
#endregion
|
||
|
||
// 核心修改:全面使用 RTHandle 替代 RenderTexture
|
||
private RTHandle m_PickRTHandle;
|
||
private RTHandle m_ReadbackBufferHandle;
|
||
|
||
private float m_TimeSinceLastReadback = 0f;
|
||
private bool m_IsReadbackInProgress = false;
|
||
private int m_ReadbackFrameCounter = 0;
|
||
|
||
// 调试覆盖图相关
|
||
private Material m_DebugOverlayMaterial;
|
||
private static readonly int DebugRectProp = Shader.PropertyToID("_DebugRect");
|
||
private static readonly int DebugMainTex = Shader.PropertyToID("_MainTex");
|
||
|
||
class CustomRenderPass : ScriptableRenderPass
|
||
{
|
||
public Material passMaterial;
|
||
public RTHandle passRTHandle;
|
||
public RTHandle passReadbackBuffer;
|
||
public List<SubMeshDrawData> passDrawList;
|
||
public Rect passSampleRect;
|
||
public bool requestReadback;
|
||
|
||
// 屏幕调试
|
||
public bool drawDebugOverlay;
|
||
public Material debugOverlayMaterial;
|
||
public RTHandle cameraColorTarget; // 用于获取屏幕渲染目标
|
||
|
||
private int m_MatIDProperty = Shader.PropertyToID("_MatID");
|
||
|
||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
{
|
||
if (passMaterial == null || passRTHandle == null || passDrawList == null || passDrawList.Count == 0)
|
||
return;
|
||
|
||
CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer");
|
||
|
||
// 手动设置渲染目标并清理,避免 URP 隐式状态干扰
|
||
cmd.SetRenderTarget(passRTHandle);
|
||
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
|
||
|
||
if (drawDebugOverlay)
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 开始绘制 {passDrawList.Count} 个SubMesh");
|
||
Debug.Log($"[GeoLayerPicker] 渲染目标: {passRTHandle.rt.name}, 尺寸: {passRTHandle.rt.width}x{passRTHandle.rt.height}");
|
||
}
|
||
|
||
Camera cam = renderingData.cameraData.camera;
|
||
Matrix4x4 viewMatrix = cam.worldToCameraMatrix;
|
||
Matrix4x4 projMatrix = cam.projectionMatrix;
|
||
|
||
float ndcXMin = passSampleRect.x * 2f - 1f;
|
||
float ndcXMax = (passSampleRect.x + passSampleRect.width) * 2f - 1f;
|
||
float ndcYMin = passSampleRect.y * 2f - 1f;
|
||
float ndcYMax = (passSampleRect.y + passSampleRect.height) * 2f - 1f;
|
||
|
||
float scaleX = 2f / (ndcXMax - ndcXMin);
|
||
float scaleY = 2f / (ndcYMax - ndcYMin);
|
||
float offsetX = -1f - ndcXMin * scaleX;
|
||
float offsetY = -1f - ndcYMin * scaleY;
|
||
|
||
projMatrix.m00 *= scaleX;
|
||
projMatrix.m11 *= scaleY;
|
||
projMatrix.m02 += offsetX;
|
||
projMatrix.m12 += offsetY;
|
||
|
||
projMatrix = GL.GetGPUProjectionMatrix(projMatrix, true);
|
||
cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
|
||
cmd.SetViewport(new Rect(0, 0, passRTHandle.rt.width, passRTHandle.rt.height));
|
||
|
||
MaterialPropertyBlock drawMpb = new MaterialPropertyBlock();
|
||
|
||
for (int i = 0; i < passDrawList.Count; i++)
|
||
{
|
||
var data = passDrawList[i];
|
||
|
||
drawMpb.SetInt(m_MatIDProperty, data.uniqueMatID);
|
||
cmd.DrawMesh(data.mesh, data.matrix, passMaterial, data.subMeshIndex, 0, drawMpb);
|
||
|
||
if (GeoLayerPickerRenderPassFeature.Instance != null &&
|
||
GeoLayerPickerRenderPassFeature.Instance.enableDebugLog &&
|
||
(i == 0 || i == passDrawList.Count - 1))
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 绘制第{i}个SubMesh, MatID={data.uniqueMatID}, 材质={data.material?.name ?? "null"}");
|
||
}
|
||
}
|
||
|
||
cmd.SetViewProjectionMatrices(viewMatrix, renderingData.cameraData.GetProjectionMatrix());
|
||
|
||
// 如果本帧需要回读,将数据安全地 Blit 到隔离缓冲区
|
||
if (requestReadback && passReadbackBuffer != null)
|
||
{
|
||
cmd.Blit(passRTHandle, passReadbackBuffer);
|
||
}
|
||
|
||
context.ExecuteCommandBuffer(cmd);
|
||
CommandBufferPool.Release(cmd);
|
||
|
||
if (requestReadback && passReadbackBuffer != null)
|
||
{
|
||
AsyncGPUReadback.Request(passReadbackBuffer.rt, 0, TextureFormat.RGBAFloat,
|
||
GeoLayerPickerRenderPassFeature.Instance.OnReadbackComplete);
|
||
}
|
||
|
||
// --- 绘制全屏调试图 ---
|
||
if (drawDebugOverlay && debugOverlayMaterial != null && passRTHandle != null)
|
||
{
|
||
var feature = GeoLayerPickerRenderPassFeature.Instance;
|
||
if (feature == null) return;
|
||
|
||
RTHandle currentColorTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
|
||
CommandBuffer debugCmd = CommandBufferPool.Get("GeoPickerDebugOverlay");
|
||
|
||
// 【核心 1】:使用 MaterialPropertyBlock 隔离参数
|
||
MaterialPropertyBlock debugMpb = new MaterialPropertyBlock();
|
||
|
||
// 【修正 1】:直接使用字符串名称和 RTHandle 对象本身(RTHandle 隐式转为 Texture)
|
||
// 彻底避开 nameID (RenderTargetIdentifier) 的类型转换坑!
|
||
debugMpb.SetTexture(DebugMainTex, passRTHandle);
|
||
|
||
debugMpb.SetVector(DebugRectProp, new Vector4(
|
||
feature.sampleRect.x,
|
||
feature.sampleRect.y,
|
||
feature.sampleRect.width,
|
||
feature.sampleRect.height
|
||
));
|
||
|
||
// 设置渲染目标为当前屏幕
|
||
CoreUtils.SetRenderTarget(debugCmd, currentColorTarget);
|
||
|
||
// 【修正 2】:DrawProcedural 必须显式传入 instanceCount (1) 作为第 6 个参数!
|
||
debugCmd.DrawProcedural(
|
||
Matrix4x4.identity, // 1. matrix
|
||
debugOverlayMaterial, // 2. material
|
||
0, // 3. shaderPass
|
||
MeshTopology.Triangles, // 4. topology
|
||
3, // 5. vertexCount (全屏三角形)
|
||
1, // 6. instanceCount (必须显式写 1!)
|
||
debugMpb // 7. MaterialPropertyBlock
|
||
);
|
||
|
||
context.ExecuteCommandBuffer(debugCmd);
|
||
CommandBufferPool.Release(debugCmd);
|
||
}
|
||
}
|
||
}
|
||
|
||
private CustomRenderPass m_ScriptablePass;
|
||
|
||
public override void Create()
|
||
{
|
||
Instance = this;
|
||
m_IsDirty = true;
|
||
|
||
m_ScriptablePass = new CustomRenderPass
|
||
{
|
||
renderPassEvent = RenderPassEvent.AfterRenderingOpaques
|
||
};
|
||
|
||
// 释放旧的 RTHandle
|
||
if (m_PickRTHandle != null)
|
||
{
|
||
m_PickRTHandle.Release();
|
||
m_PickRTHandle = null;
|
||
}
|
||
|
||
if (m_ReadbackBufferHandle != null)
|
||
{
|
||
m_ReadbackBufferHandle.Release();
|
||
m_ReadbackBufferHandle = null;
|
||
}
|
||
|
||
// 分配新的 RTHandle
|
||
m_PickRTHandle = RTHandles.Alloc(
|
||
pickRTSize.x, pickRTSize.y,
|
||
colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
|
||
filterMode: FilterMode.Point,
|
||
name: "GeoLayerPickRT"
|
||
);
|
||
|
||
m_ReadbackBufferHandle = RTHandles.Alloc(
|
||
pickRTSize.x, pickRTSize.y,
|
||
colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
|
||
filterMode: FilterMode.Point,
|
||
name: "GeoLayerReadbackBuffer"
|
||
);
|
||
|
||
int requiredLength = pickRTSize.x * pickRTSize.y;
|
||
if (m_DecodedDataArray == null || m_DecodedDataArray.Length != requiredLength)
|
||
{
|
||
m_DecodedDataArray = new PickedGeoData[requiredLength];
|
||
if (enableDebugLog) Debug.Log($"[GeoLayerPicker] 数组重新初始化,长度: {requiredLength}");
|
||
}
|
||
|
||
// 初始化调试材质
|
||
if (m_DebugOverlayMaterial == null)
|
||
{
|
||
Shader overlayShader = Shader.Find("Hidden/XericLibrary/GeoLayerPicker/ScreenOverrideRect");
|
||
if (overlayShader != null)
|
||
{
|
||
m_DebugOverlayMaterial = CoreUtils.CreateEngineMaterial(overlayShader);
|
||
}
|
||
else
|
||
{
|
||
Debug.LogError("[GeoLayerPicker] 找不到调试 Shader: Hidden/XericLibrary/GeoLayerPicker/ScreenOverrideRect");
|
||
}
|
||
}
|
||
}
|
||
|
||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||
{
|
||
if (m_ScriptablePass == null || pickMaterial == null) return;
|
||
|
||
if (m_IsDirty)
|
||
{
|
||
RebuildDrawList();
|
||
m_IsDirty = false;
|
||
if (enableDebugLog) Debug.Log($"[GeoLayerPicker] DrawList 重建完成,包含 {m_DrawList.Count} 个 SubMesh。");
|
||
}
|
||
|
||
m_ReadbackFrameCounter++;
|
||
if (m_IsReadbackInProgress && m_ReadbackFrameCounter > 60)
|
||
{
|
||
Debug.LogWarning("[GeoLayerPicker] AsyncGPUReadback 疑似卡死,强制重置并清理队列。");
|
||
AsyncGPUReadback.WaitAllRequests();
|
||
m_IsReadbackInProgress = false;
|
||
m_ReadbackFrameCounter = 0;
|
||
}
|
||
|
||
m_TimeSinceLastReadback += Time.deltaTime;
|
||
|
||
bool shouldRead = false;
|
||
if (m_TimeSinceLastReadback >= readbackInterval && !m_IsReadbackInProgress)
|
||
{
|
||
m_TimeSinceLastReadback = 0f;
|
||
m_IsReadbackInProgress = true;
|
||
m_ReadbackFrameCounter = 0;
|
||
shouldRead = true;
|
||
}
|
||
|
||
// 后处理参数
|
||
m_ScriptablePass.passMaterial = pickMaterial;
|
||
m_ScriptablePass.passRTHandle = m_PickRTHandle;
|
||
m_ScriptablePass.passReadbackBuffer = m_ReadbackBufferHandle;
|
||
m_ScriptablePass.passDrawList = m_DrawList;
|
||
m_ScriptablePass.passSampleRect = sampleRect;
|
||
m_ScriptablePass.requestReadback = shouldRead;
|
||
|
||
// 配置调试覆盖图参数
|
||
m_ScriptablePass.drawDebugOverlay = enableDebugLog; // 由 Inspector 开关控制
|
||
m_ScriptablePass.debugOverlayMaterial = m_DebugOverlayMaterial;
|
||
// m_ScriptablePass.cameraColorTarget = renderer.cameraColorTargetHandle; // 当前是注册阶段无法获取目标
|
||
|
||
renderer.EnqueuePass(m_ScriptablePass);
|
||
}
|
||
|
||
private void OnReadbackComplete(AsyncGPUReadbackRequest request)
|
||
{
|
||
m_IsReadbackInProgress = false;
|
||
|
||
if (request.hasError || m_DecodedDataArray == null)
|
||
{
|
||
Debug.LogError("[GeoLayerPicker] Readback 发生错误或数组为空!");
|
||
return;
|
||
}
|
||
|
||
var rawData = request.GetData<Color>();
|
||
if (rawData.Length == 0) return;
|
||
|
||
// 修复:使用 m_ReadbackBufferHandle.rt 获取宽高
|
||
int width = m_ReadbackBufferHandle.rt.width;
|
||
int height = m_ReadbackBufferHandle.rt.height;
|
||
int count = m_DecodedDataArray.Length;
|
||
|
||
bool flipY = SystemInfo.graphicsUVStartsAtTop;
|
||
m_ValidDataCount = 0;
|
||
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
int x = i % width;
|
||
int y = i / width;
|
||
|
||
int sourceY = flipY ? (height - 1 - y) : y;
|
||
int sourceIndex = sourceY * width + x;
|
||
|
||
if (sourceIndex < 0 || sourceIndex >= rawData.Length)
|
||
{
|
||
m_DecodedDataArray[i] = new PickedGeoData { isValid = false };
|
||
continue;
|
||
}
|
||
|
||
Color pixel = rawData[sourceIndex];
|
||
|
||
if (pixel.a > 0.5f)
|
||
{
|
||
int decodedMatID = Mathf.RoundToInt(pixel.a);
|
||
|
||
if (enableDebugLog && i == 0)
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 像素({x},{y}), alpha={pixel.a:F4}, 解码MatID={decodedMatID}");
|
||
}
|
||
|
||
m_DecodedDataArray[i] = new PickedGeoData
|
||
{
|
||
isValid = true,
|
||
matID = decodedMatID,
|
||
worldPos = new Vector3(pixel.r, pixel.g, pixel.b)
|
||
};
|
||
m_ValidDataCount++;
|
||
}
|
||
else
|
||
{
|
||
m_DecodedDataArray[i] = new PickedGeoData { isValid = false, matID = 0 };
|
||
}
|
||
}
|
||
|
||
if (enableDebugLog)
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 回读完成!总像素: {count}, 有效拾取像素: {m_ValidDataCount}");
|
||
|
||
Dictionary<int, int> matIDCounts = new Dictionary<int, int>();
|
||
foreach (var data in m_DecodedDataArray)
|
||
{
|
||
if (data.isValid)
|
||
{
|
||
if (!matIDCounts.ContainsKey(data.matID))
|
||
{
|
||
matIDCounts[data.matID] = 0;
|
||
}
|
||
matIDCounts[data.matID]++;
|
||
}
|
||
}
|
||
|
||
Debug.Log("[GeoLayerPicker] 材质ID分布:");
|
||
foreach (var kvp in matIDCounts)
|
||
{
|
||
var mat = GetMaterialByID(kvp.Key);
|
||
Debug.Log($" MatID={kvp.Key} ({mat?.name ?? "未知"}): {kvp.Value} 像素");
|
||
}
|
||
}
|
||
|
||
MarkIslandsDirty();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 重建模型绘制列表
|
||
/// </summary>
|
||
private void RebuildDrawList()
|
||
{
|
||
m_DrawList.Clear();
|
||
m_MaterialToID.Clear();
|
||
m_IDToMaterial.Clear();
|
||
int globalIDCounter = 1;
|
||
|
||
foreach (var mf in m_GeoMeshes)
|
||
{
|
||
if (mf == null || mf.sharedMesh == null) continue;
|
||
|
||
var renderer = mf.GetComponent<MeshRenderer>();
|
||
Material[] materials = renderer != null ? renderer.sharedMaterials : null;
|
||
|
||
for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++)
|
||
{
|
||
Material material = null;
|
||
if (materials != null && sub < materials.Length)
|
||
{
|
||
material = materials[sub];
|
||
}
|
||
|
||
if (material == null)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
int matID;
|
||
if (!m_MaterialToID.TryGetValue(material, out matID))
|
||
{
|
||
matID = globalIDCounter++;
|
||
m_MaterialToID[material] = matID;
|
||
m_IDToMaterial[matID] = material;
|
||
}
|
||
|
||
m_DrawList.Add(new SubMeshDrawData
|
||
{
|
||
mesh = mf.sharedMesh,
|
||
matrix = mf.transform.localToWorldMatrix,
|
||
subMeshIndex = sub,
|
||
uniqueMatID = matID,
|
||
material = material
|
||
});
|
||
}
|
||
}
|
||
|
||
if (enableDebugLog)
|
||
{
|
||
Debug.Log($"[GeoLayerPicker] 材质映射重建完成,共 {m_MaterialToID.Count} 个材质");
|
||
foreach (var kvp in m_MaterialToID)
|
||
{
|
||
Debug.Log($" ID {kvp.Value}: {kvp.Key.name}");
|
||
}
|
||
}
|
||
}
|
||
|
||
protected override void Dispose(bool disposing)
|
||
{
|
||
// 修复:正确释放 RTHandle 并置空
|
||
if (m_PickRTHandle != null)
|
||
{
|
||
m_PickRTHandle.Release();
|
||
m_PickRTHandle = null;
|
||
}
|
||
|
||
if (m_ReadbackBufferHandle != null)
|
||
{
|
||
m_ReadbackBufferHandle.Release();
|
||
m_ReadbackBufferHandle = null;
|
||
}
|
||
|
||
// 释放调试材质
|
||
if (m_DebugOverlayMaterial != null)
|
||
{
|
||
CoreUtils.Destroy(m_DebugOverlayMaterial);
|
||
m_DebugOverlayMaterial = null;
|
||
}
|
||
|
||
if (Instance == this) Instance = null;
|
||
}
|
||
}
|
||
}
|
||
#endif |