Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/AmplifyMotion/SolidState.cs
2026-02-21 16:45:37 +08:00

117 lines
3.4 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
namespace AmplifyMotion
{
internal class SolidState : MotionState
{
public MeshRenderer m_meshRenderer;
public Matrix4x4 m_prevLocalToWorld;
public Matrix4x4 m_currLocalToWorld;
public Vector3 m_lastPosition;
public Quaternion m_lastRotation;
public Vector3 m_lastScale;
private Mesh m_mesh;
private MaterialDesc[] m_sharedMaterials;
public bool m_moved;
private bool m_wasVisible;
public SolidState(AmplifyMotionCamera owner, AmplifyMotionObjectBase obj)
: base(owner, obj)
{
m_meshRenderer = m_obj.GetComponent<MeshRenderer>();
}
internal override void Initialize()
{
MeshFilter component = m_obj.GetComponent<MeshFilter>();
if (component == null || component.mesh == null)
{
Debug.LogError("[AmplifyMotion] Invalid MeshFilter/Mesh in object " + m_obj.name);
m_error = true;
return;
}
base.Initialize();
m_mesh = component.mesh;
m_sharedMaterials = ProcessSharedMaterials(m_meshRenderer.sharedMaterials);
m_wasVisible = false;
}
internal override void UpdateTransform(CommandBuffer updateCB, bool starting)
{
if (!m_initialized)
{
Initialize();
return;
}
if (!starting && m_wasVisible)
{
m_prevLocalToWorld = m_currLocalToWorld;
}
m_moved = true;
if (!m_owner.Overlay)
{
Vector3 position = m_transform.position;
Quaternion rotation = m_transform.rotation;
Vector3 lossyScale = m_transform.lossyScale;
m_moved = starting || MotionState.VectorChanged(position, m_lastPosition) || MotionState.RotationChanged(rotation, m_lastRotation) || MotionState.VectorChanged(lossyScale, m_lastScale);
if (m_moved)
{
m_lastPosition = position;
m_lastRotation = rotation;
m_lastScale = lossyScale;
}
}
m_currLocalToWorld = m_transform.localToWorldMatrix;
if (starting || !m_wasVisible)
{
m_prevLocalToWorld = m_currLocalToWorld;
}
m_wasVisible = m_meshRenderer.isVisible;
}
internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
{
if (!m_initialized || m_error || !m_meshRenderer.isVisible)
{
return;
}
bool flag = ((int)m_owner.Instance.CullingMask & (1 << m_obj.gameObject.layer)) != 0;
if (flag && (!flag || !m_moved))
{
return;
}
int num = ((!flag) ? 255 : m_owner.Instance.GenerateObjectId(m_obj.gameObject));
Matrix4x4 value = ((!m_obj.FixedStep) ? (m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld) : (m_owner.PrevViewProjMatrixRT * m_currLocalToWorld));
renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
int num2 = ((quality != Quality.Mobile) ? 2 : 0);
for (int i = 0; i < m_sharedMaterials.Length; i++)
{
MaterialDesc materialDesc = m_sharedMaterials[i];
int shaderPass = num2 + (materialDesc.coverage ? 1 : 0);
materialDesc.propertyBlock.Clear();
if (materialDesc.coverage)
{
materialDesc.propertyBlock.SetTexture("_MainTex", materialDesc.material.mainTexture);
if (materialDesc.cutoff)
{
materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
}
}
renderCB.DrawMesh(m_mesh, m_transform.localToWorldMatrix, m_owner.Instance.SolidVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
}
}
}
}