mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 13:04:17 -05:00
166 lines
7.4 KiB
C#
166 lines
7.4 KiB
C#
using System;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
using UniGLTF;
|
|
|
|
namespace VRM
|
|
{
|
|
public class PreviewFaceRenderer : IDisposable
|
|
{
|
|
const string PreviewInstanceName = "FaceMorphemePreviewInstance";
|
|
|
|
PreviewRenderUtility m_previewUtility;
|
|
GameObject m_prefab;
|
|
GameObject m_previewInstance;
|
|
SkinnedMeshRenderer[] m_Renderers;
|
|
Mesh[] m_baked;
|
|
Bounds m_bounds;
|
|
|
|
void SetupCamera(Camera camera)
|
|
{
|
|
float magnitude = m_bounds.extents.magnitude;
|
|
float distance = 4f * magnitude;
|
|
camera.fieldOfView = 27f;
|
|
camera.backgroundColor = Color.gray;
|
|
camera.clearFlags = CameraClearFlags.Color;
|
|
// this used to be "-Vector3.forward * num" but I hardcoded my camera position instead
|
|
camera.transform.position = new Vector3(0f, 1.4f, 1.5f);
|
|
camera.transform.rotation = Quaternion.Euler(0, 180f, 0);
|
|
camera.nearClipPlane = 0.3f;
|
|
camera.farClipPlane = distance + magnitude * 1.1f;
|
|
}
|
|
|
|
public PreviewFaceRenderer(GameObject prefab)
|
|
{
|
|
m_prefab = prefab;
|
|
m_previewUtility = new PreviewRenderUtility();
|
|
|
|
// if we already instantiated a PreviewInstance previously but just lost the reference, then use that same instance instead of making a new one
|
|
var oldInstance = GameObject.Find(PreviewInstanceName);
|
|
if (oldInstance != null)
|
|
{
|
|
m_previewInstance = oldInstance;
|
|
}
|
|
else
|
|
{ // no previous instance detected, so now let's make a fresh one
|
|
// very important: this loads the PreviewInstance prefab and temporarily instantiates it into PreviewInstance
|
|
m_previewInstance = (GameObject)GameObject.Instantiate(m_prefab, m_prefab.transform.position, m_prefab.transform.rotation);
|
|
m_previewInstance.name = PreviewInstanceName;
|
|
// HideFlags are special editor-only settings that let you have *secret* GameObjects in a scene, or to tell Unity not to save that temporary GameObject as part of the scene
|
|
m_previewInstance.hideFlags = HideFlags.DontSaveInEditor | HideFlags.DontSaveInBuild; // you could also hide it from the hierarchy or inspector, but personally I like knowing everything that's there
|
|
}
|
|
|
|
m_Renderers = m_previewInstance.transform.Traverse()
|
|
.Select(x => x.GetComponent<SkinnedMeshRenderer>())
|
|
.Where(x => x != null && x.sharedMesh != null)
|
|
.ToArray();
|
|
m_baked = m_Renderers.Select(x => x.sharedMesh)
|
|
.ToArray();
|
|
for (int i = 0; i < m_Renderers.Length; ++i)
|
|
{
|
|
if (m_baked[i] == null)
|
|
{
|
|
m_baked[i] = new Mesh();
|
|
}
|
|
m_Renderers[i].BakeMesh(m_baked[i]);
|
|
|
|
m_bounds.Expand(m_baked[i].bounds.min);
|
|
m_bounds.Expand(m_baked[i].bounds.max);
|
|
}
|
|
}
|
|
|
|
public Texture Render(Rect r, GUIStyle background)
|
|
{
|
|
// we are technically rendering everything in the scene, so scene fog might affect it...
|
|
bool fog = RenderSettings.fog; // ... let's remember the current fog setting...
|
|
Unsupported.SetRenderSettingsUseFogNoDirty(false); // ... and then temporarily turn it off
|
|
try
|
|
{
|
|
m_previewUtility.BeginPreview(r, background); // set up the PreviewRenderUtility's mini internal scene
|
|
|
|
_Render();
|
|
|
|
// VERY IMPORTANT: this manually tells the camera to render and produce the render texture
|
|
m_previewUtility.m_Camera.Render();
|
|
|
|
// reset the scene's fog from before
|
|
return m_previewUtility.EndPreview(); // grab the RenderTexture resulting from DoRenderPreview() > RenderMeshPreview() > PreviewRenderUtility.m_Camera.Render()
|
|
}
|
|
finally
|
|
{
|
|
Unsupported.SetRenderSettingsUseFogNoDirty(fog);
|
|
}
|
|
}
|
|
|
|
private void _Render()
|
|
{
|
|
// setup the ObjectPreview's camera
|
|
SetupCamera(m_previewUtility.m_Camera);
|
|
|
|
// very important: we have to call BakeMesh, to bake that animated SkinnedMesh into a plain static Mesh suitable for Graphics.DrawMesh()
|
|
for(int j=0; j<m_Renderers.Length; ++j)
|
|
{
|
|
var renderer = m_Renderers[j];
|
|
var mesh = m_baked[j];
|
|
|
|
// now, actually render out the RenderTexture
|
|
//RenderMeshPreview(previewMesh, skinMeshRender.sharedMaterials);
|
|
// submesh support, in case the mesh is made of multiple parts
|
|
int subMeshCount = mesh.subMeshCount;
|
|
for (int i = 0; i < subMeshCount; i++)
|
|
{
|
|
// PreviewRenderUtility.DrawMesh() actually draws the mesh
|
|
m_previewUtility.DrawMesh(mesh,
|
|
renderer.transform.position, renderer.transform.rotation,
|
|
renderer.sharedMaterials[i], i);
|
|
}
|
|
}
|
|
}
|
|
|
|
#region IDisposable Support
|
|
private bool disposedValue = false; // 重複する呼び出しを検出するには
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (!disposedValue)
|
|
{
|
|
if (disposing)
|
|
{
|
|
// TODO: マネージ状態を破棄します (マネージ オブジェクト)。
|
|
if (this.m_previewUtility != null)
|
|
{
|
|
this.m_previewUtility.Cleanup();
|
|
this.m_previewUtility = null;
|
|
}
|
|
if (m_previewInstance != null)
|
|
{
|
|
GameObject.DestroyImmediate(m_previewInstance);
|
|
}
|
|
}
|
|
|
|
// TODO: アンマネージ リソース (アンマネージ オブジェクト) を解放し、下のファイナライザーをオーバーライドします。
|
|
// TODO: 大きなフィールドを null に設定します。
|
|
|
|
disposedValue = true;
|
|
}
|
|
}
|
|
|
|
// TODO: 上の Dispose(bool disposing) にアンマネージ リソースを解放するコードが含まれる場合にのみ、ファイナライザーをオーバーライドします。
|
|
// ~PreviewFaceRenderer() {
|
|
// // このコードを変更しないでください。クリーンアップ コードを上の Dispose(bool disposing) に記述します。
|
|
// Dispose(false);
|
|
// }
|
|
|
|
// このコードは、破棄可能なパターンを正しく実装できるように追加されました。
|
|
public void Dispose()
|
|
{
|
|
// このコードを変更しないでください。クリーンアップ コードを上の Dispose(bool disposing) に記述します。
|
|
Dispose(true);
|
|
// TODO: 上のファイナライザーがオーバーライドされる場合は、次の行のコメントを解除してください。
|
|
// GC.SuppressFinalize(this);
|
|
}
|
|
#endregion
|
|
}
|
|
}
|