CubismMaskTexture.cs 8.4 KB

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  1. /**
  2. * Copyright(c) Live2D Inc. All rights reserved.
  3. *
  4. * Use of this source code is governed by the Live2D Open Software license
  5. * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
  6. */
  7. using System.Collections.Generic;
  8. using UnityEngine;
  9. using UnityEngine.Rendering;
  10. namespace Live2D.Cubism.Rendering.Masking
  11. {
  12. /// <summary>
  13. /// Texture for rendering masks.
  14. /// </summary>
  15. [CreateAssetMenu(menuName = "Live2D Cubism/Mask Texture")]
  16. public sealed class CubismMaskTexture : ScriptableObject, ICubismMaskCommandSource
  17. {
  18. #region Conversion
  19. /// <summary>
  20. /// Converts a <see cref="CubismMaskTexture"/> to a <see cref="Texture"/>.
  21. /// </summary>
  22. /// <param name="value">Value to convert.</param>
  23. public static implicit operator Texture(CubismMaskTexture value)
  24. {
  25. return value.RenderTexture;
  26. }
  27. #endregion
  28. /// <summary>
  29. /// The global mask texture.
  30. /// </summary>
  31. public static CubismMaskTexture GlobalMaskTexture
  32. {
  33. get { return Resources.Load<CubismMaskTexture>("Live2D/Cubism/GlobalMaskTexture"); }
  34. }
  35. /// <summary>
  36. /// <see cref="Size"/> backing field.
  37. /// </summary>
  38. [SerializeField, HideInInspector]
  39. private int _size = 1024;
  40. /// <summary>
  41. /// Texture size in pixels.
  42. /// </summary>
  43. public int Size
  44. {
  45. get { return _size; }
  46. set
  47. {
  48. // Return early if same value given.
  49. if (value == _size)
  50. {
  51. return;
  52. }
  53. // Fail silently if not power-of-two.
  54. if (!value.IsPowerOfTwo())
  55. {
  56. return;
  57. }
  58. // Apply changes.
  59. _size = value;
  60. RefreshRenderTexture();
  61. }
  62. }
  63. /// <summary>
  64. /// Channel count.
  65. /// </summary>
  66. public int Channels
  67. {
  68. get { return 4; }
  69. }
  70. /// <summary>
  71. /// <see cref="Subdivisions"/> backing field.
  72. /// </summary>
  73. [SerializeField, HideInInspector]
  74. private int _subdivisions = 3;
  75. /// <summary>
  76. /// Subdivision level.
  77. /// </summary>
  78. public int Subdivisions
  79. {
  80. get { return _subdivisions; }
  81. set
  82. {
  83. if (value == _subdivisions)
  84. {
  85. return;
  86. }
  87. // Apply changes.
  88. _subdivisions = value;
  89. RefreshRenderTexture();
  90. }
  91. }
  92. /// <summary>
  93. /// Tile pool 'allocator'.
  94. /// </summary>
  95. private CubismMaskTilePool TilePool { get; set; }
  96. /// <summary>
  97. /// <see cref="RenderTexture"/> backing field.
  98. /// </summary>
  99. private RenderTexture _renderTexture;
  100. /// <summary>
  101. /// <see cref="RenderTexture"/> to draw on.
  102. /// </summary>
  103. private RenderTexture RenderTexture
  104. {
  105. get
  106. {
  107. if (_renderTexture == null)
  108. {
  109. RefreshRenderTexture();
  110. }
  111. return _renderTexture;
  112. }
  113. set { _renderTexture = value; }
  114. }
  115. /// <summary>
  116. /// Sources.
  117. /// </summary>
  118. private List<SourcesItem> Sources { get; set; }
  119. /// <summary>
  120. /// True if instance is revived.
  121. /// </summary>
  122. private bool IsRevived
  123. {
  124. get { return TilePool != null; }
  125. }
  126. /// <summary>
  127. /// True if instance contains any sources.
  128. /// </summary>
  129. private bool ContainsSources
  130. {
  131. get { return Sources != null && Sources.Count > 0; }
  132. }
  133. #region Interface For ICubismMaskSources
  134. /// <summary>
  135. /// Add source of masks for drawing.
  136. /// </summary>
  137. public void AddSource(ICubismMaskTextureCommandSource source)
  138. {
  139. // Make sure instance is valid.
  140. TryRevive();
  141. // Initialize container if necessary.
  142. if (Sources == null)
  143. {
  144. Sources = new List<SourcesItem>();
  145. }
  146. // Return early if source already exists.
  147. else if (Sources.FindIndex(i => i.Source == source) != -1)
  148. {
  149. return;
  150. }
  151. // Register source.
  152. var item = new SourcesItem
  153. {
  154. Source = source,
  155. Tiles = TilePool.AcquireTiles(source.GetNecessaryTileCount())
  156. };
  157. Sources.Add(item);
  158. // Apply tiles to source.
  159. source.SetTiles(item.Tiles);
  160. }
  161. /// <summary>
  162. /// Remove source of masks
  163. /// </summary>
  164. public void RemoveSource(ICubismMaskTextureCommandSource source)
  165. {
  166. // Return early if empty.
  167. if (!ContainsSources)
  168. {
  169. return;
  170. }
  171. var itemIndex = Sources.FindIndex(i => i.Source == source);
  172. // Return if source is invalid.
  173. if (itemIndex == -1)
  174. {
  175. return;
  176. }
  177. // Return tiles and deregister source.
  178. TilePool.ReturnTiles(Sources[itemIndex].Tiles);
  179. Sources.RemoveAt(itemIndex);
  180. }
  181. #endregion
  182. private void TryRevive()
  183. {
  184. // Return early if already revived.
  185. if (IsRevived)
  186. {
  187. return;
  188. }
  189. RefreshRenderTexture();
  190. }
  191. private void ReinitializeSources()
  192. {
  193. // Reallocate tiles if sources exist.
  194. if (ContainsSources)
  195. {
  196. for (var i = 0; i < Sources.Count; ++i)
  197. {
  198. var source = Sources[i];
  199. source.Tiles = TilePool.AcquireTiles(source.Source.GetNecessaryTileCount());
  200. source.Source.SetTiles(source.Tiles);
  201. Sources[i] = source;
  202. }
  203. }
  204. }
  205. private void RefreshRenderTexture()
  206. {
  207. // Recreate render texture.
  208. RenderTexture = new RenderTexture(Size, Size, 0, RenderTextureFormat.ARGB32);
  209. // Recreate allocator.
  210. TilePool = new CubismMaskTilePool(Subdivisions, Channels);
  211. // Reinitialize sources.
  212. ReinitializeSources();
  213. }
  214. #region Unity Event Handling
  215. /// <summary>
  216. /// Initializes instance.
  217. /// </summary>
  218. // ReSharper disable once UnusedMember.Local
  219. private void OnEnable()
  220. {
  221. CubismMaskCommandBuffer.AddSource(this);
  222. }
  223. /// <summary>
  224. /// Finalizes instance.
  225. /// </summary>
  226. // ReSharper disable once UnusedMember.Local
  227. private void OnDestroy()
  228. {
  229. CubismMaskCommandBuffer.RemoveSource(this);
  230. }
  231. #endregion
  232. #region ICubismMaskCommandSource
  233. /// <summary>
  234. /// Called to enqueue source.
  235. /// </summary>
  236. /// <param name="buffer">Buffer to enqueue in.</param>
  237. void ICubismMaskCommandSource.AddToCommandBuffer(CommandBuffer buffer)
  238. {
  239. // Return early if empty.
  240. if (!ContainsSources)
  241. {
  242. return;
  243. }
  244. // Enqueue render target.
  245. buffer.SetRenderTarget(RenderTexture);
  246. buffer.ClearRenderTarget(false, true, Color.clear);
  247. // Enqueue sources.
  248. for (var i = 0; i < Sources.Count; ++i)
  249. {
  250. Sources[i].Source.AddToCommandBuffer(buffer);
  251. }
  252. }
  253. #endregion
  254. #region Source Item
  255. /// <summary>
  256. /// Source of masks and its tiles
  257. /// </summary>
  258. private struct SourcesItem
  259. {
  260. /// <summary>
  261. /// SourcesItem instance.
  262. /// </summary>
  263. public ICubismMaskTextureCommandSource Source;
  264. /// <summary>
  265. /// Tiles assigned to the instance.
  266. /// </summary>
  267. public CubismMaskTile[] Tiles;
  268. }
  269. #endregion
  270. }
  271. }