UGUI-Mask的底层原理
2021-08-15 本文已影响0人
小飞不会飞_
解释Mask底层的一篇文章:https://aillieo.cn/post/2018-08-02-unity-3d-ugui-source-code-13/
Unity源码中的一些类型介绍
- CanvasData:Canvas在底层合批数据相关的结构体
- CanvasHandle:CanvasData数据句柄
- UIInstruction:在rebuild阶段的合批数据结构
- RenderableUIInstruction:真正用于渲染的合批数据结构
每个Canvas对应一个CanvasData,有两个CanvasHandle(Push和Pop),每个CanvasHandle持有CanvasData,每个CanvasData保存有该Canvas的UIInstruction。
句柄.png
Unity内部渲染UI分为Push和Pop两种模式,可以理解为底层渲染Canvas有两个队列:Push和Pop,先Push后Pop。所以CanvasRenderer就有两种渲染模式。(CanvasRenderer.h)
push和pop.png
Canvas.AddRenderersToCanvas函数是把Renderer加入到Canvas渲染队列中的功能:(Canvas.cpp中的函数)
static void AddRenderersToCanvas(JobFence& batchesBuiltFence, const Transform* start, Canvas* toAdd, int& nestedDepth)
{
CanvasRenderer* renderer = start->QueryComponent<CanvasRenderer>();
Canvas* canvas = NULL;
if (renderer && renderer->IsActive())
{
// Find the canvas that the Renderer is associated with
canvas = FindAncestorComponent<Canvas>(renderer->GetGameObject());
Assert(canvas != NULL);
// Attach it if it is THIS
if (canvas == toAdd)
{
// Synchronizing with the UI batch generation jobs is required because the UI batch generation jobs use this data
// The synchronization is delegated to the higher level calling code, assert here if the jobs haven't completed
AssertFormatMsg(FenceHasBeenSynced(batchesBuiltFence), "%s", "UI batch generation jobs still running: please report this as a bug with a reproduction case");
renderer->AttachToCanvas(batchesBuiltFence, toAdd, CanvasRenderer::kPushInstruction);
}
else // otherwise insert a nesting command
{
//…………(省略多行
}
}
//…………(省略多行
if (canvas == toAdd && renderer && renderer->GetHasPopInstruction() && renderer->IsActive())
{
// Synchronizing with the UI batch generation jobs is required because the UI batch generation jobs use this data
// The synchronization is delegated to the higher level calling code, assert here if the jobs haven't completed
AssertFormatMsg(FenceHasBeenSynced(batchesBuiltFence), "%s", "UI batch generation jobs still running: please report this as a bug with a reproduction case");
renderer->AttachToCanvas(batchesBuiltFence, toAdd, CanvasRenderer::kPopInstruction);
}
}
这个函数大多是在CanvasRenderer出现(Enable)的时候被调用。目前UGUI中只有Mask用到Pop队列,其余组件都是在Push队列。
由此再来理解Mask实现原理就好多了,跟Mask相关的脚本有几个:
- IMaterialModifier:材质修改器,在渲染时会调用这个函数获取用于渲染的材质,此时可根据情况返回不同的材质。
- IMaskable:
- StencilMaterial:管理Mask相关材质的,对象池。
如下代码摘自CanvasRenderer.cs文件
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
//…………(省略多行
//第一级Mask
// if we are at the first level...
// we want to destroy what is there
if (desiredStencilBit == 1)
{
var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, m_ShowMaskGraphic ? ColorWriteMask.All : 0);
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMaterial;
var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
StencilMaterial.Remove(m_UnmaskMaterial);
m_UnmaskMaterial = unmaskMaterial;
graphic.canvasRenderer.popMaterialCount = 1;
graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);
return m_MaskMaterial;
}
//…………(省略多行
return m_MaskMaterial;
}
该代码设置了mask和unmask,红字部分,unmask设置在Pop队列。
RectMask2D是另一个方式实现,把裁剪矩形传入到每个材质中。