游戏中的设计模式之享元模式 笔记

原文来自:https://github.com/TYJia/GameDesignPattern_U3D_Version

左半部分为享元模式下,只有一个CubeBase,通过ObjInstancing(int num)讲共享的网格、材质及一个Transform信息表传递给GPU,只有一个Draw Call,所以效率极高

右半部分为关闭享元模式后的做法,每生成一个Cube都会重新实例化一个立方体,并向GPU发送一次网格、材质和位置信息,所以1000个立方体就需要1000个Draw Call,效率极低

享元模式思想:不同的实例共享相同的特性(共性),同时保留自己的特性部分,以达到极大减小开销的效果

 

具体操作:

  • 传递的信息享元化,可以节约计算时间
  • 存储的信息享元化,可以节约占用的空间
  • 所以享元模式可以减少时间与空间上的代价

扩展:可与对象池联动,进一步减少内存的开销

 

CubeBase.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CubeBase : MonoBehaviour
{

    private MeshRenderer mMR;
    private MeshFilter mMF;
    private Mesh mSharedMesh;
    private Material mSharedMaterial;
    private Matrix4x4[] TransInfos;

    private void Start()
    {
        Init();
    }

    public void Init()
    {
        mMR = GetComponent<MeshRenderer>();
        mMF = GetComponent<MeshFilter>();
        mSharedMaterial = mMR.sharedMaterial;
        mSharedMesh = mMF.sharedMesh;
    }

    internal void ObjInstancing(int num)
    {
        TransInfos = new Matrix4x4[num];
        for (int i = 0; i < num; i++)
        {
            SpecificAttributes sa = new SpecificAttributes();
            TransInfos[i] = sa.TransMatrix;
        }
        Graphics.DrawMeshInstanced(mSharedMesh, 0, mSharedMaterial, TransInfos);
    }
}

FlyweightManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FlyweightManager : MonoBehaviour
{

    public GameObject TheObj;
    public bool IsFlyweight = true;

    private List<Transform> ObjTrs;

    void Start()
    {
        ObjTrs = new List<Transform>();

    }

    void Update()
    {
        if (IsFlyweight == false)
        {
            GenerateObjsWithoutInstancing(1000);
        }
        else
        {
            GenerateObjsWithInstancing(1000);
        }
    }

    public void GenerateObjsWithInstancing(int num)
    {
        for (int i = 0; i < ObjTrs.Count; i++)
        {
            DestroyImmediate(ObjTrs[i].gameObject);
        }
        ObjTrs.Clear();
        TheObj.GetComponent<CubeBase>().ObjInstancing(num);
    }

    public void GenerateObjsWithoutInstancing(int num)
    {
        for (int i = 0; i < ObjTrs.Count; i++)
        {
            DestroyImmediate(ObjTrs[i].gameObject);
        }
        ObjTrs.Clear();
        for (int i = 0; i < num; i++)
        {
            SpecificAttributes sa = new SpecificAttributes();
            Transform tr = Instantiate(TheObj, sa.mPos, sa.mRot).transform;
            tr.GetComponent<MeshRenderer>().material.color = Color.white;
            tr.localScale = sa.mScale;
            ObjTrs.Add(tr);
        }
    }
}

SpecificAttributes.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

internal class SpecificAttributes
{
    public Matrix4x4 TransMatrix;
    internal Vector3 mPos;
    internal Vector3 mScale;
    internal Quaternion mRot;
    public SpecificAttributes()
    {
        mPos = UnityEngine.Random.insideUnitSphere * 10;
        mRot = Quaternion.LookRotation(UnityEngine.Random.insideUnitSphere);
        mScale = Vector3.one * UnityEngine.Random.Range(1, 3);
        TransMatrix = Matrix4x4.TRS(mPos, mRot, mScale);
    }
}

 

DiffuseSpec.shader

Shader "Custom/DiffuseSpec" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
		// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
		// #pragma instancing_options assumeuniformscaling
		UNITY_INSTANCING_BUFFER_START(Props)
			// put more per-instance properties here
		UNITY_INSTANCING_BUFFER_END(Props)

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

 

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