487 lines
19 KiB
C#
487 lines
19 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEditor;
|
||
|
using UnityEngine.Rendering;
|
||
|
|
||
|
namespace UnityEngine.Experimental.Rendering
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Set of data used to create a XRPass object.
|
||
|
/// </summary>
|
||
|
public struct XRPassCreateInfo
|
||
|
{
|
||
|
internal RenderTargetIdentifier renderTarget;
|
||
|
internal RenderTextureDescriptor renderTargetDesc;
|
||
|
internal RenderTargetIdentifier motionVectorRenderTarget;
|
||
|
internal RenderTextureDescriptor motionVectorRenderTargetDesc;
|
||
|
internal ScriptableCullingParameters cullingParameters;
|
||
|
internal Material occlusionMeshMaterial;
|
||
|
internal float occlusionMeshScale;
|
||
|
internal IntPtr foveatedRenderingInfo;
|
||
|
internal int multipassId;
|
||
|
internal int cullingPassId;
|
||
|
internal bool copyDepth;
|
||
|
internal bool hasMotionVectorPass;
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
internal UnityEngine.XR.XRDisplaySubsystem.XRRenderPass xrSdkRenderPass;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// XRPass holds the render target information and a list of XRView.
|
||
|
/// XRView contains the parameters required to render (projection and view matrices, viewport, etc)
|
||
|
/// When a pass has 2 views or more, single-pass will be active if the platform supports it.
|
||
|
/// To avoid allocating every frame, XRView is a struct and XRPass is pooled.
|
||
|
/// </summary>
|
||
|
public class XRPass
|
||
|
{
|
||
|
readonly List<XRView> m_Views;
|
||
|
readonly XROcclusionMesh m_OcclusionMesh;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Parameterless constructor.
|
||
|
/// Note: in order to avoid GC, the render pipeline should use XRPass.Create instead of this method.
|
||
|
/// </summary>
|
||
|
public XRPass()
|
||
|
{
|
||
|
m_Views = new List<XRView>(2);
|
||
|
m_OcclusionMesh = new XROcclusionMesh(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Default allocator method for XRPass.
|
||
|
/// </summary>
|
||
|
/// <param name="createInfo"> A descriptor used to create and initialize the XRPass. </param>
|
||
|
/// <returns> Default XRPass created from createInfo descriptor. </returns>
|
||
|
public static XRPass CreateDefault(XRPassCreateInfo createInfo)
|
||
|
{
|
||
|
XRPass pass = GenericPool<XRPass>.Get();
|
||
|
pass.InitBase(createInfo);
|
||
|
return pass;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Default release method. Can be overridden by render pipelines.
|
||
|
/// </summary>
|
||
|
virtual public void Release()
|
||
|
{
|
||
|
GenericPool<XRPass>.Release(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the pass contains at least one view.
|
||
|
/// </summary>
|
||
|
public bool enabled
|
||
|
{
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
get => viewCount > 0;
|
||
|
#else
|
||
|
get => false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the pass can use foveated rendering commands.
|
||
|
/// </summary>
|
||
|
public bool supportsFoveatedRendering
|
||
|
{
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
get => enabled && foveatedRenderingInfo != IntPtr.Zero && XRSystem.foveatedRenderingCaps != FoveatedRenderingCaps.None;
|
||
|
#else
|
||
|
get => false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, the render pipeline is expected to output a valid depth buffer to the renderTarget.
|
||
|
/// </summary>
|
||
|
public bool copyDepth { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, the render pipeline is expected to generate motion data and output to the motionVectorRenderTarget.
|
||
|
/// </summary>
|
||
|
public bool hasMotionVectorPass { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, is the first pass of a xr camera
|
||
|
/// </summary>
|
||
|
public bool isFirstCameraPass => multipassId == 0;
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, is the last pass of a xr camera
|
||
|
/// Multipass last pass: pass ID == 1, viewCount == 1
|
||
|
/// Singlepass last pass: pass ID == 0, viewCount ==2
|
||
|
/// Emptypass(non-XR) last pass: pass ID == 0, viewCount == 0
|
||
|
/// </summary>
|
||
|
public bool isLastCameraPass => (multipassId == 1 && viewCount <= 1) || (multipassId == 0 && viewCount > 1) || (multipassId == 0 && viewCount == 0) /* ViewCount 0 handles the empty pass*/;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Index of the pass inside the frame.
|
||
|
/// </summary>
|
||
|
public int multipassId { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Index used for culling. It can be shared between multiple passes.
|
||
|
/// </summary>
|
||
|
public int cullingPassId { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destination render target.
|
||
|
/// </summary>
|
||
|
public RenderTargetIdentifier renderTarget { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destination render target descriptor.
|
||
|
/// </summary>
|
||
|
public RenderTextureDescriptor renderTargetDesc { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destination render target for motion vectors
|
||
|
/// </summary>
|
||
|
public RenderTargetIdentifier motionVectorRenderTarget { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destination render target descriptor for motion vectors.
|
||
|
/// </summary>
|
||
|
public RenderTextureDescriptor motionVectorRenderTargetDesc { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Parameters used for culling.
|
||
|
/// </summary>
|
||
|
public ScriptableCullingParameters cullingParams { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the number of views inside this pass.
|
||
|
/// </summary>
|
||
|
public int viewCount { get => m_Views.Count; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, the render pipeline is expected to use single-pass techniques to save CPU time.
|
||
|
/// </summary>
|
||
|
public bool singlePassEnabled { get => viewCount > 1; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Native pointer from the XR plugin to be consumed by ConfigureFoveatedRendering.
|
||
|
/// </summary>
|
||
|
public IntPtr foveatedRenderingInfo { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true when the active display has HDR enabled.
|
||
|
/// </summary>
|
||
|
public bool isHDRDisplayOutputActive
|
||
|
{
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
get => XRSystem.GetActiveDisplay().hdrOutputSettings?.active ?? false;
|
||
|
#else
|
||
|
get => false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns color gamut of the active HDR display.
|
||
|
/// </summary>
|
||
|
public ColorGamut hdrDisplayOutputColorGamut
|
||
|
{
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
get => XRSystem.GetActiveDisplay().hdrOutputSettings?.displayColorGamut ?? ColorGamut.sRGB;
|
||
|
#else
|
||
|
get => ColorGamut.sRGB;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns HDR display information of the active HDR display.
|
||
|
/// </summary>
|
||
|
public HDROutputUtils.HDRDisplayInformation hdrDisplayOutputInformation
|
||
|
{
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
get => new HDROutputUtils.HDRDisplayInformation(
|
||
|
XRSystem.GetActiveDisplay().hdrOutputSettings?.maxFullFrameToneMapLuminance ?? -1,
|
||
|
XRSystem.GetActiveDisplay().hdrOutputSettings?.maxToneMapLuminance ?? -1,
|
||
|
XRSystem.GetActiveDisplay().hdrOutputSettings?.minToneMapLuminance ?? -1,
|
||
|
XRSystem.GetActiveDisplay().hdrOutputSettings?.paperWhiteNits ?? 160.0f
|
||
|
);
|
||
|
#else
|
||
|
get => new HDROutputUtils.HDRDisplayInformation(-1, -1, -1, 160.0f);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Scaling factor used when drawing the occlusion mesh.
|
||
|
/// </summary>
|
||
|
public float occlusionMeshScale { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the projection matrix for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> XR projection matrix for the specified XRView. </returns>
|
||
|
public Matrix4x4 GetProjMatrix(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].projMatrix;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the view matrix for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> XR view matrix for the specified XRView. </returns>
|
||
|
public Matrix4x4 GetViewMatrix(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].viewMatrix;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the previous frame view matrix for a given view is valid.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> Boolean describing if previous frame view matrix for a given view is valid. </returns>
|
||
|
public bool GetPrevViewValid(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].isPrevViewMatrixValid;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the previous frame view matrix for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> Previous frame XR view matrix for the specified XRView. </returns>
|
||
|
public Matrix4x4 GetPrevViewMatrix(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].prevViewMatrix;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the viewport for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> XR viewport rect for the specified XRView. </returns>
|
||
|
public Rect GetViewport(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].viewport;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the occlusion mesh for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> XR occlusion mesh for the specified XRView. </returns>
|
||
|
public Mesh GetOcclusionMesh(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].occlusionMesh;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the destination slice index (for texture array) for a given view.
|
||
|
/// </summary>
|
||
|
/// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
|
||
|
/// <returns> XR target slice index for the specified XRView. </returns>
|
||
|
public int GetTextureArraySlice(int viewIndex = 0)
|
||
|
{
|
||
|
return m_Views[viewIndex].textureArraySlice;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue up render commands to enable single-pass techniques.
|
||
|
/// Note: depending on the platform and settings, either single-pass instancing or the multiview extension will be used.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">CommandBuffer to modify</param>
|
||
|
public void StartSinglePass(CommandBuffer cmd)
|
||
|
{
|
||
|
if (enabled)
|
||
|
{
|
||
|
if (singlePassEnabled)
|
||
|
{
|
||
|
if (viewCount <= TextureXR.slices)
|
||
|
{
|
||
|
if (SystemInfo.supportsMultiview)
|
||
|
{
|
||
|
cmd.EnableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.EnableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON);
|
||
|
cmd.SetInstanceMultiplier((uint)viewCount);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
throw new NotImplementedException($"Invalid XR setup for single-pass, trying to render too many views! Max supported: {TextureXR.slices}");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue up render commands to disable single-pass techniques.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">IRasterCommandBuffer compatible command buffer to modify (This can be a RasterCommandBuffer or an UnsafeCommandBuffer)</param>
|
||
|
public void StartSinglePass(IRasterCommandBuffer cmd)
|
||
|
{
|
||
|
StartSinglePass((cmd as BaseCommandBuffer).m_WrappedCommandBuffer);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue up render commands to disable single-pass techniques.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">CommandBuffer to modify.</param>
|
||
|
public void StopSinglePass(CommandBuffer cmd)
|
||
|
{
|
||
|
if (enabled)
|
||
|
{
|
||
|
if (singlePassEnabled)
|
||
|
{
|
||
|
if (SystemInfo.supportsMultiview)
|
||
|
{
|
||
|
cmd.DisableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.DisableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON);
|
||
|
cmd.SetInstanceMultiplier(1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Queue up render commands to disable single-pass techniques.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">BaseCommandBuffer to modify</param>
|
||
|
public void StopSinglePass(BaseCommandBuffer cmd)
|
||
|
{
|
||
|
StopSinglePass(cmd.m_WrappedCommandBuffer);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the pass was setup with expected mesh and material.
|
||
|
/// </summary>
|
||
|
public bool hasValidOcclusionMesh { get => m_OcclusionMesh.hasValidOcclusionMesh; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Generate commands to render the occlusion mesh for this pass.
|
||
|
/// In single-pass mode : the meshes for all views are combined into one mesh,
|
||
|
/// where the corresponding view index is encoded into each vertex. The keyword
|
||
|
/// "XR_OCCLUSION_MESH_COMBINED" is also enabled when rendering the combined mesh.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">CommandBuffer to modify</param>
|
||
|
/// <param name="renderIntoTexture">Set to true when rendering into a render texture. Used for handling Unity yflip.</param>
|
||
|
public void RenderOcclusionMesh(CommandBuffer cmd, bool renderIntoTexture = false)
|
||
|
{
|
||
|
if(occlusionMeshScale > 0)
|
||
|
m_OcclusionMesh.RenderOcclusionMesh(cmd, occlusionMeshScale, renderIntoTexture);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Generate commands to render the occlusion mesh for this pass.
|
||
|
/// In single-pass mode : the meshes for all views are combined into one mesh,
|
||
|
/// where the corresponding view index is encoded into each vertex. The keyword
|
||
|
/// "XR_OCCLUSION_MESH_COMBINED" is also enabled when rendering the combined mesh.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">RasterCommandBuffer to modify</param>
|
||
|
/// <param name="renderIntoTexture">Set to true when rendering into a render texture. Used for handling Unity yflip.</param>
|
||
|
public void RenderOcclusionMesh(RasterCommandBuffer cmd, bool renderIntoTexture = false)
|
||
|
{
|
||
|
if (occlusionMeshScale > 0)
|
||
|
m_OcclusionMesh.RenderOcclusionMesh(cmd.m_WrappedCommandBuffer, occlusionMeshScale, renderIntoTexture);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Draw debug line for all XR views.
|
||
|
/// </summary>
|
||
|
public void RenderDebugXRViewsFrustum()
|
||
|
{
|
||
|
for(int i = 0; i < m_Views.Count; i++)
|
||
|
{
|
||
|
const float k_DebugVeiwsFrustumDepthZ = 10.0f;
|
||
|
var view = m_Views[i];
|
||
|
var corners = CoreUtils.CalculateViewSpaceCorners(view.projMatrix, k_DebugVeiwsFrustumDepthZ);
|
||
|
|
||
|
// Get world space camera pos
|
||
|
Vector3 worldSpaceCameraPos = -(view.viewMatrix).GetColumn(3);
|
||
|
for(int j = 0; j < 4; j++)
|
||
|
Debug.DrawLine(worldSpaceCameraPos, view.viewMatrix.MultiplyPoint(corners[j]), i == 0 ? Color.green : Color.red);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Take a point that is center-relative (0.5, 0.5) and modify it to be placed relative to the view's center instead, respecting the asymmetric FOV (if it is used)
|
||
|
/// </summary>
|
||
|
/// <param name="center"> Center relative point for symmetric FOV. </param>
|
||
|
/// <returns> View center relative points. First view center is stored in x,y components and second view center is stored in z,w components. </returns>
|
||
|
public Vector4 ApplyXRViewCenterOffset(Vector2 center)
|
||
|
{
|
||
|
Vector4 result = Vector4.zero;
|
||
|
float centerDeltaX = 0.5f - center.x;
|
||
|
float centerDeltaY = 0.5f - center.y;
|
||
|
|
||
|
result.x = m_Views[0].eyeCenterUV.x - centerDeltaX;
|
||
|
result.y = m_Views[0].eyeCenterUV.y - centerDeltaY;
|
||
|
if (singlePassEnabled)
|
||
|
{
|
||
|
// With single-pass XR, we need to add the data for the 2nd view
|
||
|
result.z = m_Views[1].eyeCenterUV.x - centerDeltaX;
|
||
|
result.w = m_Views[1].eyeCenterUV.y - centerDeltaY;
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
internal void AssignView(int viewId, XRView xrView)
|
||
|
{
|
||
|
if (viewId < 0 || viewId >= m_Views.Count)
|
||
|
throw new ArgumentOutOfRangeException(nameof(viewId));
|
||
|
|
||
|
m_Views[viewId] = xrView;
|
||
|
}
|
||
|
|
||
|
internal void AssignCullingParams(int cullingPassId, ScriptableCullingParameters cullingParams)
|
||
|
{
|
||
|
// Disable legacy stereo culling path
|
||
|
cullingParams.cullingOptions &= ~CullingOptions.Stereo;
|
||
|
|
||
|
this.cullingPassId = cullingPassId;
|
||
|
this.cullingParams = cullingParams;
|
||
|
}
|
||
|
|
||
|
internal void UpdateCombinedOcclusionMesh()
|
||
|
{
|
||
|
m_OcclusionMesh.UpdateCombinedMesh();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Initialize the base class fields.
|
||
|
/// </summary>
|
||
|
/// <param name="createInfo"> A descriptor used to create and initialize the XRPass. </param>
|
||
|
public void InitBase(XRPassCreateInfo createInfo)
|
||
|
{
|
||
|
m_Views.Clear();
|
||
|
copyDepth = createInfo.copyDepth;
|
||
|
multipassId = createInfo.multipassId;
|
||
|
AssignCullingParams(createInfo.cullingPassId, createInfo.cullingParameters);
|
||
|
renderTarget = new RenderTargetIdentifier(createInfo.renderTarget, 0, CubemapFace.Unknown, -1);
|
||
|
renderTargetDesc = createInfo.renderTargetDesc;
|
||
|
motionVectorRenderTarget = new RenderTargetIdentifier(createInfo.motionVectorRenderTarget, 0, CubemapFace.Unknown, -1);
|
||
|
motionVectorRenderTargetDesc = createInfo.motionVectorRenderTargetDesc;
|
||
|
hasMotionVectorPass = createInfo.hasMotionVectorPass;
|
||
|
m_OcclusionMesh.SetMaterial(createInfo.occlusionMeshMaterial);
|
||
|
occlusionMeshScale = createInfo.occlusionMeshScale;
|
||
|
foveatedRenderingInfo = createInfo.foveatedRenderingInfo;
|
||
|
}
|
||
|
|
||
|
internal void AddView(XRView xrView)
|
||
|
{
|
||
|
if (m_Views.Count < TextureXR.slices)
|
||
|
{
|
||
|
m_Views.Add(xrView);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
throw new NotImplementedException($"Invalid XR setup for single-pass, trying to add too many views! Max supported: {TextureXR.slices}");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|