140 lines
7.2 KiB
C#
140 lines
7.2 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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namespace UnityEngine.Rendering
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{
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[Flags]
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internal enum InstanceComponentGroup : uint
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{
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Default = 1 << 0,
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Wind = 1 << 1,
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LightProbe = 1 << 2,
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Lightmap = 1 << 3,
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DefaultWind = Default | Wind,
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DefaultLightProbe = Default | LightProbe,
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DefaultLightmap = Default | Lightmap,
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DefaultWindLightProbe = Default | Wind | LightProbe,
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DefaultWindLightmap = Default | Wind | Lightmap,
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}
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internal struct RenderersParameters
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{
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static private int s_uintSize = UnsafeUtility.SizeOf<uint>();
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[Flags]
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public enum Flags
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{
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None = 0,
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UseBoundingSphereParameter = 1 << 0
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}
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public static class ParamNames
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{
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public static readonly int _BaseColor = Shader.PropertyToID("_BaseColor");
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public static readonly int unity_SpecCube0_HDR = Shader.PropertyToID("unity_SpecCube0_HDR");
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public static readonly int unity_SHCoefficients = Shader.PropertyToID("unity_SHCoefficients");
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public static readonly int unity_LightmapST = Shader.PropertyToID("unity_LightmapST");
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public static readonly int unity_ObjectToWorld = Shader.PropertyToID("unity_ObjectToWorld");
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public static readonly int unity_WorldToObject = Shader.PropertyToID("unity_WorldToObject");
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public static readonly int unity_MatrixPreviousM = Shader.PropertyToID("unity_MatrixPreviousM");
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public static readonly int unity_MatrixPreviousMI = Shader.PropertyToID("unity_MatrixPreviousMI");
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public static readonly int unity_WorldBoundingSphere = Shader.PropertyToID("unity_WorldBoundingSphere");
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public static readonly int[] DOTS_ST_WindParams = new int[(int)SpeedTreeWindParamIndex.MaxWindParamsCount];
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public static readonly int[] DOTS_ST_WindHistoryParams = new int[(int)SpeedTreeWindParamIndex.MaxWindParamsCount];
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static ParamNames()
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{
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for(int i = 0; i < (int)SpeedTreeWindParamIndex.MaxWindParamsCount; ++i)
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{
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DOTS_ST_WindParams[i] = Shader.PropertyToID($"DOTS_ST_WindParam{i}");
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DOTS_ST_WindHistoryParams[i] = Shader.PropertyToID($"DOTS_ST_WindHistoryParam{i}");
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}
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}
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}
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public static GPUInstanceDataBuffer CreateInstanceDataBuffer(Flags flags, in InstanceNumInfo instanceNumInfo)
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{
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using (var builder = new GPUInstanceDataBufferBuilder())
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{
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builder.AddComponent<Vector4>(ParamNames._BaseColor, isOverriden: false, isPerInstance: false, InstanceType.MeshRenderer);
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builder.AddComponent<Vector4>(ParamNames.unity_SpecCube0_HDR, isOverriden: false, isPerInstance: false, InstanceType.MeshRenderer);
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builder.AddComponent<SHCoefficients>(ParamNames.unity_SHCoefficients, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer, InstanceComponentGroup.LightProbe);
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builder.AddComponent<Vector4>(ParamNames.unity_LightmapST, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer, InstanceComponentGroup.Lightmap);
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builder.AddComponent<PackedMatrix>(ParamNames.unity_ObjectToWorld, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer);
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builder.AddComponent<PackedMatrix>(ParamNames.unity_WorldToObject, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer);
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builder.AddComponent<PackedMatrix>(ParamNames.unity_MatrixPreviousM, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer);
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builder.AddComponent<PackedMatrix>(ParamNames.unity_MatrixPreviousMI, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer);
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if ((flags & Flags.UseBoundingSphereParameter) != 0)
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{
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builder.AddComponent<Vector4>(ParamNames.unity_WorldBoundingSphere, isOverriden: true, isPerInstance: true, InstanceType.MeshRenderer);
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}
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//@ Most of SpeedTree parameters could be packed in fp16. Do later.
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for (int i = 0; i < (int)SpeedTreeWindParamIndex.MaxWindParamsCount; ++i)
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builder.AddComponent<Vector4>(ParamNames.DOTS_ST_WindParams[i], isOverriden: true, isPerInstance: true, InstanceType.SpeedTree, InstanceComponentGroup.Wind);
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for (int i = 0; i < (int)SpeedTreeWindParamIndex.MaxWindParamsCount; ++i)
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builder.AddComponent<Vector4>(ParamNames.DOTS_ST_WindHistoryParams[i], isOverriden: true, isPerInstance: true, InstanceType.SpeedTree, InstanceComponentGroup.Wind);
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return builder.Build(instanceNumInfo);
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}
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}
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public struct ParamInfo
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{
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public int index;
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public int gpuAddress;
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public int uintOffset;
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public bool valid => index != 0;
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}
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public ParamInfo lightmapScale;
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public ParamInfo localToWorld;
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public ParamInfo worldToLocal;
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public ParamInfo matrixPreviousM;
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public ParamInfo matrixPreviousMI;
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public ParamInfo shCoefficients;
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public ParamInfo boundingSphere;
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public ParamInfo[] windParams;
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public ParamInfo[] windHistoryParams;
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public RenderersParameters(in GPUInstanceDataBuffer instanceDataBuffer)
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{
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ParamInfo GetParamInfo(in GPUInstanceDataBuffer instanceDataBuffer, int paramNameIdx, bool assertOnFail = true)
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{
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int gpuAddress = instanceDataBuffer.GetGpuAddress(paramNameIdx, assertOnFail);
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int index = instanceDataBuffer.GetPropertyIndex(paramNameIdx, assertOnFail);
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return new ParamInfo()
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{
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index = index,
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gpuAddress = gpuAddress,
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uintOffset = gpuAddress / s_uintSize
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};
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}
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lightmapScale = GetParamInfo(instanceDataBuffer, ParamNames.unity_LightmapST);
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localToWorld = GetParamInfo(instanceDataBuffer, ParamNames.unity_ObjectToWorld);
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worldToLocal = GetParamInfo(instanceDataBuffer, ParamNames.unity_WorldToObject);
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matrixPreviousM = GetParamInfo(instanceDataBuffer, ParamNames.unity_MatrixPreviousM);
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matrixPreviousMI = GetParamInfo(instanceDataBuffer, ParamNames.unity_MatrixPreviousMI);
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shCoefficients = GetParamInfo(instanceDataBuffer, ParamNames.unity_SHCoefficients);
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boundingSphere = GetParamInfo(instanceDataBuffer, ParamNames.unity_WorldBoundingSphere, assertOnFail: false);
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windParams = new ParamInfo[(int)SpeedTreeWindParamIndex.MaxWindParamsCount];
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windHistoryParams = new ParamInfo[(int)SpeedTreeWindParamIndex.MaxWindParamsCount];
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for (int i = 0; i < (int)SpeedTreeWindParamIndex.MaxWindParamsCount; ++i)
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{
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windParams[i] = GetParamInfo(instanceDataBuffer, ParamNames.DOTS_ST_WindParams[i]);
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windHistoryParams[i] = GetParamInfo(instanceDataBuffer, ParamNames.DOTS_ST_WindHistoryParams[i]);
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}
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}
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}
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}
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