using System; using System.Collections.Generic; using UnityEngine.Assertions; using UnityEngine.Rendering; using Unity.Mathematics; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Rendering.UnifiedRayTracing { internal sealed class AccelStructAdapter : IDisposable { private IRayTracingAccelStruct _accelStruct; AccelStructInstances _instances; internal AccelStructInstances Instances { get => _instances; } struct InstanceIDs { public int InstanceID; public int AccelStructID; } private readonly Dictionary _objectHandleToInstances = new(); public AccelStructAdapter(IRayTracingAccelStruct accelStruct, GeometryPool geometryPool) { _accelStruct = accelStruct; _instances = new AccelStructInstances(geometryPool); } public AccelStructAdapter(IRayTracingAccelStruct accelStruct, RayTracingResources resources) : this(accelStruct, new GeometryPool(GeometryPoolDesc.NewDefault(), resources.geometryPoolKernels, resources.copyBuffer)) { } public IRayTracingAccelStruct GetAccelerationStructure() { return _accelStruct; } public GeometryPool GeometryPool => _instances.geometryPool; public void Bind(CommandBuffer cmd, string propertyName, IRayTracingShader shader) { shader.SetAccelerationStructure(cmd, propertyName, _accelStruct); _instances.Bind(cmd, shader); } public void Dispose() { _instances?.Dispose(); _instances = null; _accelStruct?.Dispose(); _accelStruct = null; _objectHandleToInstances.Clear(); } public void AddInstance(int objectHandle, Component meshRendererOrTerrain, Span perSubMeshMask, Span perSubMeshMaterialIDs, uint renderingLayerMask) { if (meshRendererOrTerrain is Terrain terrain) { Debug.Assert(terrain.enabled, "Terrains are expected to be enabled."); var terrainDesc = new TerrainDesc(); terrainDesc.terrain = terrain; terrainDesc.mask = perSubMeshMask[0]; terrainDesc.materialID = perSubMeshMaterialIDs[0]; AddInstance(objectHandle, terrainDesc); } else { var meshRenderer = (MeshRenderer)meshRendererOrTerrain; Debug.Assert(meshRenderer.enabled, "Mesh renderers are expected to be enabled."); Debug.Assert(!meshRenderer.isPartOfStaticBatch, "Mesh renderers are expected to not be part of static batch."); var mesh = meshRenderer.GetComponent().sharedMesh; AddInstance(objectHandle, mesh, meshRenderer.transform.localToWorldMatrix, perSubMeshMask, perSubMeshMaterialIDs, renderingLayerMask); } } public void AddInstance(int objectHandle, Mesh mesh, Matrix4x4 localToWorldMatrix, Span perSubMeshMask, Span perSubMeshMaterialIDs, uint renderingLayerMask) { int subMeshCount = mesh.subMeshCount; var instances = new InstanceIDs[subMeshCount]; for (int i = 0; i < subMeshCount; ++i) { var instanceDesc = new MeshInstanceDesc(mesh, i) { localToWorldMatrix = localToWorldMatrix, mask = perSubMeshMask[i], }; instances[i].InstanceID = _instances.AddInstance(instanceDesc, perSubMeshMaterialIDs[i], renderingLayerMask); instanceDesc.instanceID = (uint)instances[i].InstanceID; instances[i].AccelStructID = _accelStruct.AddInstance(instanceDesc); } _objectHandleToInstances.Add(objectHandle, instances); } private void AddInstance(int objectHandle, TerrainDesc terrainDesc) { List instanceHandles = new List(); AddHeightmap(terrainDesc, ref instanceHandles); AddTrees(terrainDesc, ref instanceHandles); _objectHandleToInstances.Add(objectHandle, instanceHandles.ToArray()); } void AddHeightmap(TerrainDesc terrainDesc, ref List instanceHandles) { var terrainMesh = TerrainToMesh.Convert(terrainDesc.terrain); var instanceDesc = new MeshInstanceDesc(terrainMesh); instanceDesc.localToWorldMatrix = terrainDesc.localToWorldMatrix; instanceDesc.mask = terrainDesc.mask; instanceDesc.enableTriangleCulling = terrainDesc.enableTriangleCulling; instanceDesc.frontTriangleCounterClockwise = terrainDesc.frontTriangleCounterClockwise; instanceHandles.Add(AddInstance(instanceDesc, terrainDesc.materialID, terrainDesc.renderingLayerMask)); } void AddTrees(TerrainDesc terrainDesc, ref List instanceHandles) { TerrainData terrainData = terrainDesc.terrain.terrainData; float4x4 terrainLocalToWorld = terrainDesc.localToWorldMatrix; float3 positionScale = new float3((float)terrainData.heightmapResolution, 1.0f, (float)terrainData.heightmapResolution) * terrainData.heightmapScale; float3 positionOffset = new float3(terrainLocalToWorld[3].x, terrainLocalToWorld[3].y, terrainLocalToWorld[3].z); foreach (var treeInstance in terrainData.treeInstances) { var localToWorld = Matrix4x4.TRS( positionOffset + new float3(treeInstance.position) * positionScale, Quaternion.AngleAxis(treeInstance.rotation, Vector3.up), new Vector3(treeInstance.widthScale, treeInstance.heightScale, treeInstance.widthScale)); var prefab = terrainData.treePrototypes[treeInstance.prototypeIndex].prefab; GameObject go = prefab.gameObject; if (prefab.TryGetComponent(out var lodGroup)) { var groups = lodGroup.GetLODs(); if (groups.Length != 0 && groups[0].renderers.Length != 0) go = (groups[0].renderers[0] as MeshRenderer).gameObject; } if (!go.TryGetComponent(out var filter)) continue; var mesh = filter.sharedMesh; for (int i = 0; i < mesh.subMeshCount; ++i) { var instanceDesc = new MeshInstanceDesc(mesh, i); instanceDesc.localToWorldMatrix = localToWorld; instanceDesc.mask = terrainDesc.mask; instanceDesc.enableTriangleCulling = terrainDesc.enableTriangleCulling; instanceDesc.frontTriangleCounterClockwise = terrainDesc.frontTriangleCounterClockwise; instanceHandles.Add(AddInstance(instanceDesc, terrainDesc.materialID, 1u << prefab.gameObject.layer)); } } } InstanceIDs AddInstance(MeshInstanceDesc instanceDesc, uint materialID, uint renderingLayerMask) { InstanceIDs res = new InstanceIDs(); res.InstanceID = _instances.AddInstance(instanceDesc, materialID, renderingLayerMask); instanceDesc.instanceID = (uint)res.InstanceID; res.AccelStructID = _accelStruct.AddInstance(instanceDesc); return res; } public void RemoveInstance(int objectHandle) { bool success = _objectHandleToInstances.TryGetValue(objectHandle, out var instances); Assert.IsTrue(success); foreach (var instance in instances) { _instances.RemoveInstance(instance.InstanceID); _accelStruct.RemoveInstance(instance.AccelStructID); } _objectHandleToInstances.Remove(objectHandle); } public void UpdateInstanceTransform(int objectHandle, Matrix4x4 localToWorldMatrix) { bool success = _objectHandleToInstances.TryGetValue(objectHandle, out var instances); Assert.IsTrue(success); foreach(var instance in instances) { _instances.UpdateInstanceTransform(instance.InstanceID, localToWorldMatrix); _accelStruct.UpdateInstanceTransform(instance.AccelStructID, localToWorldMatrix); } } public void UpdateInstanceMaterialIDs(int objectHandle, Span perSubMeshMaterialIDs) { bool success = _objectHandleToInstances.TryGetValue(objectHandle, out var instances); Assert.IsTrue(success); Assert.IsTrue(perSubMeshMaterialIDs.Length >= instances.Length); int i = 0; foreach (var instance in instances) { _instances.UpdateInstanceMaterialID(instance.InstanceID, perSubMeshMaterialIDs[i++]); } } public void UpdateInstanceMask(int objectHandle, Span perSubMeshMask) { bool success = _objectHandleToInstances.TryGetValue(objectHandle, out var instances); Assert.IsTrue(success); Assert.IsTrue(perSubMeshMask.Length >= instances.Length); int i = 0; foreach (var instance in instances) { _instances.UpdateInstanceMask(instance.InstanceID, perSubMeshMask[i]); _accelStruct.UpdateInstanceMask(instance.AccelStructID, perSubMeshMask[i]); i++; } } public void UpdateInstanceMask(int objectHandle, uint mask) { bool success = _objectHandleToInstances.TryGetValue(objectHandle, out var instances); Assert.IsTrue(success); var perSubMeshMask = new uint[instances.Length]; Array.Fill(perSubMeshMask, mask); int i = 0; foreach (var instance in instances) { _instances.UpdateInstanceMask(instance.InstanceID, perSubMeshMask[i]); _accelStruct.UpdateInstanceMask(instance.AccelStructID, perSubMeshMask[i]); i++; } } public void Build(CommandBuffer cmd, ref GraphicsBuffer scratchBuffer) { RayTracingHelper.ResizeScratchBufferForBuild(_accelStruct, ref scratchBuffer); _accelStruct.Build(cmd, scratchBuffer); } public void NextFrame() { _instances.NextFrame(); } public bool GetInstanceIDs(int rendererID, out int[] instanceIDs) { if (!_objectHandleToInstances.TryGetValue(rendererID, out InstanceIDs[] instIDs)) { // This should never happen as long as the renderer was already added to the acceleration structure instanceIDs = null; return false; } instanceIDs = Array.ConvertAll(instIDs, item => item.InstanceID); return true; } } internal struct TerrainDesc { public Terrain terrain; public Matrix4x4 localToWorldMatrix; public uint mask; public uint renderingLayerMask; public uint materialID; public bool enableTriangleCulling; public bool frontTriangleCounterClockwise; public TerrainDesc(Terrain terrain) { this.terrain = terrain; localToWorldMatrix = Matrix4x4.identity; mask = 0xFFFFFFFF; renderingLayerMask = 0xFFFFFFFF; materialID = 0; enableTriangleCulling = true; frontTriangleCounterClockwise = false; } } }