using System; using Unity.Collections; namespace UnityEngine.Rendering.Universal { /// /// Contains culling results. /// internal class DecalCulledChunk : DecalChunk { public Vector3 cameraPosition; public ulong sceneCullingMask; public int cullingMask; public CullingGroup cullingGroups; public int[] visibleDecalIndexArray; public NativeArray visibleDecalIndices; public int visibleDecalCount; public override void RemoveAtSwapBack(int entityIndex) { RemoveAtSwapBack(ref visibleDecalIndexArray, entityIndex, count); RemoveAtSwapBack(ref visibleDecalIndices, entityIndex, count); count--; } public override void SetCapacity(int newCapacity) { ArrayExtensions.ResizeArray(ref visibleDecalIndexArray, newCapacity); visibleDecalIndices.ResizeArray(newCapacity); if (cullingGroups == null) cullingGroups = new CullingGroup(); capacity = newCapacity; } public override void Dispose() { if (capacity == 0) return; visibleDecalIndices.Dispose(); visibleDecalIndexArray = null; count = 0; capacity = 0; cullingGroups.Dispose(); cullingGroups = null; } } /// /// Issues culling job with . /// internal class DecalUpdateCullingGroupSystem { /// /// Provides acces to the bounding distance. /// public float boundingDistance { get { return m_BoundingDistance[0]; } set { m_BoundingDistance[0] = value; } } private float[] m_BoundingDistance = new float[1]; private Camera m_Camera; private DecalEntityManager m_EntityManager; private ProfilingSampler m_Sampler; public DecalUpdateCullingGroupSystem(DecalEntityManager entityManager, float drawDistance) { m_EntityManager = entityManager; m_BoundingDistance[0] = drawDistance; m_Sampler = new ProfilingSampler("DecalUpdateCullingGroupsSystem.Execute"); } public void Execute(Camera camera) { using (new ProfilingScope(m_Sampler)) { m_Camera = camera; for (int i = 0; i < m_EntityManager.chunkCount; ++i) Execute(m_EntityManager.cachedChunks[i], m_EntityManager.culledChunks[i], m_EntityManager.culledChunks[i].count); } } public void Execute(DecalCachedChunk cachedChunk, DecalCulledChunk culledChunk, int count) { cachedChunk.currentJobHandle.Complete(); CullingGroup cullingGroup = culledChunk.cullingGroups; cullingGroup.targetCamera = m_Camera; cullingGroup.SetDistanceReferencePoint(m_Camera.transform.position); cullingGroup.SetBoundingDistances(m_BoundingDistance); cachedChunk.boundingSpheres.CopyTo(cachedChunk.boundingSphereArray); cullingGroup.SetBoundingSpheres(cachedChunk.boundingSphereArray); cullingGroup.SetBoundingSphereCount(count); culledChunk.cameraPosition = m_Camera.transform.position; culledChunk.cullingMask = m_Camera.cullingMask; #if UNITY_EDITOR culledChunk.sceneCullingMask = GetSceneCullingMaskFromCamera(m_Camera); #endif } internal static UInt64 GetSceneCullingMaskFromCamera(Camera camera) { #if UNITY_EDITOR if (camera.overrideSceneCullingMask != 0) return camera.overrideSceneCullingMask; if (camera.scene.IsValid()) return UnityEditor.SceneManagement.EditorSceneManager.GetSceneCullingMask(camera.scene); switch (camera.cameraType) { case CameraType.SceneView: return UnityEditor.SceneManagement.SceneCullingMasks.MainStageSceneViewObjects; default: return UnityEditor.SceneManagement.SceneCullingMasks.GameViewObjects; } #else return 0; #endif } } }