using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering { // Helper class to render occlusion meshes. // If possible, the mesh for each view will be combined into one mesh to reduce draw calls. internal class XROcclusionMesh { XRPass m_Pass; Mesh m_CombinedMesh; Material m_Material; int m_CombinedMeshHashCode; static readonly ProfilingSampler k_OcclusionMeshProfilingSampler = new ProfilingSampler("XR Occlusion Mesh"); internal XROcclusionMesh(XRPass xrPass) { m_Pass = xrPass; } internal void SetMaterial(Material mat) { m_Material = mat; } internal bool hasValidOcclusionMesh { get { if (IsOcclusionMeshSupported()) { if (m_Pass.singlePassEnabled) return m_CombinedMesh != null; else return m_Pass.GetOcclusionMesh() != null; } return false; } } internal void RenderOcclusionMesh(CommandBuffer cmd, float occlusionMeshScale, bool yFlip = false) { if (IsOcclusionMeshSupported()) { using (new ProfilingScope(cmd, k_OcclusionMeshProfilingSampler)) { if (m_Pass.singlePassEnabled) { // Prefer multiview draw if (m_CombinedMesh != null && SystemInfo.supportsMultiview) { // For the multiview code path, keep the multiview state on to propagate geometries to all eye texture slices cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED"); Vector3 scale = new Vector3(occlusionMeshScale, yFlip? occlusionMeshScale : -occlusionMeshScale, 1.0f); cmd.DrawMesh(m_CombinedMesh, Matrix4x4.Scale(scale), m_Material); cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED"); } else if (m_CombinedMesh != null && SystemInfo.supportsRenderTargetArrayIndexFromVertexShader) { m_Pass.StopSinglePass(cmd); cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED"); Vector3 scale = new Vector3(occlusionMeshScale, yFlip ? occlusionMeshScale : -occlusionMeshScale, 1.0f); cmd.DrawMesh(m_CombinedMesh, Matrix4x4.Scale(scale), m_Material); cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED"); m_Pass.StartSinglePass(cmd); } } else { Mesh mesh = m_Pass.GetOcclusionMesh(0); if (mesh != null) { cmd.DrawMesh(mesh, Matrix4x4.identity, m_Material); } } } } } internal void UpdateCombinedMesh() { if (IsOcclusionMeshSupported() && m_Pass.singlePassEnabled && TryGetOcclusionMeshCombinedHashCode(out var hashCode)) { if (m_CombinedMesh == null || hashCode != m_CombinedMeshHashCode) { CreateOcclusionMeshCombined(); m_CombinedMeshHashCode = hashCode; } } else { m_CombinedMesh = null; m_CombinedMeshHashCode = 0; } } bool IsOcclusionMeshSupported() { return m_Pass.enabled && m_Material != null; } bool TryGetOcclusionMeshCombinedHashCode(out int hashCode) { hashCode = 17; for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId) { Mesh mesh = m_Pass.GetOcclusionMesh(viewId); if (mesh != null) { hashCode = hashCode * 23 + mesh.GetHashCode(); } else { hashCode = 0; return false; } } return true; } // Create a new mesh that contains the occlusion data from all views void CreateOcclusionMeshCombined() { CoreUtils.Destroy(m_CombinedMesh); m_CombinedMesh = new Mesh(); m_CombinedMesh.indexFormat = IndexFormat.UInt16; int combinedVertexCount = 0; uint combinedIndexCount = 0; for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId) { Mesh mesh = m_Pass.GetOcclusionMesh(viewId); Debug.Assert(mesh != null); Debug.Assert(mesh.subMeshCount == 1); Debug.Assert(mesh.indexFormat == IndexFormat.UInt16); combinedVertexCount += mesh.vertexCount; combinedIndexCount += mesh.GetIndexCount(0); } Vector3[] vertices = new Vector3[combinedVertexCount]; ushort[] indices = new ushort[combinedIndexCount]; int vertexStart = 0; int indexStart = 0; for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId) { Mesh mesh = m_Pass.GetOcclusionMesh(viewId); var meshIndices = mesh.GetIndices(0); // Encore the viewId into the z channel { mesh.vertices.CopyTo(vertices, vertexStart); for (int i = 0; i < mesh.vertices.Length; i++) vertices[vertexStart + i].z = viewId; } // Combine indices into one buffer for (int i = 0; i < meshIndices.Length; i++) { int newIndex = vertexStart + meshIndices[i]; Debug.Assert(meshIndices[i] < ushort.MaxValue); indices[indexStart + i] = (ushort)newIndex; } vertexStart += mesh.vertexCount; indexStart += meshIndices.Length; } m_CombinedMesh.vertices = vertices; m_CombinedMesh.SetIndices(indices, MeshTopology.Triangles, 0); } } }