237 lines
9.4 KiB
C#
237 lines
9.4 KiB
C#
using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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internal struct DecalSubDrawCall
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{
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public int start;
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public int end;
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public int count { get => end - start; }
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}
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/// <summary>
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/// Contains information about <see cref="DecalEntity"/> draw calls.
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/// </summary>
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internal class DecalDrawCallChunk : DecalChunk
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{
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public NativeArray<float4x4> decalToWorlds;
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public NativeArray<float4x4> normalToDecals;
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public NativeArray<float> renderingLayerMasks;
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public NativeArray<DecalSubDrawCall> subCalls;
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public NativeArray<int> subCallCounts;
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public int subCallCount { set { subCallCounts[0] = value; } get => subCallCounts[0]; }
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public override void RemoveAtSwapBack(int entityIndex)
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{
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RemoveAtSwapBack(ref decalToWorlds, entityIndex, count);
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RemoveAtSwapBack(ref normalToDecals, entityIndex, count);
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RemoveAtSwapBack(ref renderingLayerMasks, entityIndex, count);
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RemoveAtSwapBack(ref subCalls, entityIndex, count);
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count--;
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}
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public override void SetCapacity(int newCapacity)
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{
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decalToWorlds.ResizeArray(newCapacity);
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normalToDecals.ResizeArray(newCapacity);
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renderingLayerMasks.ResizeArray(newCapacity);
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subCalls.ResizeArray(newCapacity);
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capacity = newCapacity;
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}
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public override void Dispose()
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{
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subCallCounts.Dispose();
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if (capacity == 0)
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return;
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decalToWorlds.Dispose();
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normalToDecals.Dispose();
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renderingLayerMasks.Dispose();
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subCalls.Dispose();
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count = 0;
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capacity = 0;
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}
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}
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/// <summary>
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/// Outputs draw calls into <see cref="DecalDrawCallChunk"/>.
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/// </summary>
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internal class DecalCreateDrawCallSystem
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{
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private DecalEntityManager m_EntityManager;
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private ProfilingSampler m_Sampler;
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private float m_MaxDrawDistance;
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/// <summary>
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/// Provides acces to the maximum draw distance.
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/// </summary>
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public float maxDrawDistance
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{
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get { return m_MaxDrawDistance; }
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set { m_MaxDrawDistance = value; }
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}
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public DecalCreateDrawCallSystem(DecalEntityManager entityManager, float maxDrawDistance)
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{
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m_EntityManager = entityManager;
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m_Sampler = new ProfilingSampler("DecalCreateDrawCallSystem.Execute");
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m_MaxDrawDistance = maxDrawDistance;
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}
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public void Execute()
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{
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using (new ProfilingScope(m_Sampler))
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{
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for (int i = 0; i < m_EntityManager.chunkCount; ++i)
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Execute(m_EntityManager.cachedChunks[i], m_EntityManager.culledChunks[i], m_EntityManager.drawCallChunks[i], m_EntityManager.cachedChunks[i].count);
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}
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}
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private void Execute(DecalCachedChunk cachedChunk, DecalCulledChunk culledChunk, DecalDrawCallChunk drawCallChunk, int count)
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{
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if (count == 0)
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return;
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DrawCallJob drawCallJob = new DrawCallJob()
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{
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decalToWorlds = cachedChunk.decalToWorlds,
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normalToWorlds = cachedChunk.normalToWorlds,
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sizeOffsets = cachedChunk.sizeOffsets,
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drawDistances = cachedChunk.drawDistances,
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angleFades = cachedChunk.angleFades,
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uvScaleBiases = cachedChunk.uvScaleBias,
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layerMasks = cachedChunk.layerMasks,
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sceneLayerMasks = cachedChunk.sceneLayerMasks,
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fadeFactors = cachedChunk.fadeFactors,
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boundingSpheres = cachedChunk.boundingSpheres,
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renderingLayerMasks = cachedChunk.renderingLayerMasks,
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cameraPosition = culledChunk.cameraPosition,
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sceneCullingMask = culledChunk.sceneCullingMask,
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cullingMask = culledChunk.cullingMask,
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visibleDecalIndices = culledChunk.visibleDecalIndices,
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visibleDecalCount = culledChunk.visibleDecalCount,
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maxDrawDistance = m_MaxDrawDistance,
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decalToWorldsDraw = drawCallChunk.decalToWorlds,
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normalToDecalsDraw = drawCallChunk.normalToDecals,
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renderingLayerMasksDraw = drawCallChunk.renderingLayerMasks,
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subCalls = drawCallChunk.subCalls,
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subCallCount = drawCallChunk.subCallCounts,
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};
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var handle = drawCallJob.Schedule(cachedChunk.currentJobHandle);
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drawCallChunk.currentJobHandle = handle;
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cachedChunk.currentJobHandle = handle;
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}
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#if ENABLE_BURST_1_0_0_OR_NEWER
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[Unity.Burst.BurstCompile]
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#endif
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struct DrawCallJob : IJob
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{
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[ReadOnly] public NativeArray<float4x4> decalToWorlds;
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[ReadOnly] public NativeArray<float4x4> normalToWorlds;
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[ReadOnly] public NativeArray<float4x4> sizeOffsets;
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[ReadOnly] public NativeArray<float2> drawDistances;
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[ReadOnly] public NativeArray<float2> angleFades;
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[ReadOnly] public NativeArray<float4> uvScaleBiases;
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[ReadOnly] public NativeArray<int> layerMasks;
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[ReadOnly] public NativeArray<ulong> sceneLayerMasks;
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[ReadOnly] public NativeArray<float> fadeFactors;
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[ReadOnly] public NativeArray<BoundingSphere> boundingSpheres;
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[ReadOnly] public NativeArray<uint> renderingLayerMasks;
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public Vector3 cameraPosition;
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public ulong sceneCullingMask;
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public int cullingMask;
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[ReadOnly] public NativeArray<int> visibleDecalIndices;
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public int visibleDecalCount;
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public float maxDrawDistance;
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[WriteOnly] public NativeArray<float4x4> decalToWorldsDraw;
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[WriteOnly] public NativeArray<float4x4> normalToDecalsDraw;
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[WriteOnly] public NativeArray<float> renderingLayerMasksDraw;
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[WriteOnly] public NativeArray<DecalSubDrawCall> subCalls;
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[WriteOnly] public NativeArray<int> subCallCount;
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public void Execute()
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{
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int subCallIndex = 0;
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int instanceIndex = 0;
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int instanceStart = 0;
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for (int i = 0; i < visibleDecalCount; ++i)
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{
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int decalIndex = visibleDecalIndices[i];
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#if UNITY_EDITOR
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ulong decalSceneCullingMask = sceneLayerMasks[decalIndex];
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if ((sceneCullingMask & decalSceneCullingMask) == 0)
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continue;
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#endif
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int decalMask = 1 << layerMasks[decalIndex];
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if ((cullingMask & decalMask) == 0)
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continue;
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BoundingSphere boundingSphere = boundingSpheres[decalIndex];
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float2 drawDistance = drawDistances[decalIndex];
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float distanceToDecal = (cameraPosition - boundingSphere.position).magnitude;
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float cullDistance = math.min(drawDistance.x, maxDrawDistance) + boundingSphere.radius;
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if (distanceToDecal > cullDistance)
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continue;
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decalToWorldsDraw[instanceIndex] = decalToWorlds[decalIndex];
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float fadeFactorScaler = fadeFactors[decalIndex];
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float2 angleFade = angleFades[decalIndex];
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float4 uvScaleBias = uvScaleBiases[decalIndex];
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float4x4 normalToDecals = normalToWorlds[decalIndex];
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// NormalToWorldBatchis a Matrix4x4x but is a Rotation matrix so bottom row and last column can be used for other data to save space
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float fadeFactor = fadeFactorScaler * math.clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - drawDistance.y)), 0.0f, 1.0f);
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normalToDecals.c0.w = uvScaleBias.x;
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normalToDecals.c1.w = uvScaleBias.y;
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normalToDecals.c2.w = uvScaleBias.z;
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normalToDecals.c3 = new float4(fadeFactor * 1.0f, angleFade.x, angleFade.y, uvScaleBias.w);
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normalToDecalsDraw[instanceIndex] = normalToDecals;
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renderingLayerMasksDraw[instanceIndex] = (float)renderingLayerMasks[decalIndex];
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instanceIndex++;
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int instanceCount = instanceIndex - instanceStart;
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bool isReachedMaximumBatchSize = instanceCount >= DecalDrawSystem.MaxBatchSize;
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if (isReachedMaximumBatchSize)
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{
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subCalls[subCallIndex++] = new DecalSubDrawCall()
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{
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start = instanceStart,
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end = instanceIndex,
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};
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instanceStart = instanceIndex;
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}
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}
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int remainingInstanceCount = instanceIndex - instanceStart;
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if (remainingInstanceCount != 0)
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{
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subCalls[subCallIndex++] = new DecalSubDrawCall()
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{
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start = instanceStart,
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end = instanceIndex,
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};
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}
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subCallCount[0] = subCallIndex;
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}
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}
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}
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}
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