168 lines
9.0 KiB
C#
168 lines
9.0 KiB
C#
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering
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{
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/// <summary>
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/// Helper static class used by render pipelines to setup stereo constants accessed by builtin shaders.
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/// </summary>
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public static class XRBuiltinShaderConstants
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{
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/// <summary>
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/// Cached unique id for unity_StereoCameraProjection
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/// </summary>
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static public readonly int unity_StereoCameraProjection = Shader.PropertyToID("unity_StereoCameraProjection");
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/// <summary>
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/// Cached unique id for unity_StereoCameraInvProjection
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/// </summary>
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static public readonly int unity_StereoCameraInvProjection = Shader.PropertyToID("unity_StereoCameraInvProjection");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixV
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/// </summary>
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static public readonly int unity_StereoMatrixV = Shader.PropertyToID("unity_StereoMatrixV");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixInvV
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/// </summary>
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static public readonly int unity_StereoMatrixInvV = Shader.PropertyToID("unity_StereoMatrixInvV");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixP
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/// </summary>
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static public readonly int unity_StereoMatrixP = Shader.PropertyToID("unity_StereoMatrixP");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixInvP
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/// </summary>
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static public readonly int unity_StereoMatrixInvP = Shader.PropertyToID("unity_StereoMatrixInvP");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixVP
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/// </summary>
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static public readonly int unity_StereoMatrixVP = Shader.PropertyToID("unity_StereoMatrixVP");
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/// <summary>
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/// Cached unique id for unity_StereoMatrixInvVP
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/// </summary>
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static public readonly int unity_StereoMatrixInvVP = Shader.PropertyToID("unity_StereoMatrixInvVP");
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/// <summary>
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/// Cached unique id for unity_StereoWorldSpaceCameraPos
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/// </summary>
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static public readonly int unity_StereoWorldSpaceCameraPos = Shader.PropertyToID("unity_StereoWorldSpaceCameraPos");
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// Pre-allocate arrays to avoid GC
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static Matrix4x4[] s_cameraProjMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_invCameraProjMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_viewMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_invViewMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_projMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_invProjMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_viewProjMatrix = new Matrix4x4[2];
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static Matrix4x4[] s_invViewProjMatrix = new Matrix4x4[2];
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static Vector4[] s_worldSpaceCameraPos = new Vector4[2];
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/// <summary>
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/// Update the shader constant data used by the C++ builtin renderer.
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/// </summary>
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/// <param name="viewMatrix"> The new view matrix that XR shaders constant should update to use. </param>
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/// <param name="projMatrix"> The new projection matrix that XR shaders constant should update to use. </param>
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/// <param name="renderIntoTexture"> Determines the yflip state for the projection matrix. </param>
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/// <param name="viewIndex"> Index of the XR shader constant to update. </param>
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public static void UpdateBuiltinShaderConstants(Matrix4x4 viewMatrix, Matrix4x4 projMatrix, bool renderIntoTexture, int viewIndex)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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var gpuProjMatrix = GL.GetGPUProjectionMatrix(projMatrix, renderIntoTexture);
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var gpuViewProjMatrix = gpuProjMatrix * viewMatrix;
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s_cameraProjMatrix[viewIndex] = projMatrix;
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s_projMatrix[viewIndex] = gpuProjMatrix;
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s_viewMatrix[viewIndex] = viewMatrix;
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Matrix4x4.Inverse3DAffine(viewMatrix, ref s_invViewMatrix[viewIndex]);
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s_viewProjMatrix[viewIndex] = gpuViewProjMatrix;
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s_invCameraProjMatrix[viewIndex] = Matrix4x4.Inverse(projMatrix);
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s_invProjMatrix[viewIndex] = Matrix4x4.Inverse(gpuProjMatrix);
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s_invViewProjMatrix[viewIndex] = Matrix4x4.Inverse(gpuViewProjMatrix);
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s_worldSpaceCameraPos[viewIndex] = s_invViewMatrix[viewIndex].GetColumn(3);
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#endif
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}
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/// <summary>
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/// Bind the shader constants used by the C++ builtin renderer via a command buffer. `UpdateBuiltinShaderConstants` should be called before to update the constants.
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/// This is required to maintain compatibility with legacy code and shaders.
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/// </summary>
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/// <param name="cmd"> Commandbuffer on which to set XR shader constants. </param>
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public static void SetBuiltinShaderConstants(CommandBuffer cmd)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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cmd.SetGlobalMatrixArray(unity_StereoCameraProjection, s_cameraProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoCameraInvProjection, s_invCameraProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixV, s_viewMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvV, s_invViewMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixP, s_projMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvP, s_invProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixVP, s_viewProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvVP, s_invViewProjMatrix);
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cmd.SetGlobalVectorArray(unity_StereoWorldSpaceCameraPos, s_worldSpaceCameraPos);
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#endif
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}
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/// <summary>
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/// Bind the shader constants used by the C++ builtin renderer via a raster command buffer. `UpdateBuiltinShaderConstants` should be called before to update the constants.
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/// This is required to maintain compatibility with legacy code and shaders.
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/// </summary>
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/// <param name="cmd"> RasterCommandbuffer on which to set XR shader constants. </param>
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public static void SetBuiltinShaderConstants(RasterCommandBuffer cmd)
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{
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SetBuiltinShaderConstants(cmd.m_WrappedCommandBuffer);
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}
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/// <summary>
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/// Update and bind shader constants used by the C++ builtin renderer given the XRPass. For better control of setting up builtin shader constants, see `UpdateBuiltinShaderConstants`
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/// and `SetBuiltinShaderConstants` which do the same logic but could take in custom projection and view matricies instead.
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/// This is required to maintain compatibility with legacy code and shaders.
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/// </summary>
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/// <param name="xrPass"> The new XRPass that XR shader constants should update to use. </param>
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/// <param name="cmd"> CommandBuffer on which to set XR shader constants. </param>
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/// <param name="renderIntoTexture"> Determines the yflip state for the projection matrix. </param>
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public static void Update(XRPass xrPass, CommandBuffer cmd, bool renderIntoTexture)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xrPass.enabled)
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{
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cmd.SetViewProjectionMatrices(xrPass.GetViewMatrix(), xrPass.GetProjMatrix());
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if (xrPass.singlePassEnabled)
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{
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for (int viewIndex = 0; viewIndex < 2; ++viewIndex)
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{
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s_cameraProjMatrix[viewIndex] = xrPass.GetProjMatrix(viewIndex);
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s_viewMatrix[viewIndex] = xrPass.GetViewMatrix(viewIndex);
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s_projMatrix[viewIndex] = GL.GetGPUProjectionMatrix(s_cameraProjMatrix[viewIndex], renderIntoTexture);
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s_viewProjMatrix[viewIndex] = s_projMatrix[viewIndex] * s_viewMatrix[viewIndex];
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s_invCameraProjMatrix[viewIndex] = Matrix4x4.Inverse(s_cameraProjMatrix[viewIndex]);
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Matrix4x4.Inverse3DAffine(s_viewMatrix[viewIndex], ref s_invViewMatrix[viewIndex]);
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s_invProjMatrix[viewIndex] = Matrix4x4.Inverse(s_projMatrix[viewIndex]);
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s_invViewProjMatrix[viewIndex] = Matrix4x4.Inverse(s_viewProjMatrix[viewIndex]);
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s_worldSpaceCameraPos[viewIndex] = s_invViewMatrix[viewIndex].GetColumn(3);
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}
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cmd.SetGlobalMatrixArray(unity_StereoCameraProjection, s_cameraProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoCameraInvProjection, s_invCameraProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixV, s_viewMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvV, s_invViewMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixP, s_projMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvP, s_invProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixVP, s_viewProjMatrix);
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cmd.SetGlobalMatrixArray(unity_StereoMatrixInvVP, s_invViewProjMatrix);
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cmd.SetGlobalVectorArray(unity_StereoWorldSpaceCameraPos, s_worldSpaceCameraPos);
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}
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}
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#endif
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}
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}
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}
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