Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Decal/Entities/DecalSkipCulledSystem.cs

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2023-03-28 13:24:16 -04:00
using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// System used for skipping culling. It is used with <see cref="Graphics.DrawMesh"/> as it already handles culling.
/// </summary>
internal class DecalSkipCulledSystem
{
private DecalEntityManager m_EntityManager;
private ProfilingSampler m_Sampler;
private Camera m_Camera;
public DecalSkipCulledSystem(DecalEntityManager entityManager)
{
m_EntityManager = entityManager;
m_Sampler = new ProfilingSampler("DecalSkipCulledSystem.Execute");
}
public void Execute(Camera camera)
{
using (new ProfilingScope(null, m_Sampler))
{
m_Camera = camera;
for (int i = 0; i < m_EntityManager.chunkCount; ++i)
Execute(m_EntityManager.culledChunks[i], m_EntityManager.culledChunks[i].count);
}
}
private void Execute(DecalCulledChunk culledChunk, int count)
{
if (count == 0)
return;
culledChunk.currentJobHandle.Complete();
for (int i = 0; i < count; ++i)
culledChunk.visibleDecalIndices[i] = i;
culledChunk.visibleDecalCount = 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
}
}
}