b486678290
Library -Artifacts
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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sealed class MotionVectorRendering
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{
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#region Fields
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static MotionVectorRendering s_Instance;
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Dictionary<Camera, PreviousFrameData> m_CameraFrameData;
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uint m_FrameCount;
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float m_LastTime;
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float m_Time;
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#endregion
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#region Constructors
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private MotionVectorRendering()
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{
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m_CameraFrameData = new Dictionary<Camera, PreviousFrameData>();
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}
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public static MotionVectorRendering instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new MotionVectorRendering();
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return s_Instance;
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}
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}
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#endregion
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#region RenderPass
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public void Clear()
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{
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m_CameraFrameData.Clear();
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}
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public PreviousFrameData GetMotionDataForCamera(Camera camera, CameraData camData)
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{
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// Get MotionData
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PreviousFrameData motionData;
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if (!m_CameraFrameData.TryGetValue(camera, out motionData))
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{
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motionData = new PreviousFrameData();
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m_CameraFrameData.Add(camera, motionData);
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}
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// Calculate motion data
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CalculateTime();
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UpdateMotionData(camera, camData, motionData);
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return motionData;
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}
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#endregion
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void CalculateTime()
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{
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// Get data
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float t = Time.realtimeSinceStartup;
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// SRP.Render() can be called several times per frame.
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// Also, most Time variables do not consistently update in the Scene View.
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// This makes reliable detection of the start of the new frame VERY hard.
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// One of the exceptions is 'Time.realtimeSinceStartup'.
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// Therefore, outside of the Play Mode we update the time at 60 fps,
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// and in the Play Mode we rely on 'Time.frameCount'.
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bool newFrame;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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newFrame = (t - m_Time) > 0.0166f;
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m_FrameCount += newFrame ? 1u : 0u;
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}
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else
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#endif
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{
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uint frameCount = (uint)Time.frameCount;
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newFrame = m_FrameCount != frameCount;
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m_FrameCount = frameCount;
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}
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if (newFrame)
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{
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// Make sure both are never 0.
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m_LastTime = (m_Time > 0) ? m_Time : t;
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m_Time = t;
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}
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}
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void UpdateMotionData(Camera camera, CameraData cameraData, PreviousFrameData motionData)
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{
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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var gpuVP0 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrix(0), true) * cameraData.GetViewMatrix(0);
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var gpuVP1 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrix(1), true) * cameraData.GetViewMatrix(1);
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// Last frame data
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if (motionData.lastFrameActive != Time.frameCount)
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{
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bool firstFrame = motionData.isFirstFrame;
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var prevViewProjStereo = motionData.previousViewProjectionMatrixStereo;
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prevViewProjStereo[0] = firstFrame ? gpuVP0 : prevViewProjStereo[0];
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prevViewProjStereo[1] = firstFrame ? gpuVP1 : prevViewProjStereo[1];
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motionData.isFirstFrame = false;
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}
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// Current frame data
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var viewProjStereo = motionData.viewProjectionMatrixStereo;
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viewProjStereo[0] = gpuVP0;
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viewProjStereo[1] = gpuVP1;
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}
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else
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#endif
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{
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var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); // Had to change this from 'false'
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var gpuView = camera.worldToCameraMatrix;
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var gpuVP = gpuProj * gpuView;
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// Last frame data
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if (motionData.lastFrameActive != Time.frameCount)
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{
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motionData.previousViewProjectionMatrix = motionData.isFirstFrame ? gpuVP : motionData.viewProjectionMatrix;
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motionData.isFirstFrame = false;
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}
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// Current frame data
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motionData.viewProjectionMatrix = gpuVP;
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}
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motionData.lastFrameActive = Time.frameCount;
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}
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}
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}
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