b486678290
Library -Artifacts
102 lines
3.3 KiB
C#
102 lines
3.3 KiB
C#
using UnityEngine;
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namespace UnityEngine.Rendering.Universal
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{
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// Motion vector data that persists over frames. (per camera)
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internal sealed class MotionVectorsPersistentData
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{
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#region Fields
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readonly Matrix4x4[] m_ViewProjection = new Matrix4x4[2];
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readonly Matrix4x4[] m_PreviousViewProjection = new Matrix4x4[2];
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readonly int[] m_LastFrameIndex = new int[2];
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readonly float[] m_PrevAspectRatio = new float[2];
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#endregion
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#region Constructors
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internal MotionVectorsPersistentData()
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{
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for (int i = 0; i < m_ViewProjection.Length; i++)
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{
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m_ViewProjection[i] = Matrix4x4.identity;
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m_PreviousViewProjection[i] = Matrix4x4.identity;
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m_LastFrameIndex[i] = -1;
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m_PrevAspectRatio[i] = -1;
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}
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}
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#endregion
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#region Properties
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internal int lastFrameIndex
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{
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get => m_LastFrameIndex[0];
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}
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internal Matrix4x4 viewProjection
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{
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get => m_ViewProjection[0];
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}
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internal Matrix4x4 previousViewProjection
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{
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get => m_PreviousViewProjection[0];
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}
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internal Matrix4x4[] viewProjectionStereo
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{
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get => m_ViewProjection;
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}
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internal Matrix4x4[] previousViewProjectionStereo
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{
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get => m_PreviousViewProjection;
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}
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#endregion
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internal int GetXRMultiPassId(ref CameraData cameraData)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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return cameraData.xr.enabled ? cameraData.xr.multipassId : 0;
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#else
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return 0;
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#endif
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}
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public void Update(ref CameraData cameraData)
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{
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var camera = cameraData.camera;
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int idx = GetXRMultiPassId(ref cameraData);
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// A camera could be rendered multiple times per frame, only update the view projections if needed
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bool aspectChanged = m_PrevAspectRatio[idx] != cameraData.aspectRatio;
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if (m_LastFrameIndex[idx] != Time.frameCount || aspectChanged)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled)
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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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m_PreviousViewProjection[0] = aspectChanged ? gpuVP0 : m_ViewProjection[0];
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m_PreviousViewProjection[1] = aspectChanged ? gpuVP1 : m_ViewProjection[1];
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m_ViewProjection[0] = gpuVP0;
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m_ViewProjection[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 gpuVP = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrix(0), true) * cameraData.GetViewMatrix(0);
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m_PreviousViewProjection[idx] = aspectChanged ? gpuVP : m_ViewProjection[idx];
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m_ViewProjection[idx] = gpuVP;
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}
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m_LastFrameIndex[idx] = Time.frameCount;
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m_PrevAspectRatio[idx] = cameraData.aspectRatio;
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}
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}
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}
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}
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