b486678290
Library -Artifacts
127 lines
4.3 KiB
C#
127 lines
4.3 KiB
C#
using System;
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using Unity.Collections;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Contains culling results.
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/// </summary>
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internal class DecalCulledChunk : DecalChunk
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{
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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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public CullingGroup cullingGroups;
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public int[] visibleDecalIndexArray;
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public NativeArray<int> visibleDecalIndices;
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public int visibleDecalCount;
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public override void RemoveAtSwapBack(int entityIndex)
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{
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RemoveAtSwapBack(ref visibleDecalIndexArray, entityIndex, count);
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RemoveAtSwapBack(ref visibleDecalIndices, 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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ArrayExtensions.ResizeArray(ref visibleDecalIndexArray, newCapacity);
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visibleDecalIndices.ResizeArray(newCapacity);
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if (cullingGroups == null)
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cullingGroups = new CullingGroup();
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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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if (capacity == 0)
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return;
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visibleDecalIndices.Dispose();
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visibleDecalIndexArray = null;
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count = 0;
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capacity = 0;
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cullingGroups.Dispose();
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cullingGroups = null;
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}
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}
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/// <summary>
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/// Issues culling job with <see cref="CullingGroup"/>.
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/// </summary>
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internal class DecalUpdateCullingGroupSystem
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{
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/// <summary>
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/// Provides acces to the bounding distance.
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/// </summary>
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public float boundingDistance
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{
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get { return m_BoundingDistance[0]; }
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set { m_BoundingDistance[0] = value; }
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}
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private float[] m_BoundingDistance = new float[1];
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private Camera m_Camera;
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private DecalEntityManager m_EntityManager;
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private ProfilingSampler m_Sampler;
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public DecalUpdateCullingGroupSystem(DecalEntityManager entityManager, float drawDistance)
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{
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m_EntityManager = entityManager;
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m_BoundingDistance[0] = drawDistance;
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m_Sampler = new ProfilingSampler("DecalUpdateCullingGroupsSystem.Execute");
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}
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public void Execute(Camera camera)
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{
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using (new ProfilingScope(null, m_Sampler))
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{
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m_Camera = camera;
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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.culledChunks[i].count);
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}
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}
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public void Execute(DecalCachedChunk cachedChunk, DecalCulledChunk culledChunk, int count)
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{
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cachedChunk.currentJobHandle.Complete();
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CullingGroup cullingGroup = culledChunk.cullingGroups;
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cullingGroup.targetCamera = m_Camera;
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cullingGroup.SetDistanceReferencePoint(m_Camera.transform.position);
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cullingGroup.SetBoundingDistances(m_BoundingDistance);
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cachedChunk.boundingSpheres.CopyTo(cachedChunk.boundingSphereArray);
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cullingGroup.SetBoundingSpheres(cachedChunk.boundingSphereArray);
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cullingGroup.SetBoundingSphereCount(count);
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culledChunk.cameraPosition = m_Camera.transform.position;
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culledChunk.cullingMask = m_Camera.cullingMask;
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#if UNITY_EDITOR
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culledChunk.sceneCullingMask = GetSceneCullingMaskFromCamera(m_Camera);
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#endif
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}
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internal static UInt64 GetSceneCullingMaskFromCamera(Camera camera)
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{
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#if UNITY_EDITOR
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if (camera.overrideSceneCullingMask != 0)
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return camera.overrideSceneCullingMask;
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if (camera.scene.IsValid())
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return UnityEditor.SceneManagement.EditorSceneManager.GetSceneCullingMask(camera.scene);
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switch (camera.cameraType)
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{
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case CameraType.SceneView:
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return UnityEditor.SceneManagement.SceneCullingMasks.MainStageSceneViewObjects;
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default:
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return UnityEditor.SceneManagement.SceneCullingMasks.GameViewObjects;
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}
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#else
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return 0;
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#endif
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}
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}
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}
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