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