272 lines
11 KiB
C#
272 lines
11 KiB
C#
using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine.Jobs;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Contains <see cref="DecalProjector"/> cached properties needed for rendering.
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/// </summary>
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internal class DecalCachedChunk : DecalChunk
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{
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public MaterialPropertyBlock propertyBlock;
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public int passIndexDBuffer;
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public int passIndexEmissive;
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public int passIndexScreenSpace;
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public int passIndexGBuffer;
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public int drawOrder;
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public bool isCreated;
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public NativeArray<float4x4> decalToWorlds;
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public NativeArray<float4x4> normalToWorlds;
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public NativeArray<float4x4> sizeOffsets;
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public NativeArray<float2> drawDistances;
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public NativeArray<float2> angleFades;
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public NativeArray<float4> uvScaleBias;
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public NativeArray<int> layerMasks;
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public NativeArray<ulong> sceneLayerMasks;
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public NativeArray<float> fadeFactors;
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public NativeArray<BoundingSphere> boundingSpheres;
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public NativeArray<DecalScaleMode> scaleModes;
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public NativeArray<float3> positions;
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public NativeArray<quaternion> rotation;
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public NativeArray<float3> scales;
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public NativeArray<bool> dirty;
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public BoundingSphere[] boundingSphereArray;
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public override void RemoveAtSwapBack(int entityIndex)
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{
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RemoveAtSwapBack(ref decalToWorlds, entityIndex, count);
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RemoveAtSwapBack(ref normalToWorlds, entityIndex, count);
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RemoveAtSwapBack(ref sizeOffsets, entityIndex, count);
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RemoveAtSwapBack(ref drawDistances, entityIndex, count);
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RemoveAtSwapBack(ref angleFades, entityIndex, count);
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RemoveAtSwapBack(ref uvScaleBias, entityIndex, count);
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RemoveAtSwapBack(ref layerMasks, entityIndex, count);
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RemoveAtSwapBack(ref sceneLayerMasks, entityIndex, count);
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RemoveAtSwapBack(ref fadeFactors, entityIndex, count);
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RemoveAtSwapBack(ref boundingSphereArray, entityIndex, count);
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RemoveAtSwapBack(ref boundingSpheres, entityIndex, count);
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RemoveAtSwapBack(ref scaleModes, entityIndex, count);
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RemoveAtSwapBack(ref positions, entityIndex, count);
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RemoveAtSwapBack(ref rotation, entityIndex, count);
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RemoveAtSwapBack(ref scales, entityIndex, count);
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RemoveAtSwapBack(ref dirty, 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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decalToWorlds.ResizeArray(newCapacity);
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normalToWorlds.ResizeArray(newCapacity);
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sizeOffsets.ResizeArray(newCapacity);
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drawDistances.ResizeArray(newCapacity);
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angleFades.ResizeArray(newCapacity);
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uvScaleBias.ResizeArray(newCapacity);
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layerMasks.ResizeArray(newCapacity);
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sceneLayerMasks.ResizeArray(newCapacity);
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fadeFactors.ResizeArray(newCapacity);
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boundingSpheres.ResizeArray(newCapacity);
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scaleModes.ResizeArray(newCapacity);
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positions.ResizeArray(newCapacity);
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rotation.ResizeArray(newCapacity);
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scales.ResizeArray(newCapacity);
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dirty.ResizeArray(newCapacity);
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ArrayExtensions.ResizeArray(ref boundingSphereArray, newCapacity);
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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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decalToWorlds.Dispose();
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normalToWorlds.Dispose();
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sizeOffsets.Dispose();
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drawDistances.Dispose();
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angleFades.Dispose();
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uvScaleBias.Dispose();
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layerMasks.Dispose();
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sceneLayerMasks.Dispose();
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fadeFactors.Dispose();
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boundingSpheres.Dispose();
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scaleModes.Dispose();
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positions.Dispose();
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rotation.Dispose();
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scales.Dispose();
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dirty.Dispose();
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count = 0;
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capacity = 0;
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}
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}
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/// <summary>
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/// Caches <see cref="DecalProjector"/> properties into <see cref="DecalCachedChunk"/>.
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/// Uses jobs with <see cref="IJobParallelForTransform"/>.
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/// </summary>
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internal class DecalUpdateCachedSystem
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{
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private DecalEntityManager m_EntityManager;
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private ProfilingSampler m_Sampler;
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private ProfilingSampler m_SamplerJob;
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public DecalUpdateCachedSystem(DecalEntityManager entityManager)
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{
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m_EntityManager = entityManager;
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m_Sampler = new ProfilingSampler("DecalUpdateCachedSystem.Execute");
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m_SamplerJob = new ProfilingSampler("DecalUpdateCachedSystem.ExecuteJob");
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}
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public void Execute()
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{
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using (new ProfilingScope(null, m_Sampler))
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{
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for (int i = 0; i < m_EntityManager.chunkCount; ++i)
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Execute(m_EntityManager.entityChunks[i], m_EntityManager.cachedChunks[i], m_EntityManager.entityChunks[i].count);
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}
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}
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private void Execute(DecalEntityChunk entityChunk, DecalCachedChunk cachedChunk, int count)
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{
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if (count == 0)
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return;
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cachedChunk.currentJobHandle.Complete();
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// Make sure draw order is up to date
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var material = entityChunk.material;
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if (material.HasProperty("_DrawOrder"))
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cachedChunk.drawOrder = material.GetInt("_DrawOrder");
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// Shader can change any time in editor, so we have to update passes each time
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#if !UNITY_EDITOR
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if (!cachedChunk.isCreated)
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#endif
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{
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int passIndexDBuffer = material.FindPass(DecalShaderPassNames.DBufferProjector);
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cachedChunk.passIndexDBuffer = passIndexDBuffer;
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int passIndexEmissive = material.FindPass(DecalShaderPassNames.DecalProjectorForwardEmissive);
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cachedChunk.passIndexEmissive = passIndexEmissive;
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int passIndexScreenSpace = material.FindPass(DecalShaderPassNames.DecalScreenSpaceProjector);
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cachedChunk.passIndexScreenSpace = passIndexScreenSpace;
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int passIndexGBuffer = material.FindPass(DecalShaderPassNames.DecalGBufferProjector);
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cachedChunk.passIndexGBuffer = passIndexGBuffer;
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cachedChunk.isCreated = true;
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}
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using (new ProfilingScope(null, m_SamplerJob))
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{
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UpdateTransformsJob updateTransformJob = new UpdateTransformsJob()
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{
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positions = cachedChunk.positions,
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rotations = cachedChunk.rotation,
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scales = cachedChunk.scales,
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dirty = cachedChunk.dirty,
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scaleModes = cachedChunk.scaleModes,
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sizeOffsets = cachedChunk.sizeOffsets,
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decalToWorlds = cachedChunk.decalToWorlds,
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normalToWorlds = cachedChunk.normalToWorlds,
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boundingSpheres = cachedChunk.boundingSpheres,
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minDistance = System.Single.Epsilon,
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};
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var handle = updateTransformJob.Schedule(entityChunk.transformAccessArray);
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cachedChunk.currentJobHandle = handle;
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}
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}
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#if ENABLE_BURST_1_0_0_OR_NEWER
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[Unity.Burst.BurstCompile]
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#endif
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public unsafe struct UpdateTransformsJob : IJobParallelForTransform
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{
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private static readonly quaternion k_MinusYtoZRotation = quaternion.EulerXYZ(-math.PI / 2.0f, 0, 0);
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public NativeArray<float3> positions;
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public NativeArray<quaternion> rotations;
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public NativeArray<float3> scales;
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public NativeArray<bool> dirty;
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[ReadOnly] public NativeArray<DecalScaleMode> scaleModes;
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[ReadOnly] public NativeArray<float4x4> sizeOffsets;
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[WriteOnly] public NativeArray<float4x4> decalToWorlds;
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[WriteOnly] public NativeArray<float4x4> normalToWorlds;
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[WriteOnly] public NativeArray<BoundingSphere> boundingSpheres;
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public float minDistance;
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private float DistanceBetweenQuaternions(quaternion a, quaternion b)
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{
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return math.distancesq(a.value, b.value);
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}
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public void Execute(int index, TransformAccess transform)
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{
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// Check if transform changed
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bool positionChanged = math.distancesq(transform.position, positions[index]) > minDistance;
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if (positionChanged)
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positions[index] = transform.position;
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bool rotationChanged = DistanceBetweenQuaternions(transform.rotation, rotations[index]) > minDistance;
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if (rotationChanged)
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rotations[index] = transform.rotation;
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bool scaleChanged = math.distancesq(transform.localScale, scales[index]) > minDistance;
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if (scaleChanged)
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scales[index] = transform.localScale;
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// Early out if transform did not changed
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if (!positionChanged && !rotationChanged && !scaleChanged && !dirty[index])
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return;
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float4x4 localToWorld;
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if (scaleModes[index] == DecalScaleMode.InheritFromHierarchy)
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{
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localToWorld = transform.localToWorldMatrix;
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localToWorld = math.mul(localToWorld, new float4x4(k_MinusYtoZRotation, float3.zero));
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}
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else
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{
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quaternion rotation = math.mul(transform.rotation, k_MinusYtoZRotation);
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localToWorld = float4x4.TRS(positions[index], rotation, new float3(1, 1, 1));
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}
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float4x4 decalRotation = localToWorld;
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// z/y axis swap for normal to decal space, Unity is column major
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float4 temp = decalRotation.c1;
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decalRotation.c1 = decalRotation.c2;
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decalRotation.c2 = temp;
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normalToWorlds[index] = decalRotation;
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float4x4 sizeOffset = sizeOffsets[index];
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float4x4 decalToWorld = math.mul(localToWorld, sizeOffset);
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decalToWorlds[index] = decalToWorld;
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boundingSpheres[index] = GetDecalProjectBoundingSphere(decalToWorld);
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dirty[index] = false;
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}
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private BoundingSphere GetDecalProjectBoundingSphere(Matrix4x4 decalToWorld)
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{
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float4 min = new float4(-0.5f, -0.5f, -0.5f, 1.0f);
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float4 max = new float4(0.5f, 0.5f, 0.5f, 1.0f);
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min = math.mul(decalToWorld, min);
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max = math.mul(decalToWorld, max);
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float3 position = ((max + min) / 2f).xyz;
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float radius = math.length(max - min) / 2f;
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BoundingSphere res = new BoundingSphere();
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res.position = position;
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res.radius = radius;
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return res;
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}
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}
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}
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}
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