Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Decal/Entities/DecalUpdateCullingGroupSyst...
2024-05-06 11:45:45 -07:00

127 lines
4.3 KiB
C#

using System;
using Unity.Collections;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Contains culling results.
/// </summary>
internal class DecalCulledChunk : DecalChunk
{
public Vector3 cameraPosition;
public ulong sceneCullingMask;
public int cullingMask;
public CullingGroup cullingGroups;
public int[] visibleDecalIndexArray;
public NativeArray<int> visibleDecalIndices;
public int visibleDecalCount;
public override void RemoveAtSwapBack(int entityIndex)
{
RemoveAtSwapBack(ref visibleDecalIndexArray, entityIndex, count);
RemoveAtSwapBack(ref visibleDecalIndices, entityIndex, count);
count--;
}
public override void SetCapacity(int newCapacity)
{
ArrayExtensions.ResizeArray(ref visibleDecalIndexArray, newCapacity);
visibleDecalIndices.ResizeArray(newCapacity);
if (cullingGroups == null)
cullingGroups = new CullingGroup();
capacity = newCapacity;
}
public override void Dispose()
{
if (capacity == 0)
return;
visibleDecalIndices.Dispose();
visibleDecalIndexArray = null;
count = 0;
capacity = 0;
cullingGroups.Dispose();
cullingGroups = null;
}
}
/// <summary>
/// Issues culling job with <see cref="CullingGroup"/>.
/// </summary>
internal class DecalUpdateCullingGroupSystem
{
/// <summary>
/// Provides acces to the bounding distance.
/// </summary>
public float boundingDistance
{
get { return m_BoundingDistance[0]; }
set { m_BoundingDistance[0] = value; }
}
private float[] m_BoundingDistance = new float[1];
private Camera m_Camera;
private DecalEntityManager m_EntityManager;
private ProfilingSampler m_Sampler;
public DecalUpdateCullingGroupSystem(DecalEntityManager entityManager, float drawDistance)
{
m_EntityManager = entityManager;
m_BoundingDistance[0] = drawDistance;
m_Sampler = new ProfilingSampler("DecalUpdateCullingGroupsSystem.Execute");
}
public void Execute(Camera camera)
{
using (new ProfilingScope(null, m_Sampler))
{
m_Camera = camera;
for (int i = 0; i < m_EntityManager.chunkCount; ++i)
Execute(m_EntityManager.cachedChunks[i], m_EntityManager.culledChunks[i], m_EntityManager.culledChunks[i].count);
}
}
public void Execute(DecalCachedChunk cachedChunk, DecalCulledChunk culledChunk, int count)
{
cachedChunk.currentJobHandle.Complete();
CullingGroup cullingGroup = culledChunk.cullingGroups;
cullingGroup.targetCamera = m_Camera;
cullingGroup.SetDistanceReferencePoint(m_Camera.transform.position);
cullingGroup.SetBoundingDistances(m_BoundingDistance);
cachedChunk.boundingSpheres.CopyTo(cachedChunk.boundingSphereArray);
cullingGroup.SetBoundingSpheres(cachedChunk.boundingSphereArray);
cullingGroup.SetBoundingSphereCount(count);
culledChunk.cameraPosition = m_Camera.transform.position;
culledChunk.cullingMask = m_Camera.cullingMask;
#if UNITY_EDITOR
culledChunk.sceneCullingMask = GetSceneCullingMaskFromCamera(m_Camera);
#endif
}
internal static UInt64 GetSceneCullingMaskFromCamera(Camera camera)
{
#if UNITY_EDITOR
if (camera.overrideSceneCullingMask != 0)
return camera.overrideSceneCullingMask;
if (camera.scene.IsValid())
return UnityEditor.SceneManagement.EditorSceneManager.GetSceneCullingMask(camera.scene);
switch (camera.cameraType)
{
case CameraType.SceneView:
return UnityEditor.SceneManagement.SceneCullingMasks.MainStageSceneViewObjects;
default:
return UnityEditor.SceneManagement.SceneCullingMasks.GameViewObjects;
}
#else
return 0;
#endif
}
}
}