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using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class DecalSystem
{
public const int kInvalidIndex = -1;
public class DecalHandle
{
public DecalHandle(int index, int materialID)
{
m_MaterialID = materialID;
m_Index = index;
}
public static bool IsValid(DecalHandle handle)
{
if (handle == null)
return false;
if (handle.m_Index == kInvalidIndex)
return false;
return true;
}
public int m_MaterialID; // identifies decal set
public int m_Index; // identifies decal within the set
}
static DecalSystem m_Instance;
static public DecalSystem instance
{
get
{
if (m_Instance == null)
m_Instance = new DecalSystem();
return m_Instance;
}
}
private const int kDefaultDrawDistance = 1000;
public int DrawDistance
{
get
{
HDRenderPipelineAsset hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
if (hdrp != null)
{
return hdrp.renderPipelineSettings.decalSettings.drawDistance;
}
return kDefaultDrawDistance;
}
}
public Camera CurrentCamera
{
get
{
return m_Camera;
}
set
{
m_Camera = value;
}
}
private static MaterialPropertyBlock m_PropertyBlock = new MaterialPropertyBlock();
private const int kDecalBlockSize = 128;
// to work on Vulkan Mobile?
// Core\CoreRP\ShaderLibrary\UnityInstancing.hlsl
// #if defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)
// #define UNITY_INSTANCED_ARRAY_SIZE 250
private const int kDrawIndexedBatchSize = 250;
// cube mesh bounds for decal
static Vector4 kMin = new Vector4(-0.5f, -1.0f, -0.5f, 1.0f);
static Vector4 kMax = new Vector4( 0.5f, 0.0f, 0.5f, 1.0f);
static public Mesh m_DecalMesh = null;
// clustered draw data
static public DecalData[] m_DecalDatas = new DecalData[kDecalBlockSize];
static public SFiniteLightBound[] m_Bounds = new SFiniteLightBound[kDecalBlockSize];
static public LightVolumeData[] m_LightVolumes = new LightVolumeData[kDecalBlockSize];
static public int m_DecalDatasCount = 0;
static public float[] m_BoundingDistances = new float[1];
private Dictionary<int, DecalSet> m_DecalSets = new Dictionary<int, DecalSet>();
// current camera
private Camera m_Camera;
static public int m_DecalsVisibleThisFrame = 0;
private Texture2DAtlas m_Atlas = null;
public bool m_AllocationSuccess = true;
public bool m_PrevAllocationSuccess = true;
public Texture2DAtlas Atlas
{
get
{
if (m_Atlas == null)
{
m_Atlas = new Texture2DAtlas(HDUtils.hdrpSettings.decalSettings.atlasWidth, HDUtils.hdrpSettings.decalSettings.atlasHeight, RenderTextureFormat.ARGB32);
}
return m_Atlas;
}
}
public class TextureScaleBias : IComparable
{
public Texture m_Texture = null;
public Vector4 m_ScaleBias = Vector4.zero;
public int CompareTo(object obj)
{
TextureScaleBias other = obj as TextureScaleBias;
int size = m_Texture.width * m_Texture.height;
int otherSize = other.m_Texture.width * other.m_Texture.height;
if(size > otherSize)
{
return -1;
}
else if( size < otherSize)
{
return 1;
}
else
{
return 0;
}
}
}
private List<TextureScaleBias> m_TextureList = new List<TextureScaleBias>();
private class DecalSet
{
public void InitializeMaterialValues()
{
m_Diffuse.m_Texture = m_Material.GetTexture("_BaseColorMap");
m_Normal.m_Texture = m_Material.GetTexture("_NormalMap");
m_Mask.m_Texture = m_Material.GetTexture("_MaskMap");
m_Blend = m_Material.GetFloat("_DecalBlend");
}
public DecalSet(Material material)
{
m_Material = material;
InitializeMaterialValues();
}
private BoundingSphere GetDecalProjectBoundingSphere(Matrix4x4 decalToWorld)
{
Vector4 min = new Vector4();
Vector4 max = new Vector4();
min = decalToWorld * kMin;
max = decalToWorld * kMax;
BoundingSphere res = new BoundingSphere();
res.position = (max + min) / 2;
res.radius = ((Vector3) (max - min)).magnitude / 2;
return res;
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
{
int index = handle.m_Index;
m_CachedDecalToWorld[index] = transform.localToWorldMatrix;
Matrix4x4 decalRotation = Matrix4x4.Rotate(transform.rotation);
// z/y axis swap for normal to decal space, Unity is column major
float y0 = decalRotation.m01;
float y1 = decalRotation.m11;
float y2 = decalRotation.m21;
decalRotation.m01 = decalRotation.m02;
decalRotation.m11 = decalRotation.m12;
decalRotation.m21 = decalRotation.m22;
decalRotation.m02 = y0;
decalRotation.m12 = y1;
decalRotation.m22 = y2;
m_CachedNormalToWorld[index] = decalRotation;
// draw distance can't be more than global draw distance
m_CachedDrawDistances[index].x = drawDistance < instance.DrawDistance
? drawDistance
: instance.DrawDistance;
m_CachedDrawDistances[index].y = fadeScale;
m_BoundingSpheres[index] = GetDecalProjectBoundingSphere(m_CachedDecalToWorld[index]);
}
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, int materialID)
{
// increase array size if no space left
if (m_DecalsCount == m_Handles.Length)
{
DecalHandle[] newHandles = new DecalHandle[m_DecalsCount + kDecalBlockSize];
BoundingSphere[] newSpheres = new BoundingSphere[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedTransforms = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Vector2[] newCachedDrawDistances = new Vector2[m_DecalsCount + kDecalBlockSize];
m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize];
m_Handles.CopyTo(newHandles, 0);
m_BoundingSpheres.CopyTo(newSpheres, 0);
m_CachedDecalToWorld.CopyTo(newCachedTransforms, 0);
m_CachedNormalToWorld.CopyTo(newCachedNormalToWorld, 0);
m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
m_Handles = newHandles;
m_BoundingSpheres = newSpheres;
m_CachedDecalToWorld = newCachedTransforms;
m_CachedNormalToWorld = newCachedNormalToWorld;
m_CachedDrawDistances = newCachedDrawDistances;
}
DecalHandle decalHandle = new DecalHandle(m_DecalsCount, materialID);
m_Handles[m_DecalsCount] = decalHandle;
UpdateCachedData(transform, drawDistance, fadeScale, decalHandle);
m_DecalsCount++;
return decalHandle;
}
public void RemoveDecal(DecalHandle handle)
{
int removeAtIndex = handle.m_Index;
// replace with last decal in the list and update index
m_Handles[removeAtIndex] = m_Handles[m_DecalsCount - 1]; // move the last decal in list
m_Handles[removeAtIndex].m_Index = removeAtIndex;
m_Handles[m_DecalsCount - 1] = null;
// update cached data
m_BoundingSpheres[removeAtIndex] = m_BoundingSpheres[m_DecalsCount - 1];
m_CachedDecalToWorld[removeAtIndex] = m_CachedDecalToWorld[m_DecalsCount - 1];
m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
m_DecalsCount--;
handle.m_Index = kInvalidIndex;
}
public void BeginCull()
{
if (m_CullingGroup != null)
{
Debug.LogError("Begin/EndCull() called out of sequence for decal projectors.");
}
// let the culling group code do some of the heavy lifting for global draw distance
m_BoundingDistances[0] = DecalSystem.instance.DrawDistance;
m_NumResults = 0;
m_CullingGroup = new CullingGroup();
m_CullingGroup.targetCamera = instance.CurrentCamera;
m_CullingGroup.SetDistanceReferencePoint( m_CullingGroup.targetCamera.transform.position);
m_CullingGroup.SetBoundingDistances(m_BoundingDistances);
m_CullingGroup.SetBoundingSpheres(m_BoundingSpheres);
m_CullingGroup.SetBoundingSphereCount(m_DecalsCount);
}
public int QueryCullResults()
{
m_NumResults = m_CullingGroup.QueryIndices(true, m_ResultIndices, 0);
return m_NumResults;
}
private void GetDecalVolumeDataAndBound(Matrix4x4 decalToWorld, Matrix4x4 worldToView)
{
var influenceX = decalToWorld.GetColumn(0) * 0.5f;
var influenceY = decalToWorld.GetColumn(1) * 0.5f;
var influenceZ = decalToWorld.GetColumn(2) * 0.5f;
var pos = decalToWorld.GetColumn(3) - influenceY; // decal cube mesh pivot is at 0,0,0, with bottom face at -1 on the y plane
Vector3 influenceExtents = new Vector3();
influenceExtents.x = influenceX.magnitude;
influenceExtents.y = influenceY.magnitude;
influenceExtents.z = influenceZ.magnitude;
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
var influenceRightVS = worldToView.MultiplyVector(influenceX / influenceExtents.x);
var influenceUpVS = worldToView.MultiplyVector(influenceY / influenceExtents.y);
var influenceForwardVS = worldToView.MultiplyVector(influenceZ / influenceExtents.z);
var influencePositionVS = worldToView.MultiplyPoint(pos); // place the mesh pivot in the center
m_Bounds[m_DecalDatasCount].center = influencePositionVS;
m_Bounds[m_DecalDatasCount].boxAxisX = influenceRightVS * influenceExtents.x;
m_Bounds[m_DecalDatasCount].boxAxisY = influenceUpVS * influenceExtents.y;
m_Bounds[m_DecalDatasCount].boxAxisZ = influenceForwardVS * influenceExtents.z;
m_Bounds[m_DecalDatasCount].scaleXY.Set(1.0f, 1.0f);
m_Bounds[m_DecalDatasCount].radius = influenceExtents.magnitude;
// The culling system culls pixels that are further
// than a threshold to the box influence extents.
// So we use an arbitrary threshold here (k_BoxCullingExtentOffset)
m_LightVolumes[m_DecalDatasCount].lightCategory = (uint)LightCategory.Decal;
m_LightVolumes[m_DecalDatasCount].lightVolume = (uint)LightVolumeType.Box;
m_LightVolumes[m_DecalDatasCount].featureFlags = (uint)LightFeatureFlags.Env;
m_LightVolumes[m_DecalDatasCount].lightPos = influencePositionVS;
m_LightVolumes[m_DecalDatasCount].lightAxisX = influenceRightVS;
m_LightVolumes[m_DecalDatasCount].lightAxisY = influenceUpVS;
m_LightVolumes[m_DecalDatasCount].lightAxisZ = influenceForwardVS;
m_LightVolumes[m_DecalDatasCount].boxInnerDist = influenceExtents - LightLoop.k_BoxCullingExtentThreshold;
m_LightVolumes[m_DecalDatasCount].boxInvRange.Set(1.0f / LightLoop.k_BoxCullingExtentThreshold.x, 1.0f /LightLoop. k_BoxCullingExtentThreshold.y, 1.0f / LightLoop.k_BoxCullingExtentThreshold.z);
}
private void AssignCurrentBatches(ref Matrix4x4[] decalToWorldBatch, ref Matrix4x4[] normalToWorldBatch, int batchCount)
{
if (m_DecalToWorld.Count == batchCount)
{
decalToWorldBatch = new Matrix4x4[kDrawIndexedBatchSize];
m_DecalToWorld.Add(decalToWorldBatch);
normalToWorldBatch = new Matrix4x4[kDrawIndexedBatchSize];
m_NormalToWorld.Add(normalToWorldBatch);
}
else
{
decalToWorldBatch = m_DecalToWorld[batchCount];
normalToWorldBatch = m_NormalToWorld[batchCount];
}
}
public void CreateDrawData()
{
if (m_NumResults == 0)
return;
// only add if anything in this decal set is visible.
AddToTextureList(ref instance.m_TextureList);
int instanceCount = 0;
int batchCount = 0;
Matrix4x4[] decalToWorldBatch = null;
Matrix4x4[] normalToWorldBatch = null;
AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);
Vector3 cameraPos = instance.CurrentCamera.transform.position;
Matrix4x4 worldToView = LightLoop.WorldToCamera(instance.CurrentCamera);
for (int resultIndex = 0; resultIndex < m_NumResults; resultIndex++)
{
int decalIndex = m_ResultIndices[resultIndex];
// do additional culling based on individual decal draw distances
float distanceToDecal = (cameraPos - m_BoundingSpheres[decalIndex].position).magnitude;
float cullDistance = m_CachedDrawDistances[decalIndex].x + m_BoundingSpheres[decalIndex].radius;
if (distanceToDecal < cullDistance)
{
// d-buffer data
decalToWorldBatch[instanceCount] = m_CachedDecalToWorld[decalIndex];
normalToWorldBatch[instanceCount] = m_CachedNormalToWorld[decalIndex];
float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
normalToWorldBatch[instanceCount].m03 = fadeFactor * m_Blend; // vector3 rotation matrix so bottom row and last column can be used for other data to save space
// clustered forward data
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];
m_DecalDatas[m_DecalDatasCount].diffuseScaleBias = m_Diffuse.m_ScaleBias;
m_DecalDatas[m_DecalDatasCount].normalScaleBias = m_Normal.m_ScaleBias;
m_DecalDatas[m_DecalDatasCount].maskScaleBias = m_Mask.m_ScaleBias;
GetDecalVolumeDataAndBound(decalToWorldBatch[instanceCount], worldToView);
m_DecalDatasCount++;
instanceCount++;
if (instanceCount == kDrawIndexedBatchSize)
{
instanceCount = 0;
batchCount++;
AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);
}
}
}
}
public void EndCull()
{
if (m_CullingGroup == null)
{
Debug.LogError("Begin/EndCull() called out of sequence for decal projectors.");
}
else
{
m_CullingGroup.Dispose();
m_CullingGroup = null;
}
}
public void AddToTextureList(ref List<TextureScaleBias> textureList)
{
if(m_Diffuse.m_Texture != null)
{
textureList.Add(m_Diffuse);
}
if (m_Normal.m_Texture != null)
{
textureList.Add(m_Normal);
}
if (m_Mask.m_Texture != null)
{
textureList.Add(m_Mask);
}
}
public void RenderIntoDBuffer(CommandBuffer cmd)
{
if(m_NumResults == 0)
return;
int batchIndex = 0;
int totalToDraw = m_NumResults;
for (; batchIndex < m_NumResults / kDrawIndexedBatchSize; batchIndex++)
{
m_PropertyBlock.SetMatrixArray(HDShaderIDs._NormalToWorldID, m_NormalToWorld[batchIndex]);
cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_DecalToWorld[batchIndex], kDrawIndexedBatchSize, m_PropertyBlock);
totalToDraw -= kDrawIndexedBatchSize;
}
if(totalToDraw > 0)
{
m_PropertyBlock.SetMatrixArray(HDShaderIDs._NormalToWorldID, m_NormalToWorld[batchIndex]);
cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_DecalToWorld[batchIndex], totalToDraw, m_PropertyBlock);
}
}
public Material KeyMaterial
{
get
{
return this.m_Material;
}
}
public int Count
{
get
{
return this.m_DecalsCount;
}
}
private List<Matrix4x4[]> m_DecalToWorld = new List<Matrix4x4[]>();
private List<Matrix4x4[]> m_NormalToWorld = new List<Matrix4x4[]>();
private CullingGroup m_CullingGroup = null;
private BoundingSphere[] m_BoundingSpheres = new BoundingSphere[kDecalBlockSize];
private DecalHandle[] m_Handles = new DecalHandle[kDecalBlockSize];
private int[] m_ResultIndices = new int[kDecalBlockSize];
private int m_NumResults = 0;
private int m_DecalsCount = 0;
private Matrix4x4[] m_CachedDecalToWorld = new Matrix4x4[kDecalBlockSize];
private Matrix4x4[] m_CachedNormalToWorld = new Matrix4x4[kDecalBlockSize];
private Vector2[] m_CachedDrawDistances = new Vector2[kDecalBlockSize]; // x - draw distance, y - fade scale
private Material m_Material;
private float m_Blend = 0;
TextureScaleBias m_Diffuse = new TextureScaleBias();
TextureScaleBias m_Normal = new TextureScaleBias();
TextureScaleBias m_Mask = new TextureScaleBias();
}
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Material material)
{
DecalSet decalSet = null;
int key = material.GetInstanceID();
if (!m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet = new DecalSet(material);
m_DecalSets.Add(key, decalSet);
}
return decalSet.AddDecal(transform, drawDistance, fadeScale, key);
}
public void RemoveDecal(DecalHandle handle)
{
if (!DecalHandle.IsValid(handle))
return;
DecalSet decalSet = null;
int key = handle.m_MaterialID;
if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.RemoveDecal(handle);
if (decalSet.Count == 0)
{
m_DecalSets.Remove(key);
}
}
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
{
if(!DecalHandle.IsValid(handle))
return;
DecalSet decalSet = null;
int key = handle.m_MaterialID;
if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, handle);
}
}
public void BeginCull()
{
foreach (var pair in m_DecalSets)
{
pair.Value.BeginCull();
}
}
private int QueryCullResults()
{
int totalVisibleDecals = 0;
foreach (var pair in m_DecalSets)
{
totalVisibleDecals += pair.Value.QueryCullResults();
}
return totalVisibleDecals;
}
public void EndCull()
{
m_DecalsVisibleThisFrame = QueryCullResults();
foreach (var pair in m_DecalSets)
{
pair.Value.EndCull();
}
}
public void RenderIntoDBuffer(CommandBuffer cmd)
{
if (m_DecalMesh == null)
m_DecalMesh = CoreUtils.CreateCubeMesh(kMin, kMax);
foreach (var pair in m_DecalSets)
{
pair.Value.RenderIntoDBuffer(cmd);
}
}
public void SetAtlas(CommandBuffer cmd)
{
cmd.SetGlobalTexture(HDShaderIDs._DecalAtlas2DID, Atlas.AtlasTexture);
}
public void AddTexture(CommandBuffer cmd, TextureScaleBias textureScaleBias)
{
if (textureScaleBias.m_Texture != null)
{
if (!Atlas.AddTexture(cmd, ref textureScaleBias.m_ScaleBias,textureScaleBias.m_Texture))
{
m_AllocationSuccess = false;
}
}
else
{
textureScaleBias.m_ScaleBias = Vector4.zero;
}
}
// updates textures, texture atlas indices and blend value
public void UpdateCachedMaterialData()
{
m_TextureList.Clear();
foreach (var pair in m_DecalSets)
{
pair.Value.InitializeMaterialValues();
}
}
public void UpdateTextureAtlas(CommandBuffer cmd)
{
m_AllocationSuccess = true;
foreach (TextureScaleBias textureScaleBias in m_TextureList)
{
AddTexture(cmd, textureScaleBias);
}
if (!m_AllocationSuccess) // texture failed to find space in the atlas
{
m_TextureList.Sort(); // sort the texture list largest to smallest for better packing
Atlas.ResetAllocator(); // clear all allocations
// try again
m_AllocationSuccess = true;
foreach (TextureScaleBias textureScaleBias in m_TextureList)
{
AddTexture(cmd, textureScaleBias);
}
if(!m_AllocationSuccess && m_PrevAllocationSuccess) // still failed to allocate, decal atlas size needs to increase, debounce so that we don't spam the console with warnings
{
Debug.LogWarning("Decal texture atlas out of space, decals on transparent geometry might not render correctly, atlas size can be changed in HDRenderPipelineAsset");
}
}
m_PrevAllocationSuccess = m_AllocationSuccess;
}
public void CreateDrawData()
{
m_DecalDatasCount = 0;
// reallocate if needed
if (m_DecalsVisibleThisFrame > m_DecalDatas.Length)
{
int newDecalDatasSize = ((m_DecalsVisibleThisFrame + kDecalBlockSize - 1) / kDecalBlockSize) * kDecalBlockSize;
m_DecalDatas = new DecalData[newDecalDatasSize];
m_Bounds = new SFiniteLightBound[newDecalDatasSize];
m_LightVolumes = new LightVolumeData[newDecalDatasSize];
}
foreach (var pair in m_DecalSets)
{
pair.Value.CreateDrawData();
}
}
public void Cleanup()
{
if (m_Atlas != null)
m_Atlas.Release();
CoreUtils.Destroy(m_DecalMesh);
// set to null so that they get recreated
m_DecalMesh = null;
m_Atlas = null;
}
public void RenderDebugOverlay(HDCamera hdCamera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
{
if(debugDisplaySettings.decalsDebugSettings.m_DisplayAtlas)
{
using (new ProfilingSample(cmd, "Display Decal Atlas", CustomSamplerId.DisplayDebugDecalsAtlas.GetSampler()))
{
HDUtils.BlitQuad(cmd, Atlas.AtlasTexture, new Vector4(1,1,0,0), new Vector4(width / hdCamera.actualWidth, overlaySize / hdCamera.actualHeight, x / hdCamera.actualWidth, y / hdCamera.actualHeight), (int)debugDisplaySettings.decalsDebugSettings.m_MipLevel, true);
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.actualWidth);
}
}
}
}
}