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using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class DecalSystem
{
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 TextureCache2D TextureAtlas
{
get
{
if (m_DecalAtlas == null)
{
m_DecalAtlas = new TextureCache2D();
m_DecalAtlas.AllocTextureArray(2048, 128, 128, TextureFormat.RGBA32, true);
}
return m_DecalAtlas;
}
}
private static readonly int m_NormalToWorldID = Shader.PropertyToID("normalToWorld");
private static readonly int m_DecalAtlasID = Shader.PropertyToID("_DecalAtlas");
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;
static public Matrix4x4[] m_InstanceMatrices = new Matrix4x4[kDrawIndexedBatchSize];
static public Matrix4x4[] m_InstanceNormalToWorld = new Matrix4x4[kDrawIndexedBatchSize];
static public float[] m_BoundingDistances = new float[1];
private Dictionary<int, DecalSet> m_DecalSets = new Dictionary<int, DecalSet>();
private TextureCache2D m_DecalAtlas = null;
private class DecalSet
{
private void InitializeMaterialValues()
{
m_DiffuseTexture = m_Material.GetTexture("_BaseColorMap");
m_NormalTexture = m_Material.GetTexture("_NormalMap");
m_MaskTexture = 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(DecalProjectorComponent decal)
{
m_CachedTransforms[decal.CullIndex] = decal.transform.localToWorldMatrix;
Matrix4x4 decalRotation = Matrix4x4.Rotate(decal.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[decal.CullIndex] = decalRotation;
// draw distance can't be more than global draw distance
m_CachedDrawDistances[decal.CullIndex].x = decal.m_DrawDistance < instance.DrawDistance
? decal.m_DrawDistance
: instance.DrawDistance;
m_CachedDrawDistances[decal.CullIndex].y = decal.m_FadeScale;
m_BoundingSpheres[decal.CullIndex] = GetDecalProjectBoundingSphere(m_CachedTransforms[decal.CullIndex]);
}
public void AddDecal(DecalProjectorComponent decal)
{
// increase array size if no space left
if (m_DecalsCount == m_Decals.Length)
{
DecalProjectorComponent[] newDecals = new DecalProjectorComponent[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_Decals.CopyTo(newDecals, 0);
m_BoundingSpheres.CopyTo(newSpheres, 0);
m_CachedTransforms.CopyTo(newCachedTransforms, 0);
m_CachedNormalToWorld.CopyTo(newCachedNormalToWorld, 0);
m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
m_Decals = newDecals;
m_BoundingSpheres = newSpheres;
m_CachedTransforms = newCachedTransforms;
m_CachedNormalToWorld = newCachedNormalToWorld;
m_CachedDrawDistances = newCachedDrawDistances;
}
m_Decals[m_DecalsCount] = decal;
m_Decals[m_DecalsCount].CullIndex = m_DecalsCount;
UpdateCachedData(m_Decals[m_DecalsCount]);
m_DecalsCount++;
}
public void RemoveDecal(DecalProjectorComponent decal)
{
int removeAtIndex = decal.CullIndex;
// replace with last decal in the list and update index
m_Decals[removeAtIndex] = m_Decals[m_DecalsCount - 1]; // move the last decal in list
m_Decals[removeAtIndex].CullIndex = removeAtIndex;
m_Decals[m_DecalsCount - 1] = null;
// update the bounding spheres array
m_BoundingSpheres[removeAtIndex] = m_BoundingSpheres[m_DecalsCount - 1];
m_CachedTransforms[removeAtIndex] = m_CachedTransforms[m_DecalsCount - 1];
m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
m_DecalsCount--;
decal.CullIndex = DecalProjectorComponent.kInvalidIndex;
}
public void BeginCull(Camera camera)
{
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 = camera;
m_CullingGroup.SetDistanceReferencePoint(camera.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;
}
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;
}
}
void UpdateTextureCache(CommandBuffer cmd)
{
if ((m_DiffuseTexIndex == -1) && (m_DiffuseTexture != null))
{
m_DiffuseTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_DiffuseTexture);
}
if ((m_NormalTexIndex == -1) && (m_NormalTexture != null))
{
m_NormalTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_NormalTexture);
}
if ((m_MaskTexIndex == -1) && (m_MaskTexture != null))
{
m_MaskTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_MaskTexture);
}
}
public void RemoveFromTextureCache()
{
if (m_DiffuseTexture != null)
{
instance.TextureAtlas.RemoveEntryFromSlice(m_DiffuseTexture);
}
if (m_NormalTexture != null)
{
instance.TextureAtlas.RemoveEntryFromSlice(m_NormalTexture);
}
if (m_MaskTexture != null)
{
instance.TextureAtlas.RemoveEntryFromSlice(m_MaskTexture);
}
}
public void Render(ScriptableRenderContext renderContext, HDCamera camera, CommandBuffer cmd, LightLoop lightLoop)
{
if(m_NumResults == 0)
return;
InitializeMaterialValues(); // refresh in case they changed in the UI
UpdateTextureCache(cmd);
var worldToView = Matrix4x4.Scale(new Vector3(1, 1, -1)) * camera.camera.worldToCameraMatrix;
int instanceCount = 0;
Vector3 cameraPos = camera.cameraPos;
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)
{
m_InstanceMatrices[instanceCount] = m_CachedTransforms[decalIndex];
m_InstanceNormalToWorld[instanceCount] = m_CachedNormalToWorld[decalIndex];
float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
m_InstanceNormalToWorld[instanceCount].m03 = fadeFactor * m_Blend; // rotation only matrix so 3rd column can be used to pass some values
m_InstanceNormalToWorld[instanceCount].m13 = m_DiffuseTexIndex;
m_InstanceNormalToWorld[instanceCount].m23 = m_NormalTexIndex;
m_InstanceNormalToWorld[instanceCount].m33 = m_MaskTexIndex;
DecalData decalData = new DecalData();
decalData.worldToDecal = m_CachedTransforms[decalIndex].inverse;
decalData.normalToWorld = m_InstanceNormalToWorld[instanceCount];
lightLoop.GetDecalVolumeDataAndBound(decalData, m_CachedTransforms[decalIndex], worldToView);
instanceCount++;
if (instanceCount == kDrawIndexedBatchSize)
{
m_PropertyBlock.SetMatrixArray(m_NormalToWorldID, m_InstanceNormalToWorld);
cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_InstanceMatrices, kDrawIndexedBatchSize, m_PropertyBlock);
instanceCount = 0;
}
}
}
if (instanceCount > 0)
{
m_PropertyBlock.SetMatrixArray(m_NormalToWorldID, m_InstanceNormalToWorld);
cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_InstanceMatrices, instanceCount, m_PropertyBlock);
}
}
public Material KeyMaterial
{
get
{
return this.m_Material;
}
}
public int Count
{
get
{
return this.m_DecalsCount;
}
}
private CullingGroup m_CullingGroup = null;
private BoundingSphere[] m_BoundingSpheres = new BoundingSphere[kDecalBlockSize];
private DecalProjectorComponent[] m_Decals = new DecalProjectorComponent[kDecalBlockSize];
private int[] m_ResultIndices = new int[kDecalBlockSize];
private int m_NumResults = 0;
private int m_DecalsCount = 0;
private Matrix4x4[] m_CachedTransforms = 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 Texture m_DiffuseTexture = null;
private Texture m_NormalTexture = null;
private Texture m_MaskTexture = null;
private float m_Blend = 0;
private int m_DiffuseTexIndex = -1;
private int m_NormalTexIndex = -1;
private int m_MaskTexIndex = -1;
}
public void AddDecal(DecalProjectorComponent decal)
{
if (decal.CullIndex != DecalProjectorComponent.kInvalidIndex) //do not add the same decal more than once
return;
if(!decal.IsValid())
return;
DecalSet decalSet = null;
int key = decal.m_Material.GetInstanceID();
if (!m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet = new DecalSet(decal.m_Material);
m_DecalSets.Add(key, decalSet);
}
decalSet.AddDecal(decal);
}
public void RemoveDecal(DecalProjectorComponent decal)
{
if (decal.CullIndex == DecalProjectorComponent.kInvalidIndex) // check if we have this decal
return;
DecalSet decalSet = null;
int key = decal.m_Material.GetInstanceID();
if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.RemoveDecal(decal);
if (decalSet.Count == 0)
{
decalSet.RemoveFromTextureCache();
m_DecalSets.Remove(key);
}
}
}
public void UpdateCachedData(DecalProjectorComponent decal)
{
if (decal.CullIndex == DecalProjectorComponent.kInvalidIndex) // check if we have this decal
return;
DecalSet decalSet = null;
int key = decal.m_Material.GetInstanceID();
if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.UpdateCachedData(decal);
}
}
public void BeginCull(Camera camera)
{
foreach (var pair in m_DecalSets)
{
pair.Value.BeginCull(camera);
}
}
public int QueryCullResults()
{
int totalVisibleDecals = 0;
foreach (var pair in m_DecalSets)
{
totalVisibleDecals += pair.Value.QueryCullResults();
}
return totalVisibleDecals;
}
public void EndCull()
{
foreach (var pair in m_DecalSets)
{
pair.Value.EndCull();
}
}
// need a better way than passing light loop here
public void Render(ScriptableRenderContext renderContext, HDCamera camera, CommandBuffer cmd, LightLoop lightLoop)
{
if (m_DecalMesh == null)
m_DecalMesh = CoreUtils.CreateCubeMesh(kMin, kMax);
foreach (var pair in m_DecalSets)
{
pair.Value.Render(renderContext, camera, cmd, lightLoop);
}
}
public void SetAtlas(CommandBuffer cmd)
{
cmd.SetGlobalTexture(m_DecalAtlasID, m_DecalAtlas.GetTexCache());
}
}
}