187 lines
6.4 KiB
C#
187 lines
6.4 KiB
C#
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering
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{
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// Helper class to render occlusion meshes.
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// If possible, the mesh for each view will be combined into one mesh to reduce draw calls.
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internal class XROcclusionMesh
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{
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XRPass m_Pass;
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Mesh m_CombinedMesh;
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Material m_Material;
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int m_CombinedMeshHashCode;
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static readonly ProfilingSampler k_OcclusionMeshProfilingSampler = new ProfilingSampler("XR Occlusion Mesh");
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internal XROcclusionMesh(XRPass xrPass)
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{
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m_Pass = xrPass;
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}
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internal void SetMaterial(Material mat)
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{
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m_Material = mat;
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}
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internal bool hasValidOcclusionMesh
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{
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get
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{
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if (IsOcclusionMeshSupported())
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{
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if (m_Pass.singlePassEnabled)
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return m_CombinedMesh != null;
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else
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return m_Pass.GetOcclusionMesh() != null;
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}
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return false;
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}
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}
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internal void RenderOcclusionMesh(CommandBuffer cmd, float occlusionMeshScale, bool yFlip = false)
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{
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if (IsOcclusionMeshSupported())
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{
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using (new ProfilingScope(cmd, k_OcclusionMeshProfilingSampler))
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{
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if (m_Pass.singlePassEnabled)
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{
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// Prefer multiview draw
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if (m_CombinedMesh != null && SystemInfo.supportsMultiview)
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{
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// For the multiview code path, keep the multiview state on to propagate geometries to all eye texture slices
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cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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Vector3 scale = new Vector3(occlusionMeshScale, yFlip? occlusionMeshScale : -occlusionMeshScale, 1.0f);
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cmd.DrawMesh(m_CombinedMesh, Matrix4x4.Scale(scale), m_Material);
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cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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}
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else if (m_CombinedMesh != null && SystemInfo.supportsRenderTargetArrayIndexFromVertexShader)
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{
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m_Pass.StopSinglePass(cmd);
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cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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Vector3 scale = new Vector3(occlusionMeshScale, yFlip ? occlusionMeshScale : -occlusionMeshScale, 1.0f);
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cmd.DrawMesh(m_CombinedMesh, Matrix4x4.Scale(scale), m_Material);
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cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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m_Pass.StartSinglePass(cmd);
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}
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}
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else
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{
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Mesh mesh = m_Pass.GetOcclusionMesh(0);
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if (mesh != null)
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{
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cmd.DrawMesh(mesh, Matrix4x4.identity, m_Material);
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}
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}
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}
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}
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}
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internal void UpdateCombinedMesh()
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{
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if (IsOcclusionMeshSupported() && m_Pass.singlePassEnabled && TryGetOcclusionMeshCombinedHashCode(out var hashCode))
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{
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if (m_CombinedMesh == null || hashCode != m_CombinedMeshHashCode)
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{
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CreateOcclusionMeshCombined();
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m_CombinedMeshHashCode = hashCode;
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}
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}
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else
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{
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m_CombinedMesh = null;
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m_CombinedMeshHashCode = 0;
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}
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}
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bool IsOcclusionMeshSupported()
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{
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return m_Pass.enabled && m_Material != null;
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}
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bool TryGetOcclusionMeshCombinedHashCode(out int hashCode)
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{
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hashCode = 17;
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for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
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{
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Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
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if (mesh != null)
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{
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hashCode = hashCode * 23 + mesh.GetHashCode();
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}
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else
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{
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hashCode = 0;
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return false;
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}
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}
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return true;
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}
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// Create a new mesh that contains the occlusion data from all views
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void CreateOcclusionMeshCombined()
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{
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CoreUtils.Destroy(m_CombinedMesh);
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m_CombinedMesh = new Mesh();
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m_CombinedMesh.indexFormat = IndexFormat.UInt16;
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int combinedVertexCount = 0;
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uint combinedIndexCount = 0;
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for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
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{
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Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
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Debug.Assert(mesh != null);
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Debug.Assert(mesh.subMeshCount == 1);
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Debug.Assert(mesh.indexFormat == IndexFormat.UInt16);
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combinedVertexCount += mesh.vertexCount;
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combinedIndexCount += mesh.GetIndexCount(0);
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}
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Vector3[] vertices = new Vector3[combinedVertexCount];
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ushort[] indices = new ushort[combinedIndexCount];
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int vertexStart = 0;
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int indexStart = 0;
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for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
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{
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Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
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var meshIndices = mesh.GetIndices(0);
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// Encore the viewId into the z channel
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{
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mesh.vertices.CopyTo(vertices, vertexStart);
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for (int i = 0; i < mesh.vertices.Length; i++)
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vertices[vertexStart + i].z = viewId;
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}
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// Combine indices into one buffer
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for (int i = 0; i < meshIndices.Length; i++)
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{
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int newIndex = vertexStart + meshIndices[i];
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Debug.Assert(meshIndices[i] < ushort.MaxValue);
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indices[indexStart + i] = (ushort)newIndex;
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}
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vertexStart += mesh.vertexCount;
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indexStart += meshIndices.Length;
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}
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m_CombinedMesh.vertices = vertices;
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m_CombinedMesh.SetIndices(indices, MeshTopology.Triangles, 0);
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}
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}
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}
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