542 lines
21 KiB
C#
542 lines
21 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine.Assertions;
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using UnityEngine.Jobs;
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namespace UnityEngine.Rendering.Universal
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{
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internal class DecalEntityIndexer
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{
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public struct DecalEntityItem
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{
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public int chunkIndex;
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public int arrayIndex;
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public int version;
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}
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private List<DecalEntityItem> m_Entities = new List<DecalEntityItem>();
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private Queue<int> m_FreeIndices = new Queue<int>();
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public bool IsValid(DecalEntity decalEntity)
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{
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if (m_Entities.Count <= decalEntity.index)
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return false;
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return m_Entities[decalEntity.index].version == decalEntity.version;
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}
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public DecalEntity CreateDecalEntity(int arrayIndex, int chunkIndex)
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{
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// Reuse
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if (m_FreeIndices.Count != 0)
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{
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int entityIndex = m_FreeIndices.Dequeue();
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int newVersion = m_Entities[entityIndex].version + 1;
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m_Entities[entityIndex] = new DecalEntityItem()
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{
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arrayIndex = arrayIndex,
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chunkIndex = chunkIndex,
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version = newVersion,
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};
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return new DecalEntity()
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{
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index = entityIndex,
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version = newVersion,
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};
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}
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// Create new one
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{
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int entityIndex = m_Entities.Count;
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int version = 1;
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m_Entities.Add(new DecalEntityItem()
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{
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arrayIndex = arrayIndex,
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chunkIndex = chunkIndex,
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version = version,
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});
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return new DecalEntity()
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{
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index = entityIndex,
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version = version,
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};
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}
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}
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public void DestroyDecalEntity(DecalEntity decalEntity)
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{
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Assert.IsTrue(IsValid(decalEntity));
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m_FreeIndices.Enqueue(decalEntity.index);
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// Update version that everything that points to it will have outdated version
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var item = m_Entities[decalEntity.index];
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item.version++;
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m_Entities[decalEntity.index] = item;
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}
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public DecalEntityItem GetItem(DecalEntity decalEntity)
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{
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Assert.IsTrue(IsValid(decalEntity));
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return m_Entities[decalEntity.index];
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}
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public void UpdateIndex(DecalEntity decalEntity, int newArrayIndex)
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{
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Assert.IsTrue(IsValid(decalEntity));
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var item = m_Entities[decalEntity.index];
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item.arrayIndex = newArrayIndex;
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item.version = decalEntity.version;
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m_Entities[decalEntity.index] = item;
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}
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public void RemapChunkIndices(List<int> remaper)
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{
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for (int i = 0; i < m_Entities.Count; ++i)
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{
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int newChunkIndex = remaper[m_Entities[i].chunkIndex];
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var item = m_Entities[i];
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item.chunkIndex = newChunkIndex;
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m_Entities[i] = item;
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}
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}
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public void Clear()
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{
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m_Entities.Clear();
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m_FreeIndices.Clear();
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}
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}
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internal struct DecalEntity
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{
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public int index;
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public int version;
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}
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/// <summary>
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/// Contains <see cref="DecalEntity"/> and shared material.
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/// </summary>
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internal class DecalEntityChunk : DecalChunk
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{
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public Material material;
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public NativeArray<DecalEntity> decalEntities;
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public DecalProjector[] decalProjectors;
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public TransformAccessArray transformAccessArray;
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public override void Push()
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{
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count++;
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}
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public override void RemoveAtSwapBack(int entityIndex)
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{
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RemoveAtSwapBack(ref decalEntities, entityIndex, count);
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RemoveAtSwapBack(ref decalProjectors, entityIndex, count);
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transformAccessArray.RemoveAtSwapBack(entityIndex);
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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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decalEntities.ResizeArray(newCapacity);
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ResizeNativeArray(ref transformAccessArray, decalProjectors, newCapacity);
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ArrayExtensions.ResizeArray(ref decalProjectors, 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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decalEntities.Dispose();
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transformAccessArray.Dispose();
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decalProjectors = null;
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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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/// Manages lifetime between <see cref="DecalProjector"></see> and <see cref="DecalEntity"/>.
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/// Contains all <see cref="DecalChunk"/>.
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/// </summary>
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internal class DecalEntityManager : IDisposable
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{
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public List<DecalEntityChunk> entityChunks = new List<DecalEntityChunk>();
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public List<DecalCachedChunk> cachedChunks = new List<DecalCachedChunk>();
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public List<DecalCulledChunk> culledChunks = new List<DecalCulledChunk>();
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public List<DecalDrawCallChunk> drawCallChunks = new List<DecalDrawCallChunk>();
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public int chunkCount;
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private ProfilingSampler m_AddDecalSampler;
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private ProfilingSampler m_ResizeChunks;
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private ProfilingSampler m_SortChunks;
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private DecalEntityIndexer m_DecalEntityIndexer = new DecalEntityIndexer();
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private Dictionary<Material, int> m_MaterialToChunkIndex = new Dictionary<Material, int>();
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private struct CombinedChunks
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{
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public DecalEntityChunk entityChunk;
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public DecalCachedChunk cachedChunk;
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public DecalCulledChunk culledChunk;
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public DecalDrawCallChunk drawCallChunk;
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public int previousChunkIndex;
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public bool valid;
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}
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private List<CombinedChunks> m_CombinedChunks = new List<CombinedChunks>();
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private List<int> m_CombinedChunkRemmap = new List<int>();
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private Material m_ErrorMaterial;
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public Material errorMaterial
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{
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get
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{
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if (m_ErrorMaterial == null)
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m_ErrorMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/InternalErrorShader"));
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return m_ErrorMaterial;
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}
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}
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private Mesh m_DecalProjectorMesh;
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public Mesh decalProjectorMesh
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{
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get
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{
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if (m_DecalProjectorMesh == null)
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m_DecalProjectorMesh = CoreUtils.CreateCubeMesh(new Vector4(-0.5f, -0.5f, -0.5f, 1.0f), new Vector4(0.5f, 0.5f, 0.5f, 1.0f));
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return m_DecalProjectorMesh;
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}
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}
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public DecalEntityManager()
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{
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m_AddDecalSampler = new ProfilingSampler("DecalEntityManager.CreateDecalEntity");
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m_ResizeChunks = new ProfilingSampler("DecalEntityManager.ResizeChunks");
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m_SortChunks = new ProfilingSampler("DecalEntityManager.SortChunks");
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}
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public bool IsValid(DecalEntity decalEntity)
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{
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return m_DecalEntityIndexer.IsValid(decalEntity);
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}
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public DecalEntity CreateDecalEntity(DecalProjector decalProjector)
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{
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var material = decalProjector.material;
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if (material == null)
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material = errorMaterial;
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using (new ProfilingScope(m_AddDecalSampler))
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{
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int chunkIndex = CreateChunkIndex(material);
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int entityIndex = entityChunks[chunkIndex].count;
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DecalEntity entity = m_DecalEntityIndexer.CreateDecalEntity(entityIndex, chunkIndex);
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DecalEntityChunk entityChunk = entityChunks[chunkIndex];
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DecalCachedChunk cachedChunk = cachedChunks[chunkIndex];
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DecalCulledChunk culledChunk = culledChunks[chunkIndex];
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DecalDrawCallChunk drawCallChunk = drawCallChunks[chunkIndex];
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// Make sure we have space to add new entity
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if (entityChunks[chunkIndex].capacity == entityChunks[chunkIndex].count)
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{
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using (new ProfilingScope(m_ResizeChunks))
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{
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int newCapacity = entityChunks[chunkIndex].capacity + entityChunks[chunkIndex].capacity;
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newCapacity = math.max(8, newCapacity);
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entityChunk.SetCapacity(newCapacity);
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cachedChunk.SetCapacity(newCapacity);
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culledChunk.SetCapacity(newCapacity);
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drawCallChunk.SetCapacity(newCapacity);
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}
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}
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entityChunk.Push();
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cachedChunk.Push();
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culledChunk.Push();
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drawCallChunk.Push();
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entityChunk.decalProjectors[entityIndex] = decalProjector;
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entityChunk.decalEntities[entityIndex] = entity;
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entityChunk.transformAccessArray.Add(decalProjector.transform);
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UpdateDecalEntityData(entity, decalProjector);
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return entity;
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}
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}
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private int CreateChunkIndex(Material material)
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{
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if (!m_MaterialToChunkIndex.TryGetValue(material, out int chunkIndex))
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{
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var propertyBlock = new MaterialPropertyBlock();
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// In order instanced and non instanced rendering to work with _NormalToWorld and _DecalLayerMaskFromDecal
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// We need to make sure the array are created with maximum size
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propertyBlock.SetMatrixArray("_NormalToWorld", new Matrix4x4[DecalDrawSystem.MaxBatchSize]);
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propertyBlock.SetFloatArray("_DecalLayerMaskFromDecal", new float[DecalDrawSystem.MaxBatchSize]);
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entityChunks.Add(new DecalEntityChunk() { material = material });
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cachedChunks.Add(new DecalCachedChunk()
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{
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propertyBlock = propertyBlock,
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});
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culledChunks.Add(new DecalCulledChunk());
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drawCallChunks.Add(new DecalDrawCallChunk() { subCallCounts = new NativeArray<int>(1, Allocator.Persistent) });
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m_CombinedChunks.Add(new CombinedChunks());
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m_CombinedChunkRemmap.Add(0);
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m_MaterialToChunkIndex.Add(material, chunkCount);
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return chunkCount++;
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}
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return chunkIndex;
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}
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public void UpdateAllDecalEntitiesData()
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{
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foreach (var entityChunk in entityChunks)
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{
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for (int i = 0; i < entityChunk.count; ++i)
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{
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var decalProjector = entityChunk.decalProjectors[i];
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if (decalProjector == null)
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continue;
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var entity = entityChunk.decalEntities[i];
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if (!IsValid(entity))
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continue;
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UpdateDecalEntityData(entity, decalProjector);
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}
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}
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}
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public void UpdateDecalEntityData(DecalEntity decalEntity, DecalProjector decalProjector)
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{
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var decalItem = m_DecalEntityIndexer.GetItem(decalEntity);
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int chunkIndex = decalItem.chunkIndex;
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int arrayIndex = decalItem.arrayIndex;
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DecalCachedChunk cachedChunk = cachedChunks[chunkIndex];
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cachedChunk.sizeOffsets[arrayIndex] = Matrix4x4.Translate(decalProjector.decalOffset) * Matrix4x4.Scale(decalProjector.decalSize);
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float drawDistance = decalProjector.drawDistance;
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float fadeScale = decalProjector.fadeScale;
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float startAngleFade = decalProjector.startAngleFade;
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float endAngleFade = decalProjector.endAngleFade;
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Vector4 uvScaleBias = decalProjector.uvScaleBias;
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int layerMask = decalProjector.gameObject.layer;
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ulong sceneLayerMask = decalProjector.gameObject.sceneCullingMask;
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float fadeFactor = decalProjector.fadeFactor;
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cachedChunk.drawDistances[arrayIndex] = new Vector2(drawDistance, fadeScale);
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// In the shader to remap from cosine -1 to 1 to new range 0..1 (with 0 - 0 degree and 1 - 180 degree)
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// we do 1.0 - (dot() * 0.5 + 0.5) => 0.5 * (1 - dot())
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// we actually square that to get smoother result => x = (0.5 - 0.5 * dot())^2
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// Do a remap in the shader. 1.0 - saturate((x - start) / (end - start))
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// After simplification => saturate(a + b * dot() * (dot() - 2.0))
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// a = 1.0 - (0.25 - start) / (end - start), y = - 0.25 / (end - start)
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if (startAngleFade == 180.0f) // angle fade is disabled
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{
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cachedChunk.angleFades[arrayIndex] = new Vector2(0.0f, 0.0f);
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}
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else
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{
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float angleStart = startAngleFade / 180.0f;
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float angleEnd = endAngleFade / 180.0f;
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var range = Mathf.Max(0.0001f, angleEnd - angleStart);
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cachedChunk.angleFades[arrayIndex] = new Vector2(1.0f - (0.25f - angleStart) / range, -0.25f / range);
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}
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cachedChunk.uvScaleBias[arrayIndex] = uvScaleBias;
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cachedChunk.layerMasks[arrayIndex] = layerMask;
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cachedChunk.sceneLayerMasks[arrayIndex] = sceneLayerMask;
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cachedChunk.fadeFactors[arrayIndex] = fadeFactor;
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cachedChunk.scaleModes[arrayIndex] = decalProjector.scaleMode;
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cachedChunk.renderingLayerMasks[arrayIndex] = RenderingLayerUtils.ToValidRenderingLayers(decalProjector.renderingLayerMask);
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cachedChunk.positions[arrayIndex] = decalProjector.transform.position;
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cachedChunk.rotation[arrayIndex] = decalProjector.transform.rotation;
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cachedChunk.scales[arrayIndex] = decalProjector.transform.lossyScale;
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cachedChunk.dirty[arrayIndex] = true;
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}
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public void DestroyDecalEntity(DecalEntity decalEntity)
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{
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if (!m_DecalEntityIndexer.IsValid(decalEntity))
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return;
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var decalItem = m_DecalEntityIndexer.GetItem(decalEntity);
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m_DecalEntityIndexer.DestroyDecalEntity(decalEntity);
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int chunkIndex = decalItem.chunkIndex;
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int arrayIndex = decalItem.arrayIndex;
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DecalEntityChunk entityChunk = entityChunks[chunkIndex];
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DecalCachedChunk cachedChunk = cachedChunks[chunkIndex];
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DecalCulledChunk culledChunk = culledChunks[chunkIndex];
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DecalDrawCallChunk drawCallChunk = drawCallChunks[chunkIndex];
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int lastArrayIndex = entityChunk.count - 1;
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if (arrayIndex != lastArrayIndex)
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m_DecalEntityIndexer.UpdateIndex(entityChunk.decalEntities[lastArrayIndex], arrayIndex);
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entityChunk.RemoveAtSwapBack(arrayIndex);
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cachedChunk.RemoveAtSwapBack(arrayIndex);
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culledChunk.RemoveAtSwapBack(arrayIndex);
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drawCallChunk.RemoveAtSwapBack(arrayIndex);
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}
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public void Update()
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{
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using (new ProfilingScope(m_SortChunks))
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{
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for (int i = 0; i < chunkCount; ++i)
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{
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if (entityChunks[i].material == null)
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entityChunks[i].material = errorMaterial;
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}
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// Combine chunks into single array
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for (int i = 0; i < chunkCount; ++i)
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{
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m_CombinedChunks[i] = new CombinedChunks()
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{
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entityChunk = entityChunks[i],
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cachedChunk = cachedChunks[i],
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culledChunk = culledChunks[i],
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drawCallChunk = drawCallChunks[i],
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previousChunkIndex = i,
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valid = entityChunks[i].count != 0,
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};
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}
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// Sort
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m_CombinedChunks.Sort((a, b) =>
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{
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if (a.valid && !b.valid)
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return -1;
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if (!a.valid && b.valid)
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return 1;
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if (a.cachedChunk.drawOrder < b.cachedChunk.drawOrder)
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return -1;
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if (a.cachedChunk.drawOrder > b.cachedChunk.drawOrder)
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return 1;
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return a.entityChunk.material.GetHashCode().CompareTo(b.entityChunk.material.GetHashCode());
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});
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// Early out if nothing changed
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bool dirty = false;
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for (int i = 0; i < chunkCount; ++i)
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{
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if (m_CombinedChunks[i].previousChunkIndex != i || !m_CombinedChunks[i].valid)
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{
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dirty = true;
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break;
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}
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}
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if (!dirty)
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return;
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// Update chunks
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int count = 0;
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m_MaterialToChunkIndex.Clear();
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for (int i = 0; i < chunkCount; ++i)
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{
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var combinedChunk = m_CombinedChunks[i];
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// Destroy invalid chunk for cleanup
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if (!m_CombinedChunks[i].valid)
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{
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combinedChunk.entityChunk.currentJobHandle.Complete();
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combinedChunk.cachedChunk.currentJobHandle.Complete();
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combinedChunk.culledChunk.currentJobHandle.Complete();
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combinedChunk.drawCallChunk.currentJobHandle.Complete();
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combinedChunk.entityChunk.Dispose();
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combinedChunk.cachedChunk.Dispose();
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combinedChunk.culledChunk.Dispose();
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combinedChunk.drawCallChunk.Dispose();
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continue;
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}
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entityChunks[i] = combinedChunk.entityChunk;
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cachedChunks[i] = combinedChunk.cachedChunk;
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culledChunks[i] = combinedChunk.culledChunk;
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drawCallChunks[i] = combinedChunk.drawCallChunk;
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if (!m_MaterialToChunkIndex.ContainsKey(entityChunks[i].material))
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m_MaterialToChunkIndex.Add(entityChunks[i].material, i);
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m_CombinedChunkRemmap[combinedChunk.previousChunkIndex] = i;
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count++;
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}
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// In case some chunks where destroyed resize the arrays
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if (chunkCount > count)
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{
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entityChunks.RemoveRange(count, chunkCount - count);
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cachedChunks.RemoveRange(count, chunkCount - count);
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culledChunks.RemoveRange(count, chunkCount - count);
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drawCallChunks.RemoveRange(count, chunkCount - count);
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m_CombinedChunks.RemoveRange(count, chunkCount - count);
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chunkCount = count;
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}
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// Remap entities chunk index with new sorted ones
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m_DecalEntityIndexer.RemapChunkIndices(m_CombinedChunkRemmap);
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}
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}
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public void Dispose()
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{
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CoreUtils.Destroy(m_ErrorMaterial);
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CoreUtils.Destroy(m_DecalProjectorMesh);
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foreach (var entityChunk in entityChunks)
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entityChunk.currentJobHandle.Complete();
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foreach (var cachedChunk in cachedChunks)
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cachedChunk.currentJobHandle.Complete();
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foreach (var culledChunk in culledChunks)
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culledChunk.currentJobHandle.Complete();
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foreach (var drawCallChunk in drawCallChunks)
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drawCallChunk.currentJobHandle.Complete();
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|
foreach (var entityChunk in entityChunks)
|
|
entityChunk.Dispose();
|
|
foreach (var cachedChunk in cachedChunks)
|
|
cachedChunk.Dispose();
|
|
foreach (var culledChunk in culledChunks)
|
|
culledChunk.Dispose();
|
|
foreach (var drawCallChunk in drawCallChunks)
|
|
drawCallChunk.Dispose();
|
|
|
|
m_DecalEntityIndexer.Clear();
|
|
m_MaterialToChunkIndex.Clear();
|
|
entityChunks.Clear();
|
|
cachedChunks.Clear();
|
|
culledChunks.Clear();
|
|
drawCallChunks.Clear();
|
|
m_CombinedChunks.Clear();
|
|
chunkCount = 0;
|
|
}
|
|
}
|
|
}
|