Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Decal /Entities /DecalDrawSystem.cs
| using Unity.Collections; | |
| using UnityEngine.Experimental.Rendering; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Abstract class that render decals using <see cref="DecalDrawCallChunk"/>. | |
| /// Supports rendering with <see cref="CommandBuffer"/> and graphics draw calls. | |
| /// </summary> | |
| internal abstract class DecalDrawSystem | |
| { | |
| readonly static internal uint MaxBatchSize = 250; | |
| protected DecalEntityManager m_EntityManager; | |
| private Matrix4x4[] m_WorldToDecals; | |
| private Matrix4x4[] m_NormalToDecals; | |
| private float[] m_DecalLayerMasks; | |
| private ProfilingSampler m_Sampler; | |
| public Material overrideMaterial { get; set; } | |
| public DecalDrawSystem(string sampler, DecalEntityManager entityManager) | |
| { | |
| m_EntityManager = entityManager; | |
| m_WorldToDecals = new Matrix4x4[MaxBatchSize]; | |
| m_NormalToDecals = new Matrix4x4[MaxBatchSize]; | |
| m_DecalLayerMasks = new float[MaxBatchSize]; | |
| m_Sampler = new ProfilingSampler(sampler); | |
| } | |
| public void Execute(CommandBuffer cmd) | |
| { | |
| Execute(CommandBufferHelpers.GetRasterCommandBuffer(cmd)); | |
| } | |
| internal void Execute(RasterCommandBuffer cmd) | |
| { | |
| using (new ProfilingScope(cmd, m_Sampler)) | |
| { | |
| for (int i = 0; i < m_EntityManager.chunkCount; ++i) | |
| { | |
| Execute( | |
| cmd, | |
| m_EntityManager.entityChunks[i], | |
| m_EntityManager.cachedChunks[i], | |
| m_EntityManager.drawCallChunks[i], | |
| m_EntityManager.entityChunks[i].count); | |
| } | |
| } | |
| } | |
| protected virtual Material GetMaterial(DecalEntityChunk decalEntityChunk) => decalEntityChunk.material; | |
| protected abstract int GetPassIndex(DecalCachedChunk decalCachedChunk); | |
| private void Execute(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int count) | |
| { | |
| decalCachedChunk.currentJobHandle.Complete(); | |
| decalDrawCallChunk.currentJobHandle.Complete(); | |
| Material material = GetMaterial(decalEntityChunk); | |
| int passIndex = GetPassIndex(decalCachedChunk); | |
| if (count == 0 || passIndex == -1 || material == null) | |
| return; | |
| if (SystemInfo.supportsInstancing && material.enableInstancing) | |
| { | |
| DrawInstanced(cmd, decalEntityChunk, decalCachedChunk, decalDrawCallChunk, passIndex); | |
| } | |
| else | |
| { | |
| Draw(cmd, decalEntityChunk, decalCachedChunk, decalDrawCallChunk, passIndex); | |
| } | |
| } | |
| private void Draw(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int passIndex) | |
| { | |
| var mesh = m_EntityManager.decalProjectorMesh; | |
| var material = GetMaterial(decalEntityChunk); | |
| decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set | |
| int subCallCount = decalDrawCallChunk.subCallCount; | |
| for (int i = 0; i < subCallCount; ++i) | |
| { | |
| var subCall = decalDrawCallChunk.subCalls[i]; | |
| for (int j = subCall.start; j < subCall.end; ++j) | |
| { | |
| decalCachedChunk.propertyBlock.SetMatrix("_NormalToWorld", decalDrawCallChunk.normalToDecals[j]); | |
| decalCachedChunk.propertyBlock.SetFloat("_DecalLayerMaskFromDecal", decalDrawCallChunk.renderingLayerMasks[j]); | |
| cmd.DrawMesh(mesh, decalDrawCallChunk.decalToWorlds[j], material, 0, passIndex, decalCachedChunk.propertyBlock); | |
| } | |
| } | |
| } | |
| private void DrawInstanced(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int passIndex) | |
| { | |
| var mesh = m_EntityManager.decalProjectorMesh; | |
| var material = GetMaterial(decalEntityChunk); | |
| decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set | |
| int subCallCount = decalDrawCallChunk.subCallCount; | |
| for (int i = 0; i < subCallCount; ++i) | |
| { | |
| var subCall = decalDrawCallChunk.subCalls[i]; | |
| var decalToWorldSlice = decalDrawCallChunk.decalToWorlds.Reinterpret<Matrix4x4>(); | |
| NativeArray<Matrix4x4>.Copy(decalToWorldSlice, subCall.start, m_WorldToDecals, 0, subCall.count); | |
| var normalToWorldSlice = decalDrawCallChunk.normalToDecals.Reinterpret<Matrix4x4>(); | |
| NativeArray<Matrix4x4>.Copy(normalToWorldSlice, subCall.start, m_NormalToDecals, 0, subCall.count); | |
| var decalLayerMaskSlice = decalDrawCallChunk.renderingLayerMasks.Reinterpret<float>(); | |
| NativeArray<float>.Copy(decalLayerMaskSlice, subCall.start, m_DecalLayerMasks, 0, subCall.count); | |
| decalCachedChunk.propertyBlock.SetMatrixArray("_NormalToWorld", m_NormalToDecals); | |
| decalCachedChunk.propertyBlock.SetFloatArray("_DecalLayerMaskFromDecal", m_DecalLayerMasks); | |
| cmd.DrawMeshInstanced(mesh, 0, material, passIndex, m_WorldToDecals, subCall.end - subCall.start, decalCachedChunk.propertyBlock); | |
| } | |
| } | |
| public void Execute(in CameraData cameraData) | |
| { | |
| using (new ProfilingScope(m_Sampler)) | |
| { | |
| for (int i = 0; i < m_EntityManager.chunkCount; ++i) | |
| { | |
| Execute( | |
| cameraData, | |
| m_EntityManager.entityChunks[i], | |
| m_EntityManager.cachedChunks[i], | |
| m_EntityManager.drawCallChunks[i], | |
| m_EntityManager.entityChunks[i].count); | |
| } | |
| } | |
| } | |
| private void Execute(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int count) | |
| { | |
| decalCachedChunk.currentJobHandle.Complete(); | |
| decalDrawCallChunk.currentJobHandle.Complete(); | |
| Material material = GetMaterial(decalEntityChunk); | |
| int passIndex = GetPassIndex(decalCachedChunk); | |
| if (count == 0 || passIndex == -1 || material == null) | |
| return; | |
| if (SystemInfo.supportsInstancing && material.enableInstancing) | |
| { | |
| DrawInstanced(cameraData, decalEntityChunk, decalCachedChunk, decalDrawCallChunk); | |
| } | |
| else | |
| { | |
| Draw(cameraData, decalEntityChunk, decalCachedChunk, decalDrawCallChunk); | |
| } | |
| } | |
| private void Draw(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk) | |
| { | |
| var mesh = m_EntityManager.decalProjectorMesh; | |
| var material = GetMaterial(decalEntityChunk); | |
| int subCallCount = decalDrawCallChunk.subCallCount; | |
| for (int i = 0; i < subCallCount; ++i) | |
| { | |
| var subCall = decalDrawCallChunk.subCalls[i]; | |
| for (int j = subCall.start; j < subCall.end; ++j) | |
| { | |
| decalCachedChunk.propertyBlock.SetMatrix("_NormalToWorld", decalDrawCallChunk.normalToDecals[j]); | |
| decalCachedChunk.propertyBlock.SetFloat("_DecalLayerMaskFromDecal", decalDrawCallChunk.renderingLayerMasks[j]); | |
| // RENDERGRAPH TODO: schedule drawmesh through commandBuffer? | |
| Graphics.DrawMesh(mesh, decalDrawCallChunk.decalToWorlds[j], material, decalCachedChunk.layerMasks[j], cameraData.camera, 0, decalCachedChunk.propertyBlock); | |
| } | |
| } | |
| } | |
| private void DrawInstanced(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk) | |
| { | |
| var mesh = m_EntityManager.decalProjectorMesh; | |
| var material = GetMaterial(decalEntityChunk); | |
| decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set | |
| int subCallCount = decalDrawCallChunk.subCallCount; | |
| for (int i = 0; i < subCallCount; ++i) | |
| { | |
| var subCall = decalDrawCallChunk.subCalls[i]; | |
| var decalToWorldSlice = decalDrawCallChunk.decalToWorlds.Reinterpret<Matrix4x4>(); | |
| NativeArray<Matrix4x4>.Copy(decalToWorldSlice, subCall.start, m_WorldToDecals, 0, subCall.count); | |
| var normalToWorldSlice = decalDrawCallChunk.normalToDecals.Reinterpret<Matrix4x4>(); | |
| NativeArray<Matrix4x4>.Copy(normalToWorldSlice, subCall.start, m_NormalToDecals, 0, subCall.count); | |
| var decalLayerMaskSlice = decalDrawCallChunk.renderingLayerMasks.Reinterpret<float>(); | |
| NativeArray<float>.Copy(decalLayerMaskSlice, subCall.start, m_DecalLayerMasks, 0, subCall.count); | |
| decalCachedChunk.propertyBlock.SetMatrixArray("_NormalToWorld", m_NormalToDecals); | |
| decalCachedChunk.propertyBlock.SetFloatArray("_DecalLayerMaskFromDecal", m_DecalLayerMasks); | |
| // RENDERGRAPH TODO: schedule drawmesh through commandBuffer? | |
| Graphics.DrawMeshInstanced(mesh, 0, material, | |
| m_WorldToDecals, subCall.count, decalCachedChunk.propertyBlock, ShadowCastingMode.On, true, 0, cameraData.camera); | |
| } | |
| } | |
| } | |
| } | |