Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Decal /Entities /DecalUpdateCachedSystem.cs
| using Unity.Collections; | |
| using Unity.Mathematics; | |
| using UnityEngine.Jobs; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Contains <see cref="DecalProjector"/> cached properties needed for rendering. | |
| /// </summary> | |
| internal class DecalCachedChunk : DecalChunk | |
| { | |
| public MaterialPropertyBlock propertyBlock; | |
| public int passIndexDBuffer; | |
| public int passIndexEmissive; | |
| public int passIndexScreenSpace; | |
| public int passIndexGBuffer; | |
| public int drawOrder; | |
| public bool isCreated; | |
| public NativeArray<float4x4> decalToWorlds; | |
| public NativeArray<float4x4> normalToWorlds; | |
| public NativeArray<float4x4> sizeOffsets; | |
| public NativeArray<float2> drawDistances; | |
| public NativeArray<float2> angleFades; | |
| public NativeArray<float4> uvScaleBias; | |
| public NativeArray<int> layerMasks; | |
| public NativeArray<ulong> sceneLayerMasks; | |
| public NativeArray<float> fadeFactors; | |
| public NativeArray<BoundingSphere> boundingSpheres; | |
| public NativeArray<DecalScaleMode> scaleModes; | |
| public NativeArray<uint> renderingLayerMasks; | |
| public NativeArray<float3> positions; | |
| public NativeArray<quaternion> rotation; | |
| public NativeArray<float3> scales; | |
| public NativeArray<bool> dirty; | |
| public BoundingSphere[] boundingSphereArray; | |
| public override void RemoveAtSwapBack(int entityIndex) | |
| { | |
| RemoveAtSwapBack(ref decalToWorlds, entityIndex, count); | |
| RemoveAtSwapBack(ref normalToWorlds, entityIndex, count); | |
| RemoveAtSwapBack(ref sizeOffsets, entityIndex, count); | |
| RemoveAtSwapBack(ref drawDistances, entityIndex, count); | |
| RemoveAtSwapBack(ref angleFades, entityIndex, count); | |
| RemoveAtSwapBack(ref uvScaleBias, entityIndex, count); | |
| RemoveAtSwapBack(ref layerMasks, entityIndex, count); | |
| RemoveAtSwapBack(ref sceneLayerMasks, entityIndex, count); | |
| RemoveAtSwapBack(ref fadeFactors, entityIndex, count); | |
| RemoveAtSwapBack(ref boundingSphereArray, entityIndex, count); | |
| RemoveAtSwapBack(ref boundingSpheres, entityIndex, count); | |
| RemoveAtSwapBack(ref scaleModes, entityIndex, count); | |
| RemoveAtSwapBack(ref renderingLayerMasks, entityIndex, count); | |
| RemoveAtSwapBack(ref positions, entityIndex, count); | |
| RemoveAtSwapBack(ref rotation, entityIndex, count); | |
| RemoveAtSwapBack(ref scales, entityIndex, count); | |
| RemoveAtSwapBack(ref dirty, entityIndex, count); | |
| count--; | |
| } | |
| public override void SetCapacity(int newCapacity) | |
| { | |
| decalToWorlds.ResizeArray(newCapacity); | |
| normalToWorlds.ResizeArray(newCapacity); | |
| sizeOffsets.ResizeArray(newCapacity); | |
| drawDistances.ResizeArray(newCapacity); | |
| angleFades.ResizeArray(newCapacity); | |
| uvScaleBias.ResizeArray(newCapacity); | |
| layerMasks.ResizeArray(newCapacity); | |
| sceneLayerMasks.ResizeArray(newCapacity); | |
| fadeFactors.ResizeArray(newCapacity); | |
| boundingSpheres.ResizeArray(newCapacity); | |
| scaleModes.ResizeArray(newCapacity); | |
| renderingLayerMasks.ResizeArray(newCapacity); | |
| positions.ResizeArray(newCapacity); | |
| rotation.ResizeArray(newCapacity); | |
| scales.ResizeArray(newCapacity); | |
| dirty.ResizeArray(newCapacity); | |
| ArrayExtensions.ResizeArray(ref boundingSphereArray, newCapacity); | |
| capacity = newCapacity; | |
| } | |
| public override void Dispose() | |
| { | |
| if (capacity == 0) | |
| return; | |
| decalToWorlds.Dispose(); | |
| normalToWorlds.Dispose(); | |
| sizeOffsets.Dispose(); | |
| drawDistances.Dispose(); | |
| angleFades.Dispose(); | |
| uvScaleBias.Dispose(); | |
| layerMasks.Dispose(); | |
| sceneLayerMasks.Dispose(); | |
| fadeFactors.Dispose(); | |
| boundingSpheres.Dispose(); | |
| scaleModes.Dispose(); | |
| renderingLayerMasks.Dispose(); | |
| positions.Dispose(); | |
| rotation.Dispose(); | |
| scales.Dispose(); | |
| dirty.Dispose(); | |
| count = 0; | |
| capacity = 0; | |
| } | |
| } | |
| /// <summary> | |
| /// Caches <see cref="DecalProjector"/> properties into <see cref="DecalCachedChunk"/>. | |
| /// Uses jobs with <see cref="IJobParallelForTransform"/>. | |
| /// </summary> | |
| internal class DecalUpdateCachedSystem | |
| { | |
| private DecalEntityManager m_EntityManager; | |
| private ProfilingSampler m_Sampler; | |
| private ProfilingSampler m_SamplerJob; | |
| public DecalUpdateCachedSystem(DecalEntityManager entityManager) | |
| { | |
| m_EntityManager = entityManager; | |
| m_Sampler = new ProfilingSampler("DecalUpdateCachedSystem.Execute"); | |
| m_SamplerJob = new ProfilingSampler("DecalUpdateCachedSystem.ExecuteJob"); | |
| } | |
| public void Execute() | |
| { | |
| using (new ProfilingScope(m_Sampler)) | |
| { | |
| for (int i = 0; i < m_EntityManager.chunkCount; ++i) | |
| Execute(m_EntityManager.entityChunks[i], m_EntityManager.cachedChunks[i], m_EntityManager.entityChunks[i].count); | |
| } | |
| } | |
| private void Execute(DecalEntityChunk entityChunk, DecalCachedChunk cachedChunk, int count) | |
| { | |
| if (count == 0) | |
| return; | |
| cachedChunk.currentJobHandle.Complete(); | |
| // Make sure draw order is up to date | |
| var material = entityChunk.material; | |
| if (material.HasProperty("_DrawOrder")) | |
| cachedChunk.drawOrder = material.GetInt("_DrawOrder"); | |
| // Shader can change any time in editor, so we have to update passes each time | |
| if (!cachedChunk.isCreated) | |
| { | |
| int passIndexDBuffer = material.FindPass(DecalShaderPassNames.DBufferProjector); | |
| cachedChunk.passIndexDBuffer = passIndexDBuffer; | |
| int passIndexEmissive = material.FindPass(DecalShaderPassNames.DecalProjectorForwardEmissive); | |
| cachedChunk.passIndexEmissive = passIndexEmissive; | |
| int passIndexScreenSpace = material.FindPass(DecalShaderPassNames.DecalScreenSpaceProjector); | |
| cachedChunk.passIndexScreenSpace = passIndexScreenSpace; | |
| int passIndexGBuffer = material.FindPass(DecalShaderPassNames.DecalGBufferProjector); | |
| cachedChunk.passIndexGBuffer = passIndexGBuffer; | |
| cachedChunk.isCreated = true; | |
| } | |
| using (new ProfilingScope(m_SamplerJob)) | |
| { | |
| UpdateTransformsJob updateTransformJob = new UpdateTransformsJob() | |
| { | |
| positions = cachedChunk.positions, | |
| rotations = cachedChunk.rotation, | |
| scales = cachedChunk.scales, | |
| dirty = cachedChunk.dirty, | |
| scaleModes = cachedChunk.scaleModes, | |
| sizeOffsets = cachedChunk.sizeOffsets, | |
| decalToWorlds = cachedChunk.decalToWorlds, | |
| normalToWorlds = cachedChunk.normalToWorlds, | |
| boundingSpheres = cachedChunk.boundingSpheres, | |
| minDistance = System.Single.Epsilon, | |
| }; | |
| var handle = updateTransformJob.Schedule(entityChunk.transformAccessArray); | |
| cachedChunk.currentJobHandle = handle; | |
| } | |
| } | |
| [] | |
| public unsafe struct UpdateTransformsJob : IJobParallelForTransform | |
| { | |
| private static readonly quaternion k_MinusYtoZRotation = quaternion.EulerXYZ(-math.PI / 2.0f, 0, 0); | |
| public NativeArray<float3> positions; | |
| public NativeArray<quaternion> rotations; | |
| public NativeArray<float3> scales; | |
| public NativeArray<bool> dirty; | |
| [] public NativeArray<DecalScaleMode> scaleModes; | |
| [] public NativeArray<float4x4> sizeOffsets; | |
| [] public NativeArray<float4x4> decalToWorlds; | |
| [] public NativeArray<float4x4> normalToWorlds; | |
| [] public NativeArray<BoundingSphere> boundingSpheres; | |
| public float minDistance; | |
| private float DistanceBetweenQuaternions(quaternion a, quaternion b) | |
| { | |
| return math.distancesq(a.value, b.value); | |
| } | |
| public void Execute(int index, TransformAccess transform) | |
| { | |
| // Check if transform changed | |
| bool positionChanged = math.distancesq(transform.position, positions[index]) > minDistance; | |
| if (positionChanged) | |
| positions[index] = transform.position; | |
| bool rotationChanged = DistanceBetweenQuaternions(transform.rotation, rotations[index]) > minDistance; | |
| if (rotationChanged) | |
| rotations[index] = transform.rotation; | |
| bool scaleChanged = math.distancesq(transform.localScale, scales[index]) > minDistance; | |
| if (scaleChanged) | |
| scales[index] = transform.localScale; | |
| // Early out if transform did not changed | |
| if (!positionChanged && !rotationChanged && !scaleChanged && !dirty[index]) | |
| return; | |
| float4x4 localToWorld; | |
| if (scaleModes[index] == DecalScaleMode.InheritFromHierarchy) | |
| { | |
| localToWorld = transform.localToWorldMatrix; | |
| localToWorld = math.mul(localToWorld, new float4x4(k_MinusYtoZRotation, float3.zero)); | |
| } | |
| else | |
| { | |
| quaternion rotation = math.mul(transform.rotation, k_MinusYtoZRotation); | |
| localToWorld = float4x4.TRS(positions[index], rotation, new float3(1, 1, 1)); | |
| } | |
| float4x4 decalRotation = localToWorld; | |
| // z/y axis swap for normal to decal space, Unity is column major | |
| float4 temp = decalRotation.c1; | |
| decalRotation.c1 = decalRotation.c2; | |
| decalRotation.c2 = temp; | |
| normalToWorlds[index] = decalRotation; | |
| float4x4 sizeOffset = sizeOffsets[index]; | |
| float4x4 decalToWorld = math.mul(localToWorld, sizeOffset); | |
| decalToWorlds[index] = decalToWorld; | |
| boundingSpheres[index] = GetDecalProjectBoundingSphere(decalToWorld); | |
| dirty[index] = false; | |
| } | |
| private BoundingSphere GetDecalProjectBoundingSphere(Matrix4x4 decalToWorld) | |
| { | |
| float4 min = new float4(-0.5f, -0.5f, -0.5f, 1.0f); | |
| float4 max = new float4(0.5f, 0.5f, 0.5f, 1.0f); | |
| min = math.mul(decalToWorld, min); | |
| max = math.mul(decalToWorld, max); | |
| float3 position = ((max + min) / 2f).xyz; | |
| float radius = math.length(max - min) / 2f; | |
| BoundingSphere res = new BoundingSphere(); | |
| res.position = position; | |
| res.radius = radius; | |
| return res; | |
| } | |
| } | |
| } | |
| } | |