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DecalDrawSystem.cs 9.8KB

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  1. using Unity.Collections;
  2. using UnityEngine.Experimental.Rendering;
  3. namespace UnityEngine.Rendering.Universal
  4. {
  5. /// <summary>
  6. /// Abstract class that render decals using <see cref="DecalDrawCallChunk"/>.
  7. /// Supports rendering with <see cref="CommandBuffer"/> and graphics draw calls.
  8. /// </summary>
  9. internal abstract class DecalDrawSystem
  10. {
  11. readonly static internal uint MaxBatchSize = 250;
  12. protected DecalEntityManager m_EntityManager;
  13. private Matrix4x4[] m_WorldToDecals;
  14. private Matrix4x4[] m_NormalToDecals;
  15. private float[] m_DecalLayerMasks;
  16. private ProfilingSampler m_Sampler;
  17. public Material overrideMaterial { get; set; }
  18. public DecalDrawSystem(string sampler, DecalEntityManager entityManager)
  19. {
  20. m_EntityManager = entityManager;
  21. m_WorldToDecals = new Matrix4x4[MaxBatchSize];
  22. m_NormalToDecals = new Matrix4x4[MaxBatchSize];
  23. m_DecalLayerMasks = new float[MaxBatchSize];
  24. m_Sampler = new ProfilingSampler(sampler);
  25. }
  26. public void Execute(CommandBuffer cmd)
  27. {
  28. Execute(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
  29. }
  30. internal void Execute(RasterCommandBuffer cmd)
  31. {
  32. using (new ProfilingScope(cmd, m_Sampler))
  33. {
  34. for (int i = 0; i < m_EntityManager.chunkCount; ++i)
  35. {
  36. Execute(
  37. cmd,
  38. m_EntityManager.entityChunks[i],
  39. m_EntityManager.cachedChunks[i],
  40. m_EntityManager.drawCallChunks[i],
  41. m_EntityManager.entityChunks[i].count);
  42. }
  43. }
  44. }
  45. protected virtual Material GetMaterial(DecalEntityChunk decalEntityChunk) => decalEntityChunk.material;
  46. protected abstract int GetPassIndex(DecalCachedChunk decalCachedChunk);
  47. private void Execute(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int count)
  48. {
  49. decalCachedChunk.currentJobHandle.Complete();
  50. decalDrawCallChunk.currentJobHandle.Complete();
  51. Material material = GetMaterial(decalEntityChunk);
  52. int passIndex = GetPassIndex(decalCachedChunk);
  53. if (count == 0 || passIndex == -1 || material == null)
  54. return;
  55. if (SystemInfo.supportsInstancing && material.enableInstancing)
  56. {
  57. DrawInstanced(cmd, decalEntityChunk, decalCachedChunk, decalDrawCallChunk, passIndex);
  58. }
  59. else
  60. {
  61. Draw(cmd, decalEntityChunk, decalCachedChunk, decalDrawCallChunk, passIndex);
  62. }
  63. }
  64. private void Draw(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int passIndex)
  65. {
  66. var mesh = m_EntityManager.decalProjectorMesh;
  67. var material = GetMaterial(decalEntityChunk);
  68. decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set
  69. int subCallCount = decalDrawCallChunk.subCallCount;
  70. for (int i = 0; i < subCallCount; ++i)
  71. {
  72. var subCall = decalDrawCallChunk.subCalls[i];
  73. for (int j = subCall.start; j < subCall.end; ++j)
  74. {
  75. decalCachedChunk.propertyBlock.SetMatrix("_NormalToWorld", decalDrawCallChunk.normalToDecals[j]);
  76. decalCachedChunk.propertyBlock.SetFloat("_DecalLayerMaskFromDecal", decalDrawCallChunk.renderingLayerMasks[j]);
  77. cmd.DrawMesh(mesh, decalDrawCallChunk.decalToWorlds[j], material, 0, passIndex, decalCachedChunk.propertyBlock);
  78. }
  79. }
  80. }
  81. private void DrawInstanced(RasterCommandBuffer cmd, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int passIndex)
  82. {
  83. var mesh = m_EntityManager.decalProjectorMesh;
  84. var material = GetMaterial(decalEntityChunk);
  85. decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set
  86. int subCallCount = decalDrawCallChunk.subCallCount;
  87. for (int i = 0; i < subCallCount; ++i)
  88. {
  89. var subCall = decalDrawCallChunk.subCalls[i];
  90. var decalToWorldSlice = decalDrawCallChunk.decalToWorlds.Reinterpret<Matrix4x4>();
  91. NativeArray<Matrix4x4>.Copy(decalToWorldSlice, subCall.start, m_WorldToDecals, 0, subCall.count);
  92. var normalToWorldSlice = decalDrawCallChunk.normalToDecals.Reinterpret<Matrix4x4>();
  93. NativeArray<Matrix4x4>.Copy(normalToWorldSlice, subCall.start, m_NormalToDecals, 0, subCall.count);
  94. var decalLayerMaskSlice = decalDrawCallChunk.renderingLayerMasks.Reinterpret<float>();
  95. NativeArray<float>.Copy(decalLayerMaskSlice, subCall.start, m_DecalLayerMasks, 0, subCall.count);
  96. decalCachedChunk.propertyBlock.SetMatrixArray("_NormalToWorld", m_NormalToDecals);
  97. decalCachedChunk.propertyBlock.SetFloatArray("_DecalLayerMaskFromDecal", m_DecalLayerMasks);
  98. cmd.DrawMeshInstanced(mesh, 0, material, passIndex, m_WorldToDecals, subCall.end - subCall.start, decalCachedChunk.propertyBlock);
  99. }
  100. }
  101. public void Execute(in CameraData cameraData)
  102. {
  103. using (new ProfilingScope(m_Sampler))
  104. {
  105. for (int i = 0; i < m_EntityManager.chunkCount; ++i)
  106. {
  107. Execute(
  108. cameraData,
  109. m_EntityManager.entityChunks[i],
  110. m_EntityManager.cachedChunks[i],
  111. m_EntityManager.drawCallChunks[i],
  112. m_EntityManager.entityChunks[i].count);
  113. }
  114. }
  115. }
  116. private void Execute(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk, int count)
  117. {
  118. decalCachedChunk.currentJobHandle.Complete();
  119. decalDrawCallChunk.currentJobHandle.Complete();
  120. Material material = GetMaterial(decalEntityChunk);
  121. int passIndex = GetPassIndex(decalCachedChunk);
  122. if (count == 0 || passIndex == -1 || material == null)
  123. return;
  124. if (SystemInfo.supportsInstancing && material.enableInstancing)
  125. {
  126. DrawInstanced(cameraData, decalEntityChunk, decalCachedChunk, decalDrawCallChunk);
  127. }
  128. else
  129. {
  130. Draw(cameraData, decalEntityChunk, decalCachedChunk, decalDrawCallChunk);
  131. }
  132. }
  133. private void Draw(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk)
  134. {
  135. var mesh = m_EntityManager.decalProjectorMesh;
  136. var material = GetMaterial(decalEntityChunk);
  137. int subCallCount = decalDrawCallChunk.subCallCount;
  138. for (int i = 0; i < subCallCount; ++i)
  139. {
  140. var subCall = decalDrawCallChunk.subCalls[i];
  141. for (int j = subCall.start; j < subCall.end; ++j)
  142. {
  143. decalCachedChunk.propertyBlock.SetMatrix("_NormalToWorld", decalDrawCallChunk.normalToDecals[j]);
  144. decalCachedChunk.propertyBlock.SetFloat("_DecalLayerMaskFromDecal", decalDrawCallChunk.renderingLayerMasks[j]);
  145. // RENDERGRAPH TODO: schedule drawmesh through commandBuffer?
  146. Graphics.DrawMesh(mesh, decalDrawCallChunk.decalToWorlds[j], material, decalCachedChunk.layerMasks[j], cameraData.camera, 0, decalCachedChunk.propertyBlock);
  147. }
  148. }
  149. }
  150. private void DrawInstanced(in CameraData cameraData, DecalEntityChunk decalEntityChunk, DecalCachedChunk decalCachedChunk, DecalDrawCallChunk decalDrawCallChunk)
  151. {
  152. var mesh = m_EntityManager.decalProjectorMesh;
  153. var material = GetMaterial(decalEntityChunk);
  154. decalCachedChunk.propertyBlock.SetVector("unity_LightData", new Vector4(1, 1, 1, 0)); // GetMainLight requires z component to be set
  155. int subCallCount = decalDrawCallChunk.subCallCount;
  156. for (int i = 0; i < subCallCount; ++i)
  157. {
  158. var subCall = decalDrawCallChunk.subCalls[i];
  159. var decalToWorldSlice = decalDrawCallChunk.decalToWorlds.Reinterpret<Matrix4x4>();
  160. NativeArray<Matrix4x4>.Copy(decalToWorldSlice, subCall.start, m_WorldToDecals, 0, subCall.count);
  161. var normalToWorldSlice = decalDrawCallChunk.normalToDecals.Reinterpret<Matrix4x4>();
  162. NativeArray<Matrix4x4>.Copy(normalToWorldSlice, subCall.start, m_NormalToDecals, 0, subCall.count);
  163. var decalLayerMaskSlice = decalDrawCallChunk.renderingLayerMasks.Reinterpret<float>();
  164. NativeArray<float>.Copy(decalLayerMaskSlice, subCall.start, m_DecalLayerMasks, 0, subCall.count);
  165. decalCachedChunk.propertyBlock.SetMatrixArray("_NormalToWorld", m_NormalToDecals);
  166. decalCachedChunk.propertyBlock.SetFloatArray("_DecalLayerMaskFromDecal", m_DecalLayerMasks);
  167. // RENDERGRAPH TODO: schedule drawmesh through commandBuffer?
  168. Graphics.DrawMeshInstanced(mesh, 0, material,
  169. m_WorldToDecals, subCall.count, decalCachedChunk.propertyBlock, ShadowCastingMode.On, true, 0, cameraData.camera);
  170. }
  171. }
  172. }
  173. }