Beispiel #1
0
        public void GenerateMeshTerrain()
        {
            _objects = new List <ObjectData>();
            for (int i = 0; i <= MeshTerrainMeshSourceList.Count - 1; i++)
            {
                if (MeshTerrainMeshSourceList[i].MeshRenderer.GetComponent <MeshFilter>().sharedMesh == null)
                {
                    continue;
                }
                ObjectData o = new ObjectData(MeshTerrainMeshSourceList[i].MeshRenderer, (int)MeshTerrainMeshSourceList[i].TerrainSourceID);
                if (o.IsValid)
                {
                    _objects.Add(o);
                }
            }
            BVH.Build(ref _objects, out _nodes, out Tris, out _finalPrims);
            BVH.BuildLbvhData(_nodes, _finalPrims, out MeshTerrainData.lNodes, out MeshTerrainData.lPrims);

            MeshTerrainData.Bounds = CalculateTerrainBounds();

#if UNITY_EDITOR
            EditorUtility.SetDirty(MeshTerrainData);
#endif
            //GenerateCellCoverage();
            CreateNativeArrays();

            VegetationStudioManager.RefreshTerrainArea(TerrainBounds);
        }
Beispiel #2
0
        public void SetTrigles(TrigleFace[] trigles)
        {
            this.trigles = trigles;
            if (trigles != null && trigles.Length > 0)
            {
                Bounds3 bounds = trigles[0].BoundBox;
                foreach (var item in trigles)
                {
                    bounds = Bounds3.Union(bounds, item.BoundBox);
                    //item.material = _material;
                }
                this.BoundBox = bounds;
            }
            else
            {
                this.BoundBox = new Bounds3();
            }

            CenterPoint = (BoundBox.pMin + BoundBox.pMax) * 0.5f;
            BVH         = BVH.Build(trigles.AsSpan());
        }
Beispiel #3
0
    public void BuildPipeline()
    {
        if (IsInitialized)
        {
            return;
        }
        if (m_PathTracingShader == null)
        {
            return;
        }
        if (m_Camera == null)
        {
            return;
        }
        m_KernelIndex = m_PathTracingShader.FindKernel(m_KernelName);
        if (m_KernelIndex < 0)
        {
            return;
        }

        if (m_EnableNEE)
        {
            m_PathTracingShader.EnableKeyword("ENABLE_NEXT_EVENT_ESTIMATION");
        }
        else
        {
            m_PathTracingShader.DisableKeyword("ENABLE_NEXT_EVENT_ESTIMATION");
        }

        if (m_EnableThinLens)
        {
            m_PathTracingShader.EnableKeyword("ENABLE_THIN_LENS");
        }
        else
        {
            m_PathTracingShader.DisableKeyword("ENABLE_THIN_LENS");
        }

        if (m_EnableSampleTexture)
        {
            m_PathTracingShader.EnableKeyword("ENABLE_SAMPLE_TEXTURE");
        }
        else
        {
            m_PathTracingShader.DisableKeyword("ENABLE_SAMPLE_TEXTURE");
        }

        if (m_EnableTangentSpace)
        {
            m_PathTracingShader.EnableKeyword("ENABLE_TANGENT_SPACE");
        }
        else
        {
            m_PathTracingShader.DisableKeyword("ENABLE_TANGENT_SPACE");
        }

        m_RenderTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat);
        m_RenderTexture.enableRandomWrite = true;
        m_RenderTexture.Create();

        m_DispatchThreadGroupsX = Mathf.CeilToInt((float)m_RenderTexture.width / kTileSize);
        m_DispatchThreadGroupsY = Mathf.CeilToInt((float)m_RenderTexture.height / kTileSize);

        List <PTMaterial> materials;
        List <Primitive>  primitives;
        List <Texture2D>  baseColorTextures = null;
        List <Texture2D>  mroTextures       = null;
        List <Texture2D>  normalTextures    = null;

        if (m_EnableSampleTexture)
        {
            baseColorTextures = new List <Texture2D>();
        }
        if (m_EnableTangentSpace)
        {
            mroTextures    = new List <Texture2D>();
            normalTextures = new List <Texture2D>();
        }
        CollectPrimitives(out materials, out primitives, ref baseColorTextures, ref mroTextures, ref normalTextures);
        BVH bvhTree = new BVH();

        bvhTree.Build(primitives);
        List <Sphere>   spheres;
        List <Quad>     quads;
        List <Cube>     cubes;
        List <Triangle> triangles;
        List <LBVHNode> bvh;
        int             bvhRoot = BuildLBVH(bvhTree, out bvh, out spheres, out quads, out cubes, out triangles);

        if (m_EnableSampleTexture)
        {
            m_baseColorTextureArray = CreateTextureArray(baseColorTextures);
            m_PathTracingShader.SetTexture(m_KernelIndex, "_Textures", m_baseColorTextureArray);
        }
        if (m_EnableTangentSpace)
        {
            m_mroTextureArray    = CreateTextureArray(mroTextures);
            m_normalTextureArray = CreateTextureArray(normalTextures);
            m_PathTracingShader.SetTexture(m_KernelIndex, "_MROTextures", m_mroTextureArray);
            m_PathTracingShader.SetTexture(m_KernelIndex, "_NormalTextures", m_normalTextureArray);
        }
        m_NodesBuffer     = CreateComputeBuffer <LBVHNode>(bvh);
        m_SpheresBuffer   = CreateComputeBuffer <Sphere>(spheres);
        m_QuadsBuffer     = CreateComputeBuffer <Quad>(quads);
        m_CubeBuffer      = CreateComputeBuffer <Cube>(cubes);
        m_TrianglesBuffer = CreateComputeBuffer <Triangle>(triangles);
        m_MaterialsBuffer = CreateComputeBuffer <PTMaterial>(materials);

        m_PathTracingShader.SetBuffer(m_KernelIndex, "_Spheres", m_SpheresBuffer);
        m_PathTracingShader.SetBuffer(m_KernelIndex, "_Quads", m_QuadsBuffer);
        m_PathTracingShader.SetBuffer(m_KernelIndex, "_Cubes", m_CubeBuffer);
        m_PathTracingShader.SetBuffer(m_KernelIndex, "_Triangles", m_TrianglesBuffer);
        m_PathTracingShader.SetBuffer(m_KernelIndex, "_BVHTree", m_NodesBuffer);
        m_PathTracingShader.SetBuffer(m_KernelIndex, "_Materials", m_MaterialsBuffer);

        m_PathTracingShader.SetInt("_BVHRootNodeIndex", bvhRoot);
        m_PathTracingShader.SetInt("_BVHNodeCount", bvh.Count);

        IsInitialized = true;

        m_PathTracingShader.SetTexture(m_KernelIndex, "_Result", m_RenderTexture);
        m_PathTracingShader.SetInt("_ScreenWidth", m_RenderTexture.width);
        m_PathTracingShader.SetInt("_ScreenHeight", m_RenderTexture.height);

        Debug.Log($"BVH Root:{bvhRoot}, BVH Childs:{bvh.Count}");
    }