Beispiel #1
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer buffer = data.buffer;

            buffer.SetRenderTarget(cam.targets.gbufferIdentifier, cam.targets.depthIdentifier);
            buffer.ClearRenderTarget(true, true, Color.black);
            HizOcclusionData     hizData = IPerCameraData.GetProperty(cam, () => new HizOcclusionData());
            RenderClusterOptions options = new RenderClusterOptions
            {
                command        = buffer,
                frustumPlanes  = data.frustumPlanes,
                cullingShader  = data.resources.shaders.gpuFrustumCulling,
                terrainCompute = data.resources.shaders.terrainCompute
            };

            if (enableOcclusionCulling)
            {
                HizOptions hizOptions;
                hizOptions = new HizOptions
                {
                    currentCameraUpVec = cam.cam.transform.up,
                    hizData            = hizData,
                    hizDepth           = hizDepth,
                    linearLODMaterial  = linearMat,
                    currentDepthTex    = cam.targets.depthIdentifier
                };
                SceneController.DrawClusterOccDoubleCheck(ref options, ref hizOptions, ref cam.targets, ref data, cam.cam);
            }
            else
            {
                SceneController.DrawCluster(ref options, ref cam.targets, ref data, cam.cam);
            }
        }
Beispiel #2
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            //   Material proceduralMaterial = data.baseBuffer.combinedMaterial;
            CommandBuffer buffer = data.buffer;

            buffer.SetRenderTarget(cam.targets.gbufferIdentifier, cam.targets.depthIdentifier);
            buffer.ClearRenderTarget(true, true, Color.black);
            PipelineBaseBuffer baseBuffer;

            if (!SceneController.current.GetBaseBufferAndCheck(out baseBuffer))
            {
                return;
            }
            HizOcclusionData     hizData = IPerCameraData.GetProperty <HizOcclusionData>(cam, getOcclusionData);
            RenderClusterOptions options = new RenderClusterOptions
            {
                command            = buffer,
                frustumPlanes      = data.arrayCollection.frustumPlanes,
                proceduralMaterial = proceduralMaterial,
                isOrtho            = cam.cam.orthographic,
                cullingShader      = data.resources.gpuFrustumCulling
            };
            HizOptions hizOptions;

            switch (occCullingMod)
            {
            case OcclusionCullingMode.None:
                SceneController.current.DrawCluster(ref options);
                break;

            case OcclusionCullingMode.SingleCheck:
                hizOptions = new HizOptions
                {
                    currentCameraUpVec = cam.cam.transform.up,
                    hizData            = hizData,
                    hizDepth           = hizDepth,
                    linearLODMaterial  = linearMat
                };
                SceneController.current.DrawClusterOccSingleCheck(ref options, ref hizOptions);
                break;

            case OcclusionCullingMode.DoubleCheck:
                hizOptions = new HizOptions
                {
                    currentCameraUpVec = cam.cam.transform.up,
                    hizData            = hizData,
                    hizDepth           = hizDepth,
                    linearLODMaterial  = linearMat
                };
                SceneController.current.DrawClusterOccDoubleCheck(ref options, ref hizOptions, ref cam.targets);
                break;
            }
            data.ExecuteCommandBuffer();
        }
Beispiel #3
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer buffer = data.buffer;

            buffer.SetRenderTarget(cam.targets.gbufferIdentifier, cam.targets.depthIdentifier);
            buffer.ClearRenderTarget(true, true, Color.black);
            PipelineBaseBuffer baseBuffer;
            bool                 isClusterEnabled = SceneController.GetBaseBuffer(out baseBuffer);
            HizOcclusionData     hizData          = IPerCameraData.GetProperty <HizOcclusionData>(cam, () => new HizOcclusionData());
            RenderClusterOptions options          = new RenderClusterOptions
            {
                command          = buffer,
                frustumPlanes    = data.arrayCollection.frustumPlanes,
                isOrtho          = cam.cam.orthographic,
                cullingShader    = data.resources.gpuFrustumCulling,
                terrainCompute   = data.resources.terrainCompute,
                isClusterEnabled = isClusterEnabled,
                isTerrainEnabled = true
            };
            HizOptions hizOptions;

            switch (occCullingMod)
            {
            case OcclusionCullingMode.None:
                SceneController.current.DrawCluster(ref options, ref cam.targets);
                break;

            case OcclusionCullingMode.SingleCheck:
                hizOptions = new HizOptions
                {
                    currentCameraUpVec = cam.cam.transform.up,
                    hizData            = hizData,
                    hizDepth           = hizDepth,
                    linearLODMaterial  = linearMat,
                    currentDepthTex    = cam.targets.depthTexture
                };
                SceneController.current.DrawClusterOccSingleCheck(ref options, ref hizOptions, ref cam.targets);
                break;

            case OcclusionCullingMode.DoubleCheck:
                hizOptions = new HizOptions
                {
                    currentCameraUpVec = cam.cam.transform.up,
                    hizData            = hizData,
                    hizDepth           = hizDepth,
                    linearLODMaterial  = linearMat,
                    currentDepthTex    = cam.targets.depthTexture
                };
                SceneController.current.DrawClusterOccDoubleCheck(ref options, ref hizOptions, ref cam.targets);
                break;
            }
            data.ExecuteCommandBuffer();
        }
 public virtual void DrawClusterOccDoubleCheck(ref RenderClusterOptions options, ref HizOptions hizOpts, ref RenderTargets rendTargets)
 {
 }
 public virtual void DrawClusterOccSingleCheck(ref RenderClusterOptions options, ref HizOptions hizOpts)
 {
 }
        public override void DrawClusterOccDoubleCheck(ref RenderClusterOptions options, ref HizOptions hizOpts, ref RenderTargets rendTargets)
        {
            CommandBuffer buffer           = options.command;
            ComputeShader gpuFrustumShader = options.cullingShader;

            PipelineFunctions.UpdateOcclusionBuffer(
                baseBuffer, gpuFrustumShader,
                buffer,
                hizOpts.hizData,
                options.frustumPlanes,
                options.isOrtho);
            //绘制第一次剔除结果
            PipelineFunctions.DrawLastFrameCullResult(baseBuffer, buffer, options.proceduralMaterial);
            //更新Vector,Depth Mip Map
            hizOpts.hizData.lastFrameCameraUp = hizOpts.currentCameraUpVec;
            PipelineFunctions.ClearOcclusionData(baseBuffer, buffer, gpuFrustumShader);
            //TODO 绘制其他物体

            //TODO
            buffer.Blit(hizOpts.currentDepthTex, hizOpts.hizData.historyDepth, hizOpts.linearLODMaterial, 0);
            hizOpts.hizDepth.GetMipMap(hizOpts.hizData.historyDepth, buffer);
            //使用新数据进行二次剔除
            PipelineFunctions.OcclusionRecheck(baseBuffer, gpuFrustumShader, buffer, hizOpts.hizData);
            //绘制二次剔除结果
            buffer.SetRenderTarget(rendTargets.gbufferIdentifier, rendTargets.depthIdentifier);
            PipelineFunctions.DrawRecheckCullResult(baseBuffer, options.proceduralMaterial, buffer);
            buffer.Blit(hizOpts.currentDepthTex, hizOpts.hizData.historyDepth, hizOpts.linearLODMaterial, 0);
            hizOpts.hizDepth.GetMipMap(hizOpts.hizData.historyDepth, buffer);
        }
        public override void DrawClusterOccSingleCheck(ref RenderClusterOptions options, ref HizOptions hizOpts)
        {
            CommandBuffer buffer = options.command;

            buffer.SetComputeVectorParam(options.cullingShader, ShaderIDs._CameraUpVector, hizOpts.hizData.lastFrameCameraUp);
            buffer.SetComputeBufferParam(options.cullingShader, 5, ShaderIDs.clusterBuffer, baseBuffer.clusterBuffer);
            buffer.SetComputeTextureParam(options.cullingShader, 5, ShaderIDs._HizDepthTex, hizOpts.hizData.historyDepth);
            buffer.SetComputeVectorArrayParam(options.cullingShader, ShaderIDs.planes, options.frustumPlanes);
            buffer.SetComputeBufferParam(options.cullingShader, 5, ShaderIDs.resultBuffer, baseBuffer.resultBuffer);
            buffer.SetComputeBufferParam(options.cullingShader, 5, ShaderIDs.instanceCountBuffer, baseBuffer.instanceCountBuffer);
            buffer.SetComputeBufferParam(options.cullingShader, PipelineBaseBuffer.ComputeShaderKernels.ClearClusterKernel, ShaderIDs.instanceCountBuffer, baseBuffer.instanceCountBuffer);
            ComputeShaderUtility.Dispatch(options.cullingShader, options.command, 5, baseBuffer.clusterCount, 256);
            hizOpts.hizData.lastFrameCameraUp = hizOpts.currentCameraUpVec;
            buffer.SetGlobalBuffer(ShaderIDs.resultBuffer, baseBuffer.resultBuffer);
            buffer.SetGlobalBuffer(ShaderIDs.verticesBuffer, baseBuffer.verticesBuffer);
            PipelineFunctions.RenderProceduralCommand(baseBuffer, options.proceduralMaterial, buffer);
            buffer.DispatchCompute(options.cullingShader, PipelineBaseBuffer.ComputeShaderKernels.ClearClusterKernel, 1, 1, 1);
            //TODO 绘制其他物体

            //TODO
            buffer.Blit(hizOpts.currentDepthTex, hizOpts.hizData.historyDepth, hizOpts.linearLODMaterial, 0);
            hizOpts.hizDepth.GetMipMap(hizOpts.hizData.historyDepth, buffer);
        }