Beispiel #1
0
        DensityVolumeList PrepareVisibleDensityVolumeList(HDCamera hdCamera, CommandBuffer cmd, float time)
        {
            DensityVolumeList densityVolumes = new DensityVolumeList();

            if (!Fog.IsVolumetricFogEnabled(hdCamera))
            {
                return(densityVolumes);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareVisibleDensityVolumeList)))
            {
                Vector3 camPosition = hdCamera.camera.transform.position;
                Vector3 camOffset   = Vector3.zero;// World-origin-relative

                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    camOffset = camPosition; // Camera-relative
                }

                m_VisibleVolumeBounds.Clear();
                m_VisibleVolumeData.Clear();

                // Collect all visible finite volume data, and upload it to the GPU.
                var volumes = DensityVolumeManager.manager.PrepareDensityVolumeData(cmd, hdCamera, time);

                for (int i = 0; i < Math.Min(volumes.Count, k_MaxVisibleVolumeCount); i++)
                {
                    DensityVolume volume = volumes[i];

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // Frustum cull on the CPU for now. TODO: do it on the GPU.
                    // TODO: account for custom near and far planes of the V-Buffer's frustum.
                    // It's typically much shorter (along the Z axis) than the camera's frustum.
                    if (GeometryUtils.Overlap(obb, hdCamera.frustum, 6, 8))
                    {
                        // TODO: cache these?
                        var data = volume.parameters.ConvertToEngineData();

                        m_VisibleVolumeBounds.Add(obb);
                        m_VisibleVolumeData.Add(data);
                    }
                }

                m_VisibleVolumeBoundsBuffer.SetData(m_VisibleVolumeBounds);
                m_VisibleVolumeDataBuffer.SetData(m_VisibleVolumeData);

                // Fill the struct with pointers in order to share the data with the light loop.
                densityVolumes.bounds  = m_VisibleVolumeBounds;
                densityVolumes.density = m_VisibleVolumeData;

                return(densityVolumes);
            }
        }
        // Returns 'true' if the OBB intersects (or is inside) the frustum, 'false' otherwise.
        public static bool Overlap(OrientedBBox obb, Frustum frustum, int numPlanes, int numCorners)
        {
            bool overlap = true;

            // Test the OBB against frustum planes. Frustum planes are inward-facing.
            // The OBB is outside if it's entirely behind one of the frustum planes.
            // See "Real-Time Rendering", 3rd Edition, 16.10.2.
            for (int i = 0; overlap && i < numPlanes; i++)
            {
                Vector3 n = frustum.planes[i].normal;
                float   d = frustum.planes[i].distance;

                // Max projection of the half-diagonal onto the normal (always positive).
                float maxHalfDiagProj = obb.extentX * Mathf.Abs(Vector3.Dot(n, obb.right))
                                        + obb.extentY * Mathf.Abs(Vector3.Dot(n, obb.up))
                                        + obb.extentZ * Mathf.Abs(Vector3.Dot(n, obb.forward));

                // Positive distance -> center in front of the plane.
                // Negative distance -> center behind the plane (outside).
                float centerToPlaneDist = Vector3.Dot(n, obb.center) + d;

                // outside = maxHalfDiagProj < -centerToPlaneDist
                // outside = maxHalfDiagProj + centerToPlaneDist < 0
                // overlap = overlap && !outside
                overlap = overlap && (maxHalfDiagProj + centerToPlaneDist >= 0);
            }

            if (numCorners == 0)
            {
                return(overlap);
            }

            // Test the frustum corners against OBB planes. The OBB planes are outward-facing.
            // The frustum is outside if all of its corners are entirely in front of one of the OBB planes.
            // See "Correct Frustum Culling" by Inigo Quilez.
            // We can exploit the symmetry of the box by only testing against 3 planes rather than 6.
            Plane[] planes = new Plane[3];

            planes[0].normal   = obb.right;
            planes[0].distance = obb.extentX;
            planes[1].normal   = obb.up;
            planes[1].distance = obb.extentY;
            planes[2].normal   = obb.forward;
            planes[2].distance = obb.extentZ;

            for (int i = 0; overlap && i < 3; i++)
            {
                Plane plane = planes[i];

                // We need a separate counter for the "box fully inside frustum" case.
                bool outsidePos = true; // Positive normal
                bool outsideNeg = true; // Reversed normal

                // Merge 2 loops. Continue as long as all points are outside either plane.
                for (int j = 0; j < numCorners; j++)
                {
                    float proj = Vector3.Dot(plane.normal, frustum.corners[j] - obb.center);
                    outsidePos = outsidePos && (proj > plane.distance);
                    outsideNeg = outsideNeg && (-proj > plane.distance);
                }

                overlap = overlap && !(outsidePos || outsideNeg);
            }

            return(overlap);
        }
Beispiel #3
0
        private void SetupProbePositions()
        {
            if (!this.gameObject.activeInHierarchy)
            {
                return;
            }

            float debugProbeSize = Gizmos.probeSize;

            int probeCount = parameters.resolutionX * parameters.resolutionY * parameters.resolutionZ;

            Vector3[] positions = new Vector3[probeCount];

            OrientedBBox obb = new OrientedBBox(Matrix4x4.TRS(this.transform.position, this.transform.rotation, parameters.size));

            Vector3 probeSteps = new Vector3(parameters.size.x / (float)parameters.resolutionX, parameters.size.y / (float)parameters.resolutionY, parameters.size.z / (float)parameters.resolutionZ);

            // TODO: Determine why we need to negate obb.forward but not other basis vectors in order to make positions start at the {left, lower, back} corner
            // and end at the {right, top, front} corner (which our atlasing code assumes).
            Vector3 probeStartPosition = obb.center
                                         - obb.right * (parameters.size.x - probeSteps.x) * 0.5f
                                         - obb.up * (parameters.size.y - probeSteps.y) * 0.5f
                                         + obb.forward * (parameters.size.z - probeSteps.z) * 0.5f;

            Quaternion rotation = Quaternion.identity;
            Vector3    scale    = new Vector3(debugProbeSize, debugProbeSize, debugProbeSize);

            // Debugging objects start here
            int maxBatchSize         = 1023;
            int probesInCurrentBatch = System.Math.Min(maxBatchSize, probeCount);
            int indexInCurrentBatch  = 0;

            // Everything around cached matrices for the probe spheres
            m_DebugProbeMatricesList = new List <Matrix4x4[]>();
            Matrix4x4[] currentprobeMatrices = new Matrix4x4[probesInCurrentBatch];
            int[]       indices = new int[probesInCurrentBatch];

            // Everything around point meshes for non-selected ProbeVolumes
            m_DebugProbePointMeshList = new List <Mesh>();
            int[]     currentProbeDebugIndices   = new int[probesInCurrentBatch];
            Vector3[] currentProbeDebugPositions = new Vector3[probesInCurrentBatch];

            int processedProbes = 0;

            for (int z = 0; z < parameters.resolutionZ; ++z)
            {
                for (int y = 0; y < parameters.resolutionY; ++y)
                {
                    for (int x = 0; x < parameters.resolutionX; ++x)
                    {
                        Vector3 position = probeStartPosition + (probeSteps.x * x * obb.right) + (probeSteps.y * y * obb.up) + (probeSteps.z * z * -obb.forward);
                        positions[processedProbes] = position;

                        currentProbeDebugIndices[indexInCurrentBatch]   = indexInCurrentBatch;
                        currentProbeDebugPositions[indexInCurrentBatch] = position;

                        Matrix4x4 matrix = new Matrix4x4();
                        matrix.SetTRS(position, rotation, scale);
                        currentprobeMatrices[indexInCurrentBatch] = matrix;

                        indexInCurrentBatch++;
                        processedProbes++;

                        int probesLeft = probeCount - processedProbes;

                        if (indexInCurrentBatch >= 1023 || probesLeft == 0)
                        {
                            Mesh currentProbeDebugMesh = new Mesh();
                            currentProbeDebugMesh.SetVertices(currentProbeDebugPositions);
                            currentProbeDebugMesh.SetIndices(currentProbeDebugIndices, MeshTopology.Points, 0);

                            m_DebugProbePointMeshList.Add(currentProbeDebugMesh);
                            m_DebugProbeMatricesList.Add(currentprobeMatrices);

                            // More sets follow, reallocate
                            if (probesLeft > 0)
                            {
                                probesInCurrentBatch = System.Math.Min(maxBatchSize, probesLeft);

                                currentProbeDebugPositions = new Vector3[probesInCurrentBatch];
                                currentProbeDebugIndices   = new int[probesInCurrentBatch];
                                currentprobeMatrices       = new Matrix4x4[probesInCurrentBatch];

                                indexInCurrentBatch = 0;
                            }
                        }
                    }
                }
            }

            UnityEditor.Experimental.Lightmapping.SetAdditionalBakedProbes(GetID(), positions);
        }
Beispiel #4
0
        ProbeVolumeList PrepareVisibleProbeVolumeList(ScriptableRenderContext renderContext, HDCamera hdCamera, CommandBuffer cmd)
        {
            ProbeVolumeList probeVolumes = new ProbeVolumeList();

            if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.Disabled)
            {
                return(probeVolumes);
            }

            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume))
            {
                return(probeVolumes);
            }

            var  settings = hdCamera.volumeStack.GetComponent <ProbeVolumeController>();
            bool octahedralDepthOcclusionFilterIsEnabled = settings.leakMitigationMode.value == LeakMitigationMode.OctahedralDepthOcclusionFilter;

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareProbeVolumeList)))
            {
                ClearProbeVolumeAtlasIfRequested(cmd);

                Vector3 camPosition = hdCamera.camera.transform.position;
                Vector3 camOffset   = Vector3.zero;// World-origin-relative

                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    camOffset = camPosition; // Camera-relative
                }

                m_VisibleProbeVolumeBounds.Clear();
                m_VisibleProbeVolumeData.Clear();

                // Collect all visible finite volume data, and upload it to the GPU.
                List <ProbeVolume> volumes = ProbeVolumeManager.manager.volumes;

                int probeVolumesCount = Math.Min(volumes.Count, k_MaxVisibleProbeVolumeCount);
                int sortCount         = 0;

                // Sort probe volumes smallest from smallest to largest volume.
                // Same as is done with reflection probes.
                // See LightLoop.cs::PrepareLightsForGPU() for original example of this.
                for (int probeVolumesIndex = 0; (probeVolumesIndex < volumes.Count) && (sortCount < probeVolumesCount); probeVolumesIndex++)
                {
                    ProbeVolume volume = volumes[probeVolumesIndex];

#if UNITY_EDITOR
                    if (!volume.IsAssetCompatible())
                    {
                        continue;
                    }
#endif

                    if (ShaderConfig.s_ProbeVolumesAdditiveBlending == 0 && volume.parameters.volumeBlendMode != VolumeBlendMode.Normal)
                    {
                        // Non-normal blend mode volumes are not supported. Skip.
                        continue;
                    }

                    float probeVolumeDepthFromCameraWS = Vector3.Dot(hdCamera.camera.transform.forward, volume.transform.position - camPosition);
                    if (probeVolumeDepthFromCameraWS >= volume.parameters.distanceFadeEnd)
                    {
                        // Probe volume is completely faded out from distance fade optimization.
                        // Do not bother adding it to the list, it would evaluate to zero weight.
                        continue;
                    }

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // Frustum cull on the CPU for now. TODO: do it on the GPU.
                    if (GeometryUtils.Overlap(obb, hdCamera.frustum, hdCamera.frustum.planes.Length, hdCamera.frustum.corners.Length))
                    {
                        var logVolume = CalculateProbeVolumeLogVolume(volume.parameters.size);

                        m_ProbeVolumeSortKeys[sortCount++] = PackProbeVolumeSortKey(volume.parameters.volumeBlendMode, logVolume, probeVolumesIndex);
                    }
                }

                CoreUnsafeUtils.QuickSort(m_ProbeVolumeSortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).

                for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
                {
                    // In 1. we have already classify and sorted the probe volume, we need to use this sorted order here
                    uint sortKey = m_ProbeVolumeSortKeys[sortIndex];
                    int  probeVolumesIndex;
                    UnpackProbeVolumeSortKey(sortKey, out probeVolumesIndex);

                    ProbeVolume volume = volumes[probeVolumesIndex];

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // TODO: cache these?
                    var data = volume.parameters.ConvertToEngineData();

                    // Note: The system is not aware of slice packing in Z.
                    // Need to modify scale and bias terms just before uploading to GPU.
                    // TODO: Should we make it aware earlier up the chain?
                    data.scale.z = data.scale.z / (float)m_ProbeVolumeAtlasSHRTDepthSliceCount;
                    data.bias.z  = data.bias.z / (float)m_ProbeVolumeAtlasSHRTDepthSliceCount;

                    m_VisibleProbeVolumeBounds.Add(obb);
                    m_VisibleProbeVolumeData.Add(data);
                }

                s_VisibleProbeVolumeBoundsBuffer.SetData(m_VisibleProbeVolumeBounds);
                s_VisibleProbeVolumeDataBuffer.SetData(m_VisibleProbeVolumeData);

                // Fill the struct with pointers in order to share the data with the light loop.
                probeVolumes.bounds = m_VisibleProbeVolumeBounds;
                probeVolumes.data   = m_VisibleProbeVolumeData;

                // For now, only upload one volume per frame.
                // This is done:
                // 1) To timeslice upload cost across N frames for N volumes.
                // 2) To avoid creating a sync point between compute buffer upload and each volume upload.
                const int volumeUploadedToAtlasSHCapacity = 1;
                int       volumeUploadedToAtlasOctahedralDepthCapacity = octahedralDepthOcclusionFilterIsEnabled ? 1 : 0;
                int       volumeUploadedToAtlasSHCount = 0;
                int       volumeUploadedToAtlasOctahedralDepthCount = 0;

                for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
                {
                    uint sortKey = m_ProbeVolumeSortKeys[sortIndex];
                    int  probeVolumesIndex;
                    UnpackProbeVolumeSortKey(sortKey, out probeVolumesIndex);

                    ProbeVolume volume = volumes[probeVolumesIndex];

                    if (volumeUploadedToAtlasSHCount < volumeUploadedToAtlasSHCapacity)
                    {
                        bool volumeWasUploaded = EnsureProbeVolumeInAtlas(renderContext, cmd, volume);
                        if (volumeWasUploaded)
                        {
                            ++volumeUploadedToAtlasSHCount;
                        }
                    }

                    if (volumeUploadedToAtlasOctahedralDepthCount < volumeUploadedToAtlasOctahedralDepthCapacity)
                    {
                        bool volumeWasUploaded = EnsureProbeVolumeInAtlasOctahedralDepth(renderContext, cmd, volume);
                        if (volumeWasUploaded)
                        {
                            ++volumeUploadedToAtlasOctahedralDepthCount;
                        }
                    }

                    if (volumeUploadedToAtlasSHCount == volumeUploadedToAtlasSHCapacity &&
                        volumeUploadedToAtlasOctahedralDepthCount == volumeUploadedToAtlasOctahedralDepthCapacity)
                    {
                        // Met our capacity this frame. Early out.
                        break;
                    }
                }

                return(probeVolumes);
            }
        }