Ejemplo n.º 1
0
    void ComputeOcclusionQueries(RenderTexture tempBuffer, CutObject cutObject, int cutObjectIndex, int internalState, bool cullProtein, bool cullLipid)
    {
        if (cullProtein)
        {
            // Always clear append buffer before usage
            GPUBuffers.Get.SphereBatches.ClearAppendBuffer();

            //Fill the buffer with occluders
            ComputeShaderManager.Get.SphereBatchCS.SetUniform("_NumInstances", SceneManager.Get.NumProteinInstances);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(1, "_ProteinInstanceInfo", GPUBuffers.Get.ProteinInstancesInfo);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(1, "_ProteinInstanceCullFlags", GPUBuffers.Get.ProteinInstanceCullFlags);

            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(1, "_IngredientMaskParams", GPUBuffers.Get.IngredientMaskParams);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(1, "_OccludeeSphereBatches", GPUBuffers.Get.SphereBatches);
            ComputeShaderManager.Get.SphereBatchCS.Dispatch(1, Mathf.CeilToInt(SceneManager.Get.NumProteinInstances / 64.0f), 1, 1);

            // Count occluder instances
            ComputeBuffer.CopyCount(GPUBuffers.Get.SphereBatches, GPUBuffers.Get.ArgBuffer, 0);

            //DebugSphereBatchCount();

            // Clear protein occlusion buffer
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(0, "_FlagBuffer", GPUBuffers.Get.ProteinInstanceOcclusionFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.Dispatch(0, Mathf.CeilToInt(SceneManager.Get.NumProteinInstances / 64.0f), 1, 1);

            // Bind the read/write occlusion buffer to the shader
            // After this draw call the occlusion buffer will be filled with ones if an instance occluded and occludee, zero otherwise
            Graphics.SetRandomWriteTarget(1, GPUBuffers.Get.ProteinInstanceOcclusionFlags);
            MyUtility.DummyBlit();   // Dunny why yet, but without this I cannot write to the buffer from the shader, go figure

            // Set the render target
            Graphics.SetRenderTarget(tempBuffer);

            OcclusionQueriesMaterial.SetInt("_CutObjectIndex", cutObjectIndex);
            OcclusionQueriesMaterial.SetInt("_NumIngredients", SceneManager.Get.NumAllIngredients);
            OcclusionQueriesMaterial.SetBuffer("_CutInfo", GPUBuffers.Get.CutInfo);
            OcclusionQueriesMaterial.SetTexture("_DistanceField", _floodFillTexturePong);

            OcclusionQueriesMaterial.SetFloat("_Scale", GlobalProperties.Get.Scale);
            OcclusionQueriesMaterial.SetBuffer("_ProteinRadii", GPUBuffers.Get.ProteinRadii);
            OcclusionQueriesMaterial.SetBuffer("_ProteinInstanceInfo", GPUBuffers.Get.ProteinInstancesInfo);
            OcclusionQueriesMaterial.SetBuffer("_ProteinInstancePositions", GPUBuffers.Get.ProteinInstancePositions);
            OcclusionQueriesMaterial.SetBuffer("_OccludeeSphereBatches", GPUBuffers.Get.SphereBatches);
            OcclusionQueriesMaterial.SetPass(1);

            // Issue draw call for occluders - bounding quads only - depth/stencil test enabled - no write to color/depth/stencil
            Graphics.DrawProceduralIndirect(MeshTopology.Points, GPUBuffers.Get.ArgBuffer);
            Graphics.ClearRandomWriteTargets();

            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_CutObjectIndex", cutObjectIndex);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_NumIngredients", SceneManager.Get.NumAllIngredients);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_CutInfo", GPUBuffers.Get.CutInfo);

            //// Discard occluding instances according to value2
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_CutObjectId", cutObject.Id);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_ConsumeRestoreState", internalState);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_Histograms", GPUBuffers.Get.Histograms);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_HistogramsLookup", GPUBuffers.Get.HistogramsLookup);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_ProteinInstanceInfo", GPUBuffers.Get.ProteinInstancesInfo);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_ProteinInstanceCullFlags", GPUBuffers.Get.ProteinInstanceCullFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(3, "_ProteinInstanceOcclusionFlags", GPUBuffers.Get.ProteinInstanceOcclusionFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.Dispatch(3, Mathf.CeilToInt(SceneManager.Get.NumProteinInstances / 64.0f), 1, 1);
        }

        if (cullLipid)
        {
            // Always clear append buffer before usage
            GPUBuffers.Get.SphereBatches.ClearAppendBuffer();

            //Fill the buffer with occluders
            ComputeShaderManager.Get.SphereBatchCS.SetUniform("_NumInstances", SceneManager.Get.NumLipidInstances);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(3, "_LipidInstanceInfo", GPUBuffers.Get.LipidInstancesInfo);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(3, "_LipidInstanceCullFlags", GPUBuffers.Get.LipidInstanceCullFlags);

            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(3, "_IngredientMaskParams", GPUBuffers.Get.IngredientMaskParams);
            ComputeShaderManager.Get.SphereBatchCS.SetBuffer(3, "_OccludeeSphereBatches", GPUBuffers.Get.SphereBatches);
            ComputeShaderManager.Get.SphereBatchCS.Dispatch(3, Mathf.CeilToInt(SceneManager.Get.NumLipidInstances / 64.0f), 1, 1);

            // Count occluder instances
            ComputeBuffer.CopyCount(GPUBuffers.Get.SphereBatches, GPUBuffers.Get.ArgBuffer, 0);

            // Clear lipid occlusion buffer
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(0, "_FlagBuffer", GPUBuffers.Get.LipidInstanceOcclusionFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.Dispatch(0, Mathf.CeilToInt(SceneManager.Get.NumLipidInstances / 64.0f), 1, 1);

            // Bind the read/write occlusion buffer to the shader
            // After this draw call the occlusion buffer will be filled with ones if an instance occluded and occludee, zero otherwise
            Graphics.SetRandomWriteTarget(1, GPUBuffers.Get.LipidInstanceOcclusionFlags);
            MyUtility.DummyBlit();   // Dunny why yet, but without this I cannot write to the buffer from the shader, go figure

            // Set the render target
            Graphics.SetRenderTarget(tempBuffer);

            OcclusionQueriesMaterial.SetInt("_CutObjectIndex", cutObjectIndex);
            OcclusionQueriesMaterial.SetInt("_NumIngredients", SceneManager.Get.NumAllIngredients);
            OcclusionQueriesMaterial.SetBuffer("_CutInfo", GPUBuffers.Get.CutInfo);
            OcclusionQueriesMaterial.SetTexture("_DistanceField", _floodFillTexturePong);

            OcclusionQueriesMaterial.SetFloat("_Scale", GlobalProperties.Get.Scale);
            OcclusionQueriesMaterial.SetBuffer("_LipidInstanceInfo", GPUBuffers.Get.LipidInstancesInfo);
            OcclusionQueriesMaterial.SetBuffer("_LipidInstancePositions", GPUBuffers.Get.LipidInstancePositions);
            OcclusionQueriesMaterial.SetBuffer("_OccludeeSphereBatches", GPUBuffers.Get.SphereBatches);
            OcclusionQueriesMaterial.SetPass(3);

            // Issue draw call for occluders - bounding quads only - depth/stencil test enabled - no write to color/depth/stencil
            Graphics.DrawProceduralIndirect(MeshTopology.Points, GPUBuffers.Get.ArgBuffer);
            Graphics.ClearRandomWriteTargets();

            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_CutObjectIndex", cutObjectIndex);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_NumIngredients", SceneManager.Get.NumAllIngredients);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_CutInfo", GPUBuffers.Get.CutInfo);

            //// Discard occluding instances according to value2
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_CutObjectId", cutObject.Id);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetUniform("_ConsumeRestoreState", internalState);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_Histograms", GPUBuffers.Get.Histograms);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_HistogramsLookup", GPUBuffers.Get.HistogramsLookup);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_LipidInstanceInfo", GPUBuffers.Get.LipidInstancesInfo);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_LipidInstanceCullFlags", GPUBuffers.Get.LipidInstanceCullFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.SetBuffer(4, "_LipidInstanceOcclusionFlags", GPUBuffers.Get.LipidInstanceOcclusionFlags);
            ComputeShaderManager.Get.ComputeVisibilityCS.Dispatch(4, Mathf.CeilToInt(SceneManager.Get.NumLipidInstances / 64.0f), 1, 1);
        }
    }