Esempio n. 1
0
 public void Render(Vector3 observerPos, float visibleDistance, Vector3[] frustumPlanesNormals, float[] frustumPlanesDistances)
 {
     if (rebuild)
     {
         if (!Application.isPlaying || Time.frameCount - lastRebuildFrame > 10)
         {
             lastRebuildFrame = Time.frameCount;
             RebuildZoneRenderingLists(observerPos, visibleDistance);
             rebuild = false;
         }
     }
     for (int k = 0; k < batchedMeshes.count; k++)
     {
         BatchedMesh       batchedMesh       = batchedMeshes.values [k];
         VoxelDefinition   vd                = batchedMesh.voxelDefinition;
         Mesh              mesh              = vd.mesh;
         Material          material          = batchedMesh.material;
         ShadowCastingMode shadowCastingMode = vd.castShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
         for (int j = 0; j < batchedMesh.batches.count; j++)
         {
             Batch batch = batchedMesh.batches.values [j];
             if (GeometryUtilityNonAlloc.TestPlanesAABB(frustumPlanesNormals, frustumPlanesDistances, ref batch.boundsMin, ref batch.boundsMax))
             {
                 Graphics.DrawMeshInstanced(mesh, 0, material, batch.matrices, batch.instancesCount, batch.materialPropertyBlock, shadowCastingMode, vd.receiveShadows, env.layerVoxels);
             }
         }
     }
                 #if UNITY_EDITOR
     // required to fix a bug by which Draw Calls skyrocket in Stats windows when some voxel uses GPU instancing when "Render In SceneView" is enabled and the scene has just loaded in Editor
     UnityEditor.EditorUtility.SetDirty(env.gameObject);
                 #endif
 }
Esempio n. 2
0
        public void Render(Vector3 observerPos, float visibleDistance, Vector3[] frustumPlanesNormals, float[] frustumPlanesDistances)
        {
                        #if DEBUG_BATCHES
            int batches        = 0;
            int instancesCount = 0;
                        #endif

            for (int k = 0; k <= cells.lastIndex; k++)
            {
                BatchedCell cell = cells.values [k];
                if (cell == null)
                {
                    continue;
                }
                if (!GeometryUtilityNonAlloc.TestPlanesAABB(frustumPlanesNormals, frustumPlanesDistances, ref cell.boundsMin, ref cell.boundsMax))
                {
                    continue;
                }

                if (cell.rebuild)
                {
                    if (!Application.isPlaying || Time.frameCount - cell.lastRebuildFrame > 10)
                    {
                        cell.lastRebuildFrame = Time.frameCount;
                        RebuildCellRenderingLists(cell, observerPos, visibleDistance);
                        cell.rebuild = false;
                    }
                }

                for (int j = 0; j <= cell.batchedMeshes.lastIndex; j++)
                {
                    BatchedMesh batchedMesh = cell.batchedMeshes.values [j];
                    if (batchedMesh == null)
                    {
                        continue;
                    }
                    VoxelDefinition   vd   = batchedMesh.voxelDefinition;
                    Mesh              mesh = vd.mesh;
                    ShadowCastingMode shadowCastingMode = (vd.castShadows && env.enableShadows) ? ShadowCastingMode.On : ShadowCastingMode.Off;
                    bool              receiveShadows    = vd.receiveShadows && env.enableShadows;
                    for (int i = 0; i < batchedMesh.batches.count; i++)
                    {
                        Batch batch = batchedMesh.batches.values [i];
                        if (GeometryUtilityNonAlloc.TestPlanesAABB(frustumPlanesNormals, frustumPlanesDistances, ref batch.boundsMin, ref batch.boundsMax))
                        {
                            Graphics.DrawMeshInstancedIndirect(mesh, 0, batch.instancedMaterial, batch.bounds, batch.argsBuffer, 0, null, shadowCastingMode, receiveShadows, env.layerVoxels);
                                                        #if DEBUG_BATCHES
                            batches++;
                            instancesCount += batch.instancesCount;
                                                        #endif
                        }
                    }
                }
            }
                        #if DEBUG_BATCHES
            Debug.Log("Batches: " + batches + " Instances: " + instancesCount);
                        #endif
        }