public ModelInstanceHandle AllocateInstance(uint materialIndex, uint modelIndex, uint sceneLayerIndex, Transform initialTransform)
        {
            using (RenderingModule.RenderStateBarrier.AcquirePermit(withLock: instanceMutationLock)) {
                MIDArray           midArray = materialMap.GetOrCreate(materialIndex, createNewMIDArrayAct);
                ModelInstanceData *data     = midArray.Data;
                for (uint i = midArray.Length - 1U; i < midArray.Length; --i)
                {
                    if (!data[i].InUse)
                    {
                        data[i] = new ModelInstanceData(modelIndex, sceneLayerIndex, initialTransform);
                        return(new ModelInstanceHandle(this, materialIndex, i));
                    }
                }

                // MIDArray is full, so resize...
                uint newSize     = midArray.Length << 1;
                uint numBytes    = (uint)sizeof(ModelInstanceData) * newSize;
                uint oldNumBytes = (uint)sizeof(ModelInstanceData) * midArray.Length;
                if (midArray.Length >= MAX_SIZE_BEFORE_LINEAR_GROWTH)
                {
                    newSize = midArray.Length + LINEAR_GROWTH_AMOUNT;
                }
                ModelInstanceData *newData = (ModelInstanceData *)Marshal.AllocHGlobal(new IntPtr(numBytes));
                UnsafeUtils.MemCopy((IntPtr)data, (IntPtr)newData, oldNumBytes);
                Marshal.FreeHGlobal((IntPtr)data);
                UnsafeUtils.ZeroMem(((IntPtr)newData) + (int)oldNumBytes, numBytes - oldNumBytes);
                materialMap[materialIndex] = new MIDArray(newData, newSize);
                newData[midArray.Length]   = new ModelInstanceData(modelIndex, sceneLayerIndex, initialTransform);
                return(new ModelInstanceHandle(this, materialIndex, midArray.Length));
            }
        }
        private void RenderCache_IterateMaterial(int materialIndex)
        {
            // Set up context variables
            KeyValuePair <Material, ModelInstanceManager.MIDArray> currentKVP = currentInstanceData[materialIndex];
            Material currentMaterial = currentKVP.Key;

            ModelInstanceManager.MIDArray currentMID = currentKVP.Value;

            // Skip this material if it or its shader are disposed
            if (currentMaterial.IsDisposed || currentMaterial.Shader.IsDisposed)
            {
                return;
            }

            // Skip this material if we're not using it
            bool inUse = false;

            for (int i = 0; i < currentMID.Length; ++i)
            {
                if (currentMID.Data[i].InUse)
                {
                    inUse = true;
                    break;
                }
            }
            if (!inUse)
            {
                return;
            }

            // Prepare shader according to material params, and switch to it or update it
            if (lastSetFragmentShader != currentMaterial.Shader || lastFrameNum != frameNum)
            {
                lastSetFragmentShader = currentMaterial.Shader;
                lastFrameNum          = frameNum;
                QueueShaderSwitch(lastSetFragmentShader);
            }
            var queuedSRP = currentMaterial.FragmentShaderResourcePackage;

            if (lastSetFragmentShader == geomFSWithShadowSupport)
            {
                if (modifiedSRP == null)
                {
                    modifiedSRP = new ShaderResourcePackage();
                }
                modifiedSRP.CopyFrom(queuedSRP);
                modifiedSRP.SetValue((ResourceViewBinding)lastSetFragmentShader.GetBindingByIdentifier("ShadowMap"), previousShadowBufferSRV);
                queuedSRP = modifiedSRP;
            }
            QueueShaderResourceUpdate(lastSetFragmentShader, queuedSRP);

            // Filter & sort
            if (materialFilteringWorkspace == null || materialFilteringWorkspace.Length < currentCache.NumModels)
            {
                materialFilteringWorkspace = new FastClearList <Transform> [currentCache.NumModels];
                for (int i = 0; i < materialFilteringWorkspace.Length; ++i)
                {
                    materialFilteringWorkspace[i] = new FastClearList <Transform>();
                }
            }
            for (int i = 0; i < materialFilteringWorkspace.Length; ++i)
            {
                materialFilteringWorkspace[i].Clear();
            }

            SortByProximityToCamera(currentMID);
            uint numInstances = 0U;

            for (uint i = 0U; i < currentMID.Length; ++i)
            {
                ModelInstanceData curMID = sortedModelData[i];
                if (!curMID.InUse)
                {
                    continue;
                }
                SceneLayer layer = currentSceneLayers[curMID.SceneLayerIndex];
                if (layer == null || !layer.GetRenderingEnabled() || !addedSceneLayers.Contains(layer))
                {
                    continue;
                }

                if (curMID.ModelIndex == __VEGG_MH.ModelIndex && currentCache.ID == __VEGG_MH.GeoCacheID)
                {
                    int instanceIndex = 0;
                    for (int j = 0; j < currentMID.Length; ++j)
                    {
                        if (currentMID.Data[j].Transform == curMID.Transform)
                        {
                            instanceIndex = j;
                            break;
                        }
                    }
                    Quaternion rot = Quaternion.IDENTITY;
                    foreach (var kvp in __VEGG_MIH_ARR)
                    {
                        if (kvp.Key.InstanceIndex == instanceIndex)
                        {
                            rot = kvp.Value;
                            break;
                        }
                    }
                    materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform.RotateBy(rot));
                }
                else
                {
                    materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform);
                }
                ++numInstances;
            }

            // Concatenate & queue render commands
            if (instanceConcatWorkspace == null || instanceConcatWorkspace.Length < numInstances)
            {
                instanceConcatWorkspace = new Matrix[numInstances << 1];                 // x2 so we don't create loads of garbage if the count keeps increasing by 1
            }

            uint instanceStartOffset = RenderCache_IterateMaterial_ConcatReserve(numInstances);
            uint nextWorkspaceIndex = 0;
            uint outVBStartIndex, outIBStartIndex, outVBCount, outIBCount;

            for (uint mI = 0U; mI < materialFilteringWorkspace.Length; ++mI)
            {
                FastClearList <Transform> filteredTransformList = materialFilteringWorkspace[mI];
                int numFilteredTransforms = filteredTransformList.Count;
                if (numFilteredTransforms == 0)
                {
                    continue;
                }

                currentCache.GetModelBufferValues(mI, out outVBStartIndex, out outIBStartIndex, out outVBCount, out outIBCount);

                QueueRenderCommand(RenderCommand.DrawIndexedInstanced(
                                       (int)outVBStartIndex,
                                       outIBStartIndex,
                                       outIBCount,
                                       nextWorkspaceIndex + instanceStartOffset,
                                       (uint)numFilteredTransforms
                                       ));

                for (int iI = 0; iI < numFilteredTransforms; ++iI)
                {
                    if (mI == __EGGHACK_MH.ModelIndex && currentCache.ID == __EGGHACK_MH.GeoCacheID)
                    {
                        instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].RotateBy(__EGGHACK_ROT).AsMatrixTransposed;
                    }
                    else
                    {
                        instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].AsMatrixTransposed;
                    }
                }
            }

            RenderCache_IterateMaterial_Concat(instanceConcatWorkspace, instanceStartOffset, numInstances);
        }
Esempio n. 3
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        private void RenderCache_IterateMaterial(int materialIndex)
        {
            // Set up context variables
            KeyValuePair <Material, ModelInstanceManager.MIDArray> currentKVP = currentInstanceData[materialIndex];
            Material currentMaterial = currentKVP.Key;

            ModelInstanceManager.MIDArray currentMID = currentKVP.Value;

            // Skip this material if it or its shader are disposed
            if (currentMaterial.IsDisposed || currentMaterial.Shader.IsDisposed)
            {
                return;
            }

            // Prepare shader according to material params, and switch to it or update it
            if (lastSetFragmentShader != currentMaterial.Shader || lastFrameNum != frameNum)
            {
                lastSetFragmentShader = currentMaterial.Shader;
                lastFrameNum          = frameNum;
                QueueShaderSwitch(lastSetFragmentShader);
            }
            QueueShaderResourceUpdate(lastSetFragmentShader, currentMaterial.FragmentShaderResourcePackage);


            // Filter & sort
            if (materialFilteringWorkspace == null || materialFilteringWorkspace.Length < currentCache.NumModels)
            {
                materialFilteringWorkspace = new FastClearList <Transform> [currentCache.NumModels];
                for (int i = 0; i < materialFilteringWorkspace.Length; ++i)
                {
                    materialFilteringWorkspace[i] = new FastClearList <Transform>();
                }
            }
            for (int i = 0; i < materialFilteringWorkspace.Length; ++i)
            {
                materialFilteringWorkspace[i].Clear();
            }

            ModelInstanceData *midData = currentMID.Data;
            uint numInstances          = 0U;

            for (uint i = 0U; i < currentMID.Length; ++i)
            {
                ModelInstanceData curMID = midData[i];
                if (!curMID.InUse)
                {
                    continue;
                }
                SceneLayer layer = currentSceneLayers[curMID.SceneLayerIndex];
                if (layer == null || !layer.GetRenderingEnabled() || !addedSceneLayers.Contains(layer))
                {
                    continue;
                }

                materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform);
                ++numInstances;
            }

            // Concatenate & queue render commands
            if (instanceConcatWorkspace == null || instanceConcatWorkspace.Length < numInstances)
            {
                instanceConcatWorkspace = new Matrix[numInstances << 1];                 // x2 so we don't create loads of garbage if the count keeps increasing by 1
            }

            uint instanceStartOffset = RenderCache_IterateMaterial_ConcatReserve(numInstances);
            uint nextWorkspaceIndex = 0;
            uint outVBStartIndex, outIBStartIndex, outVBCount, outIBCount;

            for (uint mI = 0U; mI < materialFilteringWorkspace.Length; ++mI)
            {
                FastClearList <Transform> filteredTransformList = materialFilteringWorkspace[mI];
                int numFilteredTransforms = filteredTransformList.Count;
                if (numFilteredTransforms == 0)
                {
                    continue;
                }

                currentCache.GetModelBufferValues(mI, out outVBStartIndex, out outIBStartIndex, out outVBCount, out outIBCount);

                QueueRenderCommand(RenderCommand.DrawIndexedInstanced(
                                       (int)outVBStartIndex,
                                       outIBStartIndex,
                                       outIBCount,
                                       nextWorkspaceIndex + instanceStartOffset,
                                       (uint)numFilteredTransforms
                                       ));

                for (int iI = 0; iI < numFilteredTransforms; ++iI)
                {
                    instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].AsMatrixTransposed;
                }
            }

            RenderCache_IterateMaterial_Concat(instanceConcatWorkspace, instanceStartOffset, numInstances);
        }