Esempio n. 1
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        private void Voxelize()
        {
            var mesh = Mesh;

            // bail out if data is not properly setup
            if (mesh == null || _resources == null)
            {
                return;
            }

            // create resources whenever necessary
            if (_voxelsData == null)
            {
                _voxelsData = VoxelizationUtils.CreateVoxelData(mesh.bounds, _resolution, mesh.name);
            }

            if (_indirectDrawArgs == null)
            {
                CreateIndirectDrawResources();
            }

            if (_commandBuffer == null)
            {
                _commandBuffer      = new CommandBuffer();
                _commandBuffer.name = VOXELIZATION;
            }

            VoxelizationUtils.VoxelizeSurface(_commandBuffer, _resources, _voxelsData, mesh);

            // execute voxelization at the end of the regular rendering
            Graphics.ExecuteCommandBuffer(_commandBuffer);

            // since we do an indirect draw call, must recuperate desired instance count
            StartCoroutine(CopyCounter());
        }
Esempio n. 2
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        private void DisposeAll()
        {
            if (_voxelsData != null)
            {
                _voxelsData.Dispose();
            }
            _voxelsData = null;

            if (_indirectDrawArgs != null)
            {
                _indirectDrawArgs.Release();
            }
            _indirectDrawArgs = null;

            DisposeCommandBuffer();
        }
Esempio n. 3
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 private static void End(CommandBuffer commandBuffer, VoxelizationResources resources, VoxelsData data, Mesh mesh)
 {
     commandBuffer.ReleaseTemporaryRT(TEMP_RT);
 }
Esempio n. 4
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        private static void Begin(CommandBuffer commandBuffer, VoxelizationResources resources, VoxelsData data, Mesh mesh)
        {
            // reset command buffer
            // must render states are setup in the shader so no need to set everything
            commandBuffer.Clear();
            commandBuffer.DisableScissorRect();

            // for debugging purposes, bind a render target to examine shader behaviour
            // to be removed
            // TODO: find out how to set null render target
            //       viewport is implicitly set
            var vp = data.ViewportSize;

            commandBuffer.GetTemporaryRT(TEMP_RT, vp.x, vp.y, 0, FilterMode.Point, RenderTextureFormat.ARGBFloat);
            commandBuffer.SetRenderTarget(TEMP_RT);
        }
Esempio n. 5
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        /// <summary>
        /// Voxelize the surface of a mesh. Only color is constructed at the moment.
        /// </summary>
        /// <param name="commandBuffer">Command buffer receiving gpu instuctions</param>
        /// <param name="data">Voxelization results</param>
        /// <param name="mesh">Mesh to voxelize</param>
        public static void VoxelizeSurface(CommandBuffer commandBuffer, VoxelizationResources resources, VoxelsData data, Mesh mesh)
        {
            Begin(commandBuffer, resources, data, mesh);
            FillVoxels(commandBuffer, resources, data, mesh);
            FindFilledVoxelInstances(commandBuffer, resources, data, mesh);

            // generate voxels mips
            // TODO

            End(commandBuffer, resources, data, mesh);
        }
Esempio n. 6
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        private static void FindFilledVoxelInstances(CommandBuffer commandBuffer, VoxelizationResources resources, VoxelsData data, Mesh mesh)
        {
            // reset number of filled voxels
            data.FilledVoxelInstances.SetCounterValue(0);

            // set compute shader parameters
            var cs     = resources.VoxelizationPostProcessShader;
            var kernel = resources.FindFilledVoxelsKernel;

            cs.SetTexture(kernel, VoxelizationResources.VOXELS, data.Voxels);
            cs.SetBuffer(kernel, VoxelizationResources.FILLED_VOXELS_INSTANCES, data.FilledVoxelInstances);
            cs.SetInts(VoxelizationResources.VOLUME_SIZE,
                       new int[] { data.Voxels.width, data.Voxels.height, data.Voxels.volumeDepth });

            var volumeBounds = data.VolumeBounds;

            // transform index space to mesh local space
            // lhs system; matrix must be read from
            // last to first
            var indexToPosition =

                // finally mesh local space
                Matrix4x4.Translate(volumeBounds.center) *

                // [-0.5, 0.5] space [-0.5 * volumeSize, 0.5 * volumeSize]
                Matrix4x4.Scale(volumeBounds.size) *

                // [0, 1] space to [-0.5, 0.5] space
                Matrix4x4.Translate(new Vector3(-0.5f, -0.5f, -0.5f)) *

                // voxel space to [0, 1] space
                Matrix4x4.Scale(new Vector3(1.0f / data.Voxels.width,
                                            1.0f / data.Voxels.height,
                                            1.0f / data.Voxels.volumeDepth)) *

                // move by half a voxel
                Matrix4x4.Translate(new Vector3(0.5f, 0.5f, 0.5f));

            cs.SetMatrix(VoxelizationResources.INDEX_TO_POSITION, indexToPosition);

            (var tgX, var tgY, var tgZ) = resources.FindFilledVoxelsThreadGroupsSize;
            commandBuffer.BeginSample(FIND_FILLED_VOXELS);
            commandBuffer.ClearRandomWriteTargets();
            commandBuffer.DispatchCompute(cs,
                                          kernel,
                                          NumGroup(data.Voxels.width, tgX),
                                          NumGroup(data.Voxels.height, tgY),
                                          NumGroup(data.Voxels.volumeDepth, tgZ));
            commandBuffer.EndSample(FIND_FILLED_VOXELS);
        }
Esempio n. 7
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        private static void FillVoxels(CommandBuffer commandBuffer, VoxelizationResources resources, VoxelsData data, Mesh mesh)
        {
            var projections = new Matrix4x4[3]
            {
                GetProjection(data, 0, 2), // project on X
                GetProjection(data, 1, 2), // project on Y
                GetProjection(data, 2, 2)  // project on Z
            };

            commandBuffer.SetGlobalMatrixArray(VoxelizationResources.PROJECTIONS, projections);

            // set shader parameters
            commandBuffer.SetGlobalVector(VoxelizationResources.VOLUME_SIZE,
                                          new Vector4(data.Voxels.width,
                                                      data.Voxels.height,
                                                      data.Voxels.volumeDepth,
                                                      0));

            // pixel shader actual output is the 3d texture
            commandBuffer.SetRandomWriteTarget(1, data.VoxelsRTId);

            // trigger rasterization to fill highest resolution voxels
            commandBuffer.BeginSample(FILL_VOXELS);
            commandBuffer.DrawMesh(mesh, Matrix4x4.identity, resources.VoxelizationMaterial);
            commandBuffer.EndSample(FILL_VOXELS);
        }
Esempio n. 8
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        private static Matrix4x4 GetProjection(VoxelsData data, int i0, int i1)
        {
            // goal is to find a matrix that maps volume local coordinates
            // to voxel indices taking into account projection on a specific
            // face and face resolution

            // permute some values to deal with face projection
            var volumeCorner = Permute(data.VolumeBounds.min, i0, i1);
            var volumeSize   = Permute(data.VolumeSize, i0, i1);

            var faceResolution = (Vector2)Permute(
                new Vector3(data.Voxels.width, data.Voxels.height, data.Voxels.volumeDepth),
                i0, i1);

            // permute volume coordinates for face projection
            var permuteAxis = PermuteRows(Matrix4x4.identity, i0, i1);

            // actual projection
            var viewProjection =
                // map XY to [-1, 1]
                // map Z to [0, 1]
                Matrix4x4.Translate(new Vector3(-1, -1, 0)) *
                Matrix4x4.Scale(new Vector3(2, 2, 1)) *

                // map to normalize volume coordinates [0, 1] in all axis
                Matrix4x4.Scale(new Vector3(1.0f / volumeSize.x, 1.0f / volumeSize.y, 1.0f / volumeSize.z)) *
                Matrix4x4.Translate(-volumeCorner);

            // scale to match desired face resolution
            var vp          = (Vector2)data.ViewportSize;
            var scale       = faceResolution / vp;
            var scalarScale = Mathf.Max(scale.x, scale.y);

            // scale to compensate for face aspect ratio
            // resolution of a face != resolution of viewport
            Vector3 aspectRatioCompensation;
            var     aspectRatio = volumeSize.x / volumeSize.y;

            if (aspectRatio >= 1.0f)
            {
                aspectRatioCompensation = new Vector3(1, -1.0f / aspectRatio, 1);
            }
            else
            {
                aspectRatioCompensation = new Vector3(aspectRatio, -1, 1);
            }

            // translate to fit texture corners and not viewport center
            var vpCenter   = vp * 0.5f;
            var faceCenter = faceResolution * 0.5f;
            var delta      = faceCenter - vpCenter;
            // -2 in y since Unity uses opengl convention
            var normalizedDelta      = delta * new Vector2(2, -2) / vp;
            var fitCornerTranslation = Matrix4x4.Translate(normalizedDelta);

            // composite everything together
            // Unity uses lhs, so compositing happens from last to first
            var finalProjection =
                fitCornerTranslation *
                Matrix4x4.Scale(aspectRatioCompensation * scalarScale) *
                viewProjection *
                permuteAxis;

            return(finalProjection);
        }