コード例 #1
0
ファイル: FrustumCorners.cs プロジェクト: YoonieP/GMTK_2018
        /// <summary>
        /// Computes the world position of the corners of the frustum
        /// </summary>
        /// <param name="camera">The camera</param>
        /// <param name="nearClipPlaneDistance">The near plane</param>
        /// <param name="farClipPlaneDistance">The far plane</param>
        /// <returns>An array containing the world position of the corners of the frustum</returns>
        public static Vector3[] GetFrustumCornersWorldPosition(Camera camera, float nearClipPlaneDistance, float farClipPlaneDistance)
        {
            Vector3[] frustumWorldPos = new Vector3[8];

            float nearY = FrustumCorners.GetCameraSizeAtDistance(camera.fieldOfView, nearClipPlaneDistance);
            float nearX = nearY * camera.aspect;
            float farY  = FrustumCorners.GetCameraSizeAtDistance(camera.fieldOfView, farClipPlaneDistance);
            float farX  = farY * camera.aspect;

            Matrix4x4 matrix = Matrix4x4.TRS(camera.transform.position, camera.transform.rotation, Vector3.one);

            for (int i = 0; i < 8; ++i)
            {
                Vector3 pos = FrustumCorners._frustumClipPos[i];
                if (pos.z < 0)
                {
                    pos.x *= nearX;
                    pos.y *= nearY;
                    pos.z  = nearClipPlaneDistance;
                }
                else
                {
                    pos.x *= farX;
                    pos.y *= farY;
                    pos.z  = farClipPlaneDistance;
                }

                frustumWorldPos[i] = matrix.MultiplyPoint3x4(pos);
            }

            return(frustumWorldPos);
        }
コード例 #2
0
        /// <summary>
        /// Computes the volumetric data
        /// </summary>
        public void ComputeData()
        {
            if (!_hasInitializedBuffers)
            {
                CreateBuffers(settings.resolution);
            }

            settings.ComputeFlags();

            #region Variables
            _farClip      = Mathf.Min(Aura.CameraComponent.farClipPlane, Mathf.Max(Aura.CameraComponent.nearClipPlane, settings.farClipPlaneDistance));
            _cameraRanges = new Vector4(Aura.CameraComponent.nearClipPlane, _farClip);
            Shader.SetGlobalVector("Aura_FrustumRange", _cameraRanges);
            _zParameters       = new Vector4(-1.0f + Aura.CameraComponent.farClipPlane / Aura.CameraComponent.nearClipPlane, 1.0f);
            _zParameters.z     = _zParameters.x / Aura.CameraComponent.farClipPlane;
            _zParameters.w     = _zParameters.y / Aura.CameraComponent.farClipPlane;
            _volumeDepth       = _farClip - Aura.CameraComponent.nearClipPlane;
            _layerDepth        = _volumeDepth / _resolutionVector.z;
            _inverseLayerDepth = 1.0f / _layerDepth;
            #endregion

            #region Occlusion culling
            if (settings.HasFlags(FrustumParametersEnum.EnableOcclusionCulling))
            {
                Profiler.BeginSample("Aura : Compute occlusion culling data");

                _computeMaximumDepthComputeShader.SetTextureFromGlobal((int)settings.occlusionCullingAccuracy, "depthTexture", "_CameraDepthTexture"); // TODO : USE EVENT TO SET TEXTURES
                _computeMaximumDepthComputeShader.SetVector("cameraRanges", _cameraRanges);
                _computeMaximumDepthComputeShader.SetVector("zParameters", _zParameters);
                _computeMaximumDepthComputeShader.SetTexture((int)settings.occlusionCullingAccuracy, "occlusionTexture", _buffers.OcclusionTexture.WriteBuffer);
                _computeMaximumDepthComputeShader.Dispatch((int)settings.occlusionCullingAccuracy, settings.resolution.x, settings.resolution.y, 1); //Par blocks puis repasser en resolution
                _buffers.OcclusionTexture.Swap();

                if (_processOcclusionMapMaterial == null)
                {
                    _processOcclusionMapMaterial = new Material(_processOcclusionMapShader);
                }
                _processOcclusionMapMaterial.SetVector("bufferResolution", _resolutionVector);
                Graphics.Blit(_buffers.OcclusionTexture.ReadBuffer, _buffers.OcclusionTexture.WriteBuffer, _processOcclusionMapMaterial);
                _buffers.OcclusionTexture.Swap();

                _computeDataComputeShader.SetTexture(settings.GetId(), "occlusionTexture", _buffers.OcclusionTexture.ReadBuffer); // TODO : USE EVENT TO SET TEXTURES
                _computeAccumulationComputeShader.SetTexture(1, "occlusionTexture", _buffers.OcclusionTexture.ReadBuffer);        // TODO : USE EVENT TO SET TEXTURES

                _buffers.FogVolumeTexture.Clear(Color.black);

                Profiler.EndSample();
            }
            #endregion

            #region Compute contributions
            Profiler.BeginSample("Aura : Compute volumetric lighting and density");

            _buffers.LightingVolumeTextures.Swap();
            Shader.SetGlobalTexture("Aura_VolumetricDataTexture", _buffers.LightingVolumeTextures.WriteBuffer); // TODO : USE EVENT TO SET TEXTURES
            _buffers.LightingVolumeTextures.WriteBuffer.Clear(new Color(0, 0, 0, -10));

            _computeDataComputeShader.SetTexture(settings.GetId(), "textureBuffer", _buffers.LightingVolumeTextures.WriteBuffer);                     // TODO : USE EVENT TO SET TEXTURES
            _computeDataComputeShader.SetTexture(settings.GetId(), "previousFrameLightingVolumeTexture", _buffers.LightingVolumeTextures.ReadBuffer); // TODO : USE EVENT TO SET TEXTURES
            _computeDataComputeShader.SetFloat("time", Aura.Time);
            _computeDataComputeShader.SetVector("cameraPosition", Aura.CameraComponent.transform.position);
            _computeDataComputeShader.SetVector("cameraRanges", _cameraRanges);
            _computeDataComputeShader.SetFloat("layerDepth", _layerDepth);
            _computeDataComputeShader.SetFloat("invLayerDepth", _inverseLayerDepth);
            _computeDataComputeShader.SetFloats("frustumCornersWorldPositionArray", Aura.CameraComponent.GetFrustumCornersWorldPosition(Aura.CameraComponent.nearClipPlane, _farClip).AsFloatArray());
            _computeDataComputeShader.SetFloat("baseDensity", settings.density);
            _computeDataComputeShader.SetFloat("baseAnisotropy", settings.anisotropy);
            _computeDataComputeShader.SetVector("baseColor", settings.color * settings.colorStrength);

            #region Temporal Reprojection
            if (settings.HasFlags(FrustumParametersEnum.EnableTemporalReprojection))
            {
                _computeDataComputeShader.SetFloat("temporalReprojectionFactor", settings.temporalReprojectionFactor);
                _computeDataComputeShader.SetVector("cameraRanges", _cameraRanges);
                _computeDataComputeShader.SetInt("_frameID", Aura.FrameId);
            }
            #endregion

            #region Volumes Injection
            if (settings.HasFlags(FrustumParametersEnum.EnableVolumes))
            {
                _computeDataComputeShader.SetInt("volumeCount", Aura.VolumesManager.Buffer.count);
                _computeDataComputeShader.SetBuffer(settings.GetId(), "volumeDataBuffer", Aura.VolumesManager.Buffer);

                if (settings.HasFlags(FrustumParametersEnum.EnableVolumesTextureMask))
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "volumeMaskTexture", Aura.VolumesManager.VolumeTexture); // TODO : USE EVENT TO SET TEXTURES
                }
            }
            #endregion

            #region Directional lights
            if (settings.HasFlags(FrustumParametersEnum.EnableDirectionalLights))
            {
                _computeDataComputeShader.SetInt("directionalLightCount", Aura.LightsManager.DirectionalLightsManager.DataBuffer.count);
                _computeDataComputeShader.SetBuffer(settings.GetId(), "directionalLightDataBuffer", Aura.LightsManager.DirectionalLightsManager.DataBuffer);

                if (settings.HasFlags(FrustumParametersEnum.EnableDirectionalLightsShadows))
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "directionalShadowMapsArray", Aura.LightsManager.DirectionalLightsManager.ShadowMapsArray); // TODO : USE EVENT TO SET TEXTURES
                    _computeDataComputeShader.SetTexture(settings.GetId(), "directionalShadowDataArray", Aura.LightsManager.DirectionalLightsManager.ShadowDataArray); // TODO : USE EVENT TO SET TEXTURES
                }

                if (settings.HasFlags(FrustumParametersEnum.EnableLightsCookies) && Aura.LightsManager.DirectionalLightsManager.HasCookieCasters)
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "directionalCookieMapsArray", Aura.LightsManager.DirectionalLightsManager.CookieMapsArray); // TODO : USE EVENT TO SET TEXTURES
                }
            }
            #endregion

            #region Spot lights
            if (settings.HasFlags(FrustumParametersEnum.EnableSpotLights))
            {
                _computeDataComputeShader.SetInt("spotLightCount", Aura.LightsManager.SpotLightsManager.DataBuffer.count);
                _computeDataComputeShader.SetBuffer(settings.GetId(), "spotLightDataBuffer", Aura.LightsManager.SpotLightsManager.DataBuffer);

                if (settings.HasFlags(FrustumParametersEnum.EnableSpotLightsShadows))
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "spotShadowMapsArray", Aura.LightsManager.SpotLightsManager.ShadowMapsArray); // TODO : USE EVENT TO SET TEXTURES
                }

                if (settings.HasFlags(FrustumParametersEnum.EnableLightsCookies) && Aura.LightsManager.SpotLightsManager.HasCookieCasters)
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "spotCookieMapsArray", Aura.LightsManager.SpotLightsManager.CookieMapsArray); // TODO : USE EVENT TO SET TEXTURES
                }
            }
            #endregion

            #region Point lights
            if (settings.HasFlags(FrustumParametersEnum.EnablePointLights))
            {
                _computeDataComputeShader.SetInt("pointLightCount", Aura.LightsManager.PointLightsManager.DataBuffer.count);
                _computeDataComputeShader.SetBuffer(settings.GetId(), "pointLightDataBuffer", Aura.LightsManager.PointLightsManager.DataBuffer);

                if (settings.HasFlags(FrustumParametersEnum.EnablePointLightsShadows))
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "pointShadowMapsArray", Aura.LightsManager.PointLightsManager.ShadowMapsArray); // TODO : USE EVENT TO SET TEXTURES
                }

                if (settings.HasFlags(FrustumParametersEnum.EnableLightsCookies) && Aura.LightsManager.PointLightsManager.HasCookieCasters)
                {
                    _computeDataComputeShader.SetTexture(settings.GetId(), "pointCookieMapsArray", Aura.LightsManager.PointLightsManager.CookieMapsArray); // TODO : USE EVENT TO SET TEXTURES
                }
            }
            #endregion

            #region Compute
            _computeDataComputeShader.Dispatch(settings.GetId(), _computeDataComputeShaderDispatchSizeX, _computeDataComputeShaderDispatchSizeY, _computeDataComputeShaderDispatchSizeZ);
            Profiler.EndSample();
            #endregion
            #endregion

            #region Accumulate fog texture
            Profiler.BeginSample("Aura : Compute accumulated contributions");
            _computeAccumulationComputeShader.SetFloat("layerDepth", _layerDepth);
            _computeAccumulationComputeShader.SetFloat("invLayerDepth", _inverseLayerDepth);
            _computeAccumulationComputeShader.SetTexture(0, "textureBuffer", _buffers.LightingVolumeTextures.WriteBuffer);                     // TODO : USE EVENT TO SET TEXTURES
            _computeAccumulationComputeShader.SetTexture(1, "textureBuffer", _buffers.LightingVolumeTextures.WriteBuffer);                     // TODO : USE EVENT TO SET TEXTURES
            _computeAccumulationComputeShader.SetFloat("normalizationCoefficient", -(_farClip - Aura.CameraComponent.nearClipPlane) / 256.0f); // simplified from : (farClip - Aura.cameraComponent.nearClipPlane) / resolution.z) [->layerDepth] * (bufferResolution.z / 256.0f) [->buffer resolution normalization (256.0f is an abritrary scale factor)] * -1 [->needed for exponential function]
            _computeAccumulationComputeShader.Dispatch(settings.HasFlags(FrustumParametersEnum.EnableOcclusionCulling) ? 1 : 0, _computeAccumulationComputeShaderDispatchSizeX, _computeAccumulationComputeShaderDispatchSizeY, _computeAccumulationComputeShaderDispatchSizeZ);
            Profiler.EndSample();
            #endregion

            _computeDataComputeShader.SetFloats("previousFrameWorldToClipMatrix", FrustumCorners.GetWorldToClipMatrix(Aura.CameraComponent, _farClip).ToFloatArray());
        }