public void DestroyDecalEntity(DecalEntity decalEntity) { if (!m_DecalEntityIndexer.IsValid(decalEntity)) { return; } var decalItem = m_DecalEntityIndexer.GetItem(decalEntity); m_DecalEntityIndexer.DestroyDecalEntity(decalEntity); int chunkIndex = decalItem.chunkIndex; int arrayIndex = decalItem.arrayIndex; DecalEntityChunk entityChunk = entityChunks[chunkIndex]; DecalCachedChunk cachedChunk = cachedChunks[chunkIndex]; DecalCulledChunk culledChunk = culledChunks[chunkIndex]; DecalDrawCallChunk drawCallChunk = drawCallChunks[chunkIndex]; int lastArrayIndex = entityChunk.count - 1; if (arrayIndex != lastArrayIndex) { m_DecalEntityIndexer.UpdateIndex(entityChunk.decalEntities[lastArrayIndex], arrayIndex); } entityChunk.RemoveAtSwapBack(arrayIndex); cachedChunk.RemoveAtSwapBack(arrayIndex); culledChunk.RemoveAtSwapBack(arrayIndex); drawCallChunk.RemoveAtSwapBack(arrayIndex); }
public void UpdateIndex(DecalEntity decalEntity, int newArrayIndex) { Assert.IsTrue(IsValid(decalEntity)); var item = m_Entities[decalEntity.index]; item.arrayIndex = newArrayIndex; item.version = decalEntity.version; m_Entities[decalEntity.index] = item; }
public bool IsValid(DecalEntity decalEntity) { if (m_Entities.Count <= decalEntity.index) { return(false); } return(m_Entities[decalEntity.index].version == decalEntity.version); }
public void DestroyDecalEntity(DecalEntity decalEntity) { Assert.IsTrue(IsValid(decalEntity)); m_FreeIndices.Enqueue(decalEntity.index); // Update version that everything that points to it will have outdated version var item = m_Entities[decalEntity.index]; item.version++; m_Entities[decalEntity.index] = item; }
public DecalEntity CreateDecalEntity(DecalProjector decalProjector) { var material = decalProjector.material; if (material == null) { material = errorMaterial; } using (new ProfilingScope(null, m_AddDecalSampler)) { int chunkIndex = CreateChunkIndex(material); int entityIndex = entityChunks[chunkIndex].count; DecalEntity entity = m_DecalEntityIndexer.CreateDecalEntity(entityIndex, chunkIndex); DecalEntityChunk entityChunk = entityChunks[chunkIndex]; DecalCachedChunk cachedChunk = cachedChunks[chunkIndex]; DecalCulledChunk culledChunk = culledChunks[chunkIndex]; DecalDrawCallChunk drawCallChunk = drawCallChunks[chunkIndex]; // Make sure we have space to add new entity if (entityChunks[chunkIndex].capacity == entityChunks[chunkIndex].count) { using (new ProfilingScope(null, m_ResizeChunks)) { int newCapacity = entityChunks[chunkIndex].capacity + entityChunks[chunkIndex].capacity; newCapacity = math.max(8, newCapacity); entityChunk.SetCapacity(newCapacity); cachedChunk.SetCapacity(newCapacity); culledChunk.SetCapacity(newCapacity); drawCallChunk.SetCapacity(newCapacity); } } entityChunk.Push(); cachedChunk.Push(); culledChunk.Push(); drawCallChunk.Push(); entityChunk.decalProjectors[entityIndex] = decalProjector; entityChunk.decalEntities[entityIndex] = entity; entityChunk.transformAccessArray.Add(decalProjector.transform); UpdateDecalEntityData(entity, decalProjector); return(entity); } }
public void UpdateDecalEntityData(DecalEntity decalEntity, DecalProjector decalProjector) { var decalItem = m_DecalEntityIndexer.GetItem(decalEntity); int chunkIndex = decalItem.chunkIndex; int arrayIndex = decalItem.arrayIndex; DecalCachedChunk cachedChunk = cachedChunks[chunkIndex]; cachedChunk.sizeOffsets[arrayIndex] = Matrix4x4.Translate(decalProjector.decalOffset) * Matrix4x4.Scale(decalProjector.decalSize); float drawDistance = decalProjector.drawDistance; float fadeScale = decalProjector.fadeScale; float startAngleFade = decalProjector.startAngleFade; float endAngleFade = decalProjector.endAngleFade; Vector4 uvScaleBias = decalProjector.uvScaleBias; int layerMask = decalProjector.gameObject.layer; ulong sceneLayerMask = decalProjector.gameObject.sceneCullingMask; float fadeFactor = decalProjector.fadeFactor; cachedChunk.drawDistances[arrayIndex] = new Vector2(drawDistance, fadeScale); // In the shader to remap from cosine -1 to 1 to new range 0..1 (with 0 - 0 degree and 1 - 180 degree) // we do 1.0 - (dot() * 0.5 + 0.5) => 0.5 * (1 - dot()) // we actually square that to get smoother result => x = (0.5 - 0.5 * dot())^2 // Do a remap in the shader. 1.0 - saturate((x - start) / (end - start)) // After simplification => saturate(a + b * dot() * (dot() - 2.0)) // a = 1.0 - (0.25 - start) / (end - start), y = - 0.25 / (end - start) if (startAngleFade == 180.0f) // angle fade is disabled { cachedChunk.angleFades[arrayIndex] = new Vector2(0.0f, 0.0f); } else { float angleStart = startAngleFade / 180.0f; float angleEnd = endAngleFade / 180.0f; var range = Mathf.Max(0.0001f, angleEnd - angleStart); cachedChunk.angleFades[arrayIndex] = new Vector2(1.0f - (0.25f - angleStart) / range, -0.25f / range); } cachedChunk.uvScaleBias[arrayIndex] = uvScaleBias; cachedChunk.layerMasks[arrayIndex] = layerMask; cachedChunk.sceneLayerMasks[arrayIndex] = sceneLayerMask; cachedChunk.fadeFactors[arrayIndex] = fadeFactor; cachedChunk.scaleModes[arrayIndex] = decalProjector.scaleMode; cachedChunk.positions[arrayIndex] = decalProjector.transform.position; cachedChunk.rotation[arrayIndex] = decalProjector.transform.rotation; cachedChunk.scales[arrayIndex] = decalProjector.transform.lossyScale; cachedChunk.dirty[arrayIndex] = true; }
public DecalEntityItem GetItem(DecalEntity decalEntity) { Assert.IsTrue(IsValid(decalEntity)); return(m_Entities[decalEntity.index]); }
public bool IsValid(DecalEntity decalEntity) { return(m_DecalEntityIndexer.IsValid(decalEntity)); }