Пример #1
0
        protected void RenderObject(CameraContext cameraContext, ShapeCache cache, int shapeIndex)
        {
            CreateMessage shape = cache.GetShapeByIndex(shapeIndex);

            if (CategoriesState != null && !CategoriesState.IsActive(shape.Category))
            {
                return;
            }

            MeshEntry meshEntry = cache.GetShapeDataByIndex <MeshEntry>(shapeIndex);
            Matrix4x4 transform = cache.GetShapeTransformByIndex(shapeIndex);

            // TODO: (KS) select command buffer for transparent rendering.
            CommandBuffer renderQueue = cameraContext.OpaqueBuffer;
            Material      material    = meshEntry.Material;
            RenderMesh    mesh        = meshEntry.Mesh;

            if (material == null || mesh == null)
            {
                return;
            }

            Matrix4x4 modelWorld = cameraContext.TesSceneToWorldTransform * transform;

            // Transform and cull bounds
            // FIXME: (KS) this really isn't how culling should be performed.
            Bounds bounds = GeometryUtility.CalculateBounds(new Vector3[] { mesh.MinBounds, mesh.MaxBounds }, modelWorld);

            if (!GeometryUtility.TestPlanesAABB(cameraContext.CameraFrustumPlanes, bounds))
            {
                return;
            }

            if (mesh.HasColours)
            {
                material.SetBuffer("_Colours", mesh.ColoursBuffer);
            }

            if (mesh.HasNormals)
            {
                material.SetBuffer("_Normals", mesh.NormalsBuffer);
            }

            // if (mesh.HasUVs)
            // {
            //   material.SetBuffer("uvs", mesh.UvsBuffer);
            // }

            if (material.HasProperty("_Color"))
            {
                material.SetColor("_Color", Maths.ColourExt.ToUnity(new Maths.Colour(shape.Attributes.Colour)));
            }

            if (material.HasProperty("_Tint"))
            {
                material.SetColor("_Tint", Maths.ColourExt.ToUnity(mesh.Tint));
            }

            if (material.HasProperty("_BackColour"))
            {
                material.SetColor("_BackColour", Maths.ColourExt.ToUnity(new Maths.Colour(shape.Attributes.Colour)));
            }

            // TODO: (KS) Need to derive this from the shape properties.
            if (mesh.Topology == MeshTopology.Points)
            {
                // Set min/max shader values.
                if (material.HasProperty("_BoundsMin"))
                {
                    material.SetVector("_BoundsMin", mesh.MinBounds);
                }
                if (material.HasProperty("_BoundsMax"))
                {
                    material.SetVector("_BoundsMax", mesh.MaxBounds);
                }

                float pointScale = (meshEntry.DrawScale > 0) ? meshEntry.DrawScale : 1.0f;
                material.SetFloat("_PointSize", GlobalSettings.PointSize * pointScale);

                // Colour by height if we have a zero colour value.
                if (shape.Attributes.Colour == 0)
                {
                    material.SetColor("_Color", Color.white);
                    material.SetColor("_BackColour", Color.white);
                    switch (CoordinateFrameUtil.AxisIndex(ServerInfo.CoordinateFrame, 2))
                    {
                    case 0:
                        material.EnableKeyword("WITH_COLOURS_RANGE_X");
                        break;

                    case 1:
                        material.EnableKeyword("WITH_COLOURS_RANGE_Y");
                        break;

                    default:
                    case 2:
                        material.EnableKeyword("WITH_COLOURS_RANGE_Z");
                        break;
                    }
                }
            }

            // Bind vertices and draw.
            material.SetBuffer("_Vertices", mesh.VertexBuffer);

            if (mesh.IndexBuffer != null)
            {
                renderQueue.DrawProcedural(mesh.IndexBuffer, modelWorld, material, 0, mesh.Topology, mesh.IndexCount);
            }
            else
            {
                renderQueue.DrawProcedural(modelWorld, material, 0, mesh.Topology, mesh.VertexCount);
            }
        }
        void RenderPoints(CameraContext cameraContext, ShapeCache cache, int shapeIndex)
        {
            CreateMessage shape = cache.GetShapeByIndex(shapeIndex);

            if (CategoriesState != null && !CategoriesState.IsActive(shape.Category))
            {
                return;
            }

            Matrix4x4       modelWorld  = cameraContext.TesSceneToWorldTransform * cache.GetShapeTransformByIndex(shapeIndex);
            PointsComponent points      = cache.GetShapeDataByIndex <PointsComponent>(shapeIndex);
            CommandBuffer   renderQueue = cameraContext.OpaqueBuffer;
            RenderMesh      mesh        = points.Mesh != null ? points.Mesh.Mesh : null;

            if (mesh == null)
            {
                // No mesh.
                Debug.LogWarning($"Point cloud shape {shape.ObjectID} missing mesh with ID {points.MeshID}");
                return;
            }

            if (points.Material == null)
            {
                // No mesh.
                Debug.LogWarning($"Point cloud shape {shape.ObjectID} missing material");
                return;
            }

            // Check rendering with index buffer?
            GraphicsBuffer indexBuffer = null;
            int            indexCount  = 0;

            if (mesh.IndexCount > 0 || points.IndexCount > 0)
            {
                if ((int)points.IndexCount > 0)
                {
                    indexBuffer = points.IndexBuffer;
                    indexCount  = (int)points.IndexCount;
                }
                // We only use the mesh index buffer if the mesh has points topology.
                // Otherwise we convert to points using vertices as is.
                else if (mesh.Topology == MeshTopology.Points)
                {
                    indexBuffer = mesh.IndexBuffer;
                    indexCount  = mesh.IndexCount;
                }
            }

            if (mesh.HasColours)
            {
                points.Material.SetBuffer("_Colours", mesh.ColoursBuffer);
            }

            if (mesh.HasNormals)
            {
                points.Material.SetBuffer("_Normals", mesh.NormalsBuffer);
            }

            points.Material.SetBuffer("_Vertices", mesh.VertexBuffer);


            // Set min/max shader values.
            if (points.Material.HasProperty("_BoundsMin"))
            {
                points.Material.SetVector("_BoundsMin", points.Mesh.Mesh.MinBounds);
            }
            if (points.Material.HasProperty("_BoundsMax"))
            {
                points.Material.SetVector("_BoundsMax", points.Mesh.Mesh.MaxBounds);
            }

            float pointScale = (points.PointScale > 0) ? points.PointScale : 1.0f;

            points.Material.SetFloat("_PointSize", GlobalSettings.PointSize * pointScale);

            // Colour by height if we have a zero colour value.
            if (shape.Attributes.Colour == 0)
            {
                points.Material.SetColor("_Color", Color.white);
                points.Material.SetColor("_BackColour", Color.white);
                switch (CoordinateFrameUtil.AxisIndex(ServerInfo.CoordinateFrame, 2))
                {
                case 0:
                    points.Material.EnableKeyword("WITH_COLOURS_RANGE_X");
                    break;

                case 1:
                    points.Material.EnableKeyword("WITH_COLOURS_RANGE_Y");
                    break;

                default:
                case 2:
                    points.Material.EnableKeyword("WITH_COLOURS_RANGE_Z");
                    break;
                }
            }

            if (mesh.IndexBuffer != null)
            {
                renderQueue.DrawProcedural(mesh.IndexBuffer, modelWorld, points.Material, 0, mesh.Topology, mesh.IndexCount);
            }
            else
            {
                renderQueue.DrawProcedural(modelWorld, points.Material, 0, mesh.Topology, mesh.VertexCount);
            }
        }