Пример #1
0
        public void OnEnable()
        {
            Debug.Log("Scene Instancing Manager enabled.");
            m_sceneWindowInstance = this;

            SceneView.onSceneGUIDelegate  += UpdateSceneView;
            EditorSceneManager.sceneSaved += OnSceneSaved;
            Undo.undoRedoPerformed        += OnUndo;

            ReloadInstancedDrawing();
        }
Пример #2
0
        private void OnDisable()
        {
            Clear();

            Debug.Log("Disabled");
#if (UNITY_EDITOR)
            if (!Application.isPlaying)
            {
                SceneViewInstancing.UnregisterIndirectInstancedAsset(this);
            }
#endif
        }
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            bool forceReload = false;

            //If its a script reload or a scene save, then we ignore it as other functions take care of that
            for (int i = 0; i < importedAssets.Length; i++)
            {
                forceReload = forceReload | (importedAssets[i].EndsWith(".cs") || importedAssets[i].EndsWith(".js") || importedAssets[i].EndsWith(".unity"));
            }

            if (!forceReload)
            {
                SceneViewInstancing.ReloadThis();
            }
        }
Пример #4
0
        private void OnEnable()
        {
            Debug.Log("Enabled");

            m_mainCamera = Camera.main;
#if (UNITY_EDITOR)
            if (!Application.isPlaying)
            {
                if (UnityEditor.SceneView.GetAllSceneCameras().Length > 0)
                {
                    m_mainCamera = UnityEditor.SceneView.GetAllSceneCameras()[0];
                }
            }
#endif
            m_computeShader       = (ComputeShader)Instantiate(m_computeShaderReference);
            m_cachedNumLods       = Mathf.Min(m_LodSettings.Length, 4);
            m_cachedComputeKernel = m_computeShader.FindKernel("DrawPrep");
#if (UNITY_EDITOR)
            if (!Application.isPlaying)
            {
                m_cachedComputeKernel = m_computeShader.FindKernel("EditorDrawPrep");
            }
#endif
            m_cachedShadowComputeKernel = m_computeShader.FindKernel("ShadowDrawPrep");
            m_drawCallBounds            = new Bounds(Vector3.zero, new Vector3(1440.0f, 600.0f, 1440.0f)); //can maybe have this be something we read from the asset data

            //Initialize all arrays
            m_appendBuffers    = new ComputeBuffer[m_cachedNumLods];
            m_argsBuffersArray = new ComputeBuffer[m_cachedNumLods][];
            m_argsArray        = new uint[m_cachedNumLods][][];
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                m_argsBuffersArray[i] = new ComputeBuffer[m_LodSettings[i].mesh.subMeshCount];
                m_argsArray[i]        = new uint[m_LodSettings[i].mesh.subMeshCount][];
            }
            m_cachedLodShadowSettings = new ShadowCastingMode[m_cachedNumLods];

            m_materials = new Material[m_cachedNumLods][];

            //Instantiate all the materials so that we do not write over the original materials
            //for (int i = 0; i < m_cachedNumLods; i++)
            //{
            //    m_materials[i] = new Material[m_LodSettings[i].materialReferences.Length];
            //    for (int j = 0; j < m_LodSettings[i].materialReferences.Length; j++)
            //    {
            //        m_materials[i][j] = Instantiate(m_LodSettings[i].materialReferences[j]) as Material;
            //    }
            //}

            //opted to not instantiate so editor gives immediate feedback to material changes
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                int numMaterials = m_LodSettings[i].materialReferences.Length;
                m_materials[i] = new Material[numMaterials];
                for (int j = 0; j < numMaterials; j++)
                {
                    m_materials[i][j] = m_LodSettings[i].materialReferences[j].material;
                }
            }

            Initialize();

#if (UNITY_EDITOR)
            if (!Application.isPlaying)
            {
                SceneViewInstancing.RegisterIndirectInstancedAsset(this);
            }
#endif
        }
Пример #5
0
        private void InitComputeShader()
        {
            m_instanceCount      = m_instanceData.m_instanceCount;
            m_shadowRegionBuffer = m_shadowCullingManager._m_shadowRegionPlanes;
            m_computeShader.SetBuffer(m_cachedShadowComputeKernel, "gpuShadowRegionPlanes", m_shadowRegionBuffer);

            for (int i = 0; i < m_cachedNumLods; i++)
            {
                //create the append buffer for a given lod and bind it to the two compute kernels and all materials of that lod
                m_appendBuffers[i] = new ComputeBuffer(m_instanceCount, 36 * sizeof(float), ComputeBufferType.Counter);
                m_computeShader.SetBuffer(m_cachedComputeKernel, "lod" + i + "Buffer", m_appendBuffers[i]);
                m_computeShader.SetBuffer(m_cachedShadowComputeKernel, "lod" + i + "Buffer", m_appendBuffers[i]); //we can cache the strings for performance
                for (int j = 0; j < m_materials[i].Length; j++)
                {
                    m_materials[i][j].SetBuffer("batchDataBuffer", m_appendBuffers[i]);
                }
            }

            m_positionBuffer = new ComputeBuffer(m_instanceCount, 4 * sizeof(float));
            m_rotationBuffer = new ComputeBuffer(m_instanceCount, 4 * sizeof(float));
            if (m_instanceData.m_UseCustomData)
            {
                m_customDataBuffer = new ComputeBuffer(m_instanceCount, 4 * sizeof(float));
            }
            else
            {
                m_customDataBuffer = null;
            }

            for (int i = 0; i < m_cachedNumLods; i++)
            {
                for (int j = 0; j < m_LodSettings[i].mesh.subMeshCount; j++)
                {
                    m_argsArray[i][j]        = new uint[5];
                    m_argsBuffersArray[i][j] = new ComputeBuffer(1, m_argsArray[i][j].Length * sizeof(uint), ComputeBufferType.IndirectArguments);
                    m_argsArray[i][j][0]     = (uint)m_LodSettings[i].mesh.GetIndexCount(j); // - index count per instance,
                    m_argsArray[i][j][1]     = (uint)m_instanceCount;                        // - instance count,
                    m_argsArray[i][j][2]     = (uint)m_LodSettings[i].mesh.GetIndexStart(j); // - start index location,
                    m_argsArray[i][j][3]     = (uint)0;                                      // - base vertex location
                    m_argsArray[i][j][4]     = (uint)0;                                      // - start instance location.
                    m_argsBuffersArray[i][j].SetData(m_argsArray[i][j]);
                }
            }

            m_instanceData.m_dataDirty = false;
#if (UNITY_EDITOR)
            if (!Application.isPlaying)
            {
                SceneViewInstancing.UnregisterIndirectInstancedAsset(this);
                SceneViewInstancing.RegisterIndirectInstancedAsset(this);
            }
#endif

            m_positions  = m_instanceData.m_positions;
            m_rotations  = m_instanceData.m_rotations;
            m_customData = m_instanceData.m_customData;

            Vector4 aabbExtents = m_LodSettings[0].mesh.bounds.extents;
            aabbExtents.w = InstancingUtilities.BoundingSphereFromAABB(aabbExtents.x, aabbExtents.y, aabbExtents.z);
            Vector4 aabbCenter         = m_LodSettings[0].mesh.bounds.center;
            Vector4 screenSpaceLODSize = Vector4.zero;
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                screenSpaceLODSize[i] = Mathf.Pow((m_LodSettings[i].screenSize * 0.5f), 2);
            }
            Vector2 screenDim = new Vector2(m_mainCamera.pixelWidth, m_mainCamera.pixelHeight);

            m_computeShader.SetVector("boundingExtents", aabbExtents);
            m_computeShader.SetVector("boundingCenter", aabbCenter);
            m_computeShader.SetVector("screenSpaceLODSize", screenSpaceLODSize);
            m_computeShader.SetVector("screenDim", screenDim);
            m_computeShader.SetInt("numLODs", (int)m_cachedNumLods);
            int[] shadowSettingsArray = new int[m_cachedNumLods];
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                shadowSettingsArray[i] = (int)m_LodSettings[i].shadowSetting;
            }
            m_computeShader.SetInts("castShadowsLOD", shadowSettingsArray);

            m_positionBuffer.SetData(m_positions);
            m_rotationBuffer.SetData(m_rotations);
            if (m_customDataBuffer != null)
            {
                m_customDataBuffer.SetData(m_customData);
            }

            m_computeShader.SetBuffer(m_cachedComputeKernel, "rotationBuffer", m_rotationBuffer);
            m_computeShader.SetBuffer(m_cachedComputeKernel, "positionBuffer", m_positionBuffer);
            if (m_customDataBuffer != null)
            {
                m_computeShader.SetBuffer(m_cachedComputeKernel, "customDataBuffer", m_customDataBuffer);
            }

            m_computeShader.SetBuffer(m_cachedShadowComputeKernel, "rotationBuffer", m_rotationBuffer);
            m_computeShader.SetBuffer(m_cachedShadowComputeKernel, "positionBuffer", m_positionBuffer);
            if (m_customDataBuffer != null)
            {
                m_computeShader.SetBuffer(m_cachedShadowComputeKernel, "customDataBuffer", m_customDataBuffer);
            }
        }