Пример #1
0
        public void RemoveQuadTrees(NativeList <ulong> removeList)
        {
            void ErasePoint(TerrainQuadTree.QuadTreeNode *node)
            {
                node->listPosition = -1;
                notUsedHeightmapIndices.Add(node->panel.heightMapIndex);
            }

            int length = removeList.Length;

            TerrainQuadTree.QuadTreeNode **tree = (TerrainQuadTree.QuadTreeNode * *)removeList.unsafePtr;
            int targetLength = referenceBuffer.Length - length;
            int len          = 0;

            if (targetLength <= 0)
            {
                for (int i = 0; i < length; ++i)
                {
                    ErasePoint(tree[i]);
                }
                referenceBuffer.Clear();
                return;
            }
            for (int i = 0; i < length; ++i)
            {
                TerrainQuadTree.QuadTreeNode *currentNode = tree[i];
                if (currentNode->listPosition >= targetLength)
                {
                    referenceBuffer[currentNode->listPosition] = 0;
                    ErasePoint(currentNode);
                }
            }
            NativeArray <int2> transformList = new NativeArray <int2>(length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            int2 *transformPtr = transformList.Ptr();

            len = 0;
            int currentIndex = referenceBuffer.Length - 1;

            for (int i = 0; i < length; ++i)
            {
                TerrainQuadTree.QuadTreeNode *treeNode = tree[i];
                if (treeNode->listPosition < 0)
                {
                    continue;
                }
                while (referenceBuffer[currentIndex] == 0)
                {
                    currentIndex--;
                    if (currentIndex < 0)
                    {
                        goto FINALIZE;
                    }
                }
                TerrainQuadTree.QuadTreeNode *lastNode = (TerrainQuadTree.QuadTreeNode *)referenceBuffer[currentIndex];
                currentIndex--;
                transformPtr[len] = new int2(treeNode->listPosition, lastNode->listPosition);
                len++;
                lastNode->listPosition = treeNode->listPosition;
                referenceBuffer[lastNode->listPosition] = (ulong)lastNode;
                ErasePoint(treeNode);
            }
FINALIZE:
            referenceBuffer.RemoveLast(length);
            if (len <= 0)
            {
                return;
            }
            if (len > removebuffer.count)
            {
                removebuffer.Dispose();
                removebuffer = new ComputeBuffer(len, sizeof(int2));
            }
            removebuffer.SetData(transformList, 0, 0, len);
            transformShader.SetBuffer(0, ShaderIDs._IndexBuffer, removebuffer);
            transformShader.SetBuffer(0, ShaderIDs.clusterBuffer, clusterBuffer);
            ComputeShaderUtility.Dispatch(transformShader, 0, len);
            transformList.Dispose();
        }
Пример #2
0
        public override void PreRenderFrame(PipelineCamera cam, ref PipelineCommandData data)
        {
            float shadowDist = clamp(shadowDistance, 0, cam.cam.farClipPlane);

            if (SunLight.current && SunLight.current.enabled && SunLight.current.gameObject.activeSelf)
            {
                lightEnabledSettings.x = SunLight.current.sunlightOnlyForVolumetricLight ? 0 : 1;
                lightEnabledSettings.y = SunLight.current.enableShadow ? 1 : 0;
            }
            else
            {
                lightEnabledSettings.x = 0;
            }
            var visLights = proper.cullResults.visibleLights;

            LightFilter.allVisibleLight = visLights.Ptr();
            allLights.Clear();
            foreach (var i in visLights)
            {
                allLights.Add(i.light);
            }
            shadowCheckJob.Init(cam.cam, shadowDistance);
            shadowCullHandle = shadowCheckJob.ScheduleRef();
            addMLightCommandList.Clear();
            LightFilter.allMLightCommandList = addMLightCommandList;
            pointLightArray   = new NativeArray <PointLightStruct>(visLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            spotLightArray    = new NativeArray <SpotLight>(visLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            cubemapVPMatrices = new NativeList <CubemapViewProjMatrix>(CBDRSharedData.MAXIMUMPOINTLIGHTCOUNT, Allocator.Temp);
            spotLightMatrices = new NativeList <SpotLightMatrix>(CBDRSharedData.MAXIMUMSPOTLIGHTCOUNT, Allocator.Temp);
            NativeList_ulong allSpotCustomCullResults  = new NativeList_ulong(CBDRSharedData.MAXIMUMSPOTLIGHTCOUNT, Allocator.Temp);
            NativeList_ulong allPointCustomCullResults = new NativeList_ulong(CBDRSharedData.MAXIMUMPOINTLIGHTCOUNT, Allocator.Temp);

            LightFilter.allLights         = allLights;
            LightFilter.pointLightArray   = pointLightArray;
            LightFilter.spotLightArray    = spotLightArray;
            LightFilter.cubemapVPMatrices = cubemapVPMatrices;
            LightFilter.spotLightMatrices = spotLightMatrices;
            Transform camTrans = cam.cam.transform;

            needCheckedShadows.Clear();
            needCheckedShadows.AddCapacityTo(allLights.Count);
            lightingHandle = (new LightFilter
            {
                camPos = cam.cam.transform.position,
                shadowDist = shadowDist,
                lightDist = cbdrDistance,
                needCheckLight = needCheckedShadows,
                allSpotCustomDrawRequests = allSpotCustomCullResults,
                allPointCustomDrawRequests = allPointCustomCullResults
            }).Schedule(allLights.Count, max(1, allLights.Count / 4), shadowCullHandle);
            spotLightCustomCullHandle = new SpotLightCull
            {
                ptrs           = allSpotCustomCullResults,
                drawShadowList = CustomDrawRequest.drawShadowList
            }.Schedule(2, 1, lightingHandle);
            pointLightCustomCullHandle = new PointLightCull
            {
                ptrs           = allPointCustomCullResults,
                drawShadowList = CustomDrawRequest.drawShadowList
            }.Schedule(2, 1, lightingHandle);
            if (SunLight.current != null && SunLight.current.enabled && SunLight.current.enableShadow)
            {
                clipDistances = (float *)UnsafeUtility.Malloc(SunLight.CASCADECLIPSIZE * sizeof(float), 16, Allocator.Temp);
                staticFit     = DirectionalShadowStaticFit(cam.cam, SunLight.current, clipDistances);
                sunShadowCams = MUnsafeUtility.Malloc <OrthoCam>(SunLight.CASCADELEVELCOUNT * sizeof(OrthoCam), Allocator.Temp);
                Matrix4x4 proj = cam.cam.projectionMatrix;
                //      cam.cam.projectionMatrix = cam.cam.nonJitteredProjectionMatrix;
                PipelineFunctions.GetfrustumCorners(clipDistances, SunLight.CASCADELEVELCOUNT + 1, cam.cam, staticFit.frustumCorners.Ptr());
                //   cam.cam.projectionMatrix = proj;
                csmStruct = new CascadeShadowmap
                {
                    cascadeShadowmapVPs = (float4x4 *)cascadeShadowMapVP.Ptr(),
                    results             = sunShadowCams,
                    orthoCam            = (OrthoCam *)UnsafeUtility.AddressOf(ref SunLight.current.shadCam),
                    farClipPlane        = SunLight.current.farestZ,
                    frustumCorners      = staticFit.frustumCorners.Ptr(),
                    resolution          = staticFit.resolution,
                    isD3D = GraphicsUtility.platformIsD3D
                };
                csmHandle = csmStruct.ScheduleRefBurst(SunLight.CASCADELEVELCOUNT, max(1, SunLight.CASCADELEVELCOUNT / 4));
                for (int i = 0; i < SunLight.CASCADELEVELCOUNT; ++i)
                {
                    SunLight.customCullResults[i] = new NativeList_Int(CustomDrawRequest.drawShadowList.Length, Allocator.Temp);
                }
                sunCullResultHandle = new SunCustomRenderCull
                {
                    cams        = sunShadowCams,
                    cullResults = SunLight.customCullResults.Ptr()
                }.Schedule(SunLight.CASCADELEVELCOUNT, 1, csmHandle);
            }
        }
Пример #3
0
        public override void PreRenderFrame(PipelineCamera cam, ref PipelineCommandData data)
        {
            float shadowDist = clamp(shadowDistance, 0, cam.cam.farClipPlane);

            if (SunLight.current && SunLight.current.enabled && SunLight.current.gameObject.activeSelf)
            {
                data.buffer.EnableShaderKeyword("ENABLE_SUN");
                data.buffer.SetKeyword("ENABLE_SUNSHADOW", SunLight.current.enableShadow);
            }
            else
            {
                data.buffer.DisableShaderKeyword("ENABLE_SUN");
            }
            var visLights = proper.cullResults.visibleLights;

            LightFilter.allVisibleLight = visLights.Ptr();
            allLights.Clear();
            foreach (var i in visLights)
            {
                allLights.Add(i.light);
            }
            shadowCheckJob.Init(cam.cam, shadowDistance);
            shadowCullHandle = shadowCheckJob.ScheduleRef();
            addMLightCommandList.Clear();
            LightFilter.allMLightCommandList = addMLightCommandList;
            pointLightArray               = new NativeArray <PointLightStruct>(visLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            spotLightArray                = new NativeArray <SpotLight>(visLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            cubemapVPMatrices             = new NativeList <CubemapViewProjMatrix>(CBDRSharedData.MAXIMUMPOINTLIGHTCOUNT, Allocator.Temp);
            spotLightMatrices             = new NativeList <SpotLightMatrix>(CBDRSharedData.MAXIMUMSPOTLIGHTCOUNT, Allocator.Temp);
            LightFilter.allLights         = allLights;
            LightFilter.pointLightArray   = pointLightArray;
            LightFilter.spotLightArray    = spotLightArray;
            LightFilter.cubemapVPMatrices = cubemapVPMatrices;
            LightFilter.spotLightMatrices = spotLightMatrices;
            Transform camTrans = cam.cam.transform;

            needCheckedShadows.Clear();
            needCheckedShadows.AddCapacityTo(allLights.Count);
            lightingHandle = (new LightFilter
            {
                camPos = cam.cam.transform.position,
                shadowDist = shadowDist,
                lightDist = cbdrDistance,
                needCheckLight = needCheckedShadows
            }).Schedule(allLights.Count, 1, shadowCullHandle);
            if (SunLight.current != null && SunLight.current.enabled && SunLight.current.enableShadow)
            {
                clipDistances = (float *)UnsafeUtility.Malloc(SunLight.CASCADECLIPSIZE * sizeof(float), 16, Allocator.Temp);
                staticFit     = DirectionalShadowStaticFit(cam.cam, SunLight.current, clipDistances);
                sunShadowCams = MUnsafeUtility.Malloc <OrthoCam>(SunLight.CASCADELEVELCOUNT * sizeof(OrthoCam), Allocator.Temp);
                Matrix4x4 proj = cam.cam.projectionMatrix;
                //      cam.cam.projectionMatrix = cam.cam.nonJitteredProjectionMatrix;
                PipelineFunctions.GetfrustumCorners(clipDistances, SunLight.CASCADELEVELCOUNT + 1, cam.cam, staticFit.frustumCorners.Ptr());
                //   cam.cam.projectionMatrix = proj;
                csmStruct = new CascadeShadowmap
                {
                    cascadeShadowmapVPs = (float4x4 *)cascadeShadowMapVP.Ptr(),
                    results             = sunShadowCams,
                    orthoCam            = (OrthoCam *)UnsafeUtility.AddressOf(ref SunLight.current.shadCam),
                    farClipPlane        = SunLight.current.farestZ,
                    frustumCorners      = staticFit.frustumCorners.Ptr(),
                    resolution          = staticFit.resolution,
                    isD3D = GraphicsUtility.platformIsD3D
                };
                csmHandle = csmStruct.ScheduleRefBurst(SunLight.CASCADELEVELCOUNT, 1);
            }
        }