private void ProcessCellGrass(FoliageCellDataRuntime runtimeCell) { for (int i = 0, len = runtimeCell.m_FoliageDataSubdivided.Length; i < len; i++) { FoliageCellSubdividedDataRuntime runtimeCellSubdivided = runtimeCell.m_FoliageDataSubdivided[i].Value; float subdivDistance = runtimeCellSubdivided.m_Bounds.SqrDistance(m_CurrentFrameCameraPosition); if (subdivDistance <= m_MaxDistanceGrassSqr && GeometryUtility.TestPlanesAABB(m_CameraPlanes, runtimeCellSubdivided.m_Bounds)) { ProcessSubdividedCell(runtimeCell, runtimeCellSubdivided, subdivDistance); m_DrawStats.m_ProcessedCellsSubdiv++; } } }
private void ProcessSubdividedCell(FoliageCellDataRuntime cell, FoliageCellSubdividedDataRuntime cellSubdivided, float distance) { for (int foliageType = 0, foliageTypeCount = cellSubdivided.m_TypeHashLocationsRuntime.Length; foliageType < foliageTypeCount; foliageType++) { FoliageType type = m_FoliageTypes[cellSubdivided.m_TypeHashLocationsRuntime[foliageType].Key]; float maxTypeDist = type.m_RenderInfo.m_MaxDistance * type.m_RenderInfo.m_MaxDistance; if (distance <= maxTypeDist) { var batches = cellSubdivided.m_TypeHashLocationsRuntime[foliageType].Value.m_EditTime; // Set the MPB values that are universal for all grass types MaterialPropertyBlock mpb = type.m_RuntimeData.m_TypeMPB; mpb.SetFloat(m_ShaderIDCritiasFoliageDistance, type.m_RenderInfo.m_MaxDistance); mpb.SetFloat(m_ShaderIDCritiasFoliageDistanceSqr, maxTypeDist); // TODO: Set bend data if we have it for this type if (type.m_EnableBend) { mpb.SetFloat(m_ShaderIDCritiasBendDistance, type.m_BendDistance); mpb.SetFloat(m_ShaderIDCritiasBendScale, type.m_BendPower); mpb.SetVector(m_ShaderIDCritiasBendPosition, m_CurrentFrameBendPosition); } // Get data from the type Mesh mesh = type.m_RuntimeData.m_LODDataGrass.m_Mesh; Material mat = type.m_RuntimeData.m_LODDataGrass.m_Material; // Only if we have the type for rendering indirect if (type.RenderIndirect && m_CurrentFrameAllowIndirect) { long indirectCachedDataKey = ((((long)cell.m_Position.GetHashCode()) << 32) | ((long)cellSubdivided.m_Position.GetHashCode())) + type.m_Hash; // * 0xF01226E02D41B if (m_CachedGPUBufferData.ContainsKey(indirectCachedDataKey) == false) { GPUBufferCellCachedData data = new GPUBufferCellCachedData(); // Merge the buffers Matrix4x4[] allInstances; // Build all the data if (batches.Length > 1) { int totalCount = 0; for (int batchIdx = 0; batchIdx < batches.Length; batchIdx++) { totalCount += batches[batchIdx].Length; } List <Matrix4x4> concat = new List <Matrix4x4>(totalCount); for (int batchIdx = 0; batchIdx < batches.Length; batchIdx++) { concat.AddRange(batches[batchIdx]); } allInstances = concat.ToArray(); } else { allInstances = batches[0]; } // Set the position data data.m_BufferPositions = new ComputeBuffer(allInstances.Length, 64); data.m_BufferPositions.SetData(allInstances); // Set the arguments data.m_BufferArguments = new ComputeBuffer(1, m_TempDrawArgs.Length * sizeof(uint), ComputeBufferType.IndirectArguments); data.m_IndexCount = mesh.GetIndexCount(0); // Set the instance count data.m_InstanceCount = (uint)allInstances.Length; // Add the data. The cache will take care of clearing the data that is in excess m_CachedGPUBufferData.Add(indirectCachedDataKey, data); } GPUBufferCellCachedData indirectData = m_CachedGPUBufferData[indirectCachedDataKey]; // Set the buffer positions mpb.SetBuffer(m_ShaderIDCritiasInstanceBuffer, indirectData.m_BufferPositions); // Set the draw count and send it m_TempDrawArgs[0] = indirectData.m_IndexCount; m_TempDrawArgs[1] = (uint)(indirectData.m_InstanceCount * m_Settings.m_GrassDensity); indirectData.m_BufferArguments.SetData(m_TempDrawArgs); // Draw without shadows Graphics.DrawMeshInstancedIndirect(mesh, 0, mat, cellSubdivided.m_Bounds, indirectData.m_BufferArguments, 0, mpb, ShadowCastingMode.Off, true, m_CurrentFrameLayer, m_CurrentFrameCameraDraw); } else { // Cast shadow only if the type allows ShadowCastingMode castShadow = type.m_RenderInfo.m_CastShadow ? ShadowCastingMode.On : ShadowCastingMode.Off; // Pass with the MPB the data related to per-type distance for (int i = 0, batchCount = batches.Length; i < batchCount; i++) { Graphics.DrawMeshInstanced(mesh, 0, mat, batches[i], (int)(batches[i].Length * m_Settings.m_GrassDensity), mpb, castShadow, true, m_CurrentFrameLayer, m_CurrentFrameCameraDraw); m_DrawStats.m_ProcessedDrawCalls++; } } } } }
/** * Load from file the runtime version of the data */ public static FoliageDataRuntime LoadFromFileRuntime(string filename) { FoliageData data = LoadFromFileEditTime(filename); // Build the runtime data from the edit time data FoliageDataRuntime runtime = new FoliageDataRuntime(); foreach (var hashedCell in data.m_FoliageData) { FoliageCellData editCell = hashedCell.Value; FoliageCellDataRuntime runtimeCell = new FoliageCellDataRuntime(); // Set the data. Note that we only need the extended bounds runtimeCell.m_Bounds = editCell.m_BoundsExtended; runtimeCell.m_Position = editCell.m_Position; // Build the tree instance data int idx = -1; runtimeCell.m_TypeHashLocationsRuntime = new FoliageKeyValuePair <int, FoliageTuple <FoliageInstance[]> > [editCell.m_TypeHashLocationsEditor.Count]; foreach (var instances in editCell.m_TypeHashLocationsEditor) { idx++; List <FoliageInstance> allTreeInstances = new List <FoliageInstance>(); var labeledInstances = instances.Value; // Build all the data from the labeled data foreach (List <FoliageInstance> inst in labeledInstances.Values) { allTreeInstances.AddRange(inst); } // We will build the world matrix for trees for (int i = 0; i < allTreeInstances.Count; i++) { FoliageInstance inst = allTreeInstances[i]; inst.BuildWorldMatrix(); allTreeInstances[i] = inst; } // Don't forget to trim all excess instances! allTreeInstances.TrimExcess(); #if UNITY_EDITOR if (allTreeInstances.Count == 0) { Debug.Assert(false, "Count 0!"); } #endif runtimeCell.m_TypeHashLocationsRuntime[idx] = new FoliageKeyValuePair <int, FoliageTuple <FoliageInstance[]> >(instances.Key, new FoliageTuple <FoliageInstance[]>(allTreeInstances.ToArray())); } // Build the grass instance data from the subdivided cells List <FoliageKeyValuePair <int, FoliageCellSubdividedDataRuntime> > foliageCellDataSubdivided = new List <FoliageKeyValuePair <int, FoliageCellSubdividedDataRuntime> >(editCell.m_FoliageDataSubdivided.Count); foreach (var hashedSubdividedCell in editCell.m_FoliageDataSubdivided) { FoliageCellSubdividedData editSubdividedCell = hashedSubdividedCell.Value; FoliageCellSubdividedDataRuntime runtimeSubdividedCell = new FoliageCellSubdividedDataRuntime(); // Set the data runtimeSubdividedCell.m_Bounds = editSubdividedCell.m_Bounds; runtimeSubdividedCell.m_Position = editSubdividedCell.m_Position; idx = -1; runtimeSubdividedCell.m_TypeHashLocationsRuntime = new FoliageKeyValuePair <int, FoliageTuple <Matrix4x4[][]> > [editSubdividedCell.m_TypeHashLocationsEditor.Count]; foreach (var instances in editSubdividedCell.m_TypeHashLocationsEditor) { idx++; List <FoliageInstance> allGrassInstances = new List <FoliageInstance>(); var labeledInstances = instances.Value; foreach (List <FoliageInstance> inst in labeledInstances.Values) { allGrassInstances.AddRange(inst); } #if UNITY_EDITOR if (allGrassInstances.Count == 0) { Debug.Assert(false, "Count 0!"); } #endif // Build the multi-array data int ranges = Mathf.CeilToInt(allGrassInstances.Count / (float)FoliageGlobals.RENDER_BATCH_SIZE); Matrix4x4[][] batches = new Matrix4x4[ranges][]; for (int i = 0; i < ranges; i++) { List <FoliageInstance> range = allGrassInstances.GetRange(i * FoliageGlobals.RENDER_BATCH_SIZE, i * FoliageGlobals.RENDER_BATCH_SIZE + FoliageGlobals.RENDER_BATCH_SIZE > allGrassInstances.Count ? allGrassInstances.Count - i * FoliageGlobals.RENDER_BATCH_SIZE : FoliageGlobals.RENDER_BATCH_SIZE); batches[i] = range.ConvertAll <Matrix4x4>((x) => x.GetWorldTransform()).ToArray(); } // Set the data runtimeSubdividedCell.m_TypeHashLocationsRuntime[idx] = new FoliageKeyValuePair <int, FoliageTuple <Matrix4x4[][]> >(instances.Key, new FoliageTuple <Matrix4x4[][]>(batches)); } // Add the subdivided runtime cell foliageCellDataSubdivided.Add(new FoliageKeyValuePair <int, FoliageCellSubdividedDataRuntime>(hashedSubdividedCell.Key, runtimeSubdividedCell)); } // Build the subdivided data runtimeCell.m_FoliageDataSubdivided = foliageCellDataSubdivided.ToArray(); // Add the runtime cell runtime.m_FoliageData.Add(hashedCell.Key, runtimeCell); } // Good for GC data = null; return(runtime); }