示例#1
0
            public void Execute(int index)
            {
                var bv = batches[index];
                var visibleInstanceIndex = 0;
                var isOrtho       = lodParams.isOrtho;
                var distanceScale = lodParams.distanceScale;

                for (int i = 0; i < bv.instancesCount; i++)
                {
                    var cullData        = cullDatas[index * 50 + i];
                    var rootLodDistance =
                        math.select(distanceScale * math.length(lodParams.cameraPos - cullData.position), distanceScale,
                                    isOrtho);
                    var rootLodIntersect = (rootLodDistance < cullData.maxDistance) &&
                                           (rootLodDistance >= cullData.minDistance);

                    if (rootLodIntersect)
                    {
                        var chunkIn = OtherUtils.Intersect2NoPartial(planes, cullData.bound);
                        if (chunkIn != OtherUtils.IntersectResult.Out)
                        {
                            //设置batch的index
                            indexList[bv.offset + visibleInstanceIndex] = i;
                            visibleInstanceIndex++;
                        }
                    }
                }

                //设置batch的visibleCount
                bv.visibleCount = visibleInstanceIndex;
                batches[index]  = bv;
            }
示例#2
0
        private JobHandle MyOnPerformCulling(BatchRendererGroup renderergroup, BatchCullingContext cullingContext)
        {
            var planes    = OtherUtils.BuildSOAPlanePackets(cullingContext.cullingPlanes, Allocator.TempJob);
            var lodParams = OtherUtils.CalculateLODParams(cullingContext.lodParameters);
            //传入visibleIndices和batchVisibility 在job里面修改
            var cull = new MyCullJob()
            {
                planes    = planes,
                lodParams = lodParams,
                indexList = cullingContext.visibleIndices,
                batches   = cullingContext.batchVisibility,
                cullDatas = cullData,
            };
            //50组lod0 + 50组lod1 = 100
            // cullingDependency 形成队列关系
            var handle = cull.Schedule(100, 32, cullingDependency);

            cullingDependency = JobHandle.CombineDependencies(handle, cullingDependency);
            return(handle);
        }
示例#3
0
        private void AddBatch(int offset, int count, float3[] pos, quaternion[] rot, float3[] scale)
        {
            var localBound = mesh.bounds;
            var block      = new MaterialPropertyBlock();
            var colors     = new List <Vector4>(count);

            for (int i = 0; i < count; i++)
            {
                colors.Add(new Vector4(Random.value, Random.value, Random.value, Random.value));
            }

            // 因为srp batcher buffer的关系 instance buffer 会混乱
            // block.SetVectorArray(BaseColor_ID, colors);


            //下面的Bounds是需要组合过的
            var batchIndex = batchRendererGroup.AddBatch(
                mesh,
                0,
                material,
                0,
                ShadowCastingMode.On,
                true,
                false,
                new Bounds(Vector3.zero, 1000 * Vector3.one),
                count,
                block,
                null
                );

            var matrices = batchRendererGroup.GetBatchMatrices(batchIndex);

            for (int i = 0; i < count; i++)
            {
                float4x4 tempMatrix = float4x4.TRS(pos[i], rot[i], scale[i]);
                Bounds   aabb       = OtherUtils.Transform(tempMatrix, localBound);
                tempMatrix.c0.w      = colors[i].x;
                tempMatrix.c1.w      = colors[i].y;
                tempMatrix.c2.w      = colors[i].z;
                tempMatrix.c3.w      = colors[i].w;
                matrices[i]          = tempMatrix;
                cullData[offset + i] = new CullData()
                {
                    bound       = aabb,
                    position    = pos[i],
                    minDistance = 0,
                    maxDistance = lodDis
                };
            }

            //-----------------
            for (int i = 0; i < count; i++)
            {
                colors[i] = (new Vector4(Random.value, Random.value, Random.value, Random.value));
            }

            // 因为srp batcher buffer的关系 instance buffer 会混乱
            // block.SetVectorArray(BaseColor_ID, colors);

            //https://docs.unity3d.com/ScriptReference/Rendering.BatchRendererGroup.AddBatch.html
            //下面的Bounds是需要组合过的
            batchIndex = batchRendererGroup.AddBatch(
                lowMesh,
                0,
                material,
                0,
                ShadowCastingMode.On,
                true,
                false,
                new Bounds(Vector3.zero, 1000 * Vector3.one),
                count,
                block,
                null
                );

            matrices = batchRendererGroup.GetBatchMatrices(batchIndex);
            for (int i = 0; i < count; i++)
            {
                var    tempMatrix = float4x4.TRS(pos[i], rot[i], scale[i]);
                Bounds aabb       = OtherUtils.Transform(tempMatrix, localBound);
                tempMatrix.c0.w = colors[i].x;
                tempMatrix.c1.w = colors[i].y;
                tempMatrix.c2.w = colors[i].z;
                tempMatrix.c3.w = colors[i].w;
                matrices[i]     = tempMatrix;
                cullData[offset + count + i] = new CullData()
                {
                    bound       = aabb,
                    position    = pos[i],
                    minDistance = lodDis,
                    maxDistance = 10000,
                };
            }
        }