176 lines
5.5 KiB
C#
176 lines
5.5 KiB
C#
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEngine.Experimental.Rendering
|
|
{
|
|
// Helper class to render occlusion meshes.
|
|
// If possible, the mesh for each view will be combined into one mesh to reduce draw calls.
|
|
internal class XROcclusionMesh
|
|
{
|
|
XRPass m_Pass;
|
|
Mesh m_CombinedMesh;
|
|
Material m_Material;
|
|
int m_CombinedMeshHashCode;
|
|
|
|
static readonly ProfilingSampler k_OcclusionMeshProfilingSampler = new ProfilingSampler("XR Occlusion Mesh");
|
|
|
|
internal XROcclusionMesh(XRPass xrPass)
|
|
{
|
|
m_Pass = xrPass;
|
|
}
|
|
|
|
internal void SetMaterial(Material mat)
|
|
{
|
|
m_Material = mat;
|
|
}
|
|
|
|
internal bool hasValidOcclusionMesh
|
|
{
|
|
get
|
|
{
|
|
if (IsOcclusionMeshSupported())
|
|
{
|
|
if (m_Pass.singlePassEnabled)
|
|
return m_CombinedMesh != null;
|
|
else
|
|
return m_Pass.GetOcclusionMesh() != null;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
internal void RenderOcclusionMesh(CommandBuffer cmd)
|
|
{
|
|
if (IsOcclusionMeshSupported())
|
|
{
|
|
using (new ProfilingScope(cmd, k_OcclusionMeshProfilingSampler))
|
|
{
|
|
if (m_Pass.singlePassEnabled)
|
|
{
|
|
if (m_CombinedMesh != null && SystemInfo.supportsRenderTargetArrayIndexFromVertexShader)
|
|
{
|
|
m_Pass.StopSinglePass(cmd);
|
|
|
|
cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
|
|
cmd.DrawMesh(m_CombinedMesh, Matrix4x4.identity, m_Material);
|
|
cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
|
|
|
|
m_Pass.StartSinglePass(cmd);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Mesh mesh = m_Pass.GetOcclusionMesh(0);
|
|
if (mesh != null)
|
|
{
|
|
cmd.DrawMesh(mesh, Matrix4x4.identity, m_Material);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void UpdateCombinedMesh()
|
|
{
|
|
if (IsOcclusionMeshSupported() && m_Pass.singlePassEnabled && TryGetOcclusionMeshCombinedHashCode(out var hashCode))
|
|
{
|
|
if (m_CombinedMesh == null || hashCode != m_CombinedMeshHashCode)
|
|
{
|
|
CreateOcclusionMeshCombined();
|
|
m_CombinedMeshHashCode = hashCode;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_CombinedMesh = null;
|
|
m_CombinedMeshHashCode = 0;
|
|
}
|
|
}
|
|
|
|
bool IsOcclusionMeshSupported()
|
|
{
|
|
return m_Pass.enabled && m_Material != null;
|
|
}
|
|
|
|
bool TryGetOcclusionMeshCombinedHashCode(out int hashCode)
|
|
{
|
|
hashCode = 17;
|
|
|
|
for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
|
|
{
|
|
Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
|
|
|
|
if (mesh != null)
|
|
{
|
|
hashCode = hashCode * 23 + mesh.GetHashCode();
|
|
}
|
|
else
|
|
{
|
|
hashCode = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Create a new mesh that contains the occlusion data from all views
|
|
void CreateOcclusionMeshCombined()
|
|
{
|
|
CoreUtils.Destroy(m_CombinedMesh);
|
|
|
|
m_CombinedMesh = new Mesh();
|
|
m_CombinedMesh.indexFormat = IndexFormat.UInt16;
|
|
|
|
int combinedVertexCount = 0;
|
|
uint combinedIndexCount = 0;
|
|
|
|
for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
|
|
{
|
|
Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
|
|
|
|
Debug.Assert(mesh != null);
|
|
Debug.Assert(mesh.subMeshCount == 1);
|
|
Debug.Assert(mesh.indexFormat == IndexFormat.UInt16);
|
|
|
|
combinedVertexCount += mesh.vertexCount;
|
|
combinedIndexCount += mesh.GetIndexCount(0);
|
|
}
|
|
|
|
Vector3[] vertices = new Vector3[combinedVertexCount];
|
|
ushort[] indices = new ushort[combinedIndexCount];
|
|
int vertexStart = 0;
|
|
int indexStart = 0;
|
|
|
|
for (int viewId = 0; viewId < m_Pass.viewCount; ++viewId)
|
|
{
|
|
Mesh mesh = m_Pass.GetOcclusionMesh(viewId);
|
|
var meshIndices = mesh.GetIndices(0);
|
|
|
|
// Encore the viewId into the z channel
|
|
{
|
|
mesh.vertices.CopyTo(vertices, vertexStart);
|
|
|
|
for (int i = 0; i < mesh.vertices.Length; i++)
|
|
vertices[vertexStart + i].z = viewId;
|
|
}
|
|
|
|
// Combine indices into one buffer
|
|
for (int i = 0; i < meshIndices.Length; i++)
|
|
{
|
|
int newIndex = vertexStart + meshIndices[i];
|
|
Debug.Assert(meshIndices[i] < ushort.MaxValue);
|
|
|
|
indices[indexStart + i] = (ushort)newIndex;
|
|
}
|
|
|
|
vertexStart += mesh.vertexCount;
|
|
indexStart += meshIndices.Length;
|
|
}
|
|
|
|
m_CombinedMesh.vertices = vertices;
|
|
m_CombinedMesh.SetIndices(indices, MeshTopology.Triangles, 0);
|
|
}
|
|
}
|
|
}
|