Implement frustum culling using job system
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@@ -2,7 +2,9 @@ using Misaki.AoVolume;
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using System.Buffers;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Misaki.AoVolume.Shader;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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@@ -11,6 +13,7 @@ using UnityEngine.Rendering.HighDefinition;
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internal class AoVolumePass : CustomPass
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{
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private NativeArray<OrientedBoundingBox> _volumeBounds;
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private NativeList<VolumeData> _culledVolumeDatas;
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private ComputeBuffer _volumeBoundsBuffer;
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private ComputeBuffer _visibleIndicesBuffer;
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private ComputeBuffer _visibleVolumeCountBuffer;
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@@ -42,6 +45,7 @@ internal class AoVolumePass : CustomPass
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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_volumeBounds = new NativeArray<OrientedBoundingBox>(maxVolumeOnScreen, Allocator.Persistent);
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_culledVolumeDatas = new NativeList<VolumeData>(maxVolumeOnScreen, Allocator.Persistent);
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_volumeBoundsBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<OrientedBoundingBox>());
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_visibleIndicesBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<uint>(), ComputeBufferType.Raw);
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_visibleVolumeCountBuffer = new ComputeBuffer(1, Marshal.SizeOf<uint>(), ComputeBufferType.Counter);
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@@ -58,13 +62,50 @@ internal class AoVolumePass : CustomPass
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{
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return Mathf.FloorToInt(Mathf.Log(Mathf.Min(hDCamera.actualWidth, hDCamera.actualHeight), 2)) - 1;
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}
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private void FrustumCulling(CustomPassContext ctx, ref int volumeCount)
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{
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Frustum cameraFrustum = ctx.hdCamera.frustum;
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GPUFrustum frustum = new()
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{
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normal0 = cameraFrustum.planes[0].normal,
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dist0 = cameraFrustum.planes[0].distance,
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normal1 = cameraFrustum.planes[1].normal,
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dist1 = cameraFrustum.planes[1].distance,
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normal2 = cameraFrustum.planes[2].normal,
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dist2 = cameraFrustum.planes[2].distance,
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normal3 = cameraFrustum.planes[3].normal,
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dist3 = cameraFrustum.planes[3].distance,
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normal4 = cameraFrustum.planes[4].normal,
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dist4 = cameraFrustum.planes[4].distance,
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normal5 = cameraFrustum.planes[5].normal,
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dist5 = cameraFrustum.planes[5].distance,
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corner0 = cameraFrustum.corners[0],
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corner1 = cameraFrustum.corners[1],
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corner2 = cameraFrustum.corners[2],
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corner3 = cameraFrustum.corners[3],
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corner4 = cameraFrustum.corners[4],
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corner5 = cameraFrustum.corners[5],
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corner6 = cameraFrustum.corners[6],
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corner7 = cameraFrustum.corners[7],
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};
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_culledVolumeDatas.Clear();
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FrustumCullingJob cullingJob = new()
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{
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GPUFrustum = frustum,
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InputVolumeDatas = VolumeDatabase.Instance.VolumeDatas,
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InputVolumeBounds = _volumeBounds,
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OutputVolumeDataWriter = _culledVolumeDatas.AsParallelWriter()
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};
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JobHandle cullingJobHandle = cullingJob.Schedule(volumeCount, 64);
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cullingJobHandle.Complete();
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volumeCount = _culledVolumeDatas.Length;
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}
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private void HierarchicalZCulling(CustomPassContext ctx, int volumeCount)
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{
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for (var i = 0; i < volumeCount; i++)
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{
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_volumeBounds[i] = new OrientedBoundingBox(VolumeDatabase.Instance.VolumeDatas[i].worldMatrix);
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}
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_volumeBoundsBuffer.SetData(_volumeBounds);
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ctx.cmd.SetComputeBufferParam(cullingShader, 0, "_VolumeBounds", _volumeBoundsBuffer);
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@@ -81,7 +122,7 @@ internal class AoVolumePass : CustomPass
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private void RenderVisibleVolumes(CustomPassContext ctx)
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{
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_volumeDataBuffer.SetData(VolumeDatabase.Instance.VolumeDatas);
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_volumeDataBuffer.SetData(_culledVolumeDatas.AsArray());
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ctx.cmd.SetComputeBufferParam(renderingShader, 0, "_VolumeDatas", _volumeDataBuffer);
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ctx.cmd.SetComputeBufferParam(renderingShader, 0, "_VisibleVolumeCount", _visibleVolumeCountBuffer);
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@@ -140,6 +181,7 @@ internal class AoVolumePass : CustomPass
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return;
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}
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FrustumCulling(ctx, ref volumeCount);
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HierarchicalZCulling(ctx, volumeCount);
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RenderVisibleVolumes(ctx);
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//DebugVisibleVolumes();
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@@ -149,6 +191,7 @@ internal class AoVolumePass : CustomPass
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protected override void Cleanup()
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{
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_volumeBounds.Dispose();
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_culledVolumeDatas.Dispose();
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_volumeBoundsBuffer?.Dispose();
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_visibleIndicesBuffer?.Dispose();
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_visibleVolumeCountBuffer?.Dispose();
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