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8 changed files with 217 additions and 51 deletions

View File

@@ -2,7 +2,8 @@
"name": "Misaki.AoVolume.Editor",
"rootNamespace": "Misaki.AoVolume.Editor",
"references": [
"GUID:33624ad552e4d7342a53d46280a5a916"
"GUID:33624ad552e4d7342a53d46280a5a916",
"GUID:d8b63aba1907145bea998dd612889d6b"
],
"includePlatforms": [],
"excludePlatforms": [],

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@@ -2,7 +2,9 @@ using Misaki.AoVolume;
using System.Buffers;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Misaki.AoVolume.Shader;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
@@ -11,6 +13,7 @@ using UnityEngine.Rendering.HighDefinition;
internal class AoVolumePass : CustomPass
{
private NativeArray<OrientedBoundingBox> _volumeBounds;
private NativeList<VolumeData> _culledVolumeDatas;
private ComputeBuffer _volumeBoundsBuffer;
private ComputeBuffer _visibleIndicesBuffer;
private ComputeBuffer _visibleVolumeCountBuffer;
@@ -42,6 +45,7 @@ internal class AoVolumePass : CustomPass
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_volumeBounds = new NativeArray<OrientedBoundingBox>(maxVolumeOnScreen, Allocator.Persistent);
_culledVolumeDatas = new NativeList<VolumeData>(maxVolumeOnScreen, Allocator.Persistent);
_volumeBoundsBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<OrientedBoundingBox>());
_visibleIndicesBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<uint>(), ComputeBufferType.Raw);
_visibleVolumeCountBuffer = new ComputeBuffer(1, Marshal.SizeOf<uint>(), ComputeBufferType.Counter);
@@ -58,13 +62,48 @@ internal class AoVolumePass : CustomPass
{
return Mathf.FloorToInt(Mathf.Log(Mathf.Min(hDCamera.actualWidth, hDCamera.actualHeight), 2)) - 1;
}
private void FrustumCulling(CustomPassContext ctx, ref int volumeCount)
{
Frustum cameraFrustum = ctx.hdCamera.frustum;
GPUFrustum frustum = new();
frustum.normal0 = cameraFrustum.planes[0].normal;
frustum.dist0 = cameraFrustum.planes[0].distance;
frustum.normal1 = cameraFrustum.planes[1].normal;
frustum.dist1 = cameraFrustum.planes[1].distance;
frustum.normal2 = cameraFrustum.planes[2].normal;
frustum.dist2 = cameraFrustum.planes[2].distance;
frustum.normal3 = cameraFrustum.planes[3].normal;
frustum.dist3 = cameraFrustum.planes[3].distance;
frustum.normal4 = cameraFrustum.planes[4].normal;
frustum.dist4 = cameraFrustum.planes[4].distance;
frustum.normal5 = cameraFrustum.planes[5].normal;
frustum.dist5 = cameraFrustum.planes[5].distance;
frustum.corner0.xyz = cameraFrustum.corners[0];
frustum.corner1.xyz = cameraFrustum.corners[1];
frustum.corner2.xyz = cameraFrustum.corners[2];
frustum.corner3.xyz = cameraFrustum.corners[3];
frustum.corner4.xyz = cameraFrustum.corners[4];
frustum.corner5.xyz = cameraFrustum.corners[5];
frustum.corner6.xyz = cameraFrustum.corners[6];
frustum.corner7.xyz = cameraFrustum.corners[7];
_culledVolumeDatas.Clear();
FrustumCullingJob cullingJob = new()
{
GPUFrustum = frustum,
InputVolumeDatas = VolumeDatabase.Instance.VolumeDatas,
InputVolumeBounds = _volumeBounds,
OutputVolumeDataWriter = _culledVolumeDatas.AsParallelWriter()
};
JobHandle cullingJobHandle = cullingJob.Schedule(volumeCount, 64);
cullingJobHandle.Complete();
volumeCount = _culledVolumeDatas.Length;
}
private void HierarchicalZCulling(CustomPassContext ctx, int volumeCount)
{
for (var i = 0; i < volumeCount; i++)
{
_volumeBounds[i] = new OrientedBoundingBox(VolumeDatabase.Instance.VolumeDatas[i].worldMatrix);
}
_volumeBoundsBuffer.SetData(_volumeBounds);
ctx.cmd.SetComputeBufferParam(cullingShader, 0, "_VolumeBounds", _volumeBoundsBuffer);
@@ -81,7 +120,7 @@ internal class AoVolumePass : CustomPass
private void RenderVisibleVolumes(CustomPassContext ctx)
{
_volumeDataBuffer.SetData(VolumeDatabase.Instance.VolumeDatas);
_volumeDataBuffer.SetData(_culledVolumeDatas.AsArray());
ctx.cmd.SetComputeBufferParam(renderingShader, 0, "_VolumeDatas", _volumeDataBuffer);
ctx.cmd.SetComputeBufferParam(renderingShader, 0, "_VisibleVolumeCount", _visibleVolumeCountBuffer);
@@ -140,6 +179,7 @@ internal class AoVolumePass : CustomPass
return;
}
FrustumCulling(ctx, ref volumeCount);
HierarchicalZCulling(ctx, volumeCount);
RenderVisibleVolumes(ctx);
//DebugVisibleVolumes();
@@ -149,6 +189,7 @@ internal class AoVolumePass : CustomPass
protected override void Cleanup()
{
_volumeBounds.Dispose();
_culledVolumeDatas.Dispose();
_volumeBoundsBuffer?.Dispose();
_visibleIndicesBuffer?.Dispose();
_visibleVolumeCountBuffer?.Dispose();

View File

@@ -5,7 +5,8 @@
"GUID:457756d89b35d2941b3e7b37b4ece6f1",
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
"GUID:e0cd26848372d4e5c891c569017e11f1",
"GUID:d8b63aba1907145bea998dd612889d6b"
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:2665a8d13d1b3f18800f46e256720795"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -0,0 +1,119 @@
using System.Runtime.CompilerServices;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace Misaki.AoVolume.Shader
{
[BurstCompile]
internal struct FrustumCullingJob : IJobParallelFor
{
[ReadOnly] internal GPUFrustum GPUFrustum;
[ReadOnly] internal NativeArray<VolumeData> InputVolumeDatas;
internal NativeArray<OrientedBoundingBox> InputVolumeBounds;
internal NativeList<VolumeData>.ParallelWriter OutputVolumeDataWriter;
public void Execute(int index)
{
OrientedBoundingBox obb = new(InputVolumeDatas[index].worldMatrix);
if (FrustumObbIntersection(obb))
{
OutputVolumeDataWriter.AddNoResize(InputVolumeDatas[index]);
InputVolumeBounds[index] = obb;
}
}
private struct FrustumPlane
{
internal float3 Normal;
internal float Distance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool CheckOverlap(OrientedBoundingBox obb, float3 planeNormal, float planeDist)
{
float maxHalfDiagProj = obb.extent.x * math.abs(math.dot(obb.right, planeNormal)) +
obb.extent.y * math.abs(math.dot(obb.up, planeNormal)) +
obb.extent.z * math.abs(math.dot(GetForward(obb), planeNormal));
float centerProj = math.dot(obb.center, planeNormal) + planeDist;
return maxHalfDiagProj + centerProj >= 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Vector3 GetForward(OrientedBoundingBox obb)
{
return Vector3.Cross(obb.up, obb.right);
}
private bool FrustumObbIntersection(OrientedBoundingBox obb)
{
bool overlap = CheckOverlap(obb, GPUFrustum.normal0, GPUFrustum.dist0);
overlap &= CheckOverlap(obb, GPUFrustum.normal1, GPUFrustum.dist1);
overlap &= CheckOverlap(obb, GPUFrustum.normal2, GPUFrustum.dist2);
overlap &= CheckOverlap(obb, GPUFrustum.normal3, GPUFrustum.dist3);
overlap &= CheckOverlap(obb, GPUFrustum.normal4, GPUFrustum.dist4);
overlap &= CheckOverlap(obb, GPUFrustum.normal5, GPUFrustum.dist5);
var planes = new NativeArray<FrustumPlane>(3, Allocator.Temp);
planes[0] = new FrustumPlane
{
Normal = obb.right,
Distance = obb.extent.x
};
planes[1] = new FrustumPlane
{
Normal = obb.up,
Distance = obb.extent.y
};
planes[2] = new FrustumPlane
{
Normal = GetForward(obb),
Distance = obb.extent.z
};
for (int i = 0; i < 3; i++)
{
bool outsidePos = true;
bool outsideNeg = true;
float proj = math.dot(planes[i].Normal, GPUFrustum.corner0.xyz - obb.center);
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner1.xyz - obb.center);
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner2.xyz - obb.center);
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner3.xyz - obb.center);
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner4.xyz - obb.center);
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner5.xyz - obb.center);
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner6.xyz - obb.center);
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = math.dot(planes[i].Normal, GPUFrustum.corner7.xyz - obb.center);
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
overlap &= !(outsidePos || outsideNeg);
}
planes.Dispose();
return overlap;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5403ee0538c94d9abc5aa44a761092d0
timeCreated: 1740495091

View File

@@ -1,4 +1,4 @@
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.Rendering;
namespace Misaki.AoVolume
@@ -7,28 +7,28 @@ namespace Misaki.AoVolume
internal struct GPUFrustum
{
// The data of the 6 planes of the frustum
public Vector3 normal0;
public float3 normal0;
public float dist0;
public Vector3 normal1;
public float3 normal1;
public float dist1;
public Vector3 normal2;
public float3 normal2;
public float dist2;
public Vector3 normal3;
public float3 normal3;
public float dist3;
public Vector3 normal4;
public float3 normal4;
public float dist4;
public Vector3 normal5;
public float3 normal5;
public float dist5;
// The data of the 8 corners of the frustum
public Vector4 corner0;
public Vector4 corner1;
public Vector4 corner2;
public Vector4 corner3;
public Vector4 corner4;
public Vector4 corner5;
public Vector4 corner6;
public Vector4 corner7;
public float4 corner0;
public float4 corner1;
public float4 corner2;
public float4 corner3;
public float4 corner4;
public float4 corner5;
public float4 corner6;
public float4 corner7;
}
[GenerateHLSL(PackingRules.Exact, false)]
@@ -36,32 +36,32 @@ namespace Misaki.AoVolume
{
// 4 x float3 = 48 bytes.
// TODO: pack the axes into 16-bit UNORM per channel, and consider a quaternionic representation.
public Vector3 center;
public Vector3 right;
public Vector3 up;
public float3 center;
public float3 right;
public float3 up;
public Vector3 extent;
public float3 extent;
//public ushort quatX;
//public ushort quatY;
//public ushort quatZ;
//public ushort quatW;
public readonly Vector3 Forward => Vector3.Cross(up, right);
public readonly float3 Forward => math.cross(up, right);
public OrientedBoundingBox(Matrix4x4 trs)
public OrientedBoundingBox(float4x4 trs)
{
var vecX = (Vector3)trs.GetColumn(0);
var vecY = (Vector3)trs.GetColumn(1);
var vecZ = (Vector3)trs.GetColumn(2);
float3 vecX = trs.c0.xyz;
float3 vecY = trs.c1.xyz;
float3 vecZ = trs.c2.xyz;
center = trs.GetColumn(3);
right = vecX * (1.0f / vecX.magnitude);
up = vecY * (1.0f / vecY.magnitude);
center = trs.c3.xyz;
right = vecX * (1.0f / math.length(vecX));
up = vecY * (1.0f / math.length(vecY));
extent.x = 0.5f * vecX.magnitude;
extent.y = 0.5f * vecY.magnitude;
extent.z = 0.5f * vecZ.magnitude;
extent.x = 0.5f * math.length(vecX);
extent.y = 0.5f * math.length(vecY);
extent.z = 0.5f * math.length(vecZ);
}
}

View File

@@ -16,17 +16,17 @@ struct CullingData
// PackingRules = Exact
struct GPUFrustum
{
float3 normal0;
float4 normal0;
float dist0;
float3 normal1;
float4 normal1;
float dist1;
float3 normal2;
float4 normal2;
float dist2;
float3 normal3;
float4 normal3;
float dist3;
float3 normal4;
float4 normal4;
float dist4;
float3 normal5;
float4 normal5;
float dist5;
float4 corner0;
float4 corner1;
@@ -42,10 +42,10 @@ struct GPUFrustum
// PackingRules = Exact
struct OrientedBoundingBox
{
float3 center;
float3 right;
float3 up;
float3 extent;
float4 center;
float4 right;
float4 up;
float4 extent;
};

View File

@@ -1,4 +1,5 @@
using System;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Rendering;
@@ -10,12 +11,12 @@ namespace Misaki.AoVolume
{
[HideInInspector]
[NonSerialized]
public Matrix4x4 worldMatrix;
public float4x4 worldMatrix;
[HideInInspector]
[NonSerialized]
public Matrix4x4 inverseWorldMatrix;
public float4x4 inverseWorldMatrix;
public Vector3 size;
public float3 size;
[Range(0.0f, 1.0f)]
public float intensity;
@@ -26,7 +27,7 @@ namespace Misaki.AoVolume
public static VolumeData Default => new()
{
size = Vector3.one,
size = new float3(1f),
intensity = 1.0f,
falloff = 0.25f,
normalFalloff = 0.0f