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Author SHA1 Message Date
Paulay
3e84fe2281 Implement frustum culling using job system 2025-03-01 19:53:22 +08:00
4 changed files with 177 additions and 6 deletions

View File

@@ -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 +62,50 @@ 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()
{
normal0 = cameraFrustum.planes[0].normal,
dist0 = cameraFrustum.planes[0].distance,
normal1 = cameraFrustum.planes[1].normal,
dist1 = cameraFrustum.planes[1].distance,
normal2 = cameraFrustum.planes[2].normal,
dist2 = cameraFrustum.planes[2].distance,
normal3 = cameraFrustum.planes[3].normal,
dist3 = cameraFrustum.planes[3].distance,
normal4 = cameraFrustum.planes[4].normal,
dist4 = cameraFrustum.planes[4].distance,
normal5 = cameraFrustum.planes[5].normal,
dist5 = cameraFrustum.planes[5].distance,
corner0 = cameraFrustum.corners[0],
corner1 = cameraFrustum.corners[1],
corner2 = cameraFrustum.corners[2],
corner3 = cameraFrustum.corners[3],
corner4 = cameraFrustum.corners[4],
corner5 = cameraFrustum.corners[5],
corner6 = cameraFrustum.corners[6],
corner7 = 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 +122,7 @@ 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 +181,7 @@ internal class AoVolumePass : CustomPass
return;
}
FrustumCulling(ctx, ref volumeCount);
HierarchicalZCulling(ctx, volumeCount);
RenderVisibleVolumes(ctx);
//DebugVisibleVolumes();
@@ -149,6 +191,7 @@ 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 +1,124 @@
using System.Runtime.CompilerServices;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
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 Vector3 Normal;
internal float Distance;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool CheckOverlap(OrientedBoundingBox obb, Vector3 planeNormal, float planeDist)
{
float maxHalfDiagProj = obb.extent.x * Mathf.Abs(Vector3.Dot(obb.right, planeNormal)) +
obb.extent.y * Mathf.Abs(Vector3.Dot(obb.up, planeNormal)) +
obb.extent.z * Mathf.Abs(Vector3.Dot(GetForward(obb), planeNormal));
float centerProj = Vector3.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 = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner0, obb.center));
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner1, obb.center));
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner2, obb.center));
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner3, obb.center));
outsidePos &= proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner4, obb.center));
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner5, obb.center));
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner6, obb.center));
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
proj = Vector3.Dot(planes[i].Normal, op_Subtraction(GPUFrustum.corner7, obb.center));
outsideNeg &= -proj > planes[i].Distance;
outsideNeg &= -proj > planes[i].Distance;
overlap &= !(outsidePos || outsideNeg);
}
planes.Dispose();
return overlap;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Vector3 op_Subtraction(Vector4 vector4, Vector3 vector3)
{
return new Vector3(vector4.x - vector3.x, vector4.y - vector3.y, vector4.z - vector3.z);
}
}
}

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