BRGRender.cs 4.0 KB

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  1. using System.Collections.Generic;
  2. using Unity.Collections;
  3. using Unity.Mathematics;
  4. using UnityEngine;
  5. using UnityEngine.Rendering;
  6. using Utility;
  7. namespace Core.BRG
  8. {
  9. public class BRGRender<T> : BRGRenderBasic where T : BGRGameObjectInfo
  10. {
  11. public bool isUpdate = true;
  12. public List<T> m_gameObjectInfos = new List<T>();
  13. private List<BatchShaderBind> m_batchShaderBinds = new List<BatchShaderBind>();
  14. private Map<string, BatchShaderBind> m_batchShaderBindMap = new Map<string, BatchShaderBind>();
  15. public void InitRender(BRGSamples samples, List<T> gameObjectInfos)
  16. {
  17. this.m_gameObjectInfos = gameObjectInfos;
  18. for (int i = 0; i < m_gameObjectInfos.Count; i++)
  19. {
  20. m_gameObjectInfos[i].initIndex = i;
  21. }
  22. int maxItemSize = samples.GetAllShaderValueSize();
  23. Init(samples, gameObjectInfos.Count, maxItemSize);
  24. UploadGpuData(gameObjectInfos.Count);
  25. }
  26. public BatchShaderBind GetBatchShaderBind(string key)
  27. {
  28. m_batchShaderBindMap.TryGetValue(key, out var bind);
  29. return bind;
  30. }
  31. protected override NativeArray<MetadataValue> ProInitBatchMetadata(int startOffset, int m_maxInstancePerWindow)
  32. {
  33. NativeArray<MetadataValue> metadataValues =
  34. new NativeArray<MetadataValue>(m_samples.AllShaderValues.Count, Allocator.Temp,
  35. NativeArrayOptions.UninitializedMemory);
  36. m_batchShaderBinds.Clear();
  37. // int count= m_maxInstancePerWindow;
  38. for (int i = 0; i < m_samples.AllShaderValues.Count; i++)
  39. {
  40. BRGShaderValue shaderValue = m_samples.AllShaderValues[i];
  41. int shaderId = Shader.PropertyToID(shaderValue.key);
  42. BatchShaderBind batchShaderBind = new BatchShaderBind();
  43. metadataValues[i] = CreateMetadataValue(shaderId, startOffset, true);
  44. batchShaderBind.shaderValue = shaderValue;
  45. batchShaderBind.offset = startOffset;
  46. batchShaderBind.InitBuffer(m_maxInstancePerWindow);
  47. startOffset += shaderValue.GetSize() * m_maxInstancePerWindow;
  48. m_batchShaderBinds.Add(batchShaderBind);
  49. m_batchShaderBindMap.Add(shaderValue.key, batchShaderBind);
  50. }
  51. return metadataValues;
  52. }
  53. public void UpdatePos()
  54. {
  55. if (!isUpdate)
  56. {
  57. return;
  58. }
  59. int totalGpuBufferSize;
  60. int alignedWindowSize;
  61. NativeArray<float3x4> sysmemBuffer =
  62. GetSysmemBuffer(out totalGpuBufferSize, out alignedWindowSize);
  63. // 检查NativeArray是否有效
  64. if (!sysmemBuffer.IsCreated)
  65. {
  66. Debug.LogError("NativeArray has been deallocated or not created properly");
  67. return;
  68. }
  69. int m_itemCount = m_gameObjectInfos.Count;
  70. m_batchShaderBindMap.TryGetValue("_MainColor", out var baseColorBind);
  71. for (int i = 0; i < m_gameObjectInfos.Count; i++)
  72. {
  73. BGRGameObjectInfo info = m_gameObjectInfos[i];
  74. Matrix4x4 matrix4X4 = info.objectToWorld;
  75. float4x4 float3X4 = matrix4X4;
  76. sysmemBuffer[i] = new float3x4(
  77. float3X4.c0.xyz, float3X4.c1.xyz,
  78. float3X4.c2.xyz, float3X4.c3.xyz
  79. );
  80. float4x4 inverse = matrix4X4.inverse;
  81. sysmemBuffer[i + m_itemCount] = new float3x4(
  82. inverse.c0.xyz, inverse.c1.xyz,
  83. inverse.c2.xyz, inverse.c3.xyz
  84. );
  85. if (baseColorBind != null)
  86. {
  87. baseColorBind.SetData(i, info.color);
  88. }
  89. }
  90. // 每帧更新后重新上传数据到GPU
  91. UploadGpuData(m_itemCount, m_batchShaderBinds);
  92. }
  93. }
  94. }