个人学习记录-实装GPU实例化渲染的AABB包围盒
数据序列化
我的GPU实例化系统围绕字典类型:Dictionary<Bounds, List>展开,Bounds对应预先计算好的AABB包围盒,List对应包围盒内的对象的变换矩阵,而在此步骤中,我先进行数据的存储与读取。
只有一些简单类型才可以被直接序列化,Dictionary、Bounds、Matrix4x4等复杂类型无法直接序列化,因此我们需要为这个类型编写对应的映射类,把它们分解成简单类型。
例如:
// 我们需要序列化这个字典
Dictionary<Bounds, List<Matrix4x4>> d;
// 则对应的映射类应该是:
[Serializable]
public class SerializableBounds
{
public Vector3 center = new Vector3();
public Vector3 size = new Vector3();
public Bounds ToBounds()
{
return new Bounds(center, size);
}
}
[Serializable]
public class SerializableMatrix4X4
{
public float[] values = new float[16];
public Matrix4x4 ToMatrix4X4()
{
Matrix4x4 matrix = new Matrix4x4();
for (int i = 0; i < 16; i++)
matrix[i] = values[i];
return matrix;
}
}
[Serializable]
public class SerializableData
{
public SerializableBounds bounds = new SerializableBounds();
public List<SerializableMatrix4X4> matrixLists = new List<SerializableMatrix4X4>();
}
[Serializable]
public class SerializableDataList
{
public List<SerializableData> data = new List<SerializableData>();
}
// Dictionary<Bounds, List<Matrix4x4>>对应的类就是SerializableDataList
将这个数据转化成映射类的类型,就可以通过数据文件的API进行转化了。
同理,当我们试图读取数据文件为代码中的数据类型时,需要先反序列化,即把数据文件加载为映射类后,将映射类转换为我们需要的数据类型。
// 字典转换为映射类
static SerializableDataList DictionaryToJson(Dictionary<Bounds, List<Matrix4x4>> dictionary)
{
SerializableDataList serializableDataList = new SerializableDataList();
foreach (KeyValuePair<Bounds,List<Matrix4x4>> entry in dictionary)
{
SerializableData tmpData = new SerializableData();
tmpData.bounds = new SerializableBounds();
tmpData.bounds.center = entry.Key.center;
tmpData.bounds.size = entry.Key.size;
tmpData.matrixLists = new List<SerializableMatrix4X4>();
foreach (Matrix4x4 matrix in entry.Value)
{
SerializableMatrix4X4 tmpMatrix = new SerializableMatrix4X4();
for (int i = 0; i < 16; i++)
{
tmpMatrix.values[i] = matrix[i];
}
tmpData.matrixLists.Add(tmpMatrix);
}
serializableDataList.data.Add(tmpData);
}
return serializableDataList;
}
// 存储为JSON文件
static void SaveData<T>(string path, T data)
{
string currentPath = DuplicationOfNameRename(Application.dataPath + path, ".json");
string json = JsonUtility.ToJson(data, true);
File.WriteAllText(currentPath, json);
AssetDatabase.Refresh();
}
// 映射类转换为字典
static Dictionary<Bounds, List<Matrix4x4>> ToDictionary(SerializableDataList serializableDataList)
{
Dictionary<Bounds, List<Matrix4x4>> dictionary = new Dictionary<Bounds, List<Matrix4x4>>();
for (int i = 0; i < serializableDataList.data.Count; i++)
{
Bounds bounds = serializableDataList.data[i].bounds.ToBounds();
List<Matrix4x4> matrices = new List<Matrix4x4>();
foreach (var serializableMatrix in serializableDataList.data[i].matrixLists)
matrices.Add(serializableMatrix.ToMatrix4X4());
dictionary[bounds] = matrices;
}
return dictionary;
}
// 读取JSON文件
static Dictionary<Bounds, List<Matrix4x4>> LoadData(string path)
{
if (File.Exists(path))
{
string json = File.ReadAllText(path);
SerializableDataList serializableDataList = JsonUtility.FromJson<SerializableDataList>(json);
Dictionary<Bounds, List<Matrix4x4>> data = ToDictionary(serializableDataList);
return data;
}
return default;
}
视锥体AABB包围盒
注意:Graphics.DrawMeshInstancedProcedural中会接收一个Bounds值,其作用是使实例化物体坐标空间转换至相对Bounds的空间。(根本不是内置的AABB裁切,屁用都没有,被骗了!)
unity引擎提供一些很方便的方法用于计算AABB盒
Plane[] cameraFrustumPlanes = new Plane[6];// 存储AABB盒的六个面
GeometryUtility.CalculateFrustumPlanes(cam, cameraFrustumPlanes);// 计算AABB盒的六个面
//or
//Plane[] cameraFrustumPlanes = GeometryUtility.CalculateFrustumPlanes(cam);
//计算单元对象的包围盒
Bounds bound = new Bounds(centerPosWS, sizeWS);
bool isInPlane = GeometryUtility.TestPlanesAABB(cameraFrustumPlanes, bound);// 判断bound是否在cameraFrustumPlanes内,返回一个布尔值
而具体代码中,基于上节讲述的反序列化方法将数据写入GrassInfos中,并对其裁切即可。
Dictionary<Bounds, List<Matrix4x4>> GrassInfos
private void UpdateGrassBuffer()
{
Profiler.BeginSample("GPU ====== performance test");
List<Matrix4x4> cullingGrassBuffer = new List<Matrix4x4>();
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(Camera.main);
foreach (var t0 in GrassInfos)
{
if (GeometryUtility.TestPlanesAABB(planes, t0.Key))
{
cullingGrassBuffer.AddRange(t0.Value);
}
}
Profiler.EndSample();
_grassBuffer?.Release();
_grassBuffer = new ComputeBuffer(cullingGrassBuffer.Count, 64);
_grassBuffer.SetData(cullingGrassBuffer);
grassCount = cullingGrassBuffer.Count;
}