├── .gitignore ├── .vsconfig ├── Assets ├── Crosshair.png ├── Crosshair.png.meta ├── Materials.meta ├── Materials │ ├── Basic.mat │ ├── Basic.mat.meta │ ├── OctreeLit.mat │ ├── OctreeLit.mat.meta │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Scenes.meta ├── Scenes │ ├── SVO.unity │ └── SVO.unity.meta ├── Scripts.meta ├── Scripts │ ├── CameraController.cs │ ├── CameraController.cs.meta │ ├── SVO.meta │ ├── SVO │ │ ├── AttributeEncoder.cs │ │ ├── AttributeEncoder.cs.meta │ │ ├── MeshToOctree.meta │ │ ├── MeshToOctree │ │ │ ├── MeshToOctree.cs │ │ │ ├── MeshToOctree.cs.meta │ │ │ ├── MeshToOctreeEditor.cs │ │ │ ├── MeshToOctreeEditor.cs.meta │ │ │ ├── MeshToOctreeStandard.cs │ │ │ └── MeshToOctreeStandard.cs.meta │ │ ├── Octree.cs │ │ ├── Octree.cs.meta │ │ ├── RayHit.cs │ │ ├── RayHit.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── GeometryRayCast.hlsl │ │ │ ├── GeometryRayCast.hlsl.meta │ │ │ ├── OctreeBase.shader │ │ │ ├── OctreeBase.shader.meta │ │ │ ├── Util.hlsl │ │ │ └── Util.hlsl.meta │ │ ├── ShadowRenderer.cs │ │ ├── ShadowRenderer.cs.meta │ │ ├── TriBoxOverlap.cs │ │ ├── TriBoxOverlap.cs.meta │ │ ├── Utils.meta │ │ └── Utils │ │ │ ├── OctreeMath.cs │ │ │ └── OctreeMath.cs.meta │ ├── VoxelPlacer.cs │ └── VoxelPlacer.cs.meta ├── Settings.meta └── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | .idea -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 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0ffaa0b7117ba8c47a9d05ae701d4b4d 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b2243ebbdf49b34fa12efec23c992d5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SVO.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 799223979bdce2e4bb68c5aa162b02af 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Sparse Voxel Octrees Demo 3 | Copyright (C) 2021 Alexander Goslin 4 | 5 | This program is free software: you can redistribute it and/or modify 6 | it under the terms of the GNU General Public License as published by 7 | the Free Software Foundation, either version 3 of the License, or 8 | (at your option) any later version. 9 | 10 | This program is distributed in the hope that it will be useful, 11 | but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | GNU General Public License for more details. 14 | 15 | You should have received a copy of the GNU General Public License 16 | along with this program. If not, see . 17 | */ 18 | 19 | using System; 20 | using UnityEngine; 21 | 22 | namespace UnityTemplateProjects 23 | { 24 | public class CameraController : MonoBehaviour 25 | { 26 | public float speed = 0; 27 | public float pitch = 0f; 28 | public float yaw = 0f; 29 | 30 | private void Update() 31 | { 32 | pitch -= Input.GetAxis("Mouse Y"); 33 | yaw += Input.GetAxis("Mouse X"); 34 | transform.rotation = Quaternion.Euler(pitch, yaw, 0f); 35 | 36 | Vector3 dir = Vector3.zero; 37 | if (Input.GetKey(KeyCode.W)) 38 | dir += transform.forward; 39 | if (Input.GetKey(KeyCode.A)) 40 | dir -= transform.right; 41 | if (Input.GetKey(KeyCode.S)) 42 | dir -= transform.forward; 43 | if (Input.GetKey(KeyCode.D)) 44 | dir += transform.right; 45 | if (Input.GetKey(KeyCode.Space)) 46 | dir += transform.up; 47 | if (Input.GetKey(KeyCode.LeftControl)) 48 | dir -= transform.up; 49 | dir = Vector3.Normalize(dir); 50 | 51 | var tempSpeed = 1f; 52 | if (Input.GetKey(KeyCode.LeftShift)) 53 | tempSpeed = 2f; 54 | transform.position += dir * (Time.deltaTime * Mathf.Pow(2, speed) * tempSpeed); 55 | 56 | speed += Input.mouseScrollDelta.y * 0.2f; 57 | } 58 | } 59 | } -------------------------------------------------------------------------------- /Assets/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f505e950ba34d739d3bcb128ce7d887 3 | timeCreated: 1625942540 -------------------------------------------------------------------------------- /Assets/Scripts/SVO.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ce13a04353d0c14ca70c788bb88faac 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/SVO/AttributeEncoder.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using UnityEngine; 20 | 21 | namespace SVO 22 | { 23 | public static class AttributeEncoder 24 | { 25 | /// 26 | /// Encodes the shading data used by most standard octree shaders. 27 | /// 28 | /// Normal to encode. 29 | /// The shading data to be used. 30 | public static int[] EncodeStandardAttributes(Vector3 normal) 31 | { 32 | return new[] { EncodeNormal(normal) }; 33 | } 34 | 35 | public static int EncodeNormal(Vector3 normal) 36 | { 37 | var encoded = 0; 38 | var maxAbsComp = Mathf.Max(Mathf.Max(Mathf.Abs(normal.x), Mathf.Abs(normal.y)), Mathf.Abs(normal.z)); 39 | var cubicNormal = normal / maxAbsComp; 40 | var cubicNormalUnorm = cubicNormal * .5f + new Vector3(.5f, .5f, .5f); 41 | if (Mathf.Abs(normal.x) == maxAbsComp) 42 | { 43 | encoded |= ((System.Math.Sign(normal.x) + 1) / 2) << 22; 44 | encoded |= (int)(1023f * cubicNormalUnorm.y) << 10; 45 | encoded |= (int)(1023f * cubicNormalUnorm.z); 46 | } 47 | else if (Mathf.Abs(normal.y) == maxAbsComp) 48 | { 49 | encoded |= ((System.Math.Sign(normal.y) + 1) / 2) << 22; 50 | encoded |= 1 << 20; 51 | encoded |= (int)(1023f * cubicNormalUnorm.x) << 10; 52 | encoded |= (int)(1023f * cubicNormalUnorm.z); 53 | } 54 | else if (Mathf.Abs(normal.z) == maxAbsComp) 55 | { 56 | encoded |= ((System.Math.Sign(normal.z) + 1) / 2) << 22; 57 | encoded |= 2 << 20; 58 | encoded |= (int)(1023f * cubicNormalUnorm.x) << 10; 59 | encoded |= (int)(1023f * cubicNormalUnorm.y); 60 | } 61 | 62 | return encoded; 63 | } 64 | } 65 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/AttributeEncoder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ba599f58577484e9bc32b8313ef6ed0 3 | timeCreated: 1598459583 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 220ceb98d6004f1f833a8defd47cd385 3 | timeCreated: 1604172888 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctree.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using System; 20 | using System.Collections.Generic; 21 | using UnityEditor; 22 | using UnityEngine; 23 | 24 | #if UNITY_EDITOR 25 | 26 | namespace SVO 27 | { 28 | public abstract class MeshToOctree: MonoBehaviour 29 | { 30 | public Mesh mesh; 31 | public float voxelSize; 32 | public Material material; 33 | public void Generate() 34 | { 35 | var idealBounds = FindIdealOctreeBounds(); 36 | 37 | var depth = Mathf.RoundToInt(Mathf.Log(idealBounds.size.x / voxelSize, 2)); 38 | 39 | if (depth > 12) 40 | throw new NotSupportedException("Octree voxel size is too small. Please split the mesh."); 41 | 42 | var octreeData = new Octree(); 43 | for (var submesh = 0; submesh < mesh.subMeshCount; submesh++) 44 | { 45 | FillSubmesh(octreeData, depth, submesh, idealBounds.size.x, idealBounds.center); 46 | } 47 | AssetDatabase.CreateAsset(octreeData.Apply(true), "Assets/mesh.asset"); 48 | } 49 | 50 | private void FillSubmesh(Octree data, int depth, int submesh, float octreeSize, Vector3 octreeCenter) 51 | { 52 | OnFillSubmesh(submesh); 53 | 54 | var indices = mesh.GetIndices(submesh); 55 | var triIndices = new int[3]; 56 | var vertices = new List(); 57 | mesh.GetVertices(vertices); 58 | 59 | var triVerts = new Vector3[3]; 60 | var triVertsMesh = new Vector3[3]; 61 | 62 | var octreeSizeInv = 1 / octreeSize; 63 | 64 | for (var i = 0; i < indices.Length; i += 3) 65 | { 66 | triIndices[0] = indices[i]; 67 | triIndices[1] = indices[i + 1]; 68 | triIndices[2] = indices[i + 2]; 69 | triVerts[0] = (vertices[triIndices[0]] - octreeCenter) * octreeSizeInv; 70 | triVerts[1] = (vertices[triIndices[1]] - octreeCenter) * octreeSizeInv; 71 | triVerts[2] = (vertices[triIndices[2]] - octreeCenter) * octreeSizeInv; 72 | triVertsMesh[0] = vertices[triIndices[0]]; 73 | triVertsMesh[1] = vertices[triIndices[1]]; 74 | triVertsMesh[2] = vertices[triIndices[2]]; 75 | Tuple InternalGenerateAttributes(Bounds bounds) 76 | { 77 | var transformedCenter = bounds.center * octreeSize + octreeCenter; 78 | return GenerateAttributes(triVertsMesh, triIndices, bounds, 79 | new Bounds(transformedCenter, Vector3.one * voxelSize), 80 | octreeSize, octreeCenter); 81 | } 82 | data.FillTriangle(triVerts, depth, InternalGenerateAttributes); 83 | } 84 | } 85 | 86 | protected abstract void OnFillSubmesh(int submesh); 87 | 88 | protected abstract Tuple GenerateAttributes(Vector3[] triangleVertices, int[] indices, 89 | Bounds voxelLocalBounds, Bounds voxelMeshBounds, float octreeSize, Vector3 octreeCenter); 90 | 91 | private Bounds FindIdealOctreeBounds() 92 | { 93 | // octreePos = center of mesh bounds aligned to grid of size voxelSize 94 | // Alignment to grid makes it easier to align with other octrees of same voxelSize. 95 | var octreePos = new Vector3(); 96 | for(var i = 0; i < 3; i++) 97 | octreePos[i] = Mathf.Round(mesh.bounds.center[i] / voxelSize) * voxelSize; 98 | 99 | // octreeSize = Smallest octree size that still encapsulates entire mesh 100 | var octreeSize = -1f; 101 | for (var i = 0; i < 3; i++) 102 | { 103 | octreeSize = Mathf.Max(octreeSize, Mathf.Abs(mesh.bounds.max[i] - octreePos[i])); 104 | octreeSize = Mathf.Max(octreeSize, Mathf.Abs(mesh.bounds.min[i] - octreePos[i])); 105 | } 106 | 107 | octreeSize *= 2; 108 | 109 | // Make octreeSize the smallest number for which voxelSize * 2^n exists for some natural number n 110 | // Makes sure that a voxel of voxelSize can actually be made. 111 | octreeSize = Mathf.NextPowerOfTwo(Mathf.CeilToInt(octreeSize / voxelSize)) * voxelSize; 112 | 113 | return new Bounds(octreePos, Vector3.one * octreeSize); 114 | } 115 | } 116 | } 117 | 118 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctree.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dce999b0cb6f435c980185bdcf4fc4b7 3 | timeCreated: 1604109913 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctreeEditor.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | #if UNITY_EDITOR 20 | 21 | using UnityEditor; 22 | using UnityEngine; 23 | 24 | namespace SVO 25 | { 26 | [CustomEditor(typeof(MeshToOctree), true)] 27 | public class MeshToOctreeEditor: Editor 28 | { 29 | public override void OnInspectorGUI() 30 | { 31 | DrawDefaultInspector(); 32 | 33 | if (GUILayout.Button("Generate")) 34 | { 35 | ((MeshToOctree)target).Generate(); 36 | } 37 | } 38 | } 39 | } 40 | 41 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctreeEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 048ced747f2f488ca2bcf0733424a352 3 | timeCreated: 1604172751 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctreeStandard.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | #if UNITY_EDITOR 20 | 21 | using System; 22 | using System.Collections.Generic; 23 | using UnityEngine; 24 | 25 | namespace SVO 26 | { 27 | /// 28 | /// Utility class for converting a mesh to an octree: Uses standard attributes given by AttributeEncoder. 29 | /// 30 | public class MeshToOctreeStandard: MeshToOctree 31 | { 32 | 33 | private readonly List _normals = new List(); 34 | private readonly List _uvs = new List(); 35 | private Texture2D _mainTexture; 36 | 37 | protected override void OnFillSubmesh(int submesh) 38 | { 39 | mesh.GetNormals(_normals); 40 | mesh.GetUVs(0, _uvs); 41 | _mainTexture = (Texture2D) material.mainTexture ?? Texture2D.whiteTexture; 42 | } 43 | 44 | protected override Tuple GenerateAttributes(Vector3[] triangleVertices, int[] indices, 45 | Bounds voxelLocalBounds, Bounds voxelMeshBounds, float octreeSize, Vector3 octreeCenter) 46 | { 47 | var barycentric = OctreeMath.ToBarycentricCoordinates(voxelMeshBounds.center, triangleVertices[0], 48 | triangleVertices[1], triangleVertices[2]); 49 | var interpolatedUV = barycentric.x * _uvs[indices[0]] + barycentric.y * _uvs[indices[1]] + barycentric.z * _uvs[indices[2]]; 50 | var interpolatedNormal = barycentric.x * _normals[indices[0]] + barycentric.y * _normals[indices[1]] + barycentric.z * _normals[indices[2]]; 51 | interpolatedNormal.Normalize(); 52 | 53 | var color = _mainTexture.GetPixelBilinear(interpolatedUV.x, interpolatedUV.y); 54 | return new Tuple(color, AttributeEncoder.EncodeStandardAttributes(interpolatedNormal)); 55 | } 56 | } 57 | } 58 | 59 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/SVO/MeshToOctree/MeshToOctreeStandard.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f86367b717e425a81a4df8eeca7165b 3 | timeCreated: 1604172902 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Octree.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using System; 20 | using System.Collections.Generic; 21 | using System.Linq; 22 | using UnityEngine; 23 | using Object = UnityEngine.Object; 24 | 25 | namespace SVO 26 | { 27 | public class Octree : IDisposable 28 | { 29 | private static Texture3D tempTex = null; 30 | 31 | public Texture3D Data { get; private set; } 32 | 33 | // These lists are effectively unmanaged memory blocks. This allows for a simple transition from CPU to GPU memory, 34 | // and is much easier for the C# gc to deal with. 35 | private List _data = new List(new[] { 1 << 31 }); 36 | private readonly HashSet _freeStructureMemory = new HashSet(); 37 | private readonly HashSet _freeAttributeMemory = new HashSet(); 38 | private ulong[] _updateCount = new ulong[2048]; 39 | private ulong[] _lastApply = new ulong[2048]; 40 | 41 | private int[] _ptrStack = new int[24]; 42 | private Vector3 _ptrStackPos = Vector3.one; 43 | private int _ptrStackDepth; 44 | 45 | public Octree(Texture3D data) 46 | { 47 | for (int i = 0; i < _lastApply.Length; i++) 48 | _lastApply[i] = ulong.MaxValue; 49 | _ptrStack[0] = 0; 50 | Data = data; 51 | } 52 | 53 | public Octree() 54 | { 55 | _ptrStack[0] = 0; 56 | Data = null; 57 | } 58 | 59 | /// 60 | /// Edits the voxel at some position with depth and attributes data. 61 | /// 62 | /// Position of the voxel, with each component in the range [-.5, .5). 63 | /// Depth of the voxel. A depth of n means a voxel of editDepth pow(2f, -n) 64 | /// Color of the voxel. Transparency is currently ignored, unless an alpha value of 0 is 65 | /// provided, in which case the voxel is simply deleted. 66 | /// Shading data for the voxel. Best for properties like normals. 67 | public void SetVoxel(Vector3 position, int depth, Color color, int[] attributes) 68 | { 69 | SetVoxelNormalized(position + new Vector3(1.5f, 1.5f, 1.5f), depth, color, attributes); 70 | } 71 | 72 | /// 73 | /// Edits the voxel at some position with depth and attributes data. 74 | /// 75 | /// Position of the voxel, with each component in the range [1, 2). 76 | /// Depth of the voxel. A depth of n means a voxel of size pow(2f, -n) 77 | /// Color of the voxel 78 | /// Shading data for the voxel. Best for properties like normals. 79 | private void SetVoxelNormalized(Vector3 position, int depth, Color color, int[] attributes) 80 | { 81 | unsafe int AsInt(float f) => *(int*)&f; 82 | int FirstSetHigh(int i) => (AsInt(i) >> 23) - 127; 83 | 84 | position.x = Mathf.Clamp(position.x, 1f, 1.99999988079f); 85 | position.y = Mathf.Clamp(position.y, 1f, 1.99999988079f); 86 | position.z = Mathf.Clamp(position.z, 1f, 1.99999988079f); 87 | 88 | // Create 'internalAttributes' which is the same as attributes 89 | // but with one extra int at the beggining for color and metadata 90 | int[] internalAttributes = null; 91 | if(color.a != 0f) 92 | { 93 | internalAttributes = new int[attributes.Length + 1]; 94 | internalAttributes[0] |= attributes.Length + 1 << 24; 95 | internalAttributes[0] |= (int)(color.r * 255) << 16; 96 | internalAttributes[0] |= (int)(color.g * 255) << 8; 97 | internalAttributes[0] |= (int)(color.b * 255) << 0; 98 | for (var i = 0; i < attributes.Length; i++) internalAttributes[i + 1] = attributes[i]; 99 | } 100 | 101 | // Attempt to skip initial tree iterations by reusing the position of the last voxel 102 | var differingBits = AsInt(_ptrStackPos.x) ^ AsInt(position.x); 103 | differingBits |= AsInt(_ptrStackPos.y) ^ AsInt(position.y); 104 | differingBits |= AsInt(_ptrStackPos.z) ^ AsInt(position.z); 105 | var firstSet = 23 - FirstSetHigh(differingBits); 106 | var stepDepth = Math.Min(Math.Min(firstSet - 1, _ptrStackDepth), depth); 107 | 108 | var ptr = _ptrStack[stepDepth]; 109 | var type = (_data[ptr] >> 31) & 1; // Type of root node 110 | // Step down one depth until a non-ptr node is hit or the desired depth is reached. 111 | while(type == 0 && stepDepth < depth) 112 | { 113 | // Descend to the next branch 114 | ptr = _data[ptr]; 115 | 116 | // Step to next node 117 | stepDepth++; 118 | var xm = (AsInt(position.x) >> (23 - stepDepth)) & 1; 119 | var ym = (AsInt(position.y) >> (23 - stepDepth)) & 1; 120 | var zm = (AsInt(position.z) >> (23 - stepDepth)) & 1; 121 | var childIndex = (xm << 2) + (ym << 1) + zm; 122 | ptr += childIndex; 123 | _ptrStack[stepDepth] = ptr; 124 | 125 | // Get type of the node 126 | type = (_data[ptr] >> 31) & 1; 127 | } 128 | 129 | // The new voxels position or desired depth has now been reached 130 | // delete old voxel data 131 | var original = _data[ptr]; 132 | int[] originalShadingData; 133 | if (type == 0) 134 | { 135 | FreeBranch(original); 136 | } 137 | if (type == 1 && original != 1 << 31) 138 | { 139 | // Get the attributes data 140 | var attribPtr = original & 0x7FFFFFFF; 141 | var size = (_data[attribPtr] >> 24) & 0xFF; 142 | originalShadingData = new int[size]; 143 | for (var i = 0; i < size; i++) 144 | originalShadingData[i] = _data[attribPtr + i]; 145 | FreeAttributes(attribPtr); 146 | } 147 | else originalShadingData = null; 148 | 149 | while (stepDepth < depth) 150 | { 151 | stepDepth++; 152 | 153 | // Calculate index of next node 154 | var xm = (AsInt(position.x) >> (23 - stepDepth)) & 1; 155 | var ym = (AsInt(position.y) >> (23 - stepDepth)) & 1; 156 | var zm = (AsInt(position.z) >> (23 - stepDepth)) & 1; 157 | var childIndex = (xm << 2) + (ym << 1) + zm; 158 | 159 | // Create another branch to go down another depth 160 | // The last hit voxel MUST be type 1 (Voxel). Otherwise stepDepth == depth. 161 | var defaultData = new int[8]; 162 | for (var i = 0; i < 8; i++) 163 | if (i == childIndex) 164 | defaultData[i] = 1 << 31; // Placeholder 165 | else 166 | defaultData[i] = (1 << 31) | AllocateAttributeData(originalShadingData); 167 | var branchPtr = AllocateBranch(defaultData); 168 | _data[ptr] = branchPtr; 169 | RecordUpdate(ptr); 170 | ptr = branchPtr + childIndex; 171 | _ptrStack[stepDepth] = ptr; 172 | } 173 | _data[ptr] = (1 << 31) | AllocateAttributeData(internalAttributes); 174 | RecordUpdate(ptr); 175 | 176 | _ptrStackDepth = stepDepth; 177 | _ptrStackPos = position; 178 | } 179 | 180 | public void FillTriangle(Vector3[] vertices, int depth, Func> attributeGenerator) 181 | { 182 | void FillRecursively(int currentDepth, Bounds bounds) 183 | { 184 | if (TriBoxOverlap.IsIntersecting(bounds, vertices)) 185 | { 186 | if (depth == currentDepth) 187 | { 188 | var (color, attributes) = attributeGenerator(bounds); 189 | SetVoxel(bounds.min, depth, color, attributes); 190 | } 191 | else for (var i = 0; i < 8; i++) // Call recursively for children. 192 | { 193 | var nextCenter = 0.5f * bounds.extents + bounds.min; 194 | if ((i & 4) > 0) nextCenter.x += bounds.extents.x; 195 | if ((i & 2) > 0) nextCenter.y += bounds.extents.y; 196 | if ((i & 1) > 0) nextCenter.z += bounds.extents.z; 197 | FillRecursively(currentDepth + 1, new Bounds(nextCenter, bounds.extents)); 198 | } 199 | } 200 | } 201 | 202 | FillRecursively(0, new Bounds(Vector3.zero, Vector3.one)); 203 | } 204 | 205 | public bool CastRay( 206 | Ray world_ray, 207 | Transform octreeTransform, 208 | out RayHit hit) 209 | { 210 | hit = new RayHit(); 211 | 212 | unsafe int AsInt(float f) => *(int*)&f; 213 | unsafe float AsFloat(int value) => *(float*)&value; 214 | int FirstSetHigh(int value) => (AsInt(value) >> 23) - 127; 215 | int GetType(int value) => (value >> 31) & 1; 216 | Vector3 VecMul(Vector3 a, Vector3 b) => new Vector3(a.x * b.x, a.y * b.y, a.z * b.z); 217 | Vector3 VecClamp(Vector3 a, float min, float max) => 218 | new Vector3(Mathf.Clamp(a.x, min, max), 219 | Mathf.Clamp(a.y, min, max), 220 | Mathf.Clamp(a.z, min, max)); 221 | 222 | var ray_dir = (Vector3)(octreeTransform.worldToLocalMatrix * new Vector4(world_ray.direction.x, world_ray.direction.y, world_ray.direction.z, 0)); 223 | var ray_origin = (Vector3)(octreeTransform.worldToLocalMatrix * new Vector4(world_ray.origin.x, world_ray.origin.y, world_ray.origin.z, 1)); 224 | // Calculations assume octree voxels are in [1, 2) but object is in [-.5, .5]. This corrects that. 225 | ray_origin += new Vector3(1.5f, 1.5f, 1.5f); 226 | 227 | const int max_depth = 23; 228 | const float epsilon = 0.00000011920928955078125f; 229 | // Mirror coordinate system such that all ray direction components are negative. 230 | int sign_mask = 0; 231 | if(ray_dir.x > 0f) 232 | { 233 | sign_mask ^= 4; 234 | ray_origin.x = 3f - ray_origin.x; 235 | } 236 | if(ray_dir.y > 0f) 237 | { 238 | sign_mask ^= 2; 239 | ray_origin.y = 3f - ray_origin.y; 240 | } 241 | if(ray_dir.z > 0f) 242 | { 243 | sign_mask ^= 1; 244 | ray_origin.z = 3f - ray_origin.z; 245 | } 246 | 247 | ray_dir = -new Vector3(Mathf.Abs(ray_dir.x), Mathf.Abs(ray_dir.y), Mathf.Abs(ray_dir.z)); 248 | var ray_inv_dir = -new Vector3(Mathf.Abs(1 / ray_dir.x), Mathf.Abs(1 / ray_dir.y), Mathf.Abs(1 / ray_dir.z)); 249 | 250 | // Get intersections of octree (if hit) 251 | var root_min_distances = VecMul(Vector3.one * 2f - ray_origin, ray_inv_dir); 252 | var root_max_distances = VecMul(Vector3.one - ray_origin, ray_inv_dir); 253 | var root_tmin = Mathf.Max(Mathf.Max(Mathf.Max(root_min_distances.x, root_min_distances.y), root_min_distances.z), 0); 254 | var root_tmax = Mathf.Min(Mathf.Min(root_max_distances.x, root_max_distances.y), root_max_distances.z); 255 | 256 | if(root_tmax < 0 || root_tmin >= root_tmax) return false; 257 | if(root_tmin == root_min_distances.x) 258 | { 259 | hit.faceNormal = new Vector3(1, 0, 0); 260 | if((sign_mask >> 2) != 0) 261 | hit.faceNormal.x = -hit.faceNormal.x; 262 | } 263 | else if(root_tmin == root_min_distances.y) 264 | { 265 | hit.faceNormal = new Vector3(0, 1, 0); 266 | if((sign_mask >> 1 & 1) != 0) 267 | hit.faceNormal.y = -hit.faceNormal.y; 268 | } 269 | else 270 | { 271 | hit.faceNormal = new Vector3(0, 0, 1); 272 | if((sign_mask & 1) != 0) 273 | hit.faceNormal.z = -hit.faceNormal.z; 274 | } 275 | 276 | Vector3 next_path = VecClamp(ray_origin + ray_dir * root_tmin, 1f, AsFloat(0x3fffffff)); 277 | 278 | var stack = new int[max_depth + 1]; 279 | stack[0] = 0; 280 | var stack_depth = 0; 281 | Vector3 stack_path = new Vector3(1, 1, 1); 282 | 283 | int i = 0; 284 | do 285 | { 286 | i++; 287 | // Get voxel at targetPos 288 | var differing_bits = AsInt(stack_path.x) ^ AsInt(next_path.x); 289 | differing_bits |= AsInt(stack_path.y) ^ AsInt(next_path.y); 290 | differing_bits |= AsInt(stack_path.z) ^ AsInt(next_path.z); 291 | var first_set = 23 - FirstSetHigh(differing_bits); 292 | var depth = Mathf.Min(first_set - 1, stack_depth); 293 | var ptr = stack[depth]; 294 | int data = _data[ptr]; 295 | int type = GetType(data); 296 | while(type == 0) 297 | { 298 | ptr = data; 299 | depth++; 300 | int xm = (AsInt(next_path.x) >> (23 - depth)) & 1; // 1 or 0 for sign of movement in x direction 301 | int ym = (AsInt(next_path.y) >> (23 - depth)) & 1; // 1 or 0 for sign of movement in y direction 302 | int zm = (AsInt(next_path.z) >> (23 - depth)) & 1; // 1 or 0 for sign of movement in z direction 303 | int child_index = (xm << 2) + (ym << 1) + zm; 304 | child_index ^= sign_mask; 305 | ptr += child_index; 306 | stack[depth] = ptr; 307 | data = _data[ptr]; // Follow ptr 308 | type = GetType(data); 309 | } 310 | stack_depth = depth; 311 | stack_path = new Vector3( 312 | AsFloat(AsInt(next_path.x) & ~((1 << 23 - depth) - 1)), 313 | AsFloat(AsInt(next_path.y) & ~((1 << 23 - depth) - 1)), 314 | AsFloat(AsInt(next_path.z) & ~((1 << 23 - depth) - 1)) 315 | ); // Remove unused bits 316 | 317 | // Return hit if voxel is solid 318 | if(type == 1 && data != (1 << 31)) 319 | { 320 | int attributes_head_ptr = data & ~(1 << 31); 321 | 322 | int color_data = _data[attributes_head_ptr]; 323 | hit.attributesPtr = attributes_head_ptr + 1; 324 | hit.color = new Vector4((color_data >> 16 & 0xFF) / 255f, (color_data >> 8 & 0xFF) / 255f, (color_data & 0xFF) / 255f, (color_data >> 24 & 0xFF) / 255f); 325 | 326 | // Undo coordinate mirroring in next_path 327 | Vector3 mirrored_path = next_path; 328 | hit.voxelObjSize = AsFloat((0b01111111 - depth) << 23); // exp2(-depth) 329 | if(sign_mask >> 2 != 0) 330 | { 331 | hit.faceNormal.x = -hit.faceNormal.x; 332 | mirrored_path.x = 3f - next_path.x; 333 | } 334 | if((sign_mask >> 1 & 1) != 0) 335 | { 336 | hit.faceNormal.y = -hit.faceNormal.y; 337 | mirrored_path.y = 3f - next_path.y; 338 | } 339 | if((sign_mask & 1) != 0) 340 | { 341 | hit.faceNormal.z = -hit.faceNormal.z; 342 | mirrored_path.z = 3f - next_path.z; 343 | } 344 | hit.voxelObjPos -= Vector3.one * 1.5f; 345 | hit.objPos = mirrored_path - Vector3.one * 1.5f; 346 | hit.voxelObjPos = new Vector3( 347 | AsFloat(AsInt(mirrored_path.x) & ~((1 << 23 - depth) - 1)) - 1.5f, 348 | AsFloat(AsInt(mirrored_path.y) & ~((1 << 23 - depth) - 1)) - 1.5f, 349 | AsFloat(AsInt(mirrored_path.z) & ~((1 << 23 - depth) - 1)) - 1.5f 350 | ); 351 | hit.worldPos = octreeTransform.localToWorldMatrix * new Vector4(hit.objPos.x, hit.objPos.y, hit.objPos.z, 1f); 352 | 353 | return true; 354 | } 355 | 356 | // Step to the next voxel by moving along the normal on the far side of the voxel that was hit. 357 | var t_max = VecMul((stack_path - ray_origin), ray_inv_dir); 358 | var min_t_max = Mathf.Min(Mathf.Min(t_max.x, t_max.y), t_max.z); 359 | var cmax = new Vector3( 360 | AsFloat(AsInt(stack_path.x) + (1 << 23 - depth) - 1), 361 | AsFloat(AsInt(stack_path.y) + (1 << 23 - depth) - 1), 362 | AsFloat(AsInt(stack_path.z) + (1 << 23 - depth) - 1) 363 | ); 364 | next_path = new Vector3( 365 | Mathf.Clamp(ray_origin.x + ray_dir.x * min_t_max, stack_path.x, cmax.x), 366 | Mathf.Clamp(ray_origin.y + ray_dir.y * min_t_max, stack_path.y, cmax.y), 367 | Mathf.Clamp(ray_origin.z + ray_dir.z * min_t_max, stack_path.z, cmax.z) 368 | ); 369 | 370 | if(t_max.x == min_t_max) 371 | { 372 | hit.faceNormal = new Vector3(1, 0, 0); 373 | next_path.x = stack_path.x - epsilon; 374 | } 375 | else if(t_max.y == min_t_max) 376 | { 377 | hit.faceNormal = new Vector3(0, 1, 0); 378 | next_path.y = stack_path.y - epsilon; 379 | } 380 | else 381 | { 382 | hit.faceNormal = new Vector3(0, 0, 1); 383 | next_path.z = stack_path.z - epsilon; 384 | } 385 | } 386 | while((AsInt(next_path.x) & 0xFF800000) == 0x3f800000 && 387 | (AsInt(next_path.y) & 0xFF800000) == 0x3f800000 && 388 | (AsInt(next_path.z) & 0xFF800000) == 0x3f800000 && 389 | i <= 250); // Same as 1 <= next_path < 2 && i <= 250 390 | 391 | return false; 392 | } 393 | 394 | private void FreeBranch(int ptr) 395 | { 396 | _freeStructureMemory.Add(ptr); 397 | for (var i = 0; i < 8; i++) 398 | { 399 | var optr = ptr + i; 400 | var type = (_data[optr] >> 31) & 1; 401 | if(type == 0) 402 | FreeBranch(_data[optr]); 403 | else if(_data[optr] != 1 << 31) 404 | FreeAttributes(_data[optr] & 0x7FFFFFFF); 405 | } 406 | } 407 | 408 | private void FreeAttributes(int ptr) 409 | { 410 | _freeAttributeMemory.Add(ptr); 411 | } 412 | 413 | private int AllocateBranch(IReadOnlyList ptrs) 414 | { 415 | int ptr; 416 | if (_freeStructureMemory.Count == 0) 417 | { 418 | ptr = _data.Count; 419 | _data.AddRange(ptrs); 420 | } 421 | else 422 | { 423 | ptr = _freeStructureMemory.Last(); 424 | for (var i = 0; i < ptrs.Count; i++) 425 | _data[i + ptr] = ptrs[i]; 426 | _freeStructureMemory.Remove(ptr); 427 | } 428 | // Only need to record update twice because branch can only be in 2 slices at most 429 | RecordUpdate(ptr); 430 | RecordUpdate(ptr + 7); 431 | return ptr; 432 | } 433 | 434 | private int AllocateAttributeData(IReadOnlyList attributes) 435 | { 436 | if (attributes == null) return 0; 437 | var index = 0; 438 | foreach (var ptr in _freeAttributeMemory) 439 | { 440 | var size = (uint)_data[ptr] >> 24; 441 | if (size != attributes.Count) 442 | { 443 | index++; 444 | continue; 445 | } 446 | 447 | for (var i = 0; i < attributes.Count; i++) 448 | { 449 | _data[ptr + i] = attributes[i]; 450 | } 451 | if (attributes.Count > 256 * 256) throw new ArgumentException("Too many attributes. Max number is 65536 per voxel."); 452 | // Assume attributes.Count is less than the size of one slice. 453 | RecordUpdate(ptr); 454 | RecordUpdate(ptr + attributes.Count - 1); 455 | _freeAttributeMemory.Remove(ptr); 456 | return ptr; 457 | } 458 | 459 | var endPtr = _data.Count; 460 | _data.AddRange(attributes); 461 | RecordUpdate(endPtr); 462 | RecordUpdate(endPtr + attributes.Count - 1); 463 | return endPtr; 464 | } 465 | 466 | /// 467 | /// Creates a texture to contain this octree. 468 | /// 469 | /// Attempt to reuse the previous texture. This can be faster, but the old texture will no longer be usable. 470 | /// A new texture containing the updated Octree. 471 | public Texture3D Apply(bool tryReuseOldTexture=true) 472 | { 473 | if (tempTex is null) 474 | tempTex = new Texture3D(256, 256, 1, TextureFormat.RFloat, false); 475 | 476 | var depth = Mathf.NextPowerOfTwo(Mathf.CeilToInt((float) _data.Count / 256 / 256)); 477 | if (Data is null || depth != Data.depth || !tryReuseOldTexture) 478 | { 479 | Object.Destroy(Data); 480 | Data = new Texture3D(256, 256, depth, TextureFormat.RFloat, false); 481 | for (int i = 0; i < _lastApply.Length; i++) 482 | _lastApply[i] = ulong.MaxValue; 483 | } 484 | 485 | uint updated = 0; 486 | for (var i = 0; i < depth; i++) 487 | { 488 | if (_lastApply[i] == _updateCount[i]) 489 | continue; 490 | 491 | updated++; 492 | _lastApply[i] = _updateCount[i]; 493 | 494 | var minIndex = i * 256 * 256; 495 | var maxIndex = (i + 1) * 256 * 256; 496 | if (minIndex > _data.Count) minIndex = _data.Count; 497 | if (maxIndex > _data.Count) maxIndex = _data.Count; 498 | 499 | if (minIndex >= maxIndex) break; 500 | var block = new int[256 * 256]; 501 | _data.CopyTo(minIndex, block, 0, maxIndex - minIndex); 502 | tempTex.SetPixelData(block, 0); 503 | tempTex.Apply(); 504 | Graphics.CopyTexture(tempTex, 0, 0, 0, 0, 256, 256, Data, i, 0, 0, 0); 505 | 506 | } 507 | 508 | if (updated != 0) 509 | { 510 | Data.IncrementUpdateCount(); 511 | } 512 | return Data; 513 | } 514 | 515 | /// 516 | /// Rebuilds the internal structure of the octree. This makes the octree memory continuous, lowering memory 517 | /// overhead and potentially increasing performance. 518 | /// 519 | /// For smaller octrees it runs almost instantly but can take several seconds for more detailed octrees. 520 | /// 521 | public void Rebuild() 522 | { 523 | var capacity = Mathf.NextPowerOfTwo(_data.Count - _freeStructureMemory.Count * 8 - _freeAttributeMemory.Count); 524 | var optimizedData = new List(capacity); 525 | 526 | void RebuildBranch(int referenceBranchPtr) 527 | { 528 | var start = optimizedData.Count; 529 | optimizedData.AddRange(new int[8]); 530 | for (var i = 0; i < 8; i++) 531 | { 532 | if (_data[referenceBranchPtr + i] == 1 << 31) 533 | { 534 | optimizedData[start + i] = 1 << 31; 535 | } 536 | else if ((_data[referenceBranchPtr + i] >> 31 & 1) == 1) 537 | { 538 | optimizedData[start + i] = 1 << 31 | optimizedData.Count; 539 | var attribPtr = _data[referenceBranchPtr + i] & 0x7FFFFFFF; 540 | var c = (_data[attribPtr] >> 24) & 0xFF; 541 | for(var j = 0; j < c; j++) 542 | optimizedData.Add(_data[attribPtr + j]); 543 | } 544 | else 545 | { 546 | optimizedData[start + i] = optimizedData.Count; 547 | RebuildBranch(_data[referenceBranchPtr + i]); 548 | } 549 | } 550 | } 551 | 552 | if (_data[0] == 1 << 31) 553 | { 554 | optimizedData.Add(1 << 31); 555 | } 556 | else if ((_data[0] >> 31 & 1) == 1) 557 | { 558 | optimizedData.Add(1 << 31 | (optimizedData.Count + 1)); 559 | var attribPtr = _data[0] & 0x7FFFFFFF; 560 | var c = (_data[attribPtr] >> 24) & 0xFF; 561 | for(var j = 0; j < c; j++) 562 | optimizedData.Add(_data[attribPtr + j]); 563 | } 564 | else 565 | { 566 | optimizedData.Add(optimizedData.Count + 1); 567 | RebuildBranch(_data[0]); 568 | } 569 | 570 | _data = optimizedData; 571 | _ptrStackDepth = 0; 572 | _ptrStackPos = Vector3.one; 573 | _ptrStack = new int[24]; 574 | _freeAttributeMemory.Clear(); 575 | _freeStructureMemory.Clear(); 576 | _lastApply = new ulong[2048]; 577 | for (var i = 0; i < _lastApply.Length; i++) 578 | _lastApply[i] = ulong.MaxValue; 579 | } 580 | 581 | private void RecordUpdate(int idx) 582 | { 583 | _updateCount[idx >> 16]++; 584 | } 585 | 586 | public void Dispose() 587 | { 588 | Object.Destroy(Data); 589 | } 590 | } 591 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Octree.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 08ab78164bfc45c6b33c8e2fb412a0f2 3 | timeCreated: 1598449629 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/RayHit.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using UnityEngine; 20 | 21 | namespace SVO 22 | { 23 | public struct RayHit 24 | { 25 | public Color color; 26 | public Vector3 voxelObjPos; 27 | public float voxelObjSize; 28 | public Vector3 objPos; 29 | public Vector3 worldPos; 30 | public int attributesPtr; 31 | public Vector3 faceNormal; 32 | } 33 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/RayHit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4be5e994ef994ccf97de3fd389ab6f78 3 | timeCreated: 1599173624 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b2ff9f679754a7b98cd4e583d6476f9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/GeometryRayCast.hlsl: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | #define POINTER_TYPE 0 20 | #define VOXEL_TYPE 1 21 | 22 | #define GET_TYPE(structure_data) (structure_data >> 31 & 1) 23 | #define GET_ATTRIBUTES_HEAD_PTR(structure_data) (structure_data & 0x7FFFFFFF) 24 | #define IS_EMPTY_VOXEL(structure_data) (structure_data == (1 << 31)) 25 | 26 | #include "Util.hlsl" 27 | 28 | int sample_data(Texture3D tex, uint idx) 29 | { 30 | uint z = idx >> 16; 31 | uint y = idx >> 8 & 0xFF; 32 | uint x = idx & 0xFF; 33 | return tex[uint3(x, y, z)]; 34 | } 35 | 36 | /* Casts a ray into an octree. 37 | * If a voxel is hit, will return true and output variables will be set. 38 | * otherwise, false will be returned and output variables will be undefined. 39 | * 40 | * All inputs and outputs are in object space. 41 | * 42 | * Note: ray.direction does not have to be normalized. 43 | */ 44 | bool cast_ray(ray ray, 45 | Texture3D volume, 46 | out float4 color, 47 | out float3 hit_voxel_pos, 48 | out float hit_voxel_size, 49 | out float3 hit_pos, 50 | out int attributes_ptr, 51 | out float3 face_normal, 52 | out int loops) 53 | { 54 | // Calculations assume octree is in [1, 2) but object is in [-.5, .5]. This corrects that. 55 | ray.origin += 1.5; 56 | 57 | static const int max_depth = 23; 58 | static const float epsilon = exp2(-max_depth); 59 | 60 | // Mirror coordinate system such that all ray direction components are negative. 61 | int sign_mask = 0; 62 | if(ray.dir.x > 0.f) sign_mask ^= 4, ray.origin.x = 3.f - ray.origin.x; 63 | if(ray.dir.y > 0.f) sign_mask ^= 2, ray.origin.y = 3.f - ray.origin.y; 64 | if(ray.dir.z > 0.f) sign_mask ^= 1, ray.origin.z = 3.f - ray.origin.z; 65 | 66 | ray.dir = -abs(ray.dir); 67 | ray.inv_dir = -abs(1 / ray.dir); 68 | 69 | // Get intersections of octree. Near distance >= far distance when not hit. 70 | const float3 root_near_plane_distances = (2.f - ray.origin) * ray.inv_dir; 71 | const float root_near_distance = max(max(max(root_near_plane_distances.x, root_near_plane_distances.y), root_near_plane_distances.z), 0); 72 | 73 | // We can assume the octree is hit, because otherwise the fragment shader would never be called. 74 | // const float3 root_far_plane_distances = (1.f - ray.origin) * ray.inv_dir; 75 | // const float root_far_distance = min(min(root_far_plane_distances.x, root_far_plane_distances.y), root_far_plane_distances.z); 76 | // if(root_far_distance < 0 || root_near_distance >= root_far_distance) return false; 77 | 78 | // Get the face of the octree we initially move through 79 | // TODO: Figure out why the sign mask has to be checked here, should be done once a voxel is hit, 80 | // but that only seems to work on voxel with depth > 0 81 | if(root_near_distance == root_near_plane_distances.x) 82 | { 83 | face_normal = float3(1, 0, 0); 84 | if(sign_mask >> 2 != 0) 85 | face_normal.x = -face_normal.x; 86 | } 87 | else if(root_near_distance == root_near_plane_distances.y) 88 | { 89 | face_normal = float3(0, 1, 0); 90 | if(sign_mask >> 1 & 1 != 0) 91 | face_normal.y = -face_normal.y; 92 | } 93 | else 94 | { 95 | face_normal = float3(0, 0, 1); 96 | if(sign_mask & 1 != 0) 97 | face_normal.z = -face_normal.z; 98 | } 99 | 100 | // Path of next voxel to move to 101 | float3 next_path = clamp(ray.origin + ray.dir * root_near_distance, 1.f, asfloat(0x3fffffff)); 102 | 103 | int stack[max_depth + 1]; 104 | stack[0] = 0; 105 | int stack_depth = 0; 106 | float3 stack_path = float3(1, 1, 1); 107 | loops = 0; 108 | do 109 | { 110 | loops++; 111 | 112 | // Recall deepest shared branch 113 | int differing_bits = asint(stack_path.x) ^ asint(next_path.x); 114 | differing_bits |= asint(stack_path.y) ^ asint(next_path.y); 115 | differing_bits |= asint(stack_path.z) ^ asint(next_path.z); 116 | const int first_set = 23 - firstbithigh(differing_bits); 117 | int depth = min(first_set - 1, stack_depth); 118 | int ptr = stack[depth]; 119 | 120 | // Step down to next voxel 121 | int data = sample_data(volume, ptr); 122 | int type = GET_TYPE(data); 123 | while(type == POINTER_TYPE) 124 | { 125 | ptr = data; 126 | depth++; 127 | const int xm = (asint(next_path.x) >> 23 - depth) & 1; // 1 or 0 for sign of movement in x direction 128 | const int ym = (asint(next_path.y) >> 23 - depth) & 1; // 1 or 0 for sign of movement in y direction 129 | const int zm = (asint(next_path.z) >> 23 - depth) & 1; // 1 or 0 for sign of movement in z direction 130 | int child_index = (xm << 2) + (ym << 1) + zm; 131 | child_index ^= sign_mask; 132 | ptr += child_index; 133 | stack[depth] = ptr; 134 | data = sample_data(volume, ptr); // Follow ptr 135 | type = GET_TYPE(data); 136 | } 137 | stack_depth = depth; 138 | stack_path = asfloat(asint(next_path) & ~((1 << 23 - depth) - 1)); // Remove unused bits 139 | 140 | // Return hit if voxel is solid 141 | if(type == VOXEL_TYPE && !IS_EMPTY_VOXEL(data)) 142 | { 143 | const int attributes_head_ptr = GET_ATTRIBUTES_HEAD_PTR(data); 144 | 145 | const int color_data = sample_data(volume, attributes_head_ptr); 146 | attributes_ptr = attributes_head_ptr + 1; 147 | color = float4((color_data >> 16 & 0xFF) / 255.f, (color_data >> 8 & 0xFF) / 255.f, (color_data & 0xFF) / 255.f, (color_data >> 24 & 0xFF) / 255.f); 148 | 149 | // Undo coordinate mirroring 150 | float3 mirrored_path = next_path; 151 | hit_voxel_size = exp2(-depth); 152 | if(sign_mask >> 2 != 0) 153 | { 154 | face_normal.x = -face_normal.x; 155 | mirrored_path.x = 3.f - next_path.x; 156 | } 157 | if(sign_mask >> 1 & 1 != 0) 158 | { 159 | face_normal.y = -face_normal.y; 160 | mirrored_path.y = 3.f - next_path.y; 161 | } 162 | if(sign_mask & 1 != 0) 163 | { 164 | face_normal.z = -face_normal.z; 165 | mirrored_path.z = 3.f - next_path.z; 166 | } 167 | hit_pos = mirrored_path - 1.5f; 168 | hit_voxel_pos = asfloat(asint(mirrored_path) & ~((1 << 23 - depth) - 1)) - 1.5f; 169 | 170 | return true; 171 | } 172 | 173 | // Step to the next voxel by moving along the normal on the far side of the voxel that was hit. 174 | const float3 t_max = (stack_path - ray.origin) * ray.inv_dir; 175 | const float min_t_max = min(t_max); 176 | next_path = clamp(ray.origin + ray.dir * min_t_max, stack_path, asfloat(asint(stack_path) + (1 << 23 - depth) - 1)); 177 | 178 | // Update next path to adjacent voxel and set face normal 179 | if(t_max.x == min_t_max) 180 | { 181 | face_normal = float3(1, 0, 0); 182 | next_path.x = stack_path.x - epsilon; 183 | } 184 | else if(t_max.y == min_t_max) 185 | { 186 | face_normal = float3(0, 1, 0); 187 | next_path.y = stack_path.y - epsilon; 188 | } 189 | else 190 | { 191 | face_normal = float3(0, 0, 1); 192 | next_path.z = stack_path.z - epsilon; 193 | } 194 | } 195 | while(all(next_path >= 1 && next_path < 2) && 196 | loops <= 1000); 197 | 198 | return false; 199 | } 200 | 201 | float3 decode_normal(int encoded_normal) 202 | { 203 | const int sign_bit = encoded_normal >> 22 & 1; 204 | const int axis = encoded_normal >> 20 & 3; 205 | const int comp2 = encoded_normal >> 10 & 0x3FF; 206 | const int comp1 = encoded_normal & 0x3FF; 207 | 208 | float3 normal = float3(0, 0, 0); 209 | switch(axis) 210 | { 211 | case 0: 212 | normal.x = sign_bit * 2.f - 1; 213 | normal.y = comp2 / 1023.f * 2.f - 1; 214 | normal.z = comp1 / 1023.f * 2.f - 1; 215 | break; 216 | case 1: 217 | normal.x = comp2 / 1023.f * 2.f - 1; 218 | normal.y = sign_bit * 2.f - 1; 219 | normal.z = comp1 / 1023.f * 2.f - 1; 220 | break; 221 | case 2: 222 | normal.x = comp2 / 1023.f * 2.f - 1; 223 | normal.y = comp1 / 1023.f * 2.f - 1; 224 | normal.z = sign_bit * 2.f - 1; 225 | break; 226 | default: break; // normal has invalid axis 227 | } 228 | normal = normalize(normal); 229 | return normal; 230 | } 231 | -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/GeometryRayCast.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc700630ae5a419c82dda797903e0078 3 | timeCreated: 1598029946 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/OctreeBase.shader: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | Shader "Octree/OctreeBase" 20 | { 21 | Properties 22 | { 23 | _Shininess ("Shininess", Range(0, 1))=1 24 | [MainTexture] [NoScaleOffset] _Volume ("OctreeVolume", 3D) = "" {} 25 | } 26 | SubShader 27 | { 28 | Tags { "Queue"="AlphaTest" } 29 | 30 | Cull Front 31 | 32 | Pass 33 | { 34 | Tags { 35 | "RenderType"="AlphaTest" 36 | } 37 | 38 | ZWrite On 39 | 40 | HLSLPROGRAM 41 | 42 | #include "UnityCG.cginc" 43 | #include "GeometryRayCast.hlsl" 44 | #include "AutoLight.cginc" 45 | 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | 49 | uniform Texture2D hit_pos; 50 | 51 | float _Shininess; 52 | Texture3D _Volume; 53 | sampler2D _CameraDepthTexture; 54 | 55 | struct v2f 56 | { 57 | float4 pos : SV_POSITION; 58 | float3 world_pos : TEXCOORD0; 59 | float4 screen_pos : TEXCOORD1; 60 | float3 ray_origin : TEXCOORD2; 61 | float3 ray_direction : TEXCOORD3; 62 | }; 63 | 64 | struct frag_out 65 | { 66 | half4 color : SV_Target0; 67 | float depth : SV_Depth; 68 | }; 69 | 70 | v2f vert(appdata_base v) 71 | { 72 | v2f o; 73 | o.world_pos = mul(unity_ObjectToWorld, v.vertex).xyz; 74 | o.pos = mul(unity_MatrixVP, float4(o.world_pos, 1)); 75 | o.screen_pos = ComputeScreenPos(o.pos); 76 | if(UNITY_MATRIX_P[3][3] == 1.f) 77 | { 78 | const float3 cam_dir = unity_CameraToWorld._m02_m12_m22; 79 | const float3 obj_scale = unity_ObjectToWorld._m00_m11_m22; 80 | o.ray_direction = mul(unity_WorldToObject, float4(cam_dir, 0)); 81 | o.ray_origin = v.vertex - o.ray_direction * 2 * max(obj_scale); 82 | } 83 | else 84 | { 85 | o.ray_origin = mul(unity_WorldToObject, _WorldSpaceCameraPos); 86 | o.ray_direction = v.vertex - o.ray_origin; 87 | } 88 | 89 | return o; 90 | } 91 | 92 | frag_out frag(v2f i) 93 | { 94 | frag_out o; 95 | 96 | int x, y, z; 97 | _Volume.GetDimensions(x, y, z); 98 | if(x != 256 || y != 256) 99 | { 100 | // Invalid volume 101 | clip(-1); 102 | return o; 103 | } 104 | 105 | //const float2 frag_pos = i.screen_pos.xy / i.screen_pos.w; 106 | //float real_depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, frag_pos); 107 | //real_depth = Linear01Depth(real_depth) * (_ProjectionParams.z - _ProjectionParams.y) + _ProjectionParams.y; 108 | 109 | ray ray; 110 | ray.dir = i.ray_direction; 111 | ray.origin = i.ray_origin; 112 | // Not necessary. Will be overriden during raycast anyways. 113 | // ray.inv_dir = 1 / ray.dir 114 | 115 | float4 color; 116 | float3 voxel_obj_pos; 117 | float voxel_size; 118 | float3 hit_obj_pos; 119 | int attributes_ptr; 120 | float3 face_normal; 121 | int loops; 122 | if(cast_ray(ray, _Volume, color, voxel_obj_pos, voxel_size, 123 | hit_obj_pos, attributes_ptr, face_normal, loops)) 124 | { 125 | // BEGIN LIGHTING CODE 126 | const float3 hit_world_pos = mul(unity_ObjectToWorld, hit_obj_pos); 127 | float3 normal = face_normal; 128 | normal = UnityObjectToWorldNormal(normal); 129 | const half light0_strength = max(0.25, dot(normal, _WorldSpaceLightPos0.xyz)); 130 | 131 | const float3 world_view_dir = normalize(UnityWorldSpaceViewDir(hit_world_pos)); 132 | const float3 world_refl = reflect(-world_view_dir, normal); 133 | const half3 spec = float3(1.f, 1.f, 1.f) * _Shininess * pow(max(0, dot(world_refl, _WorldSpaceLightPos0.xyz)), 32); 134 | 135 | o.color = color * light0_strength; 136 | o.color.rgb += ShadeSH3Order(half4(normal, 1)); 137 | o.color.rgb += spec; 138 | // END LIGHTING CODE 139 | 140 | const float4 clip_pos = UnityWorldToClipPos(hit_world_pos); 141 | o.depth = clip_pos.z / clip_pos.w; 142 | #if defined(SHADER_API_GLCORE) || defined(SHADER_API_OPENGL) || \ 143 | defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) 144 | o.depth = (o.depth + 1.0) * 0.5; 145 | #endif 146 | 147 | return o; 148 | } 149 | clip(-1.f); 150 | return o; 151 | } 152 | 153 | 154 | ENDHLSL 155 | } 156 | 157 | Pass 158 | { 159 | Tags { 160 | "LightMode" = "ShadowCaster" 161 | } 162 | CGPROGRAM 163 | 164 | #include "AutoLight.cginc" 165 | #include "UnityCG.cginc" 166 | #include "GeometryRayCast.hlsl" 167 | 168 | float _Shininess; 169 | Texture3D _Volume; 170 | sampler2D _CameraDepthTexture; 171 | 172 | struct appdata 173 | { 174 | float4 vertex : POSITION; 175 | float3 normal : NORMAL; 176 | float2 uv : TEXCOORD0; 177 | }; 178 | 179 | struct v2f 180 | { 181 | V2F_SHADOW_CASTER; 182 | float3 world_pos : TEXCOORD0; 183 | float4 screen_pos : TEXCOORD1; 184 | float3 ray_origin : TEXCOORD2; 185 | float3 ray_direction : TEXCOORD3; 186 | }; 187 | 188 | v2f Vert(appdata v) 189 | { 190 | v2f o; 191 | o.world_pos = mul(unity_ObjectToWorld, v.vertex).xyz; 192 | 193 | o.pos = UnityObjectToClipPos(v.vertex); 194 | #ifdef DISABLE_VIEW_CULLING 195 | o.pos.z = 1; 196 | #endif 197 | 198 | o.screen_pos = ComputeScreenPos(o.pos); 199 | if(UNITY_MATRIX_P[3][3] == 1.f) 200 | { 201 | const float3 cam_dir = unity_CameraToWorld._m02_m12_m22; 202 | const float3 obj_scale = unity_ObjectToWorld._m00_m11_m22; 203 | o.ray_direction = mul(unity_WorldToObject, float4(cam_dir, 0)); 204 | o.ray_origin = v.vertex - o.ray_direction * 2 * max(obj_scale); 205 | } 206 | else 207 | { 208 | o.ray_origin = mul(unity_WorldToObject, _WorldSpaceCameraPos); 209 | o.ray_direction = v.vertex - o.ray_origin; 210 | } 211 | 212 | return o; 213 | } 214 | 215 | float4 Frag(v2f i) : SV_Target 216 | { 217 | ray r; 218 | r.dir = i.ray_direction; 219 | r.origin = i.ray_origin; 220 | 221 | float4 color; 222 | float3 voxel_obj_pos; 223 | float voxel_size; 224 | float3 hit_obj_pos; 225 | int attributes_ptr; 226 | float3 face_normal; 227 | int loops; 228 | if(cast_ray(r, _Volume, color, voxel_obj_pos, voxel_size, 229 | hit_obj_pos, attributes_ptr, face_normal, loops)) 230 | discard; 231 | SHADOW_CASTER_FRAGMENT(i); 232 | } 233 | 234 | ENDCG 235 | } 236 | } 237 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/OctreeBase.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d83b7f417db45379038f53f5ab515b0 3 | timeCreated: 1625534915 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/Util.hlsl: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | struct aabb 20 | { 21 | float3 center; 22 | float radius; 23 | float inv_radius; 24 | }; 25 | 26 | struct ray 27 | { 28 | float3 origin; 29 | float3 dir; 30 | float3 inv_dir; 31 | }; 32 | 33 | float max(float3 v) 34 | { 35 | return max(max(v.x, v.y), v.z); 36 | } 37 | 38 | float min(float3 v) 39 | { 40 | return min(min(v.x, v.y), v.z); 41 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Shaders/Util.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5afa62c79f654cc39bdb109b2157d127 3 | timeCreated: 1614736891 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/ShadowRenderer.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using System.Collections.Generic; 20 | using UnityEngine; 21 | using UnityEngine.Rendering; 22 | using UnityEngine.Rendering.Universal; 23 | 24 | namespace SVO 25 | { 26 | public class OctreeRendererFeature : ScriptableRendererFeature 27 | { 28 | private class OctreeRenderPass : ScriptableRenderPass 29 | { 30 | /// 31 | /// Prepare for execution. Called before render pass executes. 32 | /// 33 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } 34 | 35 | /// 36 | /// Executes the render pass. 37 | /// 38 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 39 | { 40 | var cmd = CommandBufferPool.Get(); 41 | var volumeId = Shader.PropertyToID("OctreeVolume"); 42 | 43 | foreach (var renderer in FindObjectsOfType()) 44 | { 45 | if (renderer.shadowCastingMode == ShadowCastingMode.Off) 46 | continue; 47 | 48 | foreach (var material in renderer.materials) 49 | { 50 | var v = material.GetTexture(volumeId) as Texture3D; 51 | if (v == null) continue; 52 | } 53 | } 54 | 55 | // execution 56 | context.ExecuteCommandBuffer(cmd); 57 | CommandBufferPool.Release(cmd); 58 | } 59 | 60 | /// 61 | /// Cleanup any allocated resources that were created during the execution of this render pass. 62 | /// 63 | public override void FrameCleanup(CommandBuffer cmd) { } 64 | } 65 | 66 | private OctreeRenderPass _renderPass; 67 | 68 | public override void Create() 69 | { 70 | _renderPass = new OctreeRenderPass 71 | { 72 | renderPassEvent = RenderPassEvent.AfterRenderingOpaques 73 | }; 74 | } 75 | 76 | /// 77 | /// Inject render pass into camera. Called once per camera. 78 | /// 79 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 80 | { 81 | renderingData.cameraData.requiresDepthTexture = true; 82 | renderer.EnqueuePass(_renderPass); 83 | } 84 | } 85 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/ShadowRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09505b1cedd04941a3ae504dee692619 3 | timeCreated: 1625695148 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/TriBoxOverlap.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using UnityEngine; 20 | 21 | namespace SVO 22 | { 23 | public static class TriBoxOverlap 24 | { 25 | /// 26 | /// Performs an intersection test between a triangle and a box. 27 | /// 28 | /// Code was initially retrieved from and ported to use unity classes. 29 | /// https://stackoverflow.com/questions/17458562/efficient-aabb-triangle-intersection-in-c-sharp 30 | /// 31 | /// Method from 32 | /// Tomas Akenine-Moller. (2001, March). Fast 3D Triangle-Box Overlap Testing. 33 | /// Retrieved from https://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/code/tribox_tam.pdf 34 | /// 35 | /// 36 | /// 37 | /// 38 | public static bool IsIntersecting(Bounds box, Vector3[] triangle) 39 | { 40 | float triangleMin, triangleMax; 41 | 42 | // Test the box normals (x, y and z axes) 43 | var boxNormals = new[] { 44 | new Vector3(1,0,0), 45 | new Vector3(0,1,0), 46 | new Vector3(0,0,1) 47 | }; 48 | for (int i = 0; i < 3; i++) 49 | { 50 | Project(triangle, boxNormals[i], out triangleMin, out triangleMax); 51 | if (triangleMax < box.min[i] || triangleMin > box.max[i]) 52 | return false; // No intersection possible. 53 | } 54 | 55 | // Test the triangle normal 56 | var boxVertices = new Vector3[8]; 57 | for(var i = 0; i < 8; i++) 58 | boxVertices[i] = box.min; 59 | for (var i = 0; i < 8; i++) 60 | { 61 | if ((i & 4) > 0) boxVertices[i].x += box.size.x; 62 | if ((i & 2) > 0) boxVertices[i].y += box.size.y; 63 | if ((i & 1) > 0) boxVertices[i].z += box.size.z; 64 | } 65 | var triangleNorm = Vector3.Cross(triangle[0] - triangle[1], triangle[2] - triangle[1]); 66 | float triangleOffset = Vector3.Dot(triangleNorm, triangle[0]); 67 | Project(boxVertices, triangleNorm, out var boxMin, out var boxMax); 68 | if (boxMax < triangleOffset || boxMin > triangleOffset) 69 | return false; // No intersection possible. 70 | 71 | // Test the nine edge cross-products 72 | Vector3[] triangleEdges = { 73 | triangle[0] - triangle[1], 74 | triangle[1] - triangle[2], 75 | triangle[2] - triangle[0] 76 | }; 77 | for (var i = 0; i < 3; i++) 78 | { 79 | for (var j = 0; j < 3; j++) 80 | { 81 | // The box normals are the same as it's edge tangents 82 | var axis = Vector3.Cross(triangleEdges[i], boxNormals[j]); 83 | Project(boxVertices, axis, out boxMin, out boxMax); 84 | Project(triangle, axis, out triangleMin, out triangleMax); 85 | if (boxMax < triangleMin || boxMin > triangleMax) 86 | return false; // No intersection possible 87 | } 88 | } 89 | 90 | // No separating axis found. 91 | return true; 92 | } 93 | 94 | private static void Project(Vector3[] points, Vector3 axis, out float min, out float max) 95 | { 96 | min = float.PositiveInfinity; 97 | max = float.NegativeInfinity; 98 | foreach (var p in points) 99 | { 100 | var val = Vector3.Dot(axis, p); 101 | if (val < min) min = val; 102 | if (val > max) max = val; 103 | } 104 | } 105 | } 106 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/TriBoxOverlap.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80791628eb1745d0b688cae6ab8eec64 3 | timeCreated: 1598728531 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0a543010b5f47b0b1bea8a6c820b5b8 3 | timeCreated: 1604361239 -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Utils/OctreeMath.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity Sparse Voxel Octrees 3 | * Copyright (C) 2021 Alexander Goslin 4 | * 5 | * This program is free software: you can redistribute it and/or modify 6 | * it under the terms of the GNU General Public License as published by 7 | * the Free Software Foundation, either version 3 of the License, or 8 | * (at your option) any later version. 9 | * 10 | * This program is distributed in the hope that it will be useful, 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | * GNU General Public License for more details. 14 | * 15 | * You should have received a copy of the GNU General Public License 16 | * along with this program. If not, see . 17 | */ 18 | 19 | using System; 20 | using UnityEngine; 21 | 22 | namespace SVO 23 | { 24 | public static class OctreeMath 25 | { 26 | public static Vector3 ToBarycentricCoordinates(Vector3 point, Vector3 p1, Vector3 p2, Vector3 p3) 27 | { 28 | var norm = Vector3.Cross(p2 - p1, p3 - p1); 29 | var pointProj = point - (Vector3.Dot(point - p1, norm) / norm.sqrMagnitude * norm); 30 | 31 | 32 | var a1 = CalculateTriangleArea(pointProj, p2, p3); 33 | var a2 = CalculateTriangleArea(p1, pointProj, p3); 34 | var a3 = CalculateTriangleArea(p1, p2, pointProj); 35 | return new Vector3(a1, a2, a3) / (a1 + a2 + a3); 36 | } 37 | 38 | public static float CalculateTriangleArea(Vector3 p1, Vector3 p2, Vector3 p3) 39 | { 40 | return Vector3.Cross(p2 - p1, p3 - p1).magnitude / 2; 41 | } 42 | 43 | public static float EstimateDerivative(float x, float dx, Func f) 44 | => (f(x + dx) - f(x)) / dx; 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/Scripts/SVO/Utils/OctreeMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b248f973648349e789d012c8f76c21d8 3 | timeCreated: 1604157306 -------------------------------------------------------------------------------- /Assets/Scripts/VoxelPlacer.cs: -------------------------------------------------------------------------------- 1 | /* 2 | Sparse Voxel Octrees Demo 3 | Copyright (C) 2021 Alexander Goslin 4 | 5 | This program is free software: you can redistribute it and/or modify 6 | it under the terms of the GNU General Public License as published by 7 | the Free Software Foundation, either version 3 of the License, or 8 | (at your option) any later version. 9 | 10 | This program is distributed in the hope that it will be useful, 11 | but WITHOUT ANY WARRANTY; without even the implied warranty of 12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 | GNU General Public License for more details. 14 | 15 | You should have received a copy of the GNU General Public License 16 | along with this program. If not, see . 17 | */ 18 | 19 | using System; 20 | using System.IO; 21 | using SVO; 22 | using UnityEngine; 23 | 24 | namespace UnityTemplateProjects 25 | { 26 | public class VoxelPlacer : MonoBehaviour 27 | { 28 | public bool quickPlace = false; 29 | [Range(5, 12)] 30 | public int initialDepth = 5; 31 | public GameObject octreeObj; 32 | public GameObject selectionCube; 33 | public Material material; 34 | private Octree _octree; 35 | private RayHit? lastHit = null; 36 | private float depth = 5; 37 | 38 | // Start is called before the first frame update 39 | void Start() 40 | { 41 | _octree = new Octree(); 42 | for (var x = -0.5f; x < 0.5f; x += 1 / Mathf.Pow(2f, initialDepth)) 43 | { 44 | for (var z = -0.5f; z < 0.5f; z += 1 / Mathf.Pow(2f, initialDepth)) 45 | { 46 | _octree.SetVoxel(new Vector3(x, Mathf.PerlinNoise(x + 1000f, z + 100f) - 0.5f, z), initialDepth, Color.white, new int[0]); 47 | } 48 | } 49 | material.mainTexture = _octree.Apply(); 50 | 51 | Cursor.visible = false; 52 | Cursor.lockState = CursorLockMode.Locked; 53 | } 54 | 55 | private void Update() 56 | { 57 | if (Input.GetKeyDown(KeyCode.T)) 58 | { 59 | _octree.Rebuild(); 60 | octreeObj.GetComponent().material.mainTexture = _octree.Apply(); 61 | } 62 | 63 | if (Input.GetKeyDown(KeyCode.G)) 64 | quickPlace = !quickPlace; 65 | 66 | if (Input.GetKeyDown(KeyCode.Q)) 67 | depth++; 68 | if (Input.GetKeyDown(KeyCode.E)) 69 | depth--; 70 | depth = Mathf.Clamp(depth, 0, 21); 71 | 72 | var depthInt = Mathf.RoundToInt(depth); 73 | var size = 1f / Mathf.ClosestPowerOfTwo(Mathf.RoundToInt(Mathf.Exp(Mathf.Log(2) * depth))); 74 | 75 | var ray = new Ray(transform.position, transform.forward); 76 | if (_octree.CastRay(ray, octreeObj.transform, out var hit)) 77 | { 78 | var p = (hit.objPos + Vector3.one * 0.5f + hit.faceNormal * 4.76837158203125e-7f) / size; 79 | p = new Vector3(Mathf.Floor(p.x) + 1, Mathf.Floor(p.y), Mathf.Floor(p.z)) * size - Vector3.one * 0.5f; 80 | selectionCube.transform.position = 81 | octreeObj.transform.localToWorldMatrix * new Vector4(p.x, p.y, p.z, 1); 82 | selectionCube.transform.localScale = Vector3.one * (size * 256f); 83 | lastHit = hit; 84 | 85 | if (quickPlace ? Input.GetMouseButton(0) : Input.GetMouseButtonDown(0)) 86 | { 87 | _octree.SetVoxel(hit.objPos + hit.faceNormal * 4.76837158203125e-7f, depthInt, Color.white, new int[0]); 88 | octreeObj.GetComponent().material.mainTexture = _octree.Apply(); 89 | } 90 | 91 | if (quickPlace ? Input.GetMouseButton(2) : Input.GetMouseButtonDown(2)) 92 | { 93 | _octree.SetVoxel(hit.objPos - hit.faceNormal * 4.76837158203125e-7f, depthInt, Color.clear, new int[0]); 94 | octreeObj.GetComponent().material.mainTexture = _octree.Apply(); 95 | } 96 | } 97 | else 98 | { 99 | lastHit = null; 100 | } 101 | } 102 | 103 | private void OnDrawGizmos() 104 | { 105 | if (lastHit != null) 106 | { 107 | Gizmos.DrawRay(lastHit.Value.worldPos, lastHit.Value.faceNormal); 108 | var pos = lastHit.Value.voxelObjPos + Vector3.one * lastHit.Value.voxelObjSize / 2; 109 | Gizmos.DrawWireCube(octreeObj.transform.localToWorldMatrix * new Vector4(pos.x, pos.y, pos.z, 1), 110 | octreeObj.transform.lossyScale * lastHit.Value.voxelObjSize); 111 | } 112 | } 113 | } 114 | } -------------------------------------------------------------------------------- /Assets/Scripts/VoxelPlacer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8534589ed591a3c4c8905011ebc912a6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Settings.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0735c275001a2c84dafdb30deced5d8d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Settings/ForwardRenderer.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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But this requirement does not apply 325 | if neither you nor any third party retains the ability to install 326 | modified object code on the User Product (for example, the work has 327 | been installed in ROM). 328 | 329 | The requirement to provide Installation Information does not include a 330 | requirement to continue to provide support service, warranty, or updates 331 | for a work that has been modified or installed by the recipient, or for 332 | the User Product in which it has been modified or installed. 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If additional permissions 350 | apply only to part of the Program, that part may be used separately 351 | under those permissions, but the entire Program remains governed by 352 | this License without regard to the additional permissions. 353 | 354 | When you convey a copy of a covered work, you may at your option 355 | remove any additional permissions from that copy, or from any part of 356 | it. (Additional permissions may be written to require their own 357 | removal in certain cases when you modify the work.) 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If the Program as you 390 | received it, or any part of it, contains a notice stating that it is 391 | governed by this License along with a term that is a further 392 | restriction, you may remove that term. If a license document contains 393 | a further restriction but permits relicensing or conveying under this 394 | License, you may add to a covered work material governed by the terms 395 | of that license document, provided that the further restriction does 396 | not survive such relicensing or conveying. 397 | 398 | If you add terms to a covered work in accord with this section, you 399 | must place, in the relevant source files, a statement of the 400 | additional terms that apply to those files, or a notice indicating 401 | where to find the applicable terms. 402 | 403 | Additional terms, permissive or non-permissive, may be stated in the 404 | form of a separately written license, or stated as exceptions; 405 | the above requirements apply either way. 406 | 407 | 8. 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Any attempt otherwise to propagate or 411 | modify it is void, and will automatically terminate your rights under 412 | this License (including any patent licenses granted under the third 413 | paragraph of section 11). 414 | 415 | However, if you cease all violation of this License, then your 416 | license from a particular copyright holder is reinstated (a) 417 | provisionally, unless and until the copyright holder explicitly and 418 | finally terminates your license, and (b) permanently, if the copyright 419 | holder fails to notify you of the violation by some reasonable means 420 | prior to 60 days after the cessation. 421 | 422 | Moreover, your license from a particular copyright holder is 423 | reinstated permanently if the copyright holder notifies you of the 424 | violation by some reasonable means, this is the first time you have 425 | received notice of violation of this License (for any work) from that 426 | copyright holder, and you cure the violation prior to 30 days after 427 | your receipt of the notice. 428 | 429 | Termination of your rights under this section does not terminate the 430 | licenses of parties who have received copies or rights from you under 431 | this License. If your rights have been terminated and not permanently 432 | reinstated, you do not qualify to receive new licenses for the same 433 | material under section 10. 434 | 435 | 9. Acceptance Not Required for Having Copies. 436 | 437 | You are not required to accept this License in order to receive or 438 | run a copy of the Program. Ancillary propagation of a covered work 439 | occurring solely as a consequence of using peer-to-peer transmission 440 | to receive a copy likewise does not require acceptance. However, 441 | nothing other than this License grants you permission to propagate or 442 | modify any covered work. These actions infringe copyright if you do 443 | not accept this License. Therefore, by modifying or propagating a 444 | covered work, you indicate your acceptance of this License to do so. 445 | 446 | 10. Automatic Licensing of Downstream Recipients. 447 | 448 | Each time you convey a covered work, the recipient automatically 449 | receives a license from the original licensors, to run, modify and 450 | propagate that work, subject to this License. You are not responsible 451 | for enforcing compliance by third parties with this License. 452 | 453 | An "entity transaction" is a transaction transferring control of an 454 | organization, or substantially all assets of one, or subdividing an 455 | organization, or merging organizations. 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Patents. 472 | 473 | A "contributor" is a copyright holder who authorizes use under this 474 | License of the Program or a work on which the Program is based. The 475 | work thus licensed is called the contributor's "contributor version". 476 | 477 | A contributor's "essential patent claims" are all patent claims 478 | owned or controlled by the contributor, whether already acquired or 479 | hereafter acquired, that would be infringed by some manner, permitted 480 | by this License, of making, using, or selling its contributor version, 481 | but do not include claims that would be infringed only as a 482 | consequence of further modification of the contributor version. For 483 | purposes of this definition, "control" includes the right to grant 484 | patent sublicenses in a manner consistent with the requirements of 485 | this License. 486 | 487 | Each contributor grants you a non-exclusive, worldwide, royalty-free 488 | patent license under the contributor's essential patent claims, to 489 | make, use, sell, offer for sale, import and otherwise run, modify and 490 | propagate the contents of its contributor version. 491 | 492 | In the following three paragraphs, a "patent license" is any express 493 | agreement or commitment, however denominated, not to enforce a patent 494 | (such as an express permission to practice a patent or covenant not to 495 | sue for patent infringement). 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"Knowingly relying" means you have 508 | actual knowledge that, but for the patent license, your conveying the 509 | covered work in a country, or your recipient's use of the covered work 510 | in a country, would infringe one or more identifiable patents in that 511 | country that you have reason to believe are valid. 512 | 513 | If, pursuant to or in connection with a single transaction or 514 | arrangement, you convey, or propagate by procuring conveyance of, a 515 | covered work, and grant a patent license to some of the parties 516 | receiving the covered work authorizing them to use, propagate, modify 517 | or convey a specific copy of the covered work, then the patent license 518 | you grant is automatically extended to all recipients of the covered 519 | work and works based on it. 520 | 521 | A patent license is "discriminatory" if it does not include within 522 | the scope of its coverage, prohibits the exercise of, or is 523 | conditioned on the non-exercise of one or more of the rights that are 524 | specifically granted under this License. You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ide.rider": "1.1.4", 5 | "com.unity.ide.vscode": "1.2.3", 6 | "com.unity.render-pipelines.universal": "7.5.3", 7 | "com.unity.test-framework": "1.1.22", 8 | "com.unity.textmeshpro": "2.1.1", 9 | "com.unity.timeline": "1.2.18", 10 | "com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.20-preview", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | 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"com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": { 4 | "version": "1.2.16", 5 | "depth": 0, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.com" 9 | }, 10 | "com.unity.ext.nunit": { 11 | "version": "1.0.6", 12 | "depth": 1, 13 | "source": "registry", 14 | "dependencies": {}, 15 | "url": "https://packages.unity.com" 16 | }, 17 | "com.unity.ide.rider": { 18 | "version": "1.1.4", 19 | "depth": 0, 20 | "source": "registry", 21 | "dependencies": { 22 | "com.unity.test-framework": "1.1.1" 23 | }, 24 | "url": "https://packages.unity.com" 25 | }, 26 | "com.unity.ide.vscode": { 27 | "version": "1.2.3", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": {}, 31 | "url": "https://packages.unity.com" 32 | }, 33 | "com.unity.render-pipelines.core": { 34 | "version": "7.5.3", 35 | "depth": 1, 36 | "source": "registry", 37 | "dependencies": { 38 | "com.unity.ugui": "1.0.0", 39 | "com.unity.modules.physics": "1.0.0" 40 | }, 41 | "url": "https://packages.unity.com" 42 | }, 43 | "com.unity.render-pipelines.universal": { 44 | "version": "7.5.3", 45 | "depth": 0, 46 | "source": "registry", 47 | "dependencies": { 48 | "com.unity.render-pipelines.core": "7.5.3", 49 | "com.unity.shadergraph": "7.5.3" 50 | }, 51 | "url": "https://packages.unity.com" 52 | }, 53 | "com.unity.shadergraph": { 54 | "version": "7.5.3", 55 | "depth": 1, 56 | "source": "registry", 57 | "dependencies": { 58 | "com.unity.render-pipelines.core": "7.5.3" 59 | }, 60 | "url": "https://packages.unity.com" 61 | }, 62 | "com.unity.sysroot": { 63 | "version": "0.1.19-preview", 64 | "depth": 1, 65 | "source": "registry", 66 | "dependencies": {}, 67 | "url": "https://packages.unity.com" 68 | }, 69 | "com.unity.sysroot.linux-x86_64": { 70 | "version": "0.1.14-preview", 71 | "depth": 1, 72 | "source": "registry", 73 | "dependencies": { 74 | "com.unity.sysroot": "0.1.18-preview" 75 | }, 76 | "url": "https://packages.unity.com" 77 | }, 78 | "com.unity.test-framework": { 79 | "version": "1.1.22", 80 | "depth": 0, 81 | "source": "registry", 82 | "dependencies": { 83 | "com.unity.ext.nunit": "1.0.6", 84 | "com.unity.modules.imgui": "1.0.0", 85 | "com.unity.modules.jsonserialize": "1.0.0" 86 | }, 87 | "url": "https://packages.unity.com" 88 | }, 89 | "com.unity.textmeshpro": { 90 | "version": "2.1.1", 91 | "depth": 0, 92 | "source": "registry", 93 | "dependencies": { 94 | "com.unity.ugui": "1.0.0" 95 | }, 96 | "url": "https://packages.unity.com" 97 | }, 98 | "com.unity.timeline": { 99 | "version": "1.2.18", 100 | "depth": 0, 101 | "source": "registry", 102 | "dependencies": { 103 | "com.unity.modules.director": "1.0.0", 104 | "com.unity.modules.animation": "1.0.0", 105 | 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-------------------------------------------------------------------------------- 1 | # Unity SVO Demo 2 | 3 | Demo of [unity-sparse-voxel-octrees](https://github.com/BudgetToaster/unity-sparse-voxel-octrees). 4 | Install by opening folder as unity project. 5 | 6 | ## Controls 7 | 8 | WASD - Movement 9 | 10 | Left click: Place voxel 11 | 12 | Middle click: Remove voxel 13 | 14 | G: Turn on quick-place 15 | 16 | Q/E: Change voxel size 17 | 18 | T: Rebuild octree (Lower memory usage) 19 | --------------------------------------------------------------------------------