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api refactor to improve readability

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Felipe Lira 7 年前
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4d2339f3
共有 1 个文件被更改,包括 24 次插入27 次删除
  1. 51
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

51
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


public struct ShadowSliceData
{
public Matrix4x4 shadowTransform;
public int atlasX;
public int atlasY;
public int shadowResolution;
public int offsetX;
public int offsetY;
public int resolution;
}
public struct LightData

if (!success)
break;
int atlasX = (cascadeIndex % 2) * shadowResolution;
int atlasY = (cascadeIndex / 2) * shadowResolution;
float atlasWidth = (float)m_ShadowSettings.shadowAtlasWidth;
float atlasHeight = (float)m_ShadowSettings.shadowAtlasHeight;
Rect shadowSliceRect = new Rect((float)atlasX, (float)atlasY, atlasWidth, atlasHeight);
m_ShadowCascadeSlices[cascadeIndex].offsetX = (cascadeIndex % 2) * shadowResolution;
m_ShadowCascadeSlices[cascadeIndex].offsetY = (cascadeIndex / 2) * shadowResolution;
m_ShadowCascadeSlices[cascadeIndex].resolution = shadowResolution;
SetupShadowSliceTransform(ref shadowSliceRect, shadowResolution, proj, view, out m_ShadowCascadeSlices[cascadeIndex]);
SetupShadowSliceTransform(ref m_ShadowCascadeSlices[cascadeIndex], m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_ShadowCascadeSlices[cascadeIndex], proj, view, settings);
}

// TODO: Add support to point light shadows. We make a simplification here that only works
// for spot lights and with max spot shadows per pass.
int sliceResolution = GetMaxTileResolutionInAtlas(m_LocalLightShadowAtlasResolution, m_LocalLightShadowAtlasResolution, m_LocalShadowLightIndices.Count);
int atlasWidth = m_LocalLightShadowAtlasResolution;
int atlasHeight = m_LocalLightShadowAtlasResolution;
int sliceResolution = GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, m_LocalShadowLightIndices.Count);
int shadowSampling = 0;
RenderTextureDescriptor shadowmapDescriptor = new RenderTextureDescriptor(m_LocalLightShadowAtlasResolution, m_LocalLightShadowAtlasResolution, m_ShadowSettings.shadowmapTextureFormat, kShadowBufferBits);

// This way of computing the shadow slice only work for spots and with most 4 shadow casting lights per pass
// Change this when point lights are supported.
Debug.Assert(kMaxLocalPixelLightPerPass == 4 && shadowLight.lightType == LightType.Spot);
int atlasX = (i % 2) * sliceResolution;
int atlasY = (i / 2) * sliceResolution;
float atlasWidth = (float)m_LocalLightShadowAtlasResolution;
float atlasHeight = (float)m_LocalLightShadowAtlasResolution;
m_LocalLightShadowSlices[i].offsetX = (i % 2) * sliceResolution;
m_LocalLightShadowSlices[i].offsetY = (i / 2) * sliceResolution;
m_LocalLightShadowSlices[i].resolution = sliceResolution;
Rect shadowSliceRect = new Rect(atlasX, atlasY, atlasWidth, atlasHeight);
SetupShadowSliceTransform(ref shadowSliceRect, sliceResolution, proj, view, out m_LocalLightShadowSlices[i]);
SetupShadowSliceTransform(ref m_LocalLightShadowSlices[i], atlasWidth, atlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_LocalLightShadowSlices[i], proj, view, settings);
m_LocalShadowStrength[i] = light.shadowStrength;
shadowSampling = Math.Max(shadowSampling, (int)light.shadows);

cmd.Clear();
}
private void SetupShadowSliceTransform(ref Rect shadowSliceRect, int shadowResolution, Matrix4x4 proj, Matrix4x4 view, out ShadowSliceData shadowSliceData)
private void SetupShadowSliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight, Matrix4x4 proj, Matrix4x4 view)
{
// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
// apply z reversal to projection matrix. We need to do it manually here.

worldToShadow = textureScaleAndBias * worldToShadow;
var cascadeAtlas = Matrix4x4.identity;
cascadeAtlas.m00 = (float)shadowResolution / shadowSliceRect.width;
cascadeAtlas.m11 = (float)shadowResolution / shadowSliceRect.height;
cascadeAtlas.m03 = shadowSliceRect.x / shadowSliceRect.width;
cascadeAtlas.m13 = shadowSliceRect.y / shadowSliceRect.height;
float oneOverAtlasWidth = 1.0f / atlasWidth;
float oneOverAtlasHeight = 1.0f / atlasHeight;
cascadeAtlas.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
cascadeAtlas.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
cascadeAtlas.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
cascadeAtlas.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
// Apply cascade scale and offset
// Apply shadow slice scale and offset
shadowSliceData.atlasX = (int)shadowSliceRect.x;
shadowSliceData.atlasY = (int)shadowSliceRect.y;
shadowSliceData.shadowResolution = shadowResolution;
shadowSliceData.shadowTransform = worldToShadow;
}

cmd.SetViewport(new Rect(shadowSliceData.atlasX, shadowSliceData.atlasY, shadowSliceData.shadowResolution, shadowSliceData.shadowResolution));
cmd.EnableScissorRect(new Rect(shadowSliceData.atlasX + 4, shadowSliceData.atlasY + 4, shadowSliceData.shadowResolution - 8, shadowSliceData.shadowResolution - 8));
cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
cmd.SetViewProjectionMatrices(view, proj);
context.ExecuteCommandBuffer(cmd);

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