您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

1059 行
50 KiB

using UnityEngine;
using UnityEngine.Rendering;
using System;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.ScriptableRenderLoop
{
[ExecuteInEditMode]
public class FptlLighting : ScriptableRenderLoop
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]
static void CreateRenderLoopFPTL()
{
var instance = ScriptableObject.CreateInstance<FptlLighting>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
}
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
ShadowRenderPass m_ShadowPass;
[SerializeField]
TextureSettings m_TextureSettings = TextureSettings.Default;
public Shader m_DeferredShader;
public Shader m_DeferredReflectionShader;
public Shader m_FinalPassShader;
public ComputeShader m_BuildScreenAABBShader;
public ComputeShader m_BuildPerTileLightListShader; // FPTL
public ComputeShader m_BuildPerVoxelLightListShader; // clustered
private Material m_DeferredMaterial;
private Material m_DeferredReflectionMaterial;
static private int kGBufferAlbedo;
static private int kGBufferSpecRough;
static private int kGBufferNormal;
static private int kGBufferEmission;
static private int kGBufferZ;
static private int kCameraTarget;
static private int kCameraDepthTexture;
static private int kGenAABBKernel;
static private int kGenListPerTileKernel;
static private int kGenListPerVoxelKernel;
static private int kClearVoxelAtomicKernel;
static private ComputeBuffer m_lightDataBuffer;
static private ComputeBuffer m_convexBoundsBuffer;
static private ComputeBuffer m_aabbBoundsBuffer;
static private ComputeBuffer lightList;
static private ComputeBuffer m_dirLightList;
// clustered light list specific buffers and data begin
public bool EnableClustered = false;
const bool gUseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass)
const int g_iLog2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<<g_iLog2NumClusters
const float m_clustLogBase = 1.02f; // each slice 2% bigger than the previous
float m_clustScale;
static private ComputeBuffer m_perVoxelLightLists;
static private ComputeBuffer m_perVoxelOffset;
static private ComputeBuffer m_perTileLogBaseTweak;
static private ComputeBuffer m_globalLightListAtomic;
// clustered light list specific buffers and data end
static private int m_WidthOnRecord;
static private int m_HeightOnRecord;
Matrix4x4[] g_matWorldToShadow = new Matrix4x4[MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS];
Vector4[] g_vDirShadowSplitSpheres = new Vector4[MAX_DIRECTIONAL_SPLIT];
Vector4[] g_vShadow3x3PCFTerms = new Vector4[4];
public const int gMaxNumLights = 1024;
public const int gMaxNumDirLights = 2;
public const float gFltMax = 3.402823466e+38F;
const int MAX_LIGHTS = 10;
const int MAX_SHADOWMAP_PER_LIGHTS = 6;
const int MAX_DIRECTIONAL_SPLIT = 4;
// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
const float DIRECTIONAL_LIGHT_PULLBACK_DISTANCE = 10000.0f;
[NonSerialized]
private int m_nWarnedTooManyLights = 0;
private TextureCache2D m_cookieTexArray;
private TextureCacheCubemap m_cubeCookieTexArray;
private TextureCacheCubemap m_cubeReflTexArray;
private SkyboxHelper m_skyboxHelper;
private Material m_blitMaterial;
void OnEnable()
{
Rebuild();
}
void OnValidate()
{
Rebuild();
}
void ClearComputeBuffers()
{
if (m_aabbBoundsBuffer != null)
m_aabbBoundsBuffer.Release();
if (m_convexBoundsBuffer != null)
m_convexBoundsBuffer.Release();
if (m_lightDataBuffer != null)
m_lightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
if (m_dirLightList != null)
m_dirLightList.Release();
if (EnableClustered)
{
if (m_globalLightListAtomic != null)
m_globalLightListAtomic.Release();
}
}
public override void Rebuild()
{
ClearComputeBuffers();
kGBufferAlbedo = Shader.PropertyToID("_CameraGBufferTexture0");
kGBufferSpecRough = Shader.PropertyToID("_CameraGBufferTexture1");
kGBufferNormal = Shader.PropertyToID("_CameraGBufferTexture2");
kGBufferEmission = Shader.PropertyToID("_CameraGBufferTexture3");
kGBufferZ = Shader.PropertyToID("_CameraGBufferZ"); // used while rendering into G-buffer+
kCameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); // copy of that for later sampling in shaders
kCameraTarget = Shader.PropertyToID("_CameraTarget");
// RenderLoop.renderLoopDelegate += ExecuteRenderLoop;
//var deferredShader = GraphicsSettings.GetCustomShader (BuiltinShaderType.DeferredShading);
var deferredShader = m_DeferredShader;
var deferredReflectionShader = m_DeferredReflectionShader;
m_DeferredMaterial = new Material(deferredShader);
m_DeferredReflectionMaterial = new Material(deferredReflectionShader);
m_DeferredMaterial.hideFlags = HideFlags.HideAndDontSave;
m_DeferredReflectionMaterial.hideFlags = HideFlags.HideAndDontSave;
kGenAABBKernel = m_BuildScreenAABBShader.FindKernel("ScreenBoundsAABB");
kGenListPerTileKernel = m_BuildPerTileLightListShader.FindKernel("TileLightListGen");
m_aabbBoundsBuffer = new ComputeBuffer(2 * gMaxNumLights, 3 * sizeof(float));
m_convexBoundsBuffer = new ComputeBuffer(gMaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
m_lightDataBuffer = new ComputeBuffer(gMaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
m_dirLightList = new ComputeBuffer(gMaxNumDirLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLight)));
m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_data", m_convexBoundsBuffer);
//m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
m_DeferredMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
m_DeferredMaterial.SetBuffer("g_dirLightData", m_dirLightList);
m_DeferredReflectionMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
m_BuildPerTileLightListShader.SetBuffer(kGenListPerTileKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
m_BuildPerTileLightListShader.SetBuffer(kGenListPerTileKernel, "g_vLightData", m_lightDataBuffer);
m_BuildPerTileLightListShader.SetBuffer(kGenListPerTileKernel, "g_data", m_convexBoundsBuffer);
if (EnableClustered)
{
kGenListPerVoxelKernel = m_BuildPerVoxelLightListShader.FindKernel(gUseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
kClearVoxelAtomicKernel = m_BuildPerVoxelLightListShader.FindKernel("ClearAtomic");
m_BuildPerVoxelLightListShader.SetBuffer(kGenListPerVoxelKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
m_BuildPerVoxelLightListShader.SetBuffer(kGenListPerVoxelKernel, "g_vLightData", m_lightDataBuffer);
m_BuildPerVoxelLightListShader.SetBuffer(kGenListPerVoxelKernel, "g_data", m_convexBoundsBuffer);
m_globalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
}
m_cookieTexArray = new TextureCache2D();
m_cubeCookieTexArray = new TextureCacheCubemap();
m_cubeReflTexArray = new TextureCacheCubemap();
m_cookieTexArray.AllocTextureArray(8, (int)m_TextureSettings.spotCookieSize, (int)m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_cubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_cubeReflTexArray.AllocTextureArray(64, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
//m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
g_matWorldToShadow = new Matrix4x4[MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS];
g_vDirShadowSplitSpheres = new Vector4[MAX_DIRECTIONAL_SPLIT];
g_vShadow3x3PCFTerms = new Vector4[4];
m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
m_skyboxHelper = new SkyboxHelper();
m_skyboxHelper.CreateMesh();
m_blitMaterial = new Material(m_FinalPassShader);
m_blitMaterial.hideFlags = HideFlags.HideAndDontSave;
lightList = null;
}
void OnDisable()
{
// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
if (m_DeferredReflectionMaterial) DestroyImmediate(m_DeferredReflectionMaterial);
if (m_blitMaterial) DestroyImmediate(m_blitMaterial);
m_cookieTexArray.Release();
m_cubeCookieTexArray.Release();
m_cubeReflTexArray.Release();
m_aabbBoundsBuffer.Release();
m_convexBoundsBuffer.Release();
m_lightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
m_dirLightList.Release();
if (EnableClustered)
{
m_globalLightListAtomic.Release();
}
}
static void SetupGBuffer(int width, int height, CommandBuffer cmd)
{
var format10 = RenderTextureFormat.ARGB32;
if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010))
format10 = RenderTextureFormat.ARGB2101010;
//@TODO: GetGraphicsCaps().buggyMRTSRGBWriteFlag
cmd.GetTemporaryRT(kGBufferAlbedo, width, height, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(kGBufferSpecRough, width, height, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(kGBufferNormal, width, height, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(kGBufferEmission, width, height, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear); //@TODO: HDR
cmd.GetTemporaryRT(kGBufferZ, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(kCameraDepthTexture, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(kCameraTarget, width, height, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
var colorMRTs = new RenderTargetIdentifier[4] { kGBufferAlbedo, kGBufferSpecRough, kGBufferNormal, kGBufferEmission };
cmd.SetRenderTarget(colorMRTs, new RenderTargetIdentifier(kGBufferZ));
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
//@TODO: render VR occlusion mesh
}
static void RenderGBuffer(CullResults cull, Camera camera, RenderLoop loop)
{
// setup GBuffer for rendering
var cmd = new CommandBuffer();
cmd.name = "Create G-Buffer";
SetupGBuffer(camera.pixelWidth, camera.pixelHeight, cmd);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects using Deferred pass
DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("Deferred"));
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
settings.inputCullingOptions.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
}
static void RenderForward(CullResults cull, Camera camera, RenderLoop loop, bool opaquesOnly)
{
var cmd = new CommandBuffer();
cmd.name = opaquesOnly ? "Prep Opaques Only Forward Pass" : "Prep Forward Pass";
// using these two lines will require a depth pre-pass for forward opaques which we don't have currently at least
//cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", opaquesOnly ? 1 : 0);
//cmd.SetGlobalBuffer("g_vLightListGlobal", opaquesOnly ? lightList : m_perVoxelLightLists);
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", 0);
cmd.SetGlobalBuffer("g_vLightListGlobal", m_perVoxelLightLists);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects using Deferred pass
DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardSinglePass"));
//settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
if (opaquesOnly) settings.inputCullingOptions.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
}
static void CopyDepthAfterGBuffer(RenderLoop loop)
{
var cmd = new CommandBuffer();
cmd.name = "Copy depth";
cmd.CopyTexture(new RenderTargetIdentifier(kGBufferZ), new RenderTargetIdentifier(kCameraDepthTexture));
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void DoTiledDeferredLighting(Camera camera, RenderLoop loop)
{
bool bUseClusteredForDeferred = false && EnableClustered; // doesn't work on reflections yet but will soon
var cmd = new CommandBuffer();
m_DeferredMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DeferredReflectionMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? m_perVoxelLightLists : lightList); // opaques list (unless MSAA possibly)
// In case of bUseClusteredForDeferred disable toggle option since we're using m_perVoxelLightLists as opposed to lightList
if (bUseClusteredForDeferred) cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", 0);
cmd.name = "DoTiledDeferredLighting";
//cmd.SetRenderTarget(new RenderTargetIdentifier(kGBufferEmission), new RenderTargetIdentifier(kGBufferZ));
//cmd.Blit (kGBufferNormal, (RenderTexture)null); // debug: display normals
cmd.Blit(kGBufferEmission, kCameraTarget, m_DeferredMaterial, 0);
cmd.Blit(kGBufferEmission, kCameraTarget, m_DeferredReflectionMaterial, 0);
// Set the intermediate target for compositing (skybox, etc)
cmd.SetRenderTarget(new RenderTargetIdentifier(kCameraTarget), new RenderTargetIdentifier(kCameraDepthTexture));
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
{
float[] data = new float[16];
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
data[4 * c + r] = mat[r, c];
cmd.SetComputeFloatParams(shadercs, name, data);
}
int UpdateDirectionalLights(Camera camera, VisibleLight[] visibleLights)
{
int dirLightCount = 0;
List<DirectionalLight> lights = new List<DirectionalLight>();
Matrix4x4 worldToView = camera.worldToCameraMatrix;
for (int nLight = 0; nLight < visibleLights.Length; nLight++)
{
VisibleLight light = visibleLights[nLight];
if (light.lightType == LightType.Directional)
{
Debug.Assert(dirLightCount < gMaxNumDirLights, "Too many directional lights.");
DirectionalLight l = new DirectionalLight();
Matrix4x4 lightToWorld = light.localToWorld;
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
// represents a left hand coordinate system in world space
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
Vector3 vz = lightDir; // Z axis in world space
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
l.uShadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff;
l.vLaxisX = vx;
l.vLaxisY = vy;
l.vLaxisZ = vz;
l.vCol.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b);
l.fLightIntensity = light.light.intensity;
lights.Add(l);
dirLightCount++;
}
}
m_dirLightList.SetData(lights.ToArray());
return dirLightCount;
}
void UpdateShadowConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow)
{
int nNumLightsIncludingTooMany = 0;
int g_nNumLights = 0;
Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[MAX_LIGHTS];
Vector4[] g_vLightFalloffParams = new Vector4[MAX_LIGHTS];
for (int nLight = 0; nLight < visibleLights.Length; nLight++)
{
nNumLightsIncludingTooMany++;
if (nNumLightsIncludingTooMany > MAX_LIGHTS)
continue;
VisibleLight light = visibleLights[nLight];
LightType lightType = light.lightType;
Vector3 position = light.light.transform.position;
Vector3 lightDir = light.light.transform.forward.normalized;
// Setup shadow data arrays
bool hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0;
if (lightType == LightType.Directional)
{
g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
g_vLightFalloffParams[g_nNumLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType);
if (hasShadows)
{
for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
{
g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if (lightType == LightType.Point)
{
g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
}
else if (lightType == LightType.Spot)
{
g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
}
if (hasShadows)
{
// Enable shadows
g_vLightShadowIndex_vLightParams[g_nNumLights].x = 1;
for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
{
int shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s);
g_matWorldToShadow[g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
g_nNumLights++;
}
// Warn if too many lights found
if (nNumLightsIncludingTooMany > MAX_LIGHTS)
{
if (nNumLightsIncludingTooMany > m_nWarnedTooManyLights)
{
Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
" active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - MAX_LIGHTS) + " runtime light" +
((nNumLightsIncludingTooMany - MAX_LIGHTS) > 1 ? "s" : "") + "!\n");
}
m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
}
else
{
if (m_nWarnedTooManyLights > 0)
{
m_nWarnedTooManyLights = 0;
Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n");
}
}
// PCF 3x3 Shadows
float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
g_vShadow3x3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f);
g_vShadow3x3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY);
g_vShadow3x3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f);
g_vShadow3x3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f);
}
int GenerateSourceLightBuffers(Camera camera, CullResults inputs)
{
VisibleReflectionProbe[] probes = inputs.visibleReflectionProbes;
//ReflectionProbe[] probes = Object.FindObjectsOfType<ReflectionProbe>();
int nrModels = (int)LightDefinitions.NR_LIGHT_MODELS;
int nrVolTypes = (int)LightDefinitions.MAX_TYPES;
int[,] numEntries = new int[nrModels,nrVolTypes];
int[,] offsets = new int[nrModels,nrVolTypes];
int[,] numEntries2nd = new int[nrModels,nrVolTypes];
// first pass. Figure out how much we have of each and establish offsets
foreach (var cl in inputs.visibleLights)
{
int volType = cl.lightType==LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType==LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1);
if(volType>=0) ++numEntries[LightDefinitions.DIRECT_LIGHT,volType];
}
foreach (var rl in probes)
{
int volType = LightDefinitions.BOX_LIGHT; // always a box for now
if(rl.texture!=null) ++numEntries[LightDefinitions.REFLECTION_LIGHT,volType];
}
// add decals here too similar to the above
// establish offsets
for(int m=0; m<nrModels; m++)
{
offsets[m,0] = m==0 ? 0 : (numEntries[m-1,nrVolTypes-1] + offsets[m-1,nrVolTypes-1]);
for(int v=1; v<nrVolTypes; v++) offsets[m,v] = numEntries[m,v-1]+offsets[m,v-1];
}
int numLights = inputs.visibleLights.Length;
int numProbes = probes.Length;
int numVolumes = numLights + numProbes;
SFiniteLightData[] lightData = new SFiniteLightData[numVolumes];
SFiniteLightBound[] boundData = new SFiniteLightBound[numVolumes];
Matrix4x4 worldToView = camera.worldToCameraMatrix;
uint shadowLightIndex = 0;
foreach (var cl in inputs.visibleLights)
{
float range = cl.range;
Matrix4x4 lightToWorld = cl.localToWorld;
//Matrix4x4 worldToLight = l.worldToLocal;
Vector3 lightPos = lightToWorld.GetColumn(3);
SFiniteLightBound bndData = new SFiniteLightBound();
SFiniteLightData lgtData = new SFiniteLightData();
bndData.vBoxAxisX.Set(1, 0, 0);
bndData.vBoxAxisY.Set(0, 1, 0);
bndData.vBoxAxisZ.Set(0, 0, 1);
bndData.vScaleXY.Set(1.0f, 1.0f);
bndData.fRadius = range;
lgtData.flags = 0;
lgtData.fRecipRange = 1.0f / range;
lgtData.vCol.Set(cl.finalColor.r, cl.finalColor.g, cl.finalColor.b);
lgtData.iSliceIndex = 0;
lgtData.uLightModel = (uint)LightDefinitions.DIRECT_LIGHT;
lgtData.uShadowLightIndex = shadowLightIndex;
shadowLightIndex++;
bool bHasCookie = cl.light.cookie != null;
bool bHasShadow = cl.light.shadows != LightShadows.None;
int idxOut = 0;
if (cl.lightType == LightType.Spot)
{
bool bIsCircularSpot = !bHasCookie;
if (!bIsCircularSpot) // square spots always have cookie
{
lgtData.iSliceIndex = m_cookieTexArray.FetchSlice(cl.light.cookie);
}
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
// represents a left hand coordinate system in world space
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
Vector3 vz = lightDir; // Z axis in world space
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
const float pi = 3.1415926535897932384626433832795f;
const float degToRad = (float)(pi / 180.0);
const float radToDeg = (float)(180.0 / pi);
//float sa = cl.GetSpotAngle(); // total field of view from left to right side
float sa = radToDeg * (2 * Mathf.Acos(1.0f / cl.invCosHalfSpotAngle)); // spot angle doesn't exist in the structure so reversing it for now.
float cs = Mathf.Cos(0.5f * sa * degToRad);
float si = Mathf.Sin(0.5f * sa * degToRad);
float ta = cs > 0.0f ? (si / cs) : gFltMax;
float cota = si > 0.0f ? (cs / si) : gFltMax;
//const float cotasa = l.GetCotanHalfSpotAngle();
// apply nonuniform scale to OBB of spot light
bool bSqueeze = true;//sa < 0.7f * 90.0f; // arb heuristic
float fS = bSqueeze ? ta : si;
bndData.vCen = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting.
lgtData.vLaxisX = vx;
lgtData.vLaxisY = vy;
lgtData.vLaxisZ = vz;
// scale axis to match box or base of pyramid
bndData.vBoxAxisX = (fS * range) * vx;
bndData.vBoxAxisY = (fS * range) * vy;
bndData.vBoxAxisZ = (0.5f * range) * vz;
// generate bounding sphere radius
float fAltDx = si;
float fAltDy = cs;
fAltDy = fAltDy - 0.5f;
//if(fAltDy<0) fAltDy=-fAltDy;
fAltDx *= range; fAltDy *= range;
float fAltDist = Mathf.Sqrt(fAltDy * fAltDy + (bIsCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx);
bndData.fRadius = fAltDist > (0.5f * range) ? fAltDist : (0.5f * range); // will always pick fAltDist
bndData.vScaleXY = bSqueeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f);
// fill up ldata
lgtData.uLightType = (uint)LightDefinitions.SPOT_LIGHT;
lgtData.vLpos = worldToView.MultiplyPoint(lightPos);
lgtData.fSphRadiusSq = range * range;
lgtData.fPenumbra = cs;
lgtData.cotan = cota;
lgtData.flags |= (bIsCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0);
lgtData.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
lgtData.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
}
else if (cl.lightType == LightType.Point)
{
if (bHasCookie)
{
lgtData.iSliceIndex = m_cubeCookieTexArray.FetchSlice(cl.light.cookie);
}
bndData.vCen = worldToView.MultiplyPoint(lightPos);
bndData.vBoxAxisX.Set(range, 0, 0);
bndData.vBoxAxisY.Set(0, range, 0);
bndData.vBoxAxisZ.Set(0, 0, -range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
bndData.vScaleXY.Set(1.0f, 1.0f);
bndData.fRadius = range;
// represents a left hand coordinate system in world space since det(worldToView)<0
Matrix4x4 lightToView = worldToView * lightToWorld;
Vector3 vx = lightToView.GetColumn(0);
Vector3 vy = lightToView.GetColumn(1);
Vector3 vz = lightToView.GetColumn(2);
// fill up ldata
lgtData.uLightType = (uint)LightDefinitions.SPHERE_LIGHT;
lgtData.vLpos = bndData.vCen;
lgtData.fSphRadiusSq = range * range;
lgtData.vLaxisX = vx;
lgtData.vLaxisY = vy;
lgtData.vLaxisZ = vz;
lgtData.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
lgtData.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
}
else
{
//Assert(false);
}
// next light
if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point)
{
boundData[idxOut] = bndData;
lightData[idxOut] = lgtData;
}
}
int numLightsOut = offsets[LightDefinitions.DIRECT_LIGHT, nrVolTypes-1] + numEntries[LightDefinitions.DIRECT_LIGHT, nrVolTypes-1];
// probe.m_BlendDistance
// Vector3f extents = 0.5*Abs(probe.m_BoxSize);
// C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset;
// cube map capture point: GetComponent (Transform).GetPosition()
// shader parameter min and max are C+/-(extents+blendDistance)
foreach (var rl in probes)
{
Texture cubemap = rl.texture;
if (cubemap != null) // always a box for now
{
SFiniteLightBound bndData = new SFiniteLightBound();
SFiniteLightData lgtData = new SFiniteLightData();
int idxOut = 0;
lgtData.flags = 0;
Bounds bnds = rl.bounds;
Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point
float blendDistance = rl.blendDistance;
float imp = rl.importance;
Matrix4x4 mat = rl.localToWorld;
//Matrix4x4 mat = rl.transform.localToWorldMatrix;
Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space
// implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity;
bool boxProj = (rl.boxProjection != 0);
Vector4 decodeVals = rl.hdr;
//Vector4 decodeVals = rl.CalculateHDRDecodeValues();
// C is reflection volume center in world space (NOT same as cube map capture point)
Vector3 e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
//Vector3 C = bnds.center; // P + boxOffset;
Vector3 C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity
//Vector3 posForShaderParam = bnds.center - boxOffset; // gives same as rl.GetComponent<Transform>().position;
Vector3 posForShaderParam = cubeCapturePos; // same as commented out line above when rot is identity
Vector3 combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
Vector3 vx = mat.GetColumn(0);
Vector3 vy = mat.GetColumn(1);
Vector3 vz = mat.GetColumn(2);
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
Vector3 Cw = worldToView.MultiplyPoint(C);
if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED;
lgtData.vLpos = Cw;
lgtData.vLaxisX = vx;
lgtData.vLaxisY = vy;
lgtData.vLaxisZ = vz;
lgtData.vLocalCubeCapturePoint = -boxOffset;
lgtData.fProbeBlendDistance = blendDistance;
lgtData.fLightIntensity = decodeVals.x;
lgtData.fDecodeExp = decodeVals.y;
lgtData.iSliceIndex = m_cubeReflTexArray.FetchSlice(cubemap);
Vector3 delta = combinedExtent - e;
lgtData.vBoxInnerDist = e;
lgtData.vBoxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
bndData.vCen = Cw;
bndData.vBoxAxisX = combinedExtent.x * vx;
bndData.vBoxAxisY = combinedExtent.y * vy;
bndData.vBoxAxisZ = combinedExtent.z * vz;
bndData.vScaleXY.Set(1.0f, 1.0f);
bndData.fRadius = combinedExtent.magnitude;
// fill up ldata
lgtData.uLightType = (uint)LightDefinitions.BOX_LIGHT;
lgtData.uLightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
boundData[idxOut] = bndData;
lightData[idxOut] = lgtData;
}
}
int numProbesOut = offsets[LightDefinitions.REFLECTION_LIGHT, nrVolTypes-1] + numEntries[LightDefinitions.REFLECTION_LIGHT, nrVolTypes-1];
for(int m=0; m<nrModels; m++)
{
for(int v=0; v<nrVolTypes; v++)
Debug.Assert(numEntries[m,v]==numEntries2nd[m, v], "count mismatch on second pass!");
}
m_convexBoundsBuffer.SetData(boundData);
m_lightDataBuffer.SetData(lightData);
return numLightsOut + numProbesOut;
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{
CullResults cullResults;
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
cullResults = CullResults.Cull(ref cullingParams, renderLoop);
ExecuteRenderLoop(camera, cullResults, renderLoop);
}
renderLoop.Submit();
}
void FinalPass(RenderLoop loop)
{
CommandBuffer cmd = new CommandBuffer();
cmd.name = "FinalPass";
cmd.Blit(kCameraTarget, BuiltinRenderTextureType.CameraTarget, m_blitMaterial, 0);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void ExecuteRenderLoop(Camera camera, CullResults cullResults, RenderLoop loop)
{
int iW = camera.pixelWidth;
int iH = camera.pixelHeight;
ResizeIfNecessary(iW, iH);
// do anything we need to do upon a new frame.
NewFrame();
ShadowOutput shadows;
m_ShadowPass.Render(loop, cullResults, out shadows);
//m_DeferredMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
//m_DeferredMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
//m_DeferredReflectionMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
//m_DeferredReflectionMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
loop.SetupCameraProperties(camera);
UpdateShadowConstants(cullResults.visibleLights, ref shadows);
RenderGBuffer(cullResults, camera, loop);
//@TODO: render forward-only objects into depth buffer
CopyDepthAfterGBuffer(loop);
//@TODO: render reflection probes
//RenderLighting(camera, inputs, loop);
//
Matrix4x4 proj = camera.projectionMatrix;
Matrix4x4 temp = new Matrix4x4();
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 projh = temp * proj;
Matrix4x4 invProjh = projh.inverse;
temp.SetRow(0, new Vector4(0.5f * iW, 0.0f, 0.0f, 0.5f * iW));
temp.SetRow(1, new Vector4(0.0f, 0.5f * iH, 0.0f, 0.5f * iH));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 projscr = temp * proj;
Matrix4x4 invProjscr = projscr.inverse;
int numLights = GenerateSourceLightBuffers(camera, cullResults);
int nrTilesX = (iW + 15) / 16;
int nrTilesY = (iH + 15) / 16;
//ComputeBuffer lightList = new ComputeBuffer(nrTilesX * nrTilesY * (32 / 2), sizeof(uint));
var cmd = new CommandBuffer();
cmd.name = "Build light list";
cmd.SetComputeIntParam(m_BuildScreenAABBShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mProjection", projh);
SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(m_BuildScreenAABBShader, kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
cmd.ComputeDispatch(m_BuildScreenAABBShader, kGenAABBKernel, (numLights + 7) / 8, 1, 1);
cmd.SetComputeIntParam(m_BuildPerTileLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, m_BuildPerTileLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, m_BuildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(m_BuildPerTileLightListShader, kGenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(kCameraDepthTexture));
cmd.SetComputeBufferParam(m_BuildPerTileLightListShader, kGenListPerTileKernel, "g_vLightList", lightList);
cmd.ComputeDispatch(m_BuildPerTileLightListShader, kGenListPerTileKernel, nrTilesX, nrTilesY, 1);
if (EnableClustered) VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
int numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights);
// Push all global params
PushGlobalParams(camera, loop, camera.cameraToWorldMatrix, projscr, invProjscr, numDirLights);
// do deferred lighting
DoTiledDeferredLighting(camera, loop);
// don't have a depth pre-pass for forward lit meshes so have to require clustered for now
if (EnableClustered) RenderForward(cullResults, camera, loop, false);
m_skyboxHelper.Draw(loop, camera);
FinalPass(loop);
}
void NewFrame()
{
// update texture caches
m_cookieTexArray.NewFrame();
m_cubeCookieTexArray.NewFrame();
m_cubeReflTexArray.NewFrame();
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
//m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
}
void ResizeIfNecessary(int curWidth, int curHeight)
{
if (curWidth != m_WidthOnRecord || curHeight != m_HeightOnRecord || lightList == null)
{
if (m_WidthOnRecord > 0 && m_HeightOnRecord > 0)
ReleaseResolutionDependentBuffers();
AllocResolutionDependentBuffers(curWidth, curHeight);
// update recorded window resolution
m_WidthOnRecord = curWidth;
m_HeightOnRecord = curHeight;
}
}
void ReleaseResolutionDependentBuffers()
{
if (lightList != null)
lightList.Release();
if (EnableClustered)
{
if (m_perVoxelLightLists != null)
m_perVoxelLightLists.Release();
if (m_perVoxelOffset != null)
m_perVoxelOffset.Release();
if (gUseDepthBuffer && m_perTileLogBaseTweak != null)
m_perTileLogBaseTweak.Release();
}
}
int NumLightIndicesPerClusteredTile()
{
return 4 * (1 << g_iLog2NumClusters); // total footprint for all layers of the tile (measured in light index entries)
}
void AllocResolutionDependentBuffers(int width, int height)
{
int nrTilesX = (width + 15) / 16;
int nrTilesY = (height + 15) / 16;
int nrTiles = nrTilesX * nrTilesY;
const int capacityUShortsPerTileFPTL = 32;
const int nrDWordsPerTileFPTL = (capacityUShortsPerTileFPTL + 1) >> 1; // room for 31 lights and a nrLights value.
lightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * nrDWordsPerTileFPTL * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
if (EnableClustered)
{
m_perVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << g_iLog2NumClusters) * nrTiles, sizeof(uint));
m_perVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint));
if (gUseDepthBuffer) m_perTileLogBaseTweak = new ComputeBuffer(nrTiles, sizeof(float));
}
}
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr)
{
// clear atomic offset index
cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", m_globalLightListAtomic);
cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, 1, 1, 1);
cmd.SetComputeIntParam(m_BuildPerVoxelLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, m_BuildPerVoxelLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, m_BuildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeIntParam(m_BuildPerVoxelLightListShader, "g_iLog2NumClusters", g_iLog2NumClusters);
//Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
//Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
//float nearPlane2 = -(v2_near.z/v2_near.w);
//float farPlane2 = -(v2_far.z/v2_far.w);
float nearPlane = camera.nearClipPlane;
float farPlane = camera.farClipPlane;
cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fNearPlane", nearPlane);
cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fFarPlane", farPlane);
float C = (float)(1 << g_iLog2NumClusters);
double geomSeries = (1.0 - Mathf.Pow(m_clustLogBase, C)) / (1 - m_clustLogBase); // geometric series: sum_k=0^{C-1} base^k
m_clustScale = (float)(geomSeries / (farPlane - nearPlane));
cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fClustScale", m_clustScale);
cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fClustBase", m_clustLogBase);
cmd.SetComputeTextureParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(kCameraDepthTexture));
cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_vLayeredLightList", m_perVoxelLightLists);
cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_LayeredOffset", m_perVoxelOffset);
cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", m_globalLightListAtomic);
if (gUseDepthBuffer) cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_logBaseBuffer", m_perTileLogBaseTweak);
int nrTilesX = (camera.pixelWidth + 15) / 16;
int nrTilesY = (camera.pixelHeight + 15) / 16;
cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, nrTilesX, nrTilesY, 1);
}
void PushGlobalParams(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights)
{
var cmd = new CommandBuffer();
cmd.name = "Push Global Parameters";
cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth);
cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight);
cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
cmd.SetGlobalMatrix("g_mScrProjection", scrProj);
cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj);
cmd.SetGlobalBuffer("g_vLightData", m_lightDataBuffer);
cmd.SetGlobalTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
cmd.SetGlobalTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
cmd.SetGlobalTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
if (EnableClustered)
{
cmd.SetGlobalFloat("g_fClustScale", m_clustScale);
cmd.SetGlobalFloat("g_fClustBase", m_clustLogBase);
cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane);
cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane);
cmd.SetGlobalFloat("g_iLog2NumClusters", g_iLog2NumClusters);
cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", gUseDepthBuffer ? 1 : 0);
cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", m_perVoxelOffset);
if (gUseDepthBuffer) cmd.SetGlobalBuffer("g_logBaseBuffer", m_perTileLogBaseTweak);
}
cmd.SetGlobalFloat("g_nNumDirLights", numDirLights);
cmd.SetGlobalBuffer("g_dirLightData", m_dirLightList);
// Shadow constants
cmd.SetGlobalMatrixArray("g_matWorldToShadow", g_matWorldToShadow);
cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms[0]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms[1]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms[2]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms[3]);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}