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using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)
{
return (int)(lhs.depth - rhs.depth);
}
}
public class LightComparer : IComparer<VisibleLight>
{
public Camera CurrCamera { get; set; }
// Sorts on the following priority:
// Directionals have priority over local lights
// ShadowLight type
// Has Cookie
// Intensity if Directional, Distance to camera otherwise
public int Compare(VisibleLight lhs, VisibleLight rhs)
{
Light lhsLight = lhs.light;
Light rhsLight = rhs.light;
if (lhs.lightType != rhs.lightType)
{
if (lhs.lightType == LightType.Directional) return -1;
if (rhs.lightType == LightType.Directional) return 1;
}
// Particle Lights have the Light reference set to null
// They are at the end of the priority
if (lhsLight == null) return 1;
if (rhsLight == null) return -1;
// In the following priority: Soft, Hard, None
if (lhsLight.shadows != rhsLight.shadows)
return (int)rhsLight.shadows - (int)lhsLight.shadows;
if (lhsLight.cookie != rhsLight.cookie)
return (lhsLight.cookie != null) ? -1 : 1;
if (lhs.lightType == LightType.Directional)
return (int)(lhsLight.intensity*100.0f) - (int)(rhsLight.intensity*100.0f);
else
return (int)(SquaredDistanceToCamera(lhsLight.transform.position) - SquaredDistanceToCamera(rhsLight.transform.position));
}
public float SquaredDistanceToCamera(Vector3 lightPos)
{
Vector3 lightCameraVector = lightPos - CurrCamera.transform.position;
return Vector3.Dot(lightCameraVector, lightCameraVector);
}
}
[Flags]
public enum FrameRenderingConfiguration
{
None = 0,
Stereo = (1 << 0),
Msaa = (1 << 1),
PostProcess = (1 << 2),
RequireDepth = (1 << 3),
DefaultViewport = (1 << 4),
IntermediateTexture = (1 << 5),
}
public static class LightweightUtils
{
public static void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
{
if (enable)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
}
public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag)
{
return (mask & flag) != 0;
}
public static Mesh CreateQuadMesh(bool uvStartsAtTop)
{
float topV, bottomV;
if (uvStartsAtTop)
{
topV = 0.0f;
bottomV = 1.0f;
}
else
{
topV = 1.0f;
bottomV = 0.0f;
}
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[]
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3( 1.0f, -1.0f, 0.0f),
new Vector3( 1.0f, 1.0f, 0.0f)
};
mesh.uv = new Vector2[]
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
};
mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 };
return mesh;
}
}
}