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258 行
14 KiB
258 行
14 KiB
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namespace UnityEngine.Experimental.Rendering
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{
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public class ShadowUtilsConstants
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{
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// Matches ScriptableShadowsUtility.cpp
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public enum CubemapEdge
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{
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kCubeEdgePX_PY = 0,
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kCubeEdgePX_NY,
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kCubeEdgePX_PZ,
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kCubeEdgePX_NZ,
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kCubeEdgeNX_PY,
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kCubeEdgeNX_NY,
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kCubeEdgeNX_PZ,
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kCubeEdgeNX_NZ,
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kCubeEdgePY_PZ,
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kCubeEdgePY_NZ,
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kCubeEdgeNY_PZ,
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kCubeEdgeNY_NZ,
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kCubeEdge_Count
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};
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public static readonly CubemapEdge[,] kCubemapEdgesPerFace = new CubemapEdge[6,4]
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{
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{ CubemapEdge.kCubeEdgePX_PY, CubemapEdge.kCubeEdgePX_NY, CubemapEdge.kCubeEdgePX_PZ, CubemapEdge.kCubeEdgePX_NZ }, // PX
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{ CubemapEdge.kCubeEdgeNX_PY, CubemapEdge.kCubeEdgeNX_NY, CubemapEdge.kCubeEdgeNX_PZ, CubemapEdge.kCubeEdgeNX_NZ }, // NX
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{ CubemapEdge.kCubeEdgePX_PY, CubemapEdge.kCubeEdgeNX_PY, CubemapEdge.kCubeEdgePY_PZ, CubemapEdge.kCubeEdgePY_NZ }, // PY
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{ CubemapEdge.kCubeEdgePX_NY, CubemapEdge.kCubeEdgeNX_NY, CubemapEdge.kCubeEdgeNY_PZ, CubemapEdge.kCubeEdgeNY_NZ }, // NY
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{ CubemapEdge.kCubeEdgePX_PZ, CubemapEdge.kCubeEdgeNX_PZ, CubemapEdge.kCubeEdgePY_PZ, CubemapEdge.kCubeEdgeNY_PZ }, // PZ
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{ CubemapEdge.kCubeEdgePX_NZ, CubemapEdge.kCubeEdgeNX_NZ, CubemapEdge.kCubeEdgePY_NZ, CubemapEdge.kCubeEdgeNY_NZ } // NZ
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};
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const float oneOverSqr2 = 0.70710678118654752440084436210485f;
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public static readonly Vector3[] kCubemapEdgeDirections = new Vector3[(int)CubemapEdge.kCubeEdge_Count]
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{
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new Vector3( oneOverSqr2, oneOverSqr2, 0 ),
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new Vector3( oneOverSqr2, -oneOverSqr2, 0 ),
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new Vector3( oneOverSqr2, 0, oneOverSqr2 ),
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new Vector3( oneOverSqr2, 0, -oneOverSqr2 ),
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new Vector3( -oneOverSqr2, oneOverSqr2, 0 ),
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new Vector3( -oneOverSqr2, -oneOverSqr2, 0 ),
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new Vector3( -oneOverSqr2, 0, oneOverSqr2 ),
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new Vector3( -oneOverSqr2, 0, -oneOverSqr2 ),
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new Vector3( 0, oneOverSqr2, oneOverSqr2 ),
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new Vector3( 0, oneOverSqr2, -oneOverSqr2 ),
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new Vector3( 0, -oneOverSqr2, oneOverSqr2 ),
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new Vector3( 0, -oneOverSqr2, -oneOverSqr2 )
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};
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// Cubemap faces with flipped z coordinate.
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// These matrices do NOT match what we have in Skybox.cpp.
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// The C++ runtime flips y as well and requires patching up
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// the culling state. Using these matrices keeps the winding
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// order, but may need some special treatment if rendering
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// into an actual cubemap.
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public static readonly Matrix4x4[] kCubemapFaces = new Matrix4x4[]
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{
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new Matrix4x4( // pos X
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new Vector4( 0.0f, 0.0f, -1.0f, 0.0f ),
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new Vector4( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Vector4( -1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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new Matrix4x4( // neg x
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new Vector4( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Vector4( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Vector4( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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new Matrix4x4( // pos y
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new Vector4( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, -1.0f, 0.0f ),
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new Vector4( 0.0f, -1.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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new Matrix4x4( // neg y
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new Vector4( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Vector4( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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new Matrix4x4( // pos z
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new Vector4( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, -1.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ),
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new Matrix4x4( // neg z
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new Vector4( -1.0f, 0.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) )
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};
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}
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public class ShadowUtils
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{
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public static void InvertView( ref Matrix4x4 view, out Matrix4x4 invview )
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{
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invview = Matrix4x4.zero;
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invview.m00 = view.m00; invview.m01 = view.m10; invview.m02 = view.m20;
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invview.m10 = view.m01; invview.m11 = view.m11; invview.m12 = view.m21;
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invview.m20 = view.m02; invview.m21 = view.m12; invview.m22 = view.m22;
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invview.m33 = 1.0f;
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invview.m03 = -(invview.m00 * view.m03 + invview.m01 * view.m13 + invview.m02 * view.m23);
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invview.m13 = -(invview.m10 * view.m03 + invview.m11 * view.m13 + invview.m12 * view.m23);
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invview.m23 = -(invview.m20 * view.m03 + invview.m21 * view.m13 + invview.m22 * view.m23);
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}
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public static void InvertOrthographic( ref Matrix4x4 proj, ref Matrix4x4 view, out Matrix4x4 vpinv )
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{
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Matrix4x4 invview;
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InvertView( ref view, out invview );
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Matrix4x4 invproj = Matrix4x4.zero;
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invproj.m00 = 1.0f / proj.m00;
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invproj.m11 = 1.0f / proj.m11;
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invproj.m22 = 1.0f / proj.m22;
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invproj.m33 = 1.0f;
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invproj.m03 = proj.m03 * invproj.m00;
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invproj.m13 = proj.m13 * invproj.m11;
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invproj.m23 = - proj.m23 * invproj.m22;
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vpinv = invview * invproj;
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}
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public static void InvertPerspective( ref Matrix4x4 proj, ref Matrix4x4 view, out Matrix4x4 vpinv )
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{
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Matrix4x4 invview;
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InvertView(ref view, out invview);
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Matrix4x4 invproj = Matrix4x4.zero;
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invproj.m00 = 1.0f / proj.m00;
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invproj.m03 = proj.m02 * invproj.m00;
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invproj.m11 = 1.0f / proj.m11;
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invproj.m13 = proj.m12 * invproj.m11;
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invproj.m22 = 0.0f;
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invproj.m23 = -1.0f;
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invproj.m33 = proj.m22 / proj.m23;
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invproj.m32 = invproj.m33 / proj.m22;
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vpinv = invview * invproj;
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}
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public static Matrix4x4 ExtractSpotLightMatrix( VisibleLight vl, out Matrix4x4 view, out Matrix4x4 proj, out Matrix4x4 vpinverse, out Vector4 lightDir, out ShadowSplitData splitData )
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{
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splitData = new ShadowSplitData();
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splitData.cullingSphere.Set( 0.0f, 0.0f, 0.0f, float.NegativeInfinity );
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splitData.cullingPlaneCount = 0;
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// get lightDir
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lightDir = vl.light.transform.forward;
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// calculate view
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Matrix4x4 scaleMatrix = Matrix4x4.identity;
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scaleMatrix.m22 = -1.0f;
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view = scaleMatrix * vl.localToWorld.inverse;
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// following code is from SharedLightData::GetNearPlaneMinBound
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float percentageBound = 0.01f * vl.light.range;
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float fixedBound = 0.1f;
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float nearmin = fixedBound <= percentageBound ? fixedBound : percentageBound;
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// calculate projection
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float zfar = vl.range;
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float znear = vl.light.shadowNearPlane >= nearmin ? vl.light.shadowNearPlane : nearmin;
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float fov = vl.spotAngle;
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proj = Matrix4x4.Perspective(fov, 1.0f, znear, zfar);
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// and the compound (deviceProj will potentially inverse-Z)
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Matrix4x4 deviceProj = GL.GetGPUProjectionMatrix( proj, false );
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InvertPerspective( ref deviceProj, ref view, out vpinverse );
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return deviceProj * view;
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}
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public static Matrix4x4 ExtractPointLightMatrix( VisibleLight vl, uint faceIdx, float fovBias, out Matrix4x4 view, out Matrix4x4 proj, out Matrix4x4 vpinverse, out Vector4 lightDir, out ShadowSplitData splitData )
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{
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if( faceIdx > (uint) CubemapFace.NegativeZ )
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Debug.LogError( "Tried to extract cubemap face " + faceIdx + "." );
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splitData = new ShadowSplitData();
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splitData.cullingSphere.Set( 0.0f, 0.0f, 0.0f, float.NegativeInfinity );
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splitData.cullingPlaneCount = 4;
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// get lightDir
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lightDir = vl.light.transform.forward;
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// calculate the view matrices
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Vector3 lpos = vl.light.transform.position;
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view = ShadowUtilsConstants.kCubemapFaces[faceIdx];
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Vector3 inverted_viewpos = ShadowUtilsConstants.kCubemapFaces[faceIdx].MultiplyPoint( -lpos );
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view.SetColumn( 3, new Vector4( inverted_viewpos.x, inverted_viewpos.y, inverted_viewpos.z, 1.0f ) );
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for( int i = 0; i < 4; ++i )
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{
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ShadowUtilsConstants.CubemapEdge cubemapEdge = ShadowUtilsConstants.kCubemapEdgesPerFace[faceIdx,i];
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Vector3 cullingPlaneDirection = ShadowUtilsConstants.kCubemapEdgeDirections[(int)cubemapEdge];
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splitData.SetCullingPlane( i, new Plane( cullingPlaneDirection, lpos ) );
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}
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// following code is from SharedLightData::GetNearPlaneMinBound
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float percentageBound = 0.01f * vl.light.range;
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float fixedBound = 0.1f;
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float nearmin = fixedBound <= percentageBound ? fixedBound : percentageBound;
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// calculate projection
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float farPlane = vl.range;
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float nearPlane = vl.light.shadowNearPlane >= nearmin ? vl.light.shadowNearPlane : nearmin;
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proj = Matrix4x4.Perspective( 90.0f + fovBias, 1.0f, nearPlane, farPlane );
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// and the compound (deviceProj will potentially inverse-Z)
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Matrix4x4 deviceProj = GL.GetGPUProjectionMatrix( proj, false );
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InvertPerspective( ref deviceProj, ref view, out vpinverse );
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return deviceProj * view;
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}
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public static Matrix4x4 ExtractDirectionalLightMatrix( VisibleLight vl, uint cascadeIdx, int cascadeCount, float[] splitRatio, float nearPlaneOffset, uint width, uint height, out Matrix4x4 view, out Matrix4x4 proj, out Matrix4x4 vpinverse, out Vector4 lightDir, out ShadowSplitData splitData, CullResults cullResults, int lightIndex )
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{
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Debug.Assert( width == height, "Currently the cascaded shadow mapping code requires square cascades." );
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splitData = new ShadowSplitData();
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splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity);
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splitData.cullingPlaneCount = 0;
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// get lightDir
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lightDir = vl.light.transform.forward;
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// TODO: At some point this logic should be moved to C#, then the parameters cullResults and lightIndex can be removed as well
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// For directional lights shadow data is extracted from the cullResults, so that needs to be somehow provided here.
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// Check ScriptableShadowsUtility.cpp ComputeDirectionalShadowMatricesAndCullingPrimitives(...) for details.
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Vector3 ratios = new Vector3();
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for( int i = 0, cnt = splitRatio.Length < 3 ? splitRatio.Length : 3; i < cnt; i++ )
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ratios[i] = splitRatio[i];
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cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives( lightIndex, (int) cascadeIdx, cascadeCount, ratios, (int) width, nearPlaneOffset, out view, out proj, out splitData );
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// and the compound (deviceProj will potentially inverse-Z)
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Matrix4x4 deviceProj = GL.GetGPUProjectionMatrix( proj, false );
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InvertOrthographic( ref deviceProj, ref view, out vpinverse );
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return deviceProj * view;
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}
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public static GPUShadowAlgorithm Pack( ShadowAlgorithm algo, ShadowVariant vari, ShadowPrecision prec )
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{
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int precshift = ShadowConstants.Bits.k_ShadowVariant + ShadowConstants.Bits.k_ShadowAlgorithm;
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int algoshift = ShadowConstants.Bits.k_ShadowVariant;
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return (GPUShadowAlgorithm) ( (int) prec << precshift | ((int) algo << algoshift) | (int)vari);
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}
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public static ShadowAlgorithm ExtractAlgorithm( GPUShadowAlgorithm gpuAlgo ) { return (ShadowAlgorithm) ( ShadowConstants.Masks.k_ShadowAlgorithm & ((int)gpuAlgo >> ShadowConstants.Bits.k_ShadowVariant) ); }
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public static ShadowVariant ExtractVariant( GPUShadowAlgorithm gpuAlgo ) { return (ShadowVariant ) ( ShadowConstants.Masks.k_ShadowVariant & (int)gpuAlgo ); }
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public static ShadowPrecision ExtractPrecision( GPUShadowAlgorithm gpuAlgo ) { return (ShadowPrecision) ( ShadowConstants.Masks.k_ShadowPrecision & ((int)gpuAlgo >> (ShadowConstants.Bits.k_ShadowVariant + ShadowConstants.Bits.k_ShadowAlgorithm)) ); }
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public static void Unpack( GPUShadowAlgorithm gpuAlgo, out ShadowAlgorithm algo, out ShadowVariant vari, out ShadowPrecision prec )
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{
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algo = ExtractAlgorithm( gpuAlgo );
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vari = ExtractVariant( gpuAlgo );
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prec = ExtractPrecision( gpuAlgo );
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}
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public static GPUShadowAlgorithm ClearPrecision( GPUShadowAlgorithm gpuAlgo )
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{
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var algo = ExtractAlgorithm( gpuAlgo );
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var vari = ExtractVariant( gpuAlgo );
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return Pack( algo, vari, ShadowPrecision.Low );
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}
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public static float Asfloat( uint val ) { unsafe { return *((float*)&val); } }
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public static float Asfloat( int val ) { unsafe { return *((float*)&val); } }
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public static int Asint( float val ) { unsafe { return *((int*)&val); } }
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public static uint Asuint( float val ) { unsafe { return *((uint*)&val); } }
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}
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} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop
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