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830 行
43 KiB
830 行
43 KiB
using UnityEngine.Rendering;
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering
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{
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// Class holding parameters for the initialization of the Shadow System
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[Serializable]
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public class ShadowInitParameters
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{
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public const int kDefaultShadowAtlasSize = 4096;
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public int shadowAtlasWidth = kDefaultShadowAtlasSize;
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public int shadowAtlasHeight = kDefaultShadowAtlasSize;
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}
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// Class used to pass parameters to the shadow system on a per frame basis.
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[Serializable]
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public class ShadowSettings
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{
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public const float kDefaultMaxShadowDistance = 1000.0f;
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public const float kDefaultDirectionalNearPlaneOffset = 5.0f;
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public bool enabled = true;
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public float maxShadowDistance = kDefaultMaxShadowDistance;
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public float directionalLightNearPlaneOffset = kDefaultDirectionalNearPlaneOffset;
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}
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[GenerateHLSL]
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public enum GPUShadowType
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{
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Point,
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Spot,
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Directional,
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MAX,
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Unknown = MAX,
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All = Point | Spot | Directional
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};
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public enum ShadowAlgorithm // 6 bits
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{
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PCF,
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VSM,
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EVSM,
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MSM,
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Custom = 32
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};
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public enum ShadowVariant // 3 bits
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{
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V0,
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V1,
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V2,
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V3,
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V4,
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V5,
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V6,
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V7
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}
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public enum ShadowPrecision // 1 bits
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{
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High,
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Low
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}
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[GenerateHLSL]
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public enum GPUShadowAlgorithm // 9 bits
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{
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PCF_1tap = ShadowAlgorithm.PCF << 3 | ShadowVariant.V0,
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PCF_9tap = ShadowAlgorithm.PCF << 3 | ShadowVariant.V1,
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PCF_tent_3x3 = ShadowAlgorithm.PCF << 3 | ShadowVariant.V2,
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PCF_tent_5x5 = ShadowAlgorithm.PCF << 3 | ShadowVariant.V3,
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PCF_tent_7x7 = ShadowAlgorithm.PCF << 3 | ShadowVariant.V4,
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VSM = ShadowAlgorithm.VSM << 3,
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EVSM_2 = ShadowAlgorithm.EVSM << 3 | ShadowVariant.V0,
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EVSM_4 = ShadowAlgorithm.EVSM << 3 | ShadowVariant.V1,
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MSM_Ham = ShadowAlgorithm.MSM << 3 | ShadowVariant.V0,
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MSM_Haus = ShadowAlgorithm.MSM << 3 | ShadowVariant.V1,
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Custom = ShadowAlgorithm.Custom << 3
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}
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// Central location for storing various shadow constants and bitmasks. These can be used to pack enums into ints, for example.
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// These are all guaranteed to be positive, but C# doesn't like uints, so they're all ints.
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public static class ShadowConstants
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{
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public struct Counts
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{
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public const int k_ShadowAlgorithm = 64;
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public const int k_ShadowVariant = 8;
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public const int k_ShadowPrecision = 2;
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public const int k_GPUShadowType = 3;
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}
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public struct Bits
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{
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public const int k_ShadowAlgorithm = 6;
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public const int k_ShadowVariant = 3;
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public const int k_ShadowPrecision = 1;
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public const int k_GPUShadowAlgorithm = k_ShadowAlgorithm + k_ShadowVariant + k_ShadowPrecision;
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public const int k_GPUShadowType = 4;
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}
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public struct Masks
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{
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public const int k_ShadowAlgorithm = (1 << Bits.k_ShadowAlgorithm ) - 1;
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public const int k_ShadowVariant = (1 << Bits.k_ShadowVariant ) - 1;
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public const int k_ShadowPrecision = (1 << Bits.k_ShadowPrecision ) - 1;
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public const int k_GPUShadowAlgorithm = (1 << Bits.k_GPUShadowAlgorithm ) - 1;
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public const int k_GPUShadowType = (1 << Bits.k_GPUShadowType ) - 1;
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}
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}
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// Shadow Registry for exposing shadow features to the UI
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public class ShadowRegistry
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{
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public delegate void VariantDelegate( Light l, ShadowAlgorithm dataAlgorithm, ShadowVariant dataVariant, ShadowPrecision dataPrecision, ref int[] dataContainer );
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public delegate GPUShadowType ShadowLightTypeDelegate(Light l);
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// default implementation based on legacy Unity
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static public GPUShadowType ShadowLightType(Light l)
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{
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GPUShadowType shadowType = GPUShadowType.Unknown;
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switch (l.type)
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{
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case LightType.Spot:
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shadowType = GPUShadowType.Spot;
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break;
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case LightType.Directional:
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shadowType = GPUShadowType.Directional;
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break;
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case LightType.Point:
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shadowType = GPUShadowType.Point;
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break;
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// area lights by themselves can't be mapped to any GPU type
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}
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return shadowType;
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}
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struct Dels
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{
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public VariantDelegate low;
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public VariantDelegate high;
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}
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struct Entry
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{
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public string algorithmDesc;
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public int variantsAvailable;
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public string[] variantDescs;
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public Dels[] variantDels;
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}
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struct Override
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{
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public bool enabled;
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public ShadowAlgorithm algorithm;
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public ShadowVariant variant;
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public ShadowPrecision precision;
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}
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Override[] m_GlobalOverrides = new Override[(int)GPUShadowType.MAX];
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ShadowLightTypeDelegate m_shadowLightType;
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Dictionary<ShadowAlgorithm, Entry>[] m_Entries = new Dictionary<ShadowAlgorithm, Entry>[ShadowConstants.Counts.k_GPUShadowType]
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{ new Dictionary<ShadowAlgorithm, Entry>(),
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new Dictionary<ShadowAlgorithm, Entry>(),
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new Dictionary<ShadowAlgorithm, Entry>() };
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// Init default delegate
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public ShadowRegistry() { m_shadowLightType = ShadowLightType; }
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public void ClearRegistry()
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{
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foreach( var d in m_Entries )
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d.Clear();
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}
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public GPUShadowType GetShadowLightType(Light l)
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{
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return m_shadowLightType(l);
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}
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public void SetShadowLightTypeDelegate(ShadowLightTypeDelegate del)
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{
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m_shadowLightType = del;
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}
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public void Register( GPUShadowType type, ShadowPrecision precision, ShadowAlgorithm algorithm, string algorithmDescriptor, ShadowVariant[] variants, string[] variantDescriptors, VariantDelegate[] variantDelegates )
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{
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if( Validate( algorithmDescriptor, variants, variantDescriptors, variantDelegates ) )
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Register( m_Entries[(int)type], precision, algorithm, algorithmDescriptor, variants, variantDescriptors, variantDelegates );
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}
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private bool Validate( string algorithmDescriptor, ShadowVariant[] variants, string[] variantDescriptors, VariantDelegate[] variantDelegates )
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{
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if( string.IsNullOrEmpty( algorithmDescriptor ) )
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{
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Debug.LogError( "Tried to register a shadow algorithm but the algorithm descriptor is empty." );
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return false;
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}
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if( variantDescriptors == null || variantDescriptors.Length == 0 )
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{
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Debug.LogError( "Tried to register a shadow algorithm (" + algorithmDescriptor + ") but the variant descriptors are empty. At least one variant descriptor is required for registration." );
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return false;
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}
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if( variantDescriptors.Length > ShadowConstants.Counts.k_ShadowVariant )
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{
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Debug.LogError( "Tried to register a shadow algorithm (" + algorithmDescriptor + ") with more than the valid amount of variants. Variant count: " + variantDescriptors.Length + ", valid count: " + ShadowConstants.Counts.k_ShadowVariant + "." );
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return false;
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}
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if( variantDescriptors.Length != variants.Length )
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{
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Debug.LogError( "Tried to register a shadow algorithm (" + algorithmDescriptor + ") but the length of variant descriptors (" + variantDescriptors.Length + ") does not match the length of variants (" + variants.Length + ")." );
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return false;
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}
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if( variantDelegates.Length != variants.Length )
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{
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Debug.LogError( "Tried to register a shadow algorithm (" + algorithmDescriptor + ") but the length of variant delegates (" + variantDelegates.Length + ") does not match the length of variants (" + variants.Length + ")." );
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return false;
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}
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return true;
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}
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private void Register( Dictionary<ShadowAlgorithm, Entry> dict, ShadowPrecision precision, ShadowAlgorithm algorithm, string algorithmDescriptor, ShadowVariant[] variants, string[] variantDescriptors, VariantDelegate[] variantDelegates )
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{
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if( !dict.ContainsKey( algorithm ) )
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{
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Entry e;
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e.algorithmDesc = algorithmDescriptor;
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e.variantsAvailable = variants.Length;
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e.variantDescs = new string[ShadowConstants.Counts.k_ShadowVariant];
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e.variantDels = new Dels[ShadowConstants.Counts.k_ShadowVariant];
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for( uint i = 0, cnt = (uint) variants.Length; i < cnt; ++i )
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{
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e.variantDescs[(uint) variants[i]] = variantDescriptors[i];
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if( precision == ShadowPrecision.Low )
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e.variantDels[(uint) variants[i]].low = variantDelegates[i];
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else
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e.variantDels[(uint) variants[i]].high = variantDelegates[i];
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}
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dict.Add( algorithm, e );
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}
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else
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{
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var entry = dict[algorithm];
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for( uint i = 0, cnt = (uint) variants.Length; i < cnt; ++i )
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{
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if( string.IsNullOrEmpty( entry.variantDescs[(uint) variants[i]] ) )
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{
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entry.variantsAvailable++;
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entry.variantDescs[(uint) variants[i]] = variantDescriptors[i];
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entry.variantDels[(uint) variants[i]].low = precision == ShadowPrecision.Low ? variantDelegates[i] : null;
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entry.variantDels[(uint) variants[i]].high = precision == ShadowPrecision.High ? variantDelegates[i] : null;
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}
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else if( precision == ShadowPrecision.Low && entry.variantDels[(uint)variants[i]].low == null )
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{
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entry.variantDels[(uint)variants[i]].low = variantDelegates[i];
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}
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else if( precision == ShadowPrecision.High && entry.variantDels[(uint)variants[i]].high == null )
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{
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entry.variantDels[(uint)variants[i]].high = variantDelegates[i];
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}
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else
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Debug.Log( "Tried to register variant " + variants[i] + " for algorithm " + algorithm + " with precision " + precision + ", but this variant is already registered. Skipping registration." );
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}
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}
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}
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public void Draw( Light l )
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{
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AdditionalShadowData asd = l.GetComponent<AdditionalShadowData>();
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Debug.Assert(asd != null, "Light has no valid AdditionalShadowData component attached.");
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GPUShadowType shadowType = GetShadowLightType(l);
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// check if this has supported shadows
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if( (int) shadowType >= ShadowConstants.Counts.k_GPUShadowType )
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return;
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int shadowAlgorithm;
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int shadowVariant;
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int shadowPrecision;
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bool globalOverride = m_GlobalOverrides[(int)shadowType].enabled;
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if( globalOverride )
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{
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shadowAlgorithm = (int) m_GlobalOverrides[(int)shadowType].algorithm;
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shadowVariant = (int) m_GlobalOverrides[(int)shadowType].variant;
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shadowPrecision = (int) m_GlobalOverrides[(int)shadowType].precision;
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}
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else
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asd.GetShadowAlgorithm( out shadowAlgorithm, out shadowVariant, out shadowPrecision );
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DrawWidgets( l, shadowType, (ShadowAlgorithm) shadowAlgorithm, (ShadowVariant) shadowVariant, (ShadowPrecision) shadowPrecision, globalOverride );
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}
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void DrawWidgets( Light l, GPUShadowType shadowType, ShadowAlgorithm shadowAlgorithm, ShadowVariant shadowVariant, ShadowPrecision shadowPrecision, bool globalOverride )
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{
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#if UNITY_EDITOR
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var dict = m_Entries[(int)shadowType];
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int[] algoOptions = new int[dict.Count];
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GUIContent[] algoDescs = new GUIContent[dict.Count];
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int idx = 0;
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foreach( var entry in dict )
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{
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algoOptions[idx] = (int) entry.Key;
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algoDescs[idx] = new GUIContent( entry.Value.algorithmDesc );
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idx++;
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}
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using (new UnityEditor.EditorGUI.DisabledGroupScope(globalOverride))
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{
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UnityEditor.EditorGUI.BeginChangeCheck();
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shadowAlgorithm = (ShadowAlgorithm) UnityEditor.EditorGUILayout.IntPopup( new GUIContent( "Shadow Algorithm" ), (int) shadowAlgorithm, algoDescs, algoOptions );
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if( UnityEditor.EditorGUI.EndChangeCheck() )
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shadowVariant = 0;
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}
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UnityEditor.EditorGUI.indentLevel++;
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Entry e = dict[shadowAlgorithm];
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int varsAvailable = e.variantsAvailable;
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int[] varOptions = new int[varsAvailable];
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GUIContent[] varDescs = new GUIContent[varsAvailable];
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idx = 0;
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for( int writeIdx = 0; writeIdx < varsAvailable; idx++ )
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{
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if( e.variantDels[idx].low != null || e.variantDels[idx].high != null )
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{
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varOptions[writeIdx] = idx;
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varDescs[writeIdx] = new GUIContent( e.variantDescs[idx] );
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writeIdx++;
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}
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}
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UnityEditor.EditorGUILayout.BeginHorizontal();
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using( new UnityEditor.EditorGUI.DisabledGroupScope( globalOverride ) )
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{
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shadowVariant = (ShadowVariant) UnityEditor.EditorGUILayout.IntPopup( new GUIContent( "Variant + Precision" ), (int) shadowVariant, varDescs, varOptions );
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if( e.variantDels[(int)shadowVariant].low != null && e.variantDels[(int)shadowVariant].high != null )
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{
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GUIContent[] precDescs = new GUIContent[] { new GUIContent( "High" ), new GUIContent( "Low" ) };
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int[] precOptions = new int[] { 0, 1 };
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shadowPrecision = (ShadowPrecision)UnityEditor.EditorGUILayout.IntPopup((int)shadowPrecision, precDescs, precOptions, GUILayout.MaxWidth(65));
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}
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else
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{
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using( new UnityEditor.EditorGUI.DisabledScope() )
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{
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GUIContent[] precDescs = new GUIContent[] { new GUIContent( e.variantDels[(int)shadowVariant].low == null ? "High" : "Low" ) };
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int[] precOptions = new int[] { e.variantDels[(int)shadowVariant].low == null ? 0 : 1 };
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UnityEditor.EditorGUILayout.IntPopup(precOptions[0], precDescs, precOptions, GUILayout.MaxWidth(65));
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shadowPrecision = (ShadowPrecision) precOptions[0];
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}
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}
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}
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AdditionalShadowData asd = l.GetComponent<AdditionalShadowData>();
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GPUShadowAlgorithm packedAlgo = ShadowUtils.Pack( shadowAlgorithm, shadowVariant, shadowPrecision );
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int[] shadowData = null;
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if( !GUILayout.Button( "Reset", GUILayout.MaxWidth( 80.0f ) ) )
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shadowData = asd.GetShadowData( (int) packedAlgo );
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UnityEditor.EditorGUILayout.EndHorizontal();
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if( shadowPrecision == ShadowPrecision.Low )
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e.variantDels[(int) shadowVariant].low( l, shadowAlgorithm, shadowVariant, shadowPrecision, ref shadowData );
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else
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e.variantDels[(int) shadowVariant].high( l, shadowAlgorithm, shadowVariant, shadowPrecision, ref shadowData );
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asd.SetShadowAlgorithm( (int) shadowAlgorithm, (int) shadowVariant, (int) shadowPrecision, (int) packedAlgo, shadowData );
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UnityEditor.EditorGUI.indentLevel--;
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#endif
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}
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public void SetGlobalShadowOverride( GPUShadowType shadowType, ShadowAlgorithm shadowAlgorithm, ShadowVariant shadowVariant, ShadowPrecision shadowPrecision, bool enable )
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{
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m_GlobalOverrides[(int)shadowType].enabled = enable;
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m_GlobalOverrides[(int)shadowType].algorithm = shadowAlgorithm;
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m_GlobalOverrides[(int)shadowType].variant = shadowVariant;
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m_GlobalOverrides[(int)shadowType].precision = shadowPrecision;
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}
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void SetGlobalOverrideEnabled( GPUShadowType shadowType, bool enabled )
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{
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m_GlobalOverrides[(int)shadowType].enabled = enabled;
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}
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}
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// This is the struct passed into shaders
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[GenerateHLSL]
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public struct ShadowData
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{
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// shadow texture related params (need to be set by ShadowmapBase and derivatives)
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public Vector4 proj; // projection matrix value _00, _11, _22, _23
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public Vector3 pos; // view matrix light position
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public Vector3 rot0; // first column of view matrix rotation
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public Vector3 rot1; // second column of view matrix rotation
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public Vector3 rot2; // third column of view matrix rotation
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public Vector4 scaleOffset; // scale and offset of shadowmap in atlas
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public Vector4 textureSize; // the shadowmap's size in x and y. xy is texture relative, zw is viewport relative.
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public Vector4 texelSizeRcp; // reciprocal of the shadowmap's texel size in x and y. xy is texture relative, zw is viewport relative.
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public uint id; // packed texture id, sampler id and slice idx
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public uint shadowType; // determines the shadow algorithm, i.e. which map to sample and how to interpret the data
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public uint payloadOffset; // if this shadow type requires additional data it can be fetched from a global Buffer<uint> at payloadOffset.
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public float slice; // shadowmap slice
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public Vector4 viewBias; // x = min, y = max, z = scale, w = shadowmap texel size in world space at distance 1 from light
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public Vector4 normalBias; // x = min, y = max, z = scale, w = enable/disable sample biasing
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public float edgeTolerance; // specifies the offset along either the normal or view vector used for calculating the edge leak fixup
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public Vector3 _pad; // 16 byte padding
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public Matrix4x4 shadowToWorld; // from light space matrix
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public void PackShadowmapId( uint texIdx, uint sampIdx )
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{
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Debug.Assert( texIdx <= 0xff );
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Debug.Assert( sampIdx <= 0xff );
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id = texIdx << 24 | sampIdx << 16;
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}
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public void UnpackShadowmapId( out uint texIdx, out uint sampIdx )
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{
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texIdx = (id >> 24) & 0xff;
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sampIdx = (id >> 16) & 0xff;
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}
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public void PackShadowType( GPUShadowType type, GPUShadowAlgorithm algorithm )
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{
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shadowType = (uint)type << ShadowConstants.Bits.k_GPUShadowAlgorithm | (uint) algorithm;
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}
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};
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public struct FrameId
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{
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public int frameCount;
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public float deltaT;
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}
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// -------------- Begin temporary structs that need to be replaced at some point ---------------
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public struct SamplerState
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{
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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FilterMode filterMode;
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TextureWrapMode wrapMode;
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uint anisotropy;
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#pragma warning restore 414
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public static SamplerState Default()
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{
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SamplerState defaultState;
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defaultState.filterMode = FilterMode.Bilinear;
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defaultState.wrapMode = TextureWrapMode.Clamp;
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defaultState.anisotropy = 1;
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return defaultState;
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}
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// TODO: this should either contain the description for a sampler, or be replaced by a struct that does
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public static bool operator ==( SamplerState lhs, SamplerState rhs )
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{
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return false; // TODO: Remove this once shared samplers are in
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//return lhs.filterMode == rhs.filterMode && lhs.wrapMode == rhs.wrapMode && lhs.anisotropy == rhs.anisotropy;
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}
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public static bool operator !=( SamplerState lhs, SamplerState rhs ) { return !(lhs == rhs); }
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public override bool Equals( object obj ) { return (obj is SamplerState) && (SamplerState) obj == this; }
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public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); }
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}
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public struct ComparisonSamplerState
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{
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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FilterMode filterMode;
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TextureWrapMode wrapMode;
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uint anisotropy;
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#pragma warning restore 414
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|
|
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public static ComparisonSamplerState Default()
|
|
{
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ComparisonSamplerState defaultState;
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defaultState.filterMode = FilterMode.Bilinear;
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defaultState.wrapMode = TextureWrapMode.Clamp;
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defaultState.anisotropy = 1;
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|
return defaultState;
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|
}
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// TODO: this should either contain the description for a comparison sampler, or be replaced by a struct that does
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public static bool operator ==(ComparisonSamplerState lhs, ComparisonSamplerState rhs)
|
|
{
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|
return false;
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|
//return lhs.filterMode == rhs.filterMode && lhs.wrapMode == rhs.wrapMode && lhs.anisotropy == rhs.anisotropy;
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|
}
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public static bool operator !=(ComparisonSamplerState lhs, ComparisonSamplerState rhs) { return !(lhs == rhs); }
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public override bool Equals( object obj ) { return (obj is ComparisonSamplerState) && (ComparisonSamplerState) obj == this; }
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public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); }
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}
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// -------------- End temporary structs that need to be replaced at some point ---------------
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// Helper struct for passing arbitrary data into shaders. Entry size is 4 ints to minimize load instructions
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// in shaders. This should really be int p[4] but C# doesn't let us do that.
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|
public struct ShadowPayload
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|
{
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public int p0;
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public int p1;
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public int p2;
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public int p3;
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|
|
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public void Set( float v0, float v1, float v2, float v3 )
|
|
{
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|
p0 = ShadowUtils.Asint( v0 );
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p1 = ShadowUtils.Asint( v1 );
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p2 = ShadowUtils.Asint( v2 );
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p3 = ShadowUtils.Asint( v3 );
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}
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public void Set( int v0, int v1, int v2, int v3 )
|
|
{
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|
p0 = v0;
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p1 = v1;
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p2 = v2;
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p3 = v3;
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}
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public void Set( Vector4 v ) { Set( v.x, v.y, v.z, v.w ); }
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}
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// Class holding resource information that needs to be synchronized with shaders.
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|
public class ShadowContextStorage
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|
{
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public struct Init
|
|
{
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public uint maxShadowDataSlots;
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public uint maxPayloadSlots;
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public uint maxTex2DArraySlots;
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public uint maxTexCubeArraySlots;
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public uint maxComparisonSamplerSlots;
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public uint maxSamplerSlots;
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}
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protected ShadowContextStorage( ref Init initializer )
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|
{
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m_ShadowDatas.Reserve( initializer.maxShadowDataSlots );
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m_Payloads.Reserve( initializer.maxPayloadSlots );
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m_Tex2DArray.Reserve( initializer.maxTex2DArraySlots );
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m_TexCubeArray.Reserve( initializer.maxTexCubeArraySlots );
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m_CompSamplers.Reserve( initializer.maxComparisonSamplerSlots );
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m_Samplers.Reserve( initializer.maxSamplerSlots );
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}
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// query functions to be used by the shadowmap
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public uint RequestTex2DArraySlot() { return m_Tex2DArray.Add( new RenderTargetIdentifier() ); }
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public uint RequestTexCubeArraySlot() { return m_TexCubeArray.Add( new RenderTargetIdentifier() ); }
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public uint RequestSamplerSlot( SamplerState ss )
|
|
{
|
|
uint idx;
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|
if( m_Samplers.FindFirst( out idx, ref ss ) )
|
|
return idx;
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idx = m_Samplers.Count();
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|
m_Samplers.Add( ss );
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|
return idx;
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}
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public uint RequestSamplerSlot( ComparisonSamplerState css )
|
|
{
|
|
uint idx;
|
|
if( m_CompSamplers.FindFirst( out idx, ref css ) )
|
|
return idx;
|
|
idx = m_CompSamplers.Count();
|
|
m_CompSamplers.Add( css );
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|
return idx;
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|
}
|
|
// setters called each frame on the shadowmap
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|
public void SetTex2DArraySlot( uint slot, RenderTargetIdentifier val ) { m_Tex2DArray[slot] = val; }
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|
public void SetTexCubeArraySlot( uint slot, RenderTargetIdentifier val ) { m_TexCubeArray[slot] = val; }
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|
|
|
protected VectorArray<ShadowData> m_ShadowDatas = new VectorArray<ShadowData>( 0, false );
|
|
protected VectorArray<ShadowPayload> m_Payloads = new VectorArray<ShadowPayload>( 0, false );
|
|
protected VectorArray<RenderTargetIdentifier> m_Tex2DArray = new VectorArray<RenderTargetIdentifier>( 0, true );
|
|
protected VectorArray<RenderTargetIdentifier> m_TexCubeArray = new VectorArray<RenderTargetIdentifier>( 0, true );
|
|
protected VectorArray<ComparisonSamplerState> m_CompSamplers = new VectorArray<ComparisonSamplerState>( 0, true );
|
|
protected VectorArray<SamplerState> m_Samplers = new VectorArray<SamplerState>( 0, true );
|
|
}
|
|
|
|
// Class providing hooks to do the actual synchronization
|
|
public class ShadowContext : ShadowContextStorage
|
|
{
|
|
public delegate void SyncDel( ShadowContext sc );
|
|
public delegate void BindDel( ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel);
|
|
public struct CtxtInit
|
|
{
|
|
public Init storage;
|
|
public SyncDel dataSyncer;
|
|
public BindDel resourceBinder;
|
|
}
|
|
public ShadowContext( ref CtxtInit initializer ) : base( ref initializer.storage )
|
|
{
|
|
Debug.Assert( initializer.dataSyncer != null && initializer.resourceBinder != null );
|
|
m_DataSyncerDel = initializer.dataSyncer;
|
|
m_ResourceBinderDel = initializer.resourceBinder;
|
|
}
|
|
public void ClearData() { m_ShadowDatas.Reset(); m_Payloads.Reset(); }
|
|
// delegate that takes care of syncing data to the GPU
|
|
public void SyncData() { m_DataSyncerDel( this ); }
|
|
// delegate that takes care of binding textures, buffers and samplers to shaders just before rendering
|
|
public void BindResources( CommandBuffer cb, ComputeShader computeShader, int computeKernel) { m_ResourceBinderDel( this, cb, computeShader, computeKernel); }
|
|
|
|
// the following functions are to be used by the bind and sync delegates
|
|
public void GetShadowDatas( out ShadowData[] shadowDatas, out uint offset, out uint count ) { shadowDatas = m_ShadowDatas.AsArray( out offset, out count ); }
|
|
public void GetPayloads( out ShadowPayload[] payloads, out uint offset, out uint count ) { payloads = m_Payloads.AsArray( out offset, out count ); }
|
|
public void GetTex2DArrays( out RenderTargetIdentifier[] tex2DArrays, out uint offset, out uint count ) { tex2DArrays = m_Tex2DArray.AsArray( out offset, out count ); }
|
|
public void GetTexCubeArrays( out RenderTargetIdentifier[] texCubeArrays, out uint offset, out uint count ) { texCubeArrays = m_TexCubeArray.AsArray( out offset, out count ); }
|
|
public void GetComparisonSamplerArrays( out ComparisonSamplerState[] compSamplers, out uint offset, out uint count ) { compSamplers = m_CompSamplers.AsArray( out offset, out count ); }
|
|
public void GetSamplerArrays( out SamplerState[] samplerArrays, out uint offset, out uint count ) { samplerArrays = m_Samplers.AsArray( out offset, out count ); }
|
|
|
|
private SyncDel m_DataSyncerDel;
|
|
private BindDel m_ResourceBinderDel;
|
|
}
|
|
|
|
// Abstract base class for handling shadow maps.
|
|
// Specific implementations managing atlases and the likes should inherit from this
|
|
abstract public class ShadowmapBase
|
|
{
|
|
[Flags]
|
|
public enum ShadowSupport
|
|
{
|
|
Point = 1 << GPUShadowType.Point,
|
|
Spot = 1 << GPUShadowType.Spot,
|
|
Directional = 1 << GPUShadowType.Directional
|
|
}
|
|
|
|
public struct ShadowRequest
|
|
{
|
|
private const byte k_IndexBits = 24;
|
|
private const byte k_FaceBits = 32 - k_IndexBits;
|
|
private const uint k_MaxIndex = (1 << k_IndexBits) - 1;
|
|
private const byte k_MaxFace = (1 << k_FaceBits) - 1;
|
|
public const int k_MaxFaceCount = k_FaceBits;
|
|
|
|
// combined face mask and visible light index
|
|
private uint m_MaskIndex;
|
|
private int m_ShadowTypeAndAlgorithm;
|
|
// instance Id for this light
|
|
public int instanceId { get; set; }
|
|
// shadow type of this light
|
|
public GPUShadowType shadowType
|
|
{
|
|
get { return (GPUShadowType) (m_ShadowTypeAndAlgorithm >> ShadowConstants.Bits.k_GPUShadowAlgorithm); }
|
|
set { m_ShadowTypeAndAlgorithm = ((int)value << ShadowConstants.Bits.k_GPUShadowAlgorithm) | (m_ShadowTypeAndAlgorithm & ShadowConstants.Masks.k_GPUShadowAlgorithm); }
|
|
}
|
|
public GPUShadowAlgorithm shadowAlgorithm
|
|
{
|
|
get { return (GPUShadowAlgorithm) (m_ShadowTypeAndAlgorithm & ShadowConstants.Masks.k_GPUShadowAlgorithm); }
|
|
set { m_ShadowTypeAndAlgorithm = (m_ShadowTypeAndAlgorithm & ~(ShadowConstants.Masks.k_GPUShadowAlgorithm)) | (int)value; }
|
|
}
|
|
// index into the visible lights array
|
|
public int index // use "int" and not "uint" as it is use to index inside List<>
|
|
{
|
|
get { return (int)(m_MaskIndex & k_MaxIndex); }
|
|
set { m_MaskIndex = (uint)value & k_MaxIndex; }
|
|
}
|
|
// mask of which faces are requested:
|
|
// - for spotlights the value is always 1
|
|
// - for point lights the bit positions map to the faces as listed in the CubemapFace enum
|
|
// - for directional lights the bit positions map to the individual cascades
|
|
public uint facemask
|
|
{
|
|
get { return (m_MaskIndex >> k_IndexBits) & k_MaxFace; }
|
|
set { m_MaskIndex = (m_MaskIndex & k_MaxIndex) | (value << k_IndexBits); }
|
|
}
|
|
public uint facecount
|
|
{
|
|
get
|
|
{
|
|
uint fc = facemask;
|
|
uint count = 0;
|
|
while (fc != 0)
|
|
{
|
|
count += fc & 1;
|
|
fc >>= 1;
|
|
}
|
|
return count;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
protected readonly uint m_Width;
|
|
protected readonly uint m_Height;
|
|
protected readonly uint m_Slices;
|
|
protected readonly uint m_ShadowmapBits;
|
|
protected readonly RenderTextureFormat m_ShadowmapFormat;
|
|
protected readonly SamplerState m_SamplerState;
|
|
protected readonly ComparisonSamplerState m_CompSamplerState;
|
|
protected readonly Vector4 m_ClearColor;
|
|
protected readonly float m_WidthRcp;
|
|
protected readonly float m_HeightRcp;
|
|
protected readonly uint m_MaxPayloadCount;
|
|
protected readonly ShadowSupport m_ShadowSupport;
|
|
protected CullResults m_CullResults; // TODO: Temporary, due to CullResults dependency in ShadowUtils' matrix extraction code. Remove this member once that dependency is gone.
|
|
|
|
|
|
public uint width { get { return m_Width; } }
|
|
public uint height { get { return m_Height; } }
|
|
public uint slices { get { return m_Slices; } }
|
|
|
|
|
|
public struct BaseInit
|
|
{
|
|
public uint width; // width of the shadowmap
|
|
public uint height; // height of the shadowmap
|
|
public uint slices; // slices for the shadowmap
|
|
public uint shadowmapBits; // bit depth for native shadowmaps, or bitdepth for the temporary shadowmap if the shadowmapFormat is not native
|
|
public RenderTextureFormat shadowmapFormat; // texture format of the shadowmap
|
|
public SamplerState samplerState; // the desired sampler state for non-native shadowmaps
|
|
public ComparisonSamplerState comparisonSamplerState; // the desired sampler state for native shadowmaps doing depth comparisons as well
|
|
public Vector4 clearColor; // the clear color used for non-native shadowmaps
|
|
public uint maxPayloadCount; // how many ints will be pushed into the payload buffer for each invocation of Reserve
|
|
public ShadowSupport shadowSupport; // bitmask of all shadow types that this shadowmap supports
|
|
};
|
|
|
|
protected ShadowmapBase( ref BaseInit initializer )
|
|
{
|
|
m_Width = initializer.width;
|
|
m_Height = initializer.height;
|
|
m_Slices = initializer.slices;
|
|
m_ShadowmapBits = initializer.shadowmapBits;
|
|
m_ShadowmapFormat = initializer.shadowmapFormat;
|
|
m_SamplerState = initializer.samplerState;
|
|
m_CompSamplerState = initializer.comparisonSamplerState;
|
|
m_ClearColor = initializer.clearColor;
|
|
m_WidthRcp = 1.0f / initializer.width;
|
|
m_HeightRcp = 1.0f / initializer.height;
|
|
m_MaxPayloadCount = initializer.maxPayloadCount;
|
|
m_ShadowSupport = initializer.shadowSupport;
|
|
|
|
if( IsNativeDepth() && m_Slices > 1 )
|
|
{
|
|
// TODO: Right now when using any of the SetRendertarget functions we ultimately end up in RenderTextureD3D11.cpp
|
|
// SetRenderTargetD3D11Internal. This function sets the correct slice only for RTVs, whereas depth textures only
|
|
// support one DSV. So there's currently no way to have individual DSVs per slice to render into (ignoring going through a geometry shader and selecting the slice there).
|
|
Debug.LogError( "Unity does not allow direct rendering into specific depth slices, yet. Defaulting back to one array slice." );
|
|
m_Slices = 1;
|
|
}
|
|
}
|
|
|
|
protected bool IsNativeDepth()
|
|
{
|
|
return m_ShadowmapFormat == RenderTextureFormat.Shadowmap || m_ShadowmapFormat == RenderTextureFormat.Depth;
|
|
}
|
|
|
|
public void Register( ShadowRegistry registry )
|
|
{
|
|
int bit = 1;
|
|
for( GPUShadowType i = GPUShadowType.Point; i < GPUShadowType.MAX; ++i, bit <<= 1 )
|
|
{
|
|
if( ((int)m_ShadowSupport & bit) != 0 )
|
|
Register( i, registry );
|
|
}
|
|
}
|
|
|
|
public ShadowSupport QueryShadowSupport() { return m_ShadowSupport; }
|
|
public uint GetMaxPayload() { return m_MaxPayloadCount; }
|
|
public void Assign( CullResults cullResults ) { m_CullResults = cullResults; } // TODO: Remove when m_CullResults is removed again
|
|
abstract public bool Reserve( FrameId frameId, Camera camera, bool cameraRelativeRendering, ref ShadowData shadowData, ShadowRequest sr, uint width, uint height, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payloads, List<VisibleLight> lights);
|
|
abstract public bool Reserve( FrameId frameId, Camera camera, bool cameraRelativeRendering, ref ShadowData shadowData, ShadowRequest sr, uint[] widths, uint[] heights, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payloads, List<VisibleLight> lights);
|
|
abstract public bool ReserveFinalize( FrameId frameId, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payloads );
|
|
abstract public void Update( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights);
|
|
abstract public void ReserveSlots( ShadowContextStorage sc );
|
|
abstract public void Fill( ShadowContextStorage cs );
|
|
abstract public void CreateShadowmap();
|
|
abstract protected void Register( GPUShadowType type, ShadowRegistry registry );
|
|
abstract public void DisplayShadowMap(CommandBuffer cmd, Material debugMaterial, Vector4 scaleBias, uint slice, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
|
|
}
|
|
|
|
public interface IShadowManager
|
|
{
|
|
// Warning: The shadowRequests array and shadowRequestsCount are modified by this function.
|
|
// When called the array contains the indices of lights requesting shadows,
|
|
// upon returning the array contains up to shadowRequestsCount valid shadow caster indices,
|
|
// whereas [shadowRequestsCount;originalRequestsCount) will hold all indices for lights that wanted to cast a shadow but got rejected.
|
|
// shadowDataIndices contains the offset into the shadowDatas array only for each shadow casting light, e.g. lights[shadowRequests[i]].shadowDataOffset = shadowDataIndices[i];
|
|
// shadowDatas contains shadowmap related basic parameters that can be passed to the shader.
|
|
// shadowPayloads contains implementation specific data that is accessed from the shader by indexing into an Buffer<int> using ShadowData.ShadowmapData.payloadOffset.
|
|
// This is the equivalent of a void pointer in the shader and there needs to be loader code that knows how to interpret the data.
|
|
// If there are no valid shadow casters all output arrays will be null, otherwise they will contain valid data that can be passed to shaders.
|
|
void ProcessShadowRequests( FrameId frameId, CullResults cullResults, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices );
|
|
// Renders all shadows for lights the were deemed shadow casters after the last call to ProcessShadowRequests
|
|
void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights);
|
|
// Debug function to display a shadow at the screen coordinate
|
|
void DisplayShadow(CommandBuffer cmd, Material debugMaterial, int shadowIndex, uint faceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
|
|
void DisplayShadowMap(CommandBuffer cmd, Material debugMaterial, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
|
|
// Synchronize data with GPU buffers
|
|
void SyncData();
|
|
// Binds resources to shader stages just before rendering the lighting pass
|
|
void BindResources( CommandBuffer cmd, ComputeShader computeShader, int computeKernel);
|
|
// Fixes up some parameters within the cullResults
|
|
void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams );
|
|
|
|
uint GetShadowMapCount();
|
|
uint GetShadowMapSliceCount(uint shadowMapIndex);
|
|
|
|
uint GetShadowRequestCount();
|
|
|
|
uint GetShadowRequestFaceCount(uint requestIndex);
|
|
|
|
int GetShadowRequestIndex(Light light);
|
|
}
|
|
|
|
abstract public class ShadowManagerBase : ShadowRegistry, IShadowManager
|
|
{
|
|
public abstract void ProcessShadowRequests( FrameId frameId, CullResults cullResults, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices );
|
|
public abstract void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights);
|
|
public abstract void DisplayShadow(CommandBuffer cmd, Material debugMaterial, int shadowIndex, uint faceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
|
|
public abstract void DisplayShadowMap(CommandBuffer cmd, Material debugMaterial, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
|
|
public abstract void SyncData();
|
|
public abstract void BindResources( CommandBuffer cmd, ComputeShader computeShader, int computeKernel);
|
|
public abstract void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams );
|
|
// sort the shadow requests in descending priority - may only modify shadowRequests
|
|
protected abstract void PrioritizeShadowCasters( Camera camera, List<VisibleLight> lights, uint shadowRequestsCount, int[] shadowRequests );
|
|
// prune the shadow requests - may modify shadowRequests and shadowsCountshadowRequestsCount
|
|
protected abstract void PruneShadowCasters( Camera camera, List<VisibleLight> lights, ref VectorArray<int> shadowRequests, ref VectorArray<ShadowmapBase.ShadowRequest> requestsGranted, out uint totalRequestCount );
|
|
// allocate the shadow requests in the shadow map, only is called if shadowsCount > 0 - may modify shadowRequests and shadowsCount
|
|
protected abstract bool AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref VectorArray<ShadowmapBase.ShadowRequest> grantedRequests, ref VectorArray<int> shadowIndices, ref VectorArray<ShadowData> shadowmapDatas, ref VectorArray<ShadowPayload> shadowmapPayload );
|
|
|
|
public abstract uint GetShadowMapCount();
|
|
public abstract uint GetShadowMapSliceCount(uint shadowMapIndex);
|
|
public abstract uint GetShadowRequestCount();
|
|
public abstract uint GetShadowRequestFaceCount(uint requestIndex);
|
|
public abstract int GetShadowRequestIndex(Light light);
|
|
|
|
}
|
|
} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop
|