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839 行
43 KiB
839 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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{
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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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};
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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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public bool GetGlobalShadowOverride(GPUShadowType shadowType, ref GPUShadowAlgorithm algo)
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{
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if (m_GlobalOverrides[(int)shadowType].enabled)
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algo = ShadowUtils.Pack(m_GlobalOverrides[(int)shadowType].algorithm, m_GlobalOverrides[(int)shadowType].variant, m_GlobalOverrides[(int)shadowType].precision);
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return m_GlobalOverrides[(int)shadowType].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; }
|
|
public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); }
|
|
}
|
|
|
|
public struct ComparisonSamplerState
|
|
{
|
|
#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
|
|
FilterMode filterMode;
|
|
TextureWrapMode wrapMode;
|
|
uint anisotropy;
|
|
#pragma warning restore 414
|
|
|
|
public static ComparisonSamplerState Default()
|
|
{
|
|
ComparisonSamplerState defaultState;
|
|
defaultState.filterMode = FilterMode.Bilinear;
|
|
defaultState.wrapMode = TextureWrapMode.Clamp;
|
|
defaultState.anisotropy = 1;
|
|
return defaultState;
|
|
}
|
|
|
|
// TODO: this should either contain the description for a comparison sampler, or be replaced by a struct that does
|
|
public static bool operator==(ComparisonSamplerState lhs, ComparisonSamplerState rhs)
|
|
{
|
|
return false;
|
|
//return lhs.filterMode == rhs.filterMode && lhs.wrapMode == rhs.wrapMode && lhs.anisotropy == rhs.anisotropy;
|
|
}
|
|
|
|
public static bool operator!=(ComparisonSamplerState lhs, ComparisonSamplerState rhs) { return !(lhs == rhs); }
|
|
public override bool Equals(object obj) { return (obj is ComparisonSamplerState) && (ComparisonSamplerState)obj == this; }
|
|
public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); }
|
|
}
|
|
// -------------- End temporary structs that need to be replaced at some point ---------------
|
|
|
|
// Helper struct for passing arbitrary data into shaders. Entry size is 4 ints to minimize load instructions
|
|
// in shaders. This should really be int p[4] but C# doesn't let us do that.
|
|
public struct ShadowPayload
|
|
{
|
|
public int p0;
|
|
public int p1;
|
|
public int p2;
|
|
public int p3;
|
|
|
|
public void Set(float v0, float v1, float v2, float v3)
|
|
{
|
|
p0 = ShadowUtils.Asint(v0);
|
|
p1 = ShadowUtils.Asint(v1);
|
|
p2 = ShadowUtils.Asint(v2);
|
|
p3 = ShadowUtils.Asint(v3);
|
|
}
|
|
|
|
public void Set(int v0, int v1, int v2, int v3)
|
|
{
|
|
p0 = v0;
|
|
p1 = v1;
|
|
p2 = v2;
|
|
p3 = v3;
|
|
}
|
|
|
|
public void Set(Vector4 v) { Set(v.x, v.y, v.z, v.w); }
|
|
}
|
|
|
|
// Class holding resource information that needs to be synchronized with shaders.
|
|
public class ShadowContextStorage
|
|
{
|
|
public struct Init
|
|
{
|
|
public uint maxShadowDataSlots;
|
|
public uint maxPayloadSlots;
|
|
public uint maxTex2DArraySlots;
|
|
public uint maxTexCubeArraySlots;
|
|
public uint maxComparisonSamplerSlots;
|
|
public uint maxSamplerSlots;
|
|
}
|
|
protected ShadowContextStorage(ref Init initializer)
|
|
{
|
|
m_ShadowDatas.Reserve(initializer.maxShadowDataSlots);
|
|
m_Payloads.Reserve(initializer.maxPayloadSlots);
|
|
m_Tex2DArray.Reserve(initializer.maxTex2DArraySlots);
|
|
m_TexCubeArray.Reserve(initializer.maxTexCubeArraySlots);
|
|
m_CompSamplers.Reserve(initializer.maxComparisonSamplerSlots);
|
|
m_Samplers.Reserve(initializer.maxSamplerSlots);
|
|
}
|
|
|
|
// query functions to be used by the shadowmap
|
|
public uint RequestTex2DArraySlot() { return m_Tex2DArray.Add(new RenderTargetIdentifier()); }
|
|
public uint RequestTexCubeArraySlot() { return m_TexCubeArray.Add(new RenderTargetIdentifier()); }
|
|
public uint RequestSamplerSlot(SamplerState ss)
|
|
{
|
|
uint idx;
|
|
if (m_Samplers.FindFirst(out idx, ref ss))
|
|
return idx;
|
|
idx = m_Samplers.Count();
|
|
m_Samplers.Add(ss);
|
|
return idx;
|
|
}
|
|
|
|
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);
|
|
return idx;
|
|
}
|
|
|
|
// setters called each frame on the shadowmap
|
|
public void SetTex2DArraySlot(uint slot, RenderTargetIdentifier val) { m_Tex2DArray[slot] = val; }
|
|
public void SetTexCubeArraySlot(uint slot, RenderTargetIdentifier val) { m_TexCubeArray[slot] = val; }
|
|
|
|
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;
|
|
}
|
|
|
|
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, bool flipY);
|
|
}
|
|
|
|
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, bool flipY);
|
|
void DisplayShadowMap(CommandBuffer cmd, Material debugMaterial, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue, bool flipY);
|
|
// 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, bool flipY);
|
|
public abstract void DisplayShadowMap(CommandBuffer cmd, Material debugMaterial, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue, bool flipY);
|
|
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
|