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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.GlobalIllumination;
using Unity.Collections;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class GlobalIlluminationUtils
{
// Return true if the light must be added to the baking
public static bool LightDataGIExtract(Light l, ref LightDataGI ld)
{
var add = l.GetComponent<HDAdditionalLightData>();
if (add == null)
{
add = HDUtils.s_DefaultHDAdditionalLightData;
}
// TODO: Only take into account the light dimmer when we have real time GI.
ld.instanceID = l.GetInstanceID();
ld.color = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black();
ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black();
// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.
// The difference is that `l.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
// In that case `l.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `l.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
#if UNITY_EDITOR
ld.mode = LightmapperUtils.Extract(l.lightmapBakeType);
#else
ld.mode = LightmapperUtils.Extract(l.bakingOutput.lightmapBakeType);
#endif
ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);
if (add.lightTypeExtent == LightTypeExtent.Punctual)
{
// For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
// We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
ld.color.intensity /= Mathf.PI;
ld.indirectColor.intensity /= Mathf.PI;
switch (l.type)
{
case LightType.Directional:
ld.orientation.SetLookRotation(l.transform.forward, Vector3.up);
ld.position = Vector3.zero;
ld.range = 0.0f;
ld.coneAngle = 0.0f;
ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f;
#else
ld.shape0 = 0.0f;
#endif
ld.shape1 = 0.0f;
ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
ld.falloff = FalloffType.Undefined;
break;
case LightType.Spot:
ld.orientation = l.transform.rotation;
ld.position = l.transform.position;
ld.range = l.range;
ld.coneAngle = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01();
#if UNITY_EDITOR
ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
ld.shape0 = 0.0f;
#endif
ld.shape1 = 0.0f;
ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot;
ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
/*
switch (add.spotLightShape)
{
case SpotLightShape.Cone:
break;
case SpotLightShape.Pyramid:
break;
case SpotLightShape.Box:
break;
default:
Debug.Assert(false, "Encountered an unknown SpotLightShape.");
break;
}
*/
break;
case LightType.Point:
ld.orientation = Quaternion.identity;
ld.position = l.transform.position;
ld.range = l.range;
ld.coneAngle = 0.0f;
ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
ld.shape0 = 0.0f;
#endif
ld.shape1 = 0.0f;
ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
break;
// Note: We don't support this type in HDRP, but ini just in case
case LightType.Area:
ld.orientation = l.transform.rotation;
ld.position = l.transform.position;
ld.range = l.range;
ld.coneAngle = 0.0f;
ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
ld.shape0 = l.areaSize.x;
ld.shape1 = l.areaSize.y;
#else
ld.shape0 = 0.0f;
ld.shape1 = 0.0f;
#endif
ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
ld.falloff = FalloffType.Undefined;
break;
default:
Debug.Assert(false, "Encountered an unknown LightType.");
break;
}
}
else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
{
ld.orientation = l.transform.rotation;
ld.position = l.transform.position;
ld.range = l.range;
ld.coneAngle = 0.0f;
ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
ld.shape0 = l.areaSize.x;
ld.shape1 = l.areaSize.y;
#else
ld.shape0 = 0.0f;
ld.shape1 = 0.0f;
#endif
// TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
}
else if (add.lightTypeExtent == LightTypeExtent.Line)
{
ld.InitNoBake(ld.instanceID);
}
else
{
Debug.Assert(false, "Encountered an unknown LightType.");
}
return true;
}
static public Lightmapping.RequestLightsDelegate hdLightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
{
// Get all lights in the scene
LightDataGI ld = new LightDataGI();
for (int i = 0; i < requests.Length; i++)
{
Light l = requests[i];
#if UNITY_EDITOR
if (LightmapperUtils.Extract(l.lightmapBakeType) == LightMode.Realtime)
ld.InitNoBake(l.GetInstanceID());
else
LightDataGIExtract(l, ref ld);
#else
ld.InitNoBake(l.GetInstanceID());
#endif
lightsOutput[i] = ld;
}
};
}
}