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using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)
{
return (int)(lhs.depth - rhs.depth);
}
}
public class LightComparer : IComparer<VisibleLight>
{
public Camera CurrCamera { get; set; }
public int Compare(VisibleLight lhs, VisibleLight rhs)
{
Light lhsLight = lhs.light;
Light rhsLight = rhs.light;
// Particle Lights have the Light reference set to null
// They are at the end of the priority
if (lhsLight == null) return 1;
if (rhsLight == null) return -1;
// Prioritize lights marked as important
if (lhsLight.renderMode != rhsLight.renderMode)
{
if (lhsLight.renderMode == LightRenderMode.ForcePixel) return -1;
if (rhsLight.renderMode == LightRenderMode.ForcePixel) return 1;
}
// Prioritize Directional Lights
if (lhs.lightType != rhs.lightType)
{
if (lhs.lightType == LightType.Directional) return -1;
if (rhs.lightType == LightType.Directional) return 1;
}
// Prioritize Shadows Lights Soft > Hard > None
if (lhsLight.shadows != rhsLight.shadows)
return (int)rhsLight.shadows - (int)lhsLight.shadows;
// Prioritize lights with cookies
if (lhsLight.cookie != rhsLight.cookie)
return (lhsLight.cookie != null) ? -1 : 1;
// If directional sort by intensity
if (lhs.lightType == LightType.Directional)
{
return (int)(rhsLight.intensity * 100.0f) - (int)(lhsLight.intensity * 100.0f);
}
// Punctual lights are sorted per-object by the engine based on distance to object center + luminance
// Here we sort globally the light list per camera distance to fit the closest lights in the global light buffer
// Check MAX_VISIBLE_LIGHTS in the LightweightLighting.cginc to see the max global buffer list size
int lhsDistance = (int) (SquaredDistanceToCamera(lhsLight.transform.position)*100.0f);
int rhsDistance = (int) (SquaredDistanceToCamera(rhsLight.transform.position)*100.0f);
int result = lhsDistance - rhsDistance;
return result;
}
public float SquaredDistanceToCamera(Vector3 lightPos)
{
Vector3 lightCameraVector = lightPos - CurrCamera.transform.position;
return Vector3.Dot(lightCameraVector, lightCameraVector);
}
}
[Flags]
public enum FrameRenderingConfiguration
{
None = 0,
Stereo = (1 << 0),
Msaa = (1 << 1),
BeforeTransparentPostProcess = (1 << 2),
PostProcess = (1 << 3),
DepthPass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7),
}
public static class LightweightUtils
{
public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
{
cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
if (light.lightType == LightType.Directional)
{
float scale = 1.0f/light.light.cookieSize;
// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
Vector4 row0 = cookieMatrix.GetRow(0);
Vector4 row1 = cookieMatrix.GetRow(1);
cookieMatrix.SetRow(0, new Vector4(row0.x*scale, row0.y*scale, row0.z*scale, row0.w*scale + 0.5f));
cookieMatrix.SetRow(1, new Vector4(row1.x*scale, row1.y*scale, row1.z*scale, row1.w*scale + 0.5f));
}
else if (light.lightType == LightType.Spot)
{
// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
// c = cotHalfSpotAngle
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 2/c 0
// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
float scale = 1.0f / light.range;
float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
float cs = Mathf.Cos(halfSpotAngleRad);
float ss = Mathf.Sin(halfSpotAngleRad);
float cotHalfSpotAngle = cs / ss;
Matrix4x4 scaleMatrix = Matrix4x4.identity;
scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
scaleMatrix.m33 = 0.0f;
scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
cookieMatrix = scaleMatrix * cookieMatrix;
}
// Remaining light types don't support cookies
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool IsSupportedCookieType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
}
public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag)
{
return (mask & flag) != 0;
}
public static Mesh CreateQuadMesh(bool uvStartsAtTop)
{
float topV, bottomV;
if (uvStartsAtTop)
{
topV = 0.0f;
bottomV = 1.0f;
}
else
{
topV = 1.0f;
bottomV = 0.0f;
}
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[]
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3( 1.0f, -1.0f, 0.0f),
new Vector3( 1.0f, 1.0f, 0.0f)
};
mesh.uv = new Vector2[]
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
};
mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 };
return mesh;
}
}
}