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using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System;
namespace UnityEngine.ScriptableRenderLoop
{
public class ForwardRenderLoop : ScriptableRenderLoop
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateForwardRenderLoop")]
static void CreateForwardRenderLoop()
{
var instance = ScriptableObject.CreateInstance<ForwardRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/forwardrenderloop.asset");
}
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
ShadowRenderPass m_ShadowPass;
const int MAX_LIGHTS = 10;
const int MAX_SHADOWMAP_PER_LIGHTS = 6;
const int MAX_DIRECTIONAL_SPLIT = 4;
// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
const float DIRECTIONAL_LIGHT_PULLBACK_DISTANCE = 10000.0f;
[NonSerialized] private int m_nWarnedTooManyLights = 0;
void OnEnable()
{
Rebuild ();
}
void OnValidate()
{
Rebuild ();
}
public override void Rebuild()
{
m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void UpdateLightConstants(ActiveLight[] activeLights, ref ShadowOutput shadow)
{
int nNumLightsIncludingTooMany = 0;
int g_nNumLights = 0;
Vector4[] g_vLightColor = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightPosition_flInvRadius = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightDirection = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightFalloffParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vSpotLightInnerOuterConeCosines = new Vector4[ MAX_LIGHTS ];
Matrix4x4[] g_matWorldToShadow = new Matrix4x4[ MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS ];
Vector4[] g_vDirShadowSplitSpheres = new Vector4[ MAX_DIRECTIONAL_SPLIT ];
for ( int nLight = 0; nLight < activeLights.Length; nLight++ )
{
nNumLightsIncludingTooMany++;
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
continue;
ActiveLight light = activeLights [nLight];
LightType lightType = light.lightType;
Vector3 position = light.light.transform.position;
Vector3 lightDir = light.light.transform.forward.normalized;
AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData> ();
// Setup shadow data arrays
bool hasShadows = shadow.GetShadowSliceCountLightIndex (nLight) != 0;
if ( lightType == LightType.Directional )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4(
position.x - ( lightDir.x * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.y - ( lightDir.y * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.z - ( lightDir.z * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
-1.0f );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, float.MaxValue, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
if (hasShadows)
{
for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
{
g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if ( lightType == LightType.Point )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, 0.0f );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
}
else if ( lightType == LightType.Spot )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
float flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
float spotAngle = light.light.spotAngle;
float flPhiDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * Mathf.Deg2Rad ), 0.0f, 1.0f ); // outer cone
float flThetaDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad ), 0.0f, 1.0f ); // inner cone
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( flThetaDot, flPhiDot, 1.0f / Mathf.Max( 0.01f, flThetaDot - flPhiDot ) );
}
if ( hasShadows )
{
// Enable shadows
g_vLightShadowIndex_vLightParams[ g_nNumLights ].x = 1;
for(int s=0; s < shadow.GetShadowSliceCountLightIndex (nLight); ++s)
{
int shadowSliceIndex = shadow.GetShadowSliceIndex (nLight, s);
g_matWorldToShadow [g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
g_nNumLights++;
}
// Warn if too many lights found
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
{
if ( nNumLightsIncludingTooMany > m_nWarnedTooManyLights )
{
Debug.LogError( "ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
" active runtime lights at a time!\nDisabling " + ( nNumLightsIncludingTooMany - MAX_LIGHTS ) + " runtime light" +
( ( nNumLightsIncludingTooMany - MAX_LIGHTS ) > 1 ? "s" : "" ) + "!\n" );
}
m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
}
else
{
if ( m_nWarnedTooManyLights > 0 )
{
m_nWarnedTooManyLights = 0;
Debug.Log( "SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n" );
}
}
// Send constants to shaders
Shader.SetGlobalInt( "g_nNumLights", g_nNumLights );
// New method for Unity 5.4 to set arrays of constants
Shader.SetGlobalVectorArray( "g_vLightPosition_flInvRadius", g_vLightPosition_flInvRadius );
Shader.SetGlobalVectorArray( "g_vLightColor", g_vLightColor );
Shader.SetGlobalVectorArray( "g_vLightDirection", g_vLightDirection );
Shader.SetGlobalVectorArray( "g_vLightShadowIndex_vLightParams", g_vLightShadowIndex_vLightParams );
Shader.SetGlobalVectorArray( "g_vLightFalloffParams", g_vLightFalloffParams );
Shader.SetGlobalVectorArray( "g_vSpotLightInnerOuterConeCosines", g_vSpotLightInnerOuterConeCosines );
Shader.SetGlobalMatrixArray( "g_matWorldToShadow", g_matWorldToShadow );
Shader.SetGlobalVectorArray( "g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres );
// Time
#if ( UNITY_EDITOR )
{
Shader.SetGlobalFloat( "g_flTime", Time.realtimeSinceStartup );
//Debug.Log( "Time " + Time.realtimeSinceStartup );
}
#else
{
Shader.SetGlobalFloat( "g_flTime", Time.timeSinceLevelLoad );
//Debug.Log( "Time " + Time.timeSinceLevelLoad );
}
#endif
// PCF 3x3 Shadows
float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
Vector4 g_vShadow3x3PCFTerms0 = new Vector4( 20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f );
Vector4 g_vShadow3x3PCFTerms1 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY );
Vector4 g_vShadow3x3PCFTerms2 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f );
Vector4 g_vShadow3x3PCFTerms3 = new Vector4( -flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms0 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms1 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms2 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms3 );
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{
CullResults cullResults;
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters (camera, out cullingParams))
continue;
m_ShadowPass.UpdateCullingParameters (ref cullingParams);
cullResults = CullResults.Cull (ref cullingParams, renderLoop);
ShadowOutput shadows;
m_ShadowPass.Render (renderLoop, cullResults, out shadows);
renderLoop.SetupCameraProperties (camera);
UpdateLightConstants(cullResults.culledLights, ref shadows);
DrawRendererSettings settings = new DrawRendererSettings (cullResults, camera, new ShaderPassName("ForwardBase"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
renderLoop.DrawRenderers (ref settings);
renderLoop.Submit ();
}
// Post effects
}
#if UNITY_EDITOR
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
{
var features = new UnityEditor.SupportedRenderingFeatures();
features.reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation;
return features;
}
#endif
}
}