UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/2D/Light2DCullResult.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering.Universal
{
internal struct LightStats
{
public int totalLights;
public int totalShadowLights;
public int totalShadows;
public int totalNormalMapUsage;
public int totalVolumetricUsage;
public int totalVolumetricShadowUsage;
public uint blendStylesUsed;
public uint blendStylesWithLights;
public bool useAnyLights { get { return totalLights + totalShadowLights > 0; } }
public bool useLights { get { return totalLights > 0; } }
public bool useShadows { get { return totalShadows > 0; } }
public bool useVolumetricLights { get { return totalVolumetricUsage > 0; } }
public bool useVolumetricShadowLights { get { return totalVolumetricShadowUsage > 0; } }
public bool useNormalMap { get { return totalNormalMapUsage > 0; } }
}
internal interface ILight2DCullResult
{
List<Light2D> visibleLights { get; }
HashSet<ShadowCasterGroup2D> visibleShadows { get; }
LightStats GetLightStatsByLayer(int layerID, ref LayerBatch layer);
bool IsSceneLit();
#if UNITY_EDITOR
// Determine if culling result is based of game camera
bool IsGameView();
#endif
}
internal class Light2DCullResult : ILight2DCullResult
{
private List<Light2D> m_VisibleLights = new List<Light2D>();
public List<Light2D> visibleLights => m_VisibleLights;
private HashSet<ShadowCasterGroup2D> m_VisibleShadows = new HashSet<ShadowCasterGroup2D>();
public HashSet<ShadowCasterGroup2D> visibleShadows => m_VisibleShadows;
#if UNITY_EDITOR
bool m_IsGameView;
#endif
public bool IsSceneLit()
{
return Light2DManager.lights.Count > 0;
}
#if UNITY_EDITOR
public bool IsGameView()
{
return m_IsGameView;
}
#endif
public LightStats GetLightStatsByLayer(int layerID, ref LayerBatch layer)
{
layer.lights.Clear();
layer.shadowLights.Clear();
layer.shadowCasters.Clear();
var returnStats = new LightStats();
foreach (var light in visibleLights)
{
if (!light.IsLitLayer(layerID))
continue;
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
returnStats.totalNormalMapUsage++;
if (light.volumeIntensity > 0 && light.volumetricEnabled)
returnStats.totalVolumetricUsage++;
if (light.volumeIntensity > 0 && light.volumetricEnabled && RendererLighting.CanCastShadows(light, layerID))
returnStats.totalVolumetricShadowUsage++;
returnStats.blendStylesUsed |= (uint)(1 << light.blendStyleIndex);
if (light.lightType != Light2D.LightType.Global)
returnStats.blendStylesWithLights |= (uint)(1 << light.blendStyleIndex);
// Check if layer has shadows
bool isShadowed = false;
if (RendererLighting.CanCastShadows(light, layerID))
{
foreach (var group in visibleShadows)
{
var shadowCasters = group.GetShadowCasters();
if (shadowCasters != null)
{
foreach (var shadowCaster in shadowCasters)
{
if (shadowCaster.IsLit(light) && shadowCaster.IsShadowedLayer(layerID))
{
isShadowed = true;
returnStats.totalShadows++;
if (!layer.shadowCasters.Contains(group))
layer.shadowCasters.Add(group);
}
}
}
}
}
if (isShadowed)
{
returnStats.totalShadowLights++;
layer.shadowLights.Add(light);
}
else
{
returnStats.totalLights++;
layer.lights.Add(light);
}
}
return returnStats;
}
public void SetupCulling(ref ScriptableCullingParameters cullingParameters, Camera camera)
{
#if UNITY_EDITOR
m_IsGameView = UniversalRenderPipeline.IsGameCamera(camera);
#endif
Profiler.BeginSample("Cull 2D Lights and Shadow Casters");
m_VisibleLights.Clear();
foreach (var light in Light2DManager.lights)
{
if ((camera.cullingMask & (1 << light.gameObject.layer)) == 0)
continue;
#if UNITY_EDITOR
if (!UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(light.gameObject, camera))
continue;
#endif
if (light.lightType == Light2D.LightType.Global)
{
m_VisibleLights.Add(light);
continue;
}
Profiler.BeginSample("Test Planes");
var position = light.boundingSphere.position;
var culled = false;
for (var i = 0; i < cullingParameters.cullingPlaneCount; ++i)
{
var plane = cullingParameters.GetCullingPlane(i);
// most of the time is spent getting world position
var distance = math.dot(position, plane.normal) + plane.distance;
if (distance < -light.boundingSphere.radius)
{
culled = true;
break;
}
}
Profiler.EndSample();
if (culled)
continue;
m_VisibleLights.Add(light);
}
// must be sorted here because light order could change
m_VisibleLights.Sort((l1, l2) => l1.lightOrder - l2.lightOrder);
m_VisibleShadows.Clear();
if (ShadowCasterGroup2DManager.shadowCasterGroups != null)
{
foreach (var group in ShadowCasterGroup2DManager.shadowCasterGroups)
{
var shadowCasters = group.GetShadowCasters();
if (shadowCasters != null)
{
foreach (var shadowCaster in shadowCasters)
{
// Cull against visible lights in the scene
foreach (var light in m_VisibleLights)
{
if (shadowCaster.IsLit(light) && !m_VisibleShadows.Contains(group))
{
m_VisibleShadows.Add(group);
break;
}
}
if (m_VisibleShadows.Contains(group))
break;
}
}
}
}
Profiler.EndSample();
}
}
}