455 lines
20 KiB
C#
455 lines
20 KiB
C#
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using System;
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using System.IO;
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using Unity.Collections;
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using UnityEditor;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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using UnityEditor.Experimental.AssetImporters;
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#endif
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using UnityEngine;
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namespace UnityEditor.Rendering
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{
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// Photometric type coordinate system references:
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// https://www.ies.org/product/approved-method-guide-to-goniometer-measurements-and-types-and-photometric-coordinate-systems/
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// https://support.agi32.com/support/solutions/articles/22000209748-type-a-type-b-and-type-c-photometry
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/// <summary>
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/// IES class which is common for the Importers
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/// </summary>
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[System.Serializable]
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public class IESEngine
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{
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const float k_HalfPi = 0.5f * Mathf.PI;
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const float k_TwoPi = 2.0f * Mathf.PI;
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internal IESReader m_iesReader = new IESReader();
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internal string FileFormatVersion { get => m_iesReader.FileFormatVersion; }
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internal TextureImporterType m_TextureGenerationType = TextureImporterType.Cookie;
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/// <summary>
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/// setter for the Texture generation Type
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/// </summary>
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public TextureImporterType TextureGenerationType
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{
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set { m_TextureGenerationType = value; }
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}
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/// <summary>
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/// Method to read the IES File
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/// </summary>
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/// <param name="iesFilePath">Path to the IES file in the Disk.</param>
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/// <returns>An error message or warning otherwise null if no error</returns>
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public string ReadFile(string iesFilePath)
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{
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if (!File.Exists(iesFilePath))
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{
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return "IES file does not exist.";
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}
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string errorMessage;
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try
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{
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errorMessage = m_iesReader.ReadFile(iesFilePath);
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}
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catch (IOException ioEx)
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{
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return ioEx.Message;
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}
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return errorMessage;
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}
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/// <summary>
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/// Check a keyword
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/// </summary>
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/// <param name="keyword">A keyword to check if exist.</param>
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/// <returns>A Keyword if exist inside the internal Dictionary</returns>
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public string GetKeywordValue(string keyword)
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{
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return m_iesReader.GetKeywordValue(keyword);
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}
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/// <summary>
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/// Getter (as a string) for the Photometric Type
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/// </summary>
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/// <returns>The current Photometric Type</returns>
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public string GetPhotometricType()
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{
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switch (m_iesReader.PhotometricType)
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{
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case 3: // type A
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return "Type A";
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case 2: // type B
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return "Type B";
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default: // type C
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return "Type C";
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}
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}
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/// <summary>
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/// Get the CUrrent Max intensity
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/// </summary>
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/// <returns>A pair of the intensity follow by the used unit (candelas or lumens)</returns>
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public (float, string) GetMaximumIntensity()
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{
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if (m_iesReader.TotalLumens == -1f) // absolute photometry
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{
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return (m_iesReader.MaxCandelas, "Candelas");
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}
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else
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{
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return (m_iesReader.TotalLumens, "Lumens");
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}
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}
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/// <summary>
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/// Generated a Cube texture based on the internal PhotometricType
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/// </summary>
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/// <param name="compression">Compression parameter requestted.</param>
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/// <param name="textureSize">The resquested size.</param>
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/// <returns>A Cubemap representing this IES</returns>
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public (string, Texture) GenerateCubeCookie(TextureImporterCompression compression, int textureSize)
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{
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int width = 2 * textureSize;
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int height = 2 * textureSize;
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NativeArray<Color32> colorBuffer;
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switch (m_iesReader.PhotometricType)
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{
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case 3: // type A
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colorBuffer = BuildTypeACylindricalTexture(width, height);
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break;
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case 2: // type B
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colorBuffer = BuildTypeBCylindricalTexture(width, height);
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break;
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default: // type C
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colorBuffer = BuildTypeCCylindricalTexture(width, height);
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break;
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}
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return GenerateTexture(m_TextureGenerationType, TextureImporterShape.TextureCube, compression, width, height, colorBuffer);
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}
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// Gnomonic projection reference:
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// http://speleotrove.com/pangazer/gnomonic_projection.html
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/// <summary>
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/// Generating a 2D Texture of this cookie, using a Gnomonic projection of the bottom of the IES
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/// </summary>
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/// <param name="compression">Compression parameter requestted.</param>
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/// <param name="coneAngle">Cone angle used to performe the Gnomonic projection.</param>
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/// <param name="textureSize">The resquested size.</param>
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/// <param name="applyLightAttenuation">Bool to enable or not the Light Attenuation based on the squared distance.</param>
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/// <returns>A Generated 2D texture doing the projection of the IES using the Gnomonic projection of the bottom half hemisphere with the given 'cone angle'</returns>
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public (string, Texture) Generate2DCookie(TextureImporterCompression compression, float coneAngle, int textureSize, bool applyLightAttenuation)
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{
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NativeArray<Color32> colorBuffer;
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switch (m_iesReader.PhotometricType)
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{
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case 3: // type A
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colorBuffer = BuildTypeAGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
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break;
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case 2: // type B
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colorBuffer = BuildTypeBGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
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break;
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default: // type C
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colorBuffer = BuildTypeCGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
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break;
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}
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return GenerateTexture(m_TextureGenerationType, TextureImporterShape.Texture2D, compression, textureSize, textureSize, colorBuffer);
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}
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private (string, Texture) GenerateCylindricalTexture(TextureImporterCompression compression, int textureSize)
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{
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int width = 2 * textureSize;
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int height = textureSize;
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NativeArray<Color32> colorBuffer;
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switch (m_iesReader.PhotometricType)
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{
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case 3: // type A
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colorBuffer = BuildTypeACylindricalTexture(width, height);
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break;
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case 2: // type B
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colorBuffer = BuildTypeBCylindricalTexture(width, height);
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break;
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default: // type C
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colorBuffer = BuildTypeCCylindricalTexture(width, height);
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break;
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}
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return GenerateTexture(TextureImporterType.Default, TextureImporterShape.Texture2D, compression, width, height, colorBuffer);
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}
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(string, Texture) GenerateTexture(TextureImporterType type, TextureImporterShape shape, TextureImporterCompression compression, int width, int height, NativeArray<Color32> colorBuffer)
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{
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// Default values set by the TextureGenerationSettings constructor can be found in this file on GitHub:
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// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/AssetPipeline/TextureGenerator.bindings.cs
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var settings = new TextureGenerationSettings(type);
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SourceTextureInformation textureInfo = settings.sourceTextureInformation;
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textureInfo.containsAlpha = true;
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textureInfo.height = height;
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textureInfo.width = width;
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TextureImporterSettings textureImporterSettings = settings.textureImporterSettings;
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textureImporterSettings.alphaSource = TextureImporterAlphaSource.FromInput;
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textureImporterSettings.aniso = 0;
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textureImporterSettings.borderMipmap = (textureImporterSettings.textureType == TextureImporterType.Cookie);
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textureImporterSettings.filterMode = FilterMode.Bilinear;
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textureImporterSettings.generateCubemap = TextureImporterGenerateCubemap.Cylindrical;
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textureImporterSettings.mipmapEnabled = false;
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textureImporterSettings.npotScale = TextureImporterNPOTScale.None;
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textureImporterSettings.readable = true;
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textureImporterSettings.sRGBTexture = false;
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textureImporterSettings.textureShape = shape;
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textureImporterSettings.wrapMode = textureImporterSettings.wrapModeU = textureImporterSettings.wrapModeV = textureImporterSettings.wrapModeW = TextureWrapMode.Clamp;
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TextureImporterPlatformSettings platformSettings = settings.platformSettings;
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platformSettings.maxTextureSize = 2048;
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platformSettings.resizeAlgorithm = TextureResizeAlgorithm.Bilinear;
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platformSettings.textureCompression = compression;
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TextureGenerationOutput output = TextureGenerator.GenerateTexture(settings, colorBuffer);
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if (output.importWarnings.Length > 0)
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{
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Debug.LogWarning("Cannot properly generate IES texture:\n" + string.Join("\n", output.importWarnings));
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}
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return (output.importInspectorWarnings, output.output);
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}
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private static byte PackIESValue(float value)
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{
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return (byte)Math.Clamp(value * 255, 0, 255);
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}
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NativeArray<Color32> BuildTypeACylindricalTexture(int width, int height)
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{
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float stepU = 360f / (width - 1);
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float stepV = 180f / (height - 1);
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var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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for (int y = 0; y < height; y++)
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{
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var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
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float latitude = y * stepV - 90f; // in range [-90..+90] degrees
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float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
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for (int x = 0; x < width; x++)
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{
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float longitude = x * stepU - 180f; // in range [-180..+180] degrees
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float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);
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byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
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slice[x] = new Color32(value, value, value, value);
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}
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}
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return textureBuffer;
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}
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NativeArray<Color32> BuildTypeBCylindricalTexture(int width, int height)
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{
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float stepU = k_TwoPi / (width - 1);
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float stepV = Mathf.PI / (height - 1);
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var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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for (int y = 0; y < height; y++)
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{
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var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
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float v = y * stepV - k_HalfPi; // in range [-90..+90] degrees
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float sinV = Mathf.Sin(v);
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float cosV = Mathf.Cos(v);
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for (int x = 0; x < width; x++)
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{
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float u = Mathf.PI - x * stepU; // in range [+180..-180] degrees
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float sinU = Mathf.Sin(u);
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float cosU = Mathf.Cos(u);
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// Since a type B luminaire is turned on its side, rotate it to make its polar axis horizontal.
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float longitude = Mathf.Atan2(sinV, cosU * cosV) * Mathf.Rad2Deg; // in range [-180..+180] degrees
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float latitude = Mathf.Asin(-sinU * cosV) * Mathf.Rad2Deg; // in range [-90..+90] degrees
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float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);
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float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
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byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
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slice[x] = new Color32(value, value, value, value);
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}
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}
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return textureBuffer;
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}
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NativeArray<Color32> BuildTypeCCylindricalTexture(int width, int height)
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{
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float stepU = k_TwoPi / (width - 1);
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float stepV = Mathf.PI / (height - 1);
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var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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for (int y = 0; y < height; y++)
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{
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var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
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float v = y * stepV - k_HalfPi; // in range [-90..+90] degrees
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float sinV = Mathf.Sin(v);
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float cosV = Mathf.Cos(v);
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for (int x = 0; x < width; x++)
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{
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float u = Mathf.PI - x * stepU; // in range [+180..-180] degrees
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float sinU = Mathf.Sin(u);
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float cosU = Mathf.Cos(u);
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// Since a type C luminaire is generally aimed at nadir, orient it toward +Z at the center of the cylindrical texture.
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float longitude = ((Mathf.Atan2(sinU * cosV, sinV) + k_TwoPi) % k_TwoPi) * Mathf.Rad2Deg; // in range [0..360] degrees
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float latitude = (Mathf.Asin(-cosU * cosV) + k_HalfPi) * Mathf.Rad2Deg; // in range [0..180] degrees
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float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
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float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
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byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
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slice[x] = new Color32(value, value, value, value);
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}
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}
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return textureBuffer;
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}
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NativeArray<Color32> BuildTypeAGnomonicTexture(float coneAngle, int size, bool applyLightAttenuation)
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{
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float limitUV = Mathf.Tan(0.5f * coneAngle * Mathf.Deg2Rad);
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float stepUV = (2 * limitUV) / (size - 3);
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var textureBuffer = new NativeArray<Color32>(size * size, Allocator.Temp, NativeArrayOptions.ClearMemory);
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// Leave a one-pixel black border around the texture to avoid cookie spilling.
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for (int y = 1; y < size - 1; y++)
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{
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var slice = new NativeSlice<Color32>(textureBuffer, y * size, size);
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float v = (y - 1) * stepUV - limitUV;
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for (int x = 1; x < size - 1; x++)
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{
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float u = (x - 1) * stepUV - limitUV;
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float rayLengthSquared = u * u + v * v + 1;
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float longitude = Mathf.Atan(u) * Mathf.Rad2Deg; // in range [-90..+90] degrees
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float latitude = Mathf.Asin(v / Mathf.Sqrt(rayLengthSquared)) * Mathf.Rad2Deg; // in range [-90..+90] degrees
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float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
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float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
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// Factor in the light attenuation further from the texture center.
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float lightAttenuation = applyLightAttenuation ? rayLengthSquared : 1f;
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byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
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slice[x] = new Color32(value, value, value, value);
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}
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}
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return textureBuffer;
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}
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NativeArray<Color32> BuildTypeBGnomonicTexture(float coneAngle, int size, bool applyLightAttenuation)
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{
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float limitUV = Mathf.Tan(0.5f * coneAngle * Mathf.Deg2Rad);
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float stepUV = (2 * limitUV) / (size - 3);
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var textureBuffer = new NativeArray<Color32>(size * size, Allocator.Temp, NativeArrayOptions.ClearMemory);
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// Leave a one-pixel black border around the texture to avoid cookie spilling.
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for (int y = 1; y < size - 1; y++)
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{
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var slice = new NativeSlice<Color32>(textureBuffer, y * size, size);
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float v = (y - 1) * stepUV - limitUV;
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for (int x = 1; x < size - 1; x++)
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{
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float u = (x - 1) * stepUV - limitUV;
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float rayLengthSquared = u * u + v * v + 1;
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// Since a type B luminaire is turned on its side, U and V are flipped.
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float longitude = Mathf.Atan(v) * Mathf.Rad2Deg; // in range [-90..+90] degrees
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float latitude = Mathf.Asin(u / Mathf.Sqrt(rayLengthSquared)) * Mathf.Rad2Deg; // in range [-90..+90] degrees
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float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
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float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
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// Factor in the light attenuation further from the texture center.
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float lightAttenuation = applyLightAttenuation ? rayLengthSquared : 1f;
|
||
|
|
||
|
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
|
||
|
slice[x] = new Color32(value, value, value, value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return textureBuffer;
|
||
|
}
|
||
|
|
||
|
NativeArray<Color32> BuildTypeCGnomonicTexture(float coneAngle, int size, bool applyLightAttenuation)
|
||
|
{
|
||
|
float limitUV = Mathf.Tan(0.5f * coneAngle * Mathf.Deg2Rad);
|
||
|
float stepUV = (2 * limitUV) / (size - 3);
|
||
|
|
||
|
var textureBuffer = new NativeArray<Color32>(size * size, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
||
|
|
||
|
// Leave a one-pixel black border around the texture to avoid cookie spilling.
|
||
|
for (int y = 1; y < size - 1; y++)
|
||
|
{
|
||
|
var slice = new NativeSlice<Color32>(textureBuffer, y * size, size);
|
||
|
|
||
|
float v = (y - 1) * stepUV - limitUV;
|
||
|
|
||
|
for (int x = 1; x < size - 1; x++)
|
||
|
{
|
||
|
float u = (x - 1) * stepUV - limitUV;
|
||
|
|
||
|
float uvLength = Mathf.Sqrt(u * u + v * v);
|
||
|
|
||
|
float longitude = ((Mathf.Atan2(v, u) - k_HalfPi + k_TwoPi) % k_TwoPi) * Mathf.Rad2Deg; // in range [0..360] degrees
|
||
|
float latitude = Mathf.Atan(uvLength) * Mathf.Rad2Deg; // in range [0..90] degrees
|
||
|
|
||
|
float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
|
||
|
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
|
||
|
|
||
|
// Factor in the light attenuation further from the texture center.
|
||
|
float lightAttenuation = applyLightAttenuation ? (uvLength * uvLength + 1) : 1f;
|
||
|
|
||
|
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / (m_iesReader.MaxCandelas * lightAttenuation));
|
||
|
slice[x] = new Color32(value, value, value, value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return textureBuffer;
|
||
|
}
|
||
|
}
|
||
|
}
|