Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Lighting/IESEngine.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.IO;
using Unity.Collections;
using UnityEditor;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine;
namespace UnityEditor.Rendering
{
// Photometric type coordinate system references:
// https://www.ies.org/product/approved-method-guide-to-goniometer-measurements-and-types-and-photometric-coordinate-systems/
// https://support.agi32.com/support/solutions/articles/22000209748-type-a-type-b-and-type-c-photometry
/// <summary>
/// IES class which is common for the Importers
/// </summary>
[System.Serializable]
public class IESEngine
{
const float k_HalfPi = 0.5f * Mathf.PI;
const float k_TwoPi = 2.0f * Mathf.PI;
internal IESReader m_iesReader = new IESReader();
internal string FileFormatVersion { get => m_iesReader.FileFormatVersion; }
internal TextureImporterType m_TextureGenerationType = TextureImporterType.Cookie;
/// <summary>
/// setter for the Texture generation Type
/// </summary>
public TextureImporterType TextureGenerationType
{
set { m_TextureGenerationType = value; }
}
/// <summary>
/// Method to read the IES File
/// </summary>
/// <param name="iesFilePath">Path to the IES file in the Disk.</param>
/// <returns>An error message or warning otherwise null if no error</returns>
public string ReadFile(string iesFilePath)
{
if (!File.Exists(iesFilePath))
{
return "IES file does not exist.";
}
string errorMessage;
try
{
errorMessage = m_iesReader.ReadFile(iesFilePath);
}
catch (IOException ioEx)
{
return ioEx.Message;
}
return errorMessage;
}
/// <summary>
/// Check a keyword
/// </summary>
/// <param name="keyword">A keyword to check if exist.</param>
/// <returns>A Keyword if exist inside the internal Dictionary</returns>
public string GetKeywordValue(string keyword)
{
return m_iesReader.GetKeywordValue(keyword);
}
/// <summary>
/// Getter (as a string) for the Photometric Type
/// </summary>
/// <returns>The current Photometric Type</returns>
public string GetPhotometricType()
{
switch (m_iesReader.PhotometricType)
{
case 3: // type A
return "Type A";
case 2: // type B
return "Type B";
default: // type C
return "Type C";
}
}
/// <summary>
/// Get the CUrrent Max intensity
/// </summary>
/// <returns>A pair of the intensity follow by the used unit (candelas or lumens)</returns>
public (float, string) GetMaximumIntensity()
{
if (m_iesReader.TotalLumens == -1f) // absolute photometry
{
return (m_iesReader.MaxCandelas, "Candelas");
}
else
{
return (m_iesReader.TotalLumens, "Lumens");
}
}
/// <summary>
/// Generated a Cube texture based on the internal PhotometricType
/// </summary>
/// <param name="compression">Compression parameter requestted.</param>
/// <param name="textureSize">The resquested size.</param>
/// <returns>A Cubemap representing this IES</returns>
public (string, Texture) GenerateCubeCookie(TextureImporterCompression compression, int textureSize)
{
int width = 2 * textureSize;
int height = 2 * textureSize;
NativeArray<Color32> colorBuffer;
switch (m_iesReader.PhotometricType)
{
case 3: // type A
colorBuffer = BuildTypeACylindricalTexture(width, height);
break;
case 2: // type B
colorBuffer = BuildTypeBCylindricalTexture(width, height);
break;
default: // type C
colorBuffer = BuildTypeCCylindricalTexture(width, height);
break;
}
return GenerateTexture(m_TextureGenerationType, TextureImporterShape.TextureCube, compression, width, height, colorBuffer);
}
// Gnomonic projection reference:
// http://speleotrove.com/pangazer/gnomonic_projection.html
/// <summary>
/// Generating a 2D Texture of this cookie, using a Gnomonic projection of the bottom of the IES
/// </summary>
/// <param name="compression">Compression parameter requestted.</param>
/// <param name="coneAngle">Cone angle used to performe the Gnomonic projection.</param>
/// <param name="textureSize">The resquested size.</param>
/// <param name="applyLightAttenuation">Bool to enable or not the Light Attenuation based on the squared distance.</param>
/// <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>
public (string, Texture) Generate2DCookie(TextureImporterCompression compression, float coneAngle, int textureSize, bool applyLightAttenuation)
{
NativeArray<Color32> colorBuffer;
switch (m_iesReader.PhotometricType)
{
case 3: // type A
colorBuffer = BuildTypeAGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
break;
case 2: // type B
colorBuffer = BuildTypeBGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
break;
default: // type C
colorBuffer = BuildTypeCGnomonicTexture(coneAngle, textureSize, applyLightAttenuation);
break;
}
return GenerateTexture(m_TextureGenerationType, TextureImporterShape.Texture2D, compression, textureSize, textureSize, colorBuffer);
}
private (string, Texture) GenerateCylindricalTexture(TextureImporterCompression compression, int textureSize)
{
int width = 2 * textureSize;
int height = textureSize;
NativeArray<Color32> colorBuffer;
switch (m_iesReader.PhotometricType)
{
case 3: // type A
colorBuffer = BuildTypeACylindricalTexture(width, height);
break;
case 2: // type B
colorBuffer = BuildTypeBCylindricalTexture(width, height);
break;
default: // type C
colorBuffer = BuildTypeCCylindricalTexture(width, height);
break;
}
return GenerateTexture(TextureImporterType.Default, TextureImporterShape.Texture2D, compression, width, height, colorBuffer);
}
(string, Texture) GenerateTexture(TextureImporterType type, TextureImporterShape shape, TextureImporterCompression compression, int width, int height, NativeArray<Color32> colorBuffer)
{
// Default values set by the TextureGenerationSettings constructor can be found in this file on GitHub:
// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/AssetPipeline/TextureGenerator.bindings.cs
var settings = new TextureGenerationSettings(type);
SourceTextureInformation textureInfo = settings.sourceTextureInformation;
textureInfo.containsAlpha = true;
textureInfo.height = height;
textureInfo.width = width;
TextureImporterSettings textureImporterSettings = settings.textureImporterSettings;
textureImporterSettings.alphaSource = TextureImporterAlphaSource.FromInput;
textureImporterSettings.aniso = 0;
textureImporterSettings.borderMipmap = (textureImporterSettings.textureType == TextureImporterType.Cookie);
textureImporterSettings.filterMode = FilterMode.Bilinear;
textureImporterSettings.generateCubemap = TextureImporterGenerateCubemap.Cylindrical;
textureImporterSettings.mipmapEnabled = false;
textureImporterSettings.npotScale = TextureImporterNPOTScale.None;
textureImporterSettings.readable = true;
textureImporterSettings.sRGBTexture = false;
textureImporterSettings.textureShape = shape;
textureImporterSettings.wrapMode = textureImporterSettings.wrapModeU = textureImporterSettings.wrapModeV = textureImporterSettings.wrapModeW = TextureWrapMode.Clamp;
TextureImporterPlatformSettings platformSettings = settings.platformSettings;
platformSettings.maxTextureSize = 2048;
platformSettings.resizeAlgorithm = TextureResizeAlgorithm.Bilinear;
platformSettings.textureCompression = compression;
TextureGenerationOutput output = TextureGenerator.GenerateTexture(settings, colorBuffer);
if (output.importWarnings.Length > 0)
{
Debug.LogWarning("Cannot properly generate IES texture:\n" + string.Join("\n", output.importWarnings));
}
return (output.importInspectorWarnings, output.output);
}
private static byte PackIESValue(float value)
{
return (byte)Math.Clamp(value * 255, 0, 255);
}
NativeArray<Color32> BuildTypeACylindricalTexture(int width, int height)
{
float stepU = 360f / (width - 1);
float stepV = 180f / (height - 1);
var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int y = 0; y < height; y++)
{
var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
float latitude = y * stepV - 90f; // in range [-90..+90] degrees
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
for (int x = 0; x < width; x++)
{
float longitude = x * stepU - 180f; // in range [-180..+180] degrees
float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
return textureBuffer;
}
NativeArray<Color32> BuildTypeBCylindricalTexture(int width, int height)
{
float stepU = k_TwoPi / (width - 1);
float stepV = Mathf.PI / (height - 1);
var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int y = 0; y < height; y++)
{
var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
float v = y * stepV - k_HalfPi; // in range [-90..+90] degrees
float sinV = Mathf.Sin(v);
float cosV = Mathf.Cos(v);
for (int x = 0; x < width; x++)
{
float u = Mathf.PI - x * stepU; // in range [+180..-180] degrees
float sinU = Mathf.Sin(u);
float cosU = Mathf.Cos(u);
// Since a type B luminaire is turned on its side, rotate it to make its polar axis horizontal.
float longitude = Mathf.Atan2(sinV, cosU * cosV) * Mathf.Rad2Deg; // in range [-180..+180] degrees
float latitude = Mathf.Asin(-sinU * cosV) * Mathf.Rad2Deg; // in range [-90..+90] degrees
float horizontalAnglePosition = m_iesReader.ComputeTypeAorBHorizontalAnglePosition(longitude);
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
return textureBuffer;
}
NativeArray<Color32> BuildTypeCCylindricalTexture(int width, int height)
{
float stepU = k_TwoPi / (width - 1);
float stepV = Mathf.PI / (height - 1);
var textureBuffer = new NativeArray<Color32>(width * height, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int y = 0; y < height; y++)
{
var slice = new NativeSlice<Color32>(textureBuffer, y * width, width);
float v = y * stepV - k_HalfPi; // in range [-90..+90] degrees
float sinV = Mathf.Sin(v);
float cosV = Mathf.Cos(v);
for (int x = 0; x < width; x++)
{
float u = Mathf.PI - x * stepU; // in range [+180..-180] degrees
float sinU = Mathf.Sin(u);
float cosU = Mathf.Cos(u);
// Since a type C luminaire is generally aimed at nadir, orient it toward +Z at the center of the cylindrical texture.
float longitude = ((Mathf.Atan2(sinU * cosV, sinV) + k_TwoPi) % k_TwoPi) * Mathf.Rad2Deg; // in range [0..360] degrees
float latitude = (Mathf.Asin(-cosU * cosV) + k_HalfPi) * Mathf.Rad2Deg; // in range [0..180] degrees
float horizontalAnglePosition = m_iesReader.ComputeTypeCHorizontalAnglePosition(longitude);
float verticalAnglePosition = m_iesReader.ComputeVerticalAnglePosition(latitude);
byte value = PackIESValue(m_iesReader.InterpolateBilinear(horizontalAnglePosition, verticalAnglePosition) / m_iesReader.MaxCandelas);
slice[x] = new Color32(value, value, value, value);
}
}
return textureBuffer;
}
NativeArray<Color32> BuildTypeAGnomonicTexture(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 rayLengthSquared = u * u + v * v + 1;
float longitude = Mathf.Atan(u) * Mathf.Rad2Deg; // in range [-90..+90] degrees
float latitude = Mathf.Asin(v / Mathf.Sqrt(rayLengthSquared)) * Mathf.Rad2Deg; // in range [-90..+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 ? 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> BuildTypeBGnomonicTexture(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 rayLengthSquared = u * u + v * v + 1;
// Since a type B luminaire is turned on its side, U and V are flipped.
float longitude = Mathf.Atan(v) * Mathf.Rad2Deg; // in range [-90..+90] degrees
float latitude = Mathf.Asin(u / Mathf.Sqrt(rayLengthSquared)) * Mathf.Rad2Deg; // in range [-90..+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 ? 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;
}
}
}