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

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2024-05-06 14:45:45 -04:00
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering.Universal
{
internal struct LightStats
{
public int totalLights;
public int totalNormalMapUsage;
public int totalVolumetricUsage;
public uint blendStylesUsed;
public uint blendStylesWithLights;
}
internal interface ILight2DCullResult
{
List<Light2D> visibleLights { get; }
LightStats GetLightStatsByLayer(int layer);
bool IsSceneLit();
}
internal class Light2DCullResult : ILight2DCullResult
{
private List<Light2D> m_VisibleLights = new List<Light2D>();
public List<Light2D> visibleLights => m_VisibleLights;
public bool IsSceneLit()
{
return Light2DManager.lights.Count > 0;
}
public LightStats GetLightStatsByLayer(int layer)
{
var returnStats = new LightStats();
foreach (var light in visibleLights)
{
if (!light.IsLitLayer(layer))
continue;
returnStats.totalLights++;
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
returnStats.totalNormalMapUsage++;
if (light.volumeIntensity > 0)
returnStats.totalVolumetricUsage++;
returnStats.blendStylesUsed |= (uint)(1 << light.blendStyleIndex);
if (light.lightType != Light2D.LightType.Global)
returnStats.blendStylesWithLights |= (uint)(1 << light.blendStyleIndex);
}
return returnStats;
}
public void SetupCulling(ref ScriptableCullingParameters cullingParameters, Camera camera)
{
Profiler.BeginSample("Cull 2D Lights");
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);
Profiler.EndSample();
}
}
}