Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Light2D.cs
2024-05-06 11:45:45 -07:00

459 lines
17 KiB
C#

using System;
using UnityEngine.Serialization;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.U2D;
#if UNITY_EDITOR
using UnityEditor.Experimental.SceneManagement;
#endif
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class <c>Light2D</c> is a 2D light which can be used with the 2D Renderer.
/// </summary>
///
[ExecuteAlways, DisallowMultipleComponent]
[MovedFrom("UnityEngine.Experimental.Rendering.Universal")]
[AddComponentMenu("Rendering/2D/Light 2D")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2DLightProperties.html")]
public sealed partial class Light2D : Light2DBase, ISerializationCallbackReceiver
{
/// <summary>
/// Deprecated Light types that are no supported. Please migrate to either Freeform or Point lights.
/// </summary>
public enum DeprecatedLightType
{
/// <summary>
/// N-gon shaped lights.
/// </summary>
Parametric = 0,
}
/// <summary>
/// An enumeration of the types of light
/// </summary>
public enum LightType
{
/// <summary>
/// N-gon shaped lights. Deprecated.
/// </summary>
Parametric = 0,
/// <summary>
/// The shape of the light is based on a user defined closed shape with multiple points.
/// </summary>
Freeform = 1,
/// <summary>
/// The shape of the light is based on a Sprite.
/// </summary>
Sprite = 2,
/// <summary>
/// The shape of light is circular and can also be configured into a pizza shape.
/// </summary>
Point = 3,
/// <summary>
/// Shapeless light that affects the entire screen.
/// </summary>
Global = 4
}
/// <summary>
/// The accuracy of how the normal map calculation.
/// </summary>
public enum NormalMapQuality
{
/// <summary>
/// Normal map not used.
/// </summary>
Disabled = 2,
/// <summary>
/// Faster calculation with less accuracy suited for small shapes on screen.
/// </summary>
Fast = 0,
/// <summary>
/// Accurate calculation useful for better output on bigger shapes on screen.
/// </summary>
Accurate = 1
}
/// <summary>
/// Determines how the final color is calculated when multiple lights overlap each other
/// </summary>
public enum OverlapOperation
{
/// <summary>
/// Colors are added together
/// </summary>
Additive,
/// <summary>
/// Colors are blended using standard blending (alpha, 1-alpha)
/// </summary>
AlphaBlend
}
private enum ComponentVersions
{
Version_Unserialized = 0,
Version_1 = 1
}
const ComponentVersions k_CurrentComponentVersion = ComponentVersions.Version_1;
[SerializeField] ComponentVersions m_ComponentVersion = ComponentVersions.Version_Unserialized;
#if USING_ANIMATION_MODULE
[UnityEngine.Animations.NotKeyable]
#endif
[SerializeField] LightType m_LightType = LightType.Point;
[SerializeField, FormerlySerializedAs("m_LightOperationIndex")]
int m_BlendStyleIndex = 0;
[SerializeField] float m_FalloffIntensity = 0.5f;
[ColorUsage(true)]
[SerializeField] Color m_Color = Color.white;
[SerializeField] float m_Intensity = 1;
[FormerlySerializedAs("m_LightVolumeOpacity")]
[SerializeField] float m_LightVolumeIntensity = 1.0f;
[SerializeField] bool m_LightVolumeIntensityEnabled = false;
[SerializeField] int[] m_ApplyToSortingLayers = new int[1]; // These are sorting layer IDs. If we need to update this at runtime make sure we add code to update global lights
[Reload("Textures/2D/Sparkle.png")]
[SerializeField] Sprite m_LightCookieSprite;
[FormerlySerializedAs("m_LightCookieSprite")]
[SerializeField] Sprite m_DeprecatedPointLightCookieSprite;
[SerializeField] int m_LightOrder = 0;
[SerializeField] bool m_AlphaBlendOnOverlap = false; // This is now deprecated. Keep it here for backwards compatibility.
[SerializeField] OverlapOperation m_OverlapOperation = OverlapOperation.Additive;
[FormerlySerializedAs("m_PointLightDistance")]
[SerializeField] float m_NormalMapDistance = 3.0f;
#if USING_ANIMATION_MODULE
[UnityEngine.Animations.NotKeyable]
#endif
[FormerlySerializedAs("m_PointLightQuality")]
[SerializeField] NormalMapQuality m_NormalMapQuality = NormalMapQuality.Disabled;
[SerializeField] bool m_UseNormalMap = false; // This is now deprecated. Keep it here for backwards compatibility.
[SerializeField] bool m_ShadowIntensityEnabled = false;
[Range(0, 1)]
[SerializeField] float m_ShadowIntensity = 0.75f;
[SerializeField] bool m_ShadowVolumeIntensityEnabled = false;
[Range(0, 1)]
[SerializeField] float m_ShadowVolumeIntensity = 0.75f;
Mesh m_Mesh;
[SerializeField]
private LightUtility.LightMeshVertex[] m_Vertices = new LightUtility.LightMeshVertex[1];
[SerializeField]
private ushort[] m_Triangles = new ushort[1];
internal LightUtility.LightMeshVertex[] vertices { get { return m_Vertices; } set { m_Vertices = value; } }
internal ushort[] indices { get { return m_Triangles; } set { m_Triangles = value; } }
// Transients
int m_PreviousLightCookieSprite;
internal Vector3 m_CachedPosition;
internal int[] affectedSortingLayers => m_ApplyToSortingLayers;
private int lightCookieSpriteInstanceID => m_LightCookieSprite?.GetInstanceID() ?? 0;
[SerializeField]
Bounds m_LocalBounds;
internal BoundingSphere boundingSphere { get; private set; }
internal Mesh lightMesh
{
get
{
if (null == m_Mesh)
m_Mesh = new Mesh();
return m_Mesh;
}
}
internal bool hasCachedMesh => (vertices.Length > 1 && indices.Length > 1);
internal bool forceUpdate = false;
/// <summary>
/// The light's current type
/// </summary>
public LightType lightType
{
get => m_LightType;
set
{
if (m_LightType != value)
UpdateMesh();
m_LightType = value;
Light2DManager.ErrorIfDuplicateGlobalLight(this);
}
}
/// <summary>
/// The lights current operation index
/// </summary>
public int blendStyleIndex { get => m_BlendStyleIndex; set => m_BlendStyleIndex = value; }
/// <summary>
/// Specifies the darkness of the shadow
/// </summary>
public float shadowIntensity { get => m_ShadowIntensity; set => m_ShadowIntensity = Mathf.Clamp01(value); }
/// <summary>
/// Specifies that the shadows are enabled
/// </summary>
public bool shadowsEnabled { get => m_ShadowIntensityEnabled; set => m_ShadowIntensityEnabled = value; }
/// <summary>
/// Specifies the darkness of the shadow
/// </summary>
public float shadowVolumeIntensity { get => m_ShadowVolumeIntensity; set => m_ShadowVolumeIntensity = Mathf.Clamp01(value); }
/// <summary>
/// Specifies that the volumetric shadows are enabled
/// </summary>
public bool volumetricShadowsEnabled { get => m_ShadowVolumeIntensityEnabled; set => m_ShadowVolumeIntensityEnabled = value; }
/// <summary>
/// The lights current color
/// </summary>
public Color color { get => m_Color; set => m_Color = value; }
/// <summary>
/// The lights current intensity
/// </summary>
public float intensity { get => m_Intensity; set => m_Intensity = value; }
/// <summary>
/// The lights current intensity
/// </summary>
///
[Obsolete]
public float volumeOpacity => m_LightVolumeIntensity;
/// <summary>
/// Controls the visibility of the light's volume
/// </summary>
public float volumeIntensity => m_LightVolumeIntensity;
/// <summary>
/// Enables or disables the light's volume
/// </summary>
public bool volumeIntensityEnabled { get => m_LightVolumeIntensityEnabled; set => m_LightVolumeIntensityEnabled = value; }
/// <summary>
/// The Sprite that's used by the Sprite Light type to control the shape light
/// </summary>
public Sprite lightCookieSprite { get { return m_LightType != LightType.Point ? m_LightCookieSprite : m_DeprecatedPointLightCookieSprite; } set => m_LightCookieSprite = value; }
/// <summary>
/// Controls the brightness and distance of the fall off (edge) of the light
/// </summary>
public float falloffIntensity { get => m_FalloffIntensity; set => m_FalloffIntensity = Mathf.Clamp(value, 0, 1); }
[Obsolete]
public bool alphaBlendOnOverlap { get { return m_OverlapOperation == OverlapOperation.AlphaBlend; } }
/// <summary>
/// Controls the overlap operation mode.
/// </summary>
public OverlapOperation overlapOperation { get => m_OverlapOperation; set => m_OverlapOperation = value; }
/// <summary>
/// Gets or sets the light order. The lightOrder determines the order in which the lights are rendered onto the light textures.
/// </summary>
public int lightOrder { get => m_LightOrder; set => m_LightOrder = value; }
/// <summary>
/// The simulated z distance of the light from the surface used in normal map calculation.
/// </summary>
public float normalMapDistance => m_NormalMapDistance;
/// <summary>
/// Returns the calculation quality for the normal map rendering. Please refer to NormalMapQuality.
/// </summary>
public NormalMapQuality normalMapQuality => m_NormalMapQuality;
/// <summary>
/// Returns if volumetric shadows should be rendered.
/// </summary>
public bool renderVolumetricShadows => volumetricShadowsEnabled && shadowVolumeIntensity > 0;
internal void MarkForUpdate()
{
forceUpdate = true;
}
internal void CacheValues()
{
m_CachedPosition = transform.position;
}
internal int GetTopMostLitLayer()
{
var largestIndex = Int32.MinValue;
var largestLayer = 0;
var layers = Light2DManager.GetCachedSortingLayer();
for (var i = 0; i < m_ApplyToSortingLayers.Length; ++i)
{
for (var layer = layers.Length - 1; layer >= largestLayer; --layer)
{
if (layers[layer].id == m_ApplyToSortingLayers[i])
{
largestIndex = layers[layer].value;
largestLayer = layer;
}
}
}
return largestIndex;
}
internal Bounds UpdateSpriteMesh()
{
if (m_LightCookieSprite == null && (m_Vertices.Length != 1 || m_Triangles.Length != 1))
{
m_Vertices = new LightUtility.LightMeshVertex[1];
m_Triangles = new ushort[1];
}
return LightUtility.GenerateSpriteMesh(this, m_LightCookieSprite);
}
internal void UpdateMesh(bool forceUpdate = false)
{
var shapePathHash = LightUtility.GetShapePathHash(shapePath);
var fallOffSizeChanged = LightUtility.CheckForChange(m_ShapeLightFalloffSize, ref m_PreviousShapeLightFalloffSize);
var parametricRadiusChanged = LightUtility.CheckForChange(m_ShapeLightParametricRadius, ref m_PreviousShapeLightParametricRadius);
var parametricSidesChanged = LightUtility.CheckForChange(m_ShapeLightParametricSides, ref m_PreviousShapeLightParametricSides);
var parametricAngleOffsetChanged = LightUtility.CheckForChange(m_ShapeLightParametricAngleOffset, ref m_PreviousShapeLightParametricAngleOffset);
var spriteInstanceChanged = LightUtility.CheckForChange(lightCookieSpriteInstanceID, ref m_PreviousLightCookieSprite);
var shapePathHashChanged = LightUtility.CheckForChange(shapePathHash, ref m_PreviousShapePathHash);
var lightTypeChanged = LightUtility.CheckForChange(m_LightType, ref m_PreviousLightType);
var hashChanged = fallOffSizeChanged || parametricRadiusChanged || parametricSidesChanged ||
parametricAngleOffsetChanged || spriteInstanceChanged || shapePathHashChanged || lightTypeChanged;
// Mesh Rebuilding
if (hashChanged || forceUpdate)
{
switch (m_LightType)
{
case LightType.Freeform:
m_LocalBounds = LightUtility.GenerateShapeMesh(this, m_ShapePath, m_ShapeLightFalloffSize);
break;
case LightType.Parametric:
m_LocalBounds = LightUtility.GenerateParametricMesh(this, m_ShapeLightParametricRadius, m_ShapeLightFalloffSize, m_ShapeLightParametricAngleOffset, m_ShapeLightParametricSides);
break;
case LightType.Sprite:
m_LocalBounds = UpdateSpriteMesh();
break;
case LightType.Point:
m_LocalBounds = LightUtility.GenerateParametricMesh(this, 1.412135f, 0, 0, 4);
break;
}
}
}
internal void UpdateBoundingSphere()
{
if (isPointLight)
{
boundingSphere = new BoundingSphere(transform.position, m_PointLightOuterRadius);
return;
}
var maxBound = transform.TransformPoint(Vector3.Max(m_LocalBounds.max, m_LocalBounds.max + (Vector3)m_ShapeLightFalloffOffset));
var minBound = transform.TransformPoint(Vector3.Min(m_LocalBounds.min, m_LocalBounds.min + (Vector3)m_ShapeLightFalloffOffset));
var center = 0.5f * (maxBound + minBound);
var radius = Vector3.Magnitude(maxBound - center);
boundingSphere = new BoundingSphere(center, radius);
}
internal bool IsLitLayer(int layer)
{
if (m_ApplyToSortingLayers == null)
return false;
for (var i = 0; i < m_ApplyToSortingLayers.Length; i++)
if (m_ApplyToSortingLayers[i] == layer)
return true;
return false;
}
private void Awake()
{
if (m_LightCookieSprite != null)
{
bool updateMesh = !hasCachedMesh || (m_LightType == LightType.Sprite && m_LightCookieSprite.packed);
UpdateMesh(updateMesh);
if (hasCachedMesh)
{
lightMesh.SetVertexBufferParams(vertices.Length, LightUtility.LightMeshVertex.VertexLayout);
lightMesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
lightMesh.SetIndices(indices, MeshTopology.Triangles, 0, false);
}
}
}
void OnEnable()
{
m_PreviousLightCookieSprite = lightCookieSpriteInstanceID;
Light2DManager.RegisterLight(this);
}
private void OnDisable()
{
Light2DManager.DeregisterLight(this);
}
private void LateUpdate()
{
if (m_LightType == LightType.Global)
return;
UpdateMesh(forceUpdate);
UpdateBoundingSphere();
forceUpdate = false;
}
/// <summary>
/// OnBeforeSerialize implementation.
/// </summary>
public void OnBeforeSerialize()
{
m_ComponentVersion = k_CurrentComponentVersion;
}
/// <summary>
/// OnAfterSerialize implementation.
/// </summary>
public void OnAfterDeserialize()
{
// Upgrade from no serialized version
if (m_ComponentVersion == ComponentVersions.Version_Unserialized)
{
m_ShadowVolumeIntensityEnabled = m_ShadowVolumeIntensity > 0;
m_ShadowIntensityEnabled = m_ShadowIntensity > 0;
m_LightVolumeIntensityEnabled = m_LightVolumeIntensity > 0;
m_NormalMapQuality = !m_UseNormalMap ? NormalMapQuality.Disabled : m_NormalMapQuality;
m_OverlapOperation = m_AlphaBlendOnOverlap ? OverlapOperation.AlphaBlend : m_OverlapOperation;
m_ComponentVersion = ComponentVersions.Version_1;
}
}
}
}