Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Shadows/ShadowUtility.cs

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2023-03-28 13:24:16 -04:00
using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine.Rendering.Universal.LibTessDotNet;
namespace UnityEngine.Rendering.Universal
{
internal class ShadowUtility
{
internal struct Edge : IComparable<Edge>
{
public int vertexIndex0;
public int vertexIndex1;
public Vector4 tangent;
private bool compareReversed; // This is done so that edge AB can equal edge BA
public void AssignVertexIndices(int vi0, int vi1)
{
vertexIndex0 = vi0;
vertexIndex1 = vi1;
compareReversed = vi0 > vi1;
}
public int Compare(Edge a, Edge b)
{
int adjustedVertexIndex0A = a.compareReversed ? a.vertexIndex1 : a.vertexIndex0;
int adjustedVertexIndex1A = a.compareReversed ? a.vertexIndex0 : a.vertexIndex1;
int adjustedVertexIndex0B = b.compareReversed ? b.vertexIndex1 : b.vertexIndex0;
int adjustedVertexIndex1B = b.compareReversed ? b.vertexIndex0 : b.vertexIndex1;
// Sort first by VI0 then by VI1
int deltaVI0 = adjustedVertexIndex0A - adjustedVertexIndex0B;
int deltaVI1 = adjustedVertexIndex1A - adjustedVertexIndex1B;
if (deltaVI0 == 0)
return deltaVI1;
else
return deltaVI0;
}
public int CompareTo(Edge edgeToCompare)
{
return Compare(this, edgeToCompare);
}
}
static Edge CreateEdge(int triangleIndexA, int triangleIndexB, List<Vector3> vertices, List<int> triangles)
{
Edge retEdge = new Edge();
retEdge.AssignVertexIndices(triangles[triangleIndexA], triangles[triangleIndexB]);
Vector3 vertex0 = vertices[retEdge.vertexIndex0];
vertex0.z = 0;
Vector3 vertex1 = vertices[retEdge.vertexIndex1];
vertex1.z = 0;
Vector3 edgeDir = Vector3.Normalize(vertex1 - vertex0);
retEdge.tangent = Vector3.Cross(-Vector3.forward, edgeDir);
return retEdge;
}
static void PopulateEdgeArray(List<Vector3> vertices, List<int> triangles, List<Edge> edges)
{
for (int triangleIndex = 0; triangleIndex < triangles.Count; triangleIndex += 3)
{
edges.Add(CreateEdge(triangleIndex, triangleIndex + 1, vertices, triangles));
edges.Add(CreateEdge(triangleIndex + 1, triangleIndex + 2, vertices, triangles));
edges.Add(CreateEdge(triangleIndex + 2, triangleIndex, vertices, triangles));
}
}
static bool IsOutsideEdge(int edgeIndex, List<Edge> edgesToProcess)
{
int previousIndex = edgeIndex - 1;
int nextIndex = edgeIndex + 1;
int numberOfEdges = edgesToProcess.Count;
Edge currentEdge = edgesToProcess[edgeIndex];
return (previousIndex < 0 || (currentEdge.CompareTo(edgesToProcess[edgeIndex - 1]) != 0)) && (nextIndex >= numberOfEdges || (currentEdge.CompareTo(edgesToProcess[edgeIndex + 1]) != 0));
}
static void SortEdges(List<Edge> edgesToProcess)
{
edgesToProcess.Sort();
}
static void CreateShadowTriangles(List<Vector3> vertices, List<Color> colors, List<int> triangles, List<Vector4> tangents, List<Edge> edges)
{
for (int edgeIndex = 0; edgeIndex < edges.Count; edgeIndex++)
{
if (IsOutsideEdge(edgeIndex, edges))
{
Edge edge = edges[edgeIndex];
tangents[edge.vertexIndex1] = -edge.tangent;
int newVertexIndex = vertices.Count;
vertices.Add(vertices[edge.vertexIndex0]);
colors.Add(colors[edge.vertexIndex0]);
tangents.Add(-edge.tangent);
triangles.Add(edge.vertexIndex0);
triangles.Add(newVertexIndex);
triangles.Add(edge.vertexIndex1);
}
}
}
static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights)
{
return data[0];
}
static void InitializeTangents(int tangentsToAdd, List<Vector4> tangents)
{
for (int i = 0; i < tangentsToAdd; i++)
tangents.Add(Vector4.zero);
}
static internal void ComputeBoundingSphere(Vector3[] shapePath, out BoundingSphere boundingSphere)
{
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
// Add outline vertices
int pathLength = shapePath.Length;
for (int i = 0; i < pathLength; i++)
{
Vector3 vertex = shapePath[i];
if (minX > vertex.x)
minX = vertex.x;
if (maxX < vertex.x)
maxX = vertex.x;
if (minY > vertex.y)
minY = vertex.y;
if (maxY < vertex.y)
maxY = vertex.y;
}
// Calculate bounding sphere (circle)
Vector3 origin = new Vector2(0.5f * (minX + maxX), 0.5f * (minY + maxY));
float deltaX = maxX - minX;
float deltaY = maxY - minY;
float radius = 0.5f * Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY);
boundingSphere.position = origin;
boundingSphere.radius = radius;
}
public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath)
{
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector4> tangents = new List<Vector4>();
List<Color> extrusion = new List<Color>();
// Create interior geometry
int pointCount = shapePath.Length;
var inputs = new ContourVertex[2 * pointCount];
for (int i = 0; i < pointCount; i++)
{
Color extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[i].x, shapePath[i].y);
int nextPoint = (i + 1) % pointCount;
inputs[2 * i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y, Z = 0 }, Data = extrusionData };
extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[nextPoint].x, shapePath[nextPoint].y);
Vector2 midPoint = 0.5f * (shapePath[i] + shapePath[nextPoint]);
inputs[2 * i + 1] = new ContourVertex() { Position = new Vec3() { X = midPoint.x, Y = midPoint.y, Z = 0 }, Data = extrusionData };
}
Tess tessI = new Tess();
tessI.AddContour(inputs, ContourOrientation.Original);
tessI.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3, InterpCustomVertexData);
var indicesI = tessI.Elements.Select(i => i).ToArray();
var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray();
var extrusionI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray();
vertices.AddRange(verticesI);
triangles.AddRange(indicesI);
extrusion.AddRange(extrusionI);
InitializeTangents(vertices.Count, tangents);
List<Edge> edges = new List<Edge>();
PopulateEdgeArray(vertices, triangles, edges);
SortEdges(edges);
CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges);
Color[] finalExtrusion = extrusion.ToArray();
Vector3[] finalVertices = vertices.ToArray();
int[] finalTriangles = triangles.ToArray();
Vector4[] finalTangents = tangents.ToArray();
mesh.Clear();
mesh.vertices = finalVertices;
mesh.triangles = finalTriangles;
mesh.tangents = finalTangents;
mesh.colors = finalExtrusion;
BoundingSphere retSphere;
ComputeBoundingSphere(shapePath, out retSphere);
return retSphere;
}
}
}