b486678290
Library -Artifacts
166 lines
5.2 KiB
C#
166 lines
5.2 KiB
C#
using System.Runtime.CompilerServices;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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// Culls slices along one axis of the screen.
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[BurstCompile]
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unsafe struct SliceCullingJob : IJobFor
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{
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public float scale;
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public float3 viewOrigin;
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public float3 viewForward;
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public float3 viewRight;
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public float3 viewUp;
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[ReadOnly]
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public NativeArray<LightType> lightTypes;
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[ReadOnly]
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public NativeArray<float> radiuses;
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[ReadOnly]
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public NativeArray<float3> directions;
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[ReadOnly]
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public NativeArray<float3> positions;
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[ReadOnly]
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public NativeArray<float> coneRadiuses;
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public int lightsPerTile;
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[NativeDisableParallelForRestriction]
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public NativeArray<uint> sliceLightMasks;
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public void Execute(int index)
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{
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var leftX = (((float)index) * scale) * 2f - 1f;
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var rightX = (((float)index + 1f) * scale) * 2f - 1f;
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var leftPlane = ComputePlane(viewOrigin,
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viewOrigin + viewForward + viewRight * leftX + viewUp,
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viewOrigin + viewForward + viewRight * leftX - viewUp);
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var rightPlane = ComputePlane(viewOrigin,
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viewOrigin + viewForward + viewRight * rightX - viewUp,
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viewOrigin + viewForward + viewRight * rightX + viewUp);
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var lightCount = lightTypes.Length;
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var lightWordCount = (lightCount + 31) / 32;
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var sectionOffset = index * lightsPerTile / 32;
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// Handle lights in multiples of 32
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for (var lightWordIndex = 0; lightWordIndex < lightWordCount; lightWordIndex++)
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{
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var wordLightMask = 0u;
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var lightsInWord = math.min(32, lightCount - lightWordIndex * 32);
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for (var bitIndex = 0; bitIndex < lightsInWord; bitIndex++)
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{
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var lightIndex = lightWordIndex * 32 + bitIndex;
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if (ContainsLight(leftPlane, rightPlane, lightIndex))
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{
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wordLightMask |= 1u << bitIndex;
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}
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}
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var wordIndex = sectionOffset + lightWordIndex;
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sliceLightMasks[wordIndex] = sliceLightMasks[wordIndex] | wordLightMask;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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bool ContainsLight(Plane leftPlane, Plane rightPlane, int lightIndex)
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{
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var hit = true;
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var sphere = new Sphere
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{
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center = positions[lightIndex],
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radius = radiuses[lightIndex]
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};
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if (SphereBehindPlane(sphere, leftPlane) || SphereBehindPlane(sphere, rightPlane))
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{
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hit = false;
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}
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if (hit && lightTypes[lightIndex] == LightType.Spot)
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{
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var cone = new Cone
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{
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tip = sphere.center,
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direction = directions[lightIndex],
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height = radiuses[lightIndex],
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radius = coneRadiuses[lightIndex]
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};
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if (ConeBehindPlane(cone, leftPlane) || ConeBehindPlane(cone, rightPlane))
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{
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hit = false;
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}
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}
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return hit;
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}
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struct Cone
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{
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public float3 tip;
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public float3 direction;
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public float height;
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public float radius;
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}
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struct Sphere
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{
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public float3 center;
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public float radius;
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}
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struct Plane
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{
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public float3 normal;
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public float distanceToOrigin;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static Plane ComputePlane(float3 p0, float3 p1, float3 p2)
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{
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Plane plane;
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float3 v0 = p1 - p0;
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float3 v2 = p2 - p0;
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plane.normal = math.normalize(math.cross(v0, v2));
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// Compute the distance to the origin using p0.
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plane.distanceToOrigin = math.dot(plane.normal, p0);
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return plane;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static bool SphereBehindPlane(Sphere sphere, Plane plane)
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{
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float dist = math.dot(sphere.center, plane.normal) - plane.distanceToOrigin;
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return dist < -sphere.radius;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static bool PointBehindPlane(float3 p, Plane plane)
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{
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return math.dot(plane.normal, p) - plane.distanceToOrigin < 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static bool ConeBehindPlane(Cone cone, Plane plane)
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{
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float3 furthestPointDirection = math.cross(math.cross(plane.normal, cone.direction), cone.direction);
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float3 furthestPointOnCircle = cone.tip + cone.direction * cone.height - furthestPointDirection * cone.radius;
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return PointBehindPlane(cone.tip, plane) && PointBehindPlane(furthestPointOnCircle, plane);
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}
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}
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}
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