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

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine.U2D;
namespace UnityEngine.Rendering.Universal
{
internal static class LightUtility
{
public static bool CheckForChange(Light2D.LightType a, ref Light2D.LightType b)
{
var changed = a != b;
b = a;
return changed;
}
public static bool CheckForChange(int a, ref int b)
{
var changed = a != b;
b = a;
return changed;
}
public static bool CheckForChange(float a, ref float b)
{
var changed = a != b;
b = a;
return changed;
}
public static bool CheckForChange(bool a, ref bool b)
{
var changed = a != b;
b = a;
return changed;
}
private enum PivotType
{
PivotBase,
PivotCurve,
PivotIntersect,
PivotSkip,
PivotClip
};
[Serializable]
internal struct LightMeshVertex
{
public Vector3 position;
public Color color;
public Vector2 uv;
public static readonly VertexAttributeDescriptor[] VertexLayout = new[]
{
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3),
new VertexAttributeDescriptor(VertexAttribute.Color, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord0, VertexAttributeFormat.Float32, 2),
};
}
static bool TestPivot(List<IntPoint> path, int activePoint, long lastPoint)
{
for (int i = activePoint; i < path.Count; ++i)
{
if (path[i].N > lastPoint)
return true;
}
return (path[activePoint].N == -1);
}
// Degenerate Pivots at the End Points.
static List<IntPoint> DegeneratePivots(List<IntPoint> path, List<IntPoint> inPath, ref int interiorStart)
{
List<IntPoint> degenerate = new List<IntPoint>();
var minN = path[0].N;
var maxN = path[0].N;
for (int i = 1; i < path.Count; ++i)
{
if (path[i].N != -1)
{
minN = Math.Min(minN, path[i].N);
maxN = Math.Max(maxN, path[i].N);
}
}
for (long i = 0; i < minN; ++i)
{
IntPoint ins = path[(int)minN];
ins.N = i;
degenerate.Add(ins);
}
degenerate.AddRange(path.GetRange(0, path.Count));
interiorStart = degenerate.Count;
for (long i = maxN + 1; i < inPath.Count; ++i)
{
IntPoint ins = inPath[(int)i];
ins.N = i;
degenerate.Add(ins);
}
return degenerate;
}
// Ensure that we get a valid path from 0.
static List<IntPoint> SortPivots(List<IntPoint> outPath, List<IntPoint> inPath)
{
List<IntPoint> sorted = new List<IntPoint>();
var min = outPath[0].N;
var max = outPath[0].N;
var minIndex = 0;
bool newMin = true;
for (int i = 1; i < outPath.Count; ++i)
{
if (max > outPath[i].N && newMin && outPath[i].N != -1)
{
min = max = outPath[i].N;
minIndex = i;
newMin = false;
}
else if (outPath[i].N >= max)
{
max = outPath[i].N;
newMin = true;
}
}
sorted.AddRange(outPath.GetRange(minIndex, (outPath.Count - minIndex)));
sorted.AddRange(outPath.GetRange(0, minIndex));
return sorted;
}
// Ensure that all points eliminated due to overlaps and intersections are accounted for Tessellation.
static List<IntPoint> FixPivots(List<IntPoint> outPath, List<IntPoint> inPath, ref int interiorStart)
{
var path = SortPivots(outPath, inPath);
long pivotPoint = path[0].N;
// Connect Points for Overlaps.
for (int i = 1; i < path.Count; ++i)
{
var j = (i == path.Count - 1) ? 0 : (i + 1);
var prev = path[i - 1];
var curr = path[i];
var next = path[j];
if (prev.N > curr.N)
{
var incr = TestPivot(path, i, pivotPoint);
if (incr)
{
if (prev.N == next.N)
curr.N = prev.N;
else
curr.N = (pivotPoint + 1) < inPath.Count ? (pivotPoint + 1) : 0;
curr.D = 3;
path[i] = curr;
}
}
pivotPoint = path[i].N;
}
// Insert Skipped Points.
for (int i = 1; i < path.Count - 1;)
{
var prev = path[i - 1];
var curr = path[i];
var next = path[i + 1];
if (curr.N - prev.N > 1)
{
if (curr.N == next.N)
{
IntPoint ins = curr;
ins.N = (ins.N - 1);
path[i] = ins;
}
else
{
IntPoint ins = curr;
ins.N = (ins.N - 1);
path.Insert(i, ins);
}
}
else
{
i++;
}
}
path = DegeneratePivots(path, inPath, ref interiorStart);
return path;
}
// Rough shape only used in Inspector for quick preview.
internal static List<Vector2> GetOutlinePath(Vector3[] shapePath, float offsetDistance)
{
const float kClipperScale = 10000.0f;
List<IntPoint> path = new List<IntPoint>();
List<Vector2> output = new List<Vector2>();
for (var i = 0; i < shapePath.Length; ++i)
{
var newPoint = new Vector2(shapePath[i].x, shapePath[i].y) * kClipperScale;
path.Add(new IntPoint((System.Int64)(newPoint.x), (System.Int64)(newPoint.y)));
}
List<List<IntPoint>> solution = new List<List<IntPoint>>();
ClipperOffset clipOffset = new ClipperOffset(24.0f);
clipOffset.AddPath(path, JoinType.jtRound, EndType.etClosedPolygon);
clipOffset.Execute(ref solution, kClipperScale * offsetDistance, path.Count);
if (solution.Count > 0)
{
int interiorStart = 0;
var outPath = solution[0];
outPath = FixPivots(outPath, path, ref interiorStart);
for (int i = 0; i < outPath.Count; ++i)
output.Add(new Vector2(outPath[i].X / kClipperScale, outPath[i].Y / kClipperScale));
}
return output;
}
static void TransferToMesh(NativeArray<LightMeshVertex> vertices, int vertexCount, NativeArray<ushort> indices,
int indexCount, Light2D light)
{
var mesh = light.lightMesh;
mesh.SetVertexBufferParams(vertexCount, LightMeshVertex.VertexLayout);
mesh.SetVertexBufferData(vertices, 0, 0, vertexCount);
mesh.SetIndices(indices, 0, indexCount, MeshTopology.Triangles, 0, true);
light.vertices = new LightMeshVertex[vertexCount];
NativeArray<LightMeshVertex>.Copy(vertices, light.vertices, vertexCount);
light.indices = new ushort[indexCount];
NativeArray<ushort>.Copy(indices, light.indices, indexCount);
}
public static Bounds GenerateShapeMesh(Light2D light, Vector3[] shapePath, float falloffDistance)
{
const float kClipperScale = 10000.0f;
// todo Revisit this while we do Batching.
var meshInteriorColor = new Color(0.0f, 0, 0, 1.0f);
var meshExteriorColor = new Color(0.0f, 0, 0, 0.0f);
// Create shape geometry based on edges
int inEdgeCount = shapePath.Length;
NativeArray<int2> tessInEdges = new NativeArray<int2>(inEdgeCount, Allocator.Temp);
NativeArray<float2> tessInVertices = new NativeArray<float2>(inEdgeCount, Allocator.Temp);
for (int i = 0; i < inEdgeCount; ++i)
{
int edgeEnd = i + 1;
if (edgeEnd == inEdgeCount)
edgeEnd = 0;
int2 edge = new int2(i, edgeEnd);
tessInEdges[i] = edge;
int index = edge.x;
tessInVertices[index] = new float2(shapePath[index].x, shapePath[index].y);
}
// Do tessellation
NativeArray<int> tessOutIndices = new NativeArray<int>(tessInEdges.Length * 8, Allocator.Temp);
NativeArray<float2> tessOutVertices = new NativeArray<float2>(tessInEdges.Length * 8, Allocator.Temp);
NativeArray<int2> tessOutEdges = new NativeArray<int2>(tessInEdges.Length * 8, Allocator.Temp);
int tessOutVertexCount = 0;
int tessOutIndexCount = 0;
int tessOutEdgeCount = 0;
UTess.ModuleHandle.Tessellate(Allocator.Temp, tessInVertices, tessInEdges, ref tessOutVertices, ref tessOutVertexCount, ref tessOutIndices, ref tessOutIndexCount, ref tessOutEdges, ref tessOutEdgeCount);
// Create falloff geometry with random noise to account for collinear points
var inputPointCount = shapePath.Length;
List<IntPoint> path = new List<IntPoint>();
for (var i = 0; i < inputPointCount; ++i)
{
var newPoint = new Vector2(shapePath[i].x, shapePath[i].y) * kClipperScale;
var addPoint = new IntPoint((System.Int64)(newPoint.x) + Random.Range(-100, 100), (System.Int64)(newPoint.y) + Random.Range(-100, 100));
addPoint.N = i; addPoint.D = -1;
path.Add(addPoint);
}
var lastPointIndex = inputPointCount - 1;
var interiorStartPoint = 0;
// Generate Bevels.
List<List<IntPoint>> solution = new List<List<IntPoint>>();
ClipperOffset clipOffset = new ClipperOffset(24.0f);
clipOffset.AddPath(path, JoinType.jtRound, EndType.etClosedPolygon);
clipOffset.Execute(ref solution, kClipperScale * falloffDistance, path.Count);
if (solution.Count > 0)
{
// Fix path for Pivots.
var outPath = solution[0];
var minPath = (long)inputPointCount;
for (int i = 0; i < outPath.Count; ++i)
minPath = (outPath[i].N != -1) ? Math.Min(minPath, outPath[i].N) : minPath;
var containsStart = minPath == 0;
outPath = FixPivots(outPath, path, ref interiorStartPoint);
// Size accounts for light mesh + falloff geometry(outer + inner)
int totalOutVertices = tessOutVertexCount + outPath.Count + inputPointCount;
int totalOutIndices = tessOutIndexCount + (outPath.Count * 6) + 6;
var outVertices = new NativeArray<LightMeshVertex>(totalOutVertices, Allocator.Temp);
var outIndices = new NativeArray<ushort>(totalOutIndices, Allocator.Temp);
for (int i = 0; i < tessOutIndexCount; ++i)
outIndices[i] = (ushort)tessOutIndices[i];
for (int i = 0; i < tessOutVertexCount; ++i)
{
outVertices[i] = new LightMeshVertex()
{
position = new float3(tessOutVertices[i].x, tessOutVertices[i].y, 0),
color = meshInteriorColor
};
}
var vcount = tessOutVertexCount;
var icount = tessOutIndexCount;
var innerIndices = new ushort[inputPointCount];
// Inner Vertices. (These may or may not be part of the created path. Beware!!)
for (int i = 0; i < inputPointCount; ++i)
{
outVertices[vcount++] = new LightMeshVertex()
{
position = new float3(shapePath[i].x, shapePath[i].y, 0),
color = meshInteriorColor
};
innerIndices[i] = (ushort)(vcount - 1);
}
var saveIndex = (ushort)vcount;
var pathStart = saveIndex;
var prevIndex = outPath[0].N == -1 ? 0 : outPath[0].N;
// Outer Vertices
for (int i = 0; i < outPath.Count; ++i)
{
var curr = outPath[i];
var currPoint = new float2(curr.X / kClipperScale, curr.Y / kClipperScale);
var currIndex = curr.N == -1 ? 0 : curr.N;
outVertices[vcount++] = new LightMeshVertex()
{
position = new float3(currPoint.x, currPoint.y, 0),
color = (interiorStartPoint > i) ? meshExteriorColor : meshInteriorColor
};
if (prevIndex != currIndex)
{
outIndices[icount++] = innerIndices[prevIndex];
outIndices[icount++] = innerIndices[currIndex];
outIndices[icount++] = (ushort)(vcount - 1);
}
outIndices[icount++] = innerIndices[prevIndex];
outIndices[icount++] = saveIndex;
outIndices[icount++] = saveIndex = (ushort)(vcount - 1);
prevIndex = currIndex;
}
// Close the Loop.
{
outIndices[icount++] = pathStart;
outIndices[icount++] = innerIndices[minPath];
outIndices[icount++] = containsStart ? innerIndices[lastPointIndex] : saveIndex;
outIndices[icount++] = containsStart ? pathStart : saveIndex;
outIndices[icount++] = containsStart ? saveIndex : innerIndices[minPath];
// Last Triangle. todo: Remove Clipper Usage and use SpriteShape Geometry Generator for falloff potentially.
if (containsStart)
{
var kTolerance = 0.001f;
var connectingPoint = innerIndices[lastPointIndex];
// End point detection is tricky and depends on convexity of shape. Simple test is to just check the vertices and detect.
var testA = MathF.Abs(outVertices[connectingPoint].position.x - outVertices[outIndices[icount - 1]].position.x) > kTolerance || MathF.Abs(outVertices[connectingPoint].position.y - outVertices[outIndices[icount - 1]].position.y) > kTolerance;
var testB = MathF.Abs(outVertices[connectingPoint].position.x - outVertices[outIndices[icount - 2]].position.x) > kTolerance || MathF.Abs(outVertices[connectingPoint].position.y - outVertices[outIndices[icount - 2]].position.y) > kTolerance;
if (!testA || !testB)
connectingPoint = (ushort)(interiorStartPoint + inputPointCount + tessOutVertexCount - 1);
outIndices[icount++] = connectingPoint;
}
else
outIndices[icount++] = innerIndices[minPath - 1];
}
TransferToMesh(outVertices, vcount, outIndices, icount, light);
}
return light.lightMesh.GetSubMesh(0).bounds;
}
public static Bounds GenerateParametricMesh(Light2D light, float radius, float falloffDistance, float angle, int sides)
{
var angleOffset = Mathf.PI / 2.0f + Mathf.Deg2Rad * angle;
if (sides < 3)
{
radius = 0.70710678118654752440084436210485f * radius;
sides = 4;
}
if (sides == 4)
{
angleOffset = Mathf.PI / 4.0f + Mathf.Deg2Rad * angle;
}
var vertexCount = 1 + 2 * sides;
var indexCount = 3 * 3 * sides;
var vertices = new NativeArray<LightMeshVertex>(vertexCount, Allocator.Temp);
var triangles = new NativeArray<ushort>(indexCount, Allocator.Temp);
var centerIndex = (ushort)(2 * sides);
var mesh = light.lightMesh;
// Only Alpha value in Color channel is ever used. May remove it or keep it for batching params in the future.
var color = new Color(0, 0, 0, 1);
vertices[centerIndex] = new LightMeshVertex
{
position = float3.zero,
color = color
};
var radiansPerSide = 2 * Mathf.PI / sides;
var min = new float3(float.MaxValue, float.MaxValue, 0);
var max = new float3(float.MinValue, float.MinValue, 0);
for (var i = 0; i < sides; i++)
{
var endAngle = (i + 1) * radiansPerSide;
var extrudeDir = new float3(math.cos(endAngle + angleOffset), math.sin(endAngle + angleOffset), 0);
var endPoint = radius * extrudeDir;
var vertexIndex = (2 * i + 2) % (2 * sides);
vertices[vertexIndex] = new LightMeshVertex
{
position = endPoint,
color = new Color(extrudeDir.x, extrudeDir.y, 0, 0)
};
vertices[vertexIndex + 1] = new LightMeshVertex
{
position = endPoint,
color = color
};
// Triangle 1 (Tip)
var triangleIndex = 9 * i;
triangles[triangleIndex] = (ushort)(vertexIndex + 1);
triangles[triangleIndex + 1] = (ushort)(2 * i + 1);
triangles[triangleIndex + 2] = centerIndex;
// Triangle 2 (Upper Top Left)
triangles[triangleIndex + 3] = (ushort)(vertexIndex);
triangles[triangleIndex + 4] = (ushort)(2 * i);
triangles[triangleIndex + 5] = (ushort)(2 * i + 1);
// Triangle 2 (Bottom Top Left)
triangles[triangleIndex + 6] = (ushort)(vertexIndex + 1);
triangles[triangleIndex + 7] = (ushort)(vertexIndex);
triangles[triangleIndex + 8] = (ushort)(2 * i + 1);
min = math.min(min, endPoint + extrudeDir * falloffDistance);
max = math.max(max, endPoint + extrudeDir * falloffDistance);
}
mesh.SetVertexBufferParams(vertexCount, LightMeshVertex.VertexLayout);
mesh.SetVertexBufferData(vertices, 0, 0, vertexCount);
mesh.SetIndices(triangles, MeshTopology.Triangles, 0, false);
light.vertices = new LightMeshVertex[vertexCount];
NativeArray<LightMeshVertex>.Copy(vertices, light.vertices, vertexCount);
light.indices = new ushort[indexCount];
NativeArray<ushort>.Copy(triangles, light.indices, indexCount);
return new Bounds
{
min = min,
max = max
};
}
public static Bounds GenerateSpriteMesh(Light2D light, Sprite sprite)
{
var mesh = light.lightMesh;
if (sprite == null)
{
mesh.Clear();
return new Bounds(Vector3.zero, Vector3.zero);
}
// this needs to be called before getting UV at the line below.
// Venky fixed it, enroute to trunk
var uvs = sprite.uv;
var srcVertices = sprite.GetVertexAttribute<Vector3>(VertexAttribute.Position);
var srcUVs = sprite.GetVertexAttribute<Vector2>(VertexAttribute.TexCoord0);
var srcIndices = sprite.GetIndices();
var center = 0.5f * (sprite.bounds.min + sprite.bounds.max);
var vertices = new NativeArray<LightMeshVertex>(srcIndices.Length, Allocator.Temp);
var color = new Color(0, 0, 0, 1);
for (var i = 0; i < srcVertices.Length; i++)
{
vertices[i] = new LightMeshVertex
{
position = new Vector3(srcVertices[i].x, srcVertices[i].y, 0),
color = color,
uv = srcUVs[i]
};
}
mesh.SetVertexBufferParams(vertices.Length, LightMeshVertex.VertexLayout);
mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
mesh.SetIndices(srcIndices, MeshTopology.Triangles, 0, true);
light.vertices = new LightMeshVertex[vertices.Length];
NativeArray<LightMeshVertex>.Copy(vertices, light.vertices, vertices.Length);
light.indices = new ushort[srcIndices.Length];
NativeArray<ushort>.Copy(srcIndices, light.indices, srcIndices.Length);
return mesh.GetSubMesh(0).bounds;
}
public static int GetShapePathHash(Vector3[] path)
{
unchecked
{
int hashCode = (int)2166136261;
if (path != null)
{
foreach (var point in path)
hashCode = hashCode * 16777619 ^ point.GetHashCode();
}
else
{
hashCode = 0;
}
return hashCode;
}
}
}
}