private void PointLight(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer buffer = data.buffer;

            VoxelLightCommonData(buffer, cam.cam);
            lightingHandle.Complete();
            foreach (var i in addMLightCommandList)
            {
                MLight.AddMLight(i);
            }
            addMLightCommandList.Clear();
            int count = Mathf.Min(cubemapVPMatrices.Length, CBDRSharedData.MAXIMUMPOINTLIGHTCOUNT);

            cbdr.pointshadowCount = count;
            if (LightFilter.pointLightCount > 0)
            {
                if (count > 0)
                {
                    var cullShader = data.resources.shaders.gpuFrustumCulling;
                    buffer.SetGlobalTexture(ShaderIDs._CubeShadowMapArray, cbdr.cubeArrayMap);
                    NativeArray <VisibleLight> allLights     = data.cullResults.visibleLights;
                    PointLightStruct *         pointLightPtr = pointLightArray.Ptr();

                    for (int i = 0; i < count; ++i)
                    {
                        ref CubemapViewProjMatrix vpMatrices = ref cubemapVPMatrices[i];
                        int2   lightIndex = vpMatrices.index;
                        Light  lt         = allLights[lightIndex.y].light;
                        MLight light      = MUnsafeUtility.GetObject <MLight>(vpMatrices.mLightPtr);
                        if (light.useShadowCache)
                        {
                            light.UpdateShadowCacheType(true);
                            if (light.updateShadowCache)
                            {
                                light.updateShadowCache = false;
                                SceneController.DrawPointLight(light, shadowLayer, ref pointLightPtr[lightIndex.x], cubeDepthMaterial, buffer, cullShader, i, ref data, cubemapVPMatrices.unsafePtr, cbdr.cubeArrayMap, cam.inverseRender);
                                int offset = i * 6;
                                for (int a = 0; a < 6; ++a)
                                {
                                    buffer.CopyTexture(cbdr.cubeArrayMap, offset + a, light.shadowMap, a);
                                }
                            }
                            else
                            {
                                PipelineFunctions.CopyToCubeMap(cbdr.cubeArrayMap, light.shadowMap, buffer, i);
                            }
                        }
                        else
                        {
                            SceneController.DrawPointLight(light, shadowLayer, ref pointLightPtr[lightIndex.x], cubeDepthMaterial, buffer, cullShader, i, ref data, cubemapVPMatrices.unsafePtr, cbdr.cubeArrayMap, cam.inverseRender);
                        }

                        //TODO
                        //Multi frame shadowmap
                    }
                }
                SetPointLightBuffer(pointLightArray, LightFilter.pointLightCount);
                buffer.EnableShaderKeyword("POINTLIGHT");
                cbdr.lightFlag |= 1;
            }
Ejemplo n.º 2
0
        private void PointLight(PipelineCamera cam, ref PipelineCommandData data)
        {
            shadowCullHandle.Complete();
            CommandBuffer buffer = data.buffer;

            VoxelLightCommonData(buffer, cam.cam);
            lightingHandle.Complete();
            foreach (var i in addMLightCommandList)
            {
                MLight.AddMLight(i);
            }
            foreach (var i in needCheckedShadows)
            {
                MLight mlt = MUnsafeUtility.GetObject <MLight>(i.mlight.ToPointer());
                mlt.CheckShadowSetting(i.isAvaliable);
            }
            addMLightCommandList.Clear();
            int count = Mathf.Min(cubemapVPMatrices.Length, CBDRSharedData.MAXIMUMPOINTLIGHTCOUNT);

            cbdr.pointshadowCount = count;
            //Calculate PointLight Shadow
            pointLightCustomCullHandle.Complete();
            if (LightFilter.pointLightCount > 0)
            {
                if (count > 0)
                {
                    var cullShader = data.resources.shaders.gpuFrustumCulling;
                    buffer.SetGlobalTexture(ShaderIDs._CubeShadowMapArray, cbdr.cubeArrayMap);
                    NativeArray <VisibleLight> allLights     = proper.cullResults.visibleLights;
                    PointLightStruct *         pointLightPtr = pointLightArray.Ptr();

                    for (int i = 0; i < count; ++i)
                    {
                        ref CubemapViewProjMatrix vpMatrices = ref cubemapVPMatrices[i];
                        int2   lightIndex = vpMatrices.index;
                        Light  lt         = allLights[lightIndex.y].light;
                        MLight light      = MUnsafeUtility.GetObject <MLight>(vpMatrices.mLightPtr);
                        light.CheckShadowCamera();
                        ref PointLightStruct ptLitStr = ref pointLightPtr[lightIndex.x];
                        if (!light.useShadowCache || light.updateShadowCache)
                        {
                            light.updateShadowCache = false;
                            SceneController.DrawPointLight(light, localLightShadowLayer, ref ptLitStr, cubeDepthMaterial, cullShader, ref data, ref vpMatrices, cbdr.cubeArrayMap, cam.inverseRender, proper.overrideOpaqueMaterial);
                        }
                        vpMatrices.customCulledResult.Dispose();
                        if (vpMatrices.frustumPlanes != null)
                        {
                            UnsafeUtility.Free(vpMatrices.frustumPlanes, Allocator.TempJob);
                        }
                        ptLitStr.shadowIndex = light.ShadowIndex;
                        //TODO
                        //Multi frame shadowmap
                    }
                }
Ejemplo n.º 3
0
        private void PointLight(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer buffer = data.buffer;

            pointLightMaterial.SetBuffer(ShaderIDs.verticesBuffer, sphereBuffer);
            VoxelLightCommonData(buffer, cam.cam);
            ClearDispatch(buffer);
            lightingHandle.Complete();
            foreach (var i in addMLightCommandList)
            {
                MLight.AddMLight(i);
            }
            addMLightCommandList.Clear();
            cbdr.pointshadowCount = cubemapVPMatrices.Length;
            if (LightFilter.pointLightCount > 0)
            {
                if (cubemapVPMatrices.Length > 0)
                {
                    var cullShader = data.resources.gpuFrustumCulling;
                    buffer.SetGlobalTexture(ShaderIDs._CubeShadowMapArray, cbdr.cubeArrayMap);
                    RenderClusterOptions opts = new RenderClusterOptions
                    {
                        cullingShader = cullShader,
                        command       = buffer,
                        frustumPlanes = null,
                        isOrtho       = false
                    };
                    List <VisibleLight> allLights     = data.cullResults.visibleLights;
                    PointLightStruct *  pointLightPtr = pointLightArray.Ptr();
                    for (int i = 0; i < cubemapVPMatrices.Length; ++i)
                    {
                        ref CubemapViewProjMatrix vpMatrices = ref cubemapVPMatrices[i];
                        int2   lightIndex = vpMatrices.index;
                        Light  lt         = allLights[lightIndex.y].light;
                        MLight light      = MUnsafeUtility.GetObject <MLight>(vpMatrices.mLightPtr);
                        if (light.updateShadowmap)
                        {
                            light.UpdateShadowCacheType(true);
                            SceneController.DrawPointLight(light, ref pointLightPtr[lightIndex.x], cubeDepthMaterial, ref opts, i, light.shadowMap, ref data, cubemapVPMatrices.unsafePtr, cbdr.cubeArrayMap);
                        }
                        else
                        {
                            PipelineFunctions.CopyToCubeMap(cbdr.cubeArrayMap, light.shadowMap, buffer, i);
                        }

                        //TODO
                        //Multi frame shadowmap
                    }
                }
                SetPointLightBuffer(pointLightArray, LightFilter.pointLightCount, buffer);
                buffer.EnableShaderKeyword("POINTLIGHT");
                cbdr.lightFlag |= 1;
            }