Example #1
0
        public void Execute()
        {
            List <MLight> allSpotLight  = MLight.avaliableSpotShadowIndices;
            List <MLight> allPointLight = MLight.avaliableCubemapIndices;
            UIntPtr *     allPtr        = stackalloc UIntPtr[max(spotExists ? allSpotLight.Count : 0, pointExists ? allPointLight.Count : 0)];
            int           ptrCount      = 0;

            if (spotExists)
            {
                for (int i = 0; i < allSpotLight.Count; ++i)
                {
                    ref Cone c   = ref allSpotLightPosition[i];
                    float3   dir = c.vertex - cameraPos;
                    if (!MathLib.ConeIntersect(allSpotLightPosition[i], MathLib.GetPlane(dir, cameraPos + dir * shadowDistance)))
                    {
                        allPtr[ptrCount] = new UIntPtr(MUnsafeUtility.GetManagedPtr(allSpotLight[i]));
                        ptrCount++;
                    }
                }
                for (int i = 0; i < ptrCount; ++i)
                {
                    MLight ml = MUnsafeUtility.GetObject <MLight>(allPtr[i].ToPointer());
                    ml.RemoveLightFromAtlas(false);
                    ml.updateShadowCache = true;
                }
            }
        public static bool ConeIntersect(Cone cone, float4 plane)
        {
            float3 m = cross(cross(plane.xyz, cone.direction), cone.direction);
            float3 Q = cone.vertex + cone.direction * cone.height + normalize(m) * cone.radius;

            return(PointInsidePlane(cone.vertex, plane) || PointInsidePlane(Q, plane));
        }
Example #3
0
        public void Init(Camera cam, float shadowDist)
        {
            cameraPos      = cam.transform.position;
            shadowDistance = shadowDist;
            List <MLight> allSpotLight  = MLight.avaliableSpotShadowIndices;
            List <MLight> allPointLight = MLight.avaliableCubemapIndices;

            if (allSpotLight != null && allSpotLight.Count > 0)
            {
                allSpotLightPosition = new NativeArray <Cone>(allSpotLight.Count, Allocator.Temp, NativeArrayOptions.UninitializedMemory).Ptr();

                for (int i = 0; i < allSpotLight.Count; ++i)
                {
                    MLight    ml = allSpotLight[i];
                    Transform tr = ml.transform;
                    allSpotLightPosition[i] = new Cone(tr.position, ml.light.range, tr.forward, ml.light.spotAngle);
                }
                spotExists = true;
            }
            else
            {
                spotExists = false;
            }
            if (allPointLight != null && allPointLight.Count > 0)
            {
                allPointLightPosition = new NativeArray <float4>(allPointLight.Count, Allocator.Temp, NativeArrayOptions.UninitializedMemory).Ptr();
                for (int i = 0; i < allPointLight.Count; ++i)
                {
                    MLight    ml = allPointLight[i];
                    Transform tr = ml.transform;
                    allPointLightPosition[i] = float4(tr.position, ml.light.range);
                }
                pointExists = true;
            }
            else
            {
                pointExists = false;
            }
        }