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; }
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 } }
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; }