Пример #1
0
 void ToSphericalHarmonicsL2(ref SphericalHarmonicsL2 sh)
 {
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 0, L0);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 1, L1_0);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 2, L1_1);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 3, L1_2);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 4, L2_0);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 5, L2_1);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 6, L2_2);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 7, L2_3);
     SphericalHarmonicsL2Utils.SetCoefficient(ref sh, 8, L2_4);
 }
Пример #2
0
        private static void OnAdditionalProbesBakeCompleted()
        {
            UnityEditor.Experimental.Lightmapping.additionalBakedProbesCompleted -= OnAdditionalProbesBakeCompleted;

            var numCells = bakingCells.Count;

            // Fetch results of all cells
            for (int c = 0; c < numCells; ++c)
            {
                var cell = bakingCells[c].cell;

                if (cell.probePositions == null)
                {
                    continue;
                }

                int numProbes = cell.probePositions.Length;
                Debug.Assert(numProbes > 0);

                int numUniqueProbes = bakingCells[c].numUniqueProbes;

                var sh       = new NativeArray <SphericalHarmonicsL2>(numUniqueProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
                var validity = new NativeArray <float>(numUniqueProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
                var bakedProbeOctahedralDepth = new NativeArray <float>(numUniqueProbes * 64, Allocator.Temp, NativeArrayOptions.UninitializedMemory);

                UnityEditor.Experimental.Lightmapping.GetAdditionalBakedProbes(cell.index, sh, validity, bakedProbeOctahedralDepth);

                cell.sh       = new SphericalHarmonicsL2[numProbes];
                cell.validity = new float[numProbes];

                for (int i = 0; i < numProbes; ++i)
                {
                    int j = bakingCells[c].probeIndices[i];
                    SphericalHarmonicsL2 shv = sh[j];

                    // Compress the range of all coefficients but the DC component to [0..1]
                    // Upper bounds taken from http://ppsloan.org/publications/Sig20_Advances.pptx
                    // Divide each coefficient by DC*f to get to [-1,1] where f is from slide 33
                    for (int rgb = 0; rgb < 3; ++rgb)
                    {
                        var l0 = sh[j][rgb, 0];

                        if (l0 == 0.0f)
                        {
                            continue;
                        }

                        // TODO: We're working on irradiance instead of radiance coefficients
                        //       Add safety margin 2 to avoid out-of-bounds values
                        float l1scale = 1.7320508f; // 3/(2*sqrt(3)) * 2
                        float l2scale = 3.5777088f; // 4/sqrt(5) * 2

                        // L_1^m
                        shv[rgb, 1] = sh[j][rgb, 1] / (l0 * l1scale * 2.0f) + 0.5f;
                        shv[rgb, 2] = sh[j][rgb, 2] / (l0 * l1scale * 2.0f) + 0.5f;
                        shv[rgb, 3] = sh[j][rgb, 3] / (l0 * l1scale * 2.0f) + 0.5f;

                        // L_2^-2
                        shv[rgb, 4] = sh[j][rgb, 4] / (l0 * l2scale * 2.0f) + 0.5f;
                        shv[rgb, 5] = sh[j][rgb, 5] / (l0 * l2scale * 2.0f) + 0.5f;
                        shv[rgb, 6] = sh[j][rgb, 6] / (l0 * l2scale * 2.0f) + 0.5f;
                        shv[rgb, 7] = sh[j][rgb, 7] / (l0 * l2scale * 2.0f) + 0.5f;
                        shv[rgb, 8] = sh[j][rgb, 8] / (l0 * l2scale * 2.0f) + 0.5f;

                        // Assert coefficient range
                        for (int coeff = 1; coeff < 9; ++coeff)
                        {
                            Debug.Assert(shv[rgb, coeff] >= 0.0f && shv[rgb, coeff] <= 1.0f);
                        }
                    }

                    SphericalHarmonicsL2Utils.SetL0(ref cell.sh[i], new Vector3(shv[0, 0], shv[1, 0], shv[2, 0]));
                    SphericalHarmonicsL2Utils.SetL1R(ref cell.sh[i], new Vector3(shv[0, 3], shv[0, 1], shv[0, 2]));
                    SphericalHarmonicsL2Utils.SetL1G(ref cell.sh[i], new Vector3(shv[1, 3], shv[1, 1], shv[1, 2]));
                    SphericalHarmonicsL2Utils.SetL1B(ref cell.sh[i], new Vector3(shv[2, 3], shv[2, 1], shv[2, 2]));

                    cell.validity[i] = validity[j];
                }

                for (int i = 0; i < numProbes; ++i)
                {
                    int j = bakingCells[c].probeIndices[i];

                    SphericalHarmonicsL2Utils.SetCoefficient(ref cell.sh[i], 4, new Vector3(sh[j][0, 4], sh[j][1, 4], sh[j][2, 4]));
                    SphericalHarmonicsL2Utils.SetCoefficient(ref cell.sh[i], 5, new Vector3(sh[j][0, 5], sh[j][1, 5], sh[j][2, 5]));
                    SphericalHarmonicsL2Utils.SetCoefficient(ref cell.sh[i], 6, new Vector3(sh[j][0, 6], sh[j][1, 6], sh[j][2, 6]));
                    SphericalHarmonicsL2Utils.SetCoefficient(ref cell.sh[i], 7, new Vector3(sh[j][0, 7], sh[j][1, 7], sh[j][2, 7]));
                    SphericalHarmonicsL2Utils.SetCoefficient(ref cell.sh[i], 8, new Vector3(sh[j][0, 8], sh[j][1, 8], sh[j][2, 8]));
                }

                // Reset index
                UnityEditor.Experimental.Lightmapping.SetAdditionalBakedProbes(cell.index, null);

                DilateInvalidProbes(cell.probePositions, cell.bricks, cell.sh, cell.validity, bakingReferenceVolumeAuthoring.GetDilationSettings());

                ProbeReferenceVolume.instance.cells[cell.index] = cell;
            }

            // Map from each scene to an existing reference volume
            var scene2RefVol = new Dictionary <Scene, ProbeReferenceVolumeAuthoring>();

            foreach (var refVol in GameObject.FindObjectsOfType <ProbeReferenceVolumeAuthoring>())
            {
                if (refVol.enabled)
                {
                    scene2RefVol[refVol.gameObject.scene] = refVol;
                }
            }

            // Map from each reference volume to its asset
            var refVol2Asset = new Dictionary <ProbeReferenceVolumeAuthoring, ProbeVolumeAsset>();

            foreach (var refVol in scene2RefVol.Values)
            {
                refVol2Asset[refVol] = ProbeVolumeAsset.CreateAsset(refVol.gameObject.scene);
            }

            // Put cells into the respective assets
            foreach (var cell in ProbeReferenceVolume.instance.cells.Values)
            {
                foreach (var scene in cellIndex2SceneReferences[cell.index])
                {
                    // This scene has a reference volume authoring component in it?
                    ProbeReferenceVolumeAuthoring refVol = null;
                    if (scene2RefVol.TryGetValue(scene, out refVol))
                    {
                        var asset = refVol2Asset[refVol];
                        asset.cells.Add(cell);
                    }
                }
            }

            // Connect the assets to their components
            foreach (var pair in refVol2Asset)
            {
                var refVol = pair.Key;
                var asset  = pair.Value;

                refVol.volumeAsset = asset;

                if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.Iterative)
                {
                    UnityEditor.EditorUtility.SetDirty(refVol);
                    UnityEditor.EditorUtility.SetDirty(refVol.volumeAsset);
                }
            }

            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();

            foreach (var refVol in refVol2Asset.Keys)
            {
                if (refVol.enabled && refVol.gameObject.activeSelf)
                {
                    refVol.QueueAssetLoading();
                }
            }
        }
Пример #3
0
        public static void FillDataLocation(ref DataLocation loc, SphericalHarmonicsL2[] shl2, ProbeVolumeSHBands bands)
        {
            int   numBricks = shl2.Length / kBrickProbeCountTotal;
            int   shidx = 0;
            int   bx = 0, by = 0, bz = 0;
            Color c = new Color();

            for (int brickIdx = 0; brickIdx < shl2.Length; brickIdx += kBrickProbeCountTotal)
            {
                for (int z = 0; z < kBrickProbeCountPerDim; z++)
                {
                    for (int y = 0; y < kBrickProbeCountPerDim; y++)
                    {
                        for (int x = 0; x < kBrickProbeCountPerDim; x++)
                        {
                            int ix = bx + x;
                            int iy = by + y;
                            int iz = bz + z;

                            Vector3 L0 = SphericalHarmonicsL2Utils.GetCoefficient(shl2[shidx], 0);
                            Vector3 L1R, L1G, L1B;
                            SphericalHarmonicsL2Utils.GetL1(shl2[shidx], out L1R, out L1G, out L1B);

                            // First texture will have L0 coefficients in RGB, and L1R.x in the alpha channel
                            Color L0_L1Rx = new Color(L0.x, L0.y, L0.z, L1R.x);
                            // Second texture will have L1_G coefficients in RGB and L1R.y in the alpha channel
                            Color L1G_L1Ry = new Color(L1G.x, L1G.y, L1G.z, L1R.y);
                            // Third texture will have L1_B coefficients in RGB and L1R.z in the alpha channel
                            Color L1B_L1Rz = new Color(L1B.x, L1B.y, L1B.z, L1R.z);

                            loc.TexL0_L1rx.SetPixel(ix, iy, iz, L0_L1Rx);
                            loc.TexL1_G_ry.SetPixel(ix, iy, iz, L1G_L1Ry);
                            loc.TexL1_B_rz.SetPixel(ix, iy, iz, L1B_L1Rz);

                            if (bands == ProbeVolumeSHBands.SphericalHarmonicsL2)
                            {
                                Vector3 L2_0, L2_1, L2_2, L2_3, L2_4;
                                SphericalHarmonicsL2Utils.GetL2(shl2[shidx], out L2_0, out L2_1, out L2_2, out L2_3, out L2_4);

                                c.r = L2_0.x;
                                c.g = L2_1.x;
                                c.b = L2_2.x;
                                c.a = L2_3.x;
                                loc.TexL2_0.SetPixel(ix, iy, iz, c);

                                c.r = L2_0.y;
                                c.g = L2_1.y;
                                c.b = L2_2.y;
                                c.a = L2_3.y;
                                loc.TexL2_1.SetPixel(ix, iy, iz, c);


                                c.r = L2_0.z;
                                c.g = L2_1.z;
                                c.b = L2_2.z;
                                c.a = L2_3.z;
                                loc.TexL2_2.SetPixel(ix, iy, iz, c);

                                c.r = L2_4.x;
                                c.g = L2_4.y;
                                c.b = L2_4.z;
                                c.a = 1;
                                loc.TexL2_3.SetPixel(ix, iy, iz, c);
                            }

                            shidx++;
                        }
                    }
                }
                // update the pool index
                bx += kBrickProbeCountPerDim;
                if (bx >= loc.width)
                {
                    bx  = 0;
                    by += kBrickProbeCountPerDim;
                    if (by >= loc.height)
                    {
                        by  = 0;
                        bz += kBrickProbeCountPerDim;
                        Debug.Assert(bz < loc.depth || brickIdx == shl2.Length - kBrickProbeCountTotal, "Location depth exceeds data texture.");
                    }
                }
            }

            loc.TexL0_L1rx.Apply(false);

            loc.TexL1_G_ry.Apply(false);
            loc.TexL1_B_rz.Apply(false);

            if (bands == ProbeVolumeSHBands.SphericalHarmonicsL2)
            {
                loc.TexL2_0.Apply(false);
                loc.TexL2_1.Apply(false);
                loc.TexL2_2.Apply(false);
                loc.TexL2_3.Apply(false);
            }
        }