Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDProcessedVisibleLightsBuilder.LightLoop.cs
2024-08-26 23:07:20 +03:00

208 lines
9.9 KiB
C#

using System;
using UnityEngine.Jobs;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using System.Threading;
using Unity.Collections.LowLevel.Unsafe;
namespace UnityEngine.Rendering.HighDefinition
{
internal partial class HDProcessedVisibleLightsBuilder
{
private void SortLightKeys()
{
using (new ProfilingScope(ProfilingSampler.Get(HDProfileId.SortVisibleLights)))
{
//Tunning against ps4 console,
//32 items insertion sort has a workst case of 3 micro seconds.
//200 non recursive merge sort has around 23 micro seconds.
//From 200 and more, Radix sort beats everything.
var sortSize = sortedLightCounts;
if (sortSize <= 32)
CoreUnsafeUtils.InsertionSort(m_SortKeys, sortSize);
else if (m_Size <= 200)
CoreUnsafeUtils.MergeSort(m_SortKeys, sortSize, ref m_SortSupportArray);
else
CoreUnsafeUtils.RadixSort(m_SortKeys, sortSize, ref m_SortSupportArray);
}
}
private unsafe void BuildVisibleLightEntities(in CullingResults cullResults)
{
m_Size = 0;
if (!m_ProcessVisibleLightCounts.IsCreated)
{
int totalCounts = Enum.GetValues(typeof(ProcessLightsCountSlots)).Length;
m_ProcessVisibleLightCounts.ResizeArray(totalCounts);
}
for (int i = 0; i < m_ProcessVisibleLightCounts.Length; ++i)
m_ProcessVisibleLightCounts[i] = 0;
using (new ProfilingScope(ProfilingSampler.Get(HDProfileId.BuildVisibleLightEntities)))
{
if (cullResults.visibleLights.Length > 0 && HDLightRenderDatabase.instance != null)
{
if (cullResults.visibleLights.Length > m_Capacity)
{
ResizeArrays(cullResults.visibleLights.Length);
}
m_Size = cullResults.visibleLights.Length;
//TODO: this should be accelerated by a c++ API
for (int i = 0; i < cullResults.visibleLights.Length; ++i)
{
Light light = cullResults.visibleLights[i].light;
int dataIndex = HDLightRenderDatabase.instance.FindEntityDataIndex(light);
if (dataIndex == HDLightRenderDatabase.InvalidDataIndex)
{
//Shuriken lights thing: this happens because shuriken lights dont have the HDAdditionalLightData OnEnabled.
//Because of this, we have to forcefully create a light render entity on the rendering side. Horrible!!!
if (light.TryGetComponent<HDAdditionalLightData>(out var hdAdditionalLightData))
{
if (!hdAdditionalLightData.lightEntity.valid)
hdAdditionalLightData.CreateHDLightRenderEntity(autoDestroy: true);
}
// This can happen if a scene is created via new asset creation vs proper scene creation dialog. In this situation we create a default additional light data.
// This is bad, but should happen *extremely* rarely and all the entities will 99.9% of the time end up in the branch above.
else
{
var hdLightData = light.gameObject.AddComponent<HDAdditionalLightData>();
if (hdLightData)
{
HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLightData);
}
if (!hdLightData.lightEntity.valid)
hdLightData.CreateHDLightRenderEntity(autoDestroy: true);
// Make sure we have a valid data index
dataIndex = HDLightRenderDatabase.instance.GetEntityDataIndex(hdLightData.lightEntity);
}
}
m_VisibleLightEntityDataIndices[i] = dataIndex;
m_VisibleLightBakingOutput[i] = light.bakingOutput;
m_VisibleLightShadowCasterMode[i] = light.lightShadowCasterMode;
m_VisibleLightShadows[i] = light.shadows;
}
}
splitVisibleLightsAndIndicesBuffer.Clear();
shadowRequestValidityArray.SetBits(0, false, m_Size);
dynamicPointVisibleLightsAndIndices = default;
cachedPointVisibleLightsAndIndices = default;
dynamicSpotVisibleLightsAndIndices = default;
cachedSpotVisibleLightsAndIndices = default;
dynamicAreaRectangleVisibleLightsAndIndices = default;
cachedAreaRectangleVisibleLightsAndIndices = default;
dynamicDirectionalVisibleLightsAndIndices = default;
cachedDirectionalVisibleLightsAndIndices = default;
dynamicPointHDSplits = default;
cachedPointHDSplits = default;
dynamicSpotHDSplits = default;
cachedSpotHDSplits = default;
dynamicAreaRectangleHDSplits = default;
cachedAreaRectangleHDSplits = default;
dynamicDirectionalHDSplits = default;
cachedDirectionalHDSplits = default;
}
}
private unsafe void ProcessShadows(
HDCamera hdCamera,
HDShadowManager shadowManager,
LightingDebugSettings lightingDebugSettings,
in HDShadowInitParameters inShadowInitParameters,
in CullingResults cullResults)
{
if (shadowLightCount == 0)
return;
using (new ProfilingScope(ProfilingSampler.Get(HDProfileId.ProcessShadows)))
{
NativeArray<VisibleLight> visibleLights = cullResults.visibleLights;
var hdShadowSettings = hdCamera.volumeStack.GetComponent<HDShadowSettings>();
var defaultEntity = HDLightRenderDatabase.instance.GetDefaultLightEntity();
int defaultEntityDataIndex = HDLightRenderDatabase.instance.GetEntityDataIndex(defaultEntity);
HDProcessedVisibleLight* entitiesPtr = (HDProcessedVisibleLight*)m_ProcessedEntities.GetUnsafePtr();
for (int i = 0; i < shadowLightCount; ++i)
{
int lightIndex = m_ShadowLightsDataIndices[i];
HDProcessedVisibleLight* entity = entitiesPtr + lightIndex;
if (!cullResults.GetShadowCasterBounds(lightIndex, out var bounds) || defaultEntityDataIndex == entity->dataIndex)
{
entity->shadowMapFlags = ShadowMapFlags.None;
continue;
}
HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];
if (additionalLightData == null)
continue;
VisibleLight visibleLight = visibleLights[lightIndex];
if (additionalLightData.GetResolutionFromSettings(additionalLightData.GetShadowMapType(visibleLight.lightType), inShadowInitParameters) == 0)
continue;
additionalLightData.ReserveShadowMap(hdCamera.camera, shadowManager, hdShadowSettings, inShadowInitParameters, visibleLight, entity->lightType, visibleLight.forcedVisible);
}
// Now that all the lights have requested a shadow resolution, we can layout them in the atlas
// And if needed rescale the whole atlas
shadowManager.LayoutShadowMaps(lightingDebugSettings);
for (int i = 0; i < shadowLightCount; ++i)
{
int lightIndex = m_ShadowLightsDataIndices[i];
HDProcessedVisibleLight* entity = entitiesPtr + lightIndex;
if (defaultEntityDataIndex == entity->dataIndex)
continue;
if ((entity->shadowMapFlags & ShadowMapFlags.WillRenderShadowMap) == 0)
continue;
HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];
if (additionalLightData == null)
continue;
VisibleLight visibleLight = visibleLights[lightIndex];
if (additionalLightData.GetResolutionFromSettings(additionalLightData.GetShadowMapType(visibleLight.lightType), inShadowInitParameters) == 0)
continue;
if (additionalLightData.HasShadowAtlasPlacement())
additionalLightData.OverrideShadowResolutionRequestsWithShadowCache(shadowManager, hdShadowSettings, entity->lightType);
}
}
}
private void FilterVisibleLightsByAOV(AOVRequestData aovRequest)
{
if (!aovRequest.hasLightFilter)
return;
for (int i = 0; i < m_Size; ++i)
{
var dataIndex = m_VisibleLightEntityDataIndices[i];
if (dataIndex == HDLightRenderDatabase.InvalidDataIndex)
continue;
var go = HDLightRenderDatabase.instance.aovGameObjects[dataIndex];
if (go == null)
continue;
if (!aovRequest.IsLightEnabled(go))
m_VisibleLightEntityDataIndices[i] = HDLightRenderDatabase.InvalidDataIndex;
}
}
}
}