forked from BilalY/Rasagar
474 lines
21 KiB
C#
474 lines
21 KiB
C#
using Unity.Collections;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering
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{
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// 6-component representation of a (infinite length) line in 3D space
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internal struct Line
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{
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// for the line to be valid, dot(m, t) == 0
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public float3 m;
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public float3 t;
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internal static Line LineOfPlaneIntersectingPlane(float4 a, float4 b)
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{
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// planes do not need to have a unit length normal
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return new Line {
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m = a.w*b.xyz - b.w*a.xyz,
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t = math.cross(a.xyz, b.xyz),
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};
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}
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internal static float4 PlaneContainingLineAndPoint(Line a, float3 b)
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{
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// the resulting plane will not have a unit length normal (and the normal will be approximately zero when no plane exists)
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return new float4(a.m + math.cross(a.t, b), -math.dot(a.m, b));
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}
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internal static float4 PlaneContainingLineWithNormalPerpendicularToVector(Line a, float3 b)
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{
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// the resulting plane will not have a unit length normal (and the normal will be approximately zero when no plane exists)
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return new float4(math.cross(a.t, b), -math.dot(a.m, b));
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}
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}
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internal struct ReceiverPlanes
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{
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public NativeList<Plane> planes;
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public int lightFacingPlaneCount;
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private static bool IsSignBitSet(float x)
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{
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uint i = math.asuint(x);
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return (i >> 31) != 0;
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}
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internal NativeArray<Plane> SilhouettePlaneSubArray()
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{
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return planes.AsArray().GetSubArray(lightFacingPlaneCount, planes.Length - lightFacingPlaneCount);
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}
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internal NativeArray<Plane> CopyLightFacingFrustumPlanes(Allocator allocator)
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{
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var facingPlanes = new NativeArray<Plane>(lightFacingPlaneCount, allocator, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < lightFacingPlaneCount; ++i)
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facingPlanes[i] = planes[i];
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return facingPlanes;
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}
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internal static ReceiverPlanes CreateEmptyForTesting(Allocator allocator)
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{
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return new ReceiverPlanes()
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{
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planes = new NativeList<Plane>(allocator),
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lightFacingPlaneCount = 0,
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};
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}
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internal void Dispose()
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{
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planes.Dispose();
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}
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internal static ReceiverPlanes Create(in BatchCullingContext cc, Allocator allocator)
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{
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var result = new ReceiverPlanes()
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{
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planes = new NativeList<Plane>(allocator),
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lightFacingPlaneCount = 0,
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};
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if (cc.viewType == BatchCullingViewType.Light && cc.receiverPlaneCount != 0)
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{
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bool isLightOrthographic = false;
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if (cc.cullingSplits.Length > 0)
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{
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Matrix4x4 m = cc.cullingSplits[0].cullingMatrix;
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isLightOrthographic = m[15] == 1.0f && m[11] == 0.0f && m[7] == 0.0f && m[3] == 0.0f;
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}
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if (isLightOrthographic)
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{
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Vector3 lightDir = -cc.localToWorldMatrix.GetColumn(2);
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// cache result for each plane, add planes facing towards the light
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int planeSignBits = 0;
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for (int i = 0; i < cc.receiverPlaneCount; ++i)
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{
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var plane = cc.cullingPlanes[cc.receiverPlaneOffset + i];
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float facingTerm = Vector3.Dot(plane.normal, lightDir);
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if (IsSignBitSet(facingTerm))
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planeSignBits |= (1 << i);
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else
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result.planes.Add(plane);
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}
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result.lightFacingPlaneCount = result.planes.Length;
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// assume ordering +/-x, +/-y, +/-z for frustum planes, test pairs for silhouette edges
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if (cc.receiverPlaneCount == 6)
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{
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for (int i = 0; i < cc.receiverPlaneCount; ++i)
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{
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for (int j = i + 1; j < cc.receiverPlaneCount; ++j)
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{
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// skip pairs that are from the same frustum axis (i.e. both xs, both ys or both zs)
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if ((i / 2) == (j / 2))
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continue;
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// silhouette edges occur when the planes have opposing signs
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int signCheck = ((planeSignBits >> i) ^ (planeSignBits >> j)) & 1;
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if (signCheck == 0)
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continue;
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// process in consistent order for consistent plane normal in the result
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var (indexA, indexB) = (((planeSignBits >> i) & 1) == 0) ? (i, j) : (j, i);
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var planeA = cc.cullingPlanes[cc.receiverPlaneOffset + indexA];
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var planeB = cc.cullingPlanes[cc.receiverPlaneOffset + indexB];
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// construct a plane that contains the light origin and this silhouette edge
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var planeEqA = new float4(planeA.normal, planeA.distance);
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var planeEqB = new float4(planeB.normal, planeB.distance);
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var silhouetteEdge = Line.LineOfPlaneIntersectingPlane(planeEqA, planeEqB);
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var silhouettePlaneEq = Line.PlaneContainingLineWithNormalPerpendicularToVector(silhouetteEdge, lightDir);
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// try to normalize
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silhouettePlaneEq = silhouettePlaneEq / math.length(silhouettePlaneEq.xyz);
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if (!math.any(math.isnan(silhouettePlaneEq)))
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result.planes.Add(new Plane(silhouettePlaneEq.xyz, silhouettePlaneEq.w));
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}
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}
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}
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}
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else
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{
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var lightPos = cc.localToWorldMatrix.GetPosition();
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// cache result for each plane, add planes facing towards the light
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int planeSignBits = 0;
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for (int i = 0; i < cc.receiverPlaneCount; ++i)
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{
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var plane = cc.cullingPlanes[cc.receiverPlaneOffset + i];
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float distance = plane.GetDistanceToPoint(lightPos);
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if (IsSignBitSet(distance))
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planeSignBits |= (1 << i);
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else
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result.planes.Add(plane);
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}
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result.lightFacingPlaneCount = result.planes.Length;
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// assume ordering +/-x, +/-y, +/-z for frustum planes, test pairs for silhouette edges
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if (cc.receiverPlaneCount == 6)
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{
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for (int i = 0; i < cc.receiverPlaneCount; ++i)
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{
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for (int j = i + 1; j < cc.receiverPlaneCount; ++j)
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{
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// skip pairs that are from the same frustum axis (i.e. both xs, both ys or both zs)
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if ((i / 2) == (j / 2))
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continue;
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// silhouette edges occur when the planes have opposing signs
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int signCheck = ((planeSignBits >> i) ^ (planeSignBits >> j)) & 1;
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if (signCheck == 0)
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continue;
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// process in consistent order for consistent plane normal in the result
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var (indexA, indexB) = (((planeSignBits >> i) & 1) == 0) ? (i, j) : (j, i);
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var planeA = cc.cullingPlanes[cc.receiverPlaneOffset + indexA];
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var planeB = cc.cullingPlanes[cc.receiverPlaneOffset + indexB];
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// construct a plane that contains the light origin and this silhouette edge
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var planeEqA = new float4(planeA.normal, planeA.distance);
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var planeEqB = new float4(planeB.normal, planeB.distance);
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var silhouetteEdge = Line.LineOfPlaneIntersectingPlane(planeEqA, planeEqB);
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var silhouettePlaneEq = Line.PlaneContainingLineAndPoint(silhouetteEdge, lightPos);
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// try to normalize
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silhouettePlaneEq = silhouettePlaneEq / math.length(silhouettePlaneEq.xyz);
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if (!math.any(math.isnan(silhouettePlaneEq)))
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result.planes.Add(new Plane(silhouettePlaneEq.xyz, silhouettePlaneEq.w));
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}
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}
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}
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}
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}
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return result;
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}
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}
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internal struct FrustumPlaneCuller
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{
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internal struct PlanePacket4
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{
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public float4 nx;
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public float4 ny;
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public float4 nz;
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public float4 d;
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// Store absolute values of plane normals to avoid recalculating per instance
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public float4 nxAbs;
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public float4 nyAbs;
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public float4 nzAbs;
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public PlanePacket4(NativeArray<Plane> planes, int offset, int limit)
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{
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Plane p0 = planes[Mathf.Min(offset + 0, limit)];
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Plane p1 = planes[Mathf.Min(offset + 1, limit)];
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Plane p2 = planes[Mathf.Min(offset + 2, limit)];
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Plane p3 = planes[Mathf.Min(offset + 3, limit)];
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nx = new float4(p0.normal.x, p1.normal.x, p2.normal.x, p3.normal.x);
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ny = new float4(p0.normal.y, p1.normal.y, p2.normal.y, p3.normal.y);
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nz = new float4(p0.normal.z, p1.normal.z, p2.normal.z, p3.normal.z);
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d = new float4(p0.distance, p1.distance, p2.distance, p3.distance);
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nxAbs = math.abs(nx);
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nyAbs = math.abs(ny);
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nzAbs = math.abs(nz);
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}
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}
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internal struct SplitInfo
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{
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public int packetCount;
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}
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public NativeArray<PlanePacket4> planePackets;
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public NativeArray<SplitInfo> splitInfos;
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internal static FrustumPlaneCuller Create(in BatchCullingContext cc, NativeArray<Plane> receiverPlanes, in ReceiverSphereCuller receiverSphereCuller, Allocator allocator)
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{
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int splitCount = cc.cullingSplits.Length;
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int totalPacketCount = 0;
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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int planeCount = receiverPlanes.Length + cc.cullingSplits[splitIndex].cullingPlaneCount;
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totalPacketCount += (planeCount + 3)/4;
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}
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FrustumPlaneCuller result = new FrustumPlaneCuller()
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{
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planePackets = new NativeArray<PlanePacket4>(totalPacketCount, allocator, NativeArrayOptions.UninitializedMemory),
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splitInfos = new NativeArray<SplitInfo>(splitCount, allocator, NativeArrayOptions.UninitializedMemory),
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};
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var tmpPlanes = new NativeList<Plane>(Allocator.Temp);
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int packetBase = 0;
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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CullingSplit split = cc.cullingSplits[splitIndex];
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tmpPlanes.Clear();
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// use all culling planes
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for (int i = 0; i < split.cullingPlaneCount; ++i)
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tmpPlanes.Add(cc.cullingPlanes[split.cullingPlaneOffset + i]);
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// conditionally use receiver planes
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if (receiverSphereCuller.UseReceiverPlanes())
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tmpPlanes.AddRange(receiverPlanes);
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int packetCount = (tmpPlanes.Length + 3)/4;
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result.splitInfos[splitIndex] = new SplitInfo()
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{
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packetCount = packetCount,
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};
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for (int i = 0; i < packetCount; ++i)
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result.planePackets[packetBase + i] = new PlanePacket4(tmpPlanes.AsArray(), 4*i, tmpPlanes.Length - 1);
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packetBase += packetCount;
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}
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tmpPlanes.Dispose();
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return result;
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}
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internal static uint ComputeSplitVisibilityMask(NativeArray<PlanePacket4> planePackets, NativeArray<SplitInfo> splitInfos, in AABB bounds)
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{
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float4 cx = bounds.center.xxxx;
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float4 cy = bounds.center.yyyy;
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float4 cz = bounds.center.zzzz;
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float4 ex = bounds.extents.xxxx;
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float4 ey = bounds.extents.yyyy;
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float4 ez = bounds.extents.zzzz;
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uint splitVisibilityMask = 0;
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int packetBase = 0;
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int splitCount = splitInfos.Length;
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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SplitInfo splitInfo = splitInfos[splitIndex];
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bool4 isCulled = new bool4(false);
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for (int i = 0; i < splitInfo.packetCount; ++i)
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{
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PlanePacket4 p = planePackets[packetBase + i];
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float4 distances = p.nx*cx + p.ny*cy + p.nz*cz + p.d;
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float4 radii = p.nxAbs*ex + p.nyAbs*ey + p.nzAbs*ez;
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isCulled = isCulled | (distances + radii < float4.zero);
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}
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if (!math.any(isCulled))
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splitVisibilityMask |= 1U << splitIndex;
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packetBase += splitInfo.packetCount;
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}
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return splitVisibilityMask;
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}
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}
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internal struct ReceiverSphereCuller
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{
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internal struct SplitInfo
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{
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public float4 receiverSphereLightSpace;
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public float cascadeBlendCullingFactor;
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}
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public NativeArray<SplitInfo> splitInfos;
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public float3x3 worldToLightSpaceRotation;
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internal static ReceiverSphereCuller CreateEmptyForTesting(Allocator allocator)
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{
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return new ReceiverSphereCuller()
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{
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splitInfos = new NativeArray<SplitInfo>(0, allocator),
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worldToLightSpaceRotation = float3x3.identity,
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};
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}
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internal void Dispose()
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{
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splitInfos.Dispose();
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}
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internal bool UseReceiverPlanes()
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{
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// only use receiver planes if there are no receiver spheres
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// (if spheres are present, then this is directional light cascades and Unity has already added receiver planes to the culling planes)
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return splitInfos.Length == 0;
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}
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internal static ReceiverSphereCuller Create(in BatchCullingContext cc, Allocator allocator)
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{
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int splitCount = cc.cullingSplits.Length;
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// only set up sphere culling when there are multiple splits and all splits have valid spheres
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bool allSpheresValid = (splitCount > 1);
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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// ensure that NaN is not considered as valid
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if (!(cc.cullingSplits[splitIndex].sphereRadius > 0.0f))
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allSpheresValid = false;
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}
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if (!allSpheresValid)
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splitCount = 0;
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float3x3 lightToWorldSpaceRotation = (float3x3)(float4x4)cc.localToWorldMatrix;
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ReceiverSphereCuller result = new ReceiverSphereCuller()
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{
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splitInfos = new NativeArray<SplitInfo>(splitCount, allocator, NativeArrayOptions.UninitializedMemory),
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worldToLightSpaceRotation = math.transpose(lightToWorldSpaceRotation),
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};
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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var cullingSplit = cc.cullingSplits[splitIndex];
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float4 receiverSphereLightSpace = new float4(
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math.mul(result.worldToLightSpaceRotation, cullingSplit.sphereCenter),
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cullingSplit.sphereRadius);
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result.splitInfos[splitIndex] = new SplitInfo()
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{
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receiverSphereLightSpace = receiverSphereLightSpace,
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cascadeBlendCullingFactor = cullingSplit.cascadeBlendCullingFactor,
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};
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}
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return result;
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}
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internal static float DistanceUntilCylinderFullyCrossesPlane(
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float3 cylinderCenter,
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float3 cylinderDirection,
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float cylinderRadius,
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Plane plane)
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{
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float cosEpsilon = 0.001f; // clamp the cosine of glancing angles
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// compute the distance until the center intersects the plane
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float cosTheta = math.max(math.abs(math.dot(plane.normal, cylinderDirection)), cosEpsilon);
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float heightAbovePlane = math.dot(plane.normal, cylinderCenter) + plane.distance;
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float centerDistanceToPlane = heightAbovePlane/cosTheta;
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// compute the additional distance until the edge of the cylinder intersects the plane
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float sinTheta = math.sqrt(math.max(1.0f - cosTheta*cosTheta, 0.0f));
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float edgeDistanceToPlane = cylinderRadius*sinTheta/cosTheta;
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return centerDistanceToPlane + edgeDistanceToPlane;
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}
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internal static uint ComputeSplitVisibilityMask(
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NativeArray<Plane> lightFacingFrustumPlanes,
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NativeArray<SplitInfo> splitInfos,
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float3x3 worldToLightSpaceRotation,
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in AABB bounds)
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{
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float3 casterCenterWorldSpace = bounds.center;
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float3 casterCenterLightSpace = math.mul(worldToLightSpaceRotation, bounds.center);
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float casterRadius = math.length(bounds.extents);
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// push the (light-facing) frustum planes back by the caster radius, then intersect with a line through the caster capsule center,
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// to compute the length of the shadow that will cover all possible receivers within the whole frustum (not just this split)
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float3 shadowDirection = math.transpose(worldToLightSpaceRotation).c2;
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float shadowLength = math.INFINITY;
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for (int i = 0; i < lightFacingFrustumPlanes.Length; ++i)
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{
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shadowLength = math.min(shadowLength, DistanceUntilCylinderFullyCrossesPlane(
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casterCenterWorldSpace,
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shadowDirection,
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casterRadius,
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lightFacingFrustumPlanes[i]));
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}
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shadowLength = math.max(shadowLength, 0.0f);
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uint splitVisibilityMask = 0;
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int splitCount = splitInfos.Length;
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for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
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{
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SplitInfo splitInfo = splitInfos[splitIndex];
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float3 receiverCenterLightSpace = splitInfo.receiverSphereLightSpace.xyz;
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float receiverRadius = splitInfo.receiverSphereLightSpace.w;
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float3 receiverToCasterLightSpace = casterCenterLightSpace - receiverCenterLightSpace;
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// compute the light space z coordinate where the caster sphere and receiver sphere just intersect
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float sphereIntersectionMaxDistance = casterRadius + receiverRadius;
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float zSqAtSphereIntersection = math.lengthsq(sphereIntersectionMaxDistance) - math.lengthsq(receiverToCasterLightSpace.xy);
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// if this is negative, the spheres do not overlap as circles in the XY plane, so cull the caster
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if (zSqAtSphereIntersection < 0.0f)
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continue;
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// if the caster is outside of the receiver sphere in the light direction, it cannot cast a shadow on it, so cull it
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if (receiverToCasterLightSpace.z > 0.0f && math.lengthsq(receiverToCasterLightSpace.z) > zSqAtSphereIntersection)
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continue;
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// render the caster in this split
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splitVisibilityMask |= 1U << splitIndex;
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// culling assumes that shaders will always sample from the cascade with the lowest index,
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// so if the caster capsule is fully contained within the "core" sphere where only this split index is sampled,
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// then cull this caster from all the larger index splits (break from this loop)
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// (it is sufficient to test that only the capsule start and end spheres are within the "core" receiver sphere)
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float coreRadius = receiverRadius * splitInfo.cascadeBlendCullingFactor;
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float3 receiverToShadowEndLightSpace = receiverToCasterLightSpace + new float3(0.0f, 0.0f, shadowLength);
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float capsuleMaxDistance = coreRadius - casterRadius;
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float capsuleDistanceSq = math.max(math.lengthsq(receiverToCasterLightSpace), math.lengthsq(receiverToShadowEndLightSpace));
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if (capsuleMaxDistance > 0.0f && capsuleDistanceSq < math.lengthsq(capsuleMaxDistance))
|
|
break;
|
|
}
|
|
return splitVisibilityMask;
|
|
}
|
|
}
|
|
}
|