mathe/Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/BatchRendererGroupGlobals.cs
2024-09-20 20:30:10 +02:00

261 lines
10 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace UnityEngine.Rendering
{
/// <summary>
/// Contains spherical harmonic coefficients used for lighting representation in the format
/// expected by <c>DOTS_INSTANCING_ON</c> shaders.
///
/// The size of the struct is padded to a power of two so arrays of such structs can be efficiently
/// indexed in shaders.
/// </summary>
/// <seealso cref="SphericalHarmonicsL2"/>
[StructLayout(LayoutKind.Sequential)]
[Serializable]
public struct SHCoefficients : IEquatable<SHCoefficients>
{
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHAr</c> shader property.
/// </summary>
public Vector4 SHAr;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHAg</c> shader property.
/// </summary>
public Vector4 SHAg;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHAb</c> shader property.
/// </summary>
public Vector4 SHAb;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHBr</c> shader property.
/// </summary>
public Vector4 SHBr;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHBg</c> shader property.
/// </summary>
public Vector4 SHBg;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHBb</c> shader property.
/// </summary>
public Vector4 SHBb;
/// <summary>
/// Contains the SH coefficients that correspond to the <c>unity_SHC</c> shader property.
/// </summary>
public Vector4 SHC;
/// <summary>
/// Contains the baked shadowing data that corresponds to the <c>unity_ProbesOcclusion</c> shader property.
/// </summary>
public Vector4 ProbesOcclusion;
/// <summary>
/// Construct an instance of <c>SHCoefficients</c> that represents the same spherical
/// harmonic coefficients as the parameter.
/// </summary>
/// <param name="sh">The spherical harmonic coefficients to initialize with.</param>
public SHCoefficients(SphericalHarmonicsL2 sh)
{
SHAr = GetSHA(sh, 0);
SHAg = GetSHA(sh, 1);
SHAb = GetSHA(sh, 2);
SHBr = GetSHB(sh, 0);
SHBg = GetSHB(sh, 1);
SHBb = GetSHB(sh, 2);
SHC = GetSHC(sh);
ProbesOcclusion = Vector4.one;
}
/// <summary>
/// Construct an instance of <c>SHCoefficients</c> that represents the same spherical
/// harmonic coefficients as the parameter.
/// </summary>
/// <param name="sh">The spherical harmonic coefficients to initialize with.</param>
/// <param name="probesOcclusion">The baked shadowing data to include with this set of spherical harmonic coefficients.</param>
public SHCoefficients(SphericalHarmonicsL2 sh, Vector4 probesOcclusion)
: this(sh)
{
ProbesOcclusion = probesOcclusion;
}
static Vector4 GetSHA(SphericalHarmonicsL2 sh, int i)
{
return new Vector4(sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6]);
}
static Vector4 GetSHB(SphericalHarmonicsL2 sh, int i)
{
return new Vector4(sh[i, 4], sh[i, 5], sh[i, 6] * 3f, sh[i, 7]);
}
static Vector4 GetSHC(SphericalHarmonicsL2 sh)
{
return new Vector4(sh[0, 8], sh[1, 8], sh[2, 8], 1);
}
/// <summary>
/// Equals implementation.
/// </summary>
/// <param name="other">Other SHCoefficients instance to comapre this against.</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public bool Equals(SHCoefficients other)
{
return SHAr.Equals(other.SHAr) && SHAg.Equals(other.SHAg) && SHAb.Equals(other.SHAb) && SHBr.Equals(other.SHBr) && SHBg.Equals(other.SHBg) && SHBb.Equals(other.SHBb) && SHC.Equals(other.SHC) && ProbesOcclusion.Equals(other.ProbesOcclusion);
}
/// <summary>
/// Equals implementation.
/// </summary>
/// <param name="obj">Other object to compare this object against</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public override bool Equals(object obj)
{
return obj is SHCoefficients other && Equals(other);
}
/// <summary>
/// GetHashCode implementation.
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
return HashCode.Combine(SHAr, SHAg, SHAb, SHBr, SHBg, SHBb, SHC, ProbesOcclusion);
}
/// <summary>
/// Equality operator implementation.
/// </summary>
/// <param name="left">Left operand of comparison</param>
/// <param name="right">Right operand of comparison</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public static bool operator ==(SHCoefficients left, SHCoefficients right)
{
return left.Equals(right);
}
/// <summary>
/// Not equals operator implementation.
/// </summary>
/// <param name="left">Left operand of comparison</param>
/// <param name="right">Right operand of comparison</param>
/// <returns>True if contents are not equal, False otherwise.</returns>
public static bool operator !=(SHCoefficients left, SHCoefficients right)
{
return !left.Equals(right);
}
}
/// <summary>
/// Contains default values for built-in properties that the user is expected to manually
/// provide for <c>DOTS_INSTANCING_ON</c> shaders. The struct layout matches the
/// <c>unity_DOTSInstanceGlobalValues</c> constant buffer the shader expects the default
/// values in.
/// </summary>
[Obsolete("BatchRendererGroupGlobals and associated cbuffer are now set automatically by Unity. Setting it manually is no longer necessary or supported.")]
[StructLayout(LayoutKind.Sequential)]
[Serializable]
public struct BatchRendererGroupGlobals : IEquatable<BatchRendererGroupGlobals>
{
/// <summary>
/// The string name of the constant buffer <c>DOTS_INSTANCING_ON</c> shaders use
/// to read default values for the built-in properties contained in this struct.
/// </summary>
public const string kGlobalsPropertyName = "unity_DOTSInstanceGlobalValues";
/// <summary>
/// The unique identifier for <see cref="kGlobalsPropertyName"/>, retrieved using
/// <see cref="Shader.PropertyToID"/>.
/// </summary>
/// <seealso cref="Shader.PropertyToID"/>
public static readonly int kGlobalsPropertyId = Shader.PropertyToID(kGlobalsPropertyName);
/// <summary>
/// The default value to use for the <c>unity_ProbesOcclusion</c> built-in shader property.
/// </summary>
public Vector4 ProbesOcclusion;
/// <summary>
/// The default value to use for the <c>unity_SpecCube0_HDR</c> built-in shader property.
/// </summary>
public Vector4 SpecCube0_HDR;
/// <summary>
/// The default value to use for the <c>unity_SpecCube1_HDR</c> built-in shader property.
/// </summary>
public Vector4 SpecCube1_HDR;
/// <summary>
/// The default values to use for the built-in spherical harmonics shader properties.
/// </summary>
/// <seealso cref="SHCoefficients"/>
public SHCoefficients SHCoefficients;
/// <summary>
/// Construct a struct with default values based on the currently active reflection probe
/// and ambient lighting settings.
/// </summary>
public static BatchRendererGroupGlobals Default
{
get
{
var globals = new BatchRendererGroupGlobals();
globals.ProbesOcclusion = Vector4.one;
globals.SpecCube0_HDR = ReflectionProbe.defaultTextureHDRDecodeValues;
globals.SpecCube1_HDR = globals.SpecCube0_HDR;
globals.SHCoefficients = new SHCoefficients(RenderSettings.ambientProbe);
return globals;
}
}
/// <summary>
/// Equals implementation.
/// </summary>
/// <param name="other">Other BatchRendererGroupGlobals instance to comapre this against.</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public bool Equals(BatchRendererGroupGlobals other)
{
return ProbesOcclusion.Equals(other.ProbesOcclusion) && SpecCube0_HDR.Equals(other.SpecCube0_HDR) && SpecCube1_HDR.Equals(other.SpecCube1_HDR) && SHCoefficients.Equals(other.SHCoefficients);
}
/// <summary>
/// Equals implementation.
/// </summary>
/// <param name="obj">Other object to comapre this against.</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public override bool Equals(object obj)
{
return obj is BatchRendererGroupGlobals other && Equals(other);
}
/// <summary>
/// GetHashCode implementation.
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
return HashCode.Combine(ProbesOcclusion, SpecCube0_HDR, SpecCube1_HDR, SHCoefficients);
}
/// <summary>
/// Equality operator implementation.
/// </summary>
/// <param name="left">Left operand of comparison</param>
/// <param name="right">Right operand of comparison</param>
/// <returns>True if contents are equal, False otherwise.</returns>
public static bool operator ==(BatchRendererGroupGlobals left, BatchRendererGroupGlobals right)
{
return left.Equals(right);
}
/// <summary>
/// Not equals operator implementation.
/// </summary>
/// <param name="left">Left operand of comparison</param>
/// <param name="right">Right operand of comparison</param>
/// <returns>True if contents are not equal, False otherwise.</returns>
public static bool operator !=(BatchRendererGroupGlobals left, BatchRendererGroupGlobals right)
{
return !left.Equals(right);
}
}
}