VolumetricLighting/Assets/TubeLight/Scripts/TubeLight.cs

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2016-11-01 13:25:56 +01:00
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
[ExecuteInEditMode]
public class TubeLight : MonoBehaviour
{
public float m_Intensity = 0.8f;
public Color m_Color = Color.white;
public float m_Range = 10.0f;
public float m_Radius = 0.3f;
public float m_Length = 0.0f;
[HideInInspector]
public Mesh m_Sphere;
[HideInInspector]
public Mesh m_Capsule;
[HideInInspector]
public Shader m_ProxyShader;
Material m_ProxyMaterial;
public bool m_RenderSource = false;
Renderer m_SourceRenderer;
Transform m_SourceTransform;
Mesh m_SourceMesh;
float m_LastLength = -1;
public const int maxPlanes = 2;
[HideInInspector]
public TubeLightShadowPlane[] m_ShadowPlanes = new TubeLightShadowPlane[maxPlanes];
bool m_Initialized = false;
MaterialPropertyBlock m_props;
const float kMinRadius = 0.001f;
bool renderSource {get{return m_RenderSource && m_Radius >= kMinRadius;}}
Dictionary<Camera, CommandBuffer> m_Cameras = new Dictionary<Camera, CommandBuffer>();
static CameraEvent kCameraEvent = CameraEvent.AfterLighting;
void Start()
{
if(!Init())
return;
UpdateMeshesAndBounds();
}
bool Init()
{
if (m_Initialized)
return true;
// Sometimes on editor startup (especially after project upgrade?), Init() gets called
// while m_ProxyShader, m_Sphere or m_Capsule is still null/hasn't loaded.
if (m_ProxyShader == null || m_Sphere == null || m_Capsule == null)
return false;
// Proxy
m_ProxyMaterial = new Material(m_ProxyShader);
m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
// Source
m_SourceMesh = Instantiate<Mesh>(m_Capsule);
m_SourceMesh.hideFlags = HideFlags.HideAndDontSave;
// Can't create the MeshFilter here, since for some reason the DontSave flag has
// no effect on it. Has to be added to the prefab instead.
//m_SourceMeshFilter = gameObject.AddComponent<MeshFilter>();
MeshFilter mfs = gameObject.GetComponent<MeshFilter>();
// Hmm, causes trouble
// mfs.hideFlags = HideFlags.HideInInspector;
mfs.sharedMesh = m_SourceMesh;
// A similar problem here.
// m_SourceRenderer = gameObject.AddComponent<MeshRenderer>();
m_SourceRenderer = gameObject.GetComponent<MeshRenderer>();
m_SourceRenderer.enabled = true;
// We want it to be pickable in the scene view, so no HideAndDontSave
// Hmm, causes trouble
// m_SourceRenderer.hideFlags = HideFlags.DontSave | HideFlags.HideInInspector;
m_SourceTransform = transform;
m_Initialized = true;
return true;
}
void OnEnable()
{
if(m_props == null)
m_props = new MaterialPropertyBlock();
if(!Init())
return;
UpdateMeshesAndBounds();
}
void OnDisable()
{
if(!Application.isPlaying)
Cleanup();
else
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
if(e.Current.Value != null)
e.Current.Value.Clear();
}
void OnDestroy()
{
if (m_ProxyMaterial != null)
DestroyImmediate(m_ProxyMaterial);
if (m_SourceMesh != null)
DestroyImmediate(m_SourceMesh);
Cleanup();
}
void Cleanup()
{
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
{
var cam = e.Current;
if(cam.Key != null && cam.Value != null)
cam.Key.RemoveCommandBuffer (kCameraEvent, cam.Value);
}
m_Cameras.Clear();
}
void UpdateMeshesAndBounds()
{
// Sanitize
m_Range = Mathf.Max(m_Range, 0);
m_Radius = Mathf.Max(m_Radius, 0);
m_Length = Mathf.Max(m_Length, 0);
m_Intensity = Mathf.Max(m_Intensity, 0);
Vector3 sourceSize = renderSource ? Vector3.one * m_Radius * 2.0f : Vector3.one;
if (m_SourceTransform.localScale != sourceSize || m_Length != m_LastLength)
{
m_LastLength = m_Length;
Vector3[] vertices = m_Capsule.vertices;
for (int i = 0; i < vertices.Length; i++)
{
if (renderSource)
vertices[i].y += Mathf.Sign(vertices[i].y) * (- 0.5f + 0.25f * m_Length / m_Radius);
else
vertices[i] = Vector3.one * 0.0001f;
}
m_SourceMesh.vertices = vertices;
}
m_SourceTransform.localScale = sourceSize;
float range = m_Range + m_Radius;
// TODO: lazy for now, should draw a tight capsule
range += 0.5f * m_Length;
range *= 1.02f;
range /= m_Radius;
m_SourceMesh.bounds = new Bounds(Vector3.zero, Vector3.one * range);
}
void Update()
{
if(!Init())
return;
UpdateMeshesAndBounds();
if(Application.isPlaying)
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
if(e.Current.Value != null)
e.Current.Value.Clear();
}
Color GetColor()
{
if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
return m_Color * m_Intensity;
return new Color(
Mathf.GammaToLinearSpace(m_Color.r * m_Intensity),
Mathf.GammaToLinearSpace(m_Color.g * m_Intensity),
Mathf.GammaToLinearSpace(m_Color.b * m_Intensity),
1.0f
);
}
void OnWillRenderObject()
{
if(InsideShadowmapCameraRender())
return;
if(!Init())
return;
// TODO: This is just a very rough guess. Need to properly calculate the surface emission
// intensity based on light's intensity.
m_props.SetVector("_EmissionColor", m_Color * Mathf.Sqrt(m_Intensity) * 2.0f);
m_SourceRenderer.SetPropertyBlock(m_props);
SetUpCommandBuffer();
}
void SetUpCommandBuffer()
{
Camera cam = Camera.current;
CommandBuffer buf = null;
if (!m_Cameras.ContainsKey(cam))
{
buf = new CommandBuffer();
buf.name = gameObject.name;
m_Cameras[cam] = buf;
cam.AddCommandBuffer(kCameraEvent, buf);
cam.depthTextureMode |= DepthTextureMode.Depth;
}
else
{
buf = m_Cameras[cam];
buf.Clear();
}
Transform t = transform;
Vector3 lightAxis = t.up;
Vector3 lightPos = t.position - 0.5f * lightAxis * m_Length;
buf.SetGlobalVector("_LightPos", new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f/(m_Range*m_Range)));
buf.SetGlobalVector("_LightAxis", new Vector4(lightAxis.x, lightAxis.y, lightAxis.z, 0.0f));
buf.SetGlobalFloat("_LightAsQuad", 0);
buf.SetGlobalFloat("_LightRadius", m_Radius);
buf.SetGlobalFloat("_LightLength", m_Length);
buf.SetGlobalVector("_LightColor", GetColor());
SetShadowPlaneVectors(buf);
float range = m_Range + m_Radius;
// TODO: lazy for now, should draw a tight capsule
range += 0.5f * m_Length;
range *= 1.02f;
range /= m_Radius;
Matrix4x4 m = Matrix4x4.Scale(Vector3.one * range);
buf.DrawMesh(m_Sphere, t.localToWorldMatrix * m, m_ProxyMaterial, 0, 0);
}
public TubeLightShadowPlane.Params[] GetShadowPlaneParams(ref TubeLightShadowPlane.Params[] p)
{
if (p == null || p.Length != maxPlanes)
p = new TubeLightShadowPlane.Params[maxPlanes];
for(int i = 0; i < maxPlanes; i++)
{
TubeLightShadowPlane sp = m_ShadowPlanes[i];
p[i].plane = sp == null ? new Vector4(0, 0, 0, 1) : sp.GetShadowPlaneVector();
p[i].feather = sp == null ? 1 : sp.feather;
}
return p;
}
TubeLightShadowPlane.Params[] sppArr = new TubeLightShadowPlane.Params[maxPlanes];
void SetShadowPlaneVectors(CommandBuffer buf)
{
var p = GetShadowPlaneParams(ref sppArr);
for (int i = 0, n = p.Length; i < n; ++i)
{
var spp = p[i];
if(i == 0) {
buf.SetGlobalVector("_ShadowPlane0", spp.plane);
buf.SetGlobalFloat("_ShadowPlaneFeather0", spp.feather);
} else if(i == 1) {
buf.SetGlobalVector("_ShadowPlane1", spp.plane);
buf.SetGlobalFloat("_ShadowPlaneFeather1", spp.feather);
} else {
buf.SetGlobalVector("_ShadowPlane" + i, spp.plane);
buf.SetGlobalFloat("_ShadowPlaneFeather" + i, spp.feather);
}
}
}
void OnDrawGizmosSelected()
{
if (m_SourceTransform == null)
return;
Gizmos.color = Color.white;
// Skip the scale
Matrix4x4 m = new Matrix4x4();
m.SetTRS(m_SourceTransform.position, m_SourceTransform.rotation, Vector3.one);
Gizmos.matrix = m;
Gizmos.DrawWireSphere(Vector3.zero, m_Radius + m_Range + 0.5f * m_Length);
Vector3 start = 0.5f * Vector3.up * m_Length;
Gizmos.DrawWireSphere(start, m_Radius);
if (m_Length == 0.0f)
return;
Vector3 end = - 0.5f * Vector3.up * m_Length;
Gizmos.DrawWireSphere(end, m_Radius);
Vector3 r = Vector3.forward * m_Radius;
Gizmos.DrawLine(start + r, end + r);
Gizmos.DrawLine(start - r, end - r);
r = Vector3.right * m_Radius;
Gizmos.DrawLine(start + r, end + r);
Gizmos.DrawLine(start - r, end - r);
}
void OnDrawGizmos()
{
// TODO: Looks like this changed the name. Find a more robust way to use the icon.
// Gizmos.DrawIcon(transform.position, "PointLight Gizmo_MIP0.png", true);
}
bool InsideShadowmapCameraRender()
{
RenderTexture target = Camera.current.targetTexture;
return target != null && target.format == RenderTextureFormat.Shadowmap;
}
}