2021-09-09 20:42:29 -04:00

528 lines
26 KiB
C#

using System;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Light Utils contains function to convert light intensities between units
/// </summary>
class LightUtils
{
// Physical light unit helper
// All light unit are in lumen (Luminous power)
// Punctual light (point, spot) are convert to candela (cd = lumens / steradian)
// For our isotropic area lights which expect radiance(W / (sr* m^2)) in the shader:
// power = Integral{area, Integral{hemisphere, radiance * <N, L>}},
// power = area * Pi * radiance,
// radiance = power / (area * Pi).
// We use photometric unit, so radiance is luminance and power is luminous power
// Ref: Moving Frostbite to PBR
// Also good ref: https://www.radiance-online.org/community/workshops/2004-fribourg/presentations/Wandachowicz_paper.pdf
/// <summary>
/// Convert an intensity in Lumen to Candela for a point light
/// </summary>
/// <param name="intensity"></param>
/// <returns></returns>
public static float ConvertPointLightLumenToCandela(float intensity)
=> intensity / (4.0f * Mathf.PI);
/// <summary>
/// Convert an intensity in Candela to Lumen for a point light
/// </summary>
/// <param name="intensity"></param>
/// <returns></returns>
public static float ConvertPointLightCandelaToLumen(float intensity)
=> intensity * (4.0f * Mathf.PI);
// angle is the full angle, not the half angle in radian
// convert intensity (lumen) to candela
/// <summary>
/// Convert an intensity in Lumen to Candela for a cone spot light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="angle">Full angle in radian</param>
/// <param name="exact">Exact computation or an approximation</param>
/// <returns></returns>
public static float ConvertSpotLightLumenToCandela(float intensity, float angle, bool exact)
=> exact ? intensity / (2.0f * (1.0f - Mathf.Cos(angle / 2.0f)) * Mathf.PI) : intensity / Mathf.PI;
/// <summary>
/// Convert an intensity in Candela to Lumen for a cone pot light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="angle">Full angle in radian</param>
/// <param name="exact">Exact computation or an approximation</param>
/// <returns></returns>
public static float ConvertSpotLightCandelaToLumen(float intensity, float angle, bool exact)
=> exact ? intensity * (2.0f * (1.0f - Mathf.Cos(angle / 2.0f)) * Mathf.PI) : intensity * Mathf.PI;
// angleA and angleB are the full opening angle, not half angle
// convert intensity (lumen) to candela
/// <summary>
/// Convert an intensity in Lumen to Candela for a pyramid spot light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="angleA">Full opening angle in radian</param>
/// <param name="angleB">Full opening angle in radian</param>
/// <returns></returns>
public static float ConvertFrustrumLightLumenToCandela(float intensity, float angleA, float angleB)
=> intensity / (4.0f * Mathf.Asin(Mathf.Sin(angleA / 2.0f) * Mathf.Sin(angleB / 2.0f)));
/// <summary>
/// Convert an intensity in Candela to Lumen for a pyramid spot light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="angleA">Full opening angle in radian</param>
/// <param name="angleB">Full opening angle in radian</param>
/// <returns></returns>
public static float ConvertFrustrumLightCandelaToLumen(float intensity, float angleA, float angleB)
=> intensity * (4.0f * Mathf.Asin(Mathf.Sin(angleA / 2.0f) * Mathf.Sin(angleB / 2.0f)));
/// <summary>
/// Convert an intensity in Lumen to Luminance(nits) for a sphere light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="sphereRadius"></param>
/// <returns></returns>
public static float ConvertSphereLightLumenToLuminance(float intensity, float sphereRadius)
=> intensity / ((4.0f * Mathf.PI * sphereRadius * sphereRadius) * Mathf.PI);
/// <summary>
/// Convert an intensity in Luminance(nits) to Lumen for a sphere light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="sphereRadius"></param>
/// <returns></returns>
public static float ConvertSphereLightLuminanceToLumen(float intensity, float sphereRadius)
=> intensity * ((4.0f * Mathf.PI * sphereRadius * sphereRadius) * Mathf.PI);
/// <summary>
/// Convert an intensity in Lumen to Luminance(nits) for a disc light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="discRadius"></param>
/// <returns></returns>
public static float ConvertDiscLightLumenToLuminance(float intensity, float discRadius)
=> intensity / ((discRadius * discRadius * Mathf.PI) * Mathf.PI);
/// <summary>
/// Convert an intensity in Luminance(nits) to Lumen for a disc light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="discRadius"></param>
/// <returns></returns>
public static float ConvertDiscLightLuminanceToLumen(float intensity, float discRadius)
=> intensity * ((discRadius * discRadius * Mathf.PI) * Mathf.PI);
/// <summary>
/// Convert an intensity in Lumen to Luminance(nits) for a rectangular light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertRectLightLumenToLuminance(float intensity, float width, float height)
=> intensity / ((width * height) * Mathf.PI);
/// <summary>
/// Convert an intensity in Luminance(nits) to Lumen for a rectangular light.
/// </summary>
/// <param name="intensity"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertRectLightLuminanceToLumen(float intensity, float width, float height)
=> intensity * ((width * height) * Mathf.PI);
// Helper for Lux, Candela, Luminance, Ev conversion
/// <summary>
/// Convert intensity in Lux at a certain distance in Candela.
/// </summary>
/// <param name="lux"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertLuxToCandela(float lux, float distance)
=> lux * distance * distance;
/// <summary>
/// Convert intensity in Candela at a certain distance in Lux.
/// </summary>
/// <param name="candela"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertCandelaToLux(float candela, float distance)
=> candela / (distance * distance);
/// <summary>
/// Convert EV100 to Luminance(nits)
/// </summary>
/// <param name="ev"></param>
/// <returns></returns>
public static float ConvertEvToLuminance(float ev)
{
float k = ColorUtils.s_LightMeterCalibrationConstant;
return (k / 100.0f) * Mathf.Pow(2, ev);
}
/// <summary>
/// Convert EV100 to Candela
/// </summary>
/// <param name="ev"></param>
/// <returns></returns>
public static float ConvertEvToCandela(float ev)
// From punctual point of view candela and luminance is the same
=> ConvertEvToLuminance(ev);
/// <summary>
/// Convert EV100 to Lux at a certain distance
/// </summary>
/// <param name="ev"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertEvToLux(float ev, float distance)
// From punctual point of view candela and luminance is the same
=> ConvertCandelaToLux(ConvertEvToLuminance(ev), distance);
/// <summary>
/// Convert Luminance(nits) to EV100
/// </summary>
/// <param name="luminance"></param>
/// <returns></returns>
public static float ConvertLuminanceToEv(float luminance)
{
float k = ColorUtils.s_LightMeterCalibrationConstant;
return (float)Math.Log((luminance * 100f) / k, 2);
}
/// <summary>
/// Convert Candela to EV100
/// </summary>
/// <param name="candela"></param>
/// <returns></returns>
public static float ConvertCandelaToEv(float candela)
// From punctual point of view candela and luminance is the same
=> ConvertLuminanceToEv(candela);
/// <summary>
/// Convert Lux at a certain distance to EV100
/// </summary>
/// <param name="lux"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertLuxToEv(float lux, float distance)
// From punctual point of view candela and luminance is the same
=> ConvertLuminanceToEv(ConvertLuxToCandela(lux, distance));
// Helper for punctual and area light unit conversion
/// <summary>
/// Convert a punctual light intensity in Lumen to Candela
/// </summary>
/// <param name="lightType"></param>
/// <param name="lumen"></param>
/// <param name="initialIntensity"></param>
/// <param name="enableSpotReflector"></param>
/// <returns></returns>
public static float ConvertPunctualLightLumenToCandela(HDLightType lightType, float lumen, float initialIntensity, bool enableSpotReflector)
{
if (lightType == HDLightType.Spot && enableSpotReflector)
{
// We have already calculate the correct value, just assign it
return initialIntensity;
}
return ConvertPointLightLumenToCandela(lumen);
}
/// <summary>
/// Convert a punctual light intensity in Lumen to Lux
/// </summary>
/// <param name="lightType"></param>
/// <param name="lumen"></param>
/// <param name="initialIntensity"></param>
/// <param name="enableSpotReflector"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertPunctualLightLumenToLux(HDLightType lightType, float lumen, float initialIntensity, bool enableSpotReflector, float distance)
{
float candela = ConvertPunctualLightLumenToCandela(lightType, lumen, initialIntensity, enableSpotReflector);
return ConvertCandelaToLux(candela, distance);
}
/// <summary>
/// Convert a punctual light intensity in Candela to Lumen
/// </summary>
/// <param name="lightType"></param>
/// <param name="spotLightShape"></param>
/// <param name="candela"></param>
/// <param name="enableSpotReflector"></param>
/// <param name="spotAngle"></param>
/// <param name="aspectRatio"></param>
/// <returns></returns>
public static float ConvertPunctualLightCandelaToLumen(HDLightType lightType, SpotLightShape spotLightShape, float candela, bool enableSpotReflector, float spotAngle, float aspectRatio)
{
if (lightType == HDLightType.Spot && enableSpotReflector)
{
// We just need to multiply candela by solid angle in this case
if (spotLightShape == SpotLightShape.Cone)
return ConvertSpotLightCandelaToLumen(candela, spotAngle * Mathf.Deg2Rad, true);
else if (spotLightShape == SpotLightShape.Pyramid)
{
float angleA, angleB;
CalculateAnglesForPyramid(aspectRatio, spotAngle * Mathf.Deg2Rad, out angleA, out angleB);
return ConvertFrustrumLightCandelaToLumen(candela, angleA, angleB);
}
else // Box
return ConvertPointLightCandelaToLumen(candela);
}
return ConvertPointLightCandelaToLumen(candela);
}
/// <summary>
/// Convert a punctual light intensity in Lux to Lumen
/// </summary>
/// <param name="lightType"></param>
/// <param name="spotLightShape"></param>
/// <param name="lux"></param>
/// <param name="enableSpotReflector"></param>
/// <param name="spotAngle"></param>
/// <param name="aspectRatio"></param>
/// <param name="distance"></param>
/// <returns></returns>
public static float ConvertPunctualLightLuxToLumen(HDLightType lightType, SpotLightShape spotLightShape, float lux, bool enableSpotReflector, float spotAngle, float aspectRatio, float distance)
{
float candela = ConvertLuxToCandela(lux, distance);
return ConvertPunctualLightCandelaToLumen(lightType, spotLightShape, candela, enableSpotReflector, spotAngle, aspectRatio);
}
// This is not correct, we use candela instead of luminance but this is request from artists to support EV100 on punctual light
/// <summary>
/// Convert a punctual light intensity in EV100 to Lumen.
/// This is not physically correct but it's handy to have EV100 for punctual lights.
/// </summary>
/// <param name="lightType"></param>
/// <param name="spotLightShape"></param>
/// <param name="ev"></param>
/// <param name="enableSpotReflector"></param>
/// <param name="spotAngle"></param>
/// <param name="aspectRatio"></param>
/// <returns></returns>
public static float ConvertPunctualLightEvToLumen(HDLightType lightType, SpotLightShape spotLightShape, float ev, bool enableSpotReflector, float spotAngle, float aspectRatio)
{
float candela = ConvertEvToCandela(ev);
return ConvertPunctualLightCandelaToLumen(lightType, spotLightShape, candela, enableSpotReflector, spotAngle, aspectRatio);
}
// This is not correct, we use candela instead of luminance but this is request from artists to support EV100 on punctual light
/// <summary>
/// Convert a punctual light intensity in Lumen to EV100.
/// This is not physically correct but it's handy to have EV100 for punctual lights.
/// </summary>
/// <param name="lightType"></param>
/// <param name="lumen"></param>
/// <param name="initialIntensity"></param>
/// <param name="enableSpotReflector"></param>
/// <returns></returns>
public static float ConvertPunctualLightLumenToEv(HDLightType lightType, float lumen, float initialIntensity, bool enableSpotReflector)
{
float candela = ConvertPunctualLightLumenToCandela(lightType, lumen, initialIntensity, enableSpotReflector);
return ConvertCandelaToEv(candela);
}
/// <summary>
/// Convert area light intensity in Lumen to Luminance(nits)
/// </summary>
/// <param name="areaLightShape"></param>
/// <param name="lumen"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertAreaLightLumenToLuminance(AreaLightShape areaLightShape, float lumen, float width, float height = 0)
{
switch (areaLightShape)
{
case AreaLightShape.Tube:
return LightUtils.CalculateLineLightLumenToLuminance(lumen, width);
case AreaLightShape.Rectangle:
return LightUtils.ConvertRectLightLumenToLuminance(lumen, width, height);
case AreaLightShape.Disc:
return LightUtils.ConvertDiscLightLumenToLuminance(lumen, width);
}
return lumen;
}
/// <summary>
/// Convert area light intensity in Luminance(nits) to Lumen
/// </summary>
/// <param name="areaLightShape"></param>
/// <param name="luminance"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertAreaLightLuminanceToLumen(AreaLightShape areaLightShape, float luminance, float width, float height = 0)
{
switch (areaLightShape)
{
case AreaLightShape.Tube:
return LightUtils.CalculateLineLightLuminanceToLumen(luminance, width);
case AreaLightShape.Rectangle:
return LightUtils.ConvertRectLightLuminanceToLumen(luminance, width, height);
case AreaLightShape.Disc:
return LightUtils.ConvertDiscLightLuminanceToLumen(luminance, width);
}
return luminance;
}
/// <summary>
/// Convert area light intensity in Lumen to EV100
/// </summary>
/// <param name="AreaLightShape"></param>
/// <param name="lumen"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertAreaLightLumenToEv(AreaLightShape AreaLightShape, float lumen, float width, float height)
{
float luminance = ConvertAreaLightLumenToLuminance(AreaLightShape, lumen, width, height);
return ConvertLuminanceToEv(luminance);
}
/// <summary>
/// Convert area light intensity in EV100 to Lumen
/// </summary>
/// <param name="AreaLightShape"></param>
/// <param name="ev"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static float ConvertAreaLightEvToLumen(AreaLightShape AreaLightShape, float ev, float width, float height)
{
float luminance = ConvertEvToLuminance(ev);
return ConvertAreaLightLuminanceToLumen(AreaLightShape, luminance, width, height);
}
/// <summary>
/// Convert line light intensity in Lumen to Luminance(nits)
/// </summary>
/// <param name="intensity"></param>
/// <param name="lineWidth"></param>
/// <returns></returns>
public static float CalculateLineLightLumenToLuminance(float intensity, float lineWidth)
{
//Line lights expect radiance (W / (sr * m^2)) in the shader.
//In the UI, we specify luminous flux (power) in lumens.
//First, it needs to be converted to radiometric units (radian flux, W).
//Then we must recall how to compute power from radiance:
//radiance = differential_power / (differential_projected_area * differential_solid_angle),
//radiance = differential_power / (differential_area * differential_solid_angle * <N, L>),
//power = Integral{area, Integral{hemisphere, radiance * <N, L>}}.
//Unlike line lights, our line lights have no surface area, so the integral becomes:
//power = Integral{length, Integral{sphere, radiance}}.
//For an isotropic line light, radiance is constant, therefore:
//power = length * (4 * Pi) * radiance,
//radiance = power / (length * (4 * Pi)).
return intensity / (4.0f * Mathf.PI * lineWidth);
}
/// <summary>
/// Convert a line light intensity in Luminance(nits) to Lumen
/// </summary>
/// <param name="intensity"></param>
/// <param name="lineWidth"></param>
/// <returns></returns>
public static float CalculateLineLightLuminanceToLumen(float intensity, float lineWidth)
=> intensity * (4.0f * Mathf.PI * lineWidth);
// spotAngle in radian
/// <summary>
/// Calculate angles for the pyramid spot light to calculate it's intensity.
/// </summary>
/// <param name="aspectRatio"></param>
/// <param name="spotAngle">angle in radian</param>
/// <param name="angleA"></param>
/// <param name="angleB"></param>
public static void CalculateAnglesForPyramid(float aspectRatio, float spotAngle, out float angleA, out float angleB)
{
// Since the smallest angles is = to the fov, and we don't care of the angle order, simply make sure the aspect ratio is > 1
if (aspectRatio < 1.0f)
aspectRatio = 1.0f / aspectRatio;
angleA = spotAngle;
var halfAngle = angleA * 0.5f; // half of the smallest angle
var length = Mathf.Tan(halfAngle); // half length of the smallest side of the rectangle
length *= aspectRatio; // half length of the bigest side of the rectangle
halfAngle = Mathf.Atan(length); // half of the bigest angle
angleB = halfAngle * 2.0f;
}
internal static void ConvertLightIntensity(LightUnit oldLightUnit, LightUnit newLightUnit, HDAdditionalLightData hdLight, Light light)
{
float intensity = hdLight.intensity;
float luxAtDistance = hdLight.luxAtDistance;
HDLightType lightType = hdLight.ComputeLightType(light);
// For punctual lights
if (lightType != HDLightType.Area)
{
// Lumen ->
if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Candela)
intensity = LightUtils.ConvertPunctualLightLumenToCandela(lightType, intensity, light.intensity, hdLight.enableSpotReflector);
else if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Lux)
intensity = LightUtils.ConvertPunctualLightLumenToLux(lightType, intensity, light.intensity, hdLight.enableSpotReflector, hdLight.luxAtDistance);
else if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Ev100)
intensity = LightUtils.ConvertPunctualLightLumenToEv(lightType, intensity, light.intensity, hdLight.enableSpotReflector);
// Candela ->
else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Lumen)
intensity = LightUtils.ConvertPunctualLightCandelaToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector, light.spotAngle, hdLight.aspectRatio);
else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Lux)
intensity = LightUtils.ConvertCandelaToLux(intensity, hdLight.luxAtDistance);
else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Ev100)
intensity = LightUtils.ConvertCandelaToEv(intensity);
// Lux ->
else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Lumen)
intensity = LightUtils.ConvertPunctualLightLuxToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector,
light.spotAngle, hdLight.aspectRatio, hdLight.luxAtDistance);
else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Candela)
intensity = LightUtils.ConvertLuxToCandela(intensity, hdLight.luxAtDistance);
else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Ev100)
intensity = LightUtils.ConvertLuxToEv(intensity, hdLight.luxAtDistance);
// EV100 ->
else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lumen)
intensity = LightUtils.ConvertPunctualLightEvToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector,
light.spotAngle, hdLight.aspectRatio);
else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Candela)
intensity = LightUtils.ConvertEvToCandela(intensity);
else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lux)
intensity = LightUtils.ConvertEvToLux(intensity, hdLight.luxAtDistance);
}
else // For area lights
{
if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Nits)
intensity = LightUtils.ConvertAreaLightLumenToLuminance(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
if (oldLightUnit == LightUnit.Nits && newLightUnit == LightUnit.Lumen)
intensity = LightUtils.ConvertAreaLightLuminanceToLumen(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
if (oldLightUnit == LightUnit.Nits && newLightUnit == LightUnit.Ev100)
intensity = LightUtils.ConvertLuminanceToEv(intensity);
if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Nits)
intensity = LightUtils.ConvertEvToLuminance(intensity);
if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lumen)
intensity = LightUtils.ConvertAreaLightEvToLumen(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Ev100)
intensity = LightUtils.ConvertAreaLightLumenToEv(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
}
hdLight.intensity = intensity;
}
}
}