Beispiel #1
0
 public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
 {
     CommandBuffer buffer   = data.buffer;
     LastVPData    lastData = IPerCameraData.GetProperty <LastVPData>(cam, getLastVP);
     //Calculate Last VP for motion vector and Temporal AA
     Matrix4x4     nonJitterVP = GL.GetGPUProjectionMatrix(cam.cam.nonJitteredProjectionMatrix, false) * cam.cam.worldToCameraMatrix;
     ref Matrix4x4 lastVp      = ref lastData.lastVP;
 public override void PreRenderFrame(PipelineCamera cam, ref PipelineCommandData data)
 {
     if (!cam.cam.TryGetCullingParameters(out cullParams))
     {
         return;
     }
     data.buffer.SetInvertCulling(cam.inverseRender);
     cullParams.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.ImportanceThenSize;
     cullParams.cullingOptions = CullingOptions.NeedsLighting | CullingOptions.NeedsReflectionProbes;
     if (cam.cam.useOcclusionCulling)
     {
         cullParams.cullingOptions |= CullingOptions.OcclusionCull;
     }
     cullResults = data.context.Cull(ref cullParams);
     for (int i = 0; i < frustumPlanes.Length; ++i)
     {
         Plane p = cullParams.GetCullingPlane(i);
         //GPU Driven RP's frustum plane is inverse from SRP's frustum plane
         frustumPlanes[i] = new Vector4(-p.normal.x, -p.normal.y, -p.normal.z, -p.distance);
     }
     PipelineFunctions.InitRenderTarget(ref cam.targets, cam.cam, data.buffer);
     lastData     = IPerCameraData.GetProperty(cam, getLastVP);
     calculateJob = new CalculateMatrixJob
     {
         isD3D       = GraphicsUtility.platformIsD3D,
         nonJitterP  = cam.cam.nonJitteredProjectionMatrix,
         worldToView = cam.cam.worldToCameraMatrix,
         lastVP      = lastData.lastVP,
         rand        = (Random *)UnsafeUtility.AddressOf(ref rand),
         p           = cam.cam.projectionMatrix,
         VP          = (float4x4 *)UnsafeUtility.AddressOf(ref VP),
         inverseVP   = (float4x4 *)UnsafeUtility.AddressOf(ref inverseVP)
     };
     handle = calculateJob.ScheduleRefBurst();
 }
Beispiel #3
0
        public override void PreRenderFrame(PipelineCamera cam, ref PipelineCommandData data)
        {
            if (!cam.cam.TryGetCullingParameters(out cullParams))
            {
                return;
            }
            data.buffer.SetInvertCulling(cam.inverseRender);
            cullParams.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.ImportanceThenSize;
            cullParams.cullingOptions = CullingOptions.NeedsLighting | CullingOptions.NeedsReflectionProbes;
            if (cam.cam.useOcclusionCulling)
            {
                cullParams.cullingOptions |= CullingOptions.OcclusionCull;
            }
            cullResults = data.context.Cull(ref cullParams);
            for (int i = 0; i < frustumPlanes.Length; ++i)
            {
                Plane p = cullParams.GetCullingPlane(i);
                //GPU Driven RP's frustum plane is inverse from SRP's frustum plane
                frustumPlanes[i] = new Vector4(-p.normal.x, -p.normal.y, -p.normal.z, -p.distance);
            }
            PipelineFunctions.InitRenderTarget(ref cam.targets, cam.cam, data.buffer);
            lastData                 = IPerCameraData.GetProperty(cam, getLastVP);
            calculateJob.isD3D       = GraphicsUtility.platformIsD3D;
            calculateJob.nonJitterP  = cam.cam.nonJitteredProjectionMatrix;
            calculateJob.worldToView = cam.cam.worldToCameraMatrix;
            calculateJob.lastVP      = lastData.lastVP;
            calculateJob.rand        = (Random *)UnsafeUtility.AddressOf(ref rand);
            calculateJob.p           = cam.cam.projectionMatrix;
            calculateJob.VP          = (float4x4 *)UnsafeUtility.AddressOf(ref VP);
            calculateJob.inverseVP   = (float4x4 *)UnsafeUtility.AddressOf(ref inverseVP);
            Transform camTrans = cam.cam.transform;

            perspCam.forward       = camTrans.forward;
            perspCam.up            = camTrans.up;
            perspCam.right         = camTrans.right;
            perspCam.position      = camTrans.position;
            perspCam.nearClipPlane = cam.cam.nearClipPlane;
            perspCam.farClipPlane  = cam.cam.farClipPlane;
            perspCam.aspect        = cam.cam.aspect;
            perspCam.fov           = cam.cam.fieldOfView;
            float3 *corners = stackalloc float3[8];

            PipelineFunctions.GetFrustumCorner(ref perspCam, corners);
            frustumMinPoint = corners[0];
            frustumMaxPoint = corners[0];
            for (int i = 1; i < 8; ++i)
            {
                frustumMinPoint = min(frustumMinPoint, corners[i]);
                frustumMaxPoint = max(frustumMaxPoint, corners[i]);
            }
            handle = calculateJob.ScheduleRefBurst();
        }
Beispiel #4
0
        public override void PreRenderFrame(PipelineCamera cam, ref PipelineCommandData data)
        {
            if (!cam.cam.TryGetCullingParameters(out cullParams))
            {
                return;
            }
            data.buffer.SetInvertCulling(cam.inverseRender);
            cullParams.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.ImportanceThenSize;
            cullParams.cullingOptions = CullingOptions.NeedsLighting | CullingOptions.NeedsReflectionProbes;
            if (cam.cam.useOcclusionCulling)
            {
                cullParams.cullingOptions |= CullingOptions.OcclusionCull;
            }
            cullResults = data.context.Cull(ref cullParams);
            for (int i = 0; i < frustumPlanes.Length; ++i)
            {
                frustumPlanes[i] = cam.frustumArray[i];
            }
            PipelineFunctions.InitRenderTarget(ref cam.targets, cam.cam, data.buffer);
            var getter = new LastVPData.GetLastVPData
            {
                c = cam.cam
            };

            lastData                 = IPerCameraData.GetProperty <LastVPData, LastVPData.GetLastVPData>(cam, getter);
            calculateJob.isD3D       = GraphicsUtility.platformIsD3D;
            calculateJob.nonJitterP  = cam.cam.nonJitteredProjectionMatrix;
            calculateJob.worldToView = cam.cam.worldToCameraMatrix;
            //TODO
            //Set Camera
            calculateJob.lastCameraLocalToWorld = lastData.camlocalToWorld;
            calculateJob.lastP       = lastData.lastP;
            calculateJob.sceneOffset = RenderPipeline.sceneOffset;
            calculateJob.rand        = (Random *)UnsafeUtility.AddressOf(ref rand);
            calculateJob.p           = cam.cam.projectionMatrix;
            calculateJob.VP          = (float4x4 *)UnsafeUtility.AddressOf(ref VP);
            calculateJob.inverseVP   = (float4x4 *)UnsafeUtility.AddressOf(ref inverseVP);
            handle = calculateJob.ScheduleRefBurst();
        }