Esempio n. 1
0
        public RenderPipeline(PipelineResources resources)
        {
            eventsGuideBook = new NativeDictionary <UIntPtr, int, PtrEqual>(resources.availiableEvents.Length, Allocator.Persistent, new PtrEqual());
            resources.SetRenderingPath();
            var allEvents = resources.allEvents;

            GraphicsUtility.UpdatePlatform();
            MLight.ClearLightDict();
            this.resources = resources;
            current        = this;
            data.buffer    = new CommandBuffer();
            for (int i = 0; i < resources.availiableEvents.Length; ++i)
            {
                resources.availiableEvents[i].InitDependEventsList();
            }
            for (int i = 0; i < resources.availiableEvents.Length; ++i)
            {
                eventsGuideBook.Add(new UIntPtr(MUnsafeUtility.GetManagedPtr(resources.availiableEvents[i].GetType())), i);
                resources.availiableEvents[i].Prepare();
            }
            for (int i = 0; i < resources.availiableEvents.Length; ++i)
            {
                resources.availiableEvents[i].InitEvent(resources);
            }
            waitReleaseRT = new NativeList <int>(20, Allocator.Persistent);
        }
Esempio n. 2
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        public RenderPipeline(PipelineResources resources)
        {
            resources.SetRenderingPath();
            var allEvents = resources.allEvents;

            GraphicsUtility.UpdatePlatform();
            MLight.ClearLightDict();
            this.resources     = resources;
            current            = this;
            data.buffer        = new CommandBuffer();
            data.frustumPlanes = new Vector4[6];

            for (int i = 0; i < allEvents.Length; ++i)
            {
                PipelineEvent[] events = allEvents[i];
                if (events == null)
                {
                    continue;
                }
                foreach (var j in events)
                {
                    j.Prepare((PipelineResources.CameraRenderingPath)i);
                }
                foreach (var j in events)
                {
                    j.InitEvent(resources);
                }
            }
        }
Esempio n. 3
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 public RenderPipeline(PipelineResources resources)
 {
     MLight.ClearLightDict();
     this.resources     = resources;
     current            = this;
     data.buffer        = new CommandBuffer();
     data.frustumPlanes = new Vector4[6];
     gpurpEvents        = GetAllEvents(resources.gpurpEvents);
     foreach (var i in gpurpEvents)
     {
         i.InitEvent(resources);
     }
 }
 public RenderPipeline(GameObject pipelinePrefab, PipelineResources resources)
 {
     allDrawEvents.Clear();
     MLight.ClearLightDict();
     this.pipelinePrefab = pipelinePrefab;
     this.resources      = resources;
     current             = this;
     data.buffer         = new CommandBuffer();
     data.frustumPlanes  = new Vector4[6];
     allEvents           = pipelinePrefab.GetComponentsInChildren <PipelineEvent>();
     foreach (var i in allEvents)
     {
         i.InitEvent(resources);
     }
 }
Esempio n. 5
0
        public RenderPipeline(PipelineResources resources)
        {
            resources.SetRenderingPath();
            var allEvents = resources.allEvents;

            GraphicsUtility.UpdatePlatform();
            MLight.ClearLightDict();
            this.resources     = resources;
            current            = this;
            data.buffer        = new CommandBuffer();
            data.frustumPlanes = new Vector4[6];
            for (int i = 0; i < resources.availiableEvents.Length; ++i)
            {
                resources.availiableEvents[i].Prepare();
            }
            for (int i = 0; i < resources.availiableEvents.Length; ++i)
            {
                resources.availiableEvents[i].InitEvent(resources);
            }
        }