void DrawVisibleGeometry(SortingCriteria opaqueSortingCrieria, SortingCriteria transparentSortingCriteria) { // Draw opaque. BeginSampleBuffer(opaqueBuffer); var sortingSettings = new SortingSettings(camera) { distanceMetric = DistanceMetric.Orthographic, criteria = opaqueSortingCrieria, }; var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings); var filteringSettings = new FilteringSettings(RenderQueueRange.opaque); context.DrawRenderers( cullingResults, ref drawingSettings, ref filteringSettings ); EndSampleBuffer(opaqueBuffer); // Draw skybox. context.DrawSkybox(camera); // Draw transparent. BeginSampleBuffer(transparentBuffer); sortingSettings.criteria = transparentSortingCriteria; drawingSettings.sortingSettings = sortingSettings; filteringSettings.renderQueueRange = RenderQueueRange.transparent; context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); EndSampleBuffer(transparentBuffer); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var viewData = DebugViewsManager.Instance.CurrentViewData; if (!viewData) { return; } CommandBuffer cmd = CommandBufferPool.Get(ProfilerTag); using (new ProfilingSample(cmd, ProfilerTag)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(_shaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterialPassIndex = 0; drawingSettings.overrideMaterial = viewData ? viewData.Material : null; // debug view drawing context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings, ref _renderStateBlock); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public async Task <GetWeatherDto> GetWeatherAsync(string city, string units, string sortColumn = null, SortOrder sortOrder = SortOrder.Ascending) { SortingCriteria sorting = null; if (!string.IsNullOrWhiteSpace(sortColumn)) { sorting = new SortingCriteria { ColumnName = sortColumn, SortOrder = sortOrder } } ; // Create two async calls var currentWeatherTask = _weatherService.GetCurrentWeatherAsync(city, units); var forecastWeatherTask = _weatherService.GetDayAverageWeatherForecastAsync(city, units); // Wait until all calls will be completed var currentWeather = await currentWeatherTask; var forecastWeather = await forecastWeatherTask; if (sorting != null) { forecastWeather = forecastWeather.OrderByCriteria(sorting); } var dto = new GetWeatherDto { Current = _mapper.Map <WeatherItem, WeatherItemDto>(currentWeather), ForecastItems = _mapper.Map <IEnumerable <WeatherItem>, IEnumerable <WeatherItemDto> >(forecastWeather) }; return(dto); } }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = overrideMaterial; drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingSample(cmd, m_ProfilerTag)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); //Blit(cmd, BuiltinRenderTextureType.CurrentActive, tmp.depthBuffer); context.ExecuteCommandBuffer(cmd); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); RenderTexture.ReleaseTemporary(tmp); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (material == null || !renderingData.cameraData.postProcessEnabled) { return; } // Define rendering conditions (which objects, what data to include, which material, etc) SortingCriteria opaqueSortFlags = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(depthOnlyShaderTag, ref renderingData, opaqueSortFlags); drawingSettings.perObjectData = PerObjectData.None; drawingSettings.overrideMaterial = material; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings); // Render and set result as a global texture so other shaders can use it CommandBuffer buffer = CommandBufferPool.Get(DEPTH_NORMAL_EFFECT_TAG); buffer.SetGlobalTexture(globalTextureName, renderTargetHandle.id); context.ExecuteCommandBuffer(buffer); CommandBufferPool.Release(buffer); }
public ActionResult <IEnumerable <OutgoingVehicleDTO> > GetFilteredAds( [FromHeader, DefaultValue(SortingCriteria.UploadDate)] SortingCriteria sortBy, [FromHeader, DefaultValue(false)] bool sortAscending, [FromHeader, DefaultValue(0)] int startIndex, [FromHeader, DefaultValue(10)] int amount, [FromHeader] string brand = null, [FromHeader] string model = null, [FromHeader] bool?used = null, [FromHeader] int?priceFrom = null, [FromHeader] int?priceTo = null, [FromHeader] string uploaderUsername = null, [FromHeader] int?yearFrom = null, [FromHeader] int?yearTo = null, [FromHeader] FuelType?fuelType = null, [FromHeader] ChassisType?chassisType = null) { VehicleFilters filters = new VehicleFilters { Brand = brand, Model = model, Used = used, PriceFrom = priceFrom, PriceTo = priceTo, Username = uploaderUsername, YearFrom = yearFrom, YearTo = yearTo, FuelType = fuelType, ChassisType = chassisType }; var cars = _services.GetFilteredVehicles(filters, sortBy, sortAscending, startIndex, amount); return(cars == null?NoContent() : new ActionResult <IEnumerable <OutgoingVehicleDTO> >(cars)); }
// Here you can implement the rendering logic. // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // Update the Value m_RenderStateBlock.stencilReference = m_Settings.StencilValue; m_FilteringSettings.layerMask = m_Settings.ReflectiveSurfaceLayer; // Draw settings SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); // Render any 'reflective surfaces' with the stencil value, // will use this to generate the texture later CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingScope(cmd, m_ProfilerSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); NormalReconstruction.SetupProperties(cmd, renderingData.cameraData); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendLow, m_Settings.normalBlend == DecalNormalBlend.Low); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendMedium, m_Settings.normalBlend == DecalNormalBlend.Medium); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendHigh, m_Settings.normalBlend == DecalNormalBlend.High); context.ExecuteCommandBuffer(cmd); cmd.Clear(); m_DrawSystem?.Execute(cmd); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // fetch a command buffer to use CommandBuffer cmd = CommandBufferPool.Get(profilerTag); cmd.Clear(); SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = materialToBlit; drawingSettings.overrideMaterialPassIndex = (int)PassId.SelectionPassVisible; CoreUtils.SetRenderTarget(cmd, m_maskTexture.Identifier(), ClearFlag.All, Color.clear); context.ExecuteCommandBuffer(cmd); cmd.Clear(); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettingsOpaque, ref m_RenderStateBlock); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettingsTransparent, ref m_RenderStateBlock); cmd.SetGlobalColor(s_BlurDirection, new Color(1, 0, 0, 0)); cmd.Blit(m_maskTexture.id, m_blurTexture.id, materialToBlit, (int)PassId.SelectionPassBlur); cmd.SetGlobalColor(s_BlurDirection, new Color(0, 1, 0, 0)); cmd.Blit(m_blurTexture.id, m_maskTexture.id, materialToBlit, (int)PassId.SelectionPassBlur); cmd.Blit(m_maskTexture.id, source, materialToBlit, (int)PassId.SelectionPassOutline); // Add the following code snippet after calling cmd.Blit // in 2020.2+URP, cmd.Blit has a bug to turn off stereo shader keyword. Enable keyword again manually. if (renderingData.cameraData.isStereoEnabled) { if (SystemInfo.supportsMultiview) { cmd.EnableShaderKeyword("STEREO_MULTIVIEW_ON"); } else { cmd.EnableShaderKeyword("STEREO_INSTANCING_ON"); } } else { cmd.DisableShaderKeyword("STEREO_MULTIVIEW_ON"); cmd.DisableShaderKeyword("STEREO_INSTANCING_ON"); } context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); }
public IEnumerable <Vehicle> GetFilteredVehicles(VehicleFilters filters, SortingCriteria sortBy, bool sortAscending, int startIndex, int amount) { IEnumerable <Vehicle> filteredVehicleList = _vehicles.Include(v => v.VehicleModel); if (!string.IsNullOrEmpty(filters.Brand)) { filteredVehicleList = (from v in filteredVehicleList where v.VehicleModel.Brand.Contains(filters.Brand) select v); } if (!string.IsNullOrEmpty(filters.Model)) { filteredVehicleList = (from v in filteredVehicleList where v.VehicleModel.Model.Contains(filters.Model) select v); } if (filters.Used.HasValue) { filteredVehicleList = (from v in filteredVehicleList where v.Used == filters.Used select v); } if (filters.PriceFrom.HasValue) { filteredVehicleList = (from v in filteredVehicleList where v.Price >= filters.PriceFrom select v); } if (filters.PriceTo.HasValue) { filteredVehicleList = (from v in filteredVehicleList where v.Price <= filters.PriceTo select v); } if (filters.FuelType.HasValue) { filteredVehicleList = (from v in filteredVehicleList where v.Engine.FuelType == filters.FuelType select v); } filteredVehicleList = FilterByYear(filters.YearFrom, filters.YearTo, filteredVehicleList); return(GetSortedVehiclesList(sortBy, sortAscending, startIndex, amount, (IQueryable <Vehicle>)filteredVehicleList)); }
public DrawObjectsRenderPass(RenderPassEvent passEvent, bool opaque, RenderQueueRange range, SortingCriteria criteria) { renderPassEvent = passEvent; isOpaque = opaque; sortingCriteria = criteria; filteringSettings = new FilteringSettings(range); shaderTagId = ShaderTags.ForwardBase; }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(_shaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = _overrideMaterial; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings, ref _renderStateBlock); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = overrideMaterial; drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; Camera camera = renderingData.cameraData.camera; float cameraAspect = (float)camera.pixelWidth / (float)camera.pixelHeight; CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingSample(cmd, m_ProfilerTag)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); if (m_CameraSettings.overrideCamera) { Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect, camera.nearClipPlane, camera.farClipPlane); Matrix4x4 viewMatrix = camera.worldToCameraMatrix; Vector4 cameraTranslation = viewMatrix.GetColumn(3); viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset); Vector4 plane = new Vector4(0, 1, 0, 0); Matrix4x4 reflectMatrix = Matrix4x4.identity; CalculateReflectionMatrix(ref reflectMatrix, plane); viewMatrix = camera.worldToCameraMatrix * reflectMatrix; cmd.SetInvertCulling(true); cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix); context.ExecuteCommandBuffer(cmd); } context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera) { Matrix4x4 projectionMatrix = Matrix4x4.Perspective(camera.fieldOfView, cameraAspect, camera.nearClipPlane, camera.farClipPlane); cmd.Clear(); cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, projectionMatrix); } } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); cmd.SetInvertCulling(false); }
private IEnumerable <Vehicle> GetSortedVehiclesList(SortingCriteria sortBy, bool sortAscending, int startIndex, int amount, IQueryable <Vehicle> listToSort = null) { if (listToSort == null) { listToSort = _vehicles; } listToSort = listToSort.Include(v => v.VehicleModel); listToSort.SortBy(sortBy, sortAscending); return(listToSort.Skip(startIndex).Take(amount)); }
public ActionResult <IEnumerable <OutgoingVehicleDTO> > GetSortedAds( [FromHeader, DefaultValue(SortingCriteria.UploadDate)] SortingCriteria sortBy, [FromHeader, DefaultValue(false)] bool sortAscending, [FromHeader, DefaultValue(0)] int startIndex, [FromHeader, DefaultValue(10)] int amount) { var cars = _services.GetSortedVehicles(sortBy, sortAscending, startIndex, amount); return(cars == null?NoContent() : new ActionResult <IEnumerable <OutgoingVehicleDTO> >(cars)); }
public IEnumerable <OutgoingVehicleDTO> GetSortedVehicles(SortingCriteria sortBy, bool sortAscending, int startIndex, int amount) { var v = _repository.GetSortedVehicles(sortBy, sortAscending, startIndex, amount); if (v == null) { return(null); } return(v.Select(x => x.ToOutgoingDTO())); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = overrideMaterial; drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; ref CameraData cameraData = ref renderingData.cameraData;
/// <inheritdoc/> public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = overrideMaterial; drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; Camera camera = renderingData.cameraData.camera; float cameraAspect = (float)camera.pixelWidth / (float)camera.pixelHeight; CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingSample(cmd, m_ProfilerTag)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); ConfigureTarget(m_TemporaryOutlineTexture.Identifier()); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); } // ------------ // // ------------ // CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor; opaqueDesc.depthBufferBits = 0; // Can't read and write to same color target, create a temp render target to blit. if (destination == RenderTargetHandle.CameraTarget) { cmd.GetTemporaryRT(m_TemporaryOutlineTexture.id, opaqueDesc, filterMode); Blit(cmd, source, m_TemporaryOutlineTexture.Identifier(), blitMaterial, blitShaderPassIndex); Blit(cmd, m_TemporaryOutlineTexture.Identifier(), source); } else { //Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex); cmd.GetTemporaryRT(m_TemporaryOutlineTexture.id, opaqueDesc, filterMode); Blit(cmd, destination.Identifier(), m_TemporaryOutlineTexture.Identifier(), blitMaterial, blitShaderPassIndex); Blit(cmd, m_TemporaryOutlineTexture.Identifier(), source); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public void Print(BookType bookType, SortingCriteria sortingData) { List <Book> sortedBooks; switch (sortingData) { case SortingCriteria.None: sortedBooks = _books; break; case SortingCriteria.ByAuthor: sortedBooks = _books.OrderBy(b => b.Author).ToList(); break; case SortingCriteria.ByTitle: sortedBooks = _books.OrderBy(b => b.Title).ToList(); break; default: throw new ArgumentException($"The sortingCriteria={sortingData} is not supported", nameof(sortingData)); } foreach (Book item in sortedBooks) { switch (bookType) { case BookType.All: item.Print(); break; case BookType.Technical: if (item is TecnicalBook) { item.Print(); } break; case BookType.Fiction: if (item is FictionBook) { item.Print(); } break; default: break; } } }
public void Render(ScriptableRenderContext context, Camera camera, SortingCriteria opaqueSortingCrieria, SortingCriteria transparentSortingCriteria) { this.context = context; this.camera = camera; PrepareBuffer(); PrepareUIGeometryForSceneWindow(); if (!Cull()) { return; } Setup(); DrawVisibleGeometry(opaqueSortingCrieria, transparentSortingCriteria); DrawUnsupportedShaders(); DrawGizmos(); Submit(); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
// Here you can implement the rendering logic. // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); //============================================================= //draw objects(e.g. reflective wet ground plane) with lightmode "MobileSSPRWater", which will sample _MobileSSPR_ColorRT DrawingSettings baseDrawingSetting, layerDrawingSetting; //BaseLayer DrawingSetting if (m_ShaderTagIdList.Count > 0) { baseDrawingSetting = CreateDrawingSettings(m_ShaderTagIdList[0], ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags); } else { return; } if (m_ShaderTagIdList.Count > 1) { layerDrawingSetting = CreateDrawingSettings(m_ShaderTagIdList[1], ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags); } else { return; } float inter = 1.0f / settings.PassLayerNum; //BaseLayer cmd.Clear(); cmd.SetGlobalFloat("_FUR_OFFSET", 0); context.ExecuteCommandBuffer(cmd); context.DrawRenderers(renderingData.cullResults, ref baseDrawingSetting, ref filter); //TransparentLayer for (int i = 1; i < settings.PassLayerNum; i++) { cmd.Clear(); cmd.SetGlobalFloat("_FUR_OFFSET", i * inter); context.ExecuteCommandBuffer(cmd); context.DrawRenderers(renderingData.cullResults, ref layerDrawingSetting, ref filter); } CommandBufferPool.Release(cmd); }
public async Task <(List <Car> adList, Response response)> GetSortedAds(SortingCriteria sortBy, bool sortAscending, int startIndex, int amount) { try { var result = await _api.GetSortedAdsAsync((int)sortBy, sortAscending, startIndex, amount); return(GetCarList(result), Response.Ok); } catch (HttpOperationException) { return(null, Response.InvalidResponse); } catch (HttpRequestException) { NoServerResponse.Invoke(); return(null, Response.NoResponse); } }
public async Task <ActionResult <IEnumerable <OutgoingVehicleDTO> > > GetUserUploadedAds( [Required] string username, [FromHeader][DefaultValue(SortingCriteria.UploadDate)] SortingCriteria sortBy, [FromHeader][DefaultValue(false)] bool sortAscending, [FromHeader][DefaultValue(0)] int startIndex, [FromHeader][DefaultValue(10)] int amount) { if (username == null) { return(BadRequest()); } var ads = await _services.GetUserUploadedAds(username, sortBy, sortAscending, startIndex, amount); return(ads == null? NotFound() : new ActionResult <IEnumerable <OutgoingVehicleDTO> >(ads)); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (layerMask == 0) { return; } CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); context.ExecuteCommandBuffer(cmd); cmd.Clear(); SortingCriteria sortingCriteria = SortingCriteria.CommonTransparent; var drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawSettings.perObjectData = PerObjectData.None; drawSettings.overrideMaterial = depthOnlyMaterial; ref CameraData cameraData = ref renderingData.cameraData;
protected DrawingSettings CreateDrawingSettings(Camera camera, SortingCriteria sortingCriteria, PerObjectData perObjectData, bool supportsDynamicBatching) { SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria }; DrawingSettings settings = new DrawingSettings(m_ShaderTagIDs[0], sortingSettings) { perObjectData = perObjectData, enableInstancing = true, enableDynamicBatching = supportsDynamicBatching }; for (int i = 1; i < m_ShaderTagIDs.Count; ++i) { settings.SetShaderPassName(i, m_ShaderTagIDs[i]); } return(settings); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // fetch a command buffer to use CommandBuffer cmd = CommandBufferPool.Get(profilerTag); cmd.Clear(); CoreUtils.SetRenderTarget(cmd, m_maskTexture.Identifier(), ClearFlag.All, Color.clear); context.ExecuteCommandBuffer(cmd); cmd.Clear(); SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); drawingSettings.overrideMaterial = materialToBlit; // Mask visible drawingSettings.overrideMaterialPassIndex = (int)PassId.SelectionPassVisible; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettingsOpaque, ref m_RenderStateBlock); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettingsTransparent, ref m_RenderStateBlock); cmd.SetGlobalColor(s_BlurDirection, new Color(1, 0, 0, 0)); cmd.Blit(m_maskTexture.id, m_blurTexture.id, materialToBlit, (int)PassId.SelectionPassBlur); cmd.SetGlobalColor(s_BlurDirection, new Color(0, 1, 0, 0)); cmd.Blit(m_blurTexture.id, m_maskTexture.id, materialToBlit, (int)PassId.SelectionPassBlur); cmd.Blit(m_maskTexture.id, source, materialToBlit, (int)PassId.SelectionPassOutline); context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); }
public async Task <ActionResult <IEnumerable <OutgoingVehicleDTO> > > GetUserLikedAds( [Required] string username, [FromHeader][DefaultValue(SortingCriteria.UploadDate)] SortingCriteria sortBy, [FromHeader][DefaultValue(false)] bool sortAscending, [FromHeader][DefaultValue(0)] int startIndex, [FromHeader][DefaultValue(10)] int amount) { var user = HttpContext.User; if (username == null || (!user.IsInRole(UserRole.Admin) && user.Identity.Name != username)) { return(BadRequest()); } var ads = await _services.GetUserLikedAds(username, sortBy, sortAscending, startIndex, amount); return(ads == null? NoContent() : new ActionResult <IEnumerable <OutgoingVehicleDTO> >(ads)); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = (_renderQueueType == RenderQueueType.Transparent) ? SortingCriteria.CommonTransparent : renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(_shaderTagIdList, ref renderingData, sortingCriteria); // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). // Currently there's an issue which results in mismatched markers. CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, _profilingSampler)) { //Write Depth drawingSettings.overrideMaterial = WriteDepthMaterial; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings, ref _renderStateBlock); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); if (isDeferred) { cmd.SetGlobalTexture("_CameraNormalsTexture", deferredLights.GbufferAttachmentIdentifiers[deferredLights.GBufferNormalSmoothnessIndex]); } CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, m_Settings.surfaceData == DecalSurfaceData.Albedo); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS); // TODO: This should be replace with mrt clear once we support it // Clear render targets ClearDBuffers(cmd, renderingData.cameraData); // Split here allows clear to be executed before DrawRenderers context.ExecuteCommandBuffer(cmd); cmd.Clear(); m_DrawSystem.Execute(cmd); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }