コード例 #1
0
        private void Render(PipelineCamera pipelineCam, ref ScriptableRenderContext context, Camera cam, bool *pipelineChecked)
        {
            PipelineResources.CameraRenderingPath path = pipelineCam.renderingPath;
            currentPath     = path;
            pipelineCam.cam = cam;
            pipelineCam.EnableThis(resources);
            if (!cam.TryGetCullingParameters(out data.cullParams))
            {
                return;
            }
            context.SetupCameraProperties(cam);
            //Set Global Data
            data.context = context;
            data.cullParams.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.ImportanceThenSize;
            data.cullResults = context.Cull(ref data.cullParams);

            PipelineFunctions.InitRenderTarget(ref pipelineCam.targets, cam, data.buffer);
            data.resources = resources;
            PipelineFunctions.GetViewProjectMatrix(cam, out data.vp, out data.inverseVP);
            for (int i = 0; i < data.frustumPlanes.Length; ++i)
            {
                Plane p = data.cullParams.GetCullingPlane(i);
                //GPU Driven RP's frustum plane is inverse from SRP's frustum plane
                data.frustumPlanes[i] = new Vector4(-p.normal.x, -p.normal.y, -p.normal.z, -p.distance);
            }
            var allEvents = resources.allEvents;
            var collect   = allEvents[(int)path];

#if UNITY_EDITOR
            //Need only check for Unity Editor's bug!
            if (!pipelineChecked[(int)path])
            {
                pipelineChecked[(int)path] = true;
                foreach (var e in collect)
                {
                    if (!e.CheckProperty())
                    {
                        e.CheckInit(resources);
                    }
                }
            }
#endif
            data.buffer.SetInvertCulling(pipelineCam.inverseRender);
            foreach (var e in collect)
            {
                if (e.Enabled)
                {
                    e.PreRenderFrame(pipelineCam, ref data);
                }
            }
            JobHandle.ScheduleBatchedJobs();
            foreach (var e in collect)
            {
                if (e.Enabled)
                {
                    e.FrameUpdate(pipelineCam, ref data);
                }
            }
            data.buffer.SetInvertCulling(false);
        }
コード例 #2
0
        private void Render(PipelineCamera pipelineCam, RenderTargetIdentifier dest, ref ScriptableRenderContext context, Camera cam)
        {
            CameraRenderingPath path = pipelineCam.renderingPath;

            pipelineCam.cam = cam;
            pipelineCam.EnableThis();
            if (!CullResults.GetCullingParameters(cam, out data.cullParams))
            {
                return;
            }
            context.SetupCameraProperties(cam);
            //Set Global Data
            data.defaultDrawSettings = new DrawRendererSettings(cam, new ShaderPassName(""));
            data.context             = context;
            data.cullResults         = CullResults.Cull(ref data.cullParams, context);

            PipelineFunctions.InitRenderTarget(ref pipelineCam.targets, cam, data.buffer);
            data.resources = resources;
            PipelineFunctions.GetViewProjectMatrix(cam, out data.vp, out data.inverseVP);
            for (int i = 0; i < data.frustumPlanes.Length; ++i)
            {
                Plane p = data.cullParams.GetCullingPlane(i);
                //GPU Driven RP's frustum plane is inverse from SRP's frustum plane
                data.frustumPlanes[i] = new Vector4(-p.normal.x, -p.normal.y, -p.normal.z, -p.distance);
            }
            PipelineEvent[] events = null;
            switch (pipelineCam.renderingPath)
            {
            case CameraRenderingPath.GPUDeferred:
                events = gpurpEvents;
                break;
            }
            currentRenderingPath = pipelineCam.renderingPath;
            foreach (var e in events)
            {
                if (e.enabled && e.preEnable)
                {
                    e.PreRenderFrame(pipelineCam, ref data);
                }
            }
            JobHandle.ScheduleBatchedJobs();
            foreach (var e in events)
            {
                if (e.enabled && e.postEnable)
                {
                    e.FrameUpdate(pipelineCam, ref data);
                }
            }
            data.buffer.Blit(pipelineCam.targets.renderTargetIdentifier, dest);
        }
コード例 #3
0
        private void Render(PipelineCamera pipelineCam, ref ScriptableRenderContext context, Camera cam, bool *pipelineChecked)
        {
            PipelineResources.CameraRenderingPath path = pipelineCam.renderingPath;
            currentPath     = path;
            pipelineCam.cam = cam;
            pipelineCam.EnableThis(resources);
            context.SetupCameraProperties(cam);
            //Set Global Data
            data.context   = context;
            data.resources = resources;
            var allEvents = resources.allEvents;
            var collect   = allEvents[(int)path];

#if UNITY_EDITOR
            //Need only check for Unity Editor's bug!
            if (!pipelineChecked[(int)path])
            {
                pipelineChecked[(int)path] = true;
                foreach (var e in collect)
                {
                    if (!e.CheckProperty())
                    {
                        e.CheckInit(resources);
                    }
                }
            }
#endif
            foreach (var e in collect)
            {
                if (e.Enabled)
                {
                    e.PreRenderFrame(pipelineCam, ref data);
                }
            }
            JobHandle.ScheduleBatchedJobs();
            foreach (var e in collect)
            {
                if (e.Enabled)
                {
                    e.FrameUpdate(pipelineCam, ref data);
                }
            }
            foreach (var i in waitReleaseRT)
            {
                data.buffer.ReleaseTemporaryRT(i);
            }
            waitReleaseRT.Clear();
        }
        private void Render(PipelineCamera pipelineCam, RenderTargetIdentifier dest, ref ScriptableRenderContext context, Camera cam)
        {
            CameraRenderingPath path = pipelineCam.renderingPath;

            pipelineCam.cam = cam;
            pipelineCam.EnableThis();
            if (!CullResults.GetCullingParameters(cam, out data.cullParams))
            {
                return;
            }
            context.SetupCameraProperties(cam);
            //Set Global Data
            data.defaultDrawSettings = new DrawRendererSettings(cam, new ShaderPassName(""));
            data.context             = context;
            data.cullResults         = CullResults.Cull(ref data.cullParams, context);

            PipelineFunctions.InitRenderTarget(ref pipelineCam.targets, cam, data.buffer);
            data.resources = resources;
            PipelineFunctions.GetViewProjectMatrix(cam, out data.vp, out data.inverseVP);
            for (int i = 0; i < data.frustumPlanes.Length; ++i)
            {
                Plane p = data.cullParams.GetCullingPlane(i);
                //GPU Driven RP's frustum plane is inverse from SRP's frustum plane
                data.frustumPlanes[i] = new Vector4(-p.normal.x, -p.normal.y, -p.normal.z, -p.distance);
            }
            DrawEvent evt;

            if (allDrawEvents.TryGetValue(path, out evt))
            {
                //Pre Calculate Events
                foreach (var i in evt.preRenderEvents)
                {
                    i.PreRenderFrame(pipelineCam, ref data);
                }
                //Run job system together
                JobHandle.ScheduleBatchedJobs();
                //Start Prepare Render Targets
                //Frame Update Events
                foreach (var i in evt.drawEvents)
                {
                    i.FrameUpdate(pipelineCam, ref data);
                }
            }
            data.buffer.Blit(pipelineCam.targets.renderTargetIdentifier, dest);
            data.ExecuteCommandBuffer();
        }