DrawMesh() private method

private DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material ) : void
mesh Mesh
matrix Matrix4x4
material Material
return void
コード例 #1
0
    /// <summary>
    /// Sends render commands to native code
    /// </summary>
    public static void RenderOnscreen(Noesis.View view, bool flipY, UnityEngine.Rendering.CommandBuffer commands)
    {
        // This is a workaround for a bug in Unity. When rendering nothing Unity sends us an empty MTLRenderCommandEncoder
        if (UnityEngine.SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal)
        {
            if (_dummyMesh == null)
            {
                _dummyMesh             = new UnityEngine.Mesh();
                _dummyMesh.vertices    = new UnityEngine.Vector3[3];
                _dummyMesh.vertices[0] = new UnityEngine.Vector3(0, 0, 0);
                _dummyMesh.vertices[1] = new UnityEngine.Vector3(0, 0, 0);
                _dummyMesh.vertices[2] = new UnityEngine.Vector3(0, 0, 0);
                _dummyMesh.triangles   = new int[3] {
                    0, 2, 1
                };
            }

            if (_dummyMaterial == null)
            {
                _dummyMaterial = new UnityEngine.Material(UnityEngine.Shader.Find("UI/Default"));
            }

            commands.DrawMesh(_dummyMesh, new UnityEngine.Matrix4x4(), _dummyMaterial);
        }

        commands.IssuePluginEventAndData(_renderOnscreenCallback, flipY ? 1 : 0, view.CPtr.Handle);
    }
 static public int DrawMesh(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             self.DrawMesh(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 5)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             self.DrawMesh(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 6)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Int32 a5;
             checkType(l, 6, out a5);
             self.DrawMesh(a1, a2, a3, a4, a5);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #3
0
 void OnPreRender()
 {
     var cam = GetComponent<Camera>();
     if (m_material == null)
     {
         m_material = new Material(m_shader);
     }
     if (m_commands == null)
     {
         m_commands = new CommandBuffer();
         m_commands.name = "ClearForwardGBuffer";
         m_commands.DrawMesh(m_quad, Matrix4x4.identity, m_material);
         cam.AddCommandBuffer(CameraEvent.AfterFinalPass, m_commands);
     }
     m_material.SetColor("_ClearColor", cam.backgroundColor);
 }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
        rt = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat);

        Camera.main.targetTexture = rt;
        //Camera.main.hdr = true;

        mpb = new MaterialPropertyBlock();
        mpb.SetTexture("_MainTex", testImg);

        //quadMeshMtl.SetTexture("_MainTex",testImg);
        GenerateQuadMesh();

        UnityEngine.Rendering.CommandBuffer cbuffer;
        cbuffer = new UnityEngine.Rendering.CommandBuffer();
        cbuffer.SetRenderTarget(rt);
        cbuffer.DrawMesh(quadMesh, Matrix4x4.identity, quadMeshMtl, 0, -1, mpb);
        Graphics.ExecuteCommandBuffer(cbuffer);
        //Graphics.DrawMesh(quadMesh,Matrix4x4.identity,quadMeshMtl,LayerMask.NameToLayer("Default"),Camera.main,0,mpb,false,false);
    }
コード例 #5
0
    void RenderRearParaboloid(Material _mat, Mesh _mesh)
    {
        Matrix4x4 view = Matrix4x4.Inverse(Matrix4x4.TRS(
                                               Vector3.zero,
                                               Quaternion.LookRotation(Vector3.back, Vector3.up),
                                               new Vector3(1, 1, -1)
                                               ));

        RenderTexture rt = new RenderTexture(mTexSize, mTexSize, 16);

        UnityEngine.Rendering.CommandBuffer cmd = new UnityEngine.Rendering.CommandBuffer();
        cmd.name = "RenderFrontParaboloid";

        cmd.SetViewProjectionMatrices(view, Matrix4x4.identity);
        cmd.SetRenderTarget(rt);
        cmd.ClearRenderTarget(true, true, Color.clear);
        cmd.DrawMesh(_mesh, Matrix4x4.identity, _mat);

        Graphics.ExecuteCommandBuffer(cmd);

        Texture2D tex = RenderTexture2Texture2D(rt);

        SaveTexture <Texture2D>(tex, GetPath("Rear"));
    }
コード例 #6
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                m_mp4conf = fcAPI.fcMP4Config.default_value;
                m_mp4conf.video = m_captureVideo;
                m_mp4conf.audio = m_captureAudio;
                m_mp4conf.video_width = m_scratch_buffer.width;
                m_mp4conf.video_height = m_scratch_buffer.height;
                m_mp4conf.video_max_framerate = 60;
                m_mp4conf.video_bitrate = m_videoBitrate;
                m_mp4conf.audio_bitrate = m_audioBitrate;
                m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate;
                m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels();
                m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf);

                m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4";
                m_ostream = fcAPI.fcCreateFileStream(GetOutputPath());
                fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream);
            }

            // initialize command buffer
            {
                m_cb = new CommandBuffer();
                m_cb.name = "MP4OffscreenRecorder: copy frame buffer";
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
            }
        }
コード例 #7
0
ファイル: ClothState.cs プロジェクト: GameDiffs/TheForest
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_renderer.isVisible)
     {
         bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         int num = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
         Vector3[] vertices = this.m_cloth.vertices;
         for (int i = 0; i < this.m_targetVertexCount; i++)
         {
             this.m_currVertices[i] = vertices[this.m_targetRemap[i]];
         }
         if (this.m_starting || !this.m_wasVisible)
         {
             Array.Copy(this.m_currVertices, this.m_prevVertices, this.m_targetVertexCount);
         }
         this.m_clonedMesh.vertices = this.m_currVertices;
         this.m_clonedMesh.normals = this.m_prevVertices;
         Matrix4x4 value;
         if (this.m_obj.FixedStep)
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
         }
         else
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
         }
         renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
         renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
         renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
         int num2 = (quality != Quality.Mobile) ? 2 : 0;
         for (int j = 0; j < this.m_sharedMaterials.Length; j++)
         {
             MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[j];
             int shaderPass = num2 + ((!materialDesc.coverage) ? 0 : 1);
             if (materialDesc.coverage)
             {
                 Texture mainTexture = materialDesc.material.mainTexture;
                 if (mainTexture != null)
                 {
                     materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                 }
                 if (materialDesc.cutoff)
                 {
                     materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                 }
             }
             renderCB.DrawMesh(this.m_clonedMesh, this.m_currLocalToWorld, this.m_owner.Instance.ClothVectorsMaterial, j, shaderPass, materialDesc.propertyBlock);
         }
     }
 }
コード例 #8
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                fcAPI.fcGifConfig conf;
                conf.width = m_scratch_buffer.width;
                conf.height = m_scratch_buffer.height;
                conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
                conf.max_active_tasks = 0;
                m_ctx = fcAPI.fcGifCreateContext(ref conf);
            }

            // initialize command buffer
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");
                m_cb = new CommandBuffer();
                m_cb.name = "GifRecorder: copy frame buffer";
                m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear);
                m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb.ReleaseTemporaryRT(tid);
            }
        }
コード例 #9
0
    // Whenever any camera will render us, add a command buffer to do the work on it
    public void OnWillRenderObject() {   // REQUIRES THIS OBJ TO HAVE MESHRENDERER COMPONENT!!!!
        var act = gameObject.activeInHierarchy && enabled;
        if (!act) {
            Cleanup();
            return;
        }

        var cam = Camera.current;
        if (!cam)
            return;

        CommandBuffer buf = null;  // clear CommandBuffer... why does this have to be done every frame?
                                   // Did we already add the command buffer on this camera? Nothing to do then.
        if (m_Cameras.ContainsKey(cam))
            return;

        //if (!m_Material) {
        //    m_Material = new Material(m_BlurShader);
        //    m_Material.hideFlags = HideFlags.HideAndDontSave;  // not sure what this does -- prevents garbage collection??
        //}

        buf = new CommandBuffer();
        buf.name = "TestDrawProcedural";
        m_Cameras[cam] = buf;  // fill in dictionary entry for this Camera

        // START!!!
        // Canvas First:
        canvasMaterial.SetColor("_Color", Color.gray);  // initialize canvas        
        canvasMaterial.SetTexture("_DepthTex", canvasDepthTex);
        canvasMaterial.SetFloat("_MaxDepth", 1.0f);

        // Create RenderTargets:
        int colorReadID = Shader.PropertyToID("_ColorTextureRead");
        int colorWriteID = Shader.PropertyToID("_ColorTextureWrite");
        int depthReadID = Shader.PropertyToID("_DepthTextureRead");
        int depthWriteID = Shader.PropertyToID("_DepthTextureWrite");
        buf.GetTemporaryRT(colorReadID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(colorWriteID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(depthReadID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(depthWriteID, -1, -1, 0, FilterMode.Bilinear);

        RenderTargetIdentifier[] mrt = { colorWriteID, depthWriteID };  // Define multipleRenderTarget so I can render to color AND depth
        buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);  // Set render Targets
        buf.ClearRenderTarget(true, true, Color.white, 1.0f);  // clear -- needed???
        buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, canvasMaterial);   // Write into canvas Color & Depth buffers
        
        // Copy results into Read buffers for next pass:
        buf.Blit(colorWriteID, colorReadID);
        buf.Blit(depthWriteID, depthReadID);

        // Gesso/Primer Pass:
        gessoMaterial.SetPass(0);
        gessoMaterial.SetColor("_Color", new Color(0.19f, 0.192f, 0.194f, 1.0f));
        buf.SetGlobalTexture("_ColorReadTex", colorReadID);
        buf.SetGlobalTexture("_DepthReadTex", depthReadID);
        buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);  // Set render Targets
        buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, gessoMaterial);
        // Copy results into Read buffers for next pass:
        buf.Blit(colorWriteID, colorReadID);
        buf.Blit(depthWriteID, depthReadID);

        // MAIN BRUSHSTROKE CONTENTS PASS!!!:
        strokeMaterial.SetPass(0);
        strokeMaterial.SetColor("_Color", brushStrokeColor);
        strokeMaterial.SetVector("_Size", size);
        strokeMaterial.SetBuffer("strokeDataBuffer", strokeBuffer);
        strokeMaterial.SetBuffer("quadPointsBuffer", quadPointsBuffer);
        buf.SetGlobalTexture("_ColorReadTex", colorReadID);
        buf.SetGlobalTexture("_DepthReadTex", depthReadID);
        buf.SetRenderTarget(colorWriteID);
        buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
        buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count);   // Apply brushstrokes

        // DISPLAY TO SCREEN:
        buf.Blit(colorWriteID, BuiltinRenderTextureType.CameraTarget);   // copy canvas target into main displayTarget so it is what the player sees

        // apply the commandBuffer
        cam.AddCommandBuffer(CameraEvent.AfterFinalPass, buf);  
        

        
        //buf.SetRenderTarget(canvasRT);
        //buf.ClearRenderTarget(true, true, Color.black, 1.0f);
        //int canvasID = Shader.PropertyToID("_CanvasTexture");
        //int tempID = Shader.PropertyToID("_TempTexture");
        //buf.GetTemporaryRT(canvasID, -1, -1, 0, FilterMode.Bilinear);  // Create a Temporary RenderTarget for the "canvas"
        //buf.GetTemporaryRT(tempID, -1, -1, 0, FilterMode.Bilinear);  // Create a Temporary RenderTarget for the "canvas"
        //buf.SetRenderTarget(canvasID);  // Set commandBuffer target to this "canvas" so the DrawProcedural will apply to this
        //buf.ClearRenderTarget(true, true, Color.white, 1.0f);  // Clear the target each frame and rebuild
        //buf.Blit(canvasID, tempID);  // copy into temporary buffer
        //buf.Blit(tempID, canvasID, gessoBlitMaterial);  // copy back into renderTarget, apply Gesso Primer
        //buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget);  // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
        //buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count);   // Apply brushstrokes

        // MRT example:
        //RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer2 };
        //buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);

        //buf.Blit(canvasID, BuiltinRenderTextureType.CameraTarget);   // copy canvas target into main displayTarget so it is what the player sees

        //Material testMat = new Material(Shader.Find("Unlit/Color"));
        //testMat.color = Color.yellow;
        //buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, testMat);

        //buf.ReleaseTemporaryRT(colorReadID);
        //buf.ReleaseTemporaryRT(colorWriteID);
        //buf.ReleaseTemporaryRT(depthReadID);
        //buf.ReleaseTemporaryRT(depthWriteID);
    }
コード例 #10
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                fcAPI.fcGifConfig conf;
                conf.width = m_scratch_buffer.width;
                conf.height = m_scratch_buffer.height;
                conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
                conf.max_active_tasks = 0;
                m_ctx = fcAPI.fcGifCreateContext(ref conf);
            }

            // initialize command buffer
            {
                m_cb = new CommandBuffer();
                m_cb.name = "GifOffscreenRecorder: copy frame buffer";
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
            }
        }
コード例 #11
0
ファイル: Raymarcher.cs プロジェクト: ClintChil/FrameCapturer
    void OnPreRender()
    {
        m_material.SetInt("g_frame", Time.frameCount);
        m_material.SetInt("g_hdr", m_camera.hdr ? 1 : 0);
        m_material.SetInt("g_scene", m_scene);
        m_material.SetInt("g_enable_adaptive", m_enable_adaptive ? 1 : 0);
        m_material.SetInt("g_enable_temporal", m_enable_temporal ? 1 : 0);
        m_material.SetInt("g_enable_glowline", m_enable_glowline ? 1 : 0);

        RenderSettings.fogColor = m_fog_color;

        if (m_quad == null)
        {
            m_quad = RaymarcherUtils.GenerateQuad();
        }
        if (m_detailed_quad == null)
        {
            m_detailed_quad = RaymarcherUtils.GenerateDetailedQuad();
        }

        bool need_to_reflesh_command_buffer = false;

        Vector2 reso = new Vector2(m_camera.pixelWidth, m_camera.pixelHeight);
        if(m_resolution_prev!=reso)
        {
            m_resolution_prev = reso;
            need_to_reflesh_command_buffer = true;
        }

        if (m_enable_adaptive_prev != m_enable_adaptive)
        {
            m_enable_adaptive_prev = m_enable_adaptive;
            need_to_reflesh_command_buffer = true;
        }
        if (m_dbg_show_steps_prev != m_dbg_show_steps)
        {
            m_dbg_show_steps_prev = m_dbg_show_steps;
            need_to_reflesh_command_buffer = true;
        }

        if (need_to_reflesh_command_buffer)
        {
            need_to_reflesh_command_buffer = false;
            ClearCommandBuffer();
        }

        if (m_cb_raymarch==null)
        {
            if (m_enable_adaptive)
            {
                RenderTargetIdentifier[] rt;

                m_cb_prepass = new CommandBuffer();
                m_cb_prepass.name = "Raymarcher Adaptive PrePass";

                int odepth      = Shader.PropertyToID("ODepth");
                int odepth_prev = Shader.PropertyToID("ODepthPrev");
                int ovelocity   = Shader.PropertyToID("OVelocity");
                int qdepth      = Shader.PropertyToID("QDepth");
                int qdepth_prev = Shader.PropertyToID("QDepthPrev");
                int hdepth      = Shader.PropertyToID("HDepth");
                int hdepth_prev = Shader.PropertyToID("HDepthPrev");
                int adepth      = Shader.PropertyToID("ADepth");
                int adepth_prev = Shader.PropertyToID("ADepthPrev");

                m_cb_prepass.GetTemporaryRT(odepth,     m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(odepth_prev,m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(ovelocity,  m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
                m_cb_prepass.GetTemporaryRT(qdepth,     m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(qdepth_prev,m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth,     m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth_prev,m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth,     m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth_prev,m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);

                rt = new RenderTargetIdentifier[2] { odepth, ovelocity };
                m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev);
                m_cb_prepass.SetRenderTarget(rt, odepth);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 1);

                m_cb_prepass.Blit(odepth, odepth_prev);
                m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity);

                m_cb_prepass.SetRenderTarget(qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", odepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 2);

                m_cb_prepass.Blit(qdepth, qdepth_prev);

                m_cb_prepass.SetRenderTarget(hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 3);

                m_cb_prepass.Blit(hdepth, hdepth_prev);

                m_cb_prepass.SetRenderTarget(adepth);
                m_cb_prepass.SetGlobalTexture("g_depth", hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 4);

                m_cb_prepass.Blit(adepth, adepth_prev);
                m_cb_prepass.SetGlobalTexture("g_depth", adepth);

                m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass);
            }

            m_cb_raymarch = new CommandBuffer();
            m_cb_raymarch.name = "Raymarcher";
            m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 0);
            m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch);
        }
    }
コード例 #12
0
        void OnEnable()
        {
            m_outputDir.CreateDirectory();
            m_quad = FrameCapturerUtils.CreateFullscreenQuad();
            m_mat_copy = new Material(m_shCopy);

            // initialize exr context
            fcAPI.fcExrConfig conf = fcAPI.fcExrConfig.default_value;
            m_ctx = fcAPI.fcExrCreateContext(ref conf);

            // initialize render targets
            m_scratch_buffers = new RenderTexture[m_targets.Length];
            for (int i = 0; i < m_scratch_buffers.Length; ++i)
            {
                var rt = m_targets[i];
                m_scratch_buffers[i] = new RenderTexture(rt.width, rt.height, 0, rt.format);
                m_scratch_buffers[i].Create();
            }

            // initialize command buffers
            {
                m_cb_copy = new CommandBuffer();
                m_cb_copy.name = "PngOffscreenRecorder: Copy";
                for (int i = 0; i < m_targets.Length; ++i)
                {
                    m_cb_copy.SetRenderTarget(m_scratch_buffers[i]);
                    m_cb_copy.SetGlobalTexture("_TmpRenderTarget", m_targets[i]);
                    m_cb_copy.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
                }
            }
        }
コード例 #13
0
    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        // intialize the post effect render camera
        effectCamera.CopyFrom(GetComponent <Camera>());
        effectCamera.clearFlags  = CameraClearFlags.Nothing;
        effectCamera.cullingMask = 0;
        effectCamera.enabled     = false;

        // initialize or resize linked list head buffer
        if (_headerBuffer != null && _headerBuffer.count != headerLength)
        {
            _headerBuffer.Release();
            _headerBuffer = null;
        }
        if (_headerBuffer == null)
        {
            _headerBuffer = new ComputeBuffer(headerLength, Marshal.SizeOf(typeof(int)));
        }

        // initialize or resize the fragment linked list / append buffer
        if (_linkedListBuffer != null && _linkedListBuffer.count != linkedListLength)
        {
            _linkedListBuffer.Release();
            _linkedListBuffer = null;
        }
        if (_linkedListBuffer == null)
        {
            _linkedListBuffer = new ComputeBuffer(linkedListLength, Marshal.SizeOf(typeof(LinkedListNode)), ComputeBufferType.Counter);
        }

        Graphics.SetRandomWriteTarget(1, _headerBuffer);
        Graphics.SetRandomWriteTarget(2, _linkedListBuffer);

        clearUtilities.SetBuffer(CLEAR_HEADER_KERNEL, HEAD_BUFFER_NAME, _headerBuffer);
        clearUtilities.Dispatch(CLEAR_HEADER_KERNEL, _headerBuffer.count, 1, 1);

        clearUtilities.SetBuffer(CLEAR_LINKEDLIST_KERNEL, LINKEDLIST_BUFFER_NAME, _linkedListBuffer);
        clearUtilities.Dispatch(CLEAR_LINKEDLIST_KERNEL, _linkedListBuffer.count, 1, 1);

        // Draw the meshes
        Shader.SetGlobalBuffer(HEAD_BUFFER_NAME, _headerBuffer);
        Shader.SetGlobalBuffer(LINKEDLIST_BUFFER_NAME, _linkedListBuffer);
        Shader.SetGlobalInt(LINKEDLIST_END_NAME, _linkedListBuffer.count);

        UnityEngine.Rendering.CommandBuffer commandBuffer = new UnityEngine.Rendering.CommandBuffer();
        for (int i = 0; i < _renderers.Count; i++)
        {
            FragmentSortedRenderer fsr = _renderers[i];

            // TODO: Support multiple materials?
            MeshFilter mf = fsr.GetComponent <MeshFilter>();
            if (fsr.material && mf)
            {
                commandBuffer.DrawMesh(mf.sharedMesh, fsr.transform.localToWorldMatrix, fsr.material);
            }
        }

        effectCamera.AddCommandBuffer(UnityEngine.Rendering.CameraEvent.AfterEverything, commandBuffer);
        effectCamera.Render();
        effectCamera.RemoveAllCommandBuffers();
        commandBuffer.Release();

        // Sort the fragments
        clearUtilities.SetBuffer(SORT_LINKEDLIST_KERNEL, HEAD_BUFFER_NAME, _headerBuffer);
        clearUtilities.SetBuffer(SORT_LINKEDLIST_KERNEL, LINKEDLIST_BUFFER_NAME, _linkedListBuffer);
        clearUtilities.Dispatch(SORT_LINKEDLIST_KERNEL, _headerBuffer.count, 1, 1);

        Graphics.ClearRandomWriteTargets();

        compositeMaterial.DisableKeyword("FRAGS_PER_PIXEL");
        if (drawFragmentCount)
        {
            compositeMaterial.EnableKeyword("FRAGS_PER_PIXEL");
            compositeMaterial.SetFloat("_FragmentCount", checkFragmentCount);
        }
        compositeMaterial.SetFloat("_DepthScale", effectCamera.farClipPlane - effectCamera.nearClipPlane);
        Graphics.Blit(source, destination, compositeMaterial);

        Shader.SetGlobalBuffer(HEAD_BUFFER_NAME, null);
        Shader.SetGlobalBuffer(LINKEDLIST_BUFFER_NAME, null);
        Shader.SetGlobalInt(LINKEDLIST_END_NAME, 0);
    }
コード例 #14
0
        void OnEnable()
        {
            m_outputDir.CreateDirectory();
            m_quad = FrameCapturerUtils.CreateFullscreenQuad();
            m_mat_copy = new Material(m_shCopy);

            var cam = GetComponent<Camera>();
            if (cam.targetTexture != null)
            {
                m_mat_copy.EnableKeyword("OFFSCREEN");
            }

            #if UNITY_EDITOR
            if (m_captureGBuffer && !FrameCapturerUtils.IsRenderingPathDeferred(cam))
            {
                Debug.LogWarning("PngRecorder: Rendering Path must be deferred to use Capture GBuffer mode.");
                m_captureGBuffer = false;
            }
            #endif // UNITY_EDITOR

            // initialize png context
            fcAPI.fcPngConfig conf = fcAPI.fcPngConfig.default_value;
            m_ctx = fcAPI.fcPngCreateContext(ref conf);

            // initialize render targets
            {
                m_frame_buffer = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf);
                m_frame_buffer.wrapMode = TextureWrapMode.Repeat;
                m_frame_buffer.Create();

                var formats = new RenderTextureFormat[7] {
                    RenderTextureFormat.ARGBHalf,   // albedo (RGB)
                    RenderTextureFormat.RHalf,      // occlusion (R)
                    RenderTextureFormat.ARGBHalf,   // specular (RGB)
                    RenderTextureFormat.RHalf,      // smoothness (R)
                    RenderTextureFormat.ARGBHalf,   // normal (RGB)
                    RenderTextureFormat.ARGBHalf,   // emission (RGB)
                    RenderTextureFormat.RHalf,      // depth (R)
                };
                m_gbuffer = new RenderTexture[7];
                for (int i = 0; i < m_gbuffer.Length; ++i)
                {
                    // last one is depth (1 channel)
                    m_gbuffer[i] = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, formats[i]);
                    m_gbuffer[i].filterMode = FilterMode.Point;
                    m_gbuffer[i].Create();
                }
            }

            // initialize command buffers
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");

                m_cb_copy_fb = new CommandBuffer();
                m_cb_copy_fb.name = "PngRecorder: Copy FrameBuffer";
                m_cb_copy_fb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point);
                m_cb_copy_fb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb_copy_fb.SetRenderTarget(m_frame_buffer);
                m_cb_copy_fb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb_copy_fb.ReleaseTemporaryRT(tid);

                m_cb_copy_gb = new CommandBuffer();
                m_cb_copy_gb.name = "PngRecorder: Copy G-Buffer";
                m_cb_copy_gb.SetRenderTarget(
                    new RenderTargetIdentifier[] { m_gbuffer[0], m_gbuffer[1], m_gbuffer[2], m_gbuffer[3] }, m_gbuffer[0]);
                m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 4);
                m_cb_copy_gb.SetRenderTarget(
                    new RenderTargetIdentifier[] { m_gbuffer[4], m_gbuffer[5], m_gbuffer[6], m_gbuffer[3] }, m_gbuffer[0]);
                m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 5);
            }
        }
コード例 #15
0
	internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
	{
		if ( m_initialized && !m_error && m_renderer.isVisible )
		{
			Profiler.BeginSample( "Skinned.Update" );

			if ( !m_useFallback )
			{
				if ( !m_useGPU )
					WaitForAsyncUpdate();
			}

			Profiler.EndSample();

			Profiler.BeginSample( "Skinned.Render" );
			if ( !m_useGPU )
			{
				if ( !m_useFallback )
					m_clonedMesh.vertices = m_currVertices;
				m_clonedMesh.normals = m_prevVertices;
			}

			const float rcp255 = 1 / 255.0f;
			bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
			int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;

			Matrix4x4 prevModelViewProj;
			if ( m_obj.FixedStep )
				prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
			else
				prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;

			renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
			renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
			renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );

			if ( m_useGPU )
			{
			#if !UNITY_4
				Vector4 vertexTexelSize = new Vector4( 1.0f / m_gpuVertexTexWidth, 1.0f / m_gpuVertexTexHeight, m_gpuVertexTexWidth, m_gpuVertexTexHeight );

				renderCB.SetGlobalVector( "_AM_VERTEX_TEXEL_SIZE", vertexTexelSize );
				renderCB.SetGlobalVector( "_AM_VERTEX_TEXEL_HALFSIZE", vertexTexelSize * 0.5f );

				renderCB.SetGlobalTexture( "_AM_PREV_VERTEX_TEX", m_gpuPrevVertices );
				renderCB.SetGlobalTexture( "_AM_CURR_VERTEX_TEX", m_gpuCurrVertices );
			#endif
			}

			int hardwarePass = m_useGPU ? 4 : 0;
			int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
			int basePass = hardwarePass + qualityPass;

			for ( int i = 0; i < m_sharedMaterials.Length; i++ )
			{
				MaterialDesc matDesc = m_sharedMaterials[ i ];
				int pass = basePass + ( matDesc.coverage ? 1 : 0 );

				if ( matDesc.coverage )
				{
					Texture mainTex = matDesc.material.mainTexture;
					if ( mainTex != null )
						matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
					if ( matDesc.cutoff )
						matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
				}

				renderCB.DrawMesh( m_clonedMesh, m_currLocalToWorld, m_owner.Instance.SkinnedVectorsMaterial, i, pass, matDesc.propertyBlock );
			}

			Profiler.EndSample();
		}
	}
コード例 #16
0
    private void drawOverrideEyeMat(CommandBuffer buf, OverrideEye eyeObj, int pass)
    {
        if(eyeObj.Mr != null)
        {
            MeshFilter _mf = eyeObj.GetComponent<MeshFilter>();

            for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i)
            {
                buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, this.m_overrideEyeMat, _i, pass);
            }
        }
        else if(eyeObj.SkinMr != null)
        {
            for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i)
            {
                buf.DrawRenderer(eyeObj.SkinMr, this.m_overrideEyeMat, _i, pass);
            }
        }
    }
コード例 #17
0
    private void drawSlefMat(CommandBuffer buf, OverrideEye eyeObj, int pass)
    {
        if(eyeObj.Mr != null)
        {
            MeshFilter _mf = eyeObj.GetComponent<MeshFilter>();

            for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i)
            {
                buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, eyeObj.Materials[_i], _i, pass);
            }
        }
        else if(eyeObj.SkinMr != null)
        {
            for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i)
            {
                eyeObj.Materials[_i].EnableKeyword("DIRLIGHTMAP_OFF");
                eyeObj.Materials[_i].EnableKeyword("DYNAMICLIGHTMAP_OFF");
                buf.DrawRenderer(eyeObj.SkinMr, eyeObj.Materials[_i], _i, pass);
            }
        }
    }
コード例 #18
0
ファイル: SkyMesh.cs プロジェクト: n-yoda/unity-sky-mesh
 void OnEnable()
 {
     OnDisable();
     var camera = GetComponent<Camera>();
     commandBuffer = new CommandBuffer();
     commandBuffer.name = "SkyMesh";
     commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
     var matrix = Matrix4x4.TRS(m_position, Quaternion.Euler(m_rotation), m_scale);
     commandBuffer.DrawMesh(m_mesh, matrix, m_material);
     camera.AddCommandBuffer(m_cameraEvent, commandBuffer);
     lastCameraEvent = m_cameraEvent;
 }
コード例 #19
0
ファイル: ViveNavMesh.cs プロジェクト: sweenr/ped-sim
    void OnRenderObject()
    {
        // We have to use command buffers instead of Graphics.DrawMesh because of strange depth issues that I am experiencing
        // with Graphics.Drawmesh (perhaps Graphics.DrawMesh is called before all opaque objects are rendered?)
        var act = gameObject.activeInHierarchy && enabled;
        if (!act)
        {
            Cleanup();
            return;
        }

        // If _SelectableMesh == null there is a crash in Unity 5.4 beta (apparently you can't pass null to CommandBuffer::DrawMesh now).
        if (!_SelectableMesh || !GroundMaterial)
            return;

        var cam = Camera.current;
        if (!cam || cam.cameraType == CameraType.Preview || ((1 << gameObject.layer) & Camera.current.cullingMask) == 0)
            return;

        CommandBuffer buf = null;
        if (cameras.ContainsKey(cam))
            return;

        buf = new CommandBuffer();
        // Note: Mesh is drawn slightly pushed upwards to avoid z-fighting issues
        buf.DrawMesh(_SelectableMesh, Matrix4x4.TRS(Vector3.up * 0.005f, Quaternion.identity, Vector3.one), GroundMaterial, 0);
        cameras[cam] = buf;
        cam.AddCommandBuffer(CameraEvent.AfterForwardOpaque, buf);
    }
コード例 #20
0
ファイル: Raymarcher.cs プロジェクト: stlck/FractalTest
    void UpdateCommandBuffer()
    {
        var cam = GetComponent<Camera>();

        RenderSettings.fogColor = m_fog_color;

        if (m_quad == null)
        {
            m_quad = RaymarcherUtils.GenerateQuad();
        }

        bool reflesh_command_buffer = false;

        Vector2 reso = new Vector2(cam.pixelWidth, cam.pixelHeight);
        if(m_resolution_prev!=reso)
        {
            m_resolution_prev = reso;
            reflesh_command_buffer = true;
        }

        if (m_enable_adaptive_prev != m_enable_adaptive)
        {
            m_enable_adaptive_prev = m_enable_adaptive;
            reflesh_command_buffer = true;
        }
        if (m_dbg_show_steps_prev != m_dbg_show_steps)
        {
            m_dbg_show_steps_prev = m_dbg_show_steps;
            reflesh_command_buffer = true;
        }

        if (reflesh_command_buffer)
        {
            reflesh_command_buffer = false;
            ClearCommandBuffer();
        }

        if (m_cb_raymarch==null)
        {
            if (m_enable_adaptive)
            {
                RenderTargetIdentifier[] rt;

                m_cb_prepass = new CommandBuffer();
                m_cb_prepass.name = "Raymarcher Adaptive PrePass";

                int odepth      = Shader.PropertyToID("ODepth");
                int odepth_prev = Shader.PropertyToID("ODepthPrev");
                int ovelocity   = Shader.PropertyToID("OVelocity");
                int qdepth      = Shader.PropertyToID("QDepth");
                int qdepth_prev = Shader.PropertyToID("QDepthPrev");
                int hdepth      = Shader.PropertyToID("HDepth");
                int hdepth_prev = Shader.PropertyToID("HDepthPrev");
                int adepth      = Shader.PropertyToID("ADepth");
                int adepth_prev = Shader.PropertyToID("ADepthPrev");

                m_cb_prepass.GetTemporaryRT(odepth,     cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(odepth_prev,cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(ovelocity,  cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
                m_cb_prepass.GetTemporaryRT(qdepth,     cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(qdepth_prev,cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth,     cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth_prev,cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth,     cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth_prev,cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);

                rt = new RenderTargetIdentifier[2] { odepth, ovelocity };
                m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev);
                m_cb_prepass.SetRenderTarget(rt, odepth);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 1);

                m_cb_prepass.Blit(odepth, odepth_prev);
                m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity);

                m_cb_prepass.SetRenderTarget(qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", odepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 2);

                m_cb_prepass.Blit(qdepth, qdepth_prev);

                m_cb_prepass.SetRenderTarget(hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 3);

                m_cb_prepass.Blit(hdepth, hdepth_prev);

                m_cb_prepass.SetRenderTarget(adepth);
                m_cb_prepass.SetGlobalTexture("g_depth", hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 4);

                m_cb_prepass.Blit(adepth, adepth_prev);
                m_cb_prepass.SetGlobalTexture("g_depth", adepth);

                cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass);
            }

            m_cb_raymarch = new CommandBuffer();
            m_cb_raymarch.name = "Raymarcher";
            m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 0);
            cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch);
        }
    }
コード例 #21
0
ファイル: SolidState.cs プロジェクト: mirrorfishmedia/GGJ2016
	internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
	{
		if ( m_initialized && !m_error && m_meshRenderer.isVisible )
		{
			Profiler.BeginSample( "Solid.Render" );

			bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
			if ( !mask || ( mask && m_moved ) )
			{
				const float rcp255 = 1 / 255.0f;
				int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;

				Matrix4x4 prevModelViewProj;
				if ( m_obj.FixedStep )
					prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
				else
					prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;

				renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
				renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
				renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );

				// TODO: cache property blocks

				int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;

				for ( int i = 0; i < m_sharedMaterials.Length; i++ )
				{
					MaterialDesc matDesc = m_sharedMaterials[ i ];
					int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );

					if ( matDesc.coverage )
					{
						Texture mainTex = matDesc.material.mainTexture;
						if ( mainTex != null )
							matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
						if ( matDesc.cutoff )
							matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
					}

					renderCB.DrawMesh( m_mesh, m_transform.localToWorldMatrix, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
				}
			}

			Profiler.EndSample();
		}
	}
コード例 #22
0
 static public int DrawMesh(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             self.DrawMesh(a1, a2, a3);
             return(0);
         }
         else if (argc == 5)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             self.DrawMesh(a1, a2, a3, a4);
             return(0);
         }
         else if (argc == 6)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Int32 a5;
             checkType(l, 6, out a5);
             self.DrawMesh(a1, a2, a3, a4, a5);
             return(0);
         }
         else if (argc == 7)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Mesh a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4 a2;
             checkValueType(l, 3, out a2);
             UnityEngine.Material a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Int32 a5;
             checkType(l, 6, out a5);
             UnityEngine.MaterialPropertyBlock a6;
             checkType(l, 7, out a6);
             self.DrawMesh(a1, a2, a3, a4, a5, a6);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #23
0
ファイル: SolidState.cs プロジェクト: GameDiffs/TheForest
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_meshRenderer.isVisible)
     {
         bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         if (!flag || (flag && this.m_moved))
         {
             int num = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
             Matrix4x4 value;
             if (this.m_obj.FixedStep)
             {
                 value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
             }
             else
             {
                 value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
             }
             renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
             renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
             renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
             int num2 = (quality != Quality.Mobile) ? 2 : 0;
             for (int i = 0; i < this.m_sharedMaterials.Length; i++)
             {
                 MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[i];
                 int shaderPass = num2 + ((!materialDesc.coverage) ? 0 : 1);
                 if (materialDesc.coverage)
                 {
                     Texture mainTexture = materialDesc.material.mainTexture;
                     if (mainTexture != null)
                     {
                         materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                     }
                     if (materialDesc.cutoff)
                     {
                         materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                     }
                 }
                 renderCB.DrawMesh(this.m_mesh, this.m_transform.localToWorldMatrix, this.m_owner.Instance.SolidVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
             }
         }
     }
 }
コード例 #24
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                m_mp4conf = fcAPI.fcMP4Config.default_value;
                m_mp4conf.video = m_captureVideo;
                m_mp4conf.audio = m_captureAudio;
                m_mp4conf.video_width = m_scratch_buffer.width;
                m_mp4conf.video_height = m_scratch_buffer.height;
                m_mp4conf.video_max_framerate = 60;
                m_mp4conf.video_bitrate = m_videoBitrate;
                m_mp4conf.audio_bitrate = m_audioBitrate;
                m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate;
                m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels();
                m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf);

                m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4";
                m_ostream = fcAPI.fcCreateFileStream(GetOutputPath());
                fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream);
            }

            // initialize command buffer
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");
                m_cb = new CommandBuffer();
                m_cb.name = "MP4Recorder: copy frame buffer";
                m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear);
                m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb.ReleaseTemporaryRT(tid);
            }
        }
コード例 #25
0
	internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
	{
		Profiler.BeginSample( "Particle.Render" );

		// TODO: batch

		if ( m_initialized && !m_error && m_renderer.isVisible )
		{
			bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
			if ( !mask || ( mask && m_moved ) )
			{
				const float rcp255 = 1 / 255.0f;
				int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;

				renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
				renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );

				int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;

				for ( int i = 0; i < m_sharedMaterials.Length; i++ )
				{
					MaterialDesc matDesc = m_sharedMaterials[ i ];
					int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );

					if ( matDesc.coverage )
					{
						Texture mainTex = matDesc.material.mainTexture;
						if ( mainTex != null )
							matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
						if ( matDesc.cutoff )
							matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
					}

					var enumerator = m_particleDict.GetEnumerator();
					while ( enumerator.MoveNext() )
					{
						KeyValuePair<uint, Particle> pair = enumerator.Current;

						Matrix4x4 prevModelViewProj = m_owner.PrevViewProjMatrixRT * pair.Value.prevLocalToWorld;
						renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );

						renderCB.DrawMesh( m_mesh, pair.Value.currLocalToWorld, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
					}
				}
			}
		}

		Profiler.EndSample();
	}