Exemplo n.º 1
0
 /// <summary>Add a AOV request.</summary>
 /// <param name="settings">Settings to use for this frame pass.</param>
 /// <param name="bufferAllocator">An allocator for each buffer.</param>
 /// <param name="includedLightList">If non null, only these lights will be rendered, if none, all lights will be rendered.</param>
 /// <param name="aovBuffers">A list of buffers to use.</param>
 /// <param name="callback">A callback that can use the requested buffers once the rendering has completed.</param>
 /// <returns></returns>
 public AOVRequestBuilder Add(
     AOVRequest settings,
     AOVRequestBufferAllocator bufferAllocator,
     List <GameObject> includedLightList,
     AOVBuffers[] aovBuffers,
     FramePassCallback callback
     )
 {
     (m_AOVRequestDataData ?? (m_AOVRequestDataData = ListPool <AOVRequestData> .Get())).Add(
         new AOVRequestData(settings, bufferAllocator, includedLightList, aovBuffers, callback));
     return(this);
 }
Exemplo n.º 2
0
 /// <summary>Create a new frame pass.</summary>
 /// <param name="settings">Settings to use.</param>
 /// <param name="bufferAllocator">Buffer allocators to use.</param>
 /// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param>
 /// <param name="requestedAOVBuffers">The requested buffers for the callback.</param>
 /// <param name="callback">The callback to execute.</param>
 public AOVRequestData(
     AOVRequest settings,
     AOVRequestBufferAllocator bufferAllocator,
     List <GameObject> lightFilter,
     AOVBuffers[] requestedAOVBuffers,
     FramePassCallback callback
     )
 {
     m_Settings            = settings;
     m_BufferAllocator     = bufferAllocator;
     m_RequestedAOVBuffers = requestedAOVBuffers;
     m_LightFilter         = lightFilter;
     m_Callback            = callback;
 }
Exemplo n.º 3
0
 /// <summary>Create a new frame pass.</summary>
 /// <param name="settings">Settings to use.</param>
 /// <param name="bufferAllocator">Buffer allocators to use.</param>
 /// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param>
 /// <param name="requestedAOVBuffers">The requested buffers for the callback.</param>
 /// <param name="customPassAOVBuffers">The custom pass buffers that will be captured.</param>
 /// <param name="customPassBufferAllocator">Buffer allocators to use for custom passes.</param>
 /// <param name="callback">The callback to execute.</param>
 public AOVRequestData(
     AOVRequest settings,
     AOVRequestBufferAllocator bufferAllocator,
     List <GameObject> lightFilter,
     AOVBuffers[] requestedAOVBuffers,
     CustomPassAOVBuffers[] customPassAOVBuffers,
     AOVRequestCustomPassBufferAllocator customPassBufferAllocator,
     FramePassCallbackEx callback
     )
 {
     m_Settings                  = settings;
     m_BufferAllocator           = bufferAllocator;
     m_RequestedAOVBuffers       = requestedAOVBuffers;
     m_CustomPassAOVBuffers      = customPassAOVBuffers;
     m_CustomPassBufferAllocator = customPassBufferAllocator;
     m_LightFilter               = lightFilter;
     m_Callback                  = null;
     m_CallbackEx                = callback;
 }