// Bind the descriptors in a materialinfo, should be called from within a StateGroup private static void BindDescriptors(MaterialInfo materialInfo, bool addToStateGroup) { bool addedAny = false; foreach (DescriptorImageData t in materialInfo.imageDescriptors) { GraphBuilderInterface.unity2vsg_AddDescriptorImage(t); addedAny = true; } foreach (DescriptorVectorUniformData t in materialInfo.vectorDescriptors) { GraphBuilderInterface.unity2vsg_AddDescriptorBufferVector(t); addedAny = true; } foreach (DescriptorFloatUniformData t in materialInfo.floatDescriptors) { GraphBuilderInterface.unity2vsg_AddDescriptorBufferFloat(t); addedAny = true; } if (addedAny) { GraphBuilderInterface.unity2vsg_CreateBindDescriptorSetCommand(addToStateGroup ? 1 : 0); } }
private static void ExportTerrainMesh(Terrain terrain, ExportSettings settings, List <PipelineData> storePipelines = null) { TerrainConverter.TerrainInfo terrainInfo = TerrainConverter.CreateTerrainInfo(terrain, settings); if (terrainInfo == null || ((terrainInfo.diffuseTextureDatas.Count == 0 || terrainInfo.maskTextureDatas.Count == 0) && terrainInfo.customMaterial == null)) { return; } // add stategroup and pipeline for shader GraphBuilderInterface.unity2vsg_AddStateGroupNode(); PipelineData pipelineData = new PipelineData(); pipelineData.hasNormals = 1; pipelineData.uvChannelCount = 1; pipelineData.useAlpha = 0; if (terrainInfo.customMaterial == null) { pipelineData.descriptorBindings = NativeUtils.WrapArray(terrainInfo.descriptorBindings.ToArray()); ShaderStagesInfo shaderStagesInfo = MaterialConverter.GetOrCreateShaderStagesInfo(terrainInfo.shaderMapping.shaders.ToArray(), string.Join(",", terrainInfo.shaderDefines.ToArray()), terrainInfo.shaderConsts.ToArray()); pipelineData.shaderStages = shaderStagesInfo.ToNative(); pipelineData.id = NativeUtils.ToNative(NativeUtils.GetIDForPipeline(pipelineData)); storePipelines.Add(pipelineData); if (GraphBuilderInterface.unity2vsg_AddBindGraphicsPipelineCommand(pipelineData, 1) == 1) { if (terrainInfo.diffuseTextureDatas.Count > 0) { DescriptorImageData layerDiffuseTextureArray = MaterialConverter.GetOrCreateDescriptorImageData(terrainInfo.diffuseTextureDatas.ToArray(), 0); GraphBuilderInterface.unity2vsg_AddDescriptorImage(layerDiffuseTextureArray); } if (terrainInfo.diffuseScales.Count > 0) { DescriptorVectorArrayUniformData scalesDescriptor = new DescriptorVectorArrayUniformData(); scalesDescriptor.binding = 2; scalesDescriptor.value = NativeUtils.WrapArray(terrainInfo.diffuseScales.ToArray()); GraphBuilderInterface.unity2vsg_AddDescriptorBufferVectorArray(scalesDescriptor); } DescriptorVectorUniformData sizeDescriptor = new DescriptorVectorUniformData(); sizeDescriptor.binding = 3; sizeDescriptor.value = NativeUtils.ToNative(terrainInfo.terrainSize); GraphBuilderInterface.unity2vsg_AddDescriptorBufferVector(sizeDescriptor); if (terrainInfo.maskTextureDatas.Count > 0) { DescriptorImageData layerMaskTextureArray = MaterialConverter.GetOrCreateDescriptorImageData(terrainInfo.maskTextureDatas.ToArray(), 1); GraphBuilderInterface.unity2vsg_AddDescriptorImage(layerMaskTextureArray); } GraphBuilderInterface.unity2vsg_CreateBindDescriptorSetCommand(1); GraphBuilderInterface.unity2vsg_AddVertexIndexDrawNode(MeshConverter.GetOrCreateVertexIndexDrawData(terrainInfo.terrainMesh)); GraphBuilderInterface.unity2vsg_EndNode(); // step out of vertex index draw node } } else { pipelineData.descriptorBindings = NativeUtils.WrapArray(terrainInfo.customMaterial.descriptorBindings.ToArray()); pipelineData.shaderStages = terrainInfo.customMaterial.shaderStages.ToNative(); pipelineData.id = NativeUtils.ToNative(NativeUtils.GetIDForPipeline(pipelineData)); storePipelines.Add(pipelineData); if (GraphBuilderInterface.unity2vsg_AddBindGraphicsPipelineCommand(pipelineData, 1) == 1) { BindDescriptors(terrainInfo.customMaterial, true); GraphBuilderInterface.unity2vsg_AddVertexIndexDrawNode(MeshConverter.GetOrCreateVertexIndexDrawData(terrainInfo.terrainMesh)); GraphBuilderInterface.unity2vsg_EndNode(); // step out of vertex index draw node } } GraphBuilderInterface.unity2vsg_EndNode(); // step out of stategroup node }