/// <summary> /// Renders into a array of render textures using multi-target blit. /// Up to 4 render targets are supported in Unity but some GPU's can /// support up to 8 so this may change in the future. You MUST set up /// the materials shader correctly for multitarget blit for this to work. /// </summary> /// <param name="des">The destination render textures.</param> /// <param name="mat">The amterial to use</param> /// <param name="pass">Which pass of the materials shader to use.</param> public static void MultiTargetBlit(RenderTexture[] des, Material mat, int pass = 0) { RenderBuffer[] rb = new RenderBuffer[des.Length]; // Set targets needs the color buffers so make a array from // each textures buffer. for(int i = 0; i < des.Length; i++) rb[i] = des[i].colorBuffer; //Set the targets to render into. //Will use the depth buffer of the //first render texture provided. Graphics.SetRenderTarget(rb, des[0].depthBuffer); GL.Clear(true, true, Color.clear); GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(pass); GL.Begin(GL.QUADS); GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(0.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 0.1f); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(0.0f, 1.0f, 0.1f); GL.End(); GL.PopMatrix(); }
public FourierGPU(int size, Shader sdr) { if (!Mathf.IsPowerOfTwo(size)) throw new ArgumentException("Fourier grid size must be pow2 number"); m_fourier = new Material(sdr); m_size = size; //must be pow2 num m_fsize = (float)m_size; m_passes = (int)(Mathf.Log(m_fsize) / Mathf.Log(2.0f)); m_butterflyLookupTable = new Texture2D[m_passes]; ComputeButterflyLookupTable(); m_fourier.SetFloat("Ceto_FourierSize", m_fsize); m_pass0RT2 = new RenderBuffer[2]; m_pass1RT2 = new RenderBuffer[2]; m_pass0RT3 = new RenderBuffer[3]; m_pass1RT3 = new RenderBuffer[3]; m_pass0RT4 = new RenderBuffer[4]; m_pass1RT4 = new RenderBuffer[4]; }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth, int mipLevel) { this = new RenderTargetSetup(new RenderBuffer[] { color }, depth, mipLevel); }
// static public void MultiTargetBlit(RenderTexture[] des, Material mat, int pass = 0) static public void MultiTargetBlit(RenderTexture[] des, Material mat, int pass) { //RenderTexture oldRT = RenderTexture.active; RenderBuffer[] rb = new RenderBuffer[des.Length]; for(int i = 0; i < des.Length; i++) rb[i] = des[i].colorBuffer; Graphics.SetRenderTarget(rb, des[0].depthBuffer); GL.Clear(true, true, Color.clear); GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(pass); GL.Begin(GL.QUADS); GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(0.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 0.1f); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(0.0f, 1.0f, 0.1f); GL.End(); GL.PopMatrix(); //RenderTexture.active = oldRT; }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth, int mipLevel, CubemapFace face) { this = new RenderTargetSetup(new RenderBuffer[] { color }, depth, mipLevel, face); }
public static void DrawProteinsAtoms(Material renderProteinsMaterial, Camera camera, RenderBuffer instanceId, RenderBuffer atomId, RenderBuffer depthBuffer, int pass) { // Protein params renderProteinsMaterial.SetInt("_EnableLod", Convert.ToInt32(GlobalProperties.Get.EnableLod)); renderProteinsMaterial.SetFloat("_Scale", GlobalProperties.Get.Scale); renderProteinsMaterial.SetFloat("_FirstLevelBeingRange", GlobalProperties.Get.FirstLevelOffset); renderProteinsMaterial.SetVector("_CameraForward", camera.transform.forward); renderProteinsMaterial.SetBuffer("_LodLevelsInfos", GPUBuffers.Get.LodInfo); renderProteinsMaterial.SetBuffer("_ProteinInstanceInfo", GPUBuffers.Get.ProteinInstancesInfo); renderProteinsMaterial.SetBuffer("_ProteinInstancePositions", GPUBuffers.Get.ProteinInstancePositions); renderProteinsMaterial.SetBuffer("_ProteinInstanceRotations", GPUBuffers.Get.ProteinInstanceRotations); renderProteinsMaterial.SetBuffer("_ProteinColors", GPUBuffers.Get.IngredientsColors); renderProteinsMaterial.SetBuffer("_ProteinAtomInfo", GPUBuffers.Get.ProteinAtomInfo); renderProteinsMaterial.SetBuffer("_ProteinAtomPositions", GPUBuffers.Get.ProteinAtoms); renderProteinsMaterial.SetBuffer("_ProteinClusterPositions", GPUBuffers.Get.ProteinAtomClusters); renderProteinsMaterial.SetBuffer("_ProteinSphereBatchInfos", GPUBuffers.Get.SphereBatches); /****/ renderProteinsMaterial.SetInt("_NumCutObjects", SceneManager.Get.NumCutObjects); renderProteinsMaterial.SetInt("_NumIngredientTypes", SceneManager.Get.NumAllIngredients); renderProteinsMaterial.SetBuffer("_CutInfos", GPUBuffers.Get.CutInfo); renderProteinsMaterial.SetBuffer("_CutScales", GPUBuffers.Get.CutScales); renderProteinsMaterial.SetBuffer("_CutPositions", GPUBuffers.Get.CutPositions); renderProteinsMaterial.SetBuffer("_CutRotations", GPUBuffers.Get.CutRotations); /****/ Graphics.SetRenderTarget(new[] { instanceId, atomId }, depthBuffer); renderProteinsMaterial.SetPass(1); Graphics.DrawProceduralIndirect(MeshTopology.Points, GPUBuffers.Get.ArgBuffer); }
private void Init() { this.shadowCamGameObject = new GameObject(); this.shadowCamGameObject.AddComponent(typeof(Camera)); this.shadowCam = this.shadowCamGameObject.GetComponent<Camera>(); this.shadowCamGameObject.name = "SKYLIGHT_GI_SHADOWCAM"; this.shadowCamGameObject.hideFlags = HideFlags.HideAndDontSave; this.shadowCam.enabled = false; this.shadowCam.orthographic = true; this.shadowCam.orthographicSize = 100f; this.shadowCam.clearFlags = CameraClearFlags.Color; this.shadowCam.backgroundColor = new Color(0f, 0f, 0f, 1f); this.shadowCam.farClipPlane = 500f; this.shadowCam.cullingMask = this.skylightCullingMask; this.shadowCam.useOcclusionCulling = false; this.skylightDepthTexture = new RenderTexture(this.skylightShadowMapResolution, this.skylightShadowMapResolution, 16, RenderTextureFormat.Depth); this.skylightDepthTexture.wrapMode = TextureWrapMode.Clamp; this.skylightDepthTexture.filterMode = FilterMode.Bilinear; this.skylightDepthTexture.Create(); this.giDepthTexture = new RenderTexture(this.giBuffersResolution, this.giBuffersResolution, 16, RenderTextureFormat.Depth); this.giDepthTexture.wrapMode = TextureWrapMode.Clamp; this.giDepthTexture.filterMode = FilterMode.Point; this.giDepthTexture.Create(); this.giDepthBuffer = this.giDepthTexture.depthBuffer; this.giFluxTexture = new RenderTexture(this.giBuffersResolution, this.giBuffersResolution, 0, RenderTextureFormat.ARGB32); this.giFluxTexture.wrapMode = TextureWrapMode.Clamp; this.giFluxTexture.filterMode = FilterMode.Bilinear; this.giFluxTexture.useMipMap = true; this.giFluxTexture.Create(); this.giFluxBuffer = this.giFluxTexture.colorBuffer; this.initialized = true; }
static int _CreateRenderBuffer(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 0); RenderBuffer obj = new RenderBuffer(); LuaScriptMgr.PushValue(L, obj); return 1; }
public static void DrawProteinSphereBatches(Material renderProteinsMaterial, Camera camera, RenderBuffer colorBuffer, RenderBuffer depthBuffer, int pass, bool animated = false) { // Protein params renderProteinsMaterial.SetInt("_EnableLod", Convert.ToInt32(PersistantSettings.Instance.EnableLod)); renderProteinsMaterial.SetFloat("_Scale", PersistantSettings.Instance.Scale); renderProteinsMaterial.SetFloat("_FirstLevelBeingRange", PersistantSettings.Instance.FirstLevelOffset); renderProteinsMaterial.SetVector("_CameraForward", camera.transform.forward); renderProteinsMaterial.SetBuffer("_LodLevelsInfos", GPUBuffers.Instance.LodInfo); renderProteinsMaterial.SetBuffer("_ProteinInstanceInfo", GPUBuffers.Instance.ProteinInstanceInfo); if(animated) renderProteinsMaterial.SetBuffer("_ProteinInstancePositions", GPUBuffers.Instance.ProteinAnimationPositions); else renderProteinsMaterial.SetBuffer("_ProteinInstancePositions", GPUBuffers.Instance.ProteinInstancePositions); if (animated) renderProteinsMaterial.SetBuffer("_ProteinInstanceRotations", GPUBuffers.Instance.ProteinAnimationRotations); else renderProteinsMaterial.SetBuffer("_ProteinInstanceRotations", GPUBuffers.Instance.ProteinInstanceRotations); renderProteinsMaterial.SetBuffer("_ProteinAtomCount", GPUBuffers.Instance.ProteinAtomCount); renderProteinsMaterial.SetBuffer("_ProteinColors", GPUBuffers.Instance.ProteinColors); renderProteinsMaterial.SetBuffer("_ProteinAtomPositions", GPUBuffers.Instance.ProteinAtoms); renderProteinsMaterial.SetBuffer("_ProteinClusterPositions", GPUBuffers.Instance.ProteinAtomClusters); renderProteinsMaterial.SetBuffer("_ProteinSphereBatchInfos", GPUBuffers.Instance.SphereBatches); Graphics.SetRenderTarget(colorBuffer, depthBuffer); renderProteinsMaterial.SetPass(pass); Graphics.DrawProceduralIndirect(MeshTopology.Points, GPUBuffers.Instance.ArgBuffer); }
// fields static void RenderTargetSetup_color(JSVCall vc) { if (vc.bGet) { UnityEngine.RenderTargetSetup _this = (UnityEngine.RenderTargetSetup)vc.csObj; var result = _this.color; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSMgr.datax.setObject((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); } else { UnityEngine.RenderBuffer[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.RenderBuffer[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.RenderBuffer[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.RenderTargetSetup _this = (UnityEngine.RenderTargetSetup)vc.csObj; _this.color = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static bool RenderTargetSetup_RenderTargetSetup8(JSVCall vc, int argc) { int _this = JSApi.getObject((int)JSApi.GetType.Arg); JSApi.attachFinalizerObject(_this); --argc; int len = argc; if (len == 4) { UnityEngine.RenderBuffer[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.RenderBuffer[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.RenderBuffer[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.Int32 arg2 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.CubemapFace arg3 = (UnityEngine.CubemapFace)JSApi.getEnum((int)JSApi.GetType.Arg); JSMgr.addJSCSRel(_this, new UnityEngine.RenderTargetSetup(arg0, arg1, arg2, arg3)); } return(true); }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth) { this = new RenderTargetSetup(new RenderBuffer[] { color }, depth); }
internal static RenderBufferLoadAction[] LoadActions(RenderBuffer[] buf) { RenderBufferLoadAction[] array = new RenderBufferLoadAction[buf.Length]; for (int i = 0; i < buf.Length; i++) { array[i] = buf[i].loadAction; buf[i].loadAction = RenderBufferLoadAction.Load; } return array; }
internal static RenderBufferStoreAction[] StoreActions(RenderBuffer[] buf) { RenderBufferStoreAction[] array = new RenderBufferStoreAction[buf.Length]; for (int i = 0; i < buf.Length; i++) { array[i] = buf[i].storeAction; buf[i].storeAction = RenderBufferStoreAction.Store; } return array; }
internal RenderTargetSetup(RenderBuffer[] color, RenderBuffer depth, int mip, int face, RenderBufferLoadAction[] colorLoad, RenderBufferStoreAction[] colorStore, RenderBufferLoadAction depthLoad, RenderBufferStoreAction depthStore) { this.color = color; this.depth = depth; this.mipLevel = mip; this.cubemapFace = face; this.colorLoad = colorLoad; this.colorStore = colorStore; this.depthLoad = depthLoad; this.depthStore = depthStore; }
static public int constructor(IntPtr l) { try { UnityEngine.RenderBuffer o; o=new UnityEngine.RenderBuffer(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
// fields // properties // methods static bool RenderBuffer_GetNativeRenderBufferPtr(JSVCall vc, int argc) { int len = argc; if (len == 0) { UnityEngine.RenderBuffer argThis = (UnityEngine.RenderBuffer)vc.csObj; JSApi.setIntPtr((int)JSApi.SetType.Rval, (System.IntPtr)(argThis.GetNativeRenderBufferPtr())); JSMgr.changeJSObj(vc.jsObjID, argThis); } return(true); }
static public int constructor(IntPtr l) { try { UnityEngine.RenderBuffer o; o = new UnityEngine.RenderBuffer(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static bool Graphics_SetRenderTarget__RenderBuffer__RenderBuffer(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.RenderBuffer arg0 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.Graphics.SetRenderTarget(arg0, arg1); } return(true); }
static bool Camera_SetTargetBuffers__RenderBuffer__RenderBuffer(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.RenderBuffer arg0 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); ((UnityEngine.Camera)vc.csObj).SetTargetBuffers(arg0, arg1); } return(true); }
public static int constructor(IntPtr l) { try { UnityEngine.RenderBuffer o; o=new UnityEngine.RenderBuffer(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.RenderBuffer o; o = new UnityEngine.RenderBuffer(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static int QPYX_get_depthBuffer_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.RenderTexture QPYX_obj_YXQP = (UnityEngine.RenderTexture)QPYX_o_YXQP; UnityEngine.RenderBuffer QPYX_ret_YXQP = QPYX_obj_YXQP.depthBuffer; ToLua.PushValue(L_YXQP, QPYX_ret_YXQP); return(1); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index depthBuffer on a nil value")); } }
static void RenderTargetSetup_depth(JSVCall vc) { if (vc.bGet) { UnityEngine.RenderTargetSetup _this = (UnityEngine.RenderTargetSetup)vc.csObj; var result = _this.depth; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.RenderBuffer arg0 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.RenderTargetSetup _this = (UnityEngine.RenderTargetSetup)vc.csObj; _this.depth = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static int get_depthBuffer(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)o; UnityEngine.RenderBuffer ret = obj.depthBuffer; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index depthBuffer on a nil value" : e.Message)); } }
static bool RenderTargetSetup_RenderTargetSetup3(JSVCall vc, int argc) { int _this = JSApi.getObject((int)JSApi.GetType.Arg); JSApi.attachFinalizerObject(_this); --argc; int len = argc; if (len == 2) { UnityEngine.RenderBuffer arg0 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); JSMgr.addJSCSRel(_this, new UnityEngine.RenderTargetSetup(arg0, arg1)); } return(true); }
static bool RenderTargetSetup_RenderTargetSetup5(JSVCall vc, int argc) { int _this = JSApi.getObject((int)JSApi.GetType.Arg); JSApi.attachFinalizerObject(_this); --argc; int len = argc; if (len == 4) { UnityEngine.RenderBuffer arg0 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.Int32 arg2 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.CubemapFace arg3 = (UnityEngine.CubemapFace)JSApi.getEnum((int)JSApi.GetType.Arg); JSMgr.addJSCSRel(_this, new UnityEngine.RenderTargetSetup(arg0, arg1, arg2, arg3)); } return(true); }
static int get_depthBuffer(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.RenderTexture.depthBuffer"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)o; UnityEngine.RenderBuffer ret = obj.depthBuffer; ToLua.PushValue(L, ret); return 1; } catch(Exception e) { return LuaDLL.toluaL_exception(L, e, o, "attempt to index depthBuffer on a nil value"); } }
public static void DrawProteins(Material renderProteinsMaterial, Camera camera, RenderBuffer colorBuffer, RenderBuffer depthBuffer) { // Protein params renderProteinsMaterial.SetInt("_EnableLod", Convert.ToInt32(GlobalProperties.Get.EnableLod)); renderProteinsMaterial.SetFloat("_Scale", GlobalProperties.Get.Scale); renderProteinsMaterial.SetFloat("_FirstLevelBeingRange", GlobalProperties.Get.FirstLevelOffset); renderProteinsMaterial.SetVector("_CameraForward", camera.transform.forward); renderProteinsMaterial.SetBuffer("_LodLevelsInfos", GPUBuffers.Get.LodInfo); renderProteinsMaterial.SetBuffer("_ProteinInstanceInfo", GPUBuffers.Get.ProteinInstancesInfo); renderProteinsMaterial.SetBuffer("_ProteinInstancePositions", GPUBuffers.Get.ProteinInstancePositions); renderProteinsMaterial.SetBuffer("_ProteinInstanceRotations", GPUBuffers.Get.ProteinInstanceRotations); renderProteinsMaterial.SetBuffer("_ProteinColors", GPUBuffers.Get.IngredientsColors); renderProteinsMaterial.SetBuffer("_ProteinAtomPositions", GPUBuffers.Get.ProteinAtoms); renderProteinsMaterial.SetBuffer("_ProteinClusterPositions", GPUBuffers.Get.ProteinAtomClusters); renderProteinsMaterial.SetBuffer("_ProteinSphereBatchInfos", GPUBuffers.Get.SphereBatches); Graphics.SetRenderTarget(colorBuffer, depthBuffer); renderProteinsMaterial.SetPass(0); Graphics.DrawProceduralIndirect(MeshTopology.Points, GPUBuffers.Get.ArgBuffer); }
static public void MultiTargetBlit(RenderBuffer[] des_rb, RenderBuffer des_db, Material mat, int pass = 0) { //RenderTexture oldRT = RenderTexture.active; Graphics.SetRenderTarget(des_rb, des_db); GL.Clear(true, true, Color.clear); GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(pass); GL.Begin(GL.QUADS); GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(0.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1.0f, 0.0f, 0.1f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 0.1f); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(0.0f, 1.0f, 0.1f); GL.End(); GL.PopMatrix(); //RenderTexture.active = oldRT; }
static bool Camera_SetTargetBuffers__RenderBuffer_Array__RenderBuffer(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.RenderBuffer[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.RenderBuffer[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.RenderBuffer[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.RenderBuffer arg1 = (UnityEngine.RenderBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg); ((UnityEngine.Camera)vc.csObj).SetTargetBuffers(arg0, arg1); } return(true); }
private extern void GetColorBuffer(out RenderBuffer res);
extern private static void Internal_SetMRTFullSetup( [NotNull] RenderBuffer[] color, RenderBuffer depth, int mip, CubemapFace face, int depthSlice, [NotNull] RenderBufferLoadAction[] colorLA, [NotNull] RenderBufferStoreAction[] colorSA, RenderBufferLoadAction depthLA, RenderBufferStoreAction depthSA );
/// <summary> /// <para>Sets current render target.</para> /// </summary> /// <param name="setup"></param> /// <param name="rt"></param> /// <param name="mipLevel"></param> /// <param name="face"></param> /// <param name="colorBuffer"></param> /// <param name="depthBuffer"></param> /// <param name="colorBuffers"></param> public static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer) { Graphics.SetRenderTargetImpl(colorBuffers, depthBuffer, 0, CubemapFace.Unknown); }
internal static void SetRenderTargetImpl(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer, int mipLevel, CubemapFace face) { RenderBuffer depth = depthBuffer; Graphics.Internal_SetMRTSimple(colorBuffers, out depth, mipLevel, face); }
private static extern void GetActiveColorBuffer(out RenderBuffer res);
private static extern void Internal_SetMRTFullSetup(RenderBuffer[] colorSA, out RenderBuffer depth, int mip, CubemapFace face, RenderBufferLoadAction[] colorLoadSA, RenderBufferStoreAction[] colorStoreSA, RenderBufferLoadAction depthLoad, RenderBufferStoreAction depthStore);
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel) { SetRenderTargetImpl(colorBuffer, depthBuffer, mipLevel, -1); }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth, int mipLevel, CubemapFace face, int depthSlice) : this(bufferArray1, depth, mipLevel, face) { RenderBuffer[] bufferArray1 = new RenderBuffer[] { color }; this.depthSlice = depthSlice; }
public RenderTargetSetup(RenderBuffer[] color, RenderBuffer depth) : this(color, depth, 0, CubemapFace.Unknown) { }
public RenderTargetSetup(RenderBuffer[] color, RenderBuffer depth, int mipLevel) : this(color, depth, mipLevel, CubemapFace.Unknown) { }
public RenderTargetSetup(RenderBuffer[] color, RenderBuffer depth, int mip, CubemapFace face) : this(color, depth, mip, face, LoadActions(color), StoreActions(color), depth.loadAction, depth.storeAction) { }
private static extern void GetRenderingBuffersImpl(IntPtr nativeDisplay, out RenderBuffer color, out RenderBuffer depth);
private static void GetRenderingBuffersImpl(IntPtr nativeDisplay, out RenderBuffer color, out RenderBuffer depth) { throw new NotImplementedException("なにこれ"); }
extern private static void Internal_SetRTSimple(RenderBuffer color, RenderBuffer depth, int mip, CubemapFace face, int depthSlice);
private static extern void Internal_SetRTSimple(out RenderBuffer color, out RenderBuffer depth, int mip, int face);
public static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer) { SetRenderTargetImpl(colorBuffers, depthBuffer, 0, -1); }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth, int mipLevel) : this(bufferArray1, depth, mipLevel) { RenderBuffer[] bufferArray1 = new RenderBuffer[] { color }; }
internal static void SetRenderTargetImpl(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, int face) { RenderBuffer color = colorBuffer; RenderBuffer depth = depthBuffer; Internal_SetRTSimple(out color, out depth, mipLevel, face); }
public RenderTargetSetup(RenderBuffer color, RenderBuffer depth) : this(bufferArray1, depth) { RenderBuffer[] bufferArray1 = new RenderBuffer[] { color }; }
private static extern void Internal_SetMRTSimple(RenderBuffer[] colorSA, out RenderBuffer depth, int mip, CubemapFace face);
private static extern void GetActiveDepthBuffer(out RenderBuffer res);
private extern void GetDepthBuffer(out RenderBuffer res);
/// <summary> /// <para>Sets current render target.</para> /// </summary> /// <param name="setup"></param> /// <param name="rt"></param> /// <param name="mipLevel"></param> /// <param name="face"></param> /// <param name="colorBuffer"></param> /// <param name="depthBuffer"></param> /// <param name="colorBuffers"></param> public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face) { Graphics.SetRenderTargetImpl(colorBuffer, depthBuffer, mipLevel, face); }
internal static extern int GetStoreAction(out RenderBuffer b);
internal static extern void SetStoreAction(out RenderBuffer b, int a);
extern private static void Internal_SetMRTSimple([NotNull] RenderBuffer[] color, RenderBuffer depth, int mip, CubemapFace face, int depthSlice);
internal void SetLoadAction(RenderBufferLoadAction action) { RenderBuffer.SetLoadAction_Injected(ref this, action); }