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Merge pull request #986 from Unity-Technologies/decals/api_change

add exact number of decals to bound and light volume arrays
/main
GitHub 7 年前
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64522b9e
共有 1 个文件被更改,包括 9 次插入9 次删除
  1. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


Debug.Assert(m_lightList.bounds.Count == m_lightCount);
Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount);
if (DecalSystem.m_DecalDatasCount > 0)
int decalDatasCount = Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen);
if (decalDatasCount > 0)
// TODO: This adds the entire array to the buffer, likely introducing
// empty entries into the buffer. Currently, stereo assumes this buffer to
// be tightly packed. Decals are currently disabled for stereo anyway, so we
// will coordinate on a proper solution for this.
m_lightList.bounds.AddRange(DecalSystem.m_Bounds);
m_lightList.lightVolumes.AddRange(DecalSystem.m_LightVolumes);
m_lightCount += DecalSystem.m_DecalDatasCount;
for (int i = 0; i < decalDatasCount; i++)
{
m_lightList.bounds.Add(DecalSystem.m_Bounds[i]);
m_lightList.lightVolumes.Add(DecalSystem.m_LightVolumes[i]);
}
m_lightCount += decalDatasCount;
}
if (stereoEnabled)

s_LightDatas.SetData(m_lightList.lights);
s_EnvLightDatas.SetData(m_lightList.envLights);
s_shadowDatas.SetData(m_lightList.shadows);
s_DecalDatas.SetData(DecalSystem.m_DecalDatas);
s_DecalDatas.SetData(DecalSystem.m_DecalDatas, 0, 0, Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen)); // don't add more than the size of the buffer
// These two buffers have been set in Rebuild()
s_ConvexBoundsBuffer.SetData(m_lightList.bounds);

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