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rename CullingParameters -> ScriptableCullingParameters

/RenderPassXR_Sandbox
Tim Cooper 8 年前
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acb5e6cb
共有 8 个文件被更改,包括 9 次插入9 次删除
  1. 2
      Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs
  2. 2
      Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipeline.cs
  3. 2
      Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  4. 4
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs
  5. 2
      Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs
  6. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  7. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  8. 2
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

2
Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs


if (!camera.enabled)
continue;
CullingParameters cullingParams;
ScriptableCullingParameters cullingParams;
bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
Assert.IsTrue(gotCullingParams);

2
Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipeline.cs


foreach (var camera in cameras)
{
// Culling
CullingParameters cullingParams;
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;
CullResults cull = CullResults.Cull(ref cullingParams, context);

2
Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs


#endif
}
public override void UpdateCullingParameters( ref CullingParameters cullingParams )
public override void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams )
{
cullingParams.shadowDistance = Mathf.Min( m_ShadowSettings.maxShadowDistance, cullingParams.shadowDistance );
}

4
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs


// Binds resources to shader stages just before rendering the lighting pass
void BindResources( ScriptableRenderContext renderContext );
// Fixes up some parameters within the cullResults
void UpdateCullingParameters( ref CullingParameters cullingParams );
void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams );
uint GetShadowMapCount();
uint GetShadowMapSliceCount(uint shadowMapIndex);

public abstract void DisplayShadowMap(ScriptableRenderContext renderContext, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue);
public abstract void SyncData();
public abstract void BindResources( ScriptableRenderContext renderContext );
public abstract void UpdateCullingParameters( ref CullingParameters cullingParams );
public abstract void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams );
// sort the shadow requests in descending priority - may only modify shadowRequests
protected abstract void PrioritizeShadowCasters( Camera camera, VisibleLight[] lights, uint shadowRequestsCount, int[] shadowRequests );
// prune the shadow requests - may modify shadowRequests and shadowsCountshadowRequestsCount

2
Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs


{
foreach (var camera in cameras)
{
CullingParameters cullingParams;
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// Set camera constant buffer
// TODO...
CullingParameters cullingParams;
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
{
renderContext.Submit();

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


return (int)m_ShadowMgr.GetShadowMapCount();
}
public void UpdateCullingParameters(ref CullingParameters cullingParams)
public void UpdateCullingParameters(ref ScriptableCullingParameters cullingParams)
{
m_ShadowMgr.UpdateCullingParameters( ref cullingParams );
}

2
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


foreach (Camera camera in cameras)
{
CullingParameters cullingParameters;
ScriptableCullingParameters cullingParameters;
if (!CullResults.GetCullingParameters(camera, out cullingParameters))
continue;

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