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Add initial stereo hookups to ScriptableRenderContext

Currently, these only live in HDRenderPipepline.Render.  In the future, there might be other hookup locations, especially wrt the debug displays.
/main
Robert Srinivasiah 6 年前
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d3363c5b
共有 1 个文件被更改,包括 32 次插入3 次删除
  1. 35
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

35
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// TODO: Float HDCamera setup higher in order to pass stereo into GetCullingParameters
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
if (!CullResults.GetCullingParameters(camera, m_FrameSettings.enableStereo, out cullingParams))
{
renderContext.Submit();
continue;

DecalSystem.instance.EndCull();
}
renderContext.SetupCameraProperties(camera);
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo);
PushGlobalParams(hdCamera, cmd, diffusionProfileSettings);

}
ConfigureForShadowMask(enableBakeShadowMask, cmd);
if (m_FrameSettings.enableStereo)
renderContext.StartMultiEye(hdCamera.camera);
// TODO: Add stereo occlusion mask
bool forcePrepassForDecals = m_DbufferManager.vsibleDecalCount > 0;
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd, forcePrepassForDecals);

RenderPyramidDepth(hdCamera, cmd, renderContext, FullScreenDebugMode.DepthPyramid);
if (m_FrameSettings.enableStereo)
renderContext.StopMultiEye(hdCamera.camera);
if (m_CurrentDebugDisplaySettings.IsDebugMaterialDisplayEnabled())
{

}
else
{
if (m_FrameSettings.enableStereo)
renderContext.StartMultiEye(hdCamera.camera);
using (new ProfilingSample(cmd, "Render SSAO", CustomSamplerId.RenderSSAO.GetSampler()))
{
// TODO: Everything here (SSAO, Shadow, Build light list, deferred shadow, material and light classification can be parallelize with Async compute)

}
}
if (m_FrameSettings.enableStereo)
renderContext.StopMultiEye(hdCamera.camera);
GPUFence buildGPULightListsCompleteFence = new GPUFence();
if (m_FrameSettings.enableAsyncCompute)
{

{
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);
// TODO: check if statement below still apply
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after RenderShadows as it modify our view/proj matrix
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo); // Need to recall SetupCameraProperties after RenderShadows as it modify our view/proj matrix
}
using (new ProfilingSample(cmd, "Deferred directional shadows", CustomSamplerId.RenderDeferredDirectionalShadow.GetSampler()))

m_VolumetricLightingModule.VolumetricLightingPass(hdCamera, cmd, m_FrameSettings);
RenderDeferredLighting(hdCamera, cmd);
// Might float this higher if we enable stereo w/ deferred
if (m_FrameSettings.enableStereo)
renderContext.StartMultiEye(hdCamera.camera);
RenderForward(m_CullResults, hdCamera, renderContext, cmd, ForwardPass.Opaque);
RenderForwardError(m_CullResults, hdCamera, renderContext, cmd, ForwardPass.Opaque);

AccumulateDistortion(m_CullResults, hdCamera, renderContext, cmd);
RenderDistortion(cmd, m_Asset.renderPipelineResources, hdCamera);
if (m_FrameSettings.enableStereo)
renderContext.StopMultiEye(hdCamera.camera);
PushFullScreenDebugTexture(cmd, m_CameraColorBuffer, hdCamera, FullScreenDebugMode.NanTracker);
PushColorPickerDebugTexture(cmd, m_CameraColorBuffer, hdCamera);

if (m_FrameSettings.enableStereo)
renderContext.StartMultiEye(hdCamera.camera);
// Final blit
if (m_FrameSettings.enablePostprocess && CoreUtils.IsPostProcessingActive(postProcessLayer))
{

// This Blit will flip the screen on anything other than openGL
HDUtils.BlitCameraTexture(cmd, hdCamera, m_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget);
}
}
if (m_FrameSettings.enableStereo)
{
renderContext.StopMultiEye(hdCamera.camera);
renderContext.StereoEndRender(hdCamera.camera);
}
}

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