using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; using System; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class BaseLightLoop { protected Light m_CurrentSunLight = null; // TODO: We should rather put the texture settings in LightLoop, but how do we serialize it ? public virtual void Build(TextureSettings textureSettings) {} public virtual void Cleanup() {} public virtual bool NeedResize() { return false; } public virtual void AllocResolutionDependentBuffers(int width, int height) { } public virtual void ReleaseResolutionDependentBuffers() {} public virtual void NewFrame() {} public virtual void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) { } // TODO: this should not be part of the interface but for now make something working public virtual void BuildGPULightLists(Camera camera, ScriptableRenderContext loop, RenderTargetIdentifier cameraDepthBufferRT) { } public virtual void PushGlobalParams(Camera camera, ScriptableRenderContext loop) {} public virtual void RenderDeferredLighting(HDRenderPipeline.HDCamera hdCamera, ScriptableRenderContext renderContext, RenderTargetIdentifier cameraColorBufferRT) {} public virtual void RenderForward(Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) {} public Light GetCurrentSunLight() { return m_CurrentSunLight; } } }