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58 行
1.8 KiB
58 行
1.8 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Experimental.Rendering;
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using NUnit.Framework;
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[ExecuteInEditMode]
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public class RenderLoopTestFixture : MonoBehaviour
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{
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public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop);
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private static TestDelegate s_Callback;
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public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop)
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{
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foreach (var camera in cameras)
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{
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CullingParameters cullingParams;
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bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
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Assert.IsTrue(gotCullingParams);
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CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);
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s_Callback(camera, cullResults, renderLoop);
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}
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renderLoop.Submit();
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}
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public static void Run(TestDelegate renderCallback)
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{
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var sceneCamera = Camera.main;
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var camObject = sceneCamera.gameObject;
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var instance = camObject.AddComponent<RenderLoopWrapper>();
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instance.callback = Render;
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s_Callback = renderCallback;
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instance.enabled = true;
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Transform t = camObject.transform;
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// Can't use AlignViewToObject because it animates over time, and we want the first frame
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float size = SceneView.lastActiveSceneView.size;
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float fov = 90; // hardcoded in SceneView
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float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
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SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size);
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// Invoke renderer
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try
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{
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sceneCamera.Render();
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}
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finally
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{
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Object.DestroyImmediate(instance);
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}
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}
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}
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