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using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// This holds all the matrix data we need for rendering, including data from the previous frame
// (which is the main reason why we need to keep them around for a minimum of one frame).
// HDCameras are automatically created & updated from a source camera and will be destroyed if
// not used during a frame.
public class HDCamera
{
public Matrix4x4 viewMatrix;
public Matrix4x4 projMatrix;
public Matrix4x4 nonJitteredProjMatrix;
public Vector4 worldSpaceCameraPos;
public float detViewMatrix;
public Vector4 screenSize;
public Frustum frustum;
public Vector4[] frustumPlaneEquations;
public Camera camera;
public uint taaFrameIndex;
public Vector2 taaFrameRotation;
public Vector4 zBufferParams;
public Vector4 unity_OrthoParams;
public Vector4 projectionParams;
public Vector4 screenParams;
public int volumeLayerMask;
public Transform volumeAnchor;
public VolumetricLightingSystem.VBufferParameters[] vBufferParams; // Double-buffered
public PostProcessRenderContext postprocessRenderContext;
public Matrix4x4[] viewMatrixStereo;
public Matrix4x4[] projMatrixStereo;
public Vector4 centerEyeTranslationOffset;
// Non oblique projection matrix (RHS)
public Matrix4x4 nonObliqueProjMatrix
{
get
{
return m_AdditionalCameraData != null
? m_AdditionalCameraData.GetNonObliqueProjection(camera)
: GeometryUtils.CalculateProjectionMatrix(camera);
}
}
// This is the size actually used for this camera (as it can be altered by VR for example)
int m_ActualWidth;
int m_ActualHeight;
// This is the scale of the camera viewport compared to the reference size of our Render Targets (RTHandle.maxSize)
Vector2 m_ViewportScaleCurrentFrame;
Vector2 m_ViewportScalePreviousFrame;
// Current mssa sample
MSAASamples m_msaaSamples;
FrameSettings m_frameSettings;
public int actualWidth { get { return m_ActualWidth; } }
public int actualHeight { get { return m_ActualHeight; } }
public Vector2 viewportScale { get { return m_ViewportScaleCurrentFrame; } }
public Vector4 doubleBufferedViewportScale { get { return new Vector4(m_ViewportScaleCurrentFrame.x, m_ViewportScaleCurrentFrame.y, m_ViewportScalePreviousFrame.x, m_ViewportScalePreviousFrame.y); } }
public MSAASamples msaaSamples { get { return m_msaaSamples; } }
public FrameSettings frameSettings { get { return m_frameSettings; } }
public Matrix4x4 viewProjMatrix
{
get { return projMatrix * viewMatrix; }
}
public Matrix4x4 nonJitteredViewProjMatrix
{
get { return nonJitteredProjMatrix * viewMatrix; }
}
public Matrix4x4 GetViewProjMatrixStereo(uint eyeIndex)
{
return (projMatrixStereo[eyeIndex] * viewMatrixStereo[eyeIndex]);
}
// Always true for cameras that just got added to the pool - needed for previous matrices to
// avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...)
public bool isFirstFrame { get; private set; }
// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
// TODO: pass this as "_ZBufferParams" if the projection matrix is oblique.
public Vector4 invProjParam
{
get
{
var p = projMatrix;
return new Vector4(
p.m20 / (p.m00 * p.m23),
p.m21 / (p.m11 * p.m23),
-1f / p.m23,
(-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23
);
}
}
// View-projection matrix from the previous frame (non-jittered).
public Matrix4x4 prevViewProjMatrix;
// We need to keep track of these when camera relative rendering is enabled so we can take
// camera translation into account when generating camera motion vectors
public Vector3 cameraPos;
public Vector3 prevCameraPos;
// The only way to reliably keep track of a frame change right now is to compare the frame
// count Unity gives us. We need this as a single camera could be rendered several times per
// frame and some matrices only have to be computed once. Realistically this shouldn't
// happen, but you never know...
int m_LastFrameActive;
public bool clearDepth
{
get { return m_AdditionalCameraData != null ? m_AdditionalCameraData.clearDepth : camera.clearFlags != CameraClearFlags.Nothing; }
}
public HDAdditionalCameraData.ClearColorMode clearColorMode
{
get
{
if (m_AdditionalCameraData != null)
{
return m_AdditionalCameraData.clearColorMode;
}
if (camera.clearFlags == CameraClearFlags.Skybox)
return HDAdditionalCameraData.ClearColorMode.Sky;
else if (camera.clearFlags == CameraClearFlags.SolidColor)
return HDAdditionalCameraData.ClearColorMode.BackgroundColor;
else // None
return HDAdditionalCameraData.ClearColorMode.None;
}
}
public Color backgroundColorHDR
{
get
{
if (m_AdditionalCameraData != null)
{
return m_AdditionalCameraData.backgroundColorHDR;
}
// The scene view has no additional data so this will correctly pick the editor preference backround color here.
return camera.backgroundColor.linear;
}
}
static Dictionary<Camera, HDCamera> s_Cameras = new Dictionary<Camera, HDCamera>();
static List<Camera> s_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
HDAdditionalCameraData m_AdditionalCameraData;
BufferedRTHandleSystem m_HistoryRTSystem = new BufferedRTHandleSystem();
public HDCamera(Camera cam)
{
camera = cam;
frustum = new Frustum();
frustumPlaneEquations = new Vector4[6];
viewMatrixStereo = new Matrix4x4[2];
projMatrixStereo = new Matrix4x4[2];
postprocessRenderContext = new PostProcessRenderContext();
m_AdditionalCameraData = null; // Init in Update
Reset();
}
// Pass all the systems that may want to update per-camera data here.
// That way you will never update an HDCamera and forget to update the dependent system.
public void Update(FrameSettings currentFrameSettings, PostProcessLayer postProcessLayer, VolumetricLightingSystem vlSys)
{
// store a shortcut on HDAdditionalCameraData (done here and not in the constructor as
// we do'nt create HDCamera at every frame and user can change the HDAdditionalData later (Like when they create a new scene).
m_AdditionalCameraData = camera.GetComponent<HDAdditionalCameraData>();
m_frameSettings = currentFrameSettings;
// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
bool taaEnabled = camera.cameraType == CameraType.Game &&
HDUtils.IsTemporalAntialiasingActive(postProcessLayer) &&
m_frameSettings.enablePostprocess;
var nonJitteredCameraProj = camera.projectionMatrix;
var cameraProj = taaEnabled
? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
: nonJitteredCameraProj;
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
var gpuView = camera.worldToCameraMatrix;
var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
// In stereo, this corresponds to the center eye position
var pos = camera.transform.position;
worldSpaceCameraPos = pos;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
}
var gpuVP = gpuNonJitteredProj * gpuView;
// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
if (m_LastFrameActive != Time.frameCount)
{
if (isFirstFrame)
{
prevCameraPos = pos;
prevViewProjMatrix = gpuVP;
}
else
{
prevCameraPos = cameraPos;
prevViewProjMatrix = nonJitteredViewProjMatrix;
}
isFirstFrame = false;
}
taaFrameIndex = taaEnabled ? (uint)postProcessLayer.temporalAntialiasing.sampleIndex : 0;
taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)),
Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI)));
viewMatrix = gpuView;
projMatrix = gpuProj;
nonJitteredProjMatrix = gpuNonJitteredProj;
cameraPos = pos;
detViewMatrix = viewMatrix.determinant;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
}
float n = camera.nearClipPlane;
float f = camera.farClipPlane;
// Analyze the projection matrix.
// p[2][3] = (reverseZ ? 1 : -1) * (depth_0_1 ? 1 : 2) * (f * n) / (f - n)
float scale = projMatrix[2, 3] / (f * n) * (f - n);
bool depth_0_1 = Mathf.Abs(scale) < 1.5f;
bool reverseZ = scale > 0;
bool flipProj = projMatrix.inverse.MultiplyPoint(new Vector3(0, 1, 0)).y < 0;
// http://www.humus.name/temp/Linearize%20depth.txt
if (reverseZ)
{
zBufferParams = new Vector4(-1 + f / n, 1, -1 / f + 1 / n, 1 / f);
}
else
{
zBufferParams = new Vector4(1 - f / n, f / n, 1 / f - 1 / n, 1 / n);
}
projectionParams = new Vector4(flipProj ? -1 : 1, n, f, 1.0f / f);
float orthoHeight = camera.orthographic ? 2 * camera.orthographicSize : 0;
float orthoWidth = orthoHeight * camera.aspect;
unity_OrthoParams = new Vector4(orthoWidth, orthoHeight, 0, camera.orthographic ? 1 : 0);
frustum = Frustum.Create(viewProjMatrix, depth_0_1, reverseZ);
// Left, right, top, bottom, near, far.
for (int i = 0; i < 6; i++)
{
frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance);
}
m_LastFrameActive = Time.frameCount;
m_ActualWidth = camera.pixelWidth;
m_ActualHeight = camera.pixelHeight;
var screenWidth = m_ActualWidth;
var screenHeight = m_ActualHeight;
if (m_frameSettings.enableStereo)
{
screenWidth = XRGraphicsConfig.eyeTextureWidth;
screenHeight = XRGraphicsConfig.eyeTextureHeight;
var xrDesc = XRGraphicsConfig.eyeTextureDesc;
m_ActualWidth = xrDesc.width;
m_ActualHeight = xrDesc.height;
ConfigureStereoMatrices();
}
// Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline...
m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None;
RTHandles.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples);
m_HistoryRTSystem.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples);
m_HistoryRTSystem.Swap();
int maxWidth = RTHandles.maxWidth;
int maxHeight = RTHandles.maxHeight;
m_ViewportScalePreviousFrame = m_ViewportScaleCurrentFrame; // Double-buffer
m_ViewportScaleCurrentFrame.x = (float)m_ActualWidth / maxWidth;
m_ViewportScaleCurrentFrame.y = (float)m_ActualHeight / maxHeight;
screenSize = new Vector4(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
screenParams = new Vector4(screenSize.x, screenSize.y, 1 + screenSize.z, 1 + screenSize.w);
if (vlSys != null)
{
vlSys.UpdatePerCameraData(this);
}
UpdateVolumeParameters();
}
void UpdateVolumeParameters()
{
volumeAnchor = null;
volumeLayerMask = -1;
if (m_AdditionalCameraData != null)
{
volumeLayerMask = m_AdditionalCameraData.volumeLayerMask;
volumeAnchor = m_AdditionalCameraData.volumeAnchorOverride;
}
else
{
// Temporary hack:
// For scene view, by default, we use the "main" camera volume layer mask if it exists
// Otherwise we just remove the lighting override layers in the current sky to avoid conflicts
// This is arbitrary and should be editable in the scene view somehow.
if (camera.cameraType == CameraType.SceneView)
{
var mainCamera = Camera.main;
bool needFallback = true;
if (mainCamera != null)
{
var mainCamAdditionalData = mainCamera.GetComponent<HDAdditionalCameraData>();
if (mainCamAdditionalData != null)
{
volumeLayerMask = mainCamAdditionalData.volumeLayerMask;
volumeAnchor = mainCamAdditionalData.volumeAnchorOverride;
needFallback = false;
}
}
if (needFallback)
{
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
// If the override layer is "Everything", we fall-back to "Everything" for the current layer mask to avoid issues by having no current layer
// In practice we should never have "Everything" as an override mask as it does not make sense (a warning is issued in the UI)
if (hdPipeline.asset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask == -1)
volumeLayerMask = -1;
else
volumeLayerMask = (-1 & ~hdPipeline.asset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask);
}
}
}
// If no override is provided, use the camera transform.
if (volumeAnchor == null)
volumeAnchor = camera.transform;
}
// Stopgap method used to extract stereo combined matrix state.
public void UpdateStereoDependentState(ref ScriptableCullingParameters cullingParams)
{
if (!m_frameSettings.enableStereo)
return;
// What constants in UnityPerPass need updating for stereo considerations?
// _ViewProjMatrix - It is used directly for generating tesselation factors. This should be the same
// across both eyes for consistency, and to keep shadow-generation eye-independent
// _DetViewMatrix - Used for isFrontFace determination, should be the same for both eyes. There is the scenario
// where there might be multi-eye sets that are divergent enough where this assumption is not valid,
// but that's a future problem
// _InvProjParam - Intention was for generating linear depths, but not currently used. Will need to be stereo-ized if
// actually needed.
// _FrustumPlanes - Also used for generating tesselation factors. Should be fine to use the combined stereo VP
// to calculate frustum planes.
// TODO: Would it be worth calculating my own combined view/proj matrix in Update?
// In engine, we modify the view and proj matrices accordingly in order to generate the single cull
// * Get the center eye view matrix, and pull it back to cover both eyes
// * Generated an expanded projection matrix (one method - max bound of left/right proj matrices)
// and move near/far planes to match near/far locations of proj matrices located at eyes.
// I think using the cull matrices is valid, as long as I only use them for tess factors in shader.
// Using them for other calculations (like light list generation) could be problematic.
var stereoCombinedViewMatrix = cullingParams.cullStereoView;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// This is pulled back from the center eye, so set the offset
var translation = stereoCombinedViewMatrix.GetColumn(3);
translation += centerEyeTranslationOffset;
stereoCombinedViewMatrix.SetColumn(3, translation);
}
viewMatrix = stereoCombinedViewMatrix;
var stereoCombinedProjMatrix = cullingParams.cullStereoProj;
projMatrix = GL.GetGPUProjectionMatrix(stereoCombinedProjMatrix, true);
detViewMatrix = viewMatrix.determinant;
frustum = Frustum.Create(viewProjMatrix, true, true);
// Left, right, top, bottom, near, far.
for (int i = 0; i < 6; i++)
{
frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance);
}
}
void ConfigureStereoMatrices()
{
for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
{
viewMatrixStereo[eyeIndex] = camera.GetStereoViewMatrix((Camera.StereoscopicEye)eyeIndex);
projMatrixStereo[eyeIndex] = camera.GetStereoProjectionMatrix((Camera.StereoscopicEye)eyeIndex);
projMatrixStereo[eyeIndex] = GL.GetGPUProjectionMatrix(projMatrixStereo[eyeIndex], true);
}
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
var leftTranslation = viewMatrixStereo[0].GetColumn(3);
var rightTranslation = viewMatrixStereo[1].GetColumn(3);
var centerTranslation = (leftTranslation + rightTranslation) / 2;
var centerOffset = -centerTranslation;
centerOffset.w = 0;
// TODO: Grabbing the CenterEye transform would be preferable, but XRNode.CenterEye
// doesn't always seem to be valid.
for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
{
var translation = viewMatrixStereo[eyeIndex].GetColumn(3);
translation += centerOffset;
viewMatrixStereo[eyeIndex].SetColumn(3, translation);
}
centerEyeTranslationOffset = centerOffset;
}
// TODO: Fetch the single cull matrix stuff
}
// Warning: different views can use the same camera!
public long GetViewID()
{
long viewID = camera.GetInstanceID();
// Make it positive.
viewID += (-(long)int.MinValue) + 1;
return viewID;
}
public void Reset()
{
m_LastFrameActive = -1;
isFirstFrame = true;
}
// Will return NULL if the camera does not exist.
public static HDCamera Get(Camera camera)
{
HDCamera hdCamera;
if (!s_Cameras.TryGetValue(camera, out hdCamera))
{
hdCamera = null;
}
return hdCamera;
}
// Pass all the systems that may want to initialize per-camera data here.
// That way you will never create an HDCamera and forget to initialize the data.
public static HDCamera Create(Camera camera, VolumetricLightingSystem vlSys)
{
HDCamera hdCamera = new HDCamera(camera);
s_Cameras.Add(camera, hdCamera);
if (vlSys != null)
{
// Have to perform a NULL check here because the Reflection System internally allocates HDCameras.
vlSys.InitializePerCameraData(hdCamera);
}
return hdCamera;
}
public static void ClearAll()
{
foreach (var cam in s_Cameras)
cam.Value.ReleaseHistoryBuffer();
s_Cameras.Clear();
s_Cleanup.Clear();
}
// Look for any camera that hasn't been used in the last frame and remove them from the pool.
public static void CleanUnused()
{
int frameCheck = Time.frameCount - 1;
foreach (var kvp in s_Cameras)
{
if (kvp.Value.m_LastFrameActive < frameCheck)
s_Cleanup.Add(kvp.Key);
}
foreach (var cam in s_Cleanup)
{
var hdCam = s_Cameras[cam];
if (hdCam.m_HistoryRTSystem != null)
{
hdCam.m_HistoryRTSystem.Dispose();
hdCam.m_HistoryRTSystem = null;
}
s_Cameras.Remove(cam);
}
s_Cleanup.Clear();
}
// Set up UnityPerView CBuffer.
public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount)
{
cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos);
cmd.SetGlobalFloat(HDShaderIDs._DetViewMatrix, detViewMatrix);
cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale);
cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams);
cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams);
cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams);
cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams);
cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation);
cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
// Time is also a part of the UnityPerView CBuffer.
// Different views can have different values of the "Animated Materials" setting.
bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera);
float ct = animateMaterials ? time : 0;
float pt = animateMaterials ? lastTime : 0;
float dt = Time.deltaTime;
float sdt = Time.smoothDeltaTime;
cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f));
cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f));
cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt));
cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct)));
cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct)));
cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount);
}
public void SetupGlobalStereoParams(CommandBuffer cmd)
{
var viewProjStereo = new Matrix4x4[2];
var invViewStereo = new Matrix4x4[2];
var invProjStereo = new Matrix4x4[2];
var invViewProjStereo = new Matrix4x4[2];
for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
{
var proj = projMatrixStereo[eyeIndex];
invProjStereo[eyeIndex] = proj.inverse;
var view = viewMatrixStereo[eyeIndex];
invViewStereo[eyeIndex] = view.inverse;
viewProjStereo[eyeIndex] = proj * view;
invViewProjStereo[eyeIndex] = viewProjStereo[eyeIndex].inverse;
}
// corresponds to UnityPerPassStereo
// TODO: Migrate the other stereo matrices to HDRP-managed UnityPerPassStereo?
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewMatrixStereo, viewMatrixStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewProjMatrixStereo, viewProjStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewMatrixStereo, invViewStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvProjMatrixStereo, invProjStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewProjMatrixStereo, invViewProjStereo);
}
public RTHandleSystem.RTHandle GetPreviousFrameRT(int id)
{
return m_HistoryRTSystem.GetFrameRT(id, 1);
}
public RTHandleSystem.RTHandle GetCurrentFrameRT(int id)
{
return m_HistoryRTSystem.GetFrameRT(id, 0);
}
// Allocate buffers frames and return current frame
public RTHandleSystem.RTHandle AllocHistoryFrameRT(int id, Func<string, int, RTHandleSystem, RTHandleSystem.RTHandle> allocator)
{
const int bufferCount = 2; // Hard-coded for now. Will have to see if this is enough...
m_HistoryRTSystem.AllocBuffer(id, (rts, i) => allocator(camera.name, i, rts), bufferCount);
return m_HistoryRTSystem.GetFrameRT(id, 0);
}
void ReleaseHistoryBuffer()
{
m_HistoryRTSystem.ReleaseAll();
}
}
}