您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
107 行
4.5 KiB
107 行
4.5 KiB
using System;
|
|
using Unity.Entities;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEngine.Perception.GroundTruth
|
|
{
|
|
abstract class GroundTruthCrossPipelinePass : IGroundTruthGenerator
|
|
{
|
|
public Camera targetCamera;
|
|
|
|
bool m_IsActivated;
|
|
|
|
protected GroundTruthCrossPipelinePass(Camera targetCamera)
|
|
{
|
|
this.targetCamera = targetCamera;
|
|
}
|
|
|
|
public virtual void Setup()
|
|
{
|
|
if (targetCamera == null)
|
|
throw new InvalidOperationException("targetCamera may not be null");
|
|
|
|
// If we are forced to activate here we will get zeroes in the first frame.
|
|
EnsureActivated();
|
|
}
|
|
|
|
public void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult)
|
|
{
|
|
// CustomPasses are executed for each camera. We only want to run for the target camera
|
|
if (camera != targetCamera)
|
|
return;
|
|
|
|
ExecutePass(renderContext, cmd, camera, cullingResult);
|
|
}
|
|
|
|
protected abstract void ExecutePass(ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult);
|
|
|
|
public void EnsureActivated()
|
|
{
|
|
if (!m_IsActivated)
|
|
{
|
|
var labelSetupSystem = World.DefaultGameObjectInjectionWorld?.GetExistingSystem<GroundTruthLabelSetupSystem>();
|
|
labelSetupSystem?.Activate(this);
|
|
m_IsActivated = true;
|
|
}
|
|
}
|
|
|
|
public void Cleanup()
|
|
{
|
|
var labelSetupSystem = World.DefaultGameObjectInjectionWorld?.GetExistingSystem<GroundTruthLabelSetupSystem>();
|
|
labelSetupSystem?.Deactivate(this);
|
|
}
|
|
|
|
protected RendererListDesc CreateRendererListDesc(Camera camera, CullingResults cullingResult, string overrideMaterialPassName, int overrideMaterialPassIndex, Material overrideMaterial, LayerMask layerMask /*, PerObjectData perObjectData*/)
|
|
{
|
|
var shaderPasses = new[]
|
|
{
|
|
new ShaderTagId("Forward"), // HD Lit shader
|
|
new ShaderTagId("ForwardOnly"), // HD Unlit shader
|
|
new ShaderTagId("SRPDefaultUnlit"), // Cross SRP Unlit shader
|
|
new ShaderTagId("UniversalForward"), // URP Forward
|
|
new ShaderTagId("LightweightForward"), // LWRP Forward
|
|
new ShaderTagId(overrideMaterialPassName), // The override material shader
|
|
};
|
|
|
|
var stateBlock = new RenderStateBlock(0)
|
|
{
|
|
depthState = new DepthState(true, CompareFunction.LessEqual),
|
|
};
|
|
|
|
var result = new RendererListDesc(shaderPasses, cullingResult, camera)
|
|
{
|
|
rendererConfiguration = PerObjectData.None,
|
|
renderQueueRange = new RenderQueueRange { lowerBound = 0, upperBound = 5000 },
|
|
sortingCriteria = SortingCriteria.CommonOpaque,
|
|
excludeObjectMotionVectors = false,
|
|
overrideMaterial = overrideMaterial,
|
|
overrideMaterialPassIndex = overrideMaterialPassIndex,
|
|
stateBlock = stateBlock,
|
|
layerMask = layerMask,
|
|
};
|
|
return result;
|
|
}
|
|
|
|
public static void DrawRendererList(ScriptableRenderContext renderContext, CommandBuffer cmd, RendererList rendererList)
|
|
{
|
|
if (!rendererList.isValid)
|
|
throw new ArgumentException("Invalid renderer list provided to DrawRendererList");
|
|
|
|
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders or things will be executed out of order
|
|
renderContext.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
if (rendererList.stateBlock == null)
|
|
renderContext.DrawRenderers(rendererList.cullingResult, ref rendererList.drawSettings, ref rendererList.filteringSettings);
|
|
else
|
|
{
|
|
var renderStateBlock = rendererList.stateBlock.Value;
|
|
renderContext.DrawRenderers(rendererList.cullingResult, ref rendererList.drawSettings, ref rendererList.filteringSettings, ref renderStateBlock);
|
|
}
|
|
}
|
|
|
|
public abstract void SetupMaterialProperties(MaterialPropertyBlock mpb, MeshRenderer meshRenderer, Labeling labeling, uint instanceId);
|
|
}
|
|
}
|