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TEngine_Fa
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TEngine3.1
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4c8c37ffd8 | ||
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5f694c2bed | ||
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7ff74bb747 | ||
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a5de63397a |
@@ -104,7 +104,7 @@ namespace TEngine
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int renderWidth = src.width >> DownSampleNum;
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int renderHeight = src.height >> DownSampleNum;
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m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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m_renderTexture.filterMode = FilterMode.Bilinear;
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Graphics.Blit(src, m_renderTexture, material, 0);
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@@ -117,7 +117,7 @@ namespace TEngine
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material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
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// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
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// 定义一个临时渲染的缓存tempBuffer
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RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
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Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
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// 清空rawTexture
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@@ -126,7 +126,7 @@ namespace TEngine
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m_renderTexture = tempBuffer;
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// 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur
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// 获取临时渲染纹理
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tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
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Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
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//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
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@@ -4,20 +4,38 @@ namespace TEngine
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{
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/// <summary>
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/// 游戏时间。
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/// <remarks>统一封装调用。</remarks>
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/// <remarks>提供从Unity获取时间信息的接口。</remarks>
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/// </summary>
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public static class GameTime
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{
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/// <summary>
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/// 此帧开始时的时间(只读)。
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/// </summary>
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public static float time;
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/// <summary>
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/// 从上一帧到当前帧的间隔(秒)(只读)。
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/// </summary>
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public static float deltaTime;
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/// <summary>
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/// timeScale从上一帧到当前帧的独立时间间隔(以秒为单位)(只读)。
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/// </summary>
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public static float unscaledDeltaTime;
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/// <summary>
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/// 执行物理和其他固定帧速率更新(如MonoBehavior的MonoBehaviour.FixedUpdate)的时间间隔(以秒为单位)。
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/// </summary>
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public static float fixedDeltaTime;
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/// <summary>
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/// 自游戏开始以来的总帧数(只读)。
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/// </summary>
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public static float frameCount;
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/// <summary>
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/// timeScale此帧的独立时间(只读)。这是自游戏开始以来的时间(以秒为单位)。
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/// </summary>
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public static float unscaledTime;
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public static void StartFrame()
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@@ -587,14 +587,13 @@ namespace TEngine
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/// <param name="location">资源定位地址。</param>
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <returns>原生文件资源实例操作句柄。</returns>
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/// <remarks>需要自行释放资源句柄(RawFileOperationHandle)。</remarks>
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public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
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{
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RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
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bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
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handle.Dispose();
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return cancelOrFailed ? null : handle;
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}
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@@ -13,6 +13,19 @@ public class Actor : ObjectBase
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/// </summary>
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/// <param name="isShutdown">是否是关闭对象池时触发。</param>
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protected override void Release(bool isShutdown){}
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/// <summary>
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/// 创建Actor对象。
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/// </summary>
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/// <param name="actorName">对象名称。</param>
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/// <param name="target">对象持有实例。</param>
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/// <returns></returns>
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public static Actor Create(string name, object target)
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{
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var actor = MemoryPool.Acquire<Actor>();
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actor.Initialize(name, target);
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return actor;
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}
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}
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/// <summary>
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@@ -29,8 +42,10 @@ void Start()
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/// <summary>
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/// 创建Actor对象。
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/// </summary>
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/// <returns>Actor对象实例。</returns>
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public Actor CreateActor()
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/// <param name="actorName">对象名称。</param>
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/// <param name="target">对象持有实例。</param>
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/// <returns>Actor对象实例</returns>
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public Actor CreateActor(string actorName, GameObject target)
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{
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Actor ret = null;
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if (_actorPool.CanSpawn())
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@@ -39,7 +54,7 @@ public Actor CreateActor()
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}
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else
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{
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ret = MemoryPool.Acquire<Actor>();
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ret = Actor.Create(actorName, target);
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_actorPool.Register(ret,true);
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}
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