mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
Compare commits
4 Commits
TEngine_Fa
...
TEngine3.1
Author | SHA1 | Date | |
---|---|---|---|
![]() |
4c8c37ffd8 | ||
![]() |
5f694c2bed | ||
![]() |
7ff74bb747 | ||
![]() |
a5de63397a |
@@ -104,7 +104,7 @@ namespace TEngine
|
|||||||
|
|
||||||
int renderWidth = src.width >> DownSampleNum;
|
int renderWidth = src.width >> DownSampleNum;
|
||||||
int renderHeight = src.height >> DownSampleNum;
|
int renderHeight = src.height >> DownSampleNum;
|
||||||
m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
|
m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
|
||||||
m_renderTexture.filterMode = FilterMode.Bilinear;
|
m_renderTexture.filterMode = FilterMode.Bilinear;
|
||||||
|
|
||||||
Graphics.Blit(src, m_renderTexture, material, 0);
|
Graphics.Blit(src, m_renderTexture, material, 0);
|
||||||
@@ -117,7 +117,7 @@ namespace TEngine
|
|||||||
material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
|
material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
|
||||||
// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
|
// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
|
||||||
// 定义一个临时渲染的缓存tempBuffer
|
// 定义一个临时渲染的缓存tempBuffer
|
||||||
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
|
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
|
||||||
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
|
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
|
||||||
Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
|
Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
|
||||||
// 清空rawTexture
|
// 清空rawTexture
|
||||||
@@ -126,7 +126,7 @@ namespace TEngine
|
|||||||
m_renderTexture = tempBuffer;
|
m_renderTexture = tempBuffer;
|
||||||
// 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur
|
// 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur
|
||||||
// 获取临时渲染纹理
|
// 获取临时渲染纹理
|
||||||
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
|
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
|
||||||
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
|
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
|
||||||
Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
|
Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
|
||||||
//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
|
//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
|
||||||
|
@@ -4,20 +4,38 @@ namespace TEngine
|
|||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 游戏时间。
|
/// 游戏时间。
|
||||||
/// <remarks>统一封装调用。</remarks>
|
/// <remarks>提供从Unity获取时间信息的接口。</remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static class GameTime
|
public static class GameTime
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 此帧开始时的时间(只读)。
|
||||||
|
/// </summary>
|
||||||
public static float time;
|
public static float time;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 从上一帧到当前帧的间隔(秒)(只读)。
|
||||||
|
/// </summary>
|
||||||
public static float deltaTime;
|
public static float deltaTime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// timeScale从上一帧到当前帧的独立时间间隔(以秒为单位)(只读)。
|
||||||
|
/// </summary>
|
||||||
public static float unscaledDeltaTime;
|
public static float unscaledDeltaTime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 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)。
|
||||||
|
/// </summary>
|
||||||
public static float fixedDeltaTime;
|
public static float fixedDeltaTime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 自游戏开始以来的总帧数(只读)。
|
||||||
|
/// </summary>
|
||||||
public static float frameCount;
|
public static float frameCount;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 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)。
|
||||||
|
/// </summary>
|
||||||
public static float unscaledTime;
|
public static float unscaledTime;
|
||||||
|
|
||||||
public static void StartFrame()
|
public static void StartFrame()
|
||||||
|
@@ -587,14 +587,13 @@ namespace TEngine
|
|||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <returns>原生文件资源实例操作句柄。</returns>
|
/// <returns>原生文件资源实例操作句柄。</returns>
|
||||||
|
/// <remarks>需要自行释放资源句柄(RawFileOperationHandle)。</remarks>
|
||||||
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
|
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
|
||||||
{
|
{
|
||||||
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
|
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
|
||||||
|
|
||||||
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
||||||
|
|
||||||
handle.Dispose();
|
|
||||||
|
|
||||||
return cancelOrFailed ? null : handle;
|
return cancelOrFailed ? null : handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -13,6 +13,19 @@ public class Actor : ObjectBase
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
|
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
|
||||||
protected override void Release(bool isShutdown){}
|
protected override void Release(bool isShutdown){}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 创建Actor对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="actorName">对象名称。</param>
|
||||||
|
/// <param name="target">对象持有实例。</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Actor Create(string name, object target)
|
||||||
|
{
|
||||||
|
var actor = MemoryPool.Acquire<Actor>();
|
||||||
|
actor.Initialize(name, target);
|
||||||
|
return actor;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -29,8 +42,10 @@ void Start()
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 创建Actor对象。
|
/// 创建Actor对象。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns>Actor对象实例。</returns>
|
/// <param name="actorName">对象名称。</param>
|
||||||
public Actor CreateActor()
|
/// <param name="target">对象持有实例。</param>
|
||||||
|
/// <returns>Actor对象实例</returns>
|
||||||
|
public Actor CreateActor(string actorName, GameObject target)
|
||||||
{
|
{
|
||||||
Actor ret = null;
|
Actor ret = null;
|
||||||
if (_actorPool.CanSpawn())
|
if (_actorPool.CanSpawn())
|
||||||
@@ -39,7 +54,7 @@ public Actor CreateActor()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ret = MemoryPool.Acquire<Actor>();
|
ret = Actor.Create(actorName, target);
|
||||||
_actorPool.Register(ret,true);
|
_actorPool.Register(ret,true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user