UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/IRayTracingAccelStruct.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal struct MeshInstanceDesc
{
public Mesh mesh;
public int subMeshIndex;
public Matrix4x4 localToWorldMatrix;
public uint mask;
public uint instanceID;
public bool enableTriangleCulling;
public bool frontTriangleCounterClockwise;
public MeshInstanceDesc(Mesh mesh, int subMeshIndex = 0)
{
this.mesh = mesh;
this.subMeshIndex = subMeshIndex;
localToWorldMatrix = Matrix4x4.identity;
mask = 0xFFFFFFFF;
instanceID = 0xFFFFFFFF;
enableTriangleCulling = true;
frontTriangleCounterClockwise = false;
}
}
internal interface IRayTracingAccelStruct : IDisposable
{
int AddInstance(MeshInstanceDesc meshInstance);
void RemoveInstance(int instanceHandle);
void ClearInstances();
void UpdateInstanceTransform(int instanceHandle, Matrix4x4 localToWorldMatrix);
void UpdateInstanceID(int instanceHandle, uint instanceID);
void UpdateInstanceMask(int instanceHandle, uint mask);
void Build(CommandBuffer cmd, GraphicsBuffer scratchBuffer);
ulong GetBuildScratchBufferRequiredSizeInBytes();
}
}