using XCEngine; namespace XCEngine.Rendering { // SRP v1 managed recording surface. Scene draws still delegate to the // native SceneDrawBackend, and raster-pass recording is limited to the // fullscreen PostProcess / FinalOutput stages. public sealed class ScriptableRenderContext { private readonly ulong m_nativeHandle; internal ScriptableRenderContext(ulong nativeHandle) { m_nativeHandle = nativeHandle; } public CameraFrameStage stage => (CameraFrameStage)InternalCalls.Rendering_ScriptableRenderContext_GetStage( m_nativeHandle); public int rendererIndex => InternalCalls .Rendering_ScriptableRenderContext_GetRendererIndex( m_nativeHandle); public RenderGraphTextureHandle sourceColorTexture => RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_GetSourceColorTextureHandle( m_nativeHandle)); public RenderGraphTextureHandle primaryColorTarget => RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_GetPrimaryColorTargetHandle( m_nativeHandle)); public RenderGraphTextureHandle depthTarget => RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_GetDepthTargetHandle( m_nativeHandle)); internal bool RecordScene() { return DrawOpaqueRenderers() && DrawSkybox() && DrawTransparentRenderers(); } internal bool RecordScenePhase( SceneRenderPhase scenePhase) { return InternalCalls .Rendering_ScriptableRenderContext_RecordScenePhase( m_nativeHandle, (int)scenePhase); } public bool DrawRenderers( RendererListType rendererListType) { return DrawRenderers( rendererListType, DrawingSettings.CreateDefault()); } public bool DrawRenderers( RendererListType rendererListType, DrawingSettings drawingSettings) { return DrawRenderers( RendererListDesc.CreateDefault( rendererListType), drawingSettings); } public bool DrawRenderers( RendererListDesc rendererListDesc) { return DrawRenderers( rendererListDesc, DrawingSettings.CreateDefault()); } public bool DrawRenderers( RendererListDesc rendererListDesc, DrawingSettings drawingSettings) { return DrawRenderers( ResolveSceneRenderPhase(rendererListDesc), rendererListDesc, drawingSettings); } internal bool DrawRenderers( SceneRenderPhase scenePhase, RendererListDesc rendererListDesc, DrawingSettings drawingSettings) { RenderStateBlock renderStateBlock = drawingSettings.renderStateBlock; return InternalCalls .Rendering_ScriptableRenderContext_DrawRenderersByDesc( m_nativeHandle, (int)scenePhase, ref rendererListDesc, drawingSettings.overrideMaterialPath ?? string.Empty, drawingSettings.shaderPassName ?? string.Empty, ref renderStateBlock); } public bool DrawSkybox() { return RecordScenePhase( SceneRenderPhase.Skybox); } public bool DrawOpaqueRenderers() { return DrawRenderers( RendererListDesc.CreateDefault( RendererListType.Opaque)); } public bool DrawTransparentRenderers() { return DrawRenderers( RendererListDesc.CreateDefault( RendererListType.Transparent)); } public RenderGraphTextureHandle CreateTransientTexture( string name, RenderGraphTextureDesc desc) { return RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_CreateTransientTexture( m_nativeHandle, name, ref desc)); } public RenderGraphTextureHandle CreateFullscreenTransientColorTexture( string name) { return RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_CreateFullscreenTransientColorTexture( m_nativeHandle, name)); } public RenderGraphTextureHandle CreateFullscreenTransientDepthTexture( string name) { return RenderGraphTextureHandle.FromNativeIndex( InternalCalls .Rendering_ScriptableRenderContext_CreateFullscreenTransientDepthTexture( m_nativeHandle, name)); } // Public RenderGraph raster authoring entry point. Built-in fullscreen // kernels are internal URP implementation details, not public context // shortcuts. public RenderGraphRasterPassBuilder AddRasterPass( string passName) { return new RenderGraphRasterPassBuilder( this, passName); } internal ulong nativeHandle => m_nativeHandle; private static SceneRenderPhase ResolveSceneRenderPhase( RendererListDesc rendererListDesc) { switch (rendererListDesc.type) { case RendererListType.Transparent: return SceneRenderPhase.Transparent; case RendererListType.Opaque: case RendererListType.ShadowCaster: case RendererListType.AllVisible: default: return SceneRenderPhase.Opaque; } } } }