27 lines
1.3 KiB
C#
27 lines
1.3 KiB
C#
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace FlaxEngine
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{
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partial class Renderer
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{
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/// <summary>
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/// Draws scene objects depth (to the output Z buffer). The output must be depth texture to write hardware depth to it.
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/// </summary>
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/// <param name="context">The GPU commands context to use.</param>
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/// <param name="task">Render task to use it's view description and the render buffers.</param>
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/// <param name="output">The output texture. Must be valid and created.</param>
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/// <param name="customActors">The custom set of actors to render. If empty, the loaded scenes will be rendered.</param>
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public static void DrawSceneDepth(GPUContext context, SceneRenderTask task, GPUTexture output, List<Actor> customActors)
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{
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if (customActors.Count == 0)
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return;
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var temp = CollectionsMarshal.AsSpan(customActors).ToArray(); // FIXME
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var tempCount = temp.Length;
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Internal_DrawSceneDepth(FlaxEngine.Object.GetUnmanagedPtr(context), FlaxEngine.Object.GetUnmanagedPtr(task), FlaxEngine.Object.GetUnmanagedPtr(output), temp, ref tempCount);
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}
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}
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}
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