Files
FlaxEngine/Source/Engine/Renderer/Renderer.cs

34 lines
1.7 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
namespace FlaxEngine
{
partial class Renderer
{
/// <summary>
/// Draws scene objects depth (to the output Z buffer). The output must be depth texture to write hardware depth to it.
/// </summary>
/// <param name="context">The GPU commands context to use.</param>
/// <param name="task">Render task to use it's view description and the render buffers.</param>
/// <param name="output">The output texture. Must be valid and created.</param>
/// <param name="customActors">The custom set of actors to render. If empty, the loaded scenes will be rendered.</param>
[Unmanaged]
public static void DrawSceneDepth(GPUContext context, SceneRenderTask task, GPUTexture output, List<Actor> customActors)
{
Internal_DrawSceneDepth(FlaxEngine.Object.GetUnmanagedPtr(context), FlaxEngine.Object.GetUnmanagedPtr(task), FlaxEngine.Object.GetUnmanagedPtr(output), Utils.ExtractArrayFromList(customActors));
}
/// <summary>
/// Invoked drawing of the scene objects (collects draw calls into RenderList for a given RenderContext).
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="customActors">The custom set of actors to render. If empty, the loaded scenes will be rendered.</param>
[Unmanaged]
public static void DrawActors(ref RenderContext renderContext, List<Actor> customActors)
{
Internal_DrawActors(ref renderContext, Utils.ExtractArrayFromList(customActors));
}
}
}