49 lines
2.2 KiB
C#
49 lines
2.2 KiB
C#
// Copyright (c) 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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[Unmanaged]
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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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Actor[] temp = null;
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int tempCount = 0;
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if (customActors != null && customActors.Count != 0)
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{
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temp = CollectionsMarshal.AsSpan(customActors).ToArray(); // FIXME
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tempCount = temp.Length;
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}
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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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/// <summary>
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/// Invoked drawing of the scene objects (collects draw calls into RenderList for a given RenderContext).
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/// </summary>
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/// <param name="renderContext">The rendering context.</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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[Unmanaged]
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public static void DrawActors(ref RenderContext renderContext, List<Actor> customActors)
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{
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Actor[] temp = null;
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int tempCount = 0;
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if (customActors != null && customActors.Count != 0)
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{
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temp = CollectionsMarshal.AsSpan(customActors).ToArray(); // FIXME
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tempCount = temp.Length;
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}
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Internal_DrawActors(ref renderContext, temp, ref tempCount);
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}
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}
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}
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