60 lines
2.6 KiB
C++
60 lines
2.6 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Scripting/ScriptingObject.h"
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class GPUContext;
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class GPUTexture;
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class GPUTextureView;
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struct RenderContext;
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class RenderTask;
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class SceneRenderTask;
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class MaterialBase;
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class Actor;
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/// <summary>
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/// High-level rendering service.
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/// </summary>
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API_CLASS(Static) class FLAXENGINE_API Renderer
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(Renderer);
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public:
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/// <summary>
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/// Determines whether the scene rendering system is ready (all shaders are loaded and helper resources are ready).
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/// </summary>
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static bool IsReady();
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/// <summary>
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/// Performs rendering for the input task.
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/// </summary>
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/// <param name="task">The scene rendering task.</param>
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API_FUNCTION() static void Render(SceneRenderTask* task);
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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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API_FUNCTION() static void DrawSceneDepth(GPUContext* context, SceneRenderTask* task, GPUTexture* output, const Array<Actor*, HeapAllocation>& customActors);
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/// <summary>
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/// Draws postFx material to the render target.
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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="renderContext">The rendering context.</param>
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/// <param name="material">The material to render. It must be a post fx material.</param>
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/// <param name="output">The output texture. Must be valid and created.</param>
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/// <param name="input">The input texture. It's optional.</param>
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API_FUNCTION() static void DrawPostFxMaterial(GPUContext* context, API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, GPUTexture* output, GPUTextureView* input);
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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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API_FUNCTION() static void DrawActors(API_PARAM(Ref) RenderContext& renderContext, API_PARAM(DefaultValue=null) const Array<Actor*, HeapAllocation>& customActors);
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};
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