Files
FlaxEngine/Source/Engine/Renderer/Renderer.cs
Wojciech Figat eebc4951de Merge branch '1.5' into dotnet7
# Conflicts:
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#	Source/Platforms/DotNet/NUnit/agents/net40/nunit.engine.api.dll
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#	Source/Platforms/DotNet/NUnit/testcentric.engine.metadata.dll
#	Source/Tools/Flax.Build/Deps/Downloader.cs
#	Source/Tools/Flax.Stats/CodeFrame.cs
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#	Source/Tools/Flax.Stats/Flax.Stats.Build.cs
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#	Source/Tools/Flax.Stats/Tools.cs
#	Source/Tools/FlaxEngine.Tests/TestEditorUtils.cs
2023-01-10 15:49:44 +01:00

27 lines
1.3 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using System.Runtime.InteropServices;
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>
public static void DrawSceneDepth(GPUContext context, SceneRenderTask task, GPUTexture output, List<Actor> customActors)
{
if (customActors.Count == 0)
return;
var temp = CollectionsMarshal.AsSpan(customActors).ToArray(); // FIXME
var tempCount = temp.Length;
Internal_DrawSceneDepth(FlaxEngine.Object.GetUnmanagedPtr(context), FlaxEngine.Object.GetUnmanagedPtr(task), FlaxEngine.Object.GetUnmanagedPtr(output), temp, ref tempCount);
}
}
}