public static unsafe void EncodeLitTransient(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, ref LitMaterialBGFX mat, ref LightingBGFX lighting, ref float4x4 viewTx, byte flipCulling, ref LightingViewSpaceBGFX viewSpaceLightCache, uint depth)
 {
     EncodeLitTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices);
     EncodeLit(sys, encoder, ref sys->m_litShader, viewId, ref tx, ref mat, ref lighting, ref viewTx, flipCulling, ref viewSpaceLightCache, depth);
 }
 public static unsafe void SubmitSimpleTransientDirect(RendererBGFXInstance *sys, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, ref SimpleMaterialBGFX mat, byte flipCulling, uint depth)
 {
     bgfx.Encoder *encoder = bgfx.encoder_begin(false);
     EncodeSimpleTransient(sys, encoder, tib, tvb, nvertices, nindices, viewId, ref tx, ref mat, flipCulling, depth);
     bgfx.encoder_end(encoder);
 }
 public static unsafe void EncodeSimpleTransient(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, ref SimpleMaterialBGFX mat, byte flipCulling, uint depth)
 {
     EncodeSimpleTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices);
     EncodeSimple(sys, encoder, viewId, ref tx, ref mat, flipCulling, depth);
 }
 public static unsafe void EncodeLitTransientBuffers(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices)
 {
     EncodeTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices, sys->m_litVertexBufferDeclHandle);
 }
 public static unsafe void EncodeTransientBuffers(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, bgfx.VertexLayoutHandle layoutHandle)
 {
     bgfx.encoder_set_transient_index_buffer(encoder, tib, 0, (uint)nindices);
     bgfx.encoder_set_transient_vertex_buffer(encoder, 0, tvb, 0, (uint)nvertices, layoutHandle);
 }
        public static unsafe bool SubmitTransientAlloc(RendererBGFXInstance *sys, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, bgfx.VertexLayout *layout)
        {
            if (!bgfx.alloc_transient_buffers(tvb, layout, (uint)nvertices, tib, (uint)nindices))
            {
#if DEBUG
                // TODO: throw or ignore draw?
                throw new InvalidOperationException("Out of transient bgfx memory!");
#else
                RenderDebug.LogFormat("Warning: Out of transient bgfx memory! Skipping draw call.");
                return(false);
#endif
            }
            return(true);
        }
 public static unsafe bool SubmitLitTransientAlloc(RendererBGFXInstance *sys, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices)
 {
     return(SubmitTransientAlloc(sys, tib, tvb, nvertices, nindices, &sys->m_litVertexBufferDecl));
 }
 public static unsafe void EncodeLitZOnlyTransient(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, byte flipCulling)
 {
     EncodeLitTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices);
     EncodeZOnly(sys, encoder, viewId, ref tx, flipCulling);
 }
        public static unsafe void EncodeShadowMapTransient(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices,
                                                           ushort viewId, ref float4x4 tx, byte flipCulling, float4 bias)
        {
            EncodeLitTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices);
            EncodeShadowMap(sys, encoder, ref sys->m_shadowMapShader, viewId, ref tx, flipCulling, bias
#if DEBUG
                            , new float4(1)
#endif
                            );
        }
Exemple #10
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 public static unsafe void SubmitSimpleShadowMapTransientDirect(RendererBGFXInstance *sys, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, byte flipCulling, float4 bias)
 {
     bgfx.Encoder *encoder = bgfx.encoder_begin(false);
     EncodeSimpleShadowMapTransient(sys, encoder, tib, tvb, nvertices, nindices, viewId, ref tx, flipCulling, bias);
     bgfx.encoder_end(encoder);
 }