コード例 #1
0
            protected sealed override void OnRenderDepth(RenderContext context, DeviceContextProxy deviceContext,
                                                         Shaders.ShaderPass customPass)
            {
                var pass = customPass ?? materialVariables.GetDepthPass(RenderType, context);

                if (pass.IsNULL)
                {
                    return;
                }
                OnUpdatePerModelStruct();
                if (!materialVariables.UpdateMaterialStruct(deviceContext, ref modelStruct, PointLineModelStruct.SizeInBytes))
                {
                    return;
                }
                if (materialVariables.BindMaterialResources(context, deviceContext, pass))
                {
                    pass.BindShader(deviceContext);
                    pass.BindStates(deviceContext, DefaultStateBinding);
                    materialVariables.Draw(deviceContext, GeometryBuffer, InstanceBuffer.ElementCount);
                }
            }
コード例 #2
0
ファイル: RenderCore.cs プロジェクト: holance/helix-toolkit
 /// <summary>
 /// Renders the depth pass.
 /// </summary>
 /// <param name="context">The context.</param>
 /// <param name="deviceContext">The device context.</param>
 /// <param name="customPass"></param>
 public virtual void RenderDepth(RenderContext context, DeviceContextProxy deviceContext,
                                 Shaders.ShaderPass customPass)
 {
 }