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); } }
/// <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) { }