/// <summary> /// Registers the given view on this layer. /// </summary> internal void RegisterView(int viewIndex, ViewInformation viewInformation, ResourceDictionary resourceDictionary) { var newLayerViewSubset = new ViewRelatedSceneLayerSubset(this, viewInformation, resourceDictionary, viewIndex); _viewSubsets.AddObject( newLayerViewSubset, viewIndex); newLayerViewSubset.RegisterObjectRange(this.ObjectsInternal); }
/// <summary> /// Initializes a new instance of the <see cref="RenderPassSubscription" /> struct. /// </summary> /// <param name="layerViewSubset">The ViewRelatedSceneLayerSubset object this subscription belongs to.</param> /// <param name="renderPass">The render pass on which to register.</param> /// <param name="sceneObject">The scene object which should be registered.</param> /// <param name="renderMethod">The render method which is to be registered.</param> /// <param name="zOrder">The z-order for sorting if the subscriptions of this pass get sorted by it.</param> internal RenderPassSubscription( ViewRelatedSceneLayerSubset layerViewSubset, RenderPassInfo renderPass, SceneObject sceneObject, Action <RenderState> renderMethod, int zOrder) { LayerViewSubset = layerViewSubset; RenderPass = renderPass; SceneObject = sceneObject; RenderMethod = renderMethod; IsSubscribed = true; SubscriptionIndex = 0; ZOrder = zOrder; }
protected sealed override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset) { // No resources, so nothing to be done }