예제 #1
0
 /// <inheritdoc />
 public void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth)
 {
     // Draw selected objects debug shapes and visuals
     if (DrawDebugDraw && (renderContext.View.Flags & ViewFlags.DebugDraw) == ViewFlags.DebugDraw)
     {
         DebugDraw.SetContext(_debugDrawContext);
         DebugDraw.UpdateContext(_debugDrawContext, 1.0f / Engine.FramesPerSecond);
         unsafe
         {
             fixed(IntPtr *actors = _debugDrawData.ActorsPtrs)
             {
                 DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount, false);
             }
         }
         DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
         DebugDraw.SetContext(IntPtr.Zero);
     }
 }
            /// <inheritdoc />
            public override void Render(GPUContext context, ref RenderContext renderContext, GPUTexture input, GPUTexture output)
            {
                Profiler.BeginEventGPU("Editor Primitives");

                // Prepare
                var renderList = RenderList.GetFromPool();
                var prevList   = renderContext.List;

                renderContext.List      = renderList;
                renderContext.View.Pass = DrawPass.Forward;

                // Bind output
                float width  = input.Width;
                float height = input.Height;

                context.SetViewport(width, height);
                var depthBuffer       = renderContext.Buffers.DepthBuffer;
                var depthBufferHandle = depthBuffer.View();

                if ((depthBuffer.Flags & GPUTextureFlags.ReadOnlyDepthView) == GPUTextureFlags.ReadOnlyDepthView)
                {
                    depthBufferHandle = depthBuffer.ViewReadOnlyDepth();
                }
                context.SetRenderTarget(depthBufferHandle, input.View());

                // Collect draw calls
                for (int i = 0; i < Level.ScenesCount; i++)
                {
                    var scene = Level.GetScene(i);
                    ViewportIconsRenderer.DrawIcons(ref renderContext, scene);
                }

                // Sort draw calls
                renderList.SortDrawCalls(ref renderContext, true, DrawCallsListType.Forward);

                // Perform the rendering
                renderList.ExecuteDrawCalls(ref renderContext, DrawCallsListType.Forward);

                // Cleanup
                RenderList.ReturnToPool(renderList);
                renderContext.List = prevList;

                Profiler.EndEventGPU();
            }