override protected void BuildCommandList() { _commandList.Begin(); _commandList.SetFramebuffer(GraphicsDevice.SwapchainFramebuffer); _commandList.SetFullViewports(); _commandList.ClearColorTarget(0, RgbaFloat.White); _commandList.ClearDepthStencil(1f); // RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor(_commandList,_modelPCDescriptorArray,_sceneRuntimeState); // RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor_Instancing(_commandList,_modelPCDescriptorArray,_sceneRuntimeState); // RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor_Instancing(_commandList,_modelPTDescriptorArray,_sceneRuntimeState); RenderCommandGenerator.GenerateCommandsForScene_Inline( _commandList, _sceneRuntimeState.CameraProjViewBuffer, _sceneRuntimeState.LightBuffer, _sceneRuntimeState.SpotLightBuffer, _sceneRuntimeState.LightProjViewBuffer, _sceneRuntimeState.Camera, _sceneRuntimeState.Light, _sceneRuntimeState.SpotLight); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionNormalTextureTangentBitangent>(_commandList, _modelPNTTBDescriptorArray, _sceneRuntimeState, new RenderDescription(RenderFlags.NORMAL), VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionNormal>(_commandList, _modelPNDescriptorArray, _sceneRuntimeState, new RenderDescription(RenderFlags.NORMAL), VertexRuntimeTypes.VertexPositionNormal); _commandList.End(); }
public override void BuildCommandList() { _commandList.Begin(); _commandList.SetFramebuffer(_frameBuffer); _commandList.SetFullViewports(); _commandList.ClearDepthStencil(1.0f); RenderCommandGenerator.GenerateCommandsForScene_Inline( _commandList, _sceneRuntimeDescriptor.CameraProjViewBuffer, _sceneRuntimeDescriptor.Light.LightCam); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionNormalTextureTangentBitangent>(_commandList, _modelPNTTBDescriptorArray, _sceneRuntimeDescriptor, new RenderDescription(RenderFlags.SHADOW_MAP), VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionNormal>(_commandList, _modelPNDescriptorArray, _sceneRuntimeDescriptor, new RenderDescription(RenderFlags.SHADOW_MAP), VertexRuntimeTypes.VertexPositionNormal); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionTexture>(_commandList, _modelPTDescriptorArray, _sceneRuntimeDescriptor, new RenderDescription(RenderFlags.SHADOW_MAP), VertexRuntimeTypes.VertexPositionTexture); RenderCommandGenerator.GenerateRenderCommandsForModelDescriptor <VertexPositionColor>(_commandList, _modelPCDescriptorArray, _sceneRuntimeDescriptor, new RenderDescription(RenderFlags.SHADOW_MAP), VertexRuntimeTypes.VertexPositionColor); _commandList.End(); }