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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
95 lines
3.3 KiB
C#
95 lines
3.3 KiB
C#
using NativeEngine;
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namespace Sandbox;
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public static partial class Graphics
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{
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/// <summary>
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/// Draws a single model at the given Transform immediately.
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/// </summary>
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/// <param name="model">The model to draw</param>
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/// <param name="transform">Transform to draw the model at</param>
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/// <param name="attributes">Optional attributes to apply only for this draw call</param>
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public static void DrawModel( Model model, Transform transform, RenderAttributes attributes = null )
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{
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AssertRenderBlock();
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attributes ??= Attributes;
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DrawModelInstanced( model, new[] { transform }, attributes );
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}
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/// <summary>
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/// Draws multiple instances of a model using GPU instancing, assuming standard implemented shaders.
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///
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/// Use `GetTransformMatrix( int instance )` in shaders to access the instance transform.
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///
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/// There is a limit of 1,048,576 transform slots per frame when using this method.
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/// </summary>
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/// <param name="model">The model to draw</param>
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/// <param name="transforms">Instance transform data to draw</param>
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/// <param name="attributes">Optional attributes to apply only for this draw call</param>
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public static unsafe void DrawModelInstanced( Model model, Span<Transform> transforms, RenderAttributes attributes = null )
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{
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AssertRenderBlock();
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if ( transforms.Length <= 0 )
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return;
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if ( !model.IsValid() )
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return;
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attributes ??= Attributes;
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fixed ( Transform* pTransforms = transforms )
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{
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RenderTools.DrawModel( Context, SceneLayer, model.native, (IntPtr)pTransforms, transforms.Length, attributes.Get() );
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}
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}
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/// <summary>
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/// Draws multiple instances of a model using GPU instancing with the number of instances being provided by indirect draw arguments.
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/// Use `SV_InstanceID` semantic in shaders to access the rendered instance.
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/// </summary>
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/// <param name="model">The model to draw</param>
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/// <param name="buffer">The GPU buffer containing the DrawIndirectArguments</param>
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/// <param name="bufferOffset">Optional offset in the GPU buffer</param>
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/// <param name="attributes">Optional attributes to apply only for this draw call</param>
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public static void DrawModelInstancedIndirect( Model model, GpuBuffer buffer, int bufferOffset = 0, RenderAttributes attributes = null )
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{
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AssertRenderBlock();
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if ( buffer is null )
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return;
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attributes ??= Attributes;
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RenderTools.DrawModel( Context, SceneLayer, model.native, buffer.native, bufferOffset, attributes.Get() );
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}
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/// <summary>
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/// Draws multiple instances of a model using GPU instancing.
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/// This is similar to <see cref="DrawModelInstancedIndirect(Model, GpuBuffer, int, RenderAttributes)"/>,
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/// except the count is provided from the CPU rather than via a GPU buffer.
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///
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/// Use `SV_InstanceID` semantic in shaders to access the rendered instance.
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/// </summary>
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/// <param name="model">The model to draw</param>
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/// <param name="count">The number of instances to draw</param>
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/// <param name="attributes">Optional attributes to apply only for this draw call</param>
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public static unsafe void DrawModelInstanced( Model model, int count, RenderAttributes attributes = null )
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{
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AssertRenderBlock();
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if ( count <= 0 )
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return;
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if ( !model.IsValid() )
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return;
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attributes ??= Attributes;
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RenderTools.DrawModel( Context, SceneLayer, model.native, IntPtr.Zero, count, attributes.Get() );
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}
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}
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