Files
sbox-public/engine/Sandbox.Engine/Systems/Render/Graphics.Draw.Mesh.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

95 lines
3.3 KiB
C#

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