Table of Contents

Class Renderer

Namespace
ValveResourceFormat.Renderer
Assembly
Renderer.dll

Main renderer for Source 2 scenes with support for shadows, post-processing, and multiple render passes.

public class Renderer

Inheritance

Inherited Members

Constructors

Renderer(RendererContext)

public Renderer(RendererContext rendererContext)

Parameters

rendererContext RendererContext

Properties

BaseBackground

public SceneBackground? BaseBackground { get; protected set; }

Property Value

SceneBackground?

Camera

public Camera Camera { get; set; }

Property Value

Camera

DeltaTime

public float DeltaTime { get; set; }

Property Value

float

FramebufferCopy

public Framebuffer? FramebufferCopy { get; }

Property Value

Framebuffer?

IsWireframe

public bool IsWireframe { get; set; }

Property Value

bool

LockedCullFrustum

public Frustum? LockedCullFrustum { get; set; }

Property Value

Frustum?

MainFramebuffer

public Framebuffer? MainFramebuffer { get; set; }

Property Value

Framebuffer?

Postprocess

public PostProcessRenderer Postprocess { get; set; }

Property Value

PostProcessRenderer

RendererContext

public RendererContext RendererContext { get; }

Property Value

RendererContext

Scene

public Scene Scene { get; set; }

Property Value

Scene

ShadowDepthBuffer

public Framebuffer? ShadowDepthBuffer { get; }

Property Value

Framebuffer?

ShadowTextureSize

public int ShadowTextureSize { get; set; }

Property Value

int

ShowSkybox

public bool ShowSkybox { get; set; }

Property Value

bool

Skybox2D

public SceneSkybox2D? Skybox2D { get; set; }

Property Value

SceneSkybox2D?

SkyboxScene

public Scene? SkyboxScene { get; set; }

Property Value

Scene?

Textures

public List<(ReservedTextureSlots Slot, string Name, RenderTexture Texture)> Textures { get; }

Property Value

List<(ReservedTextureSlots Slot, string Name, RenderTexture Texture)>

Timings

public Timings Timings { get; }

Property Value

Timings

Uptime

public float Uptime { get; set; }

Property Value

float

ViewBuffer

public UniformBuffer<ViewConstants>? ViewBuffer { get; set; }

Property Value

UniformBuffer<ViewConstants>?

Methods

Dispose()

public void Dispose()

DrawMainScene()

public void DrawMainScene()

GrabFramebufferCopy(Framebuffer, bool, bool)

public void GrabFramebufferCopy(Framebuffer framebuffer, bool copyColor, bool copyDepth)

Parameters

framebuffer Framebuffer
copyColor bool
copyDepth bool

Initialize()

public void Initialize()

LoadRendererResources()

public void LoadRendererResources()

PostprocessRender(Framebuffer, Framebuffer, bool)

Multisampling resolve, postprocess the image, and convert to gamma.

public void PostprocessRender(Framebuffer inputFramebuffer, Framebuffer outputFramebuffer, bool flipY = false)

Parameters

inputFramebuffer Framebuffer
outputFramebuffer Framebuffer
flipY bool

Render(Framebuffer)

Renders the scene to the specified framebuffer. The result will be in linear space.

public void Render(Framebuffer framebuffer)

Parameters

framebuffer Framebuffer

Framebuffer with hdr color support.

Render(RenderContext)

public void Render(Scene.RenderContext renderContext)

Parameters

renderContext Scene.RenderContext

RenderSceneShadows(RenderContext)

public void RenderSceneShadows(Scene.RenderContext renderContext)

Parameters

renderContext Scene.RenderContext

RenderScenesWithView(RenderContext)

public void RenderScenesWithView(Scene.RenderContext renderContext)

Parameters

renderContext Scene.RenderContext

Update(UpdateContext)

public void Update(Scene.UpdateContext updateContext)

Parameters

updateContext Scene.UpdateContext