本文整理汇总了C#中DX11RenderSettings类的典型用法代码示例。如果您正苦于以下问题:C# DX11RenderSettings类的具体用法?C# DX11RenderSettings怎么用?C# DX11RenderSettings使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
DX11RenderSettings类属于命名空间,在下文中一共展示了DX11RenderSettings类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FPassLayerIn.IsConnected)
{
var hint = settings.RenderHint;
settings.RenderHint = eRenderHint.ApplyOnly;
for (int i = 0; i < this.FPassLayerIn.SliceCount; i++)
{
this.FPassLayerIn[i][context].Render(this.FPassLayerIn.PluginIO, context, settings);
}
settings.RenderHint = hint;
}
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例2: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FLayerIn.IsConnected)
{
bool allow = false;
for (int i = 0; i < this.FViewPortIndex.SliceCount;i++)
{
if (this.FViewPortIndex[i] < 0)
{
allow = true;
}
else if (this.FViewPortIndex[i] % settings.ViewportCount == settings.ViewportIndex)
{
allow = true;
}
}
if (allow)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例3: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FLayerIn.PluginIO.IsConnected)
{
Matrix view = settings.View;
Matrix projection = settings.Projection;
Matrix vp = settings.ViewProjection;
bool depthonly = settings.DepthOnly;
this.UpdateSettings(settings);
this.FLayerIn[0][context].Render(this.FLayerIn.PluginIO, context, settings);
settings.View = view;
settings.Projection = projection;
settings.ViewProjection = vp;
settings.DepthOnly = depthonly;
}
}
else
{
this.FLayerIn[0][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
示例4: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FLayerIn.IsConnected)
{
settings.PreferredTechniques.Add(FTechnique[0].Trim().ToLower());
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
settings.PreferredTechniques.RemoveAt(settings.PreferredTechniques.Count - 1);
}
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例5: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FLayerIn.IsConnected)
{
bool popstate = false;
if (this.FInState.IsConnected)
{
context.RenderStateStack.Push(this.FInState[0]);
popstate = true;
}
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
if (popstate) { context.RenderStateStack.Pop(); }
}
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例6: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
IDX11LayerOrder currentOrder = settings.LayerOrder;
if (this.FInVal.IsConnected)
{
settings.LayerOrder = this.FInVal[0];
}
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
settings.LayerOrder = currentOrder;
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例7: Apply
public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings)
{
Vector2 v = new Vector2(settings.RenderWidth, settings.RenderHeight);
v.X = 1.0f / v.X;
v.Y = 1.0f / v.Y;
shaderinstance.SetByName(this.Name, v);
}
示例8: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FLayerIn.PluginIO.IsConnected)
{
List<IDX11RenderSemantic> semantics = new List<IDX11RenderSemantic>();
if (this.FInSemantics.PluginIO.IsConnected)
{
semantics.AddRange(this.FInSemantics);
settings.CustomSemantics.AddRange(semantics);
}
List<DX11Resource<IDX11RenderSemantic>> ressemantics = new List<DX11Resource<IDX11RenderSemantic>>();
if (this.FInResSemantics.PluginIO.IsConnected)
{
ressemantics.AddRange(this.FInResSemantics);
settings.ResourceSemantics.AddRange(ressemantics);
}
this.FLayerIn[0][context].Render(this.FLayerIn.PluginIO, context, settings);
foreach (IDX11RenderSemantic semantic in semantics)
{
settings.CustomSemantics.Remove(semantic);
}
foreach (DX11Resource<IDX11RenderSemantic> rs in ressemantics)
{
settings.ResourceSemantics.Remove(rs);
}
}
}
}
示例9: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
var rect = context.CurrentDeviceContext.Rasterizer.GetScissorRectangles();
if (this.FLayerIn.IsConnected)
{
context.CurrentDeviceContext.Rasterizer.SetScissorRectangles(this.rectangles);
try
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
finally
{
context.CurrentDeviceContext.Rasterizer.SetScissorRectangles(rect);
}
}
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例10: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FLayerIn.SliceCount == 0) { return; }
if (this.FEnabled[0])
{
if (this.FLayerIn.IsConnected)
{
Matrix view = settings.View;
Matrix projection = settings.Projection;
Matrix vp = settings.ViewProjection;
bool depthonly = settings.DepthOnly;
this.UpdateSettings(settings);
for (int i = 0; i < this.FLayerIn.SliceCount;i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
settings.View = view;
settings.Projection = projection;
settings.ViewProjection = vp;
settings.DepthOnly = depthonly;
}
}
else
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
示例11: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
if (this.FLayerIn.IsConnected)
{
var currentRef = context.CurrentDeviceContext.OutputMerger.BlendFactor;
context.CurrentDeviceContext.OutputMerger.BlendFactor = this.FInFactor[0];
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
context.CurrentDeviceContext.OutputMerger.BlendFactor = currentRef;
}
}
else
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
示例12: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
IDX11Geometry g = settings.Geometry;
if (this.FEnabled[0])
{
if (this.FLayerIn.PluginIO.IsConnected)
{
IDX11Geometry geom = settings.Geometry;
settings.Geometry = null;
if (settings.BackBuffer is IDX11Buffer)
{
IDX11Buffer buffer = settings.BackBuffer as IDX11Buffer;
if (buffer.Buffer.Description.OptionFlags.HasFlag(ResourceOptionFlags.DrawIndirect))
{
this.dispatcher.DispatchBuffer = buffer.Buffer;
this.dispatcher.Offet = this.FInOffset[0];
settings.Geometry = this.geometry;
}
}
this.FLayerIn[0][context].Render(this.FLayerIn.PluginIO, context, settings);
settings.Geometry = geom;
}
}
settings.Geometry = g;
}
示例13: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
bool bck = settings.PreserveShaderStages;
settings.PreserveShaderStages = true;
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
settings.PreserveShaderStages = bck;
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
}
示例14: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
if (this.FEnabled[0])
{
List<IDX11ObjectValidator> valids = new List<IDX11ObjectValidator>();
if (this.FInVal.PluginIO.IsConnected)
{
for (int i = 0; i < this.FInVal.SliceCount; i++)
{
if (this.FInVal[i].Enabled)
{
IDX11ObjectValidator v = this.FInVal[i];
//v.Reset();
v.SetGlobalSettings(settings);
valids.Add(v);
settings.ObjectValidators.Add(v);
}
}
}
if (this.FLayerIn.PluginIO.IsConnected)
{
this.FLayerIn[0][context].Render(this.FLayerIn.PluginIO, context, settings);
}
foreach (IDX11ObjectValidator v in valids)
{
settings.ObjectValidators.Remove(v);
}
}
}
示例15: Render
public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
{
IDX11Geometry g = settings.Geometry;
if (this.FEnabled[0])
{
if (this.FLayerIn.IsConnected)
{
if (this.FInGeometry.IsConnected)
{
settings.Geometry = this.FInGeometry[0][context];
}
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
else
{
if (this.FLayerIn.IsConnected)
{
for (int i = 0; i < this.FLayerIn.SliceCount; i++)
{
this.FLayerIn[i][context].Render(this.FLayerIn.PluginIO, context, settings);
}
}
}
settings.Geometry = g;
}