本文整理汇总了C#中DrawState.GetShader方法的典型用法代码示例。如果您正苦于以下问题:C# DrawState.GetShader方法的具体用法?C# DrawState.GetShader怎么用?C# DrawState.GetShader使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DrawState
的用法示例。
在下文中一共展示了DrawState.GetShader方法的13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: BindShader
protected override IShader BindShader(DrawState state, bool maskOnly)
{
Xen.Ex.Graphics2D.Statistics.DrawGraphLine shader = state.GetShader<Xen.Ex.Graphics2D.Statistics.DrawGraphLine>();
if (dirty)
{
float x = widthScale;
for (int i = 0; i < graphData.Length; i++)
{
int index = (i + this.index) % graphData.Length;
float good = 0;
if (goodValue != 0)
{
good = values[index];
good = (good - Math.Abs(goodValue)) / goodValue;
}
graphData[i] = new Vector4(x, values[index] * maxValueInv, 0, good);
x += widthScale;
}
dirty = false;
}
shader.GraphLine = this.graphData;
return shader;
}
示例2: DrawGpuParticles
/// <summary>
/// <para>implements the method to draw gpu particles</para>
/// <para>Note: When 'usesUserValuesPositionBuffer' is true, the values 'user1, user2 and user3' (yzw in the UserTexture) store a position offset for the particle</para></summary>
protected override void DrawGpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Texture2D positionTex, Texture2D velocityRotation, Texture2D colourTex, Texture2D userValues, bool usesUserValuesPositionBuffer)
{
Vector2 targetSize = state.DrawTarget.Size;
state.RenderState.Push();
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
//get the display texture, or a white texture if none exists
Texture2D displayTexture = particleType.Texture ?? state.Properties.WhiteTexture;
//get / create the shared vertices and indices for drawing billboard particles
BillboardParticles2DElement.GenerateBillboardVertices(state, ref vertices, ref indices);
int count = (int)particleCount;
//instances of the two possible shaders
DrawBillboardParticles_GpuTex3D shaderNoColour = null;
DrawBillboardParticlesColour_GpuTex3D shaderColour = null;
//user offset variants
DrawBillboardParticles_GpuTex3D_UserOffset shaderNoColour_UO = null;
DrawBillboardParticlesColour_GpuTex3D_UserOffset shaderColour_UO = null;
float resolutionXF = (float)positionTex.Width;
float resolutionYF = (float)positionTex.Height;
Vector2 invTextureSize = new Vector2(1.0f / resolutionXF, 1.0f / resolutionYF);
Matrix cameraMatrix;
state.Camera.GetCameraMatrix(out cameraMatrix);
Vector3 worldSpaceYAxis = new Vector3(cameraMatrix.M21, cameraMatrix.M22, cameraMatrix.M23);
IShader shader;
if (!usesUserValuesPositionBuffer)
{
if (colourTex != null) // does this particle system use colours?
{
//get the shader
shaderColour = state.GetShader<DrawBillboardParticlesColour_GpuTex3D>();
//set the samplers
shaderColour.PositionTexture = positionTex;
shaderColour.ColourTexture = colourTex;
shaderColour.VelocityTexture = velocityRotation;
shaderColour.DisplayTexture = displayTexture;
shaderColour.SetWorldSpaceYAxis(ref worldSpaceYAxis);
shader = shaderColour;
}
else
{
shaderNoColour = state.GetShader<DrawBillboardParticles_GpuTex3D>();
shaderNoColour.PositionTexture = positionTex;
shaderNoColour.VelocityTexture = velocityRotation;
shaderNoColour.DisplayTexture = displayTexture;
shaderNoColour.SetWorldSpaceYAxis(ref worldSpaceYAxis);
shader = shaderNoColour;
}
}
else
{
if (colourTex != null) // does this particle system use colours?
{
//get the shader
shaderColour_UO = state.GetShader<DrawBillboardParticlesColour_GpuTex3D_UserOffset>();
//set the samplers
shaderColour_UO.PositionTexture = positionTex;
shaderColour_UO.ColourTexture = colourTex;
shaderColour_UO.VelocityTexture = velocityRotation;
shaderColour_UO.UserTexture = userValues;
shaderColour_UO.DisplayTexture = displayTexture;
shaderColour_UO.SetWorldSpaceYAxis(ref worldSpaceYAxis);
shader = shaderColour_UO;
}
else
{
shaderNoColour_UO = state.GetShader<DrawBillboardParticles_GpuTex3D_UserOffset>();
shaderNoColour_UO.PositionTexture = positionTex;
shaderNoColour_UO.VelocityTexture = velocityRotation;
shaderNoColour_UO.UserTexture = userValues;
shaderNoColour_UO.DisplayTexture = displayTexture;
shaderNoColour_UO.SetWorldSpaceYAxis(ref worldSpaceYAxis);
shader = shaderNoColour_UO;
}
}
int drawn = 0;
while (count > 0)
//.........这里部分代码省略.........
示例3: DrawCpuParticles
/// <summary>
/// <para>implements the method to draw cpu particles</para>
/// </summary>
protected override void DrawCpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Vector4[] positionSize, Vector4[] velocityRotation, Vector4[] colourData, Vector4[] userValues)
{
//this is a bit more complex, but mostly the same as the GPU draw method
Vector2 targetSize = state.DrawTarget.Size;
state.RenderState.Push();
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
Texture2D displayTexture = particleType.Texture ?? state.Properties.WhiteTexture;
BillboardParticles2DElement.GenerateBillboardVertices(state, ref this.vertices, ref this.indices);
Matrix cameraMatrix;
state.Camera.GetCameraMatrix(out cameraMatrix);
Vector3 worldSpaceYAxis = new Vector3(cameraMatrix.M21, cameraMatrix.M22, cameraMatrix.M23);
int count = (int)particleCount;
DrawBillboardParticles_BillboardCpu3D shaderNoColour = null;
DrawBillboardParticlesColour_BillboardCpu3D shaderColour = null;
if (colourData != null)
{
shaderColour = state.GetShader<DrawBillboardParticlesColour_BillboardCpu3D>();
shaderColour.SetWorldSpaceYAxis(ref worldSpaceYAxis);
}
else
{
shaderNoColour = state.GetShader<DrawBillboardParticles_BillboardCpu3D>();
shaderNoColour.SetWorldSpaceYAxis(ref worldSpaceYAxis);
}
int drawn = 0;
while (count > 0)
{
int drawCount;
drawCount = Math.Min(count, 75);
uint drawCountU = (uint)drawCount;
uint drawnU = (uint)drawn;
if (colourData != null)
{
shaderColour.SetPositionData(positionSize, drawnU, 0, drawCountU);
shaderColour.SetVelocityData(velocityRotation, drawnU, 0, drawCountU);
shaderColour.SetColourData(colourData, drawnU,0,drawCountU);
shaderColour.DisplayTexture = displayTexture;
state.Shader.Push(shaderColour);
}
else
{
shaderNoColour.SetPositionData(positionSize, drawnU, 0, drawCountU);
shaderNoColour.SetVelocityData(velocityRotation, drawnU, 0, drawCountU);
shaderNoColour.DisplayTexture = displayTexture;
state.Shader.Push(shaderNoColour);
}
vertices.Draw(state, indices, PrimitiveType.TriangleList, drawCount * 2, 0, 0);
state.Shader.Pop();
count -= drawCount;
drawn += drawCount;
}
state.RenderState.Pop();
}
示例4: DrawGpuParticles
/// <summary>
/// draws the particles on a GPU system
/// </summary>
protected override void DrawGpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Texture2D positionTex, Texture2D velocityRotation, Texture2D colourTex, Texture2D userValues, bool usesUserValuesPositionBuffer)
{
Vector2 targetSize = state.DrawTarget.Size;
state.RenderState.Push();
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
//get the shared vertice
VelocityLineParticles2DElement.GenerateLinesVertices(state, ref vertices);
int count = (int)particleCount;
DrawVelocityParticles_LinesGpuTex shaderNoColour = null;
DrawVelocityParticlesColour_LinesGpuTex shaderColour = null;
//user variants
DrawVelocityParticles_LinesGpuTex_UserOffset shaderNoColour_UO = null;
DrawVelocityParticlesColour_LinesGpuTex_UserOffset shaderColour_UO = null;
float resolutionXF = (float)positionTex.Width;
float resolutionYF = (float)positionTex.Height;
Vector2 invTextureSize;
Vector2 velScale = new Vector2(velocityScale, 0);
if (this.useRotationToScaleVelocityEffect)
velScale = new Vector2(0, velocityScale);
invTextureSize = new Vector2(1.0f / resolutionXF, 1.0f / resolutionYF);
IShader shader;
if (!usesUserValuesPositionBuffer)
{
if (colourTex != null)
{
shader = shaderColour = state.GetShader<DrawVelocityParticlesColour_LinesGpuTex>();
shaderColour.PositionTexture = positionTex;
shaderColour.ColourTexture = colourTex;
shaderColour.VelocityTexture = velocityRotation;
shaderColour.SetVelocityScale(ref velScale);
}
else
{
shader = shaderNoColour = state.GetShader<DrawVelocityParticles_LinesGpuTex>();
shaderNoColour.PositionTexture = positionTex;
shaderNoColour.VelocityTexture = velocityRotation;
shaderNoColour.SetVelocityScale(ref velScale);
}
}
else
{
if (colourTex != null)
{
shader = shaderColour_UO = state.GetShader<DrawVelocityParticlesColour_LinesGpuTex_UserOffset>();
shaderColour_UO.PositionTexture = positionTex;
shaderColour_UO.ColourTexture = colourTex;
shaderColour_UO.VelocityTexture = velocityRotation;
shaderColour_UO.SetVelocityScale(ref velScale);
}
else
{
shader = shaderNoColour_UO = state.GetShader<DrawVelocityParticles_LinesGpuTex_UserOffset>();
shaderNoColour_UO.PositionTexture = positionTex;
shaderNoColour_UO.VelocityTexture = velocityRotation;
shaderNoColour_UO.SetVelocityScale(ref velScale);
}
}
int drawn = 0;
while (count > 0)
{
int drawCount = Math.Min(count, vertices.Count / 4);
if (!usesUserValuesPositionBuffer)
{
if (colourTex != null)
shaderColour.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
else
shaderNoColour.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
}
else
{
if (colourTex != null)
shaderColour_UO.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
else
shaderNoColour_UO.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
}
//.........这里部分代码省略.........
示例5: DrawCpuParticles
/// <summary>
/// draws the particles from a CPU system
/// </summary>
protected override void DrawCpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Vector4[] positionSize, Vector4[] velocityRotation, Vector4[] colourData, Vector4[] userValues)
{
Vector2 targetSize = state.DrawTarget.Size;
state.RenderState.Push();
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
VelocityLineParticles2DElement.GenerateLinesVertices(state, ref this.vertices);
int count = (int)particleCount;
DrawVelocityParticles_LinesCpu shaderNoColour = null;
DrawVelocityParticlesColour_LinesCpu shaderColour = null;
if (colourData != null)
shaderColour = state.GetShader<DrawVelocityParticlesColour_LinesCpu>();
else
shaderNoColour = state.GetShader<DrawVelocityParticles_LinesCpu>();
Vector2 velScale = new Vector2(velocityScale, 0);
if (this.useRotationToScaleVelocityEffect)
velScale = new Vector2(0, velocityScale);
int drawn = 0;
while (count > 0)
{
int drawCount;
drawCount = Math.Min(count, 80);
uint drawCountU = (uint)drawCount;
uint drawnU = (uint)drawn;
if (colourData != null)
{
shaderColour.SetPositionData(positionSize, drawnU, 0, drawCountU);
shaderColour.SetVelocityData(velocityRotation, drawnU, 0, drawCountU);
shaderColour.SetColourData(colourData, drawnU, 0, drawCountU);
shaderColour.SetVelocityScale(ref velScale);
state.Shader.Push(shaderColour);
}
else
{
shaderNoColour.SetPositionData(positionSize, drawnU, 0, drawCountU);
shaderNoColour.SetVelocityData(velocityRotation, drawnU, 0, drawCountU);
shaderNoColour.SetVelocityScale(ref velScale);
state.Shader.Push(shaderNoColour);
}
vertices.Draw(state, null, PrimitiveType.LineList, drawCount, 0, 0);
state.Shader.Pop();
count -= drawCount;
drawn += drawCount;
}
state.RenderState.Pop();
}
示例6: BindShader
/// <summary></summary>
/// <param name="state"></param>
/// <param name="maskOnly"></param>
protected override IShader BindShader(DrawState state, bool maskOnly)
{
return state.GetShader<Shaders.FillVertexColour>();
}
示例7: End
/// <summary>
/// End the modifier (This method is called by the DrawTarget)
/// </summary>
/// <param name="state"></param>
public void End(DrawState state)
{
if (enabledBuffer)
state.Cullers.PopPostCuller();
this.cameras = null;
if (cubes.Count > 0 || spheres.Count > 0)
{
Xen.Ex.Shaders.FillSolidColour shader = state.GetShader<Xen.Ex.Shaders.FillSolidColour>();
shader.FillColour = new Vector4(1,1,1,0.25f);
using (state.RenderState.Push())
using (state.Shader.Push(shader))
using (state.Camera.Push())
{
ICamera camera = state.Camera.GetCamera();
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
state.RenderState.CurrentDepthState.DepthTestEnabled = EnableDepthTesting;
state.RenderState.CurrentBlendState = AlphaBlendState.Alpha;
GenCubeVS(state);
GenSphereVS(state);
Matrix mat;
for (int i = 0; i < cubes.Count; i++)
{
mat = cubes[i].Matrix;
if (camera != cubes[i].Camera)
{
camera = cubes[i].Camera;
state.Camera.SetCamera(camera);
}
using (state.WorldMatrix.Push(ref mat))
{
cubeVS.Draw(state, null, PrimitiveType.LineList);
}
}
mat = Matrix.Identity;
for (int i = 0; i < spheres.Count; i++)
{
Vector3 v = spheres[i].Position;
float scale = spheres[i].Radius;
if (camera != spheres[i].Camera)
{
camera = spheres[i].Camera;
state.Camera.SetCamera(camera);
}
mat.M11 = scale;
mat.M22 = scale;
mat.M33 = scale;
mat.M41 = v.X;
mat.M42 = v.Y;
mat.M43 = v.Z;
using (state.WorldMatrix.Push(ref mat))
{
sphereVS.Draw(state, null, PrimitiveType.LineList);
}
}
}
}
spheres.Clear();
cubes.Clear();
}
示例8: BindShader
protected override void BindShader(DrawState state, bool maskOnly)
{
SimpleTextureEffect shader = state.GetShader<SimpleTextureEffect>();
shader.Texture = _texture;
shader.Bind(state);
}
示例9: DrawCpuParticles
/// <summary>
/// implements the method to draw cpu particles
/// </summary>
protected override void DrawCpuParticles(DrawState state, Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Vector4[] positionSize, Vector4[] velocityRotation, Vector4[] colourData, Vector4[] userValues)
{
//this is a bit more complex, but mostly the same as the GPU draw method
Vector2 targetSize = state.DrawTarget.Size;
state.RenderState.Push();
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
Texture2D displayTexture = particleType.Texture ?? state.Properties.WhiteTexture;
GenerateBillboardVertices(state, ref this.vertices, ref this.indices);
int count = (int)particleCount;
DrawBillboardParticles_BillboardCpu shaderNoColour = null;
DrawBillboardParticlesColour_BillboardCpu shaderColour = null;
if (positionBuffer == null)
{
positionBuffer = GetPositionBuffer(state, positionBuffer);
}
if (colourData != null)
shaderColour = state.GetShader<DrawBillboardParticlesColour_BillboardCpu>();
else
shaderNoColour = state.GetShader<DrawBillboardParticles_BillboardCpu>();
int drawn = 0;
while (count > 0)
{
int drawCount;
drawCount = Math.Min(count, 120);
uint drawCountU = (uint)drawCount;
uint drawnU = (uint)drawn;
//the only major difference from the GPU drawer is here
for (int i = 0; i < drawCount; i++)
{
//copy position xy and w (size), and velocity.w (rotation)
positionBuffer[i] = positionSize[drawn + i];
positionBuffer[i].Z = velocityRotation[drawn + i].W;
}
if (colourData != null)
{
shaderColour.SetPositionData(positionBuffer, 0, 0, drawCountU);
shaderColour.SetColourData(colourData, drawnU, 0, drawCountU);
shaderColour.DisplayTexture = displayTexture;
state.Shader.Push(shaderColour);
}
else
{
shaderNoColour.SetPositionData(positionBuffer, 0, 0, drawCountU);
shaderNoColour.DisplayTexture = displayTexture;
state.Shader.Push(shaderNoColour);
}
vertices.Draw(state, indices, PrimitiveType.TriangleList, drawCount * 2, 0, 0);
state.Shader.Pop();
count -= drawCount;
drawn += drawCount;
}
state.RenderState.Pop();
}
示例10: DrawGpuParticles
/// <summary>
/// draws the particles on a GPU system
/// </summary>
protected override void DrawGpuParticles(DrawState state, Xen.Ex.Graphics.Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Texture2D positionTex, Texture2D velocityRotation, Texture2D colourTex, Texture2D userValues, bool usesUserValuesPositionBuffer)
{
//this is very similar to the billboard drawer (see it for reference)
using (state.RenderState.Push())
{
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
Texture2D displayTexture = particleType.Texture;
//get the shared vertice
BillboardParticles2DElement.GenerateBillboardVertices(state, ref vertices, ref indices);
int count = (int)particleCount;
DrawVelocityParticles_GpuTex shaderNoColour = null;
DrawVelocityParticlesColour_GpuTex shaderColour = null;
//user variants
DrawVelocityParticles_GpuTex_UserOffset shaderNoColour_UO = null;
DrawVelocityParticlesColour_GpuTex_UserOffset shaderColour_UO = null;
float resolutionXF = (float)positionTex.Width;
float resolutionYF = (float)positionTex.Height;
Vector2 invTextureSize;
Vector2 velScale = new Vector2(velocityScale, 0);
if (this.useRotationToScaleVelocityEffect)
velScale = new Vector2(0, velocityScale);
invTextureSize = new Vector2(1.0f / resolutionXF, 1.0f / resolutionYF);
IShader shader;
if (!usesUserValuesPositionBuffer)
{
if (colourTex != null)
{
shader = shaderColour = state.GetShader<DrawVelocityParticlesColour_GpuTex>();
shaderColour.PositionTexture = positionTex;
shaderColour.ColourTexture = colourTex;
shaderColour.VelocityTexture = velocityRotation;
shaderColour.DisplayTexture = displayTexture;
shaderColour.SetVelocityScale(ref velScale);
}
else
{
shader = shaderNoColour = state.GetShader<DrawVelocityParticles_GpuTex>();
shaderNoColour.PositionTexture = positionTex;
shaderNoColour.VelocityTexture = velocityRotation;
shaderNoColour.DisplayTexture = displayTexture;
shaderNoColour.SetVelocityScale(ref velScale);
}
}
else
{
if (colourTex != null)
{
shader = shaderColour_UO = state.GetShader<DrawVelocityParticlesColour_GpuTex_UserOffset>();
shaderColour_UO.PositionTexture = positionTex;
shaderColour_UO.ColourTexture = colourTex;
shaderColour_UO.VelocityTexture = velocityRotation;
shaderColour_UO.UserTexture = userValues;
shaderColour_UO.DisplayTexture = displayTexture;
shaderColour_UO.SetVelocityScale(ref velScale);
}
else
{
shader = shaderNoColour_UO = state.GetShader<DrawVelocityParticles_GpuTex_UserOffset>();
shaderNoColour_UO.PositionTexture = positionTex;
shaderNoColour_UO.VelocityTexture = velocityRotation;
shaderNoColour_UO.UserTexture = userValues;
shaderNoColour_UO.DisplayTexture = displayTexture;
shaderNoColour_UO.SetVelocityScale(ref velScale);
}
}
int drawn = 0;
while (count > 0)
{
int drawCount = Math.Min(count, vertices.Count / 4);
if (!usesUserValuesPositionBuffer)
{
if (colourTex != null)
shaderColour.TextureSizeOffset = new Vector3(invTextureSize, (float)drawn);
else
//.........这里部分代码省略.........
示例11: DrawCpuParticles
//draws on CPU particle systems
/// <summary>
/// draws the particles from a CPU system
/// </summary>
protected override void DrawCpuParticles(DrawState state, Xen.Ex.Graphics.Content.ParticleSystemTypeData particleType, uint particleCount, AlphaBlendState blendMode, Vector4[] positionSize, Vector4[] velocityRotation, Vector4[] colourData, Vector4[] userValues)
{
//this is very similar to the billboard drawer (see it for reference)
Vector2 targetSize = state.DrawTarget.Size;
using (state.RenderState.Push())
{
state.RenderState.CurrentBlendState = blendMode;
state.RenderState.CurrentDepthState.DepthWriteEnabled = false;
Texture2D displayTexture = particleType.Texture;
BillboardParticles2DElement.GenerateBillboardVertices(state, ref this.vertices, ref this.indices);
int count = (int)particleCount;
DrawVelocityParticles_BillboardCpu shaderNoColour = null;
DrawVelocityParticlesColour_BillboardCpu shaderColour = null;
Vector2 velScale = new Vector2(velocityScale, 0);
if (this.useRotationToScaleVelocityEffect)
velScale = new Vector2(0, velocityScale);
if (colourData != null)
{
shaderColour = state.GetShader<DrawVelocityParticlesColour_BillboardCpu>();
shaderColour.DisplayTexture = displayTexture;
shaderColour.SetVelocityScale(ref velScale);
}
else
{
shaderNoColour = state.GetShader<DrawVelocityParticles_BillboardCpu>();
shaderNoColour.DisplayTexture = displayTexture;
shaderNoColour.SetVelocityScale(ref velScale);
}
int drawn = 0;
while (count > 0)
{
int drawCount;
drawCount = Math.Min(count, 80);
IShader shader = null;
if (colourData != null)
{
shaderColour.SetPositionData(positionSize, (uint)drawn, 0, (uint)drawCount);
shaderColour.SetVelocityData(velocityRotation, (uint)drawn, 0, (uint)drawCount);
shaderColour.SetColourData(colourData, (uint)drawn, 0, (uint)drawCount);
shader = shaderColour;
}
else
{
shaderNoColour.SetPositionData(positionSize, (uint)drawn, 0, (uint)drawCount);
shaderNoColour.SetVelocityData(velocityRotation, (uint)drawn, 0, (uint)drawCount);
shader = shaderNoColour;
}
using (state + shader)
vertices.Draw(state, indices, PrimitiveType.TriangleList, drawCount * 2, 0, 0);
count -= drawCount;
drawn += drawCount;
}
}
}
示例12: BindShader
/// <summary></summary>
/// <param name="state"></param>
/// <param name="maskOnly"></param>
protected override sealed IShader BindShader(DrawState state, bool maskOnly)
{
if (this.vertices == null)
{
this.vertices = state.Application.UserValues[GetType().FullName + ".vertices"] as IVertices;
this.indices = state.Application.UserValues[GetType().FullName + ".indices"] as Indices<ushort>;
this.verticesSI = state.Application.UserValues[GetType().FullName + ".verticesSI"] as IVertices;
this.indicesSI = state.Application.UserValues[GetType().FullName + ".indicesSI"] as Indices<ushort>;
if (this.vertices == null)
{
//still null, create the global vertices
this.vertices = new Vertices<Vector4>(
new Vector4(0, 0, 0, 1),
new Vector4(1, 0, 0, 1),
new Vector4(1, 1, 0, 1),
new Vector4(0, 1, 0, 1));
this.indices = new Indices<ushort>(0, 2, 1, 0, 3, 2);
//shader instancing..
List<InstanceVertex> verts = new List<InstanceVertex>();
List<ushort> inds = new List<ushort>();
for (int i = 0; i < NonInstancingRenderCount; i++)
{
verts.Add(new InstanceVertex(new Vector3(0, 0, 0), (float)i));
verts.Add(new InstanceVertex(new Vector3(1, 0, 0), (float)i));
verts.Add(new InstanceVertex(new Vector3(1, 1, 0), (float)i));
verts.Add(new InstanceVertex(new Vector3(0, 1, 0), (float)i));
inds.Add((ushort)(0 + i * 4));
inds.Add((ushort)(2 + i * 4));
inds.Add((ushort)(1 + i * 4));
inds.Add((ushort)(0 + i * 4));
inds.Add((ushort)(3 + i * 4));
inds.Add((ushort)(2 + i * 4));
}
this.verticesSI = new Vertices<InstanceVertex>(verts.ToArray());
this.indicesSI = new Indices<ushort>(inds.ToArray());
state.Application.UserValues[GetType().FullName + ".vertices"] = vertices;
state.Application.UserValues[GetType().FullName + ".indices"] = indices;
state.Application.UserValues[GetType().FullName + ".verticesSI"] = verticesSI;
state.Application.UserValues[GetType().FullName + ".indicesSI"] = indicesSI;
}
}
if (state.Properties.SupportsHardwareInstancing && instanceCount > HardwareInstancingMinimum)
{
Graphics2D.InstancingSprite shader = state.GetShader<Graphics2D.InstancingSprite>();
Matrix world;
state.WorldMatrix.GetMatrix(out world);
shader.SetSpriteWorldMatrix(ref world);
shader.CustomTexture = texture ?? state.Properties.WhiteTexture;
return shader;
}
else
{
Graphics2D.NonInstancingSprite shader = state.GetShader<Graphics2D.NonInstancingSprite>();
shader.CustomTexture = texture ?? state.Properties.WhiteTexture;
return shader;
}
}
示例13: DrawElement
/// <summary></summary>
/// <param name="state"></param>
protected sealed override void DrawElement(DrawState state)
{
if (state.Properties.SupportsHardwareInstancing && instanceCount > HardwareInstancingMinimum)
{
using (state.WorldMatrix.PushIdentity())
{
vertices.DrawInstances(state, indices, PrimitiveType.TriangleList, state.GetDynamicInstanceBuffer(this.instances, this.instanceCount));
}
}
else
{
Graphics2D.NonInstancingSprite shader = state.GetShader<Graphics2D.NonInstancingSprite>();
for (int i = 0; i < instanceCount; i += NonInstancingRenderCount)
{
int count = Math.Min(NonInstancingRenderCount, (instanceCount - i));
shader.SetInstances(this.instances, (uint)i, 0, (uint)count);
this.verticesSI.Draw(state, this.indicesSI, PrimitiveType.TriangleList, 2 * count, 0, 0);
}
}
}