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C# GraphicsContext.Enable方法代码示例

本文整理汇总了C#中GraphicsContext.Enable方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsContext.Enable方法的具体用法?C# GraphicsContext.Enable怎么用?C# GraphicsContext.Enable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GraphicsContext的用法示例。


在下文中一共展示了GraphicsContext.Enable方法的7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: Init

        static bool Init()
        {
            graphics = new GraphicsContext();

            //Window size: Change if Tablet, default is Vita
            graphics.SetViewport(0, 0, graphics.Screen.Width, graphics.Screen.Height);

            //Background Color Set
            graphics.SetClearColor(0.0f, 0.0f, 0.0f, 0.0f);

            program = new ShaderProgram("/Application/shaders/VertexColor.cgx");
            program.SetUniformBinding(0, "WorldViewProj");

            //Detect if processing shadow or not

            program.SetUniformBinding(1, "ShadowOn");
            program.SetUniformBinding(2, "LocalLightDirection");
            program.SetUniformBinding(3, "EyePosition");
            program.SetUniformBinding(4, "K_A");
            program.SetUniformBinding(5, "K_D");
            program.SetUniformBinding(6, "K_S");
            program.SetUniformBinding(7, "Shininess");
            program.SetUniformBinding(8, "Modelmatrix");
            program.SetUniformBinding(9, "ModelmatrixIT");
            program.SetUniformBinding(10, "viewMatrix");
            program.SetUniformBinding(11, "projMatrix");

            program.SetAttributeBinding(0, "a_Position");
            program.SetAttributeBinding(1, "a_Color");

            //Select Model
            //model = new Model("house");
            model = new Model("skull");

            //Set buffers to hold position data
            vbuffer = model.SetBuffer();

            //Find size of model to be used  in camera positioning
            model.computeModelDimensions();

            //Set Light Vector
            light = new Light(model.centerX-model.diagonal*1.5f, model.centerY+model.diagonal*1.5f, 0);
            Console.WriteLine (light.light.X + " " + light.light.Y + " " + light.light.Z);
            stopwatch = new Stopwatch();
            stopwatch.Start();

            //Required to render model without holes
            graphics.Enable (EnableMode.DepthTest);
            graphics.Enable(EnableMode.CullFace);
            graphics.SetCullFace(CullFaceMode.Front, CullFaceDirection.Cw);

            return true;
        }
开发者ID:kibblebits,项目名称:TriangleSample,代码行数:53,代码来源:TriangleSample.cs

示例2: Initialize

        public virtual void Initialize()
        {
            Console.WriteLine("Initialize()");

            stopwatch = new Stopwatch();
            stopwatch.Start();
            preSecondTicks=stopwatch.ElapsedTicks;

            graphics = new GraphicsContext();
            graphics.SetClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            graphics.Enable(EnableMode.Blend);
            graphics.Enable(EnableMode.DepthTest);
            graphics.SetBlendFunc(BlendFuncMode.Add, BlendFuncFactor.SrcAlpha, BlendFuncFactor.OneMinusSrcAlpha);

            debugString = new DebugString(graphics);
        }
开发者ID:hatano0x06,项目名称:Coroppoxus,代码行数:16,代码来源:GameFramework.cs

示例3: Initialize

        public virtual void Initialize()
        {
            Console.WriteLine("Initialize()");

            stopwatch = new Stopwatch();
            stopwatch.Start();

            graphics = new GraphicsContext();
            graphics.SetClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            graphics.Enable(EnableMode.Blend);
            graphics.Enable(EnableMode.DepthTest);
            graphics.SetBlendFunc(BlendFuncMode.Add, BlendFuncFactor.SrcAlpha, BlendFuncFactor.OneMinusSrcAlpha);

            textureFont = new Texture2D("/Application/resources/DebugFont.png", false);
            debugString = new DebugString(graphics, textureFont, 10,20);
        }
开发者ID:simard,项目名称:FloWS,代码行数:16,代码来源:GameFramework.cs

示例4: AppRenderer

        public AppRenderer()
        {
            int dspWidth = GraphicsContext.ScreenSizes[0].Width;
            int dspHeight = GraphicsContext.ScreenSizes[0].Height;

            //trace("Display claims to be: " + dspWidth + "x" + dspHeight);

            context = new GraphicsContext (dspWidth, dspHeight, PixelFormat.Rgba, PixelFormat.None, MultiSampleMode.None);

            Settings.STAGE_W = dspWidth;
            Settings.STAGE_H = dspHeight;

            context.SetViewport(0, 0, dspWidth, dspHeight);
            context.SetScissor(0, 0, dspWidth, dspHeight);
            context.Disable(EnableMode.All);

            context.Enable(EnableMode.ScissorTest);
            context.Enable(EnableMode.Blend);
            context.SetBlendFunc(BlendFuncMode.Add, BlendFuncFactor.SrcAlpha, BlendFuncFactor.OneMinusSrcAlpha);

            context.SetClearColor(9/255f, 11f/255f, 15f/255f, 1f);
            Renderer.screenMatrix = Matrix4.Ortho(0, dspWidth, dspHeight, 0, 0.0f, 32768.0f);
        }
开发者ID:JimmyDeemo,项目名称:openfl-psm,代码行数:23,代码来源:AppRenderer.cs

示例5: Video

        public Video(DisposableI parent, ApplicationI application, DepthStencilFormats depthStencilFormats, bool vSync)
            : base(parent)
        {
            try
            {
                this.application = application;
                FileTag = "Vita_";
                currentPixelTextures = new Texture2D[4];
                currentSamplerStates = new SamplerState[4];

                PixelFormat format = PixelFormat.None;
                switch (depthStencilFormats)
                {
                    case DepthStencilFormats.None: format = PixelFormat.None; break;
                    case DepthStencilFormats.Defualt: format = PixelFormat.Depth16; break;
                    case DepthStencilFormats.Depth24Stencil8: format = PixelFormat.Depth24Stencil8; break;
                    case DepthStencilFormats.Depth16: format = PixelFormat.Depth16; break;
                    case DepthStencilFormats.Depth24: format = PixelFormat.Depth24; break;

                    default:
                        Debug.ThrowError("Video", "Unsuported DepthStencilFormat type");
                        break;
                }

                context = new GraphicsContext(0, 0, PixelFormat.Rgba, format, MultiSampleMode.None);
                currentFrameBuffer = context.Screen;
                BackBufferSize = new Size2(currentFrameBuffer.Width, currentFrameBuffer.Height);
                ((VitaApplication)application).Vita_SetFrameSize(currentFrameBuffer.Width, currentFrameBuffer.Height);

                currentEnableMode = EnableMode.None;
                context.Enable(currentEnableMode);
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
开发者ID:reignstudios,项目名称:ReignSDK,代码行数:38,代码来源:Video.cs

示例6: setPolygonMode

        private void setPolygonMode( GraphicsContext graphics, BasicMaterial material )
        {
            graphics.SetBlendFunc( (BlendFuncMode)material.BlendFuncMode,
                               (BlendFuncFactor)material.SrcBlendFactor,
                               (BlendFuncFactor)material.DstBlendFactor );
            graphics.SetPolygonOffset( material.PolyOffsetFactor / 1000.0f,
                                   material.PolyOffsetUnits / 1000.0f );

            // Depth Test
            graphics.Enable( EnableMode.DepthTest, material.DepthTest != 0 );
            graphics.SetDepthFunc( (DepthFuncMode)material.DepthMode, material.DepthWrite != 0 );

            graphics.Enable( EnableMode.CullFace, (CullFaceMode)material.CullFaceMode != CullFaceMode.None);
            graphics.SetCullFace( (CullFaceMode)material.CullFaceMode,
                              (CullFaceDirection)material.CullFaceDirection );
        }
开发者ID:hatano0x06,项目名称:Coroppoxus,代码行数:16,代码来源:BasicModel+(2).cs

示例7: startup

        protected void startup()
        {
            // Set up the graphics system
            graphics = new GraphicsContext();
            graphics.SetViewport(0, 0, graphics.Screen.Width, graphics.Screen.Height);
            graphics.SetClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            graphics.Enable(EnableMode.Blend);
            graphics.SetBlendFunc(BlendFuncMode.Add, BlendFuncFactor.SrcAlpha, BlendFuncFactor.OneMinusSrcAlpha);

            program = new ShaderProgram("/Application/shaders/Simple.cgx");

            program.SetUniformBinding(0, "WorldViewProj");
            program.SetAttributeBinding(0, "a_Position");
            program.SetAttributeBinding(1, "a_TexCoord");
            program.SetAttributeBinding(2, "a_Color");

            Matrix4 unitScreenMatrix = new Matrix4(
                 2.0f / graphics.Screen.Width, 0.0f, 0.0f, 0.0f,
                 0.0f, -2.0f / graphics.Screen.Height,  0.0f, 0.0f,
                 0.0f, 0.0f, 1.0f, 0.0f,
                 -1.0f, 1.0f, 0.0f, 1.0f
            );

            program.SetUniformValue(0, ref unitScreenMatrix);

            videoBuffer = new byte[VIDEO_WIDTH * VIDEO_HEIGHT * 4];

            texture = new Texture2D(512, 512, false, PixelFormat.Rgba);
            texture.SetFilter(VIDEO_FILTER ? TextureFilterMode.Linear : TextureFilterMode.Nearest);

            float tx = (float) VIDEO_WIDTH / (float) texture.Width;
            float ty = (float) VIDEO_HEIGHT / (float) texture.Height;

            screenTexcoords = new float[] {
                0.0f, 0.0f, // 0 top left.
                0.0f, ty, // 1 bottom left.
                tx, 0.0f, // 2 top right.
                tx, ty, // 3 bottom right.
            };

            defaultTexcoords = new float[] {
                0.0f, 0.0f, // 0 top left.
                0.0f, 1.0f, // 1 bottom left.
                1.0f, 0.0f, // 2 top right.
                1.0f, 1.0f, // 3 bottom right.
            };

            colors = new float[] {
                1.0f,   1.0f,   1.0f,   1.0f,   // 0 top left.
                1.0f,   1.0f,   1.0f,   1.0f,   // 1 bottom left.
                1.0f,   1.0f,   1.0f,   1.0f,   // 2 top right.
                1.0f,   1.0f,   1.0f,   1.0f,   // 3 bottom right.
            };

            vertexCount = vertices.Length / 3;

            vertexBuffer = new VertexBuffer(vertexCount,
                                            VertexFormat.Float3,
                                            VertexFormat.Float2,
                                            VertexFormat.Float4);

            //vertexBuffer.SetVertices(0, vertices);
            //vertexBuffer.SetVertices(1, texcoords);
            //vertexBuffer.SetVertices(2, colors);

            /////

            int fontSize = 14;

            normalFont = new Font(FontAlias.System, fontSize, FontStyle.Regular);

            /////

            emu = new EmulatorApplication(this);
            emu.initialize();

            statistics = new Statistics();
        }
开发者ID:rosc77,项目名称:vita64,代码行数:78,代码来源:VitaUI.cs


注:本文中的GraphicsContext.Enable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。