本文整理汇总了C#中GraphicsDevice.Draw方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDevice.Draw方法的具体用法?C# GraphicsDevice.Draw怎么用?C# GraphicsDevice.Draw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GraphicsDevice
的用法示例。
在下文中一共展示了GraphicsDevice.Draw方法的6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: DrawScreenAlignedTriangle
/// <summary>
/// draws a screen aligned triangle
/// </summary>
public void DrawScreenAlignedTriangle(GraphicsDevice device)
{
if (!initalised)
Init(device);
device.SetRasterizerState(_noneCullingState);
device.SetVertexBuffer(_screenTriangle);
device.SetVertexInputLayout(_vertexInputLayout);
device.Draw(PrimitiveType.TriangleList, 3);
}
示例2: Draw
public void Draw(GraphicsDevice graphicsDevice, Camera camera, Texture skyCubemap)
{
// setup camera
Matrix viewProjection = camera.ViewMatrix * camera.ProjectionMatrix;
Matrix viewProjectionInverse = viewProjection; viewProjectionInverse.Invert();
var cameraConstantBuffer = terrainShader.Effect.ConstantBuffers["Camera"];
cameraConstantBuffer.Set(0, viewProjectionInverse);
cameraConstantBuffer.Set(sizeof(float) * 4 * 4, camera.Position);
cameraConstantBuffer.IsDirty = true;
terrainShader.Effect.Parameters["Heightmap"].SetResource(heightmapTexture);
terrainShader.Effect.Parameters["SkyCubemap"].SetResource(skyCubemap);
terrainShader.Effect.Parameters["TerrainHeightmapSampler"].SetResource(linearBorderSamplerState);
graphicsDevice.SetVertexInputLayout(null);
graphicsDevice.SetVertexBuffer(0, (Buffer<Vector3>)null);
// Render screen-space terrain, including sky!
terrainShader.Effect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.Draw(PrimitiveType.PointList, 1);
}
示例3: GenerateMaxMap
private void GenerateMaxMap(RenderTarget2D texture, GraphicsDevice graphicsDevice)
{
// Save old render setup to restore later.
SharpDX.Direct3D11.DepthStencilView depthStencilBefore;
var renderTargetsBefore = graphicsDevice.GetRenderTargets(out depthStencilBefore);
ViewportF oldViewport = graphicsDevice.GetViewport(0);
numHeightmapMipLevels = 0;
var currentWidth = texture.Width / 2;
var currentHeight = texture.Height / 2;
for (var mipLevel = 1; currentWidth > 0 && currentHeight > 0; ++mipLevel, currentWidth /= 2, currentHeight /= 2)
{
// Generate sampler on-the-fly.
var samplerStateDesc = SharpDX.Direct3D11.SamplerStateDescription.Default();
samplerStateDesc.AddressV = SharpDX.Direct3D11.TextureAddressMode.Clamp;
samplerStateDesc.AddressU = SharpDX.Direct3D11.TextureAddressMode.Clamp;
samplerStateDesc.Filter = SharpDX.Direct3D11.Filter.MinMagMipPoint;
samplerStateDesc.MinimumLod = mipLevel-1;
samplerStateDesc.MaximumLod = mipLevel-1;
samplerStateDesc.MipLodBias = mipLevel-1;
var mipLevelSamplerState = SamplerState.New(graphicsDevice, "MipLevelSampler_" + mipLevel, samplerStateDesc);
// Draw.
maxmapGenShader.Effect.Parameters["NearestSampler"].SetResource(mipLevelSamplerState);
maxmapGenShader.Effect.Parameters["InputTexture"].SetResource(texture.ShaderResourceView[ViewType.Single, 0, mipLevel-1]);
graphicsDevice.SetRenderTargets(texture.RenderTargetView[ViewType.Single, 0, mipLevel]);
graphicsDevice.SetViewport(0, 0, currentWidth, currentHeight);
maxmapGenShader.Effect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.Draw(PrimitiveType.PointList, 1);
maxmapGenShader.Effect.CurrentTechnique.Passes[0].UnApply();
++numHeightmapMipLevels;
}
graphicsDevice.SetRenderTargets(depthStencilBefore, renderTargetsBefore);
graphicsDevice.SetViewport(oldViewport);
}
示例4: DrawTrees
public void DrawTrees(GraphicsDevice device)
{
if (this.SceneryVertexCount == 0)
return;
device.SetVertexBuffer(m_sceneryVertexBuffer);
device.Draw(PrimitiveType.PointList, this.SceneryVertexCount);
}
示例5: DrawTerrain
public void DrawTerrain(GraphicsDevice device)
{
if (this.VertexCount == 0)
return;
device.SetVertexBuffer(m_vertexBuffer);
device.Draw(PrimitiveType.PointList, this.VertexCount);
}
示例6: Draw
public void Draw(GraphicsDevice graphicsDevice)
{
if (Visible && vertexBuffer != null)
{
graphicsDevice.SetVertexBuffer(vertexBuffer);
graphicsDevice.Draw(PrimitiveType.PointList, vertexBuffer.ElementCount);
}
}