当前位置: 首页>>代码示例>>C#>>正文


C# GraphicsDevice.Draw方法代码示例

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);
        }
开发者ID:Jojendersie,项目名称:Voxelseeds,代码行数:13,代码来源:ScreenTriangleRenderer.cs

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);
        }
开发者ID:Wumpf,项目名称:mstbasedheightmapgen,代码行数:21,代码来源:TerrainRaymarcher.cs

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);
        }
开发者ID:Wumpf,项目名称:mstbasedheightmapgen,代码行数:36,代码来源:TerrainRaymarcher.cs

示例4: DrawTrees

        public void DrawTrees(GraphicsDevice device)
        {
            if (this.SceneryVertexCount == 0)
                return;

            device.SetVertexBuffer(m_sceneryVertexBuffer);
            device.Draw(PrimitiveType.PointList, this.SceneryVertexCount);
        }
开发者ID:tomba,项目名称:dwarrowdelf,代码行数:8,代码来源:Chunk.cs

示例5: DrawTerrain

        public void DrawTerrain(GraphicsDevice device)
        {
            if (this.VertexCount == 0)
                return;

            device.SetVertexBuffer(m_vertexBuffer);
            device.Draw(PrimitiveType.PointList, this.VertexCount);
        }
开发者ID:tomba,项目名称:dwarrowdelf,代码行数:8,代码来源:Chunk.cs

示例6: Draw

 public void Draw(GraphicsDevice graphicsDevice)
 {
     if (Visible && vertexBuffer != null)
     {
         graphicsDevice.SetVertexBuffer(vertexBuffer);
         graphicsDevice.Draw(PrimitiveType.PointList, vertexBuffer.ElementCount);
     }
 }
开发者ID:Wumpf,项目名称:mstbasedheightmapgen,代码行数:8,代码来源:PointSet.cs


注:本文中的GraphicsDevice.Draw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。