本文整理汇总了C#中IRenderContext.ApplyTechnique方法的典型用法代码示例。如果您正苦于以下问题:C# IRenderContext.ApplyTechnique方法的具体用法?C# IRenderContext.ApplyTechnique怎么用?C# IRenderContext.ApplyTechnique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IRenderContext
的用法示例。
在下文中一共展示了IRenderContext.ApplyTechnique方法的9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
/// <summary>
/// Renders the ocean
/// </summary>
/// <param name="context">Rendering context</param>
public override void Render( IRenderContext context )
{
if ( Planet == null || Planet.PlanetModel.OceanModel == null )
{
return;
}
GameProfiles.Game.Rendering.PlanetRendering.OceanRendering.Begin( );
float seaLevel = ( SpherePlanet.PlanetModel.Radius + Planet.PlanetModel.OceanModel.SeaLevel ).ToRenderUnits;
seaLevel /= 10.0f;
Graphics.Renderer.PushTransform( TransformType.LocalToWorld );
Graphics.Renderer.Scale( TransformType.LocalToWorld, seaLevel, seaLevel, seaLevel );
m_WaveAnimation.UpdateAnimation( context.RenderTime );
m_Technique.Effect.Parameters[ "OceanTexture0" ].Set( m_WaveAnimation.SourceTexture );
m_Technique.Effect.Parameters[ "OceanTexture1" ].Set( m_WaveAnimation.DestinationTexture );
m_Technique.Effect.Parameters[ "OceanTextureT" ].Set( m_WaveAnimation.LocalT );
context.ApplyTechnique( m_Technique, m_OceanGeometry );
Graphics.Renderer.PopTransform( TransformType.LocalToWorld );
GameProfiles.Game.Rendering.PlanetRendering.OceanRendering.End( );
}
示例2: DeepRender
/// <summary>
/// Renders the atmosphere
/// </summary>
/// <param name="context">Rendering context</param>
public void DeepRender( IRenderContext context )
{
if ( Planet == null || Planet.PlanetModel.AtmosphereModel == null )
{
return;
}
SetupAtmosphereEffectParameters( m_Techniques.Effect, false, true );
context.ApplyTechnique( m_Techniques, AtmosphereGeometry );
}
示例3: Render
/// <summary>
/// Renders the cloud model
/// </summary>
/// <param name="context">Rendering context</param>
public override void Render( IRenderContext context )
{
if ( Planet == null || Planet.PlanetModel.CloudModel == null )
{
return;
}
if ( m_CloudSphere == null || HasCloudModelChanged( ) )
{
m_CloudSphere = CreateCloudSphere( );
}
SetupCloudEffectParameters( m_Technique.Effect );
context.ApplyTechnique( m_Technique, m_CloudSphere );
}
示例4: Render
public void Render( IRenderContext context )
{
if ( Planet.EnableTerrainRendering )
{
ms_TerrainRenderer.Render( context, Planet, m_PlanetTexture );
}
else
{
UniCamera.PushAstroRenderTransform( TransformType.LocalToWorld, Planet.Transform );
m_PlanetTechnique.Effect.Parameters[ "TerrainSampler" ].Set( m_PlanetTexture );
m_PlanetTechnique.Effect.Parameters[ "CloudSampler" ].Set( m_CloudTexture );
m_PlanetTechnique.Effect.Parameters[ "CloudTransform" ].Set( m_CloudOffsetTransform );
context.ApplyTechnique( m_PlanetTechnique, m_PlanetGeometry );
float cloudLayerScale = 1.01f;
Graphics.Renderer.Scale( TransformType.LocalToWorld, cloudLayerScale, cloudLayerScale, cloudLayerScale );
m_CloudTechnique.Effect.Parameters[ "CloudSampler" ].Set( m_CloudTexture );
m_CloudTechnique.Effect.Parameters[ "CloudTransform" ].Set( m_CloudOffsetTransform );
context.ApplyTechnique( m_CloudTechnique, m_PlanetGeometry );
Graphics.Renderer.PopTransform( TransformType.LocalToWorld );
}
m_CloudAngle = Utils.Wrap( m_CloudAngle + Constants.DegreesToRadians * 0.01f, 0, Constants.TwoPi );
m_CloudOffsetTransform.SetXRotation( m_CloudAngle );
}
示例5: Render
/// <summary>
/// Renders the terrain
/// </summary>
/// <param name="context">Terrain rendering context</param>
public override void Render( IRenderContext context )
{
if ( Planet == null )
{
throw new InvalidOperationException( "Can't render terrain patches without first setting planet object" );
}
GameProfiles.Game.Rendering.PlanetRendering.TerrainRendering.Begin( );
UpdatePatches( UniCamera.Current );
m_Vertices.VertexBuffer.Begin( );
context.ApplyTechnique( m_Technique, m_PatchRenderer );
m_Vertices.VertexBuffer.End( );
GameProfiles.Game.Rendering.PlanetRendering.TerrainRendering.End( );
//if ( DebugInfo.ShowPatchInfo )
//{
// m_Patches[ 0 ].DebugRender( );
//}
if ( DebugInfo.ShowPendingTerrainBuildItemCount )
{
DebugText.Write( "Pending terrain build items: " + TerrainPatchBuilder.PendingBuildItems );
}
if ( DebugInfo.ShowTerrainLeafNodeCount )
{
int leafCount = 0;
foreach ( TerrainPatch patch in m_RootPatches )
{
leafCount += patch.CountNodesWithVertexData( );
}
DebugText.Write( "Terrain leaf nodes: {0}", leafCount );
}
}
示例6: Render
/// <summary>
/// Renders this object
/// </summary>
/// <param name="context">Rendering context</param>
public void Render( IRenderContext context )
{
context.ApplyTechnique( m_Technique, m_Geometry );
}
示例7: Render
public void Render( IRenderContext context, SpherePlanet planet, ITexture planetTerrainTexture )
{
Graphics.Renderer.PushTransform( TransformType.LocalToWorld );
{
IUniCamera curCam = UniCamera.Current;
UniTransform transform = planet.Transform;
double scale = 1.0 / 100000.0;
float x = ( float )( UniUnits.Metres.FromUniUnits( transform.Position.X - curCam.Position.X ) * scale );
float y = ( float )( UniUnits.Metres.FromUniUnits( transform.Position.Y - curCam.Position.Y ) * scale );
float z = ( float )( UniUnits.Metres.FromUniUnits( transform.Position.Z - curCam.Position.Z ) * scale );
Graphics.Renderer.SetTransform( TransformType.LocalToWorld, new Point3( x, y, z ), transform.XAxis, transform.YAxis, transform.ZAxis );
float radius = ( float )( ( UniUnits.Metres.FromUniUnits( planet.Radius ) * scale ) / TerrainPatch.PlanetRadius );
Graphics.Renderer.Scale( TransformType.LocalToWorld, radius, radius, radius );
}
m_PlanetTerrainTechnique.Effect.Parameters[ "TerrainSampler" ].Set( planetTerrainTexture );
m_Builder.BeginPatchRendering( );
context.ApplyTechnique( m_PlanetTerrainTechnique, RenderPatches );
m_Builder.EndPatchRendering( );
// Graphics.Renderer.PushRenderState( m_PatchRenderState );
// Graphics.Renderer.PopRenderState( );
Graphics.Renderer.PopTransform( TransformType.LocalToWorld );
}
示例8: Render
/// <summary>
/// Renders this mesh
/// </summary>
public void Render( IRenderContext context )
{
context.ApplyTechnique( m_Technique.Technique, RenderMesh );
}
示例9: Render
/// <summary>
/// Renders the view
/// </summary>
public void Render( IRenderContext context )
{
if ( PreRender != null )
{
PreRender( context );
}
IRenderer renderer = Graphics.Renderer;
Rectangle oldRect = renderer.Viewport;
int x = ( int )( m_ViewRect.Left * oldRect.Width );
int y = ( int )( m_ViewRect.Top * oldRect.Height );
int w = ( int )( m_ViewRect.Width * oldRect.Width );
int h = ( int )( m_ViewRect.Height * oldRect.Height );
Graphics.Renderer.SetViewport( x, y, w, h );
renderer.ClearDepth( 1.0f );
// renderer.ClearColourToVerticalGradient( Color.DarkSeaGreen, Color.LightSeaGreen );
renderer.ClearColour( ClearColour );
if ( m_Camera != null )
{
m_Camera.Begin( );
}
context.ApplyTechnique( m_Technique, m_Renderable );
if ( m_Camera != null )
{
m_Camera.End( );
}
if ( m_ShowFps )
{
m_FpsDisplay.Render( context );
}
Graphics.Renderer.SetViewport( oldRect.Left, oldRect.Top, oldRect.Width, oldRect.Height );
}