当前位置: 首页>>代码示例>>C#>>正文


C# RenderHelper.GetViewPort方法代码示例

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


在下文中一共展示了RenderHelper.GetViewPort方法的3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: Draw

        protected override void Draw(GameTime gameTime, RenderHelper render)
        {
            if (drawBackground)
            {
                int w = render.GetViewPort().Width;
                int h = render.GetViewPort().Height;

                render.RenderTextureComplete(backT, Color.White, new Rectangle(0, 0, w, h), Matrix.Identity);
            }
        }
开发者ID:tubitos,项目名称:1,代码行数:10,代码来源:Menu.cs

示例2: Draw

        protected override void Draw(Microsoft.Xna.Framework.GameTime gameTime, RenderHelper render)
        {
            render.Clear(Color.Black);

            int w = render.GetViewPort().Width;
            int h = render.GetViewPort().Height;

            render.RenderTextComplete(texts[state], new Vector2(w / 2, h / 2), Color.DarkRed, Matrix.Identity, arenScript);

            if (interval < maxInterval)
            {
                interval++;
            }
            else
            {
                ChangeState();
                interval = 0;
            }
        }
开发者ID:tubitos,项目名称:1,代码行数:19,代码来源:LoadingScreen.cs

示例3: Render

        /// <summary>
        /// Renders a list of models to the shadow map, and returns a surface
        /// containing the shadow occlusion factor
        /// </summary>
        /// <param name="gameTime">The game time.</param>
        /// <param name="render">The render.</param>
        /// <param name="ginfo">The ginfo.</param>
        /// <param name="light">The light for which the shadow is being calculated</param>
        /// <param name="mainCamera">The camera viewing the scene containing the light</param>
        /// <param name="world">The world.</param>
        /// <param name="deferredGBuffer">The deferred G buffer.</param>
        /// <returns>
        /// The shadow occlusion texture
        /// </returns>
		internal RenderTarget2D Render(GameTime gameTime, RenderHelper render,GraphicInfo ginfo, DirectionalLightPE light,
                                    ICamera mainCamera, IWorld world, IDeferredGBuffer deferredGBuffer)
									
		{
                vp = render.GetViewPort();
				// Set our targets								
				render.PushRenderTarget(shadowMap);
                render.Clear(Color.White,ClearOptions.Target, 1.0f, 0);
                render.Clear(Color.Black, ClearOptions.DepthBuffer, 1.0f, 0);                

				// Get corners of the main camera's bounding frustum
				Matrix cameraTransform, viewMatrix;                				                
                viewMatrix = mainCamera.View;
                cameraTransform = Matrix.Invert(viewMatrix);
				mainCamera.BoundingFrustum.GetCorners(frustumCornersWS);
				Vector3.Transform(frustumCornersWS, ref viewMatrix, frustumCornersVS);
				for (int i = 0; i < 4; i++)
					farFrustumCornersVS[i] = frustumCornersVS[i + 4];

                // Calculate the cascade splits.  We calculate these so that each successive
                // split is larger than the previous, giving the closest split the most amount
                // of shadow detail.  
                float N = NumSplits;
                float near = mainCamera.NearPlane, far = mainCamera.FarPlane;
                splitDepths[0] = near;
                splitDepths[NumSplits] = far;                
                for (int i = 1; i < splitDepths.Length - 1; i++)
                    splitDepths[i] = splitConstant * near * (float)Math.Pow(far / near, i / N) + (1.0f - splitConstant) * ((near + (i / N)) * (far - near));

                // Render our scene geometry to each split of the cascade
                for (int i = 0; i < NumSplits; i++)
                {
                    float minZ = splitDepths[i];
                    float maxZ = splitDepths[i + 1];

                    CalculateFrustum(light, mainCamera, minZ, maxZ, out lightProjectionMatrices[i], out lightViewMatrices[i],out lightViewProjectionMatrices[i]);                    

                    RenderShadowMap(gameTime,render, i,world);
                }

                render.PopRenderTargetAsSingleRenderTarget2D();

                render.SetViewPort(ginfo.Viewport);
				RenderShadowOcclusion(render,mainCamera,light,deferredGBuffer);                
				return shadowOcclusion;						
			
		}
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:61,代码来源:ShadowRenderer.cs


注:本文中的RenderHelper.GetViewPort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。