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C# RenderHelper.PeekBlendState方法代码示例

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

        public void DrawScene(GameTime gameTime, IWorld world, RenderHelper render, GraphicInfo ginfo, List<IObject> objs)
        {
            Matrix v = world.CameraManager.ActiveCamera.View;
            Matrix p = world.CameraManager.ActiveCamera.Projection;
                    
            render.PushRenderTarget(colorRT, normalRT, depthRT, lightOclusionRT);
            
            render.RenderPreComponents(gameTime, ref v, ref p);
            System.Diagnostics.Debug.Assert(render.PeekBlendState() == BlendState.Opaque);
            System.Diagnostics.Debug.Assert(render.PeekDepthState() == DepthStencilState.Default);
            System.Diagnostics.Debug.Assert(render.PeekRasterizerState() == RasterizerState.CullCounterClockwise);
                        
            render.SetSamplerState(ginfo.SamplerState, 0);

            foreach (IObject item in objs)
            {
                item.Material.Drawn(gameTime,item, world.CameraManager.ActiveCamera, world.Lights, render);
            }

            render.PopRenderTarget();                

            colorRTFINAL = colorRT2;
            render.PushRenderTarget(colorRTFINAL);
            render.Clear(Color.CornflowerBlue);
            effect.Parameters["View"].SetValue(world.CameraManager.ActiveCamera.View);
            effect.Parameters["Projection"].SetValue(world.CameraManager.ActiveCamera.Projection);
            {

                foreach (IObject item in world.Culler.GetNotCulledObjectsList(MaterialType.DEFERRED))
                {                    
                    for (int i = 0; i < item.Modelo.MeshNumber; i++)
                    {
                        BatchInformation[] bi = item.Modelo.GetBatchInformation(i);
                        for (int j = 0; j < bi.Count(); j++)
                        {
                            effect.Parameters["Texture"].SetValue(item.Modelo.getTexture(TextureType.DIFFUSE,i,j));                    
                            effect.Parameters["World"].SetValue(bi[j].ModelLocalTransformation * item.WorldMatrix);
                            render.RenderBatch(bi[j], effect);
                        }
                    }
                }

            }
            render.PopRenderTarget();            

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:46,代码来源:LightPrePassGBuffer.cs

示例2: DrawScene

        public void DrawScene(GameTime gameTime, IWorld world, RenderHelper render, GraphicInfo ginfo, List<IObject> objectsToDraw)
        {
            render.ValidateSamplerStates();

            Matrix view = world.CameraManager.ActiveCamera.View;
            Matrix projection = world.CameraManager.ActiveCamera.Projection;

            if (render.RenderPreComponents(gameTime, ref view, ref projection) > 0)
            {
                render.SetSamplerStates(ginfo.SamplerState);                
            }

            System.Diagnostics.Debug.Assert(render.PeekBlendState() == BlendState.Opaque);
            System.Diagnostics.Debug.Assert(render.PeekDepthState() == DepthStencilState.Default);
            System.Diagnostics.Debug.Assert(render.PeekRasterizerState() == RasterizerState.CullCounterClockwise);

            render.DettachBindedTextures(5);

            foreach (IObject item in objectsToDraw)
            {
                if(item.Material.IsVisible)
                    item.Material.Drawn(gameTime,item, world.CameraManager.ActiveCamera, world.Lights, render);                
            }

            render.ValidateSamplerStates();                 

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:PreGBuffer.cs

示例3: Draw


//.........这里部分代码省略.........
                            render[PrincipalConstants.CurrentImage] = tex;
                            SwapTargetBuffers();
                        }
                    }

                    render.SetSamplerStates(ginfo.SamplerState);
                    render.DettachBindedTextures(16);

                    restoreDepth.PerformForwardPass(render[PrincipalConstants.CurrentImage], render[PrincipalConstants.DephRT], render, ginfo);

                    render.DettachBindedTextures(2);

                    if (world.PhysicWorld.isDebugDraw)
                    {
                        world.PhysicWorld.iDebugDrawn(render, gameTime, world.CameraManager.ActiveCamera);
                    }
                    if (world.ParticleManager != null)
                    {
                        world.ParticleManager.iDraw(gameTime, world.CameraManager.ActiveCamera.View, world.CameraManager.ActiveCamera.Projection, render);
                        render.ResyncStates();
                        render.SetSamplerStates(ginfo.SamplerState);
                    }

                    render.DettachBindedTextures(16);
                    forwardPass.Draw(gameTime, world, render,DeferrednotCulledObjectsList,ForwardnotCulledObjectsList);

                    render.DettachBindedTextures(16);
                    render.RenderPosWithDepthComponents(gameTime, ref view, ref projection);
                    render.DettachBindedTextures(16);

                    render[PrincipalConstants.CurrentImage] = restoreDepth.EndForwardPass(render);

                    if (desc.UseFloatingBufferForLightMap)
                    {                        
                        System.Diagnostics.Debug.Assert(render.PeekBlendState() == BlendState.Opaque);
                        render.Clear(Color.Black);
                        render.RenderTextureComplete(render[PrincipalConstants.CurrentImage], Color.White, ginfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.PointClamp);                     
                        System.Diagnostics.Debug.Assert(render.PeekBlendState() == BlendState.Opaque);
                    }
                    else
                    {
                        render.Clear(Color.Black);
                        render.RenderTextureComplete(render[PrincipalConstants.CurrentImage], Color.White, ginfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, ginfo.SamplerState);                                             
                    }
                
                }
                else if (desc.RestoreDepthOption == RestoreDepthOption.NONE)
                {
                    for (int i = 0; i < PostEffects.Count ; i++)
                    {
                        if (PostEffects[i].Enabled)
                        {
                            render.PushRenderTarget(PostEffectTarget);
                            render.Clear(Color.Black);
                            PostEffects[i].Draw(render[PrincipalConstants.CurrentImage], render, gameTime, ginfo, world, desc.UseFloatingBufferForLightMap);
                            Texture2D tex = render.PopRenderTarget()[0].RenderTarget as Texture2D;
                            System.Diagnostics.Debug.Assert(tex != null);
                            render[PrincipalConstants.CurrentImage] = tex;
                            SwapTargetBuffers();
                        }
                    }
                    
                    if (desc.UseFloatingBufferForLightMap)
                    {
                        render.Clear(Color.Black);
                        render.RenderTextureComplete(render[PrincipalConstants.CurrentImage], Color.White, ginfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.PointClamp);                     
                    }
                    else
                    {
                        render.Clear(Color.Black);
                        render.RenderTextureComplete(render[PrincipalConstants.CurrentImage], Color.White, ginfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, ginfo.SamplerState);                     
                    }
                }                                

                render.RenderPosComponents(gameTime, ref view, ref projection);
        
                if (desc.DefferedDebug)
                {
                    render.Clear(Color.Black);                    
                    if (desc.UseFloatingBufferForLightMap)
                        render.RenderBegin(Matrix.Identity,null,SpriteSortMode.Immediate,SamplerState.PointClamp);
                    else
                        render.RenderBegin(Matrix.Identity, null, SpriteSortMode.Immediate, ginfo.SamplerState);
                    
                    render.RenderTexture(render[desc.RenderTargetsNameToDefferedDebug[0]] ,Color.White, new Rectangle(0, 0, halfWidth, halfHeight));
                    render.RenderTexture(render[desc.RenderTargetsNameToDefferedDebug[1]], Color.White, new Rectangle(0, halfHeight, halfWidth, halfHeight));
                    render.RenderTexture(render[desc.RenderTargetsNameToDefferedDebug[2]], Color.White, new Rectangle(halfWidth, 0, halfWidth, halfHeight));
                    render.RenderTexture(render[desc.RenderTargetsNameToDefferedDebug[3]], Color.White, new Rectangle(halfWidth, halfHeight, halfWidth, halfHeight));                    
                    
                    render.RenderEnd();
                }                
                
            }
            else
            {
                render.RenderPosComponents(gameTime, ref view, ref projection);
            }

            render.ValidateSamplerStates();
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:101,代码来源:DeferredRenderTechnic.cs


注:本文中的RenderHelper.PeekBlendState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。