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C# RenderHelper.PopDepthStencilState方法代码示例

本文整理汇总了C#中RenderHelper.PopDepthStencilState方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.PopDepthStencilState方法的具体用法?C# RenderHelper.PopDepthStencilState怎么用?C# RenderHelper.PopDepthStencilState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.PopDepthStencilState方法的11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: ClearGBuffer

 public void ClearGBuffer(RenderHelper render)
 {
     render.PushDepthStencilState(DepthStencilState.None);
     clearBufferEffect.Parameters["BackColor"].SetValue(backGroundColor.ToVector3());
     render.RenderFullScreenQuadVertexPixel(clearBufferEffect);
     render.PopDepthStencilState();
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:LightPrePassGBuffer.cs

示例2: ClearGBuffer

 public void ClearGBuffer(RenderHelper render)
 {
     render.ValidateSamplerStates();      
     render.PushDepthStencilState(DepthStencilState.None);
     render.RenderFullScreenQuadVertexPixel(clearBufferEffect);
     render.PopDepthStencilState();      
     render.ValidateSamplerStates();
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:8,代码来源:PreGBuffer.cs

示例3: Draw

        public override void Draw(Texture2D ImageToProcess, RenderHelper rHelper, Microsoft.Xna.Framework.GameTime gt, PloobsEngine.Engine.GraphicInfo GraphicInfo, IWorld world, bool useFloatBuffer)
        {
            rHelper.PushRenderTarget(target);
            rHelper.Clear(Color.Black);
            effectdistorcion.Parameters["halfPixel"].SetValue(GraphicInfo.HalfPixel);
            effectdistorcion.Parameters["DEPTH"].SetValue(rHelper[PrincipalConstants.DephRT]);
            effectdistorcion.Parameters["DistortionScale"].SetValue(Distortion);
            rHelper.PushDepthStencilState(DepthStencilState.None);

            foreach (var obj in objs)
            {
                IModelo modelo = obj.Modelo;

                for (int i = 0; i < modelo.MeshNumber; i++)
                {
                    BatchInformation[] bi = modelo.GetBatchInformation(i);
                    for (int j = 0; j < bi.Count(); j++)
                    {
                        Matrix w = bi[j].ModelLocalTransformation * obj.WorldMatrix;
                        effectdistorcion.Parameters["WorldViewProjection"].SetValue(w * world.CameraManager.ActiveCamera.View * world.CameraManager.ActiveCamera.Projection);
                        effectdistorcion.Parameters["WorldView"].SetValue(w * world.CameraManager.ActiveCamera.View);                        
                        rHelper.RenderBatch(bi[j], effectdistorcion);
                    }
                }
            }

           rHelper.PopDepthStencilState();

           x = rHelper.PopRenderTargetAsSingleRenderTarget2D();

           rHelper.Clear(Color.Black);
           effect.Parameters["SceneTexture"].SetValue(ImageToProcess);
           effect.Parameters["DistortionMap"].SetValue(x);
           //effect.Parameters["halfPixel"].SetValue(GraphicInfo.HalfPixel);           
           rHelper.RenderTextureToFullScreenSpriteBatch(ImageToProcess,effect,GraphicInfo.FullScreenRectangle);          
         
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:37,代码来源:StealthPostEffect.cs

示例4: DrawDirectionalLight

        private void DrawDirectionalLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, DirectionalLightPE dl, IDeferredGBuffer DeferredGBuffer)
        {    
            directionalLightEffect.Parameters["shadowBufferSize"].SetValue(shadownBufferSize);
            if(dl.CastShadown)
                //directionalLightEffect.Parameters["xShadowMap"].SetValue(shadowMap);
                render.device.Textures[3] = shadowMap;
            else
                //directionalLightEffect.Parameters["xShadowMap"].SetValue(blank);
                render.device.Textures[3] = blank;

            //directionalLightEffect.Parameters["colorMap"].SetValue(DeferredGBuffer[GBufferTypes.COLOR]);
            //directionalLightEffect.Parameters["normalMap"].SetValue(DeferredGBuffer[GBufferTypes.NORMAL]);
            //directionalLightEffect.Parameters["depthMap"].SetValue(DeferredGBuffer[GBufferTypes.DEPH]);            

            render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR];
            render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
            render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
            SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
            SamplerState s3 = render.SetSamplerState(SamplerState.PointClamp, 3);


            directionalLightEffect.Parameters["View"].SetValue(camera.View);
            directionalLightEffect.Parameters["Projection"].SetValue(camera.Projection);
            directionalLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
            directionalLightEffect.Parameters["shadown"].SetValue(dl.CastShadown);
            directionalLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection));
            directionalLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel);
            directionalLightEffect.Parameters["lightDirection"].SetValue(dl.LightDirection);
            directionalLightEffect.Parameters["Color"].SetValue(dl.Color.ToVector3());
            directionalLightEffect.Parameters["lightIntensity"].SetValue(dl.LightIntensity);            
            render.PushDepthStencilState(DepthStencilState.None);
            render.RenderFullScreenQuadVertexPixel(directionalLightEffect);
            render.PopDepthStencilState();

            render.SetSamplerState(s2, 2);
            render.SetSamplerState(s3, 3);
           }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:37,代码来源:ShadowLightMap.cs

示例5: DrawnSpotLight

        private void DrawnSpotLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, SpotLightPE sl, IDeferredGBuffer DeferredGBuffer)
        {
                    //if(sl.CastShadown)
                    //    spotLightEffect.Parameters["xShadowMap"].SetValue(shadowMap);
                    //else
                    //    spotLightEffect.Parameters["xShadowMap"].SetValue(blank);

                    if (sl.CastShadown)
                        render.device.Textures[3] = shadowMap;
                    else
                        render.device.Textures[3] = blank;

                    spotLightEffect.Parameters["shadowBufferSize"].SetValue(shadownBufferSize);
                    spotLightEffect.Parameters["BIAS"].SetValue(sl.SHADOWBIAS);                    

                    //spotLightEffect.Parameters["colorMap"].SetValue(DeferredGBuffer[GBufferTypes.COLOR]);
                    //spotLightEffect.Parameters["normalMap"].SetValue(DeferredGBuffer[GBufferTypes.NORMAL]);
                    //spotLightEffect.Parameters["depthMap"].SetValue(DeferredGBuffer[GBufferTypes.DEPH]);            
                    render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR];
                    render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
                    render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
                    SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
                    SamplerState s3 = render.SetSamplerState(SamplerState.PointClamp, 3);

                    spotLightEffect.Parameters["xLightViewProjection"].SetValue(sl.ViewMatrix * sl.ProjMatrix);
                    spotLightEffect.Parameters["View"].SetValue(camera.View);
                    spotLightEffect.Parameters["Projection"].SetValue(camera.Projection);
                    spotLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
                    spotLightEffect.Parameters["shadown"].SetValue(sl.CastShadown);
                    spotLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection));
                    spotLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel);
                    spotLightEffect.Parameters["lightPosition"].SetValue(sl.Position);
                    spotLightEffect.Parameters["lightDirection"].SetValue(sl.Direction);
                    spotLightEffect.Parameters["lightRadius"].SetValue(sl.LightRadius);
                    spotLightEffect.Parameters["lightDecayExponent"].SetValue(sl.ConeDecay);
                    spotLightEffect.Parameters["Color"].SetValue(sl.Color.ToVector3());
                    spotLightEffect.Parameters["lightAngleCosine"].SetValue(sl.LightAngleCosine);
                    spotLightEffect.Parameters["lightIntensity"].SetValue(sl.LightIntensity);
                    render.PushDepthStencilState(DepthStencilState.None);     
                    render.RenderFullScreenQuadVertexPixel(spotLightEffect);
                    render.PopDepthStencilState();
                    render.SetSamplerState(s2, 2);
                    render.SetSamplerState(s3, 3);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:44,代码来源:ShadowLightMap.cs

示例6: DrawScene

        public void DrawScene(GameTime gameTime, IWorld world, IDeferredGBuffer gbuffer, IDeferredLightMap lightmap, RenderHelper render)
        {
            render.PushDepthStencilState(DepthStencilState.None);

            PambientColor.SetValue(ambientColor.ToVector3());
            render.device.Textures[0] = lightmap[DeferredLightMapType.LIGHTMAP];
            SamplerState s0 = render.SetSamplerState(SamplerState.PointClamp, 0);

            render.device.Textures[1] = gbuffer[GBufferTypes.Extra1];
            render.device.Textures[2] = gbuffer[GBufferTypes.COLOR];
            //PEXTRA1.SetValue(gbuffer[GBufferTypes.Extra1]);            
            //PcolorMap.SetValue(gbuffer[GBufferTypes.COLOR]);
            //PlightMap.SetValue(lightmap[DeferredLightMapType.LIGHTMAP]);            

            render.RenderFullScreenQuadVertexPixel(finalCombineEffect);

            render.SetSamplerState(s0, 0);            

            if (saveToTexture)
            {
                render.PopRenderTarget();                
            }
            render.PopDepthStencilState();
            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:FinalCombination.cs

示例7: PreDraw

        protected override void PreDraw(RenderHelper render, GameTime gt, ref Matrix activeView, ref Matrix activeProjection)
        {
            if (!enable || Cube == null)
                return;

            Matrix viewIT = Matrix.Invert(Matrix.Transpose(activeView));
            Vector3 position = new Vector3(viewIT.M14, viewIT.M24, viewIT.M34);

            this.Position = position + PositionOffset;
            Effect.View = activeView;
            Effect.Projection = activeProjection;
            Effect.World = Matrix.CreateTranslation(this.Position);

            render.PushDepthStencilState(new DepthStencilState() { DepthBufferEnable = false });
            render.PushRasterizerState(new RasterizerState() { CullMode = CullMode.None });

            var graphics = Effect.GraphicsDevice;
            graphics.SetVertexBuffer(VertexBuffer);
            graphics.Indices = IndexBuffer;

            Effect.Texture = CubeFaces[0];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2);
            Effect.Texture = CubeFaces[1];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2);
            Effect.Texture = CubeFaces[2];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2);
            Effect.Texture = CubeFaces[3];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2);
            Effect.Texture = CubeFaces[4];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2);
            Effect.Texture = CubeFaces[5];
            Effect.CurrentTechnique.Passes[0].Apply();
            graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2);

            render.PopDepthStencilState();
            render.PopRasterizerState();

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:43,代码来源:Skybox.cs

示例8: DrawLights

        public void DrawLights(GameTime gameTime, IWorld world, IDeferredGBuffer deferredGBuffer, RenderHelper render)
        {
            render.Clear(Color.Black,ClearOptions.Target);
            render.PushBlendState(_lightAddBlendState);
            render.PushDepthStencilState(DepthStencilState.None);                        

            DrawDirectionalLight(world.CameraManager.ActiveCamera, world.Lights, deferredGBuffer,render);
            DrawPointLight(world.CameraManager.ActiveCamera, world.Lights, deferredGBuffer,render);
            DrawnSpotLight(world.CameraManager.ActiveCamera, world.Lights, deferredGBuffer,render);

            render.PopBlendState();
            render.PopDepthStencilState();
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:13,代码来源:PreLightMap.cs

示例9: DrawnSpotLight

        protected void DrawnSpotLight(ICamera camera, IList<ILight> lights, IDeferredGBuffer DeferredGBuffer,RenderHelper render)
        {
            render.PushRasterizerState(RasterizerState.CullNone);
            render.PushDepthStencilState(DepthStencilState.None);            
                        
            render.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
            render.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
            SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);

            spotLightEffect.Parameters["View"].SetValue(camera.View);
            spotLightEffect.Parameters["Projection"].SetValue(camera.Projection);
            spotLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);

            ApplyFrustumCorners(directionalLightEffect.Parameters["FrustumCorners"], -Vector2.One, Vector2.One);            
            
            foreach (ILight item in lights)
            {
                if (item.LightType == LightType.Deferred_Spot && item.Enabled == true)
                {
                    SpotLightPE sl = item as SpotLightPE;
                    Vector3 viewSpaceLPos = Vector3.Transform(sl.Position, camera.View);
                    Vector3 viewSpaceLDir = Vector3.Transform(sl.Direction, camera.View);

                    spotLightEffect.Parameters["lightPosition"].SetValue(viewSpaceLPos);
                    spotLightEffect.Parameters["lightDirection"].SetValue(viewSpaceLDir);
                    spotLightEffect.Parameters["lightRadius"].SetValue(sl.LightRadius);
                    spotLightEffect.Parameters["lightDecayExponent"].SetValue(sl.ConeDecay);
                    spotLightEffect.Parameters["Color"].SetValue(sl.Color.ToVector3());
                    spotLightEffect.Parameters["lightAngleCosine"].SetValue(sl.LightAngleCosine);
                    spotLightEffect.Parameters["lightIntensity"].SetValue(sl.LightIntensity);                    

                    render.RenderFullScreenQuadVertexPixel(spotLightEffect);                    
                }
            }

            render.PopDepthStencilState();
            render.PopRasterizerState();
            render.SetSamplerState(s2, 2);
        }       
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:39,代码来源:PreLightMap.cs

示例10: ExecuteTechnic

        protected override void ExecuteTechnic(Microsoft.Xna.Framework.GameTime gameTime, RenderHelper render, IWorld world)
        {
            ICamera camera = world.CameraManager.ActiveCamera;
            Matrix view = world.CameraManager.ActiveCamera.View;
            Matrix projection = world.CameraManager.ActiveCamera.Projection;

            ComputeFrustumCorners(camera);

            world.Culler.StartFrame(ref view, ref projection, world.CameraManager.ActiveCamera.BoundingFrustum);
            List<IObject> AllnotCulledObjectsList = world.Culler.GetNotCulledObjectsList(null);
            List<IObject> DeferrednotCulledObjectsList = world.Culler.GetNotCulledObjectsList(MaterialType.DEFERRED);
            List<IObject> ForwardnotCulledObjectsList = world.Culler.GetNotCulledObjectsList(MaterialType.FORWARD);

            foreach (IObject item in AllnotCulledObjectsList)
            {
                if (item.Material.IsVisible)
                    item.Material.PreDrawnPhase(gameTime, world, item, world.CameraManager.ActiveCamera, world.Lights, render);
            }
                        
            render.PushRenderTargetBinding(_gBufferBinding);
            render.Clear(Color.Black,ClearOptions.DepthBuffer | ClearOptions.Stencil, 1.0f, 0);           

            render.PushDepthStencilState(DepthStencilState.None);
            render.PushRasterizerState(RasterizerState.CullNone);
            render.RenderFullScreenQuadVertexPixel(_clearGBuffer);
            render.PopDepthStencilState();
            render.PopRasterizerState();
            

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

            render.PopRenderTarget();
            render[PrincipalConstants.DephRT] = _depthBuffer;
            render[PrincipalConstants.normalRt] = _normalBuffer; 
            
            //render.PushRenderTargetBinding(_lightAccumBinding);
            render.Clear(new Color(0, 0, 0, 0));

            render.PushDepthStencilState(DepthStencilState.None);            

            //draw using additive blending. 
            //At first I was using BlendState.additive, but it seems to use alpha channel for modulation, 
            //and as we use alpha channel as the specular intensity, we have to create our own blend state here
            render.PushBlendState(_lightAddBlendState);           
 
            RenderLights(camera,world,render,ginfo);
            
            //render[PrincipalConstants.lightRt] = render.PopRenderTarget()[0].RenderTarget as Texture2D;
            
            render.PopDepthStencilState();
            render.PopBlendState();
            return;
            render.PushRenderTarget(_outputTexture);

            render.Clear(Color.Black);
            
            foreach (IObject item in AllnotCulledObjectsList)
            {
                if (item.Material.IsVisible)
                    item.Material.PosDrawnPhase(gameTime, item, world.CameraManager.ActiveCamera, world.Lights, render);
            }

            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();
            }

            ForwardPass.Draw(gameTime, world, render, DeferrednotCulledObjectsList, ForwardnotCulledObjectsList);

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

            render[PrincipalConstants.CurrentImage] = render.PopRenderTargetAsSingleRenderTarget2D();

            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, true);
                    Texture2D tex = render.PopRenderTarget()[0].RenderTarget as Texture2D;
                    System.Diagnostics.Debug.Assert(tex != null);
                    render[PrincipalConstants.CurrentImage] = tex;
                    SwapTargetBuffers();
                }
            }

            render.Clear(Color.Black);
            render.RenderTextureComplete(render[PrincipalConstants.CurrentImage], Color.White, ginfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.PointClamp);                     

            render.RenderPosComponents(gameTime, ref view, ref projection);                        
//.........这里部分代码省略.........
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:101,代码来源:LightPrePassRenderTechnic.cs

示例11: iDraw

        /// <summary>
        /// Draw
        /// </summary>
        /// <param name="gt">The gt.</param>
        /// <param name="obj">The obj.</param>
        /// <param name="render">The render.</param>
        /// <param name="cam">The cam.</param>
        /// <param name="lights">The lights.</param>
        public void iDraw(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<ILight> lights)
        {
            if (OcclusionQuery != null)
            {
                while (OcclusionQuery.Tag == null && OcclusionQuery.IsComplete == false) { }
                
                if ( (OcclusionQuery.Tag == null && OcclusionQuery.PixelCount > 0) || obj.PhysicObject.BoundingBox == null)
                {
                    PixelsRendered = OcclusionQuery.PixelCount;
                    //Enable rendering to screen.
                    //Enable or disable writing to depth buffer (depends on whether the object is translucent or opaque).
                    //Render the object itself.
                    OcclusionQuery.Begin();
                    this.Draw(gt, obj, render, cam, lights);
                    OcclusionQuery.End();
                }
                else
                {
                    //Disable rendering to screen.
                    //Disable writing to depth buffer.
                    //"Render" the object's bounding box.

                    PixelsRendered = 0;
                    OcclusionQuery.Begin();
                    render.PushBlendState(BlendState);
                    render.PushDepthStencilState(DepthStencilState.DepthRead);                    
                    BoundingBox BoundingBox = obj.PhysicObject.BoundingBox.Value;
                    BasicEffect.View = cam.View;
                    BasicEffect.Projection = cam.Projection;
                    Vector3 centerPos = obj.PhysicObject.Position;
                    Vector3 scale = BoundingBox.Max - BoundingBox.Min;
                    
                    Matrix world = Matrix.CreateScale(scale);
                    world.Translation = centerPos;
                    BasicEffect.World = world;
                    render.RenderBatch(Modelo.GetBatchInformation(0)[0], BasicEffect);
                    OcclusionQuery.End();
                    render.PopDepthStencilState();
                    render.PopBlendState();
                    OcclusionQuery.Tag = null;
                }                
            }
            else
            {
                PixelsRendered = 0;
                this.Draw(gt, obj, render, cam, lights);
            }

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:57,代码来源:IShader.cs


注:本文中的RenderHelper.PopDepthStencilState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。