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C# RenderHelper.PushBlendState方法代码示例

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

        public void DrawLights(GameTime gameTime, IWorld world, IDeferredGBuffer deferredGBuffer, RenderHelper render)
        {
            render.Clear(Color.Transparent, ClearOptions.Target);

            foreach (ILight light in world.Lights.Where((a) => a.CastShadown == true && a.Enabled == true))
            {
                switch (light.LightType)
                {
                    case LightType.Deferred_Directional:
                        DirectionalLightPE dl = light as DirectionalLightPE;
                        shadowMap = shadow.Render(gameTime, render, ginfo, dl, world.CameraManager.ActiveCamera, world, deferredGBuffer);

                        render.PushBlendState(_lightAddBlendState);
                        DrawDirectionalLight(render, ginfo, world.CameraManager.ActiveCamera, dl, deferredGBuffer);
                        render.PopBlendState();

                        break;
                    case LightType.Deferred_Point:
#if WINDOWS
                        System.Diagnostics.Debug.Fail("Point Light Shadow not supported, in production no error will be created, the light just wont cast any shadow");
#endif
                        render.PushBlendState(_lightAddBlendState);
                        DrawPointLight(render, ginfo, world.CameraManager.ActiveCamera, light as PointLightPE, deferredGBuffer, true);
                        render.PopBlendState();
                        break;
                    case LightType.Deferred_Spot:
                        SpotLightPE sl = light as SpotLightPE;
                        Matrix v = sl.ViewMatrix;
                        Matrix p =sl.ProjMatrix;
                        RenderShadowMap(gameTime, render, ref v, ref p, world, deferredGBuffer);
                        render.PushBlendState(_lightAddBlendState);
                        DrawnSpotLight(render, ginfo, world.CameraManager.ActiveCamera, sl, deferredGBuffer);
                        render.PopBlendState();
                        break;
                    default:
                        throw new Exception("Light type Unexpected");
                }
            }

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

            render.PushBlendState(_lightAddBlendState);

            foreach (ILight light in world.Lights.Where((a) => a.CastShadown != true && a.Enabled == true))
            {
                switch (light.LightType)
                {
                    case LightType.Deferred_Directional:
                        DirectionalLightPE dl = light as DirectionalLightPE;                        
                        DrawDirectionalLight(render,ginfo, world.CameraManager.ActiveCamera, dl, deferredGBuffer);
                        break;
                    case LightType.Deferred_Point:                        
                        DrawPointLight(render,ginfo, world.CameraManager.ActiveCamera, light as PointLightPE, deferredGBuffer,true);
                        break;
                    case LightType.Deferred_Spot:
                        SpotLightPE sl = light as SpotLightPE;                        
                        DrawnSpotLight(render,ginfo, world.CameraManager.ActiveCamera, sl, deferredGBuffer);
                        break;
                    default:
                        throw new Exception("Light type Unexpected");
                }
            }      
                  
            render.PopBlendState();            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:66,代码来源:ShadowLightMap.cs

示例2: PosDrawPhase

        public override void  PosDrawPhase(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<ILight> lights)
 	    {              
              render.PushRasterizerState(cullMode);
              render.PushBlendState(BlendState.NonPremultiplied);                                                                        

                for (int i = 0; i < obj.Modelo.MeshNumber; i++)
                {
                    BatchInformation[] bi = obj.Modelo.GetBatchInformation(i);                    
                    
                    for (int j = 0; j < bi.Count(); j++)
                    {
                        _shader.Parameters["colorMap"].SetValue(obj.Modelo.getTexture(TextureType.DIFFUSE,i,j));                                
                        Matrix w1 = Matrix.Multiply(obj.WorldMatrix, bi[j].ModelLocalTransformation);
                        _shader.Parameters["wvp"].SetValue(w1 * cam.ViewProjection);                

                        _shader.Parameters["alpha"].SetValue(transparencyLevel);
                        _shader.Parameters["useTextureAlpha"].SetValue(useTextureAlpha);                       

                        render.RenderBatch(bi[j], _shader);
                    }
                }
                render.PopBlendState();
                render.PopRasterizerState();         
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:24,代码来源:ForwardTransparenteShader.cs

示例3: 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4: 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5: BasicDraw

        /// <summary>
        /// Draw the object in a simple way (WITH MINIMUM EFFECTS,....)
        /// USED IN RELECTIONS, REFRACTION .....
        /// </summary>
        /// <param name="gt">The gt.</param>
        /// <param name="obj">The obj.</param>
        /// <param name="view">The view.</param>
        /// <param name="projection">The projection.</param>
        /// <param name="lights">The lights.</param>
        /// <param name="render">The render.</param>
        /// <param name="clippingPlane">The clipping plane.</param>
        /// <param name="useAlphaBlending">if set to <c>true</c> [use alpha blending].</param>
        public virtual void BasicDraw(GameTime gt, IObject obj, ref Matrix view, ref Matrix projection, IList<ILight> lights, RenderHelper render,Plane? clippingPlane, bool useAlphaBlending = false)
        {
            
            Matrix wld = obj.WorldMatrix;
            if (clippingPlane.HasValue)
            {
                Vector4 plane = new Vector4(clippingPlane.Value.Normal, clippingPlane.Value.D);
                basicDraw.Parameters["clippingPlane"].SetValue(plane);
                basicDraw.Parameters["isClip"].SetValue(true);
            }
            else
            {
                basicDraw.Parameters["isClip"].SetValue(false);
            }            

            if(useAlphaBlending)
                render.PushBlendState(BlendState.AlphaBlend);

            SamplerState s0 =  render.SetSamplerState(BasicDrawSamplerState,0);

            for (int i = 0; i < obj.Modelo.MeshNumber; i++)
            {
                BatchInformation[] bi = obj.Modelo.GetBatchInformation(i);
                for (int j = 0; j < bi.Count(); j++)
                {
                    //basicDraw.Parameters["diffuse"].SetValue(obj.Modelo.getTexture(TextureType.DIFFUSE,i,j));
                    render.device.Textures[0] =  obj.Modelo.getTexture(TextureType.DIFFUSE, i, j);
                    Matrix w1 = Matrix.Multiply(wld, bi[j].ModelLocalTransformation);
                    this.basicDraw.Parameters["WVP"].SetValue(w1 * view * projection);

                    render.RenderBatch(bi[j], basicDraw);
                }
            }

            if(useAlphaBlending)
                render.PopBlendState();

            render.SetSamplerState(s0, 0);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:51,代码来源:IShader.cs

示例6: 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.PushBlendState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。