本文整理汇总了C#中RenderHelper.RenderBegin方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.RenderBegin方法的具体用法?C# RenderHelper.RenderBegin怎么用?C# RenderHelper.RenderBegin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RenderHelper
的用法示例。
在下文中一共展示了RenderHelper.RenderBegin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: rt_RenderBackGround
void rt_RenderBackGround(GraphicInfo ginfo,RenderHelper render)
{
Rectangle source = new Rectangle(0, 0, ginfo.Viewport.Width, ginfo.Viewport.Height);
render.RenderBegin(Matrix.Identity, null, SpriteSortMode.Deferred, SamplerState.LinearWrap, BlendState.Opaque, RasterizerState.CullNone,DepthStencilState.Default);
render.RenderTexture(tile, Vector2.Zero, source, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f);
render.RenderEnd();
}
示例2: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
Texture2D logo = GraphicFactory.GetTexture2D("Textures\\engine_logo");
int wd = 64;
int hg = 48;
render.RenderTextureComplete(logo, new Rectangle(this.GraphicInfo.BackBufferWidth - wd, this.GraphicInfo.BackBufferHeight - hg, wd, hg));
render.RenderBegin(Matrix.Identity);
render.RenderText("Keyboard Input Masks", new Vector2(GraphicInfo.Viewport.Width - 515, 15),Vector2.One ,Color.White);
render.RenderText("Press Space to change the Active Input Mask (G1 or G2)", new Vector2(GraphicInfo.Viewport.Width - 515, 40), Vector2.One, Color.White);
render.RenderText("Press T when G1 or ALL InputMask Input is active", new Vector2(GraphicInfo.Viewport.Width - 515, 60), Vector2.One, Color.White);
render.RenderText("Press Y when G2 or ALL InputMask Input is active", new Vector2(GraphicInfo.Viewport.Width - 515, 80), Vector2.One, Color.White);
render.RenderText("Press Ctrl + U TO use a Combo (Registered in all Masks)", new Vector2(GraphicInfo.Viewport.Width - 515, 100), Vector2.One, Color.White);
if(isAllActive)
render.RenderText("Group Mask ALL Active", new Vector2(20, 40),Vector2.One, Color.White);
if (isGroup1)
render.RenderText("T is Pressed", new Vector2(20, 20), Vector2.One, Color.White);
if(isGroup2)
render.RenderText("Y is Pressed", new Vector2(100, 20),Vector2.One, Color.White);
if(isChangeGroup)
render.RenderText("Active InputMask " + Groups[index], new Vector2(20, 40),Vector2.One, Color.White);
if(isComboPressed)
render.RenderText("Combo Pressed", new Vector2(20, 60),Vector2.One, Color.White);
render.RenderEnd();
}
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();
}