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C# RenderHelper.RenderEnd方法代码示例

本文整理汇总了C#中RenderHelper.RenderEnd方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.RenderEnd方法的具体用法?C# RenderHelper.RenderEnd怎么用?C# RenderHelper.RenderEnd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.RenderEnd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();            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:Basic2DNeoforce.cs

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();
            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:29,代码来源:KeyboardInputScreen.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.RenderEnd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。