本文整理汇总了C#中RenderHelper.RenderPosComponents方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.RenderPosComponents方法的具体用法?C# RenderHelper.RenderPosComponents怎么用?C# RenderHelper.RenderPosComponents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.RenderPosComponents方法的2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: 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.........
示例2: 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();
}