本文整理汇总了C#中RenderHelper.RenderTextureComplete方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.RenderTextureComplete方法的具体用法?C# RenderHelper.RenderTextureComplete怎么用?C# RenderHelper.RenderTextureComplete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.RenderTextureComplete方法的15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: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
render.RenderTextureComplete(texture, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity);
render.RenderTextComplete("Demo 17-22:Texture Generates On the fly ", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Random Texture generated Procedurally on CPU", new Vector2(10, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("Hit Space to change the texture", new Vector2(10, 55), Color.White, Matrix.Identity);
}
示例2: DownColorTexture
/// <summary>
/// DownSample a Color Texture (using hardware Linear filtering, cant be used on Single/float Textures)
/// </summary>
/// <param name="render">The render.</param>
/// <param name="Texture2D">The texture2 D.</param>
/// <param name="SamplerState">State of the sampler.</param>
/// <returns></returns>
public Texture2D DownColorTexture(RenderHelper render, Texture2D Texture2D, SamplerState SamplerState)
{
render.PushRenderTarget(RenderTarget2D);
render.RenderTextureComplete(Texture2D, Color.White,
Rectangle, Matrix.Identity, Texture2D.Bounds,
true, SpriteSortMode.Deferred, SamplerState);
return render.PopRenderTargetAsSingleRenderTarget2D();
}
示例3: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
if (drawBackground)
{
int w = render.GetViewPort().Width;
int h = render.GetViewPort().Height;
render.RenderTextureComplete(backT, Color.White, new Rectangle(0, 0, w, h), Matrix.Identity);
}
}
示例4: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
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.RenderTextComplete("Basic Screen Forward", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
}
示例5: Draw
public override void Draw(Microsoft.Xna.Framework.Graphics.Texture2D ImageToProcess, RenderHelper rHelper, Microsoft.Xna.Framework.GameTime gt, PloobsEngine.Engine.GraphicInfo GraphicInfo, IWorld world, bool useFloatBuffer)
{
//mix with last frame downsampled
if (tex != null)
{
rHelper.PushRenderTarget(rtend);
rHelper.RenderTextureComplete(tex, Color.FromNonPremultiplied(255, 255, 255, 255), GraphicInfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.LinearClamp);
rHelper.RenderTextureComplete(ImageToProcess, Color.FromNonPremultiplied(255, 255, 255, Amount), GraphicInfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.LinearClamp, BlendState.AlphaBlend);
end = rHelper.PopRenderTargetAsSingleRenderTarget2D();
}
//DownSample
rHelper.PushRenderTarget(rt);
rHelper.Clear(Color.Black);
if (end == null)
{
rHelper.RenderTextureComplete(ImageToProcess, Color.White, rt.Bounds, Matrix.Identity, ImageToProcess.Bounds, true, SpriteSortMode.Deferred, SamplerState.AnisotropicClamp);
}
else
{
rHelper.RenderTextureComplete(end, Color.White, rt.Bounds, Matrix.Identity, ImageToProcess.Bounds, true, SpriteSortMode.Deferred, SamplerState.AnisotropicClamp);
}
tex = rHelper.PopRenderTargetAsSingleRenderTarget2D();
if(end!=null)
rHelper.RenderTextureComplete(end, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.LinearClamp);
else
rHelper.RenderTextureComplete(ImageToProcess, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity, null, true, SpriteSortMode.Deferred, SamplerState.LinearClamp);
}
示例6: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
//MouseState mstate = Mouse.GetState ();
base.Draw (gameTime, render);
render.RenderTextComplete ("Demo: Basic Screen Deferred", new Vector2 (GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
if (EngineSettings.freeMouse)
{
render.RenderTextureComplete (mouseCursor, Color.White, new Rectangle (InputStates.mstate.X, InputStates.mstate.Y, 32, 32), Matrix.Identity);
}
}
示例7: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
if (firsttime)
{
///Generate the PerlinNoise in CPU side using the real equation
staticRandomTex = GraphicFactory.CreateTexture2DPerlinNoise(800, 600, frequency, amplitude, 0.55f, 8);
firsttime = false;
}
render.RenderTextureComplete(staticRandomTex, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity);
render.RenderTextComplete("Demo 17-22:Texture Generated On the fly ", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Perlin Noise Texture generated Precedurally ", new Vector2(10, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("Hit Space to change the texture", new Vector2(10, 55), Color.White, Matrix.Identity);
}
示例8: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
protected override void Draw(GameTime gameTime, RenderHelper render)
{
///must be called before
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));
///Draw some text to the screen
render.RenderTextComplete("Demo: Drawing Basic Debug Primitives", new Vector2(GraphicInfo.Viewport.Width - 515, 15), Color.White, Matrix.Identity);
}
示例9: 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.RenderTextComplete("Trigger (BEPU)", new Vector2(GraphicInfo.Viewport.Width - 515, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Launch balls (Left Mouse buttom) at the red box", new Vector2(GraphicInfo.Viewport.Width - 515, 40), Color.White, Matrix.Identity);
if (shouldDraw)
{
render.RenderTextComplete("Object: Trigger Activated " + mesSend.Cod + " Objeto " + triggerSend.ContactEntity.Name, new Vector2(20, 60), Color.White, Matrix.Identity);
render.RenderTextComplete("RecieveMessage: Trigger Artivated " + rmessage.mesRec.Cod + " Objeto " + triggerSend.ContactEntity.Name, new Vector2(20, 85), Color.White, Matrix.Identity);
}
}
示例10: 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.RenderTextComplete("Demo Scripts 2 -> Scrips", new Vector2(GraphicInfo.Viewport.Width - 715, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Scripts Advanced Usage: Press Space to send a message to be handled by a script", new Vector2(GraphicInfo.Viewport.Width - 715, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("Messages recieved: " + recievedMessage, new Vector2(GraphicInfo.Viewport.Width - 715, 55), Color.White, Matrix.Identity);
}
示例11: 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.RenderTextComplete("Picking", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("Left click to pick an object", new Vector2(GraphicInfo.Viewport.Width - 315, 40), Color.White, Matrix.Identity);
if (shouldDraw)
{
render.RenderTextComplete("Selected -> " + objName, new Vector2(20, 20), Color.White, Matrix.Identity);
render.RenderTextComplete("Position " + ri.ImpactPosition, new Vector2(20, 40), Color.White, Matrix.Identity);
render.RenderTextComplete("Normal " + ri.ImpactNormal, new Vector2(20, 60), Color.White, Matrix.Identity);
}
}
示例12: 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.RenderTextComplete("Demo Scripts 1 -> Scene generated on script file", new Vector2(GraphicInfo.Viewport.Width - 715, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Check the Code", new Vector2(GraphicInfo.Viewport.Width - 715, 35), Color.White, Matrix.Identity);
}
示例13: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
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));
///Draw some text on the screen
render.RenderTextComplete("Demo: PathFinding", new Vector2(GraphicInfo.Viewport.Width - 715, 15), Color.Red, Matrix.Identity);
render.RenderTextComplete("It uses the Waypoints generated in the last Screen", new Vector2(GraphicInfo.Viewport.Width - 715, 35), Color.Red, Matrix.Identity);
render.RenderTextComplete("Left Mouse Bottom to place an endpoint for the BlockObject", new Vector2(GraphicInfo.Viewport.Width - 715, 55), Color.Red, Matrix.Identity);
}
示例14: 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.RenderTextComplete("Demo: Changing Messages", new Vector2(GraphicInfo.Viewport.Width - 515, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("Launch balls (Left Mouse Buttom) at the grey platform", new Vector2(GraphicInfo.Viewport.Width - 515, 40), Color.White, Matrix.Identity);
if (shouldDraw)
{
render.RenderTextComplete("Collision With Object: " + objNameTemp, new Vector2(20, 60), Color.White, Matrix.Identity);
}
}
示例15: 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.RenderTextComplete("Character Movement", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("Space = switch to character camera", new Vector2(GraphicInfo.Viewport.Width - 315, 40), Color.White,Matrix.Identity);
if(shouldDraw)
{
render.RenderTextComplete("T = forward, G = back, F = left, ", new Vector2(20, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("H = right, R = jump", new Vector2(20, 40), Color.White,Matrix.Identity);
}
}