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C# RenderHelper.ResyncStates方法代码示例

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

        /// <summary>
        /// Draws the specified game time.
        /// </summary>
        /// <param name="gameTime">The game time.</param>
        /// <param name="world">The world.</param>
        /// <param name="render">The render.</param>
        protected void Draw(GameTime gameTime, IWorld world, RenderHelper render)
        {
            Matrix view = world.CameraManager.ActiveCamera.View;
            Matrix projection = world.CameraManager.ActiveCamera.Projection;

            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);

            if (desc.OrderAllObjectsBeforeDraw != null)
                AllnotCulledObjectsList = desc.OrderAllObjectsBeforeDraw(AllnotCulledObjectsList);

            if (desc.OrderDeferredObjectsBeforeDraw != null)
                DeferrednotCulledObjectsList = desc.OrderDeferredObjectsBeforeDraw(DeferrednotCulledObjectsList);

            if (desc.OrderForwardObjectsBeforeDraw != null)
                ForwardnotCulledObjectsList = desc.OrderForwardObjectsBeforeDraw(ForwardnotCulledObjectsList);

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

            deferredGBuffer.PreDrawScene(gameTime, world, render, ginfo, AllnotCulledObjectsList);

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

            deferredGBuffer.SetGBuffer(render);            
            deferredGBuffer.ClearGBuffer(render);
            deferredGBuffer.DrawScene(gameTime, world, render, ginfo, DeferrednotCulledObjectsList);
            deferredGBuffer.ResolveGBuffer(render);

            render[PrincipalConstants.DephRT] = deferredGBuffer[GBufferTypes.DEPH];
            render[PrincipalConstants.normalRt] = deferredGBuffer[GBufferTypes.NORMAL];

            render.DettachBindedTextures();
            render.ValidateSamplerStates();            

            deferredLightMap.SetLightMap(render);
            deferredLightMap.DrawLights(gameTime, world, deferredGBuffer, render);
            deferredLightMap.ResolveLightMap(render);
            render[PrincipalConstants.lightRt] = deferredLightMap[DeferredLightMapType.LIGHTMAP];

            render.DettachBindedTextures(5);
            render.ValidateSamplerStates();

            render.PushRenderTarget(scenerender);
            render.Clear(desc.BackGroundColor);
            foreach (IObject item in AllnotCulledObjectsList)
            {
                if (item.Material.IsVisible)
                    item.Material.PosDrawnPhase(gameTime, item, world.CameraManager.ActiveCamera, world.Lights, render);
            }

            render.DettachBindedTextures(3);
            render.ValidateSamplerStates();
                        
                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(6);
                render.ValidateSamplerStates();            
                
                render.RenderPosWithDepthComponents(gameTime, ref view, ref projection);

                render.DettachBindedTextures(6);
                render.ValidateSamplerStates();

                render[PrincipalConstants.colorRT] = scenerender;
                render[PrincipalConstants.normalRt] = deferredGBuffer[GBufferTypes.NORMAL];
                render[PrincipalConstants.lightRt] = deferredLightMap[DeferredLightMapType.LIGHTMAP];
                render[PrincipalConstants.DephRT] = deferredGBuffer[GBufferTypes.DEPH];
                render[PrincipalConstants.extra1RT] = deferredGBuffer[GBufferTypes.Extra1];
                render[PrincipalConstants.CurrentImage] = render[PrincipalConstants.CombinedImage] = 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;
                        render[PrincipalConstants.CurrentImage] = tex;
                        SwapTargetBuffers();
                    }
//.........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:PreRenderTechnic.cs

示例2: BeginDraw

        protected override void BeginDraw(Microsoft.Xna.Framework.GameTime gt, RenderHelper render, Engine.GraphicInfo ginfo)
       {
            manager.BeginDraw(gt);

            manager.Draw(gt);
            render.ResyncStates();
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:NeoforceGui.cs

示例3: Draw

        /// <summary>
        /// Draws the specified game time.
        /// </summary>
        /// <param name="gameTime">The game time.</param>
        /// <param name="world">The world.</param>
        /// <param name="render">The render.</param>
        protected void Draw(GameTime gameTime, IWorld world, RenderHelper render)
        {
            Matrix view = world.CameraManager.ActiveCamera.View;
            Matrix projection = world.CameraManager.ActiveCamera.Projection;

            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, CullerComparer.ComparerFrontToBack,world.CameraManager.ActiveCamera.Position);
            List<IObject> ForwardnotCulledObjectsList = world.Culler.GetNotCulledObjectsList(MaterialType.FORWARD, CullerComparer.ComparerBackToFront, world.CameraManager.ActiveCamera.Position);

            if (desc.OrderAllObjectsBeforeDraw != null)
                AllnotCulledObjectsList = desc.OrderAllObjectsBeforeDraw(AllnotCulledObjectsList,world);

            if (desc.OrderDeferredObjectsBeforeDraw != null)
                DeferrednotCulledObjectsList = desc.OrderDeferredObjectsBeforeDraw(DeferrednotCulledObjectsList, world);

            if (desc.OrderForwardObjectsBeforeDraw != null)
                ForwardnotCulledObjectsList = desc.OrderForwardObjectsBeforeDraw(ForwardnotCulledObjectsList, world);

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

            deferredGBuffer.PreDrawScene(gameTime, world, render, ginfo, AllnotCulledObjectsList);

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

            deferredGBuffer.SetGBuffer(render);            
            deferredGBuffer.ClearGBuffer(render);
            deferredGBuffer.DrawScene(gameTime, world, render, ginfo, DeferrednotCulledObjectsList);
            deferredGBuffer.ResolveGBuffer(render);

            render.DettachBindedTextures();
            render.ValidateSamplerStates();            

            deferredLightMap.SetLightMap(render);
            deferredLightMap.DrawLights(gameTime, world, deferredGBuffer, render);
            deferredLightMap.ResolveLightMap(render);

            render.DettachBindedTextures(5);
            render.ValidateSamplerStates();

            deferredFinalCombination.SetFinalCombination(render);
            deferredFinalCombination.DrawScene(gameTime, world, deferredGBuffer, deferredLightMap,render);

            render.DettachBindedTextures(3);
            render.ValidateSamplerStates();

            if (desc.ExtraForwardPass)
            {
                render[PrincipalConstants.colorRT] = deferredGBuffer[GBufferTypes.COLOR];
                render[PrincipalConstants.normalRt] = deferredGBuffer[GBufferTypes.NORMAL];
                render[PrincipalConstants.lightRt] = deferredLightMap[DeferredLightMapType.LIGHTMAP];
                render[PrincipalConstants.DephRT] = deferredGBuffer[GBufferTypes.DEPH];
                render[PrincipalConstants.extra1RT] = deferredGBuffer[GBufferTypes.Extra1];
                render[PrincipalConstants.CombinedImage] = deferredFinalCombination[GBufferTypes.FINALIMAGE];
                render[PrincipalConstants.CurrentImage] = deferredFinalCombination[GBufferTypes.FINALIMAGE];

                if (desc.RestoreDepthOption == RestoreDepthOption.BEFORE_POSTEFFECT)
                {
                    restoreDepth.PerformForwardPass(render[PrincipalConstants.CombinedImage], render[PrincipalConstants.DephRT], render,ginfo);

                    render.DettachBindedTextures(2);
                    render.ValidateSamplerStates();

                    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(6);
                    render.ValidateSamplerStates();

                    forwardPass.Draw(gameTime, world, render,DeferrednotCulledObjectsList,ForwardnotCulledObjectsList);

                    render.DettachBindedTextures(6);
                    render.ValidateSamplerStates();

                    render.RenderPosWithDepthComponents(gameTime, ref view, ref projection);

                    render.DettachBindedTextures(6);
                    render.ValidateSamplerStates();

                    render[PrincipalConstants.CurrentImage] = restoreDepth.EndForwardPass(render);
                    render[PrincipalConstants.CombinedImage] = render[PrincipalConstants.CurrentImage];

                    for (int i = 0; i < PostEffects.Count; i++)
//.........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:DeferredRenderTechnic.cs


注:本文中的RenderHelper.ResyncStates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。