本文整理汇总了C#中RenderHelper.SetSamplerState方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.SetSamplerState方法的具体用法?C# RenderHelper.SetSamplerState怎么用?C# RenderHelper.SetSamplerState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.SetSamplerState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: DownShaderBilinearTexture
/// <summary>
/// DownSample a texture using bilinear filtering implemented in Shader.
/// </summary>
/// <param name="render">The render.</param>
/// <param name="Texture2D">The texture2 D.</param>
/// <returns></returns>
public Texture2D DownShaderBilinearTexture(RenderHelper render, Texture2D Texture2D)
{
effect.CurrentTechnique = effect.Techniques[1];
effect.Parameters["PixelSize"].SetValue(new Vector2(1f / Texture2D.Width, 1f / Texture2D.Height));
effect.Parameters["HalfPixel"].SetValue(new Vector2(0.5f / Rectangle.Width, 0.5f / Rectangle.Height));
render.Textures[0] = Texture2D;
SamplerState s0 = render.SetSamplerState(SamplerState.PointClamp, 0);
render.PushRenderTarget(RenderTarget2D);
render.RenderFullScreenQuadVertexPixel(effect);
render.SetSamplerState(s0, 0);
return render.PopRenderTargetAsSingleRenderTarget2D();
}
示例2: Draw
public override void Draw(Texture2D ImageToProcess, RenderHelper rHelper, GameTime gt, Engine.GraphicInfo GraphicInfo, IWorld world, bool useFloatingBuffer)
{
effect.Parameters["weight"].SetValue(weight);
effect.Parameters["pixel_size"].SetValue(GraphicInfo.HalfPixel * 2 * pixelSizeMultiplier);
//effect.Parameters["normal"].SetValue(rHelper[PrincipalConstants.normalRt]);
rHelper.device.Textures[1] = rHelper[PrincipalConstants.normalRt];
SamplerState s1 = rHelper.SetSamplerState(SamplerState.PointClamp,1);
if (useFloatingBuffer)
rHelper.RenderTextureToFullScreenSpriteBatch(ImageToProcess, effect, GraphicInfo.FullScreenRectangle,SamplerState.PointClamp,BlendState.Opaque);
else
rHelper.RenderTextureToFullScreenSpriteBatch(ImageToProcess, effect, GraphicInfo.FullScreenRectangle, GraphicInfo.SamplerState, BlendState.Opaque);
rHelper.SetSamplerState(s1, 1);
}
示例3: PerformForwardPass
/// <summary>
/// Performs the forward pass.
/// </summary>
/// <param name="combined">The combined.</param>
/// <param name="depth">The depth.</param>
/// <param name="render">The render.</param>
/// <param name="ginfo">The ginfo.</param>
public void PerformForwardPass(Texture2D combined, Texture2D depth, RenderHelper render,GraphicInfo ginfo)
{
render.PushRenderTarget(target);
render.device.Textures[0] = combined;
render.device.Textures[1] = depth;
SamplerState s1 = render.SetSamplerState(SamplerState.PointClamp, 1);
//Depth.SetValue(depth);
//Color.SetValue(combined);
SamplerState s0;
if (usefloatBuffer)
{
s0 = render.SetSamplerState(SamplerState.PointClamp, 0);
}
else
{
s0 = render.SetSamplerState(ginfo.SamplerState, 0);
}
render.RenderFullScreenQuadVertexPixel(restore);
render.SetSamplerState(s1, 1);
render.SetSamplerState(s0, 0);
}
示例4: 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)
{
//ssao
rHelper.PushRenderTarget(RenderTarget2D);
rHelper.Textures[0] = rHelper[PrincipalConstants.normalRt];
SamplerState s0 = rHelper.SetSamplerState(SamplerState.LinearClamp, 0);
rHelper.Textures[1] = rHelper[PrincipalConstants.DephRT];
SamplerState s1 = rHelper.SetSamplerState(SamplerState.PointClamp, 1);
rHelper.Textures[2] = tex;
SamplerState s2 = rHelper.SetSamplerState(SamplerState.LinearWrap, 2);
Effect.CurrentTechnique = Effect.Techniques[0];
Effect.Parameters["random_size"].SetValue(64);
Effect.Parameters["g_screen_size"].SetValue(new Vector2(GraphicInfo.BackBufferWidth, GraphicInfo.BackBufferHeight));
Effect.Parameters["invertViewProj"].SetValue(Matrix.Invert(world.CameraManager.ActiveCamera.Projection));
Effect.Parameters["View"].SetValue(world.CameraManager.ActiveCamera.View);
Effect.Parameters["halfPixel"].SetValue(GraphicInfo.HalfPixel);
//artist parameters
Effect.Parameters["g_sample_rad"].SetValue(radius);
Effect.Parameters["g_intensity"].SetValue(intensity);
Effect.Parameters["g_scale"].SetValue(scale);
Effect.Parameters["g_bias"].SetValue(bias);
rHelper.RenderFullScreenQuadVertexPixel(Effect);
rHelper.PopRenderTarget();
rHelper.SetSamplerState(s0, 0);
rHelper.SetSamplerState(s1, 1);
rHelper.SetSamplerState(s2, 2);
//blur
rHelper.PushRenderTarget(RenderTarget2D2);
sBlurPost.Draw(RenderTarget2D, rHelper, gt, GraphicInfo, world, useFloatBuffer);
rHelper.PopRenderTarget();
rHelper[PrincipalConstants.SSAORT] = RenderTarget2D2;
//Mix
Effect.CurrentTechnique = Effect.Techniques[1];
Effect.Parameters["SSAOCombineIntensityity"].SetValue(SSAOCombineIntensityity);
rHelper.Textures[0] = RenderTarget2D2;
SamplerState s = useFloatBuffer == true ? SamplerState.PointClamp : SamplerState.LinearClamp;
s1 = rHelper.SetSamplerState(s, 1);
rHelper.Textures[1] = ImageToProcess;
rHelper.RenderFullScreenQuadVertexPixel(Effect);
rHelper.SetSamplerState(s1, 1);
}
示例5: DrawPointLight
private void DrawPointLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, PointLightPE pl, IDeferredGBuffer DeferredGBuffer,bool cullPointLight)
{
pointLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel);
render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR];
render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
pointLightEffect.Parameters["Projection"].SetValue(camera.Projection);
pointLightEffect.Parameters["View"].SetValue(camera.View);
pointLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
pointLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection));
Matrix sphereWorldMatrix = Matrix.CreateScale(pl.LightRadius) * Matrix.CreateTranslation(pl.LightPosition);
ContainmentType ct = ContainmentType.Contains;
if (cullPointLight)
ct = camera.BoundingFrustum.Contains(new BoundingSphere(pl.LightPosition, pl.LightRadius));
if (ct == ContainmentType.Contains || ct == ContainmentType.Intersects)
{
pointLightEffect.Parameters["World"].SetValue(sphereWorldMatrix);
pointLightEffect.Parameters["lightPosition"].SetValue(pl.LightPosition);
pointLightEffect.Parameters["Color"].SetValue(pl.Color.ToVector3());
pointLightEffect.Parameters["lightRadius"].SetValue(pl.LightRadius);
pointLightEffect.Parameters["lightIntensity"].SetValue(pl.LightIntensity);
pointLightEffect.Parameters["quadratic"].SetValue(pl.UsePointLightQuadraticAttenuation);
float cameraToCenter = Vector3.Distance(camera.Position, pl.LightPosition);
if (cameraToCenter < pl.LightRadius + camera.NearPlane)
render.PushRasterizerState(RasterizerState.CullClockwise);
else
render.PushRasterizerState(RasterizerState.CullCounterClockwise);
render.RenderBatch(sphereModel.GetBatchInformation(0)[0], pointLightEffect);
render.PopRasterizerState();
}
render.SetSamplerState(s2, 2);
}
示例6: DrawScene
public void DrawScene(GameTime gameTime, IWorld world, IDeferredGBuffer gbuffer, IDeferredLightMap lightmap, RenderHelper render)
{
render.PushDepthStencilState(DepthStencilState.None);
PambientColor.SetValue(ambientColor.ToVector3());
render.device.Textures[0] = lightmap[DeferredLightMapType.LIGHTMAP];
SamplerState s0 = render.SetSamplerState(SamplerState.PointClamp, 0);
render.device.Textures[1] = gbuffer[GBufferTypes.Extra1];
render.device.Textures[2] = gbuffer[GBufferTypes.COLOR];
//PEXTRA1.SetValue(gbuffer[GBufferTypes.Extra1]);
//PcolorMap.SetValue(gbuffer[GBufferTypes.COLOR]);
//PlightMap.SetValue(lightmap[DeferredLightMapType.LIGHTMAP]);
render.RenderFullScreenQuadVertexPixel(finalCombineEffect);
render.SetSamplerState(s0, 0);
if (saveToTexture)
{
render.PopRenderTarget();
}
render.PopDepthStencilState();
}
示例7: Draw
public void Draw(RenderHelper render,ICamera2D cam)
{
render.SetSamplerState(SamplerState.AnisotropicWrap,0);
render.PushRasterizerState(RasterizerState.CullNone);
_basicEffect.Projection = cam.SimProjection;
_basicEffect.View = cam.SimView;
render.RenderUserPrimitive(_basicEffect,PrimitiveType.TriangleList, _borderVerts, 0, 8);
render.PopRasterizerState();
}
示例8: DrawScene
public void DrawScene(GameTime gameTime, IWorld world, RenderHelper render, GraphicInfo ginfo, List<IObject> objs)
{
Matrix v = world.CameraManager.ActiveCamera.View;
Matrix p = world.CameraManager.ActiveCamera.Projection;
render.PushRenderTarget(colorRT, normalRT, depthRT, lightOclusionRT);
render.RenderPreComponents(gameTime, ref v, ref p);
System.Diagnostics.Debug.Assert(render.PeekBlendState() == BlendState.Opaque);
System.Diagnostics.Debug.Assert(render.PeekDepthState() == DepthStencilState.Default);
System.Diagnostics.Debug.Assert(render.PeekRasterizerState() == RasterizerState.CullCounterClockwise);
render.SetSamplerState(ginfo.SamplerState, 0);
foreach (IObject item in objs)
{
item.Material.Drawn(gameTime,item, world.CameraManager.ActiveCamera, world.Lights, render);
}
render.PopRenderTarget();
colorRTFINAL = colorRT2;
render.PushRenderTarget(colorRTFINAL);
render.Clear(Color.CornflowerBlue);
effect.Parameters["View"].SetValue(world.CameraManager.ActiveCamera.View);
effect.Parameters["Projection"].SetValue(world.CameraManager.ActiveCamera.Projection);
{
foreach (IObject item in world.Culler.GetNotCulledObjectsList(MaterialType.DEFERRED))
{
for (int i = 0; i < item.Modelo.MeshNumber; i++)
{
BatchInformation[] bi = item.Modelo.GetBatchInformation(i);
for (int j = 0; j < bi.Count(); j++)
{
effect.Parameters["Texture"].SetValue(item.Modelo.getTexture(TextureType.DIFFUSE,i,j));
effect.Parameters["World"].SetValue(bi[j].ModelLocalTransformation * item.WorldMatrix);
render.RenderBatch(bi[j], effect);
}
}
}
}
render.PopRenderTarget();
}
示例9: DrawPointLight
protected void DrawPointLight(ICamera camera, IList<ILight> lights, IDeferredGBuffer DeferredGBuffer,RenderHelper render)
{
render.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
render.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
PointcameraPosition.SetValue(camera.Position);
float _tanFovy = (float)Math.Tan(camera.FieldOfView /2);
pointLightEffect.Parameters["TanAspect"].SetValue(new Vector2(_tanFovy * camera.AspectRatio, -_tanFovy));
pointLightEffect.Parameters["farPlane"].SetValue(camera.FarPlane);
foreach (ILight item in lights)
{
if (item.LightType == LightType.Deferred_Point && item.Enabled == true)
{
PointLightPE pl = item as PointLightPE;
Matrix sphereWorldMatrix = Matrix.CreateScale(pl.LightRadius) * Matrix.CreateTranslation(pl.LightPosition);
ContainmentType ct = ContainmentType.Contains;
if(cullPointLight)
ct = camera.BoundingFrustum.Contains(new BoundingSphere(pl.LightPosition, pl.LightRadius ));
if (ct == ContainmentType.Contains || ct == ContainmentType.Intersects)
{
//convert light position into viewspace
Vector3 viewSpaceLPos = Vector3.Transform(pl.LightPosition,camera.View);
PointWordViewProjection.SetValue(sphereWorldMatrix * camera.ViewProjection);
PointlightPosition.SetValue(viewSpaceLPos);
PointColor.SetValue(pl.Color.ToVector3());
PointlightRadius.SetValue(pl.LightRadius);
PointlightIntensity.SetValue(pl.LightIntensity);
Pointquadratic.SetValue(pl.UsePointLightQuadraticAttenuation);
float cameraToCenter = Vector3.Distance(camera.Position, pl.LightPosition);
if (cameraToCenter < pl.LightRadius + camera.NearPlane)
render.PushRasterizerState(RasterizerState.CullClockwise);
else
render.PushRasterizerState(RasterizerState.CullCounterClockwise);
render.RenderBatch(sphereModel.GetBatchInformation(0)[0], pointLightEffect);
render.PopRasterizerState();
}
}
}
render.SetSamplerState(s2, 2);
}
示例10: Draw
protected override void Draw(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<Light.ILight> lights)
{
Matrix World = obj.WorldMatrix;
Matrix WVP = World * cam.ViewProjection;
Matrix WV = World * cam.View;
Matrix viewI = Matrix.Invert(cam.View);
render.SetSamplerState(SamplerState.LinearWrap, 0);
effect.Parameters["matWorldViewProj"].SetValue(WVP);
effect.Parameters["matWorld"].SetValue(World);
effect.Parameters["matWorldView"].SetValue(WV);
effect.Parameters["matViewI"].SetValue(viewI);
effect.Parameters["id"].SetValue(shaderId);
effect.Parameters["fBumpHeight"].SetValue(bumpHeight);
effect.Parameters["vTextureScale"].SetValue(textureScale);
effect.Parameters["vBumpSpeed"].SetValue(bumpSpeed);
effect.Parameters["fFresnelBias"].SetValue(fresnelBias);
effect.Parameters["fFresnelPower"].SetValue(fresnelPower);
effect.Parameters["fHDRMultiplier"].SetValue(hdrMultiplier);
effect.Parameters["vDeepColor"].SetValue(deepWaterColor.ToVector4());
effect.Parameters["vShallowColor"].SetValue(shallowWaterColor.ToVector4());
effect.Parameters["vReflectionColor"].SetValue(reflectionColor.ToVector4());
effect.Parameters["fReflectionAmount"].SetValue(reflectionAmount);
effect.Parameters["fWaterAmount"].SetValue(waterAmount);
effect.Parameters["fWaveAmp"].SetValue(waveAmplitude);
effect.Parameters["fWaveFreq"].SetValue(waveFrequency);
effect.Parameters["fTime"].SetValue((float)gt.TotalGameTime.TotalSeconds);
effect.Parameters["fTimeM"].SetValue((float)gt.TotalGameTime.TotalSeconds % 100);
render.Textures[0] = normal;
render.Textures[1] = environmentTexture;
BatchInformation[] bi = obj.Modelo.GetBatchInformation(0);
render.RenderBatch(bi[0], effect);
}
示例11: Draw
protected override void Draw(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<ILight> lights)
{
_shader.Parameters["scaleX"].SetValue(scale.X);
_shader.Parameters["scaleY"].SetValue(scale.Y);
_shader.Parameters["xWorld"].SetValue(obj.PhysicObject.WorldMatrix);
_shader.Parameters["xView"].SetValue(cam.View);
_shader.Parameters["xProjection"].SetValue(cam.Projection);
_shader.Parameters["xCamPos"].SetValue(cam.Position);
_shader.Parameters["xAllowedRotDir"].SetValue(allowRotationDirection);
//_shader.Parameters["xBillboardTexture"].SetValue(obj.Modelo.getTexture(TextureType.DIFFUSE,0,0));
render.device.Textures[0] = obj.Modelo.getTexture(TextureType.DIFFUSE, 0, 0);
_shader.Parameters["atenuation"].SetValue(atenuation);
BatchInformation batchInfo = obj.Modelo.GetBatchInformation(0)[0];
{
_shader.Parameters["alphaTest"].SetValue(alphaTestLimit);
SamplerState s7 = render.SetSamplerState(SamplerState.LinearClamp, 7);
render.RenderBatch(batchInfo, _shader);
render.SetSamplerState(s7, 7);
}
}
示例12: 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)
{
rHelper.PushRenderTarget(RenderTarget2D);
effect.Parameters["blurDepthFalloff"].SetValue(blurDepthFalloff);
effect.Parameters["weights"].SetValue(kernel);
effect.Parameters["offsets"].SetValue(offsetsHoriz);
effect.Parameters["GBufferPixelSize"].SetValue(new Vector2(1f / ImageToProcess.Width, 1f / ImageToProcess.Height));
effect.Parameters["TempBufferRes"].SetValue(destinySize.Value);
rHelper.Textures[0] = rHelper[PrincipalConstants.DephRT];
rHelper.Textures[1] = ImageToProcess;
SamplerState s0 = rHelper.SetSamplerState(SamplerState.PointClamp, 0);
SamplerState s1 = rHelper.SetSamplerState(ImageSamplerState, 1);
rHelper.RenderFullScreenQuadVertexPixel(effect);
rHelper.PopRenderTarget();
effect.Parameters["offsets"].SetValue(offsetsVert);
rHelper.Textures[1] = RenderTarget2D;
rHelper.RenderFullScreenQuadVertexPixel(effect);
rHelper.SetSamplerState(s0, 0);
rHelper.SetSamplerState(s1, 1);
}
示例13: DrawDirectionalLight
protected void DrawDirectionalLight(ICamera camera, IList<ILight> lights, IDeferredGBuffer DeferredGBuffer,RenderHelper render)
{
ComputeFrustumCorners(camera);
ApplyFrustumCorners(directionalLightEffect.Parameters["FrustumCorners"], -Vector2.One, Vector2.One);
render.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
render.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
DirectionalhalfPixel.SetValue(ginfo.HalfPixel);
foreach (ILight item in lights)
{
if (item.LightType == LightType.Deferred_Directional && item.Enabled == true)
{
PloobsEngine.Light.DirectionalLightPE dl = item as PloobsEngine.Light.DirectionalLightPE;
Vector3 vldir = Vector3.Transform(dl.LightDirection, camera.View);
DirectionallightDirection.SetValue(vldir);
DirectionalColor.SetValue(dl.Color.ToVector3());
DirectionallightIntensity.SetValue(dl.LightIntensity);
render.RenderFullScreenQuadVertexPixel(directionalLightEffect);
}
}
render.SetSamplerState(s2, 2);
}
示例14: DrawnSpotLight
protected void DrawnSpotLight(ICamera camera, IList<ILight> lights, IDeferredGBuffer DeferredGBuffer,RenderHelper render)
{
render.PushRasterizerState(RasterizerState.CullNone);
render.PushDepthStencilState(DepthStencilState.None);
render.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
render.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
spotLightEffect.Parameters["View"].SetValue(camera.View);
spotLightEffect.Parameters["Projection"].SetValue(camera.Projection);
spotLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
ApplyFrustumCorners(directionalLightEffect.Parameters["FrustumCorners"], -Vector2.One, Vector2.One);
foreach (ILight item in lights)
{
if (item.LightType == LightType.Deferred_Spot && item.Enabled == true)
{
SpotLightPE sl = item as SpotLightPE;
Vector3 viewSpaceLPos = Vector3.Transform(sl.Position, camera.View);
Vector3 viewSpaceLDir = Vector3.Transform(sl.Direction, camera.View);
spotLightEffect.Parameters["lightPosition"].SetValue(viewSpaceLPos);
spotLightEffect.Parameters["lightDirection"].SetValue(viewSpaceLDir);
spotLightEffect.Parameters["lightRadius"].SetValue(sl.LightRadius);
spotLightEffect.Parameters["lightDecayExponent"].SetValue(sl.ConeDecay);
spotLightEffect.Parameters["Color"].SetValue(sl.Color.ToVector3());
spotLightEffect.Parameters["lightAngleCosine"].SetValue(sl.LightAngleCosine);
spotLightEffect.Parameters["lightIntensity"].SetValue(sl.LightIntensity);
render.RenderFullScreenQuadVertexPixel(spotLightEffect);
}
}
render.PopDepthStencilState();
render.PopRasterizerState();
render.SetSamplerState(s2, 2);
}
示例15: DrawnSpotLight
private void DrawnSpotLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, SpotLightPE sl, IDeferredGBuffer DeferredGBuffer)
{
//if(sl.CastShadown)
// spotLightEffect.Parameters["xShadowMap"].SetValue(shadowMap);
//else
// spotLightEffect.Parameters["xShadowMap"].SetValue(blank);
if (sl.CastShadown)
render.device.Textures[3] = shadowMap;
else
render.device.Textures[3] = blank;
spotLightEffect.Parameters["shadowBufferSize"].SetValue(shadownBufferSize);
spotLightEffect.Parameters["BIAS"].SetValue(sl.SHADOWBIAS);
//spotLightEffect.Parameters["colorMap"].SetValue(DeferredGBuffer[GBufferTypes.COLOR]);
//spotLightEffect.Parameters["normalMap"].SetValue(DeferredGBuffer[GBufferTypes.NORMAL]);
//spotLightEffect.Parameters["depthMap"].SetValue(DeferredGBuffer[GBufferTypes.DEPH]);
render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR];
render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
SamplerState s3 = render.SetSamplerState(SamplerState.PointClamp, 3);
spotLightEffect.Parameters["xLightViewProjection"].SetValue(sl.ViewMatrix * sl.ProjMatrix);
spotLightEffect.Parameters["View"].SetValue(camera.View);
spotLightEffect.Parameters["Projection"].SetValue(camera.Projection);
spotLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
spotLightEffect.Parameters["shadown"].SetValue(sl.CastShadown);
spotLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection));
spotLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel);
spotLightEffect.Parameters["lightPosition"].SetValue(sl.Position);
spotLightEffect.Parameters["lightDirection"].SetValue(sl.Direction);
spotLightEffect.Parameters["lightRadius"].SetValue(sl.LightRadius);
spotLightEffect.Parameters["lightDecayExponent"].SetValue(sl.ConeDecay);
spotLightEffect.Parameters["Color"].SetValue(sl.Color.ToVector3());
spotLightEffect.Parameters["lightAngleCosine"].SetValue(sl.LightAngleCosine);
spotLightEffect.Parameters["lightIntensity"].SetValue(sl.LightIntensity);
render.PushDepthStencilState(DepthStencilState.None);
render.RenderFullScreenQuadVertexPixel(spotLightEffect);
render.PopDepthStencilState();
render.SetSamplerState(s2, 2);
render.SetSamplerState(s3, 3);
}