本文整理汇总了C#中Renderer.Begin方法的典型用法代码示例。如果您正苦于以下问题:C# Renderer.Begin方法的具体用法?C# Renderer.Begin怎么用?C# Renderer.Begin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Renderer
的用法示例。
在下文中一共展示了Renderer.Begin方法的8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: DrawToFBO
public void DrawToFBO(Renderer renderer)
{
if (lines.Count > 0 || fadeOutLines.Count > 0)
{
renderer.End();
renderer.Begin();
for (int i = 0; i < lines.Count; i++)
{
renderer.GraphicsDevice.Textures[0] = GraphicsEngine.pixel;
lines[i].Draw(renderer);
}
for (int i = 0; i < fadeOutLines.Count; i++)
{
renderer.GraphicsDevice.Textures[0] = GraphicsEngine.pixel;
fadeOutLines[i].Draw(renderer);
}
renderer.End();
for (int i = 0; i < lines.Count; i++)
{
lines[i].DrawArrow(renderer);
}
for (int i = 0; i < fadeOutLines.Count; i++)
{
fadeOutLines[i].DrawArrow(renderer);
}
renderer.BeginUnscaled();
}
for (int i = 0; i < tooltips.Count; i++)
{
tooltips[i].Draw(renderer);
}
}
示例2: Draw
public override void Draw(Renderer r)
{
r.End();
_setUpShader();
r.BeginUnscaled(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone,
Graphics.Effects.Effects.shockWave);
r.Draw(Shortcuts.pixel, new Rectangle(0, 0, Main.WindowWidth, Main.WindowHeight), color * 0.75f);
r.End();
r.Begin();
}
示例3: BeginGaussianBlur
public static void BeginGaussianBlur(int radius, float viewportWidth, float viewportHeight, Renderer renderer)
{
if (radius < 1)
radius = 1;
if (renderer.IsDrawing)
renderer.End();
float[] pixelSize = new float[] { 1f / viewportWidth, 1f / viewportHeight };
if (radius > 5)
{
pixelSize[0] *= radius / 5;
pixelSize[1] *= radius / 5;
radius = 5;
}
//Pascal's triangle
float[] kernel = new float[radius * 2 + 1];
float[] t = new float[kernel.Length];
float[] p;
t[0] = 1;
kernel[0] = 1;
kernel[1] = 1;
for (int i = 2; i < kernel.Length; i++)
{
for (int j = 1; j < i; j++)
t[j] = kernel[j] + kernel[j - 1];
t[i] = 1;
p = t;
t = kernel;
kernel = p;
}
float sum = 1;
for (int i = 1; i < kernel.Length; i++)
sum += kernel[i];
for (int i = 0; i < kernel.Length; i++)
kernel[i] /= sum;
//actual shader setup
Matrix projection = Matrix.CreateOrthographicOffCenter(0, viewportWidth, viewportHeight, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
gaussianBlur.Parameters["MatrixTransform"].SetValue(renderer.GetTransformMatrix() * halfPixelOffset * projection);
gaussianBlur.Parameters["range"].SetValue(radius);
gaussianBlur.Parameters["pixelSize"].SetValue(pixelSize);
gaussianBlur.Parameters["kernel"].SetValue(kernel);
renderer.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, gaussianBlur);
}
示例4: Draw
public override void Draw(Renderer renderer)
{
renderer.End();
renderer.Begin();
try
{
Components.ComponentsManager.Draw();
}
catch { }
renderer.End();
renderer.BeginUnscaled();
renderer.Draw(GraphicsEngine.pixel, new Rectangle(0, 0, Main.WindowWidth, Main.WindowHeight), new Color(45, 57, 107) * 0.75f);
}
示例5: Draw
public void Draw(Renderer renderer)
{
var vr = MicroWorld.Graphics.GraphicsEngine.camera.VisibleRectangle;
Matrix projection = Matrix.CreateOrthographicOffCenter(vr.X, vr.X + vr.Width, vr.Y + vr.Height, vr.Y, 0, 1);
MicroWorld.Graphics.GraphicsEngine.ComponentFadeEffect.Parameters["MatrixTransform"].SetValue(projection);
MicroWorld.Graphics.GraphicsEngine.ComponentFadeEffect.Parameters["halfpixel"].SetValue(
new float[] { 0.5f / vr.Width, 0.5f / vr.Height });
MicroWorld.Graphics.GraphicsEngine.ComponentFadeEffect.Parameters["Opacity"].SetValue(
(float)(AliveState < 10 ? (float)AliveState / 10f :
(float)(10 - (AliveState - 10)) / 10f));
MicroWorld.Graphics.GraphicsEngine.ComponentFadeEffect.Parameters["Drawtex"].SetValue(
AliveState >= 10);
renderer.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone,
MicroWorld.Graphics.GraphicsEngine.ComponentFadeEffect);
//renderer.Draw(fbo, new Vector2(), Color.White);
g.Draw(renderer);
renderer.End();
}
示例6: Draw
public override void Draw(Renderer r)
{
Matrix projection = Matrix.CreateOrthographicOffCenter(0,
Main.renderer.GraphicsDevice.Viewport.Width, Main.renderer.GraphicsDevice.Viewport.Height, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
Effects.Effects.lightning.Parameters["MatrixTransform"].SetValue(r.GetTransformMatrix() * halfPixelOffset * projection);
float[] p = new float[]{
1f/fbo.Width,
1f/fbo.Height};
Effects.Effects.lightning.Parameters["pixel"].SetValue(p);
r.End();
r.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone,
Effects.Effects.lightning);
Vector2 o = new Vector2(32, fbo.Height / 2);
r.Draw(fbo, new Rectangle((int)Position.X, (int)Position.Y, fbo.Width / 4, fbo.Height / 4), null,
Color.White, rot, o);
r.End();
r.Begin();
}
示例7: Draw
public override void Draw(Renderer renderer)
{
if (Main.curState.StartsWith("GAME"))
{
//Grid
#region Grid
MicroWorld.Graphics.GUI.GridDraw.DrawGrid();
#endregion
//AoE-s
#region AoE-s
renderer.End();
renderer.BeginUnscaled(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.None, RasterizerState.CullNone);
LightAOE.Draw(renderer);
MagnetAOE.Draw(renderer);
renderer.End();
renderer.Begin();
#endregion
//Components
#region Components
Components.ComponentsManager.Draw();
Components.ComponentsManager.PostDraw();
#endregion
//SelectedGhost
#region SelectedGhost
if (MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponent.Text != "Cursor" &&
InputEngine.curMouse.X > GUI.Scene.ComponentSelector.CSTile.SIZE_X && !Logics.GameInputHandler.isLine)// &&
//!MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponent.IsComponentOfType<Components.Properties.IDragDropPlacable>())
{
int x = (int)((InputEngine.curMouse.X) / Settings.GameScale - Settings.GameOffset.X);
int y = (int)((InputEngine.curMouse.Y) / Settings.GameScale - Settings.GameOffset.Y);
Components.Component.Rotation rot = Logics.GameInputHandler.GhostRotation;
Vector2 size = MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponentGraphics.GetSizeRotated(rot);
Logics.GridHelper.GridCoords(ref x, ref y);
Logics.PlacableAreasManager.MakePlacable(ref x, ref y, (int)size.X, (int)size.Y);
Logics.GridHelper.GridCoords(ref x, ref y);
Vector2 so = MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponentGraphics.GetCenter(rot);
int nx = x - (int)so.X, ny = y - (int)so.Y;
bool b = GraphicsEngine.CanDrawGhostComponent(ref nx, ref ny, (int)size.X, (int)size.Y);
Color c = Main.renderer.Overlay;
if (!b)
renderer.Overlay = Color.Red * 0.5f;
if (InputEngine.curMouse.LeftButton == ButtonState.Pressed &&
GUI.GUIEngine.s_componentSelector.SelectedComponent.Avalable == 0)
Main.renderer.Overlay = Main.Ticks % 40 < 20 ? Color.Red : c;
MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponentGraphics.DrawGhost(
nx,
ny,
Main.renderer, Logics.GameInputHandler.GhostRotation);
Main.renderer.Overlay = c;
#region Dotted Lines
MicroWorld.Graphics.GUI.GUIEngine.s_componentSelector.SelectedComponentGraphics.DrawBorder(
nx, ny, Logics.GameInputHandler.GhostRotation, renderer);
#endregion
}
#endregion
//RemovingComponentsVisuals
#region RemovingComponentsVisuals
MicroWorld.Graphics.Effects.Effects.DrawRemovingVisuals();
#endregion
//MouseOverComponent
#region MouseOverComponent
if (Logics.GameInputHandler.MouseOverComponent != null)
{
Logics.GameInputHandler.MouseOverComponent.Graphics.DrawBorder(renderer);
}
#endregion
//wire
#region Wire
if (Logics.GameInputHandler.isLine)
{
lock (Logics.GameInputHandler.pendingWirePath)
Components.Graphics.WireGraphics.DrawWire(Logics.GameInputHandler.pendingWirePath);
#region Dotted Lines
if (Logics.GameInputHandler.pendingWirePath != null && Logics.GameInputHandler.pendingWirePath.Count > 0)
{
//optimization
List<Vector2> l = new List<Vector2>();
Vector2 v1 = new Vector2(), v2 = new Vector2();
lock (Logics.GameInputHandler.pendingWirePath)
{
l.Add(new Vector2(Logics.GameInputHandler.pendingWirePath[0].X, Logics.GameInputHandler.pendingWirePath[0].Y));
for (int i = 1; i < Logics.GameInputHandler.pendingWirePath.Count - 1; i++)
{
v1 = new Vector2(Logics.GameInputHandler.pendingWirePath[i].X - Logics.GameInputHandler.pendingWirePath[i - 1].X,
Logics.GameInputHandler.pendingWirePath[i].Y - Logics.GameInputHandler.pendingWirePath[i - 1].Y);
v2 = new Vector2(Logics.GameInputHandler.pendingWirePath[i + 1].X - Logics.GameInputHandler.pendingWirePath[i].X,
Logics.GameInputHandler.pendingWirePath[i + 1].Y - Logics.GameInputHandler.pendingWirePath[i].Y);
if (((v1.X != 0) != (v2.X != 0)) ||
(v1.Y != 0) != (v2.Y != 0))
//.........这里部分代码省略.........
示例8: DrawArrow
public void DrawArrow(Renderer renderer)
{
if (p1.Position == p2.Position)
return;
r = (c1 as Components.Properties.IMagnetic).GetRadius();
t = (float)Main.Ticks % length;
if (r > 0)
a = Vector2.Lerp(c1.Graphics.Center, c2.Graphics.Center, t / length);
else
a = Vector2.Lerp(c2.Graphics.Center, c1.Graphics.Center, t / length);
m = Matrix.CreateTranslation(new Vector3(-16, -16, 0)) * Matrix.CreateScale(0.15f, 0.2f, 1f) *
arrowMatrix * Matrix.CreateRotationZ(r > 0 ? 0 : (float)Math.PI) * Matrix.CreateTranslation(new Vector3(a, 0));
renderer.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone,
null, m, true);
renderer.Draw(arrow, new Vector2(), (r > 0 ? Color.Red : Color.LightBlue) * opacity * (t < 20 ? t / 20f : t > length - 20 ? (-t + length) / 20f : 1f));
renderer.End();
}