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C# Graphics.RasterizerState类代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.RasterizerState的典型用法代码示例。如果您正苦于以下问题:C# RasterizerState类的具体用法?C# RasterizerState怎么用?C# RasterizerState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


RasterizerState类属于Microsoft.Xna.Framework.Graphics命名空间,在下文中一共展示了RasterizerState类的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

        public override void Draw(GameTime gameTime)
        {
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            rs.FillMode = FillMode.WireFrame;
            this.device.RasterizerState = rs;

            Viewport viewport = this.device.Viewport;
            this.defaultEfft.World = Matrix.CreateTranslation(new Vector3(-this.witdth/2, -this.heigh/2, -100.0f));
            this.defaultEfft.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
                                                                              viewport.AspectRatio,
                                                                              5.0f,
                                                                              200.0f);

            foreach (EffectPass pass in this.defaultEfft.CurrentTechnique.Passes)
            {
                pass.Apply();
                foreach (VertexPositionColor[] row in this.pointMatrics)
                {
                    this.device.DrawUserPrimitives(PrimitiveType.TriangleStrip,
                                                row, 0, row.Length - 2,
                                                VertexPositionColor.VertexDeclaration);
                }

            }
            base.Draw(gameTime);
        }
开发者ID:kobe1home,项目名称:Project_Origin,代码行数:27,代码来源:Map.cs.LOCAL.8028.cs

示例2: DrawAll

        public override void DrawAll(GameTime gameTime)
        {
            device.Clear(Color.DarkSlateBlue);

            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            rs.FillMode = FillMode.Solid;
            device.RasterizerState = rs;

            effect.TextureEnabled = true;

            effect.World = Matrix.Identity;

            effect.View = viewMatrix;
            effect.Projection = projectionMatrix;

            effect.LightingEnabled = true;
            effect.EnableDefaultLighting();

            device.SetVertexBuffer(vertexBuffer);

            UpdateCamera();

            DrawBall();
            DrawStaticWorld();
            DrawSky();

            drawBonuses();
            DrawBallData();

            base.Draw(gameTime);
        }
开发者ID:pavluntiy,项目名称:superProject,代码行数:32,代码来源:Gaming.cs

示例3: HighlightModule

 static HighlightModule()
 {
     var color = Color.Black;
     CubeVerticies = new[]
     {
         new VertexPositionColor(new XVector3(0, 0, 1), color),
         new VertexPositionColor(new XVector3(1, 0, 1), color),
         new VertexPositionColor(new XVector3(1, 1, 1), color),
         new VertexPositionColor(new XVector3(0, 1, 1), color),
         new VertexPositionColor(new XVector3(0, 0, 0), color),
         new VertexPositionColor(new XVector3(1, 0, 0), color),
         new VertexPositionColor(new XVector3(1, 1, 0), color),
         new VertexPositionColor(new XVector3(0, 1, 0), color)
     };
     CubeIndicies = new short[]
     {
         0, 1,   1, 2,   2, 3,   3, 0,
         0, 4,   4, 7,   7, 6,   6, 2,
         1, 5,   5, 4,   3, 7,   6, 5
     };
     DestructionBlendState = new BlendState
     {
         ColorSourceBlend = Blend.DestinationColor,
         ColorDestinationBlend = Blend.SourceColor,
         AlphaSourceBlend = Blend.DestinationAlpha,
         AlphaDestinationBlend = Blend.SourceAlpha
     };
     RasterizerState = new RasterizerState
     {
         DepthBias = -3,
         SlopeScaleDepthBias = -3
     };
 }
开发者ID:Zoxive,项目名称:TrueCraft,代码行数:33,代码来源:HighlightModule.cs

示例4: Draw

        protected override void Draw(GameTime gameTime)
        {
            RasterizerState rasterizerState1 = new RasterizerState();
            rasterizerState1.CullMode = CullMode.None;
            rasterizerState1.FillMode = FillMode.WireFrame; // for å se kun streker av trekanten
            //rasterizerState1.FillMode = FillMode.Solid; // for å fylle med hel farge
            device.RasterizerState = rasterizerState1;

            device.Clear(Color.Black);

            // Setter world
            world = Matrix.Identity;
            // Setter world-matrisa på effect-objektet (verteks-shaderen)
            effect.World = world;

            // Starter tegning - må bruke effect-objektet
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                // Angir primitivtype, aktuelle vertekser, en offsetverdi og antall
                // primitiver (her 1 siden verteksene beskriver en trekant)
                device.DrawUserPrimitives(PrimitiveType.TriangleStrip, sider, 0, 8, VertexPositionColor.VertexDeclaration);
                device.DrawUserPrimitives(PrimitiveType.TriangleStrip, topp, 0, 2, VertexPositionColor.VertexDeclaration);
                device.DrawUserPrimitives(PrimitiveType.TriangleStrip, bunn, 0, 2, VertexPositionColor.VertexDeclaration);

            }

            base.Draw(gameTime);
        }
开发者ID:unk1nd,项目名称:Innlevering1_dataGFX,代码行数:29,代码来源:Del2.cs

示例5: DefaultLightContext

 public DefaultLightContext(
     Texture2D deferredColorMap, 
     Texture2D deferredNormalMap,
     Texture2D deferredDepthMap, 
     Texture2D deferredSpecularMap,
     RenderTarget2D diffuseLightRenderTarget,
     RenderTarget2D specularLightRenderTarget,
     BlendState lightBlendState,
     RasterizerState rasterizerStateCullNone,
     RasterizerState rasterizerStateCullClockwiseFace, 
     RasterizerState rasterizerStateCullCounterClockwiseFace, 
     Vector2 halfPixel)
 {
     DeferredColorMap = deferredColorMap;
     DeferredNormalMap = deferredNormalMap;
     DeferredDepthMap = deferredDepthMap;
     DeferredSpecularMap = deferredSpecularMap;
     DiffuseLightRenderTarget = diffuseLightRenderTarget;
     SpecularLightRenderTarget = specularLightRenderTarget;
     LightBlendState = lightBlendState;
     RasterizerStateCullNone = rasterizerStateCullNone;
     RasterizerStateCullClockwiseFace = rasterizerStateCullClockwiseFace;
     RasterizerStateCullCounterClockwiseFace = rasterizerStateCullCounterClockwiseFace;
     HalfPixel = halfPixel;
 }
开发者ID:RedpointGames,项目名称:Protogame,代码行数:25,代码来源:DefaultLightContext.cs

示例6: Draw

        public override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
            if (karoGame.KaroGameManager == null ||
                !(karoGame.KaroGameManager.CurrentState is ComputerState))
            {
                // Not loading, stop execution.
                return;
            }

            RasterizerState rs = new RasterizerState();
            rs.DepthBias = -10f;
            RasterizerState rsold = Game.GraphicsDevice.RasterizerState;
            Game.GraphicsDevice.RasterizerState = rs;
            foreach (ModelMesh mesh in _beachBall.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.View = _view;
                    effect.Projection = _projection;
                    effect.World = Matrix.CreateRotationZ(1.5f) *
                        Matrix.CreateRotationX(_rotation) *
                        Matrix.CreateTranslation(_position) *
                        Matrix.CreateTranslation(_offset);
                }
                mesh.Draw();
            }
            Game.GraphicsDevice.RasterizerState = rsold;
        }
开发者ID:Bakkes,项目名称:Karo,代码行数:30,代码来源:BeachBallComponent.cs

示例7: Draw

        public override void Draw(GameTime gameTime)
        {
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            device.RasterizerState = rs;

            viewMatrix = Game1.Instance.Camera.getView();
            projectionMatrix = Game1.Instance.Camera.getProjection();

            Matrix worldMatrix = Matrix.Identity;
            effect.CurrentTechnique = effect.Techniques["Colored"];
            effect.Parameters["xView"].SetValue(viewMatrix);
            effect.Parameters["xProjection"].SetValue(projectionMatrix);
            effect.Parameters["xWorld"].SetValue(worldMatrix);
            Vector3 lightDirection = new Vector3(1.0f, -1.0f, -1.0f);
            lightDirection.Normalize();
            effect.Parameters["xLightDirection"].SetValue(lightDirection);
            effect.Parameters["xAmbient"].SetValue(0.1f);
            effect.Parameters["xEnableLighting"].SetValue(true);

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                device.Indices = myIndexBuffer;
                device.SetVertexBuffer(myVertexBuffer);
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);
            }

            base.Draw(gameTime);
        }
开发者ID:DarrenLyne,项目名称:Game-Engine-Assignment1,代码行数:31,代码来源:MarsTerrain.cs

示例8: drawBigbuffer

        public void drawBigbuffer(DrawabeElement element, int[] index, Camera came, GraphicsDevice graphicsDevice, bool trans)
        {
            WIREFRAME_RASTERIZER_STATE = new RasterizerState() { CullMode = CullMode.CullClockwiseFace, FillMode = FillMode.Solid };

            graphicsDevice.RasterizerState = WIREFRAME_RASTERIZER_STATE;

            // draw in wireframe

            if (trans)
            {
                graphicsDevice.BlendState = BlendState.AlphaBlend;

            }
            else
            {
                graphicsDevice.BlendState = BlendState.Opaque;
            }

            graphicsDevice.DepthStencilState = DepthStencilState.Default;

            //   effect.DiffuseColor = Color.Red.ToVector3();
            element.effect.View = came.getview();
            element.effect.CurrentTechnique.Passes[0].Apply();
            // vb.GetData<VertexPositionNormalTexture>(vertexData);

            graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, element.vpc, 0, element.vpc.Count() / 3);
            // graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, vertexData, 0, vertexData.Count(), index, 0, index.Count() / 3);
        }
开发者ID:Jupotter,项目名称:Nameless-Tales,代码行数:28,代码来源:DrawThings.cs

示例9: Draw

        public override void Draw()
        {
            MilkShake.Graphics.SamplerStates[0] = new SamplerState()
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Wrap
            };

            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            rs.FillMode = (KeyboardInput.isKeyDown(Keys.LeftShift)) ? FillMode.WireFrame : FillMode.Solid;
            rs.MultiSampleAntiAlias = true;
            MilkShake.Graphics.RasterizerState = rs;

            _effect.TextureEnabled = true;
            _effect.Texture = _texture.Texture;
            _effect.LightingEnabled = false;
            _effect.VertexColorEnabled = false;

            foreach (EffectPass pass in _effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                foreach (VertexPositionTexture[] currentQuad in _renderVerticies.Values)
                {
                    MilkShake.GraphicsManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, currentQuad, 0, 2, VertexPositionTexture.VertexDeclaration);
                }
            }

            base.Draw();
        }
开发者ID:lucas-jones,项目名称:MilkShake-old,代码行数:32,代码来源:TextureGiftWrapRenderer.cs

示例10: Initialize

        /// <summary>
        /// Inicializa os componentes da camara
        /// </summary>
        /// <param name="graphics">Instância de GraphicsDevice</param>
        public static void Initialize(GraphicsDevice graphics)
        {
            //Posição inicial da camâra
            position = new Vector3(0, 3, 15);
            //Inicializar as matrizes world, view e projection
            World = Matrix.Identity;
            UpdateViewMatrix();
            Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
                graphics.Viewport.AspectRatio,
                nearPlane,
                farPlane);

            //Criar e definir o resterizerState a utilizar para desenhar a geometria
            RasterizerState rasterizerState = new RasterizerState();
            //Desenha todas as faces, independentemente da orientação
            rasterizerState.CullMode = CullMode.None;
            //rasterizerState.FillMode = FillMode.WireFrame;
            rasterizerState.MultiSampleAntiAlias = true;
            graphics.RasterizerState = rasterizerState;

            //Coloca o rato no centro do ecrã
            Mouse.SetPosition(graphics.Viewport.Width / 2, graphics.Viewport.Height / 2);

            originalMouseState = Mouse.GetState();
        }
开发者ID:pedroabgmarques,项目名称:IP3D,代码行数:29,代码来源:Camera.cs

示例11: Draw

        protected override void Draw(GameTime gameTime)
        {
            float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 100.0f;
            RasterizerState rs = new RasterizerState();
            if (_geometryAndSettings.WireFramesOnly)
            {
                rs.FillMode = FillMode.WireFrame;
            }
            rs.CullMode = CullMode.None; // CullCounterClockwiseFace;

            _geometryAndSettings.device.RasterizerState = rs;

            DrawRefractionMap();
            DrawReflectionMap();

            Color bgColor = new Color(0.94140625f, 0.7421875f, 0.21484375f);

            _geometryAndSettings.device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, bgColor, 1.0f, 0);

            DrawSkyDome(_geometryAndSettings.viewMatrix);

            DrawTerrain(_geometryAndSettings.viewMatrix);

            DrawWater(time / 10);

            base.Draw(gameTime);
        }
开发者ID:mikerandrup,项目名称:XNA_WaterFlow3D,代码行数:27,代码来源:WaterFlowSim.cs

示例12: Draw

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            mDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);

            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            mDevice.RasterizerState = rs;

            effect.Parameters["xView"].SetValue(viewMatrix);
            effect.Parameters["xProjection"].SetValue(projectionMatrix);
            effect.Parameters["xWorld"].SetValue(Matrix.Identity);
            effect.Parameters["xTexture"].SetValue(mTerrain.getTexture());

            effect.CurrentTechnique = effect.Techniques["Textured"];
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                mTerrain.draw(mDevice);
            }

            effect.CurrentTechnique = effect.Techniques["Colored"];
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                mXWing.draw(viewMatrix, projectionMatrix);
                mTable.draw(viewMatrix, projectionMatrix);
                mSkydome.draw(viewMatrix, projectionMatrix);
            }

            base.Draw(gameTime);
        }
开发者ID:mattgmg1990,项目名称:Computer-Graphics-Final-Project,代码行数:37,代码来源:FinalProject.cs

示例13: LoadContent

        protected override void LoadContent()
        {
            map = new TiledMap(Content, "Content/HacksoiContent/test.tmx", "HacksoiContent/");

            graphics.PreferredBackBufferWidth = map.Map.Width * map.Map.TileWidth;
            graphics.PreferredBackBufferHeight = map.Map.Height * map.Map.TileHeight;
            graphics.ApplyChanges();
            centerWindow();
            
            cameraPosition = Vector2.Zero;
            screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f);
            batch = new SpriteBatch(graphics.GraphicsDevice);

            basicEffect = new BasicEffect(graphics.GraphicsDevice);
            basicEffect.Projection = Matrix.CreateOrthographic(graphics.GraphicsDevice.Viewport.Width, -graphics.GraphicsDevice.Viewport.Height, 0.1f, 1000f);
            basicEffect.View = Matrix.Identity;
            basicEffect.World = Matrix.Identity;
            basicEffect.TextureEnabled = true;

            rasterizerState = new RasterizerState();
            rasterizerState.CullMode = CullMode.None;

            font = Content.Load<SpriteFont>("Font");

            LoadWorld();
        }
开发者ID:AnotherProgrammingGroup,项目名称:Project-CS,代码行数:26,代码来源:HacksoiGame.cs

示例14: GdxSpriteBatch

        public GdxSpriteBatch(GraphicsDevice graphicsDevice)
        {
            if (graphicsDevice == null)
                throw new ArgumentNullException("graphicsDevice");

            _device = graphicsDevice;

            _spriteEffect = new LocalSpriteEffect(graphicsDevice);
            _matrixTransform = _spriteEffect.Parameters["MatrixTransform"];
            _spritePass = _spriteEffect.CurrentTechnique.Passes[0];

            _transformMatrix = Matrix.Identity;
            //_projectionMatrix = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, 0, 0, 1);
            _projectionMatrix = XnaExt.Matrix.CreateOrthographic2D(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, -1, 0);

            Color = Color.White;

            CalculateIndexBuffer();

            _rasterizerScissorState = new RasterizerState() {
                CullMode = CullMode.None,
                ScissorTestEnable = true,
            };

            // projection uses CreateOrthographicOffCenter to create 2d projection
            // matrix with 0,0 in the upper left.
            /*_basicEffect.Projection = Matrix.CreateOrthographicOffCenter
                (0, graphicsDevice.Viewport.Width,
                graphicsDevice.Viewport.Height, 0,
                0, 1);
            this._basicEffect.World = Matrix.Identity;
            this._basicEffect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward,
                Vector3.Up);*/
        }
开发者ID:jaquadro,项目名称:MonoGdx,代码行数:34,代码来源:GdxSpriteBatch.cs

示例15: Game1

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            collisionSystem = new CollisionSystemPersistentSAP();
            collisionSystem.CollisionDetected += new CollisionDetectedHandler(CollisionDetected);

            world = new World(collisionSystem);

            Random rr = new Random();
            rndColors = new Color[20];
            for (int i = 0; i < 20; i++)
            {
                rndColors[i] = new Color((float)rr.NextDouble(), (float)rr.NextDouble(), (float)rr.NextDouble());
            }

            wireframe = new RasterizerState();
            wireframe.FillMode = FillMode.WireFrame;

            cullMode = new RasterizerState();
            cullMode.CullMode = CullMode.None;

            normal = new RasterizerState();
        }
开发者ID:scy7he,项目名称:Pong,代码行数:25,代码来源:Game1.cs


注:本文中的Microsoft.Xna.Framework.Graphics.RasterizerState类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。