本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.SamplerState.Activate方法的典型用法代码示例。如果您正苦于以下问题:C# SamplerState.Activate方法的具体用法?C# SamplerState.Activate怎么用?C# SamplerState.Activate使用的例子?那么, 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Microsoft.Xna.Framework.Graphics.SamplerState
的用法示例。
在下文中一共展示了SamplerState.Activate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: DrawBatchGL11
public void DrawBatchGL11( SpriteSortMode sortMode, SamplerState samplerState )
{
// nothing to do
if ( _batchItemList.Count == 0 )
return;
// sort the batch items
switch ( sortMode )
{
case SpriteSortMode.Texture :
throw new NotSupportedException();
//_batchItemList.Sort( CompareTexture );
case SpriteSortMode.FrontToBack :
throw new NotSupportedException();
//_batchItemList.Sort ( CompareDepth );
case SpriteSortMode.BackToFront :
throw new NotSupportedException();
//_batchItemList.Sort ( CompareReverseDepth );
}
// make sure an old draw isn't still going on.
// cross fingers, commenting this out!!
//GL.Flush();
// make sure the vertexArray has enough space
if ( _batchItemList.Count*6 > _index.Length )
ExpandIndexArray( _batchItemList.Count );
LinkVertexArray();
int size = sizeof(float)*4+sizeof(uint);
GL11.VertexPointer(2,ALL11.Float,size,_vertexHandle.AddrOfPinnedObject() );
GL11.ColorPointer(4, ALL11.UnsignedByte,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2)));
GL11.TexCoordPointer(2, ALL11.Float,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2+sizeof(uint))) );
// setup the vertexArray array
int startIndex = 0;
int index = 0;
int texID = -1;
foreach ( SpriteBatchItem item in _batchItemList )
{
// if the texture changed, we need to flush and bind the new texture
if ( item.TextureID != texID )
{
FlushVertexArrayGL11( startIndex, index );
startIndex = index;
texID = item.TextureID;
GL11.BindTexture ( ALL11.Texture2D, texID );
samplerState.Activate();
}
// store the SpriteBatchItem data in our vertexArray
index += 4;
}
// flush the remaining vertexArray data
FlushVertexArrayGL11(startIndex, index);
_batchItemList.Clear();
_vertexArray.Clear();
}
示例2: DrawBatch
public void DrawBatch ( SpriteSortMode sortMode, SamplerState samplerState )
{
// nothing to do
if ( _batchItemList.Count == 0 )
return;
// sort the batch items
switch ( sortMode )
{
case SpriteSortMode.Texture :
_batchItemList.Sort( CompareTexture );
break;
case SpriteSortMode.FrontToBack :
_batchItemList.Sort ( CompareDepth );
break;
case SpriteSortMode.BackToFront :
_batchItemList.Sort ( CompareReverseDepth );
break;
}
int size = sizeof(float)*4 + sizeof(uint);
GL.VertexPointer(2, VertexPointerType.Float,size,_vertexHandle.AddrOfPinnedObject() );
GL.ColorPointer(4, ColorPointerType.UnsignedByte,size,(IntPtr)((UInt64)_vertexHandle.AddrOfPinnedObject()+sizeof(float)*2));
GL.TexCoordPointer(2, TexCoordPointerType.Float,size,(IntPtr)((UInt64)_vertexHandle.AddrOfPinnedObject()+sizeof(float)*2+sizeof(uint)) );
// setup the vertexArray array
int startIndex = 0;
int index = 0;
int texID = -1;
// make sure the vertexArray has enough space
if ( _batchItemList.Count*4 > _vertexArray.Length )
ExpandVertexArray( _batchItemList.Count );
foreach ( SpriteBatchItem item in _batchItemList )
{
// if the texture changed, we need to flush and bind the new texture
if ( item.TextureID != texID )
{
FlushVertexArray( startIndex, index );
startIndex = index;
texID = item.TextureID;
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture ( TextureTarget.Texture2D, texID );
samplerState.Activate ();
}
// store the SpriteBatchItem data in our vertexArray
_vertexArray[index++] = item.vertexTL;
_vertexArray[index++] = item.vertexTR;
_vertexArray[index++] = item.vertexBL;
_vertexArray[index++] = item.vertexBR;
_freeBatchItemQueue.Enqueue ( item );
}
// flush the remaining vertexArray data
FlushVertexArray(startIndex, index);
_batchItemList.Clear();
}
示例3: DrawBatch
public void DrawBatch( SpriteSortMode sortMode, SamplerState samplerState )
{
// nothing to do
if ( _batchItemList.Count == 0 )
return;
// sort the batch items
switch ( sortMode )
{
case SpriteSortMode.Texture :
_batchItemList.Sort( CompareTexture );
break;
case SpriteSortMode.FrontToBack :
_batchItemList.Sort ( CompareDepth );
break;
case SpriteSortMode.BackToFront :
_batchItemList.Sort ( CompareReverseDepth );
break;
}
GL.EnableVertexAttribArray(attributePosition);
GL.EnableVertexAttribArray(attributeTexCoord);
int size = VertexPosition2ColorTexture.GetSize();
GL.VertexAttribPointer(attributePosition,2,VertexAttribPointerType.Float,false,size,_vertexHandle.AddrOfPinnedObject());
GL.VertexAttribPointer(attributeTexCoord,2,VertexAttribPointerType.Float,false,size,(IntPtr)((uint)_vertexHandle.AddrOfPinnedObject()+(uint)(sizeof(float)*2+sizeof(uint))));
//GL.VertexAttribPointer(
// setup the vertexArray array
int startIndex = 0;
int index = 0;
int texID = -1;
// store last tint color
Color lastTint = new Color(0.0f,0.0f,0.0f,0.0f);
// make sure the vertexArray has enough space
if ( _batchItemList.Count*4 > _vertexArray.Length )
ExpandVertexArray( _batchItemList.Count );
foreach ( SpriteBatchItem item in _batchItemList )
{
//Tint Color
Vector4 vtint = item.Tint.ToVector4();
//vtint /= 255;
//GL20.VertexAttrib4(attributeTint, vtint.X, vtint.Y, vtint.Z, vtint.W);
// if the texture changed, we need to flush and bind the new texture
if ( item.TextureID != texID || item.Tint != lastTint)
{
FlushVertexArrayGL20( startIndex, index );
startIndex = index;
texID = item.TextureID;
lastTint = item.Tint;
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture ( TextureTarget.Texture2D, texID );
//GL.Uniform1(texID, 0);
GL.VertexAttrib4(attributeTint,vtint.X, vtint.Y, vtint.Z, vtint.W);
samplerState.Activate();
}
// store the SpriteBatchItem data in our vertexArray
_vertexArray[index++] = item.vertexTL;
_vertexArray[index++] = item.vertexTR;
_vertexArray[index++] = item.vertexBL;
_vertexArray[index++] = item.vertexBR;
_freeBatchItemQueue.Enqueue ( item );
}
// flush the remaining vertexArray data
FlushVertexArrayGL20(startIndex, index);
_batchItemList.Clear();
}