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C# RenderContext11.setRasterizerState方法代码示例

本文整理汇总了C#中TerraViewer.RenderContext11.setRasterizerState方法的典型用法代码示例。如果您正苦于以下问题:C# RenderContext11.setRasterizerState方法的具体用法?C# RenderContext11.setRasterizerState怎么用?C# RenderContext11.setRasterizerState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TerraViewer.RenderContext11的用法示例。


在下文中一共展示了RenderContext11.setRasterizerState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: Draw

        public static void Draw(RenderContext11 renderContext, PositionColoredTextured[] points, int count, Texture11 texture, SharpDX.Direct3D.PrimitiveTopology primitiveType, float opacity = 1.0f)
        {
            if (VertexBuffer == null)
            {
                VertexBuffer = new Buffer(renderContext.Device, System.Runtime.InteropServices.Marshal.SizeOf(points[0]) * 2500, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, System.Runtime.InteropServices.Marshal.SizeOf(points[0]));
                VertexBufferBinding = new VertexBufferBinding(VertexBuffer, System.Runtime.InteropServices.Marshal.SizeOf((points[0])), 0);

            }
            renderContext.devContext.InputAssembler.PrimitiveTopology = primitiveType;
            renderContext.BlendMode = BlendMode.Alpha;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            SharpDX.Matrix mat = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mat.Transpose();

            WarpOutputShader.MatWVP = mat;
            WarpOutputShader.Use(renderContext.devContext, texture != null, opacity);

            renderContext.SetVertexBuffer(VertexBufferBinding);

            DataBox box = renderContext.devContext.MapSubresource(VertexBuffer, 0, MapMode.WriteDiscard, MapFlags.None);
            Utilities.Write(box.DataPointer, points, 0, count);

            renderContext.devContext.UnmapSubresource(VertexBuffer, 0);
            if (texture != null)
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, texture.ResourceView);
            }
            else
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, null);
            }
            renderContext.devContext.Draw(count, 0);
        }
开发者ID:china-vo,项目名称:wwt-windows-client,代码行数:33,代码来源:Sprite2d.cs

示例2: DrawLabels

        public void DrawLabels(RenderContext11 renderContext)
        {
            if (positions.Count < 1)
            {
                return;
            }
            InitLabelBuffer();

            renderContext.SetVertexBuffer(labelBuffer);
            renderContext.BlendMode = BlendMode.Alpha;
            renderContext.DepthStencilMode = DepthStencilMode.Off;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            var mvp = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mvp.Transpose();
            PointSpriteShader11.WVPMatrix = mvp;
            PointSpriteShader11.Color = SharpDX.Color.White;

            var adjustedScale = .01f; // (float)(1 / (Earth3d.MainWindow.ZoomFactor / 360));

            PointSpriteShader11.ViewportScale = new Vector2((2.0f / renderContext.ViewPort.Width) * adjustedScale, (2.0f / renderContext.ViewPort.Height) * adjustedScale);
            PointSpriteShader11.PointScaleFactors = new Vector3(0.0f, 0.0f, 10000.0f);
            PointSpriteShader11.Use(renderContext.Device.ImmediateContext);

            renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, texture.ResourceView);

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
            renderContext.devContext.Draw(labelBuffer.Count, 0);

            renderContext.Device.ImmediateContext.GeometryShader.Set(null);
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:30,代码来源:Label.cs

示例3: Draw

        public override bool Draw(RenderContext11 renderContext, float opacity, bool flat)
        {
            if (bufferIsFlat != flat)
            {
                CleanUp();
                bufferIsFlat = flat;
            }

            if (!CleanAndReady)
            {
                PrepVertexBuffer( opacity);
            }

            var oldWorld = renderContext.World;
            if (astronomical && !bufferIsFlat)
            {
                var ecliptic = Coordinates.MeanObliquityOfEcliptic(SpaceTimeController.JNow) / 180.0 * Math.PI;
                renderContext.World = Matrix3d.RotationX(ecliptic) * renderContext.World;
            }

            if (triangleList2d != null)
            {
                triangleList2d.Decay = decay;
                triangleList2d.Sky = Astronomical;
                triangleList2d.TimeSeries = timeSeries;
                triangleList2d.Draw(renderContext, opacity * Opacity, TriangleList.CullMode.CounterClockwise);
            }

            if (triangleList != null)
            {

                triangleList.Decay = decay;
                triangleList.Sky = Astronomical;
                triangleList.TimeSeries = timeSeries;
                triangleList.Draw(renderContext, opacity * Opacity, TriangleList.CullMode.CounterClockwise);
            }

            if (lineList != null)
            {
                lineList.Sky = Astronomical;
                lineList.Decay = decay;
                lineList.TimeSeries = timeSeries;

                lineList.DrawLines(renderContext, opacity * Opacity);
            }

            if (lineList2d != null)
            {
                lineList2d.Sky = !Astronomical;
                lineList2d.Decay = decay;
                lineList2d.TimeSeries = timeSeries;
                lineList2d.ShowFarSide = ShowFarSide;
                lineList2d.DrawLines(renderContext, opacity * Opacity);
            }

            if (textBatch != null)
            {
                var mode = renderContext.DepthStencilMode;

                renderContext.DepthStencilMode = DepthStencilMode.Off;

                textBatch.Draw(renderContext, 1, Color.White);
                renderContext.DepthStencilMode = mode;
            }

            if (astronomical && !bufferIsFlat)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
            }
            else
            {
                renderContext.DepthStencilMode = DepthStencilMode.Off;
            }

            var baseDate = new DateTime(2010, 1, 1, 12, 00, 00);
            renderContext.setRasterizerState(TriangleCullMode.Off);

            var cam = Vector3d.TransformCoordinate(renderContext.CameraPosition, Matrix3d.Invert(renderContext.World)).Vector311;
            var adjustedScale = scaleFactor;

            if (flat && astronomical && (markerScale == MarkerScales.World))
            {
                adjustedScale = (float)(scaleFactor / (Earth3d.MainWindow.ZoomFactor / 360));
            }

            var matrixWVP = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            matrixWVP.Transpose();
            switch (plotType)
            {
                default:
                case PlotTypes.Gaussian:
                    renderContext.BlendMode = BlendMode.Additive;
                    renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, Grids.StarProfile.ResourceView);
                    break;
                case PlotTypes.Circle:
                    renderContext.BlendMode = BlendMode.Alpha;
                    renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, CircleTexture.ResourceView);
                    break;
                case PlotTypes.Point:
                    renderContext.BlendMode = BlendMode.Alpha;
//.........这里部分代码省略.........
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:101,代码来源:TimeSeriesLayer.cs

示例4: Draw3D

        public override bool Draw3D(RenderContext11 renderContext, float opacity, Tile parent)
        {
            InViewFrustum = true;
            RenderedGeneration = CurrentRenderGeneration;
            if (!ReadyToRender)
            {
                TileCache.AddTileToQueue(this);
                return false;
            }

            InViewFrustum = true;

            if (starVertexBuffer == null)
            {
                starProfile = Texture11.FromBitmap( Resources.StarProfile);

                var count = stars.Count;
                var index = 0;
                starCount = count;

                starVertexBuffer = new PositionColorSizeVertexBuffer11(count, RenderContext11.PrepDevice);

                var points = (PositionColorSize[])starVertexBuffer.Lock(0, 0); // Lock the buffer (which will return our structs)
                foreach (var star in stars)
                {
                    var pos = Coordinates.RADecTo3d(star.RA + 12, star.Dec, 1f);
                    points[index].Position = pos.Vector3;
                    points[index].Color = star.Col;
                    var radDec = (.5) / Math.Pow(1.6, star.Magnitude);
                    points[index].size = (float)radDec;
                    index++;
                }
                starVertexBuffer.Unlock();
            }

            renderContext.SetVertexBuffer(starVertexBuffer);
            renderContext.BlendMode = BlendMode.Additive;
            renderContext.DepthStencilMode = DepthStencilMode.Off;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            var mvp = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mvp.Transpose();
            PointSpriteShader11.WVPMatrix = mvp;
            PointSpriteShader11.Color = Color.White;

            var adjustedScale = (float)(1 / (Earth3d.MainWindow.ZoomFactor / 360));

            PointSpriteShader11.ViewportScale = new Vector2((2.0f / renderContext.ViewPort.Width) * adjustedScale, (2.0f / renderContext.ViewPort.Height) * adjustedScale);
            PointSpriteShader11.PointScaleFactors = new Vector3(0.0f, 0.0f, 10000.0f);
            PointSpriteShader11.Use(renderContext.Device.ImmediateContext);

            renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, starProfile.ResourceView);

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
            renderContext.devContext.Draw(starCount, 0);

            renderContext.Device.ImmediateContext.GeometryShader.Set(null);

            // Reset blend mode so we don't mess up subsequent sky layer rendering
            renderContext.BlendMode = BlendMode.Alpha;

            return true;
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:62,代码来源:PlotTile.cs

示例5: Render


//.........这里部分代码省略.........
            double scaleFactor = Math.Sqrt(worldView.M11 * worldView.M11 + worldView.M22 * worldView.M22 + worldView.M33 * worldView.M33) / unitScale;
            double dist = v.Length();
            double radius = scaleFactor;

            // Calculate pixelsPerUnit which is the number of pixels covered
            // by an object 1 AU at the distance of the planet center from
            // the camera. This calculation works regardless of the projection
            // type.
            int viewportHeight = (int)renderContext.ViewPort.Height;
            double p11 = renderContext.Projection.M11;
            double p34 = renderContext.Projection.M34;
            double p44 = renderContext.Projection.M44;
            double w = Math.Abs(p34) * dist + p44;
            float pixelsPerUnit = (float)(p11 / w) * viewportHeight;
            float radiusInPixels = (float)(radius * pixelsPerUnit);
            if (radiusInPixels < 0.5f)
            {
                // Too small to be visible; skip rendering
                return;
            }

            // These colors can be modified by shadows, distance from planet, etc. Restore
            // the original values after rendering.
            var savedSunlightColor = renderContext.SunlightColor;
            var savedReflectedColor = renderContext.ReflectedLightColor;
            var savedHemiColor = renderContext.HemisphereLightColor;

            if (Properties.Settings.Default.SolarSystemLighting)
            {
                SetupLighting(renderContext);
                renderContext.AmbientLightColor = System.Drawing.Color.FromArgb(11, 11, 11);
            }
            else
            {
                // No lighting: set ambient light to white and turn off all other light sources
                renderContext.SunlightColor = System.Drawing.Color.Black;
                renderContext.ReflectedLightColor = System.Drawing.Color.Black;
                renderContext.HemisphereLightColor = System.Drawing.Color.Black;
                renderContext.AmbientLightColor = System.Drawing.Color.White;
            }

            SharpDX.Direct3D11.Device device = renderContext.Device;

            if (mesh == null)
            {
                return;
            }

            //Object3dLayer.sketch.DrawLines(renderContext, 1.0f, System.Drawing.Color.Red);

            renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
            renderContext.BlendMode = BlendMode.Alpha;

            int count = meshMaterials.Count;

            mesh.beginDrawing(renderContext);
            if (count > 0)
            {
                for (int i = 0; i < meshMaterials.Count; i++)
                {
                    if (meshMaterials[i].Default)
                    {
                        Material mat = meshMaterials[i];
                        mat.Diffuse = Color;
                        mat.Ambient = Color;
                        meshMaterials[i] = mat;
                    }
                    // Set the material and texture for this subset
                    renderContext.SetMaterial(meshMaterials[i], meshTextures[i], meshSpecularTextures[i], meshNormalMaps[i], opacity);
                    renderContext.PreDraw();
                    renderContext.setSamplerState(0, renderContext.WrapSampler);
                    mesh.drawSubset(renderContext, i);
                }
            }
            else
            {
                renderContext.PreDraw();
                for (int i = 0; i < meshTextures.Count; i++)
                {
                    var key = new PlanetShaderKey(PlanetSurfaceStyle.Diffuse, false, 0);
                    renderContext.SetupPlanetSurfaceEffect(key, 1.0f);
                    if (meshTextures[i] != null)
                    {
                        renderContext.MainTexture = meshTextures[i];
                    }
                    renderContext.PreDraw();
                    mesh.drawSubset(renderContext, i);
                }
            }

            renderContext.setSamplerState(0, renderContext.ClampSampler);

            renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
            renderContext.World = oldWorld;

            renderContext.SunlightColor = savedSunlightColor;
            renderContext.ReflectedLightColor = savedReflectedColor;
            renderContext.HemisphereLightColor = savedHemiColor;
            renderContext.AmbientLightColor = System.Drawing.Color.Black;
        }
开发者ID:ngonzalezromero,项目名称:wwt-windows-client,代码行数:101,代码来源:Object3d.cs

示例6: Draw

        public override bool Draw(RenderContext11 renderContext, float opacity, bool flat)
        {
            Matrix3d oldWorld = renderContext.World;
            Matrix3d rotation = Matrix3d.RotationZ(-roll / 180f * Math.PI) * Matrix3d.RotationX(-pitch / 180f * Math.PI) * Matrix3d.RotationY(heading / 180f * Math.PI);

            renderContext.World = rotation * Matrix3d.Scaling(scale.X, scale.Y, scale.Z) * Matrix3d.Translation(translate) * oldWorld;
            renderContext.TwoSidedLighting = TwoSidedGeometry;
            renderContext.setRasterizerState(TwoSidedGeometry ? TriangleCullMode.Off : TriangleCullMode.CullCounterClockwise);
            if (lightID > 0)
            {
                //draw light

             //   Planets.DrawPointPlanet(renderContext, new Vector3d(), 1, Color, false, 1.0f);
            }
            else
            {
                if (object3d != null)
                {
                    object3d.Color = Color;
                    object3d.Render(renderContext, opacity * Opacity);
                }
            }
            renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);
            renderContext.TwoSidedLighting = false;

            if (showEditUi)
            {
                if (lightID > 0)
                {
                    //draw light

                    Planets.DrawPointPlanet(renderContext, new Vector3d(), 1, Color, false, 1.0f);
                }

                DepthStencilMode oldDepthMode = renderContext.DepthStencilMode = DepthStencilMode.Off;
                renderContext.World = Matrix3d.Translation(translate) * oldWorld;

                Matrix3d wvp = renderContext.World * renderContext.View * renderContext.Projection;

                Vector3d vc = new Vector3d(0, 0, 0);
                Vector3d vc1 = new Vector3d(.001, 0, 0);
                Vector3d vc2 = new Vector3d(0, .001, 0);
                Vector3d vc3 = new Vector3d(0, 0, .001);
                Vector3d vs = Vector3d.TransformCoordinate(vc, wvp);
                Vector3d vs1 = Vector3d.TransformCoordinate(vc1, wvp);
                Vector3d vs2 = Vector3d.TransformCoordinate(vc2, wvp);
                Vector3d vs3 = Vector3d.TransformCoordinate(vc3, wvp);

                Vector2d vsa = new Vector2d(vs.X, vs.Y);
                Vector2d vsa1 = new Vector2d(vs1.X, vs1.Y) - vsa;
                Vector2d vsa2 = new Vector2d(vs2.X, vs2.Y) - vsa;
                Vector2d vsa3 = new Vector2d(vs3.X, vs3.Y) - vsa;

                uiScale = .0003 / Math.Sqrt((vsa1.Length * vsa1.Length + vsa2.Length * vsa2.Length + vsa3.Length * vsa3.Length));

                Matrix3d matUIScale = Matrix3d.Scaling(uiScale, uiScale, uiScale);

                renderContext.World = matUIScale * renderContext.World;

                wvp = renderContext.World * renderContext.View * renderContext.Projection;

                vc1 = new Vector3d(.9, 0, 0);
                vc2 = new Vector3d(0, .9, 0);
                vc3 = new Vector3d(0, 0, .9);
                vs = Vector3d.TransformCoordinate(vc, wvp);
                vs1 = Vector3d.TransformCoordinate(vc1, wvp);
                vs2 = Vector3d.TransformCoordinate(vc2, wvp);
                vs3 = Vector3d.TransformCoordinate(vc3, wvp);

                double h = renderContext.ViewPort.Height;
                double w = renderContext.ViewPort.Width;

                xHandle = new Vector2d((vs1.X + 1) * w / 2, h - ((vs1.Y + 1) * h / 2));
                yHandle = new Vector2d((vs2.X + 1) * w / 2, h - ((vs2.Y + 1) * h / 2));
                zHandle = new Vector2d((vs3.X + 1) * w / 2, h - ((vs3.Y + 1) * h / 2));

                // draw UI
                if (TranslateUI == null)
                {
                    InitTranslateUI();

                }

                bool showTranslate = Control.ModifierKeys != Keys.Control && Control.ModifierKeys != Keys.Shift;
                bool showRotate = Control.ModifierKeys == Keys.Control;
                bool showScale = Control.ModifierKeys == Keys.Shift;

                if (showTranslate)
                {
                    TranslateUILines.DrawLines(renderContext, 1.0f);

                    TranslateUI.Draw(renderContext, 1.0f, TriangleList.CullMode.Clockwise);
                }
                else
                {
                    if (showScale)
                    {
                        TranslateUILines.DrawLines(renderContext, 1.0f);
                        ScaleUI.Draw(renderContext, 1.0f, TriangleList.CullMode.Clockwise);
                    }
//.........这里部分代码省略.........
开发者ID:ngonzalezromero,项目名称:wwt-windows-client,代码行数:101,代码来源:Object3d.cs

示例7: DrawRings

        // Various input layouts used in 3D solar system mode
        // TODO Replace with an input layout cache
        static void DrawRings(RenderContext11 renderContext)
        {
            renderContext.setRasterizerState(TriangleCullMode.Off);

            var ringsKey = new PlanetShaderKey(PlanetSurfaceStyle.PlanetaryRings, false, 0);
            SetupPlanetSurfaceEffect(renderContext, ringsKey, 1.0f);
            renderContext.Shader.MainTexture = RingsMap.ResourceView;

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            renderContext.Device.ImmediateContext.InputAssembler.InputLayout = renderContext.Shader.inputLayout(PlanetShader11.StandardVertexLayout.PositionNormalTex);

            renderContext.PreDraw();
            renderContext.SetVertexBuffer(ringsVertexBuffer);
            renderContext.devContext.Draw((triangleCountRings+2), 0);

            renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:19,代码来源:Planets.cs

示例8: Draw2D

        public static void Draw2D(RenderContext11 renderContext, Texture11 srcTexture, SizeF size, PointF rotationCenter, float rotationAngle, PointF position, System.Drawing.Color color)
        {
            cornerPoints[0].Position = MakePosition(position.X, position.Y, -size.Width / 2, -size.Height / 2, rotationAngle).Vector4;
            cornerPoints[0].Tu = 0;
            cornerPoints[0].Tv = 0;
            cornerPoints[0].Color = color;

            cornerPoints[1].Position = MakePosition(position.X, position.Y, size.Width / 2, -size.Height / 2, rotationAngle).Vector4;
            cornerPoints[1].Tu = 1;
            cornerPoints[1].Tv = 0;
            cornerPoints[1].Color = color;

            cornerPoints[2].Position = MakePosition(position.X, position.Y, -size.Width / 2, size.Height / 2, rotationAngle).Vector4;
            cornerPoints[2].Tu = 0;
            cornerPoints[2].Tv = 1;
            cornerPoints[2].Color = color;

            cornerPoints[3].Position = MakePosition(position.X, position.Y, size.Width / 2, size.Height / 2, rotationAngle).Vector4;
            cornerPoints[3].Tu = 1;
            cornerPoints[3].Tv = 1;
            cornerPoints[3].Color = color;

            renderContext.setRasterizerState(TriangleCullMode.Off);
            renderContext.DepthStencilMode = DepthStencilMode.Off;
            DrawForScreen(renderContext, cornerPoints, 4, srcTexture, SharpDX.Direct3D.PrimitiveTopology.TriangleStrip);
        }
开发者ID:china-vo,项目名称:wwt-windows-client,代码行数:26,代码来源:Sprite2d.cs

示例9: DrawMPC3D

        // ** Begin
        public static void DrawMPC3D(RenderContext11 renderContext, float opacity, Vector3d centerPoint)
        {
            var zoom = Earth3d.MainWindow.ZoomFactor;
            var distAlpha = ((Math.Log(Math.Max(1, zoom), 4)) - 15.5) * 90;

            var alpha = Math.Min(255, Math.Max(0, (int)distAlpha));

            if (alpha > 254)
            {
                return;
            }

            if (mpcVertexBuffer == null)
            {

                for (var i = 0; i < 7; i++)
                {
                    mpcBlendStates[i] = new BlendState(false, 1000, 0);
                }

                if (!initBegun)
                {
                    var initDelegate = new MethodInvoker(StartInit);

                    initDelegate.BeginInvoke(null, null);
                    initBegun = true;
                }
                return;
            }

            renderContext.DepthStencilMode = DepthStencilMode.Off;

            renderContext.setRasterizerState(TriangleCullMode.Off);

            var offset = Matrix3d.Translation(-centerPoint);
            var world = renderContext.World * offset;
            var matrixWVP = (world * renderContext.View * renderContext.Projection).Matrix11;
            matrixWVP.Transpose();

            var cam = Vector3.TransformCoordinate(renderContext.CameraPosition.Vector311, Matrix.Invert(renderContext.World.Matrix11));

            renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, Grids.StarProfile.ResourceView);
            renderContext.BlendMode = BlendMode.Additive;

            if (mpcVertexBuffer != null)
            {
                for (var i = 0; i < 7; i++)
                {
                    mpcBlendStates[i].TargetState = ((Properties.Settings.Default.MinorPlanetsFilter & (int)Math.Pow(2, i)) != 0);

                    if (mpcBlendStates[i].State)
                    {
                        if (mpcVertexBuffer[i].Downlevel)
                        {
                            DownlevelKeplerPointSpriteShader11.Constants.JNow = (float)(SpaceTimeController.JNow - KeplerVertex.baseDate);
                            DownlevelKeplerPointSpriteShader11.Constants.Opacity = opacity * mpcBlendStates[i].Opacity;
                            DownlevelKeplerPointSpriteShader11.Constants.MM = 0;
                            DownlevelKeplerPointSpriteShader11.Constants.WorldViewProjection = matrixWVP;
                            DownlevelKeplerPointSpriteShader11.Constants.Scale = new Vector2(100f, 100f);
                            DownlevelKeplerPointSpriteShader11.Constants.ViewportScale = new Vector2(2f / renderContext.ViewPort.Width, 2f / renderContext.ViewPort.Height);
                            DownlevelKeplerPointSpriteShader11.Constants.CameraPosition = new Vector4(cam, 1);
                            DownlevelKeplerPointSpriteShader11.Use(renderContext.devContext, mpcVertexBuffer[i].Instanced);
                        }
                        else
                        {

                            KeplerPointSpriteShader11.Constants.JNow = (float)(SpaceTimeController.JNow - KeplerVertex.baseDate);
                            KeplerPointSpriteShader11.Constants.Opacity = opacity * mpcBlendStates[i].Opacity;
                            KeplerPointSpriteShader11.Constants.MM = 0;
                            KeplerPointSpriteShader11.Constants.WorldViewProjection = matrixWVP;
                            KeplerPointSpriteShader11.Constants.Scale = new Vector2(100f, 100f);
                            KeplerPointSpriteShader11.Constants.ViewportScale = new Vector2(2f / renderContext.ViewPort.Width, 2 / renderContext.ViewPort.Height);
                            KeplerPointSpriteShader11.Constants.CameraPosition = new Vector4(cam, 1);
                            KeplerPointSpriteShader11.Use(renderContext.devContext);
                        }

                        mpcVertexBuffer[i].Draw(renderContext, mpcVertexBuffer[i].Count, null, opacity);
                    }
                }
            }
            renderContext.BlendMode = BlendMode.Alpha;

            renderContext.Device.ImmediateContext.GeometryShader.Set(null);
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:85,代码来源:MinorPlanets.cs

示例10: Draw3D

        public virtual bool Draw3D(RenderContext11 renderContext, bool showOnlySelected, float opacity, string focusConsteallation, bool reverse)
        {
            constToDraw = focusConsteallation;

            Lineset lsSelected = null;
            foreach (Lineset ls in this.lines)
            {
                bool enabled = boundry ? Settings.Active.ConstellationBoundariesFilter.IsSet(ls.Name) : Settings.Active.ConstellationFiguresFilter.IsSet(ls.Name);
                if (enabled)
                {
                    if (constToDraw == ls.Name && boundry)
                    {
                        lsSelected = ls;
                    }
                    else if (!showOnlySelected || !boundry)
                    {
                        DrawSingleConstellation(renderContext, ls, opacity, reverse, true);
                    }
                }
            }

            if (lsSelected != null)
            {
                DrawSingleConstellation(renderContext, lsSelected, opacity, reverse, true);
            }

            renderContext.setRasterizerState(TriangleCullMode.Off, true);

            return true;
        }
开发者ID:china-vo,项目名称:wwt-windows-client,代码行数:30,代码来源:Constellations.cs

示例11: DrawForScreen

        public static void DrawForScreen(RenderContext11 renderContext, PositionColoredTextured[] points, int count, Texture11 texture, PrimitiveTopology primitiveType)
        {
            if (VertexBuffer == null)
            {
                VertexBuffer = new Buffer(renderContext.Device, Marshal.SizeOf(points[0]) * 2500, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, Marshal.SizeOf(points[0]));
                VertexBufferBinding = new VertexBufferBinding(VertexBuffer, Marshal.SizeOf((points[0])), 0);

            }

            renderContext.devContext.InputAssembler.PrimitiveTopology = primitiveType;
            renderContext.BlendMode = BlendMode.Alpha;
            renderContext.setRasterizerState(TriangleCullMode.Off);

            var mat =
                Matrix.Translation(-renderContext.ViewPort.Width / 2, -renderContext.ViewPort.Height / 2, 0) *
                Matrix.Scaling(1f, -1f, 1f)
            * Matrix.OrthoLH(renderContext.ViewPort.Width, renderContext.ViewPort.Height, 1, -1);
            mat.Transpose();

            WarpOutputShader.MatWVP = mat;
            WarpOutputShader.Use(renderContext.devContext, texture != null);

            renderContext.SetVertexBuffer(VertexBufferBinding);

            var box = renderContext.devContext.MapSubresource(VertexBuffer, 0, MapMode.WriteDiscard, MapFlags.None);
            Utilities.Write(box.DataPointer, points, 0, count);

            renderContext.devContext.UnmapSubresource(VertexBuffer, 0);
            if (texture != null)
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, texture.ResourceView);
            }
            else
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, null);
            }
            renderContext.devContext.Draw(count, 0);
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:38,代码来源:Sprite2d.cs

示例12: DrawPointPlanet

        public static void DrawPointPlanet(RenderContext11 renderContext, Vector3d location, float size, Color color, bool zOrder, float opacity)
        {
            var vertices = new PositionColorSize[1];

            vertices[0].Position = location.Vector311;
            vertices[0].size = size * 200;
            vertices[0].Color = color;

            if (planetsPointSet == null)
            {
                planetsPointSet = new PointSpriteSet(renderContext.Device, vertices);
                planetsPointSet.PointScaleFactors = new Vector3(1.0f, 0.0f, 0.0f);
            }
            else
            {
                planetsPointSet.updateVertexBuffer(vertices);
            }

            renderContext.BlendMode = BlendMode.Additive;
            renderContext.DepthStencilMode = zOrder ? DepthStencilMode.ZReadOnly : DepthStencilMode.Off;
            renderContext.setRasterizerState(TriangleCullMode.Off);

            planetsPointSet.Draw(renderContext, 1, Grids.StarProfile, opacity);

            renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
            renderContext.BlendMode = BlendMode.Alpha;
        }
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:27,代码来源:Planets.cs

示例13: DrawPlanets3D

        public static bool DrawPlanets3D(RenderContext11 renderContext, float opacity, Vector3d centerPoint)
        {
            InitPlanetResources();

            renderContext.LightingEnabled = Settings.Active.SolarSystemLighting;

            if (!Properties.Settings.Default.SolarSystemPlanets.TargetState)
            {
                return true;
            }

            drawOrder.Clear();

            var camera = new Vector3d(renderContext.CameraPosition);
            for (var planetId = 0; planetId < 14; planetId++)
            {
                if (!planetLocations[planetId].Eclipsed)
                {
                    var distVector = camera - (planet3dLocations[planetId] - centerPoint);

                    if (!drawOrder.ContainsKey(-distVector.Length()))
                    {
                        drawOrder.Add(-distVector.Length(), planetId);
                    }
                }
            }

            var distVectorEarth = camera - (planet3dLocations[(int)SolarSystemObjects.Earth] - centerPoint);
            if (!drawOrder.ContainsKey(-distVectorEarth.Length()))
            {
                drawOrder.Add(-distVectorEarth.Length(), (int)SolarSystemObjects.Earth);
            }
            renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;

            renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);
            foreach (var planetId in drawOrder.Values)
            {
                DrawPlanet3d(renderContext, planetId, centerPoint, opacity);
            }

            var distss = UiTools.SolarSystemToMeters(Earth3d.MainWindow.SolarSystemCameraDistance);

            //double val1 = Math.Log(200000000, 10)-7.3;
            //double val2 = Math.Log(20000000, 10)-7.3;

            var moonFade = (float)Math.Min(1, Math.Max(Math.Log(distss, 10) - 7.3, 0));

            var fade = (float)Math.Min(1, Math.Max(Math.Log(distss, 10) - 8.6, 0));

            if (Properties.Settings.Default.SolarSystemOrbits.State ) // && fade > 0)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadOnly;
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.setRasterizerState(TriangleCullMode.Off, false);

                var orbitColor = Color.FromArgb((int)(Properties.Settings.Default.SolarSystemOrbits.Opacity * 255), Properties.Settings.Default.SolarSystemOrbitColor).ToArgb();

                for (var ii = 1; ii < 10; ii++)
                {
                    var id = ii;

                    if (ii == 9)
                    {
                        id = 19;
                    }

                    var angle = Math.Atan2(planet3dLocations[id].Z, planet3dLocations[id].X);

                    orbitBlendStates[id].TargetState = (Properties.Settings.Default.PlanetOrbitsFilter & (int)Math.Pow(2, id)) != 0;

                    if (orbitBlendStates[id].State)
                    {
                        if (Properties.Settings.Default.UsePlanetColorsForOrbits)
                        {
                            DrawSingleOrbit(renderContext, UiTools.GetTransparentColor(planetColors[id].ToArgb(), Properties.Settings.Default.SolarSystemOrbits.Opacity * fade * orbitBlendStates[id].Opacity), id, centerPoint, angle, planet3dLocations[id]);
                        }
                        else
                        {
                            DrawSingleOrbit(renderContext, orbitColor, id, centerPoint, angle, planet3dLocations[id]);
                        }
                    }
                }

                // Show the orbit of the Moon
                orbitBlendStates[(int)SolarSystemObjects.Moon].TargetState = (Properties.Settings.Default.PlanetOrbitsFilter & (int)Math.Pow(2, (int)SolarSystemObjects.Moon)) != 0;
                if (orbitBlendStates[(int)SolarSystemObjects.Moon].State)
                {

                    var id = (int)SolarSystemObjects.Moon;
                    DrawSingleOrbit(renderContext, UiTools.GetTransparentColor(planetColors[id].ToArgb(), Properties.Settings.Default.SolarSystemOrbits.Opacity * moonFade * orbitBlendStates[(int)SolarSystemObjects.Moon].Opacity), id, centerPoint, 0.0, planet3dLocations[id]);
                }

                // Show orbits of the Galilean satellites
                {
                    var deltaT = 1.0 / 1440.0 * 0.1;

                    // Compute the positions of the Galilean satellites at two times; we need
                    // the second in order to estimate the velocity.
                    var gal0 = CAAGalileanMoons.Calculate(jNow);
                    var gal1 = CAAGalileanMoons.Calculate(jNow - deltaT);
//.........这里部分代码省略.........
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:101,代码来源:Planets.cs

示例14: DrawSphere

        static void DrawSphere(RenderContext11 renderContext, Texture11 texture, int planetID, int sphereIndex, bool noMultires, bool drawLayers, PlanetShaderKey shaderKey)
        {
            var useMultires = Settings.Active.SolarSystemMultiRes && !noMultires;

            // Let an override layer take the place of the standard layer
            IImageSet defaultLayer = null;
            var defaultLayerColor = Color.White;
            if (drawLayers)
            {
                var referenceFrameName = Enum.GetName(typeof(SolarSystemObjects), (SolarSystemObjects)planetID);
                foreach (var layer in LayerManager.AllMaps[referenceFrameName].Layers)
                {
                    if (layer.Enabled && layer is ImageSetLayer)
                    {
                        if (((ImageSetLayer)layer).OverrideDefaultLayer)
                        {
                            defaultLayer = ((ImageSetLayer)layer).ImageSet;
                            defaultLayerColor = layer.Color;
                            useMultires = true;
                            break;
                        }
                    }
                }
            }

            if (useMultires)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;

                if (sphereIndex < 4)
                {
                    IImageSet planet = null;

                    if (defaultLayer != null)
                    {
                        planet = defaultLayer;
                    }
                    else
                    {
                        var planetName = GetNameFrom3dId(planetID);
                        var imageSetName = planetName == "Mars" ? "Visible Imagery" : planetName;
                        planet = Earth3d.MainWindow.GetImagesetByName(imageSetName);
                    }

                    if (planet != null)
                    {
                        var normColor = new Vector4(defaultLayerColor.R, defaultLayerColor.G, defaultLayerColor.B, defaultLayerColor.A) * (1.0f / 255.0f);
                        if (RenderContext11.sRGB)
                        {
                            normColor.X = (float) Math.Pow(normColor.X, 2.2);
                            normColor.Y = (float)Math.Pow(normColor.Y, 2.2);
                            normColor.Z = (float)Math.Pow(normColor.Z, 2.2);
                        }
                        renderContext.Shader.DiffuseColor = normColor;
                        renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
                        Earth3d.MainWindow.DrawTiledSphere(planet, 100, Color.White);

                        if (planetID == (int)SolarSystemObjects.Earth && Settings.Active.ShowClouds)
                        {
                            if (CloudTexture != null)
                            {
                                var cloudShaderKey = new PlanetShaderKey(PlanetSurfaceStyle.Diffuse, Settings.Active.ShowEarthSky, 0);
                                cloudShaderKey.eclipseShadowCount = shaderKey.eclipseShadowCount;
                                cloudShaderKey.HasAtmosphere = shaderKey.HasAtmosphere;

                                if (!Settings.Active.SolarSystemLighting)
                                {
                                    cloudShaderKey.style = PlanetSurfaceStyle.Emissive;
                                }

                                SetupPlanetSurfaceEffect(renderContext, cloudShaderKey, 1.0f);
                                SetAtmosphereConstants(renderContext, planetID, 1.0f, CalcSkyGeometryHeight(planetID));

                                renderContext.MainTexture = CloudTexture;

                                var savedWorld = renderContext.World;
                                var cloudScale = 1.0 + (EarthCloudHeightMeters) / 6378100.0;
                                renderContext.World = Matrix3d.Scaling(cloudScale, cloudScale, cloudScale) * renderContext.World;

                                renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);
                                renderContext.DepthStencilMode = DepthStencilMode.Off;
                                renderContext.BlendMode = BlendMode.Alpha;

                                DrawFixedResolutionSphere(renderContext, sphereIndex);

                                renderContext.World = savedWorld;

                                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
                                renderContext.BlendMode = BlendMode.None;
                            }
                        }

                        return;
                    }
                }
            }

            renderContext.MainTexture = texture;

            renderContext.Device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
//.........这里部分代码省略.........
开发者ID:bluephoton,项目名称:wwt-windows-client,代码行数:101,代码来源:Planets.cs

示例15: DrawLines

        public void DrawLines(RenderContext11 renderContext, float opacity, Color color)
        {
            if (linePoints.Count < 2)
            {
                return;
            }

            InitLineBuffer();

            Matrix3d savedWorld = renderContext.World;
            Matrix3d savedView = renderContext.View;
            if (localCenter != Vector3d.Empty)
            {
                usingLocalCenter = true;
                Vector3d temp = localCenter;
                if (UseNonRotatingFrame)
                {
                    renderContext.World = Matrix3d.Translation(temp) * renderContext.WorldBaseNonRotating * Matrix3d.Translation(-renderContext.CameraPosition);
                }
                else
                {
                    renderContext.World = Matrix3d.Translation(temp) * renderContext.WorldBase * Matrix3d.Translation(-renderContext.CameraPosition);
                }
                renderContext.View = Matrix3d.Translation(renderContext.CameraPosition) * renderContext.ViewBase;
            }

            renderContext.devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;

            Color col = Color.FromArgb((int)(color.A * opacity), (int)(color.R * opacity), (int)(color.G * opacity), (int)(color.B * opacity));

            SimpleLineShader11.Color = col;

            SharpDX.Matrix mat = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mat.Transpose();

            SimpleLineShader11.WVPMatrix = mat;
            SimpleLineShader11.CameraPosition = Vector3d.TransformCoordinate(renderContext.CameraPosition, Matrix3d.Invert(renderContext.World)).Vector3;
            SimpleLineShader11.ShowFarSide = true;
            SimpleLineShader11.Sky = Sky;

            renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
            if (DepthBuffered)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
            }
            else
            {
               renderContext.DepthStencilMode = DepthStencilMode.Off;
            }

            SimpleLineShader11.Use(renderContext.devContext);

            if (aaFix)
            {
                renderContext.setRasterizerState(TriangleCullMode.Off, false);
            }

            foreach (PositionVertexBuffer11 lineBuffer in lineBuffers)
            {
                renderContext.SetVertexBuffer(lineBuffer);
                renderContext.SetIndexBuffer(null);
                renderContext.devContext.Draw(lineBuffer.Count, 0);
            }

            if (aaFix)
            {
                renderContext.setRasterizerState(TriangleCullMode.Off, true);
            }

            if (usingLocalCenter)
            {
                renderContext.World = savedWorld;
                renderContext.View = savedView;
            }
        }
开发者ID:china-vo,项目名称:wwt-windows-client,代码行数:75,代码来源:Primitives3d.cs


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