Beispiel #1
0
        private static void Render()
        {
            if (sprites.Count == 0)
            {
                return;
            }

            Axiom.Graphics.RenderSystem rs = Root.Instance.RenderSystem;

            var thisChunk = new Chunk();
            var chunks    = new List <Chunk>();

            int newSize;

            newSize = sprites.Count * 6;
            if (newSize < MinimalHardwareBufferSize)
            {
                newSize = MinimalHardwareBufferSize;
            }

            // grow hardware buffer if needed
            if (hardwareBuffer == null || hardwareBuffer.VertexCount < newSize)
            {
                if (hardwareBuffer != null)
                {
                    HardwareBuffer_Destroy();
                }

                HardwareBuffer_Create(newSize);
            }

            // write quads to the hardware buffer, and remember chunks
            unsafe
            {
                var buffer = (Vertex *)hardwareBuffer.Lock(BufferLocking.Discard).Pin();

                LinkedListNode <Sprite> node = sprites.First;
                Sprite currSpr;

                while (node != null)
                {
                    currSpr             = node.Value;
                    thisChunk.Alpha     = currSpr.Alpha;
                    thisChunk.TexHandle = currSpr.TexHandle;

                    for (int i = 0; i < 6; i++)
                    {
                        *buffer++ = new Vertex(currSpr.Pos[i], currSpr.UV[i]);
                    }

                    thisChunk.VertexCount += 6;

                    node = node.Next;

                    if (node == null || thisChunk.TexHandle != node.Value.TexHandle || thisChunk.Alpha != node.Value.Alpha)
                    {
                        chunks.Add(thisChunk);
                        thisChunk.VertexCount = 0;
                    }
                }
            }

            hardwareBuffer.Unlock();

            // set up...
            RenderSystem_Setup();

            // do the real render!
            // do the real render!
            Texture tp = null;

            renderOp.vertexData.vertexStart = 0;
            foreach (Chunk currChunk in chunks)
            {
                renderOp.vertexData.vertexCount = currChunk.VertexCount;
                tp = (Texture)TextureManager.Instance.GetByHandle(currChunk.TexHandle);
                rs.SetTexture(0, true, tp.Name);
                rs.SetTextureUnitFiltering(0, FilterOptions.Linear, FilterOptions.Linear, FilterOptions.Point);

                // set alpha
                var alphaBlendMode = new LayerBlendModeEx();
                alphaBlendMode.alphaArg1   = 0;
                alphaBlendMode.alphaArg2   = currChunk.Alpha;
                alphaBlendMode.source1     = LayerBlendSource.Texture;
                alphaBlendMode.source2     = LayerBlendSource.Manual;
                alphaBlendMode.blendType   = LayerBlendType.Alpha;
                alphaBlendMode.operation   = LayerBlendOperationEx.Modulate;
                alphaBlendMode.blendFactor = currChunk.Alpha;
                rs.SetTextureBlendMode(0, alphaBlendMode);

                rs.Render(renderOp);
                renderOp.vertexData.vertexStart += currChunk.VertexCount;
            }

            if (tp != null)
            {
                tp.Dispose();
            }

            // sprites go home!
            sprites.Clear();
        }
        public void Render(RenderSystem targetRenderSystem)
        {
            ((Axiom.SceneManagers.Multiverse.SceneManager)TerrainManager.Instance.SceneManager).SetTreeRenderPass(billboardMaterial.GetBestTechnique(0).GetPass(0), this);

            string lastTextureName = null;
            foreach (TreeBillboardRenderOp op in renderOps)
            {
                // set the texture if necessary
                if (op.textureName != lastTextureName)
                {
                    targetRenderSystem.SetTexture(0, true, op.textureName);
                    lastTextureName = op.textureName;
                }

                targetRenderSystem.SetAlphaRejectSettings(CompareFunction.Greater, (byte)op.alpha);

                targetRenderSystem.Render(op.renderOp);
            }
        }