internal override void Apply() { // May need to be moved elsewhere within this method OnApply(); GLStateManager.Projection(Projection); GLStateManager.World(World); GLStateManager.View(View); base.Apply(); GLStateManager.Textures2D(Texture != null); GLStateManager.ColorArray(VertexColorEnabled); }
internal override void Apply() { // May need to be moved elsewhere within this method OnApply(); GLStateManager.Viewport(Game.Instance.Window.ClientBounds); GLStateManager.Projection(Projection); GLStateManager.WorldView(World, View); base.Apply(); GLStateManager.Textures2D(Texture != null); GLStateManager.ColorArray(VertexColorEnabled); }
internal override void Apply() { // May need to be moved elsewhere within this method OnApply(); GLStateManager.Projection(Projection); GLStateManager.WorldView(World, View); // this should probably not be here. // this should probably be set immediately on assignment. GLStateManager.Cull(this.graphicsDevice.RasterizerState.CullMode); base.Apply(); GLStateManager.Textures2D(Texture != null); GLStateManager.ColorArray(VertexColorEnabled); }
/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected internal override void OnApply() { // Recompute the shader index? // if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (vertexColorEnabled) { shaderIndex += 2; } if (textureEnabled) { shaderIndex += 4; } if (lightingEnabled) { if (preferPerPixelLighting) { shaderIndex += 24; } else if (oneLight) { shaderIndex += 16; } else { shaderIndex += 8; } } // // //shaderIndexParam.SetValue (shaderIndex); // // dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; if (oldIndex != shaderIndex) { int vertexShader = VSArray[VSIndices[shaderIndex]]; int fragmentShader = PSArray[PSIndices[shaderIndex]]; UpdateTechnique("BasicEffect", "", vertexShader, fragmentShader); oldIndex = shaderIndex; // Update here } // } // These are the states that work GLStateManager.Projection(Projection); GLStateManager.WorldView(world, view); // Override this for now for testing purposes dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj; dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition; dirtyFlags &= ~EffectDirtyFlags.FogEnable; // turn off fog for now dirtyFlags |= EffectDirtyFlags.MaterialColor; GLStateManager.Textures2D(TextureEnabled); GLStateManager.ColorArray(VertexColorEnabled); // Recompute the world+view+projection matrix or fog vector? dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the diffuse/emissive/alpha material color parameters? if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0) { EffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam); dirtyFlags &= ~EffectDirtyFlags.MaterialColor; } if (TextureEnabled) { _texture.Apply(); textureParam.SetValue(_texture); //System.Console.WriteLine("Texture set"); } // // if (lightingEnabled) { // // Recompute the world inverse transpose and eye position? // dirtyFlags = EffectHelpers.SetLightingMatrices (dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam); // // // Check if we can use the only-bother-with-the-first-light shader optimization. // bool newOneLight = !light1.Enabled && !light2.Enabled; // // if (oneLight != newOneLight) { // oneLight = newOneLight; // dirtyFlags |= EffectDirtyFlags.ShaderIndex; // } // } }
public void End() { // set up camera switch (this.graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: case DisplayOrientation.LandscapeRight: case DisplayOrientation.PortraitUpsideDown: throw new NotImplementedException(); default: if (this.graphicsDevice.RenderTarget != null) { Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.RenderTarget.Width, this.graphicsDevice.RenderTarget.Height, 0, -1, 1, out GLStateManager.Projection); break; } else { Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1, out GLStateManager.Projection); break; } } GL.Viewport(this.graphicsDevice.Viewport.X, this.graphicsDevice.Viewport.Y, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RenderState.ScissorTestEnable) { GL.Enable(EnableCap.ScissorTest); GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GLStateManager.ModelView = _matrix.ToMatrix4(); // Initialize OpenGL states (ideally move this to initialize somewhere else) GLStateManager.DepthTest(false); GLStateManager.Textures2D(true); // Enable Culling for better performance GLStateManager.Cull(FrontFaceDirection.Cw); switch (_sortMode) { case SpriteSortMode.Immediate: break; default: this.graphicsDevice.RenderState.SourceBlend = _blendState.ColorSourceBlend; this.graphicsDevice.RenderState.DestinationBlend = _blendState.ColorDestinationBlend; break; } GLStateManager.BlendFunc((BlendingFactorSrc)this.graphicsDevice.RenderState.SourceBlend, (BlendingFactorDest)this.graphicsDevice.RenderState.DestinationBlend); _batcher.DrawBatch(_sortMode); // GG EDIT always disable scissor test after drawing a batch if (this.graphicsDevice.RenderState.ScissorTestEnable) { GL.Disable(EnableCap.ScissorTest); } }