Ejemplo n.º 1
0
        public virtual void BeginRenderPass(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource)
        {
            _interlacedBatchingDepthProvider.Reset();

            if (Viewport != null)
            {
                renderContext.GraphicsDevice.Viewport = Viewport.Value;
            }
            else
            {
                var size = _backBufferDimensions.GetSize(renderContext.GraphicsDevice);
                renderContext.GraphicsDevice.Viewport = new Viewport(
                    0,
                    0,
                    size.Width,
                    size.Height);
            }

#if PLATFORM_WINDOWS
            renderContext.World = Matrix.CreateTranslation(0.5f, 0.5f, 0);
#else
            renderContext.World = Matrix.Identity;
#endif
            renderContext.Projection = Matrix.CreateOrthographicOffCenter(
                0,
                renderContext.GraphicsDevice.Viewport.Width,
                renderContext.GraphicsDevice.Viewport.Height,
                0,
                0,
                -1);
            renderContext.View = Matrix.Identity;

            renderContext.SpriteBatch.Begin(TextureSortMode);
        }
Ejemplo n.º 2
0
        public void BeginRenderPass(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource)
        {
            _interlacedBatchingDepthProvider.Reset();

            // Setup the default sprite effect.
            var vp = Viewport ?? renderContext.GraphicsDevice.Viewport;

            Matrix projection;

            // Normal 3D cameras look into the -z direction (z = 1 is in font of z = 0). The
            // sprite batch layer depth is the opposite (z = 0 is in front of z = 1).
            // --> We get the correct matrix with near plane 0 and far plane -1.
            Matrix.CreateOrthographicOffCenter(0, vp.Width, vp.Height, 0, 0, -1, out projection);

            // Some platforms require a half pixel offset to match DX.
#if !PLATFORM_WINDOWS
            projection.M41 += -0.5f * projection.M11;
            projection.M42 += -0.5f * projection.M22;
#endif

            renderContext.View       = Matrix.Identity;
            renderContext.Projection = projection;
            renderContext.World      = Matrix.Identity;
        }
        public void BeginRenderPass(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource)
        {
            _interlacedBatchingDepthProvider.Reset();

            renderContext.SpriteBatch.Begin(TextureSortMode, transformMatrix: TransformMatrix);
        }