/// <summary> /// Adds a layer to the effect renderer. /// </summary> /// <param name="blendState">The layer's blend state.</param> /// <param name="effect">The layer's effect</param> /// <param name="entity">The layer's entity.</param> public void AddLayer(BlendState blendState, Effect effect, Texture2D entity) { RenderLayer layer = new RenderLayer(entity, blendState); layer.Effect = effect; layers.Add(layer); }
/// <summary> /// Adds a layer to the effect renderer. /// </summary> /// <param name="blendState">The layer's blend state.</param> /// <param name="effect">The layer's effect</param> public void AddLayer(BlendState blendState, Effect effect) { RenderLayer layer = new RenderLayer(device, blendState); layer.Effect = effect; layers.Add(layer); }
/// <summary> /// Renders all of the layers in the layer queue. /// </summary> /// <param name="clearColor">The color to clear the graphics device to.</param> public void RenderAll(Color clearColor) { // clear graphics device device.SetRenderTarget(null); device.Clear(clearColor); // render each layer that was drawn to spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); for (int i = 0; i < renderQueue.Count; ++i) { RenderLayer layer = renderQueue[i]; spriteBatch.Draw(layer.GetTexture(), layer.Destination, Color.White); } spriteBatch.End(); // clear out our render queue renderQueue.Clear(); }
/// <summary> /// Adds a layer to the effect renderer. /// </summary> /// <param name="blendState">The layer's blend state.</param> /// <param name="effect">The layer's effect</param> /// <param name="entity">The layer's entity.</param> public void AddLayer(BlendState blendState, Effect effect, Texture2D entity) { RenderLayer layer = new RenderLayer(entity, blendState); layer.Effect = effect; layers.Add(layer); }
/// <summary> /// Adds a layer to the effect renderer. /// </summary> /// <param name="blendState">The layer's blend state.</param> /// <param name="effect">The layer's effect</param> public void AddLayer(BlendState blendState, Effect effect) { RenderLayer layer = new RenderLayer(device, blendState); layer.Effect = effect; layers.Add(layer); }