/// <summary> /// Performs any traverse actions</summary> /// <param name="graphPath">The path leading to the RenderObject</param> /// <param name="renderAction">The render action used to dispatch the object</param> /// <param name="camera">The Camera used</param> /// <param name="traverseList">The traverse list used in the dispatch phase. /// RenderObjects participating in the dispatch phase need to push themselves onto the traverse list.</param> /// <returns>The TraverseState</returns> public virtual TraverseState Traverse(Stack <SceneNode> graphPath, IRenderAction renderAction, Camera camera, ICollection <TraverseNode> traverseList) { RenderState state = renderAction.RenderState; Box boundingBox = null; bool alpha = ((state.RenderMode & RenderMode.Alpha) != 0); if (alpha) { boundingBox = GetBoundingBoxObjectSpace(); boundingBox.Transform(renderAction.TopMatrix); } if ((state.RenderMode & RenderMode.Smooth) != 0) { RenderMode origRenderMode = state.RenderMode; state.RenderMode &= ~(RenderMode.Wireframe | RenderMode.WireframeColor); TraverseNode node = renderAction.GetUnusedNode(); node.Init(renderAction.RenderObject, renderAction.TopMatrix, graphPath, state); if (alpha) { node.WorldSpaceBoundingBox = boundingBox; } traverseList.Add(node); state.RenderMode = origRenderMode; } if ((state.RenderMode & RenderMode.Wireframe) != 0) { RenderMode origRenderMode = state.RenderMode; state.RenderMode &= ~(RenderMode.Smooth | RenderMode.SolidColor | RenderMode.Textured | RenderMode.Lit); TraverseNode node = renderAction.GetUnusedNode(); node.Init(renderAction.RenderObject, renderAction.TopMatrix, graphPath, state); if (alpha) { node.WorldSpaceBoundingBox = boundingBox; } traverseList.Add(node); state.RenderMode = origRenderMode; } return(renderAction.TraverseState); }
/// <summary> /// Traverses the control for rendering</summary> /// <param name="graphPath">The path leading to the control</param> /// <param name="action">Render action</param> /// <param name="list">Traverse list</param> public void Traverse( Stack<SceneNode> graphPath, IRenderAction action, ICollection<TraverseNode> list) { TraverseNode node = action.GetUnusedNode(); node.Init(action.RenderObject, action.TopMatrix, graphPath, s_renderState); list.Add(node); }
/// <summary> /// Traverses the control for rendering</summary> /// <param name="graphPath">The path leading to the control</param> /// <param name="action">Render action</param> /// <param name="list">Traverse list</param> public void Traverse( Stack <SceneNode> graphPath, IRenderAction action, ICollection <TraverseNode> list) { TraverseNode node = action.GetUnusedNode(); node.Init(action.RenderObject, action.TopMatrix, graphPath, s_renderState); list.Add(node); }
/// <summary> /// Performs any traverse actions</summary> /// <param name="graphPath">The path leading to the RenderObject</param> /// <param name="renderAction">The render action used to dispatch the object</param> /// <param name="camera">The Camera used</param> /// <param name="traverseList">The traverse list used in the dispatch phase. /// RenderObjects participating in the dispatch phase need to push themselves onto the traverse list.</param> /// <returns>The TraverseState</returns> public virtual TraverseState Traverse(Stack<SceneNode> graphPath, IRenderAction renderAction, Camera camera, ICollection<TraverseNode> traverseList) { RenderState state = renderAction.RenderState; Box boundingBox = null; bool alpha = ((state.RenderMode & RenderMode.Alpha) != 0); if (alpha) { boundingBox = GetBoundingBoxObjectSpace(); boundingBox.Transform(renderAction.TopMatrix); } if ((state.RenderMode & RenderMode.Smooth) != 0) { RenderMode origRenderMode = state.RenderMode; state.RenderMode &= ~(RenderMode.Wireframe | RenderMode.WireframeColor); TraverseNode node = renderAction.GetUnusedNode(); node.Init(renderAction.RenderObject, renderAction.TopMatrix, graphPath, state); if (alpha) node.WorldSpaceBoundingBox = boundingBox; traverseList.Add(node); state.RenderMode = origRenderMode; } if ((state.RenderMode & RenderMode.Wireframe) != 0) { RenderMode origRenderMode = state.RenderMode; state.RenderMode &= ~(RenderMode.Smooth | RenderMode.SolidColor | RenderMode.Textured | RenderMode.Lit); TraverseNode node = renderAction.GetUnusedNode(); node.Init(renderAction.RenderObject, renderAction.TopMatrix, graphPath, state); if (alpha) node.WorldSpaceBoundingBox = boundingBox; traverseList.Add(node); state.RenderMode = origRenderMode; } return renderAction.TraverseState; }