Example #1
0
        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);
            }
        }