public DrawBatch ( SpriteSortMode sortMode, |
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sortMode | SpriteSortMode | The type of depth sorting desired for the rendering. |
effect | The custom effect to apply to the drawn geometry | |
Résultat | void |
public void End() { _beginCalled = false; if (_sortMode != SpriteSortMode.Immediate) { Setup(); } _batcher.DrawBatch(_sortMode); }
public void End() { _beginCalled = false; if (_sortMode != SpriteSortMode.Immediate) { Setup(); } #if PSM GraphicsDevice.BlendState = _blendState; _blendState.PlatformApplyState(GraphicsDevice); #endif _batcher.DrawBatch(_sortMode, _effect); }
/// <summary> /// Flushes all batched text and sprites to the screen. /// </summary> /// <remarks>This command should be called after <see cref="Begin"/> and drawing commands.</remarks> public void End() { if (!_beginCalled) { throw new InvalidOperationException("Begin must be called before calling End."); } _beginCalled = false; if (_sortMode != SpriteSortMode.Immediate) { Setup(); } _batcher.DrawBatch(_sortMode, _effect); }
public void End() { // apply the custom effect if there is one if (_effect != null) { _effect.Apply(); if (graphicsDevice.Textures._textures.Count > 0) { foreach (EffectParameter ep in _effect._textureMappings) { // if user didn't inform the texture index, we can't bind it if (ep.UserInedx == -1) { continue; } Texture tex = graphicsDevice.Textures[ep.UserInedx]; // Need to support multiple passes as well GL.ActiveTexture((TextureUnit)((int)TextureUnit.Texture0 + ep.UserInedx)); GL.BindTexture(TextureTarget.Texture2D, tex._textureId); GL.Uniform1(ep.UniformLocation, ep.UserInedx); } } } // Disable Blending by default = BlendState.Opaque GL.Disable(EnableCap.Blend); // set the blend mode if (_blendState == BlendState.NonPremultiplied) { GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Blend); } if (_blendState == BlendState.AlphaBlend) { GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Blend); } if (_blendState == BlendState.Additive) { GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); GL.Enable(EnableCap.Blend); } // set camera GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); Viewport vp = this.graphicsDevice.Viewport; // Switch on the flags. switch (this.graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: { GL.Rotate(-90, 0, 0, 1); break; } case DisplayOrientation.LandscapeRight: { GL.Rotate(90, 0, 0, 1); break; } case DisplayOrientation.PortraitUpsideDown: { GL.Rotate(180, 0, 0, 1); break; } default: { break; } } GL.Ortho(0, vp.Width, vp.Height, 0, -1, 1); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Enable(EnableCap.ScissorTest); } GL.MatrixMode(MatrixMode.Modelview); GL.Viewport(0, 0, vp.Width, vp.Height); //GL.Viewport (vp.X, vp.Y, vp.Width, vp.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GL.LoadMatrix(ref _matrix.M11); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL.Disable(EnableCap.DepthTest); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc); GL.Enable(EnableCap.Texture2D); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); GL.EnableClientState(ArrayCap.TextureCoordArray); // Enable Culling for better performance GL.Enable(EnableCap.CullFace); GL.FrontFace(FrontFaceDirection.Cw); GL.Color4(1.0f, 1.0f, 1.0f, 1.0f); _batcher.DrawBatch(_sortMode, _samplerState); // Disable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Disable(EnableCap.ScissorTest); } // clear out the textures graphicsDevice.Textures._textures.Clear(); // unbinds shader if (_effect != null) { GL.UseProgram(0); _effect = null; } }
public void End() { // Disable Blending by default = BlendState.Opaque GL.Disable(All.Blend); // set the blend mode if (_blendState == BlendState.NonPremultiplied) { GL.BlendFunc(All.SrcAlpha, All.OneMinusSrcAlpha); GL.Enable(All.Blend); } if (_blendState == BlendState.AlphaBlend) { GL.BlendFunc(All.One, All.OneMinusSrcAlpha); GL.Enable(All.Blend); } if (_blendState == BlendState.Additive) { GL.BlendFunc(All.SrcAlpha, All.One); GL.Enable(All.Blend); } // set camera GL.MatrixMode(All.Projection); GL.LoadIdentity(); // Switch on the flags. switch (this.graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: { GL.Rotate(-90, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1); break; } case DisplayOrientation.LandscapeRight: { GL.Rotate(90, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1); break; } case DisplayOrientation.PortraitUpsideDown: { GL.Rotate(180, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1); break; } default: { GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1); break; } } // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Enable(All.ScissorTest); } GL.MatrixMode(All.Modelview); GL.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GL.LoadMatrix(ref _matrix.M11); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL.Disable(All.DepthTest); GL.TexEnv(All.TextureEnv, All.TextureEnvMode, (int)All.BlendSrc); GL.Enable(All.Texture2D); GL.EnableClientState(All.VertexArray); GL.EnableClientState(All.ColorArray); GL.EnableClientState(All.TextureCoordArray); // Enable Culling for better performance GL.Enable(All.CullFace); GL.FrontFace(All.Cw); GL.Color4(1.0f, 1.0f, 1.0f, 1.0f); _batcher.DrawBatch(_sortMode); if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Disable(All.ScissorTest); } }
public void End() { // apply the custom effect if there is one if (_effect != null) { if (graphicsDevice.Textures._textures.Count > 0) { foreach (var texture in graphicsDevice.Textures._textures) { int index = texture.Key; if (index > 0) { // zero is the active texture if (index < _effect._textureMappings.Count) { var tex = _effect._textureMappings[index]; int texOffset = (int)TextureUnit.Texture0; var tex2 = texture.Value; if (tex != null) { // Need to support multiple passes as well GL.UseProgram(_effect.CurrentTechnique.Passes[0].shaderProgram); GL.ActiveTexture((TextureUnit)texOffset + index); GL.BindTexture(TextureTarget.Texture2D, tex2._textureId); GL.Uniform1(tex.internalIndex, tex2._textureId); GL.UseProgram(0); } } } } } _effect.Apply(); } // Disable Blending by default = BlendState.Opaque GL.Disable(EnableCap.Blend); // set the blend mode if (_blendState == BlendState.NonPremultiplied) { GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Blend); } if (_blendState == BlendState.AlphaBlend) { GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Blend); } if (_blendState == BlendState.Additive) { GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); GL.Enable(EnableCap.Blend); } // set camera GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); // Switch on the flags. switch (this.graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: { GL.Rotate(-90, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1); break; } case DisplayOrientation.LandscapeRight: { GL.Rotate(90, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1); break; } case DisplayOrientation.PortraitUpsideDown: { GL.Rotate(180, 0, 0, 1); GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1); break; } default: { GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1); break; } } // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Enable(EnableCap.ScissorTest); } GL.MatrixMode(MatrixMode.Modelview); GL.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GL.LoadMatrix(ref _matrix.M11); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL.Disable(EnableCap.DepthTest); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc); GL.Enable(EnableCap.Texture2D); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); GL.EnableClientState(ArrayCap.TextureCoordArray); // Enable Culling for better performance GL.Enable(EnableCap.CullFace); GL.FrontFace(FrontFaceDirection.Cw); GL.Color4(1.0f, 1.0f, 1.0f, 1.0f); //GL.Color4(1.0f, 1.0f, 1.0f, 0.5f); _batcher.DrawBatch(_sortMode, _samplerState); //GL.UseProgram(0); // clear out the textures graphicsDevice.Textures._textures.Clear(); spriteEffect.CurrentTechnique.Passes[0].Apply(); if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL.Disable(EnableCap.ScissorTest); } }
public void End() { // set the blend mode switch (_blendMode) { case SpriteBlendMode.PreMultiplied: GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); break; case SpriteBlendMode.AlphaBlend: GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); break; case SpriteBlendMode.Additive: GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); break; case SpriteBlendMode.None: GL.Disable(EnableCap.Blend); break; } // set camera GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); // Switch on the flags. switch (_graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: { GL.Rotate(-90, 0, 0, 1); GL.Ortho(0, _graphicsDevice.Viewport.Height, _graphicsDevice.Viewport.Width, 0, -1, 1); break; } case DisplayOrientation.LandscapeRight: { GL.Rotate(90, 0, 0, 1); GL.Ortho(0, _graphicsDevice.Viewport.Height, _graphicsDevice.Viewport.Width, 0, -1, 1); break; } default: { GL.Ortho(0, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height, 0, -1, 1); break; } } GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref _matrix.M11); GL.Viewport(0, 0, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL.Disable(EnableCap.DepthTest); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc); GL.Enable(EnableCap.Texture2D); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); GL.EnableClientState(ArrayCap.TextureCoordArray); // Enable Culling for better performance GL.Enable(EnableCap.CullFace); GL.FrontFace(FrontFaceDirection.Cw); GL.Color4(1.0f, 1.0f, 1.0f, 1.0f); _batcher.DrawBatch(_sortMode); }
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); } }