public RenderTextureTestDepthStencil() { CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sprite = new CCSprite("Images/fire"); sprite.Position = new CCPoint(s.Width * 0.25f, 0); sprite.Scale = 10; CCRenderTexture rend = new CCRenderTexture((int)s.Width, (int)s.Height, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, RenderTargetUsage.DiscardContents); rend.BeginWithClear(0, 0, 0, 0, 0); var save = CCDrawManager.DepthStencilState; CCDrawManager.DepthStencilState = new DepthStencilState() { ReferenceStencil = 1, DepthBufferEnable = false, StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, TwoSidedStencilMode = true, CounterClockwiseStencilFunction = CompareFunction.Always, CounterClockwiseStencilPass = StencilOperation.Replace, }; sprite.Visit(); CCDrawManager.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false, StencilEnable = true, StencilFunction = CompareFunction.NotEqual, StencilPass = StencilOperation.Keep, ReferenceStencil = 1 }; // GL_SRC_ALPHA CCDrawManager.BlendFunc(new CCBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA)); //! move sprite half width and height, and draw only where not marked sprite.Position = sprite.Position + new CCPoint(sprite.ContentSize.Width * sprite.Scale, sprite.ContentSize.Height * sprite.Scale) * 0.5f; sprite.Visit(); CCDrawManager.DepthStencilState = save; rend.End(); rend.Position = new CCPoint(s.Width * 0.5f, s.Height * 0.5f); AddChild(rend); }
internal void UseMaterial (CCDrawManager drawManager) { drawManager.BlendFunc(BlendType); drawManager.BindTexture(Texture); }
internal override void Execute(CCDrawManager drawManager) { drawManager.BindTexture(Texture.Texture); drawManager.BlendFunc(BlendType); Texture.DrawQuads(); }