Esempio n. 1
0
        public override void Draw()
        {
            var alphaTest = CCDrawManager.AlphaTestEffect;

            alphaTest.AlphaFunction  = CompareFunction.Greater;
            alphaTest.ReferenceAlpha = 0;

            CCDrawManager.PushEffect(alphaTest);

            base.Draw();

            CCDrawManager.PopEffect();
        }
Esempio n. 2
0
        public override void Visit()
        {
            if (m_pStencil == null || !m_pStencil.Visible)
            {
                if (m_bInverted)
                {
                    // draw everything
                    base.Visit();
                }
                return;
            }

            if (_layer + 1 == 8) //DepthFormat.Depth24Stencil8
            {
                if (_once)
                {
                    CCLog.Log(
                        "Nesting more than 8 stencils is not supported. Everything will be drawn without stencil for this node and its childs."
                        );
                    _once = false;
                }
                base.Visit();
                return;
            }

            _layer++;

            int maskLayer   = 1 << _layer;
            int maskLayerL  = maskLayer - 1;
            int maskLayerLe = maskLayer | maskLayerL;

            var saveDepthStencilState = CCDrawManager.DepthStencilState;

            ///////////////////////////////////
            // CLEAR STENCIL BUFFER

            var stencilState = new DepthStencilState()
            {
                DepthBufferEnable = false,

                StencilEnable = true,

                StencilFunction = CompareFunction.Never,

                StencilMask      = maskLayer,
                StencilWriteMask = maskLayer,
                ReferenceStencil = maskLayer,

                StencilFail = !m_bInverted ? StencilOperation.Zero : StencilOperation.Replace
            };

            CCDrawManager.DepthStencilState = stencilState;

            // draw a fullscreen solid rectangle to clear the stencil buffer
            var size = CCDirector.SharedDirector.WinSize;

            CCDrawManager.PushMatrix();
            CCDrawManager.SetIdentityMatrix();

            CCDrawingPrimitives.Begin();
            CCDrawingPrimitives.DrawSolidRect(CCPoint.Zero, new CCPoint(size.Width, size.Height), new CCColor4B(255, 255, 255, 255));
            CCDrawingPrimitives.End();

            CCDrawManager.PopMatrix();

            ///////////////////////////////////
            // DRAW CLIPPING STENCIL

            stencilState = new DepthStencilState()
            {
                DepthBufferEnable = false,

                StencilEnable = true,

                StencilFunction = CompareFunction.Never,

                StencilMask      = maskLayer,
                StencilWriteMask = maskLayer,
                ReferenceStencil = maskLayer,

                StencilFail = !m_bInverted ? StencilOperation.Replace : StencilOperation.Zero,
            };
            CCDrawManager.DepthStencilState = stencilState;

            if (m_fAlphaThreshold < 1)
            {
                if (_alphaTest == null)
                {
                    _alphaTest = new AlphaTestEffect(CCDrawManager.GraphicsDevice);
                    _alphaTest.AlphaFunction = CompareFunction.Greater;
                }

                _alphaTest.ReferenceAlpha = (byte)(255 * m_fAlphaThreshold);

                CCDrawManager.PushEffect(_alphaTest);
            }

            CCDrawManager.PushMatrix();
            Transform();
            m_pStencil.Visit();
            CCDrawManager.PopMatrix();

            if (m_fAlphaThreshold < 1)
            {
                CCDrawManager.PopEffect();
            }

            ///////////////////////////////////
            // DRAW CONTENT

            stencilState = new DepthStencilState()
            {
                DepthBufferEnable = saveDepthStencilState.DepthBufferEnable,

                StencilEnable = true,

                StencilMask      = maskLayerLe,
                StencilWriteMask = 0,
                ReferenceStencil = maskLayerLe,

                StencilFunction = CompareFunction.Equal,

                StencilPass = StencilOperation.Keep,
                StencilFail = StencilOperation.Keep,
            };
            CCDrawManager.DepthStencilState = stencilState;


            base.Visit();

            //Restore DepthStencilState
            CCDrawManager.DepthStencilState = saveDepthStencilState;

            _layer--;
        }