渲染到纹理
Inheritance: Texture
Esempio n. 1
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 /// <summary>
 /// 设置渲染到纹理
 /// </summary>
 /// <param name="rtt">指定渲染到纹理的目标</param>
 public void SetRenderTarget(RenderToTexture rtt)
 {
     if (null != rtt)
     {
         ICall_Camera_SetRenderToTexture(this, rtt);
     }
 }
Esempio n. 2
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 /// <summary>
 /// 设置光照渲染纹理
 /// </summary>
 /// <param name="rtt">指定光照纹理的目标</param>
 public void SetLightLitTexture(RenderToTexture rtt)
 {
     if (null != rtt)
     {
         ICall_Camera_SetLightLitTexture(this, rtt);
     }
 }
 /// <summary>
 /// 利用材质实例的特定通道,将指定纹理渲染至目标RenderToTexture
 /// </summary>
 /// <param name="source">指定的纹理</param>
 /// <param name="destination">目标RenderToTexture</param>
 /// <param name="material">材质实例</param>
 /// <param name="passIndex">材质实例的通道</param>
 public static void BlitImage(Texture source, RenderToTexture destination, MaterialInstance material, int passIndex)
 {
     if (null == source)
     {
         ICall_GraphicSystem_BlitImage(IntPtr.Zero, destination, material, passIndex);
     }
     else
     {
         ICall_GraphicSystem_BlitImage(source.GetTextureHandlePtr(), destination, material, passIndex);
     }
 }
Esempio n. 4
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        /// <summary>
        /// 利用材质实例的特定通道,将指定纹理渲染至目标RenderToTexture
        /// </summary>
        /// <param name="source">指定的纹理</param>
        /// <param name="destination">目标RenderToTexture</param>
        /// <param name="material">材质实例</param>
        /// <param name="passIndex">材质实例的通道</param>
        public static void BlitImage(Texture source, RenderToTexture destination, MaterialInstance material, int passIndex)
        {
            if (null == source)
            {

                ICall_GraphicSystem_BlitImage(IntPtr.Zero, destination, material, passIndex);
            }
            else
            {
                ICall_GraphicSystem_BlitImage(source.GetTextureHandlePtr(), destination, material, passIndex);
            }
        }
Esempio n. 5
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 private static extern IntPtr ICall_RenderToTexture_GetTextureHandlePtr(RenderToTexture self);
Esempio n. 6
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 private static extern void ICall_RenderToTexture_Bind(RenderToTexture self);
Esempio n. 7
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 /// <summary>
 /// 利用RenderToTexture和缓冲区清理标志位,设置渲染目标
 /// </summary>
 /// <param name="target">RenderToTexture,输入参数</param>
 /// <param name="index">渲染目标的缓冲区清理标志位</param>
 public static void SetRenderTarget(RenderToTexture target, int index)
 {
     ICall_GraphicSystem_SetRenderTarget(target, index);
 }
Esempio n. 8
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 extern private static void ICall_RenderToTexture_Setup(RenderToTexture self, int width, int height, int pixelFormat
                                                        , uint flag, ref Vector4 color, bool useDepth
                                                        , float screenRatio, int antiAliasQuality, int texLeft, int texRight, int texTop, int texBottom);
Esempio n. 9
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 private static extern void ICall_GraphicSystem_SetRenderTarget(RenderToTexture target, int index);
 extern private static void ICall_GraphicSystem_SetRenderTarget(RenderToTexture target, int index);
 private static extern void ICall_CameraComponent_SetRenderToTexture(CameraComponent self, RenderToTexture renderToTexture);
 virtual public bool OnRenderPostEffect(CameraComponent sender, RenderToTexture source, RenderToTexture destination)
 {
     return(false);
 }
 private static extern void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
Esempio n. 14
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 /// <summary>
 /// 设置渲染到纹理
 /// </summary>
 /// <param name="rtt">指定渲染到纹理的目标</param>
 public void SetRenderTarget(RenderToTexture rtt)
 {
     if (null != rtt)
     {
         ICall_CameraComponent_SetRenderToTexture(this, rtt);
     }
 }
Esempio n. 15
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 private static extern void ICall_Camera_SetRenderToTexture(Camera self, RenderToTexture renderToTexture);
Esempio n. 16
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 /// <summary>
 /// 设置光照渲染纹理
 /// </summary>
 /// <param name="rtt">指定光照纹理的目标</param>
 public void SetLightLitTexture(RenderToTexture rtt)
 {
     if (null != rtt)
     {
         ICall_Camera_SetLightLitTexture(this, rtt);
     }
 }
 extern private static void ICall_CameraComponent_SetRenderToTexture(CameraComponent self, RenderToTexture renderToTexture);
Esempio n. 18
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 private static extern void ICall_RenderToTexture_Release(RenderToTexture self);
Esempio n. 19
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        private static extern void ICall_RenderToTexture_Setup(RenderToTexture self,int width,int height,int pixelFormat
            , uint flag, ref Vector4 color, bool useDepth
			,float screenRatio,int antiAliasQuality,int texLeft,int texRight,int texTop,int texBottom);
Esempio n. 20
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 extern private static void ICall_Camera_SetLightLitTexture(Camera self, RenderToTexture renderToTexture);
 /// <summary>
 /// 利用RenderToTexture和缓冲区清理标志位,设置渲染目标
 /// </summary>
 /// <param name="target">RenderToTexture,输入参数</param>
 /// <param name="index">渲染目标的缓冲区清理标志位</param>
 public static void SetRenderTarget(RenderToTexture target, int index)
 {
     ICall_GraphicSystem_SetRenderTarget(target, index);
 }
Esempio n. 22
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 extern private static void ICall_RenderToTexture_Bind(RenderToTexture self);
 extern private static void ICall_GraphicSystem_BlitImage(IntPtr textureHandlePtr, RenderToTexture destination, MaterialInstance material, int passIndex);
Esempio n. 24
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 private static extern void ICall_GraphicSystem_BlitImage(IntPtr textureHandlePtr, RenderToTexture destination, MaterialInstance material, int passIndex);
 /// <summary>
 /// 设置渲染相关组件的第i个材质的指定渲染到纹理参数的参数实例
 /// </summary>
 /// <param name="index">渲染相关组件的材质索引</param>
 /// <param name="sParamName">材质的渲染到纹理参数名称</param>
 /// <param name="rtt">要设置的渲染到纹理实例</param>
 public void SetTexture(int index, String sParamName, RenderToTexture rtt)
 {
     ICall_RenderComponent_SetTextureRTT(this, index, sParamName, rtt);
 }
Esempio n. 26
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 public virtual bool OnRenderPostEffect(CameraComponent sender, RenderToTexture source, RenderToTexture destination)
 {
     return false;
 }
Esempio n. 27
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 extern private static void ICall_RenderToTexture_Release(RenderToTexture self);
 extern private static void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
Esempio n. 29
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 extern private static IntPtr ICall_RenderToTexture_GetTextureHandlePtr(RenderToTexture self);
Esempio n. 30
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 /// <summary>
 /// 设置渲染相关组件的第i个材质的指定渲染到纹理参数的参数实例
 /// </summary>
 /// <param name="index">渲染相关组件的材质索引</param>
 /// <param name="sParamName">材质的渲染到纹理参数名称</param>
 /// <param name="rtt">要设置的渲染到纹理实例</param>
 public void SetTexture(int index, String sParamName, RenderToTexture rtt)
 {
     ICall_RenderComponent_SetTextureRTT(this, index, sParamName, rtt);
 }