public void VisualTestDepthBufferEnable(bool depthBufferEnable) { var cube = new Simple3DCubeComponent(Game); Game.PreInitializeWith += (sender, e) => { cube.Initialize(); }; Game.DrawWith += (sender, e) => { Game.GraphicsDevice.DepthStencilState = new DepthStencilState { DepthBufferEnable = depthBufferEnable }; Game.GraphicsDevice.Clear(Color.CornflowerBlue); cube.CubeColor = Color.Red; cube.Draw(e.FrameInfo.GameTime); cube.CubePosition = new Vector3(0.4f, 0, 0); cube.CubeColor = Color.Green; cube.Draw(e.FrameInfo.GameTime); }; RunSingleFrameTest(); }
public void VisualTestDepthBufferEnable(bool depthBufferEnable) { PrepareFrameCapture(); var cube = new Simple3DCubeComponent(gd); cube.LoadContent(); gd.DepthStencilState = new DepthStencilState { DepthBufferEnable = depthBufferEnable }; gd.Clear(Color.CornflowerBlue); cube.CubeColor = Color.Red; cube.Draw(); cube.CubePosition = new Vector3(0.4f, 0, 0); cube.CubeColor = Color.Green; cube.Draw(); CheckFrames(); cube.UnloadContent(); }
public void VisualTestStencilBuffer() { PrepareFrameCapture(); var cube = new Simple3DCubeComponent(gd); cube.LoadContent(); gd.Clear( ClearOptions.DepthBuffer | ClearOptions.Stencil | ClearOptions.Target, Color.CornflowerBlue, 1, 0); var depthStencilState = new DepthStencilState { ReferenceStencil = 1, StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, DepthBufferEnable = false }; gd.DepthStencilState = depthStencilState; cube.CubeColor = Color.Red; cube.Draw(); depthStencilState.Dispose(); depthStencilState = new DepthStencilState { ReferenceStencil = 0, StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, DepthBufferEnable = false }; gd.DepthStencilState = depthStencilState; cube.CubePosition = new Vector3(0.4f, 0, 0); cube.CubeColor = Color.Green; cube.Draw(); CheckFrames(); depthStencilState.Dispose(); cube.UnloadContent(); }
public void VisualTestStencilBuffer() { var cube = new Simple3DCubeComponent(Game); Game.PreInitializeWith += (sender, e) => { cube.Initialize(); }; Game.DrawWith += (sender, e) => { Game.GraphicsDevice.Clear( ClearOptions.DepthBuffer | ClearOptions.Stencil | ClearOptions.Target, Color.CornflowerBlue, 1, 0); Game.GraphicsDevice.DepthStencilState = new DepthStencilState { ReferenceStencil = 1, StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, DepthBufferEnable = false }; cube.CubeColor = Color.Red; cube.Draw(e.FrameInfo.GameTime); Game.GraphicsDevice.DepthStencilState = new DepthStencilState { ReferenceStencil = 0, StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, DepthBufferEnable = false }; cube.CubePosition = new Vector3(0.4f, 0, 0); cube.CubeColor = Color.Green; cube.Draw(e.FrameInfo.GameTime); }; RunSingleFrameTest(); }