/// <summary> /// Draws the specified render target at its desired visual bounds. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> /// <param name="effect">The shader effect to apply to the render target, if any.</param> public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null) { Contract.Require(dc, "dc"); Contract.Require(element, "element"); Contract.Require(target, "rtarget"); if (element.View == null) return; var state = dc.GetCurrentState(); dc.End(); dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.Draw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }
/// <summary> /// Draws the specified render target at its desired visual bounds. /// </summary> /// <param name="dc">The current drawing context.</param> /// <param name="element">The element being drawn.</param> /// <param name="target">The render target that contains the element's graphics.</param> /// <param name="effect">The shader effect to apply to the render target, if any.</param> public static void DrawRenderTargetAtVisualBounds(DrawingContext dc, UIElement element, OutOfBandRenderTarget target, GraphicsEffect effect = null) { Contract.Require(dc, nameof(dc)); Contract.Require(element, nameof(element)); Contract.Require(target, nameof(target)); if (element.View == null) { return; } var state = dc.GetCurrentState(); dc.End(); dc.Begin(SpriteSortMode.Immediate, effect, Matrix.Identity); var position = (Vector2)element.View.Display.DipsToPixels(target.VisualBounds.Location); var positionRounded = new Vector2((Int32)position.X, (Int32)position.Y); dc.RawDraw(target.ColorBuffer, positionRounded, null, Color.White, 0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 0f); dc.End(); dc.Begin(state); }