コード例 #1
0
        public ScreenContext(Control owner, RenderContext context, MatrixManager manager) : base(context)
        {
            Device            device     = context.DeviceManager.Device;
            SampleDescription sampleDesc = new SampleDescription(1, 0);

            SwapChain = new SwapChain(context.DeviceManager.Factory, device, getSwapChainDescription(owner, sampleDesc));
            //ラスタライザの設定
            //深度ステンシルバッファの初期化
            using (Texture2D depthBuffer = new Texture2D(device, getDepthBufferTexture2DDescription(owner, sampleDesc)))
            {
                DepthTargetView = new DepthStencilView(device, depthBuffer);
            }
            //レンダーターゲットの初期化
            using (Texture2D renderTexture = Resource.FromSwapChain <Texture2D>(SwapChain, 0))
            {
                RenderTargetView = new RenderTargetView(device, renderTexture);
            }
            WorldSpace    = new WorldSpace(context);
            BindedControl = owner;
            MatrixManager = manager;
            PanelObserver = new PanelObserver(owner);
            SetViewport();
            HitChekcer = new TexturedBufferHitChecker(Context, this);
            HitChekcer.Resize(owner.ClientSize);
            owner.MouseMove += owner_MouseMove;
            owner.MouseDown += owner_MouseDown;
            owner.MouseUp   += owner_MouseUp;
        }
コード例 #2
0
ファイル: WorldSpace.cs プロジェクト: AmmRage/mmflex
 /// <summary>
 /// Draw something that needs all the drawing is registered
 /// </summary>
 public void DrawAllResources(TexturedBufferHitChecker hitChecker)
 {
     //foreach (var edgeDrawable in this.edgeDrawables)
     //{
     //    if (edgeDrawable.Visibility) edgeDrawable.DrawEdge();
     //}
     foreach (var drawableGroup in this.drawableGroups)
     {
         drawableGroup.DrawAll();
         this._context.BlendingManager.SetBlendState(BlendStateManager.BlendStates.Alignment);
     }
     //foreach (var groundShadowDrawable in this.groundShadowDrawables)
     //{
     //    if (groundShadowDrawable.Visibility) groundShadowDrawable.DrawGroundShadow();
     //}
     hitChecker.CheckTarget();
 }
コード例 #3
0
        public TextureTargetContext(RenderContext context, MatrixManager matrixManager, Size size, SampleDescription sampleDesc) : base(context)
        {
            HitChecker    = new TexturedBufferHitChecker(context, this);
            context.Timer = new MotionTimer(context);
            Device device = context.DeviceManager.Device;

            // サイズを設定(ターゲットは初期化しない)
            this.size = size;
            // マルチサンプルの設定(ターゲットも初期化する)
            this.SampleDesc = sampleDesc;

            // その他設定
            this.MatrixManager = matrixManager;
            this.WorldSpace    = new WorldSpace(context);
            fpsCounter         = new FPSCounter();
            SetViewport();
            HitChecker = new TexturedBufferHitChecker(Context, this);
        }
コード例 #4
0
 /// <summary>
 /// 登録されているすべての描画の必要があるものを描画します
 /// </summary>
 public void DrawAllResources(TexturedBufferHitChecker hitChecker)
 {
     foreach (var edgeDrawable in edgeDrawables)
     {
         if (edgeDrawable.Visibility)
         {
             edgeDrawable.DrawEdge();
         }
     }
     foreach (var drawableGroup in drawableGroups)
     {
         drawableGroup.DrawAll();
         _context.BlendingManager.SetBlendState(BlendStateManager.BlendStates.Alignment);
     }
     foreach (var groundShadowDrawable in groundShadowDrawables)
     {
         if (groundShadowDrawable.Visibility)
         {
             groundShadowDrawable.DrawGroundShadow();
         }
     }
     hitChecker.CheckTarget();
 }