internal override void Apply() { // May need to be moved elsewhere within this method OnApply(); GLStateManager.Projection(Projection); GLStateManager.WorldView(World, View); // this should probably not be here. // this should probably be set immediately on assignment. GLStateManager.Cull(this.graphicsDevice.RasterizerState.CullMode); base.Apply(); GLStateManager.Textures2D(Texture != null); GLStateManager.ColorArray(VertexColorEnabled); }
internal virtual void Apply() { GLStateManager.Cull(graphicsDevice.RasterizerState.CullMode.OpenGL11()); // TODO: This is prolly not right (DepthBuffer, etc) GLStateManager.DepthTest(graphicsDevice.DepthStencilState.DepthBufferEnable); }
public void EndGL11() { // Disable Blending by default = BlendState.Opaque GL11.Disable(ALL11.Blend); // set the blend mode if (_blendState == BlendState.NonPremultiplied) { GL11.BlendFunc(ALL11.SrcAlpha, ALL11.OneMinusSrcAlpha); GL11.Enable(ALL11.Blend); } if (_blendState == BlendState.AlphaBlend) { GL11.BlendFunc(ALL11.One, ALL11.OneMinusSrcAlpha); GL11.Enable(ALL11.Blend); } if (_blendState == BlendState.Additive) { GL11.BlendFunc(ALL11.SrcAlpha, ALL11.One); GL11.Enable(ALL11.Blend); } if (_blendState == BlendState.Multiply) { GL11.BlendFunc(ALL11.DstColor, ALL11.Zero); GL11.Enable(ALL11.Blend); } if (_blendState == BlendState.Multiplyx2) { GL11.BlendFunc(ALL11.DstColor, ALL11.SrcColor); GL11.Enable(ALL11.Blend); } // set camera GL11.MatrixMode(ALL11.Projection); GL11.LoadIdentity(); GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL11.Enable(ALL11.ScissorTest); } GL11.MatrixMode(ALL11.Modelview); GL11.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GL11.LoadMatrix(ref _matrix.M11); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL11.Disable(ALL11.DepthTest); GL11.TexEnv(ALL11.TextureEnv, ALL11.TextureEnvMode, (int)ALL11.BlendSrc); GL11.Enable(ALL11.Texture2D); GL11.EnableClientState(ALL11.VertexArray); GL11.EnableClientState(ALL11.ColorArray); GL11.EnableClientState(ALL11.TextureCoordArray); // No need to cull sprites. they will all be same-facing by construction. // Plus, setting frontface to Clockwise is a troll move. GLStateManager.Cull(CullMode.None); GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f); _batcher.DrawBatchGL11(_sortMode, _samplerState); if (this.graphicsDevice.RasterizerState.ScissorTestEnable) { GL11.Disable(ALL11.ScissorTest); } }
public void End() { // set up camera switch (this.graphicsDevice.PresentationParameters.DisplayOrientation) { case DisplayOrientation.LandscapeLeft: case DisplayOrientation.LandscapeRight: case DisplayOrientation.PortraitUpsideDown: throw new NotImplementedException(); default: if (this.graphicsDevice.RenderTarget != null) { Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.RenderTarget.Width, this.graphicsDevice.RenderTarget.Height, 0, -1, 1, out GLStateManager.Projection); break; } else { Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1, out GLStateManager.Projection); break; } } GL.Viewport(this.graphicsDevice.Viewport.X, this.graphicsDevice.Viewport.Y, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // Enable Scissor Tests if necessary if (this.graphicsDevice.RenderState.ScissorTestEnable) { GL.Enable(EnableCap.ScissorTest); GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height); } GLStateManager.ModelView = _matrix.ToMatrix4(); // Initialize OpenGL states (ideally move this to initialize somewhere else) GLStateManager.DepthTest(false); GLStateManager.Textures2D(true); // Enable Culling for better performance GLStateManager.Cull(FrontFaceDirection.Cw); switch (_sortMode) { case SpriteSortMode.Immediate: break; default: this.graphicsDevice.RenderState.SourceBlend = _blendState.ColorSourceBlend; this.graphicsDevice.RenderState.DestinationBlend = _blendState.ColorDestinationBlend; break; } GLStateManager.BlendFunc((BlendingFactorSrc)this.graphicsDevice.RenderState.SourceBlend, (BlendingFactorDest)this.graphicsDevice.RenderState.DestinationBlend); _batcher.DrawBatch(_sortMode); // GG EDIT always disable scissor test after drawing a batch if (this.graphicsDevice.RenderState.ScissorTestEnable) { GL.Disable(EnableCap.ScissorTest); } }