public override void Begin(GraphicsDevice device, SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Local.Matrix transformMatrix) { _childRenderer = GetCurrentRenderer(); _childRenderer.Begin(device, blendMode, sortMode, stateMode, transformMatrix); currentSortMode = sortMode; base.Begin(device, blendMode, sortMode, stateMode, transformMatrix); }
public void Begin(SpriteSortMode sortMode, SpriteBlendMode blendMode, SaveStateMode stateMode) { _blendMode = blendMode; _sortMode = sortMode; _saveMode = stateMode; _matrix = Matrix.Identity; }
public void Begin(SpriteSortMode sortMode, SpriteBlendMode blendMode, SaveStateMode stateMode, Matrix transformMatrix) { _blendMode = blendMode; _sortMode = sortMode; _saveMode = stateMode; _matrix = transformMatrix; }
public void UIBegin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode) { this._BlendMode = blendMode; this._SortMode = sortMode; this._SaveStateMode = stateMode; this.Begin(blendMode, sortMode, stateMode); }
public new void Begin( SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode) { base.Begin(blendMode, sortMode, stateMode); this.isbegan = true; }
public new void Begin( SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix) { base.Begin(blendMode, sortMode, stateMode, transformMatrix); this.isbegan = true; }
/// <summary> /// Constructor /// </summary> /// <param name="spriteBatchName">The string name used to access the sprite batch</param> /// <param name="desiredBlendMode">The blend mode to use for the sprite batch</param> /// <param name="desiredSortMode">The sort mode to use for the sprite batch</param> /// <param name="desiredSaveMode">The save mode to use for the sprite batch</param> /// <param name="updateCameraMatrix">The flag used to denote if the matrix needs to be updated every update cycle</param> public SpriteBatchDescription(string spriteBatchName, SpriteBlendMode desiredBlendMode, SpriteSortMode desiredSortMode, SaveStateMode desiredSaveMode, bool updateCameraMatrix) { this.spriteBatchName = spriteBatchName; this.desiredBlendMode = desiredBlendMode; this.desiredSortMode = desiredSortMode; this.desiredStateMode = desiredSaveMode; this.updateCameraMatrix = updateCameraMatrix; this.currentMatrix = Matrix.Identity; }
/// <summary> /// Begins SpriteBatch drawing, and marks the beginning of a PIX event. /// </summary> /// <param name="spriteBatch">The SpriteBatch to use</param> /// <param name="blendMode">Blending options to use when rendering</param> /// <param name="sortMode">Sorting options to use when rendering</param> /// <param name="stateMode">Rendering state options</param> /// <param name="userMessage">A string to append to the PIX event name</param> public static void BeginPIX(this SpriteBatch spriteBatch, SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, string userMessage) { BeginEvent(MakeName("SpriteBatch Drawing", userMessage)); SetMarker("SpriteBatch.Begin Called"); spriteBatch.Begin(blendMode, sortMode, stateMode); }
public void Begin(GraphicsDevice device, SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Local.Matrix transformMatrix) { //transformMatrix = Matrix.Identity; Rect rect = new Rect( (device.Viewport.X), (device.Viewport.Y), device.Viewport.Width, device.Viewport.Height); if (rect != lastRect || !MatricesAreEqual(transformMatrix, lastMatrix)) { transformMatrix.M41 += device.Viewport.X; transformMatrix.M42 += device.Viewport.Y; MatrixTransform matrixTransform = new MatrixTransform(); System.Windows.Media.Matrix matrix = new System.Windows.Media.Matrix( transformMatrix.M11, transformMatrix.M12, transformMatrix.M21, transformMatrix.M22, transformMatrix.M41, transformMatrix.M42); matrixTransform.Matrix = matrix; System.Windows.Media.RectangleGeometry rectangleGeometry = new System.Windows.Media.RectangleGeometry(); rectangleGeometry.Rect = rect; MatrixTransform inverse = matrixTransform.Inverse as MatrixTransform; rectangleGeometry.Transform = inverse; Canvas.Clip = rectangleGeometry; matrixTransform.Matrix = matrix; TransformMatrix = transformMatrix; lastRect = rect; lastMatrix = transformMatrix; Canvas.Width = rect.Width; Canvas.Height = rect.Height; } InUse = true; Begin(); }
/// <summary> /// This method is meant for usage with one shader per meshpart, all parameters preset and using shared parameters. /// Technique should have just one pass. /// </summary> /// <param name="primitive"></param> /// <param name="state"></param> public void RenderPrimitiveSinglePass(IRenderPrimitives primitives, SaveStateMode state) { Shader.effect.Begin(state); // Render all passes (usually just one) //for ( int num = 0; num < Shader.effect.CurrentTechnique.Passes.Count; num++ ) //{ //EffectPass pass = Shader.effect.CurrentTechnique.Passes[ num ]; EffectPass pass = Shader.effect.CurrentTechnique.Passes[0]; pass.Begin(); primitives.RenderPrimitives(); pass.End(); //} // End shader Shader.effect.End(); }
public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix) { //to respect order Begin/Draw/end if (isRunning) { throw new InvalidOperationException("Begin cannot be called again until End has been successfully called."); } if (stateMode == SaveStateMode.SaveState) { saveState = new StateBlock(this.GraphicsDevice); } spriteBlendMode = blendMode; this.sortMode = sortMode; if (sortMode == SpriteSortMode.Immediate) { applyGraphicsDeviceSettings(); } isRunning = true; }
public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode) { this.Begin(blendMode, sortMode, stateMode, Matrix.Identity); }
public void Begin(SaveStateMode mode) { _effect.Begin(mode); }
public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Local.Matrix transformMatrix) { //TODO: Full XNA Library throws an exception if Begin is called before calling End of the previous session. _renderer = GetRenderer(); _renderer.Begin(_graphicsDevice, blendMode, sortMode, stateMode, transformMatrix); }
public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode) { Begin(blendMode, sortMode, stateMode, Local.Matrix.Identity); }
public void Begin(GraphicsDevice device, SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Local.Matrix transformMatrix) { _transformMatrix = transformMatrix; this.blendMode = blendMode; }
/// <summary> /// Draws all of the ModelMeshPart objects in the mesh, and creates an event in PIX. /// </summary> /// <param name="mesh">The mesh to draw</param> /// <param name="stateMode">The save state options to pass to the Effect for each part</param> /// <param name="userMessage">A string to append to the PIX event name. Pass null for no message.</param> public static void DrawPIX(this ModelMesh mesh, SaveStateMode stateMode, string userMessage) { BeginEvent(MakeName("ModelMesh.Draw Called", userMessage)); mesh.Draw(stateMode); EndEvent(); }
public void Begin(SaveStateMode saveStateMode) { throw new NotImplementedException(); }
public void Begin(SaveStateMode saveStateMode) { }
public virtual void Begin(GraphicsDevice device, SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Local.Matrix transformMatrix) { this.sortMode = sortMode; this.blendMode = blendMode; ResetCommands(); }
public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode saveStateMode) { // GG EDIT // GG TODO implement saveStateMode Begin(sortMode, BlendState.FromSpriteBlendMode(blendMode), SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, Matrix.Identity); }