예제 #1
0
        private static void RenderSystem_Setup()
        {
            Axiom.Graphics.RenderSystem rs = Root.Instance.RenderSystem;

            var colorBlendMode = new LayerBlendModeEx();

            colorBlendMode.blendType = LayerBlendType.Color;
            colorBlendMode.source1   = LayerBlendSource.Texture;
            colorBlendMode.operation = LayerBlendOperationEx.Source1;

            var uvwAddressMode = new UVWAddressing(TextureAddressing.Clamp);

            rs.WorldMatrix      = Matrix4.Identity;
            rs.ViewMatrix       = Matrix4.Identity;
            rs.ProjectionMatrix = Matrix4.Identity;
            rs.SetTextureMatrix(0, Matrix4.Identity);
            rs.SetTextureCoordSet(0, 0);
            rs.SetTextureCoordCalculation(0, TexCoordCalcMethod.None);
            rs.SetTextureBlendMode(0, colorBlendMode);
            rs.SetTextureAddressingMode(0, uvwAddressMode);
            rs.DisableTextureUnitsFrom(1);
            rs.LightingEnabled = false;
            rs.SetFog(FogMode.None);
            rs.CullingMode = CullingMode.None;
            rs.SetDepthBufferParams(false, false);
            rs.SetColorBufferWriteEnabled(true, true, true, false);
            rs.ShadingType = ShadeOptions.Gouraud;
            rs.PolygonMode = PolygonMode.Solid;
            rs.UnbindGpuProgram(GpuProgramType.Fragment);
            rs.UnbindGpuProgram(GpuProgramType.Vertex);
            rs.SetSeparateSceneBlending(SceneBlendFactor.SourceAlpha, SceneBlendFactor.OneMinusSourceAlpha, SceneBlendFactor.One,
                                        SceneBlendFactor.One);
            rs.SetAlphaRejectSettings(CompareFunction.AlwaysPass, 0, true);
        }
예제 #2
0
        private static void Render()
        {
            if (sprites.Count == 0)
            {
                return;
            }

            Axiom.Graphics.RenderSystem rs = Root.Instance.RenderSystem;

            var thisChunk = new Chunk();
            var chunks    = new List <Chunk>();

            int newSize;

            newSize = sprites.Count * 6;
            if (newSize < MinimalHardwareBufferSize)
            {
                newSize = MinimalHardwareBufferSize;
            }

            // grow hardware buffer if needed
            if (hardwareBuffer == null || hardwareBuffer.VertexCount < newSize)
            {
                if (hardwareBuffer != null)
                {
                    HardwareBuffer_Destroy();
                }

                HardwareBuffer_Create(newSize);
            }

            // write quads to the hardware buffer, and remember chunks
            unsafe
            {
                var buffer = (Vertex *)hardwareBuffer.Lock(BufferLocking.Discard).Pin();

                LinkedListNode <Sprite> node = sprites.First;
                Sprite currSpr;

                while (node != null)
                {
                    currSpr             = node.Value;
                    thisChunk.Alpha     = currSpr.Alpha;
                    thisChunk.TexHandle = currSpr.TexHandle;

                    for (int i = 0; i < 6; i++)
                    {
                        *buffer++ = new Vertex(currSpr.Pos[i], currSpr.UV[i]);
                    }

                    thisChunk.VertexCount += 6;

                    node = node.Next;

                    if (node == null || thisChunk.TexHandle != node.Value.TexHandle || thisChunk.Alpha != node.Value.Alpha)
                    {
                        chunks.Add(thisChunk);
                        thisChunk.VertexCount = 0;
                    }
                }
            }

            hardwareBuffer.Unlock();

            // set up...
            RenderSystem_Setup();

            // do the real render!
            // do the real render!
            Texture tp = null;

            renderOp.vertexData.vertexStart = 0;
            foreach (Chunk currChunk in chunks)
            {
                renderOp.vertexData.vertexCount = currChunk.VertexCount;
                tp = (Texture)TextureManager.Instance.GetByHandle(currChunk.TexHandle);
                rs.SetTexture(0, true, tp.Name);
                rs.SetTextureUnitFiltering(0, FilterOptions.Linear, FilterOptions.Linear, FilterOptions.Point);

                // set alpha
                var alphaBlendMode = new LayerBlendModeEx();
                alphaBlendMode.alphaArg1   = 0;
                alphaBlendMode.alphaArg2   = currChunk.Alpha;
                alphaBlendMode.source1     = LayerBlendSource.Texture;
                alphaBlendMode.source2     = LayerBlendSource.Manual;
                alphaBlendMode.blendType   = LayerBlendType.Alpha;
                alphaBlendMode.operation   = LayerBlendOperationEx.Modulate;
                alphaBlendMode.blendFactor = currChunk.Alpha;
                rs.SetTextureBlendMode(0, alphaBlendMode);

                rs.Render(renderOp);
                renderOp.vertexData.vertexStart += currChunk.VertexCount;
            }

            if (tp != null)
            {
                tp.Dispose();
            }

            // sprites go home!
            sprites.Clear();
        }