private Result Clear(IntPtr devicePointer, int count, IntPtr rects, ClearFlags flags, ColorBGRA color, float z, int stencil)
        {
            try
            {
                var structSize = Marshal.SizeOf(typeof(Rectangle));
                var structs = new SharpDX.Rectangle[count];
                for (int i = 0; i < count; i++)
                {
                    structs[i] = (SharpDX.Rectangle)Marshal.PtrToStructure(rects, typeof(SharpDX.Rectangle));
                }

                var rectangles = structs;
                this.Log.LogMethodSignatureTypesAndValues(devicePointer, count, rectangles.PrintTypesNamesValues(), flags,
                                                     color, z, stencil);
                this.GetOrCreateDevice(devicePointer);
                if (rectangles.Length == 0)
                    this.Device.Clear(flags, color, z, stencil);
                else
                    this.Device.Clear(flags, color, z, stencil, rectangles);
            }
            catch (SharpDXException ex)
            {
                Log.Warn(ex);
            }
            catch (Exception ex)
            {
                this.Log.Fatal(ex);
            }

            return Result.Ok;
        }
Пример #2
0
        private Result Clear(IntPtr devicePointer, int count, IntPtr rects, ClearFlags flags, ColorBGRA color, float z, int stencil)
        {
            try
            {
                var structSize = Marshal.SizeOf(typeof(Rectangle));
                var structs    = new SharpDX.Rectangle[count];
                for (int i = 0; i < count; i++)
                {
                    structs[i] = (SharpDX.Rectangle)Marshal.PtrToStructure(rects, typeof(SharpDX.Rectangle));
                }

                var rectangles = structs;
                this.Log.LogMethodSignatureTypesAndValues(devicePointer, count, rectangles.PrintTypesNamesValues(), flags,
                                                          color, z, stencil);
                this.GetOrCreateDevice(devicePointer);
                if (rectangles.Length == 0)
                {
                    this.Device.Clear(flags, color, z, stencil);
                }
                else
                {
                    this.Device.Clear(flags, color, z, stencil, rectangles);
                }
            }
            catch (SharpDXException ex)
            {
                Log.Warn(ex);
            }
            catch (Exception ex)
            {
                this.Log.Fatal(ex);
            }

            return(Result.Ok);
        }
Пример #3
0
 public void BeginWithClear(float r, float g, float b, float a)
 {
     Begin();
     beginClearColor = new CCColor4B(r, g, b, a);
     clearFlags      = ClearFlags.ColorBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor);
 }
Пример #4
0
        public void BeginFrame()
        {
            if (rendering)
            {
                return;
            }

            if (reloadTextures)
            {
                for (int i = 0; i < textures.Count; i++)
                {
                    LoadTexture(i);
                }
                reloadTextures = false;
            }

            // update matrices if neccesary
            if (camera != null)
            {
                device.Transform.View       = EM2DXM(camera.ViewMatrix);
                device.Transform.Projection = EM2DXM(camera.ProjectionMatrix);
                device.Transform.World      = Microsoft.DirectX.Matrix.Identity;
            }

            ClearFlags flags = ClearFlags.ZBuffer;

            if (clear)
            {
                flags |= ClearFlags.Target;
            }
            device.Clear(flags, 0, Camera.DISTANCE, 0);
            device.BeginScene();

            rendering = true;
        }
Пример #5
0
 /// <summary>
 /// Clear buffers
 /// </summary>
 /// <param name="buffers">Buffers to clear</param>
 /// <param name="color">Color value to set</param>
 /// <param name="depth">Depth value to set</param>
 /// <param name="stencil">Stencil value to set</param>
 /// <remarks>Color, depth and stencil will set those default values whether they are set in the buffers parameter or not.</remarks>
 public void Clear(ClearFlags buffers, Vector4 color, double depth, int stencil)
 {
     GL.glClearColor(color.x, color.y, color.z, color.w);
     GL.glClearDepth(depth);
     GL.glClearStencil(stencil);
     GL.glClear((uint)buffers);
 }
Пример #6
0
 public void BeginWithClear(CCColor4B col)
 {
     Begin();
     beginClearColor = col;
     clearFlags      = ClearFlags.ColorBuffer;
     CCDrawManager.SharedDrawManager.Clear(col);
 }
Пример #7
0
 public void Clear(CCColor4B col)
 {
     Begin();
     beginClearColor = col;
     clearFlags     |= ClearFlags.ColorBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor);
     End();
 }
Пример #8
0
 public void ClearStencil(int stencilValue)
 {
     Begin();
     beginStencilValue = stencilValue;
     clearFlags       |= ClearFlags.StencilBuffer;
     CCDrawManager.SharedDrawManager.Clear(ClearOptions.Stencil, Microsoft.Xna.Framework.Color.White, 1, stencilValue);
     End();
 }
Пример #9
0
 public void BeginWithClear(float r, float g, float b, float a, float depthValue)
 {
     Begin();
     beginClearColor = new CCColor4B(r, g, b, a);
     beginDepthValue = depthValue;
     clearFlags      = ClearFlags.ColorBuffer | ClearFlags.DepthBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor, depthValue);
 }
Пример #10
0
 public void ClearDepth(float depthValue)
 {
     Begin();
     beginDepthValue = depthValue;
     clearFlags     |= ClearFlags.DepthBuffer;
     CCDrawManager.SharedDrawManager.Clear(ClearOptions.DepthBuffer, Microsoft.Xna.Framework.Color.White, depthValue, 0);
     End();
 }
 public void ClearDepthStencilView(
     CpuDescriptorHandle depthStencilView,
     ClearFlags clearFlags,
     float depth,
     byte stencil,
     params RawRectangle[] rectangles)
 {
     ClearDepthStencilView(depthStencilView, clearFlags, depth, stencil, rectangles.Length, rectangles);
 }
Пример #12
0
        public void Clear(ClearFlags flags, int colorBGRA, float z, int stencil)
        {
            int res = Interop.Calli(comPointer, 0, IntPtr.Zero, (int)flags, colorBGRA, z, stencil, (*(IntPtr **)comPointer)[43]);

            if (res < 0)
            {
                throw new SharpDXException(res);
            }
        }
Пример #13
0
 public void BeginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
 {
     Begin();
     beginClearColor   = new CCColor4B(r, g, b, a);
     beginDepthValue   = depthValue;
     beginStencilValue = stencilValue;
     clearFlags        = ClearFlags.All;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor, depthValue, stencilValue);
 }
Пример #14
0
        public void BeginWithClear(CCColor4B col, float depthValue)
        {
            Begin();
            beginClearColor = col;
            beginDepthValue = depthValue;
            clearFlags      = ClearFlags.ColorBuffer | ClearFlags.DepthBuffer;

            CCDrawManager.SharedDrawManager.Clear(col, depthValue);
        }
Пример #15
0
 public void BeginWithClear(CCColor4B col, float depthValue, int stencilValue)
 {
     Begin();
     beginClearColor   = col;
     beginDepthValue   = depthValue;
     beginStencilValue = stencilValue;
     clearFlags        = ClearFlags.All;
     CCDrawManager.SharedDrawManager.Clear(col, depthValue, stencilValue);
 }
Пример #16
0
 /// <summary>
 /// Default values
 /// </summary>
 protected override void DefaultValues()
 {
     base.DefaultValues();
     this.Monoscopic      = false;
     this.nearPlane       = 0.05f;
     this.farPlane        = 500f;
     this.clearFlags      = ClearFlags.All;
     this.backgroundColor = Color.Transparent;
     this.VRMode          = VRMode.HmdMode;
 }
Пример #17
0
        /// <summary>
        /// Clears the FrameBuffer.
        /// </summary>
        /// <param name="flags"></param>
        /// <param name="red"></param>
        /// <param name="green"></param>
        /// <param name="blue"></param>
        /// <param name="alpha"></param>
        /// <param name="depth"></param>
        /// <param name="stencil"></param>
        public void Clear(ClearFlags flags, float red, float green, float blue, float alpha, float depth, int stencil)
        {
            Gl.glClearColor(red, green, blue, alpha);

            Gl.glClearDepth(depth);

            Gl.glClearStencil(stencil);

            Gl.glClear((int)flags);
        }
Пример #18
0
        //------------------------------------------------
        //abstracted functions to wrap internals

        static public void clear(bool zbuf, bool color, int colorVal, float zdepth, int stencil)
        {
            if (mbDeviceLost == true)
            {
                return;
            }

            ClearFlags flags = (zbuf ? ClearFlags.ZBuffer : 0) | (color? ClearFlags.Target:0);

            BRenderDevice.getDevice().Clear(flags, unchecked ((int)colorVal), zdepth, stencil);
        }
 public void ClearDepthStencilView(CpuDescriptorHandle depthStencilView, ClearFlags clearFlags, float depth, byte stencil, params InteropRect[] rectangles)
 {
     if (rectangles.Length == 0)
     {
         ClearDepthStencilView(depthStencilView, clearFlags, depth, stencil, 0, null);
     }
     else
     {
         ClearDepthStencilView(depthStencilView, clearFlags, depth, stencil, rectangles.Length, rectangles);
     }
 }
Пример #20
0
        /// <summary>
        /// Refresh camera draw properties (Clear flags, background, etc..)
        /// </summary>
        private void RefreshCameraProperties()
        {
            if (this.LeftEyeCamera == null || this.RightEyeCamera == null)
            {
                return;
            }

            this.AttachedCamera.BackgroundColor = this.LeftEyeCamera.BackgroundColor = this.RightEyeCamera.BackgroundColor = this.backgroundColor;
            this.AttachedCamera.NearPlane       = this.LeftEyeCamera.NearPlane = this.RightEyeCamera.NearPlane = this.nearPlane;
            this.AttachedCamera.FarPlane        = this.LeftEyeCamera.FarPlane = this.RightEyeCamera.FarPlane = this.farPlane;
            this.AttachedCamera.ClearFlags      = this.LeftEyeCamera.ClearFlags = this.RightEyeCamera.ClearFlags = this.clearFlags;
        }
Пример #21
0
        private void DrawBackgroungSettings()
        {
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("box");

            EditorGUILayout.BeginHorizontal(GUILayout.Height(36));
            EditorGUILayout.Space();

            if (GUILayout.Button(iconBackground, sectionIcon, GUILayout.Width(28), GUILayout.Height(28)) ||
                GUILayout.Button("BACKGROUND", sectionsFont, GUILayout.MaxWidth(float.MaxValue)) ||
                GUILayout.Button(collapseBackgroungSettings ? arrowDownButton : arrowUpButton, sectionCollapseArrow, GUILayout.Width(24), GUILayout.Height(24)))
            {
                collapseBackgroungSettings = !collapseBackgroungSettings;
            }

            GUILayout.Space(5);
            EditorGUILayout.EndHorizontal();

            if (!collapseBackgroungSettings)
            {
                EditorGUILayout.Space();
                EditorGUILayout.Space();

                clearFlags = (ClearFlags)EditorGUILayout.EnumPopup("Background Type", clearFlags);

                EditorGUILayout.Space();

                switch ((int)clearFlags)
                {
                case 2:
                    PreviewSceneInstance.PreviewCamera.clearFlags = (CameraClearFlags)clearFlags;
                    EditorGUILayout.BeginHorizontal();
                    GUILayout.Label("Background Color");
                    backgroundColor = EditorGUILayout.ColorField(backgroundColor);
                    PreviewSceneInstance.PreviewCamera.backgroundColor = backgroundColor;
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.Space();
                    break;

                case 4:
                    PreviewSceneInstance.PreviewCamera.clearFlags = (CameraClearFlags)clearFlags;
                    backgroundTexture = (Texture)EditorGUILayout.ObjectField("Image", backgroundTexture, typeof(Texture), false);
                    EditorGUILayout.Space();
                    break;
                }
            }

            EditorGUILayout.EndVertical();
        }
Пример #22
0
        void Clear(ClearFlags clearFlags, CCColor4B color, float depth, int stencil)
        {
            if (clearFlags.HasFlag(ClearFlags.ColorBuffer))
            {
                CCDrawManager.SharedDrawManager.Clear(color);
            }

            if (clearFlags.HasFlag(ClearFlags.DepthBuffer))
            {
                CCDrawManager.SharedDrawManager.Clear(ClearOptions.DepthBuffer, Microsoft.Xna.Framework.Color.White, depth, 0);
            }

            if (clearFlags.HasFlag(ClearFlags.StencilBuffer))
            {
                CCDrawManager.SharedDrawManager.Clear(ClearOptions.Stencil, Microsoft.Xna.Framework.Color.White, 1, stencil);
            }
        }
Пример #23
0
        public void Clear(OpenTK.Graphics.OpenGL.ClearBufferMask mask)
        {
            ClearFlags flags = ClearFlags.None;

            if ((mask & gl.ClearBufferMask.ColorBufferBit) != 0)
            {
                flags |= ClearFlags.Target;
            }
            if ((mask & gl.ClearBufferMask.DepthBufferBit) != 0)
            {
                flags |= ClearFlags.ZBuffer;
            }
            if ((mask & gl.ClearBufferMask.StencilBufferBit) != 0)
            {
                flags |= ClearFlags.Stencil;
            }
            Dev.Clear(flags, _clearColor, 0.0f, 0);
        }
Пример #24
0
        public void Clear(ClearFlags clearFlags, Color clearColor)
        {
            switch (clearFlags)
            {
            case ClearFlags.RenderTarget:
                nativeDevice.D3D11Device.ImmediateContext1.ClearRenderTargetView(renderTargetView, clearColor);
                break;

            case ClearFlags.DepthBuffer:
                nativeDevice.D3D11Device.ImmediateContext.ClearDepthStencilView(depthBuffer.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                break;

            case ClearFlags.RenderTarget | ClearFlags.DepthBuffer:
                nativeDevice.D3D11Device.ImmediateContext1.ClearRenderTargetView(renderTargetView, clearColor);
                nativeDevice.D3D11Device.ImmediateContext.ClearDepthStencilView(depthBuffer.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                break;
            }
        }
Пример #25
0
        /// <summary>
        /// Update the behavior
        /// </summary>
        /// <param name="gameTime">The current game time.</param>
        protected override void Update(TimeSpan gameTime)
        {
            if (this.vrProvider == null)
            {
                this.vrProvider = this.Owner.FindComponent <VRProvider>(false);
            }

            if (this.vrProvider == null || !this.vrProvider.IsConnected)
            {
                return;
            }

            var eyePoses          = this.vrProvider.EyePoses;
            var trackerCameraPose = this.vrProvider.TrackerCameraPose;

            // Left eye camera
            this.UpdateCamera(this.LeftEyeCamera, (int)VREyeType.LeftEye);
            this.UpdateCamera(this.RightEyeCamera, (int)VREyeType.RightEye);

            // Camera tracker
            this.TrackerAnchorTransform.LocalPosition    = trackerCameraPose.Position;
            this.TrackerAnchorTransform.LocalOrientation = trackerCameraPose.Orientation;

            // Center
            this.CenterEyeAnchorTransform.LocalPosition    = eyePoses[(int)VREyeType.CenterEye].Position;
            this.CenterEyeAnchorTransform.LocalOrientation = eyePoses[(int)VREyeType.CenterEye].Orientation;

            if (this.LeftEyeCamera.RenderTarget == this.RightEyeCamera.RenderTarget)
            {
                this.RightEyeCamera.ClearFlags = ClearFlags.DepthAndStencil;
            }
            else
            {
                this.RightEyeCamera.ClearFlags = ClearFlags.All;
            }

            if (this.UpdatedAnchors != null)
            {
                this.UpdatedAnchors(this);
            }
        }
        /// <summary>
        /// Initializes all default values of this instance.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();

            this.definedKeys = Enum.GetValues(typeof(Keys));

            this.Width  = 256;
            this.Height = 256;

            this.EnableMouse         = true;
            this.EnableKeyboard      = false;
            this.EnableTouch         = false;
            this.enablePostProcess   = false;
            this.antiAliasingMode    = View.AntialiasingMode.MSAA;
            this.tessellationQuality = View.TessellationQuality.Medium;
            this.backgroundColor     = Common.Graphics.Color.Black;
            this.clearFlags          = ClearFlags.All;
            this.flipY    = false;
            this.disposed = false;

            this.Family = FamilyType.PriorityBehavior;
        }
Пример #27
0
        void Clear(ClearFlags clearFlags, CCColor4B color, float depth, int stencil)
        {
            if (clearFlags.HasFlag(ClearFlags.ColorBuffer))
                CCDrawManager.SharedDrawManager.Clear(color);

            if (clearFlags.HasFlag(ClearFlags.DepthBuffer))
                CCDrawManager.SharedDrawManager.Clear(ClearOptions.DepthBuffer, Microsoft.Xna.Framework.Color.White, depth, 0);

            if (clearFlags.HasFlag(ClearFlags.StencilBuffer))
                CCDrawManager.SharedDrawManager.Clear(ClearOptions.Stencil, Microsoft.Xna.Framework.Color.White, 1, stencil);

        }
Пример #28
0
 /// <summary>
 /// Default values
 /// </summary>
 protected override void DefaultValues()
 {
     base.DefaultValues();
     this.Monoscopic = false;
     this.platform = WaveServices.Platform;
     this.nearPlane = 0.05f;
     this.farPlane = 500f;
     this.clearFlags = ClearFlags.All;
     this.backgroundColor = Color.Transparent;
     this.VRMode = VRMode.HmdMode;
 }
Пример #29
0
 public void ClearDepthStencilView(Texture depthStencilBuffer, ClearFlags clearFlags, float depth = 1, byte stencil = 0, params Rectangle[] rectangles)
 {
     NativeCommandList.ClearDepthStencilView(depthStencilBuffer.NativeDepthStencilView.ToCpuDescriptorHandle(), (Vortice.Direct3D12.ClearFlags)clearFlags, depth, stencil, rectangles.Select(r => new RawRect(r.Left, r.Top, r.Right, r.Bottom)).ToArray());
 }
Пример #30
0
 /// <summary>
 /// Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
 /// </summary>
 /// <param name="clearFlags">Flags that specify which surfaces will be cleared.</param>
 /// <param name="color">The color that will be used to fill the cleared render target.</param>
 /// <param name="zdepth">The value that will be used to fill the cleared depth buffer.</param>
 /// <param name="stencil">The value that will be used to fill the cleared stencil buffer.</param>
 /// <param name="rectangles">The areas on the surfaces that will be cleared.</param>
 public void Clear(ClearFlags clearFlags, System.Drawing.Color color, float zdepth, int stencil, Rect[] rectangles)
 {
     Clear_(rectangles == null ? 0 : rectangles.Length, rectangles, clearFlags, Helpers.ToBgra(color), zdepth, stencil);
 }
Пример #31
0
 private static extern void Internal_SetClearFlags(IntPtr instance, ClearFlags value);
 /// <summary>
 /// Clears the specified flags.
 /// </summary>
 /// <param name="flags">The flags.</param>
 public void Clear(ClearFlags flags)
 {
     GL.Clear((ClearBufferMask) flags);
 }
Пример #33
0
 public void BeginWithClear(float r, float g, float b, float a)
 {
     Begin();
     beginClearColor = new CCColor4B(r, g, b, a);
     clearFlags = ClearFlags.ColorBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor);
 }
Пример #34
0
 /// <summary>
 /// Clear buffers
 /// </summary>
 /// <param name="buffers">Buffers to clear</param>
 /// <remarks>Values for color, depth and stencil will be the previously set values if they are mentioned in the buffers paramter</remarks>
 public void Clear(ClearFlags buffers)
 {
     //GL.glClear((uint)buffers);
 }
Пример #35
0
 /// <summary>
 /// Clear buffers
 /// </summary>
 /// <param name="buffers">Buffers to clear</param>
 /// <param name="color">Color value to set</param>
 /// <remarks>Color will set those default values whether they are set in the buffers parameter or not.</remarks>
 public void Clear(ClearFlags buffers, Vector4 color)
 {
     GL.glClearColor(color.x, color.y, color.z, color.w);
     GL.glClear((uint)buffers);
 }
Пример #36
0
 /// <summary>
 /// Clear buffers
 /// </summary>
 /// <param name="buffers">Buffers to clear</param>
 /// <param name="color">Color value to set</param>
 /// <param name="depth">Depth value to set</param>
 /// <remarks>Color and depth will set those default values whether they are set in the buffers parameter or not.</remarks>
 public void Clear(ClearFlags buffers, Vector4 color, double depth)
 {
     GL.glClearColor(color.x, color.y, color.z, color.w);
     GL.glClearDepth(depth);
     GL.glClear((uint)buffers);
 }
Пример #37
0
 public void ClearDepth(float depthValue)
 {
     Begin();
     beginDepthValue = depthValue;
     clearFlags |= ClearFlags.DepthBuffer;
     CCDrawManager.SharedDrawManager.Clear(ClearOptions.DepthBuffer, Microsoft.Xna.Framework.Color.White, depthValue, 0);
     End();
 }
Пример #38
0
 public void ClearStencil(int stencilValue)
 {
     Begin();
     beginStencilValue = stencilValue;
     clearFlags |= ClearFlags.StencilBuffer;
     CCDrawManager.SharedDrawManager.Clear(ClearOptions.Stencil, Microsoft.Xna.Framework.Color.White, 1, stencilValue);
     End();
 }
Пример #39
0
 public void Clear(CCColor4B col)
 {
     Begin();
     beginClearColor = col;
     clearFlags |= ClearFlags.ColorBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor);
     End();
 }
 /// <summary>
 /// Erases the contents of the speciefied rendering buffers.
 /// </summary>
 /// <param name="flags">A combination of flags specifying the rendering buffers to clear.</param>
 /// <remarks>
 /// Calling this method erases all contents of the rendering buffers. A typical use case for this method
 /// is to erase the contents of the color buffer and the depth buffer (z-buffer) before rendering starts
 /// at the beginning of a rendering loop. Thus, rendering the current frame starts with an empty color and
 /// z-buffer. <see cref="ClearFlags"/> for a list of possible buffers to clear. Make sure to use the bitwisee
 /// or-operator (|) to combine several buffers to clear.
 /// </remarks>
 public void Clear(ClearFlags flags)
 {
     _rci.Clear(flags);
 }
Пример #41
0
 public void Clear(ClearFlags flags)
 { this.Clear(flags, Color.Black); }
Пример #42
0
 public void Clear(ClearFlags flags, Color color)
 { this._device.Clear(flags, color, 1.0f, 0); }
Пример #43
0
		public void BeginWithClear(CCColor4B col, float depthValue, int stencilValue)
		{
			Begin();
            beginClearColor = col;
            beginDepthValue = depthValue;
            beginStencilValue = stencilValue;
            clearFlags = ClearFlags.All;
			CCDrawManager.SharedDrawManager.Clear(col, depthValue, stencilValue);
		}
Пример #44
0
 public static void Clear(ClearFlags clearFlags)
 {
     Gl.Clear((uint)clearFlags);
     GlHelper.GetError();
 }
Пример #45
0
		public void BeginWithClear(CCColor4B col, float depthValue)
		{
			Begin();
            beginClearColor = col;
            beginDepthValue = depthValue;
            clearFlags = ClearFlags.ColorBuffer | ClearFlags.DepthBuffer;

			CCDrawManager.SharedDrawManager.Clear(col, depthValue);
		}
Пример #46
0
 /// <summary>
 /// Clears optionally the target, depth buffer and/or stencil.
 /// </summary>
 public void Clear( ClearFlags clearFlags, Color targetColor,
     float zClear, int stencilClear)
 {
     device.Clear( clearFlags, targetColor, zClear, stencilClear );
 }
Пример #47
0
        /// <summary>
        /// Clears the FrameBuffer. 
        /// </summary>
        /// <param name="flags"></param>
        /// <param name="red"></param>
        /// <param name="green"></param>
        /// <param name="blue"></param>
        /// <param name="alpha"></param>
        /// <param name="depth"></param>
        /// <param name="stencil"></param>
        public void Clear    (ClearFlags flags, float red, float green, float blue, float alpha, float depth, int stencil)
        {
            Gl.glClearColor(red, green, blue, alpha);

            Gl.glClearDepth(depth);

            Gl.glClearStencil(stencil);

            Gl.glClear((int)flags);
        }    
Пример #48
0
 public void Clear(ClearFlags flags, int colorBGRA, float z, int stencil)
 {
     int res = Interop.Calli(comPointer, 0, IntPtr.Zero, (int)flags, colorBGRA, z, stencil, (*(IntPtr**)comPointer)[43]);
     if( res < 0 ) { throw new SharpDXException( res ); }
 }
Пример #49
0
		public void BeginWithClear(CCColor4B col)
		{
			Begin();
            beginClearColor = col;
            clearFlags = ClearFlags.ColorBuffer;
			CCDrawManager.SharedDrawManager.Clear(col);
		}
Пример #50
0
 /// <summary>
 /// Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
 /// </summary>
 /// <param name="clearFlags">Flags that specify which surfaces will be cleared.</param>
 /// <param name="color">The color that will be used to fill the cleared render target.</param>
 /// <param name="zdepth">The value that will be used to fill the cleared depth buffer.</param>
 /// <param name="stencil">The value that will be used to fill the cleared stencil buffer.</param>
 public void Clear(ClearFlags clearFlags, System.Drawing.Color color, float zdepth, int stencil)
 {
     Clear_(0, null, clearFlags, Helpers.ToBgra(color), zdepth, stencil);
 }
Пример #51
0
		public void BeginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
		{
			Begin();
            beginClearColor = new CCColor4B(r, g, b, a);
            beginDepthValue = depthValue;
            beginStencilValue = stencilValue;
            clearFlags = ClearFlags.All;
			CCDrawManager.SharedDrawManager.Clear(beginClearColor, depthValue, stencilValue);
		}
Пример #52
0
 private static extern void Internal_SetClearFlags(IntPtr instance, ClearFlags value);
Пример #53
0
 public void BeginWithClear(float r, float g, float b, float a, float depthValue)
 {
     Begin();
     beginClearColor = new CCColor4B(r, g, b, a);
     beginDepthValue = depthValue;
     clearFlags = ClearFlags.ColorBuffer | ClearFlags.DepthBuffer;
     CCDrawManager.SharedDrawManager.Clear(beginClearColor, depthValue);
 }
Пример #54
0
 public void ClearDepthStencilView(Texture depthStencilBuffer, ClearFlags clearFlags, float depth = 1, byte stencil = 0, params Rectangle[] rectangles)
 {
     currentCommandList.NativeCommandList.ClearDepthStencilView(depthStencilBuffer.NativeDepthStencilView, (Vortice.Direct3D12.ClearFlags)clearFlags, depth, stencil, rectangles.Select(r => (Rect)r).ToArray());
 }
Пример #55
0
 public void ClearDevice(ClearFlags flag, Color color, float zdepth, int stencil)
 {
     _Device_.Clear(flag, color, zdepth, stencil);
 }