Пример #1
0
        /// <summary>
        /// Pushes a new render target onto the render target stack.
        /// </summary>
        /// <param name="viewport">The viewport object.</param>
        /// <param name="renderTargets">A structure containing all relevant render targets.</param>
        /// <param name="camera">The camera for the new render target.</param>
        /// <param name="viewInformation">The view information.</param>
        /// <exception cref="System.ObjectDisposedException">RenderState</exception>
        internal void PushRenderTarget(
            RenderTargets renderTargets,
            SharpDX.Mathematics.Interop.RawViewportF viewport,
            Camera3DBase camera, ViewInformation viewInformation)
        {
            if (m_disposed)
            {
                throw new ObjectDisposedException("RenderState");
            }

            //Build new render stack entry
            RenderStackEntry newEntry = new RenderStackEntry();

            newEntry.Matrix4Stack    = new Matrix4Stack();
            newEntry.Camera          = camera;
            newEntry.RenderTargets   = renderTargets;
            newEntry.SingleViewport  = viewport;
            newEntry.ViewInformation = viewInformation;

            //Overtake device settings
            newEntry.Apply(m_device.DeviceImmediateContextD3D11);

            //Push new entry onto the stack
            m_renderSettingsStack.Push(m_currentRenderSettings);
            m_currentRenderSettings = newEntry;
        }
Пример #2
0
        /// <summary>
        /// Applies current render target settings.
        /// </summary>
        public void ClearState()
        {
            if (_disposed)
            {
                throw new ObjectDisposedException("RenderState");
            }

            // Clear material properties
            _lastAppliedMaterial?.Discard(this);
            _lastAppliedMaterial = null;
            _forcedMaterial      = null;

            this.Device.DeviceImmediateContextD3D11.ClearState();
            _currentRenderSettings?.Apply(this.Device.DeviceImmediateContextD3D11);
        }
Пример #3
0
        /// <summary>
        /// Pops a render target from the render target stack.
        /// </summary>
        public void PopRenderTarget()
        {
            if (m_disposed)
            {
                throw new ObjectDisposedException("RenderState");
            }
            if (m_renderSettingsStack.Count < 1)
            {
                throw new SeeingSharpGraphicsException("There is only one element on the render stack!");
            }

            //Pop last entry
            m_currentRenderSettings = m_renderSettingsStack.Pop();

            //Apply old configuration
            m_currentRenderSettings.Apply(m_device.DeviceImmediateContextD3D11);
        }
Пример #4
0
        /// <summary>
        /// Resets the render state.
        /// </summary>
        /// <param name="viewport">The viewport.</param>
        /// <param name="camera">The camera for the new render target.</param>
        /// <param name="viewInformation">The view information.</param>
        /// <param name="renderTargets">The render targets used for rendering.</param>
        internal void Reset(
            RenderTargets renderTargets,
            SharpDX.Mathematics.Interop.RawViewportF viewport,
            Camera3DBase camera, ViewInformation viewInformation)
        {
            m_renderSettingsStack.Clear();
            m_sceneStack.Clear();
            m_currentScene = null;
            m_world        = new Matrix4Stack(Matrix4x4.Identity);

            //Inititialize current render properties
            m_currentRenderSettings = new RenderStackEntry();
            m_currentRenderSettings.Matrix4Stack    = new Matrix4Stack();
            m_currentRenderSettings.RenderTargets   = renderTargets;
            m_currentRenderSettings.SingleViewport  = viewport;
            m_currentRenderSettings.Camera          = camera;
            m_currentRenderSettings.ViewInformation = viewInformation;

            //Apply initial render properties
            m_currentRenderSettings.Apply(m_device.DeviceImmediateContextD3D11);
        }