protected void DrawLayer(Matrix offset, ShaderResourceView texture, ShaderResourceView overlay, int xaxis = 0, int yaxis = 1, int zvalue = 1) { var dev = ImageFramework.DirectX.Device.Get(); var finalTransform = offset * GetTransform(); // draw the checkers background models.ViewData.Checkers.Run(finalTransform); // blend over the final image dev.OutputMerger.BlendState = models.ViewData.AlphaBlendState; shader.Run(finalTransform, texture, overlay, xaxis, yaxis, zvalue); dev.OutputMerger.BlendState = models.ViewData.DefaultBlendState; }
protected void DrawLayer(Matrix offset, int layer, ShaderResourceView texture, int xaxis = 0, int yaxis = 1, int zvalue = 1) { var dev = ImageFramework.DirectX.Device.Get(); var finalTransform = offset * GetTransform(); // draw the checkers background data.Checkers.Run(data.Buffer, finalTransform, models.Settings.AlphaBackground); // blend over the final image dev.OutputMerger.BlendState = data.AlphaBlendState; shader.Run(data.Buffer, finalTransform, data.GetCrop(models, layer), models.Display.Multiplier, models.Display.DisplayNegative, texture, data.GetSampler(models.Display.LinearInterpolation), xaxis, yaxis, zvalue); dev.OutputMerger.BlendState = data.DefaultBlendState; }