示例#1
0
        internal EffectPass(Effect effect, EffectPass cloneSource)
        {
            Debug.Assert(effect != null, "Got a null effect!");
            Debug.Assert(cloneSource != null, "Got a null cloneSource!");

            _effect = effect;

            // Share all the immutable types.
            Name               = cloneSource.Name;
            _blendState        = cloneSource._blendState;
            _depthStencilState = cloneSource._depthStencilState;
            _rasterizerState   = cloneSource._rasterizerState;
            Annotations        = cloneSource.Annotations;
            _vertexShader      = cloneSource._vertexShader;
            _pixelShader       = cloneSource._pixelShader;
        }
示例#2
0
        /// <summary>
        /// Constructs a <see cref="SpriteBatch"/>.
        /// </summary>
        /// <param name="graphicsDevice">The <see cref="GraphicsDevice"/>, which will be used for sprite rendering.</param>
        /// <exception cref="ArgumentNullException">Thrown when <paramref name="graphicsDevice"/> is null.</exception>
        public SpriteBatch(GraphicsDevice graphicsDevice)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }

            this.GraphicsDevice = graphicsDevice;

            // Use a custom SpriteEffect so we can control the transformation matrix
            _spriteEffect    = new Effect(graphicsDevice, EffectResource.SpriteEffect.Bytecode);
            _matrixTransform = _spriteEffect.Parameters["MatrixTransform"];
            _spritePass      = _spriteEffect.CurrentTechnique.Passes[0];

            _batcher = new SpriteBatcher(graphicsDevice);

            _beginCalled = false;
        }
示例#3
0
        private static EffectPassCollection ReadPasses(BinaryReader reader, Effect effect, Shader[] shaders)
        {
            var count  = (int)reader.ReadByte();
            var passes = new EffectPass[count];

            for (var i = 0; i < count; i++)
            {
                var name        = reader.ReadString();
                var annotations = ReadAnnotations(reader);

                // Get the vertex shader.
                Shader vertexShader = null;
                var    shaderIndex  = (int)reader.ReadByte();
                if (shaderIndex != 255)
                {
                    vertexShader = shaders[shaderIndex];
                }

                // Get the pixel shader.
                Shader pixelShader = null;
                shaderIndex = (int)reader.ReadByte();
                if (shaderIndex != 255)
                {
                    pixelShader = shaders[shaderIndex];
                }

                BlendState        blend  = null;
                DepthStencilState depth  = null;
                RasterizerState   raster = null;
                if (reader.ReadBoolean())
                {
                    blend = new BlendState
                    {
                        AlphaBlendFunction    = (BlendFunction)reader.ReadByte(),
                        AlphaDestinationBlend = (Blend)reader.ReadByte(),
                        AlphaSourceBlend      = (Blend)reader.ReadByte(),
                        BlendFactor           = new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte()),
                        ColorBlendFunction    = (BlendFunction)reader.ReadByte(),
                        ColorDestinationBlend = (Blend)reader.ReadByte(),
                        ColorSourceBlend      = (Blend)reader.ReadByte(),
                        ColorWriteChannels    = (ColorWriteChannels)reader.ReadByte(),
                        ColorWriteChannels1   = (ColorWriteChannels)reader.ReadByte(),
                        ColorWriteChannels2   = (ColorWriteChannels)reader.ReadByte(),
                        ColorWriteChannels3   = (ColorWriteChannels)reader.ReadByte(),
                        MultiSampleMask       = reader.ReadInt32(),
                    };
                }
                if (reader.ReadBoolean())
                {
                    depth = new DepthStencilState
                    {
                        CounterClockwiseStencilDepthBufferFail = (StencilOperation)reader.ReadByte(),
                        CounterClockwiseStencilFail            = (StencilOperation)reader.ReadByte(),
                        CounterClockwiseStencilFunction        = (CompareFunction)reader.ReadByte(),
                        CounterClockwiseStencilPass            = (StencilOperation)reader.ReadByte(),
                        DepthBufferEnable      = reader.ReadBoolean(),
                        DepthBufferFunction    = (CompareFunction)reader.ReadByte(),
                        DepthBufferWriteEnable = reader.ReadBoolean(),
                        ReferenceStencil       = reader.ReadInt32(),
                        StencilDepthBufferFail = (StencilOperation)reader.ReadByte(),
                        StencilEnable          = reader.ReadBoolean(),
                        StencilFail            = (StencilOperation)reader.ReadByte(),
                        StencilFunction        = (CompareFunction)reader.ReadByte(),
                        StencilMask            = reader.ReadInt32(),
                        StencilPass            = (StencilOperation)reader.ReadByte(),
                        StencilWriteMask       = reader.ReadInt32(),
                        TwoSidedStencilMode    = reader.ReadBoolean(),
                    };
                }
                if (reader.ReadBoolean())
                {
                    raster = new RasterizerState
                    {
                        CullMode             = (CullMode)reader.ReadByte(),
                        DepthBias            = reader.ReadSingle(),
                        FillMode             = (FillMode)reader.ReadByte(),
                        MultiSampleAntiAlias = reader.ReadBoolean(),
                        ScissorTestEnable    = reader.ReadBoolean(),
                        SlopeScaleDepthBias  = reader.ReadSingle(),
                    };
                }

                passes[i] = new EffectPass(effect, name, vertexShader, pixelShader, blend, depth, raster, annotations);
            }

            return(new EffectPassCollection(passes));
        }