示例#1
0
        public void EndGL11()
        {
            // Disable Blending by default = BlendState.Opaque
            GL11.Disable(ALL11.Blend);

            // set the blend mode
            if (_blendState == BlendState.NonPremultiplied)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.AlphaBlend)
            {
                GL11.BlendFunc(ALL11.One, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Additive)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.One);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiply)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.Zero);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiplyx2)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.SrcColor);
                GL11.Enable(ALL11.Blend);
            }

            // set camera
            GL11.MatrixMode(ALL11.Projection);
            GL11.LoadIdentity();

            GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Enable(ALL11.ScissorTest);
            }


            GL11.MatrixMode(ALL11.Modelview);

            GL11.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL11.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL11.Disable(ALL11.DepthTest);
            GL11.TexEnv(ALL11.TextureEnv, ALL11.TextureEnvMode, (int)ALL11.BlendSrc);
            GL11.Enable(ALL11.Texture2D);
            GL11.EnableClientState(ALL11.VertexArray);
            GL11.EnableClientState(ALL11.ColorArray);
            GL11.EnableClientState(ALL11.TextureCoordArray);

            // No need to cull sprites. they will all be same-facing by construction.
            // Plus, setting frontface to Clockwise is a troll move.
            GLStateManager.Cull(CullMode.None);
            GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatchGL11(_sortMode, _samplerState);

            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Disable(ALL11.ScissorTest);
            }
        }
示例#2
0
        public void EndGL11()
        {
            // Disable Blending by default = BlendState.Opaque
            GL11.Disable(ALL11.Blend);

            // set the blend mode
            if (_blendState == BlendState.NonPremultiplied)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.AlphaBlend)
            {
                GL11.BlendFunc(ALL11.One, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Additive)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.One);
                GL11.Enable(ALL11.Blend);
            }

            // set camera
            GL11.MatrixMode(ALL11.Projection);
            GL11.LoadIdentity();

#if ANDROID
            // Switch on the flags.
            switch (this.graphicsDevice.PresentationParameters.DisplayOrientation)
            {
            case DisplayOrientation.LandscapeRight:
            {
                GL11.Rotate(180, 0, 0, 1);
                GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }

            case DisplayOrientation.LandscapeLeft:
            case DisplayOrientation.PortraitUpsideDown:
            default:
            {
                GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }
            }
#else
            GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
#endif

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Enable(ALL11.ScissorTest);
            }


            GL11.MatrixMode(ALL11.Modelview);

            var client = Game.Instance.Window.ClientBounds;
            GL11.Viewport(client.X, client.Y, client.Width, client.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL11.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL11.Disable(ALL11.DepthTest);
            GL11.TexEnv(ALL11.TextureEnv, ALL11.TextureEnvMode, (int)ALL11.SrcAlpha);
            GL11.Enable(ALL11.Texture2D);
            GL11.EnableClientState(ALL11.VertexArray);
            GL11.EnableClientState(ALL11.ColorArray);
            GL11.EnableClientState(ALL11.TextureCoordArray);

            // Enable Culling for better performance
            GL11.Enable(ALL11.CullFace);
            GL11.FrontFace(ALL11.Cw);
            GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatchGL11(_sortMode, _samplerState);

            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Disable(ALL11.ScissorTest);
            }
        }