SpriteRenderer Editor, enabled alpha-blending and depth

This commit is contained in:
Simon Lübeß
2022-04-02 00:10:00 +02:00
parent c13b0a26d1
commit d47bc37886
3 changed files with 31 additions and 7 deletions
+11 -6
View File
@@ -15,10 +15,11 @@ namespace GlitchyEditor
RasterizerState _rasterizerState ~ _?.ReleaseRef();
RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
GraphicsContext _context ~ _.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _.ReleaseRef();
BlendState _opaqueBlendState ~ _.ReleaseRef();
DepthStencilState _depthStencilState ~ _.ReleaseRef();
Scene _scene = new Scene() ~ delete _;
@@ -116,6 +117,9 @@ namespace GlitchyEditor
_alphaBlendState = new BlendState(blendDesc);
_opaqueBlendState = new BlendState(.Default);
DepthStencilStateDescription dsDesc = .();
_depthStencilState = new DepthStencilState(dsDesc);
_viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float});
_viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
}
@@ -143,12 +147,13 @@ namespace GlitchyEditor
RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.SetRenderTarget(_viewportTarget);
RenderCommand.SetRenderTarget(_viewportTarget, 0, true);
RenderCommand.BindRenderTargets();
RenderCommand.SetViewport(Viewport(0, 0, _viewportTarget.Width, _viewportTarget.Height));
RenderCommand.SetBlendState(_opaqueBlendState);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
//Renderer.BeginScene(_cameraController.Camera);
@@ -160,7 +165,7 @@ namespace GlitchyEditor
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.SetRenderTarget(null);
RenderCommand.SetRenderTarget(null, 0, true);
RenderCommand.BindRenderTargets();
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);