Terraria v1.4.4.9
Terraria source code documentation
Loading...
Searching...
No Matches

◆ Render() [1/2]

virtual void ReLogic.Peripherals.RGB.RgbDevice.Render ( Fragment fragment,
ShaderBlendState blendState )
inlinevirtualinherited

Definition at line 83 of file RgbDevice.cs.

84 {
85 //IL_008b: Unknown result type (might be due to invalid IL or missing references)
86 //IL_0097: Unknown result type (might be due to invalid IL or missing references)
87 //IL_00a2: Unknown result type (might be due to invalid IL or missing references)
88 //IL_00a7: Unknown result type (might be due to invalid IL or missing references)
89 //IL_00d1: Unknown result type (might be due to invalid IL or missing references)
90 //IL_00d6: Unknown result type (might be due to invalid IL or missing references)
91 //IL_002e: Unknown result type (might be due to invalid IL or missing references)
92 //IL_003a: Unknown result type (might be due to invalid IL or missing references)
93 //IL_0057: Unknown result type (might be due to invalid IL or missing references)
94 //IL_005c: Unknown result type (might be due to invalid IL or missing references)
95 switch (blendState.Mode)
96 {
97 case BlendMode.PerPixelOpacity:
98 {
99 for (int j = 0; j < fragment.Count; j++)
100 {
101 _backBuffer.Colors[j] = Vector4.Lerp(_backBuffer.Colors[j], fragment.Colors[j], blendState.GlobalOpacity * fragment.Colors[j].W);
102 }
103 break;
104 }
105 case BlendMode.GlobalOpacityOnly:
106 {
107 for (int k = 0; k < fragment.Count; k++)
108 {
109 _backBuffer.Colors[k] = Vector4.Lerp(_backBuffer.Colors[k], fragment.Colors[k], blendState.GlobalOpacity);
110 }
111 break;
112 }
113 default:
114 {
115 for (int i = 0; i < fragment.Count; i++)
116 {
117 _backBuffer.Colors[i] = fragment.Colors[i];
118 }
119 break;
120 }
121 }
122 }
readonly Vector4[] Colors
Definition Fragment.cs:8
readonly Fragment _backBuffer
Definition RgbDevice.cs:12
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
Definition Vector4.cs:277

References ReLogic.Peripherals.RGB.RgbDevice._backBuffer, ReLogic.Peripherals.RGB.Fragment.Colors, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.ShaderBlendState.GlobalOpacity, Microsoft.Xna.Framework.Vector4.Lerp(), ReLogic.Peripherals.RGB.ShaderBlendState.Mode, and Microsoft.Xna.Framework.Vector4.W.

Referenced by ReLogic.Peripherals.RGB.ChromaPipeline.ProcessDevice().