Microsoft.Xna.Framework.Graphics.BasicEffect.OnApply C# (CSharp) Метод

OnApply() защищенный Метод

Lazily computes derived parameter values immediately before applying the effect.
protected OnApply ( ) : bool
Результат bool
        protected internal override bool OnApply()
        {
            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);
            
            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            if (lightingEnabled)
            {
                // Recompute the world inverse transpose and eye position?
                dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);

                
                // Check if we can use the only-bother-with-the-first-light shader optimization.
                bool newOneLight = !light1.Enabled && !light2.Enabled;
                
                if (oneLight != newOneLight)
                {
                    oneLight = newOneLight;
                    dirtyFlags |= EffectDirtyFlags.ShaderIndex;
                }
            }

            // Recompute the shader index?
            if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
            {
                int shaderIndex = 0;
                
                if (!fogEnabled)
                    shaderIndex += 1;
                
                if (vertexColorEnabled)
                    shaderIndex += 2;
                
                if (textureEnabled)
                    shaderIndex += 4;

                if (lightingEnabled)
                {
                    if (preferPerPixelLighting)
                        shaderIndex += 24;
                    else if (oneLight)
                        shaderIndex += 16;
                    else
                        shaderIndex += 8;
                }

                dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;

                if (_shaderIndex != shaderIndex)
                {
                    _shaderIndex = shaderIndex;
                    CurrentTechnique = Techniques[_shaderIndex];
                    return true;
                }
            }

            return false;
        }