public void DrawCylinderTrigger(Matrix world, bool isSelected)
        {
            cylinderRenderData.worldViewProjection = world * viewProjection;

            if (isSelected)
            {
                cylinderRenderData.Color = selectedColor;
            }
            else
            {
                cylinderRenderData.Color = normalColor;
            }

            Device.SetFillModeDefault();
            Device.SetCullModeNone();
            Device.SetBlendStateAlphaBlend();
            Device.ApplyRasterState();
            Device.UpdateAllStates();

            Device.UpdateData(basicBuffer, cylinderRenderData);
            Device.DeviceContext.VertexShader.SetConstantBuffer(0, basicBuffer);
            basicShader.Apply();

            Cylinder.Draw(Device);
        }
Beispiel #2
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(SkyColor);
            GraphicsDevice.BlendState        = BlendState.AlphaBlend;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.SamplerStates[0]  = SamplerState.PointWrap;
            if (wireframeMode)
            {
                RasterizerState rasterizerState = new RasterizerState();
                rasterizerState.FillMode       = FillMode.WireFrame;
                GraphicsDevice.RasterizerState = rasterizerState;
            }
            else
            {
                GraphicsDevice.RasterizerState = RasterizerState.CullNone;
            }


            light.Draw(GraphicsDevice, Camera);
            teapot.Draw(GraphicsDevice, Camera);
            //cube.Draw(GraphicsDevice, Camera);
            geomCube.Draw(GraphicsDevice, Camera);
            geomCylinder.Draw(GraphicsDevice, Camera);
            geomSphere.Draw(GraphicsDevice, Camera);
            geomTorus.Draw(GraphicsDevice, Camera);
            floor.Draw(GraphicsDevice, Camera);

            DrawGrid();
            DrawDebugOverlay();

            Console.Draw(spriteBatch);

            base.Draw(gameTime);
        }
    private void Start()
    {
        DirectX dx = new DirectX();
        Sphere  s  = new Sphere(dx);

        s.Draw();
        Cube c = new Cube(dx);

        c.Draw();

        OpenGL   ogl = new OpenGL();
        Cylinder cy  = new Cylinder(ogl);

        cy.Draw();
    }
Beispiel #4
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        public void DrawCylinder(Matrix world, bool isSelected, Vector4 normalColor)
        {
            if (AssetMODL.renderBasedOnLodt && Vector3.Distance(Camera.Position, (Vector3)world.Row4) > 100f)
            {
                return;
            }

            renderData.worldViewProjection = world * viewProjection;
            renderData.Color = isSelected ? selectedColor : normalColor;

            device.UpdateData(basicBuffer, renderData);
            device.DeviceContext.VertexShader.SetConstantBuffer(0, basicBuffer);
            basicShader.Apply();

            Cylinder.Draw(device);
        }
Beispiel #5
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        public void DrawCylinder(Matrix world, bool isSelected, Vector4 normalColor)
        {
            renderData.worldViewProjection = world * viewProjection;
            renderData.Color = isSelected ? selectedColor : normalColor;

            device.SetCullModeNone();
            device.ApplyRasterState();
            device.SetBlendStateAlphaBlend();
            device.UpdateAllStates();

            device.UpdateData(basicBuffer, renderData);
            device.DeviceContext.VertexShader.SetConstantBuffer(0, basicBuffer);
            basicShader.Apply();

            Cylinder.Draw(device);
        }