Beispiel #1
0
        /// 描画処理
        public override bool DoDraw2( DemoGame.GraphicsDevice graphDev ,Vector3 BasePos )
        {
            //       useMdlHdl.Render( graphDev, baseMtx * Matrix4.Scale(new Vector3(0.15f, 0.15f, 0.15f)) );

            //        Matrix4 mtx = GetBoneMatrix( 2 );
            //        Common.VectorUtil.Set( ref BodyPos, mtx.M41, mtx.M42, mtx.M43 );
            //        boundingShape.SetMult( mtx );

            var currentMatrix = CalcSpriteMatrix(graphDev.GetCurrentCamera().Pos ,BasePos);
            var worldViewProj = graphDev.GetCurrentCamera().Projection * graphDev.GetCurrentCamera().View * currentMatrix;

            spriteShader.SetUniformValue(0, ref worldViewProj);

            graphDev.Graphics.SetShaderProgram(spriteShader);
            graphDev.Graphics.SetVertexBuffer(0, vertices);
            graphDev.Graphics.SetTexture(0, StaticDataList.textureUnified);

            //		graphDev.Graphics.Enable(EnableMode.Blend);
            //        graphDev.Graphics.SetBlendFunc(BlendFuncMode.Add, BlendFuncFactor.SrcAlpha, BlendFuncFactor.OneMinusSrcAlpha);
            graphDev.Graphics.Disable(EnableMode.DepthTest);
            graphDev.Graphics.Enable(EnableMode.CullFace);
            graphDev.Graphics.SetCullFace(CullFaceMode.Back, CullFaceDirection.Ccw);
            graphDev.Graphics.DrawArrays(DrawMode.TriangleFan, 0, 4);

            return true;
        }
 /// 描画
 public override bool Draw( DemoGame.GraphicsDevice graphDev )
 {
     if( objMark.TypeId == 0 ){
     SetBillboardMatrix( graphDev.GetCurrentCamera() );
     }
     else{
     SetBillboardMatrixY( graphDev.GetCurrentCamera() );
     }
     objMark.Draw( graphDev );
     return true;
 }
        /// 描画処理
        public override bool DoDraw( DemoGame.GraphicsDevice graphDev )
        {
            if( billFlg == true ){
            SetBillboardMatrix( graphDev.GetCurrentCamera() );
            }
            else if( billYFlg == true ){
            SetBillboardMatrixY( graphDev.GetCurrentCamera() );
            }

            objEff.Draw( graphDev );
            return true;
        }
Beispiel #4
0
        /// 描画処理
        public override bool DoDraw2( DemoGame.GraphicsDevice graphDev ,Vector3 BasePos )
        {
            CalcSpriteMatrix(graphDev.GetCurrentCamera().Pos ,BasePos);
            ctrlResMgr.SetSpriteData(BasePos,rotation,uvPos,uvSize,texSize);

            return true;
        }
Beispiel #5
0
        /// 描画処理
        public override bool DoDraw2( DemoGame.GraphicsDevice graphDev ,Vector3 BasePos )
        {
            var currentMatrix = CalcSpriteMatrix(graphDev.GetCurrentCamera().Pos ,BasePos);
            var worldViewProj = graphDev.GetCurrentCamera().Projection * graphDev.GetCurrentCamera().View * currentMatrix;

            spriteShader.SetUniformValue(0, ref worldViewProj);

            graphDev.Graphics.SetShaderProgram(spriteShader);
            graphDev.Graphics.SetVertexBuffer(0, vertices);
            graphDev.Graphics.SetTexture(0, StaticDataList.textureUnified);

            graphDev.Graphics.Enable(EnableMode.CullFace);
            graphDev.Graphics.SetCullFace(CullFaceMode.None, CullFaceDirection.Ccw);
            graphDev.Graphics.Disable(EnableMode.DepthTest);
            graphDev.Graphics.DrawArrays(DrawMode.TriangleFan, 0, 4);

            return true;
        }
Beispiel #6
0
        /// デバック用
        ///---------------------------------------------------------------------------
        /// デバック用:描画
        public void Draw( DemoGame.GraphicsDevice graphDev, Rgba color )
        {
            DemoGame.RenderGeometry        drawTri = new DemoGame.RenderGeometry();
            drawTri.MakeTriangle();

            DemoGame.Camera camera = graphDev.GetCurrentCamera();

            for( int i=0; i<EntryNum; i++ ){
            drawTri.DrawTriangle( graphDev.Graphics, Triangle[i], camera, color );
            }

            drawTri        = null;
        }
        /// 描画処理
        public override bool DoDraw2( DemoGame.GraphicsDevice graphDev ,Vector3 BasePos )
        {
            var currentMatrix = CalcSpriteMatrix(graphDev.GetCurrentCamera().Pos ,BasePos);
            var worldViewProj = graphDev.GetCurrentCamera().Projection * graphDev.GetCurrentCamera().View * currentMatrix;

            spriteShader.SetUniformValue(0, ref worldViewProj);

            graphDev.Graphics.SetShaderProgram(spriteShader);
            graphDev.Graphics.SetVertexBuffer(0, vertices);
            graphDev.Graphics.SetTexture(0, StaticDataList.textureUnified);

            graphDev.Graphics.Enable(EnableMode.CullFace);
            graphDev.Graphics.SetCullFace(CullFaceMode.Front, CullFaceDirection.Ccw);
            graphDev.Graphics.Disable(EnableMode.DepthTest);
            graphDev.Graphics.DrawArrays(DrawMode.TriangleFan, 0, 4);
            if(TexIdForText < 3){
            if(appearCount == (int)Data.SetupValue.AppearAndLeaveTime && deadflag2 == false){
                ObjTex.changeText();
            }
            ObjTex.Draw2(graphDev, BasePos);
            }
            return true;
        }
Beispiel #8
0
        /// private メソッド
        ///---------------------------------------------------------------------------
        /// デバック用
        ///---------------------------------------------------------------------------
        /// デバック用:描画
        public void Draw( DemoGame.GraphicsDevice graphDev, int hitIdx, Rgba color1, Rgba color2 )
        {
            DemoGame.RenderGeometry        drawSph = new DemoGame.RenderGeometry();
            drawSph.MakeCapsule();

            DemoGame.Camera camera = graphDev.GetCurrentCamera();

            if( hitIdx < 0 ){
            drawSph.DrawCapsule( graphDev.Graphics, this.Capsule, camera, color1 );
            }
            else{
            drawSph.DrawCapsule( graphDev.Graphics, this.Capsule, camera, color2 );
            }

            drawSph        = null;
        }
Beispiel #9
0
 /// 描画(事前にモデルにアニメーションをセット)
 public bool RenderNoAnim( DemoGame.GraphicsDevice graphDev, Matrix4 matrix )
 {
     useModel.WorldMatrix = matrix;
     useModel.Update();
     useModel.Draw( graphDev.Graphics, useShaderCnr, graphDev.GetCurrentCamera().ViewProjection, eyeVec , 1.0f);
     return true;
 }
Beispiel #10
0
            /// 通常描画(描画時にモデルにアニメーションをセット)
            public bool Render( DemoGame.GraphicsDevice graphDev, Matrix4 matrix, float Brightness)
            {
                useModel.WorldMatrix = matrix;

                if( animPlayId >= 0 ){
                useModel.SetAnimFrame( animPlayId, animPlayTime );
                }

                useModel.Update();
                useModel.Draw( graphDev.Graphics, useShaderCnr, graphDev.GetCurrentCamera().ViewProjection, eyeVec ,Brightness);
                return true;
            }
Beispiel #11
0
	internal void DrawSprites(DemoGame.GraphicsDevice graphDev)
	{
		FrameBuffer fbuffer = graphicsContext.GetFrameBuffer() ;
//		Matrix4 projection = Matrix4.Ortho( 0, fbuffer.Width, fbuffer.Height, 0, -100.0f, 100.0f ) ;
        float aspect = graphicsContext.Screen.AspectRatio;
        float fov = FMath.Radians(45.0f);
		Matrix4 projection = graphDev.GetCurrentCamera().ViewProjection;
			
//		graphicsContext.Enable( EnableMode.Blend ) ;
		graphDev.Graphics.Enable(EnableMode.CullFace);
		graphDev.Graphics.SetCullFace(CullFaceMode.None, CullFaceDirection.Ccw);
        graphDev.Graphics.Disable(EnableMode.DepthTest);
		graphicsContext.SetVertexBuffer( 0, vertexBuffer ) ;
		for ( var sprite = drawList ; sprite != null ; sprite = sprite.drawNext ) {
			var material = sprite.Material ;
			graphicsContext.SetShaderProgram( material.ShaderProgram ) ;
			material.ShaderProgram.SetUniformValue( 0, ref projection ) ;
			graphicsContext.SetBlendFunc( material.BlendFunc ) ;
			graphicsContext.SetTexture( 0, material.Texture ) ;
			int next = ( sprite.drawNext == null ) ? indexCount : sprite.drawNext.indexID ;
			graphicsContext.DrawArrays( DrawMode.Triangles, sprite.indexID, next - sprite.indexID ) ;
		}
	}