/// <summary>
        /// Renderiza la malla, si esta habilitada.
        /// Para que haya animacion se tiene que haber seteado una y haber
        /// llamado previamente al metodo updateAnimation()
        /// Sino se renderiza la pose fija de la malla
        /// </summary>
        public void render()
        {
            if (!enabled)
            {
                return;
            }

            Device device = GuiController.Instance.D3dDevice;

            TgcTexture.Manager texturesManager = GuiController.Instance.TexturesManager;

            //Aplicar transformaciones
            updateMeshTransform();

            //Cargar VertexDeclaration
            device.VertexDeclaration = vertexDeclaration;

            //Activar AlphaBlending si corresponde
            activateAlphaBlend();


            //Renderizar segun el tipo de render de la malla
            switch (renderType)
            {
            case MeshRenderType.VERTEX_COLOR:

                //Hacer reset de texturas y materiales
                texturesManager.clear(0);
                texturesManager.clear(1);
                device.Material = TgcD3dDevice.DEFAULT_MATERIAL;

                //Dibujar mesh
                d3dMesh.DrawSubset(0);
                break;

            case MeshRenderType.DIFFUSE_MAP:

                //Hacer reset de Lightmap
                texturesManager.clear(1);

                //Dibujar cada subset con su Material y DiffuseMap correspondiente
                for (int i = 0; i < materials.Length; i++)
                {
                    device.Material = materials[i];
                    texturesManager.set(0, diffuseMaps[i]);
                    d3dMesh.DrawSubset(i);
                }
                break;
            }

            //Desactivar alphaBlend
            resetAlphaBlend();
        }
Beispiel #2
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        /// <summary>
        /// Renderizar la caja
        /// </summary>
        public void render()
        {
            if (!enabled)
            {
                return;
            }

            Device d3dDevice = GuiController.Instance.D3dDevice;

            TgcTexture.Manager texturesManager = GuiController.Instance.TexturesManager;

            //transformacion
            if (autoTransformEnable)
            {
                this.transform = Matrix.RotationYawPitchRoll(rotation.Y, rotation.X, rotation.Z) * Matrix.Translation(translation);
            }
            d3dDevice.Transform.World = this.transform;

            //Activar AlphaBlending
            activateAlphaBlend();

            //renderizar
            if (texture != null)
            {
                texturesManager.set(0, texture);
            }
            else
            {
                texturesManager.clear(0);
            }

            texturesManager.clear(1);
            d3dDevice.Material = TgcD3dDevice.DEFAULT_MATERIAL;

            d3dDevice.VertexFormat = CustomVertex.PositionColoredTextured.Format;
            d3dDevice.SetStreamSource(0, vertexBuffer, 0);
            d3dDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);

            //Desactivar AlphaBlend
            resetAlphaBlend();
        }
Beispiel #3
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        /// <summary>
        /// Renderizar la pared
        /// </summary>
        public void render()
        {
            if (!enabled)
            {
                return;
            }

            Device d3dDevice = GuiController.Instance.D3dDevice;

            TgcTexture.Manager texturesManager = GuiController.Instance.TexturesManager;

            activateAlphaBlend();

            texturesManager.set(0, texture);
            texturesManager.clear(1);
            d3dDevice.Material        = TgcD3dDevice.DEFAULT_MATERIAL;
            d3dDevice.Transform.World = Matrix.Identity;

            d3dDevice.VertexFormat = CustomVertex.PositionTextured.Format;
            d3dDevice.DrawUserPrimitives(PrimitiveType.TriangleList, 2, vertices);

            resetAlphaBlend();
        }
        /// <summary>
        /// Dibujar particulas.
        /// Emite particulas a medida que avanza el tiempo.
        /// </summary>
        public void render()
        {
            if (!enabled)
            {
                return;
            }

            //Ver si hay que generar nuevas particulas
            float elapsedTime = GuiController.Instance.ElapsedTime;

            tiempoAcumulado += elapsedTime;
            if (tiempoAcumulado >= this.creationFrecuency && playing)
            {
                tiempoAcumulado = 0.0f;

                //Inicializa y agrega una particula a la lista de particulas vivas.
                this.createParticle();
            }

            //Dibujar particulas existentes
            if (this.particlesAlive.Count > 0)
            {
                Device             device          = GuiController.Instance.D3dDevice;
                TgcTexture.Manager texturesManager = GuiController.Instance.TexturesManager;

                //Cargar VertexDeclaration
                device.VertexDeclaration = vertexDeclaration;

                //Fijo la textura actual de la particula.
                texturesManager.clear(0);
                texturesManager.clear(1);
                texturesManager.set(0, texture);
                device.Material = TgcD3dDevice.DEFAULT_MATERIAL;
                device.RenderState.AlphaBlendEnable   = true;
                device.RenderState.ZBufferWriteEnable = false;
                device.Transform.World = Matrix.Identity;

                // Va recorriendo la lista de particulas vivas,
                // actualizando el tiempo de vida restante, y dibujando.
                Particle p = this.particlesAlive.peek();
                while (p != null)
                {
                    p.TimeToLive -= elapsedTime;

                    if (p.TimeToLive <= 0)
                    {
                        //Saco la particula de la lista de particulas vivas.
                        this.particlesAlive.dequeue(out p);

                        //Inserto la particula en la lista de particulas muertas.
                        this.particlesDead.Push(p);
                    }
                    else
                    {
                        //Actualizo y Dibujo la partícula
                        this.updateExistingParticle(elapsedTime, p);
                        this.renderParticle(p);
                    }

                    p = this.particlesAlive.peekNext();
                }

                //Restaurar valores de RenderState
                device.RenderState.AlphaBlendEnable   = false;
                device.RenderState.ZBufferWriteEnable = true;
            }
        }
Beispiel #5
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        /// <summary>
        /// Se redefine este método para agregar shaders.
        /// Es el mismo código del executeRender() pero con la sección de "MeshRenderType.DIFFUSE_MAP" ampliada
        /// para Shaders.
        /// </summary>
        public new void executeRender()
        {
            Device device = GuiController.Instance.D3dDevice;

            TgcTexture.Manager texturesManager = GuiController.Instance.TexturesManager;

            //Aplicar transformacion de malla
            if (autoTransformEnable)
            {
                this.transform = Matrix.Identity
                                 * Matrix.Scaling(scale)
                                 * Matrix.RotationYawPitchRoll(rotation.Y, rotation.X, rotation.Z)
                                 * Matrix.Translation(translation);
            }
            //estas son las matrices comunes q tienen todos los shaders que hicimos, y q tienen que ser actualizadas
            device.Transform.World = this.transform;
            effect.SetValue("xWorld", device.Transform.World);
            effect.SetValue("xWorldViewProj", device.Transform.World * device.Transform.View * device.Transform.Projection);
            effect.CommitChanges();

            //Cargar VertexDeclaration
            device.VertexDeclaration = vertexDeclaration;


            //Renderizar segun el tipo de render de la malla
            switch (renderType)
            {
            case MeshRenderType.VERTEX_COLOR:

                //Hacer reset de texturas y materiales
                texturesManager.clear(0);
                texturesManager.clear(1);
                device.Material = TgcD3dDevice.DEFAULT_MATERIAL;

                int numPasses = effect.Begin(0);
                for (int n = 0; n < numPasses; n++)
                {
                    //Iniciar pasada de shader
                    effect.BeginPass(n);
                    //Dibujar mesh
                    d3dMesh.DrawSubset(0);
                    effect.EndPass();
                }
                //Finalizar shader
                effect.End();
                break;

            case MeshRenderType.DIFFUSE_MAP:

                //Hacer reset de Lightmap
                texturesManager.clear(1);

                //Iniciar Shader e iterar sobre sus Render Passes
                int numPasses2 = effect.Begin(0);
                for (int n = 0; n < numPasses2; n++)
                {
                    //Iniciar pasada de shader
                    effect.BeginPass(n);

                    //Dibujar cada subset con su Material y DiffuseMap correspondiente
                    for (int i = 0; i < materials.Length; i++)
                    {
                        device.Material = materials[i];
                        texturesManager.set(0, diffuseMaps[i]);
                        d3dMesh.DrawSubset(i);
                    }
                    //Finalizar pasada
                    effect.EndPass();
                }
                //Finalizar shader
                effect.End();

                break;

            case MeshRenderType.DIFFUSE_MAP_AND_LIGHTMAP:

                break;
            }
        }