Beispiel #1
0
        public void Draw()
        {
            Game1.BscEffect.World           = Game1.World;
            Game1.BscEffect.View            = Game1.View;
            Game1.BscEffect.Projection      = Game1.projection;
            Game1.BscEffect.TextureEnabled  = true;
            Game1.BscEffect.LightingEnabled = false;
            Game1.BscEffect.Texture         = Game1.Textures["LightningBig"];
            //Game1.BscEffect.Texture = Game1.podBase;
            Game1.BscEffect.AmbientLightColor = new Vector3(1f);
            Game1.BscEffect.Alpha             = (float)Math.Sin(_transparency);

            Game1.GraphicsGlobal.GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
            float much = 1f;

            short[] indices = new short[_count * 6];
            VertexPositionTexture[] vertices = new VertexPositionTexture[_nodes.Count];

            for (int i = 0; i <= vertices.GetLength(0) / 6 + _count / 3; i++)
            {
                if (i < (vertices.GetLength(0) / 6 + _count / 3))
                {
                    vertices[i * 4 + 0] = new VertexPositionTexture(new Vector3(_nodes[i], 0), new Vector2(0 + i / much, 0));
                    vertices[i * 4 + 1] = new VertexPositionTexture(new Vector3(_nodes[i + _count + 1], 0), new Vector2((i + 1) / much, 0));
                    vertices[i * 4 + 2] = new VertexPositionTexture(new Vector3(_nodes[i + _count * 2], 0), new Vector2(0 + i / much, 1));
                    vertices[i * 4 + 3] = new VertexPositionTexture(new Vector3(_nodes[i + _count * 3 + 1], 0), new Vector2((i + 1) / much, 1));
                }
                else
                {
                    vertices[i * 4 + 0] = new VertexPositionTexture(new Vector3(_nodes[_count - 1], 0), new Vector2(0 + i / much, 0));
                    vertices[i * 4 + 1] = new VertexPositionTexture(new Vector3(_nodes[_count], 0), new Vector2((i + 1) / much, 0));
                    vertices[i * 4 + 2] = new VertexPositionTexture(new Vector3(_nodes[_count * 3 - 1], 0), new Vector2(0 + i / much, 1));
                    vertices[i * 4 + 3] = new VertexPositionTexture(new Vector3(_nodes[_count * 3], 0), new Vector2((i + 1) / much, 1));
                }
            }

            for (int i = 0; i < _count; i++)
            {//vlevo dobre
                indices[i * 6 + 0] = (short)(i * 4 + 0);
                indices[i * 6 + 1] = (short)(i * 4 + 1);
                indices[i * 6 + 2] = (short)(i * 4 + 2);
                indices[i * 6 + 3] = (short)(i * 4 + 2);
                indices[i * 6 + 4] = (short)(i * 4 + 1);
                indices[i * 6 + 5] = (short)(i * 4 + 3);
            }

            IndexBuffer = new IndexBuffer(Game1.GraphicsGlobal.GraphicsDevice, typeof(short), indices.GetLength(0), BufferUsage.WriteOnly);
            IndexBuffer.SetData(indices);

            Game1.GraphicsGlobal.GraphicsDevice.Indices = IndexBuffer;

            VertexBuffer = new VertexBuffer(Game1.GraphicsGlobal.GraphicsDevice, typeof(VertexPositionTexture), vertices.GetLength(0), BufferUsage.WriteOnly);
            VertexBuffer.SetData(vertices);

            Game1.GraphicsGlobal.GraphicsDevice.SetVertexBuffer(VertexBuffer);

            RasterizerState rasterizerState = new RasterizerState();

            rasterizerState.CullMode = CullMode.None;
            Game1.GraphicsGlobal.GraphicsDevice.RasterizerState = rasterizerState;

            foreach (EffectPass pass in Game1.BscEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                Game1.GraphicsGlobal.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.GetLength(0), 0, _count * 2);
            }

            Effects.ResetEffect3D();
        }