Inheritance: GameObject
Beispiel #1
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        public override void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = Screen.Viewport;
            Screen.Viewport = model.World.Viewport;

            Camera camera = model.World.Camera;

            //lightDirection = new Vector4 (-Vector3.Cross (Vector3.Normalize (camera.TargetDirection), camera.UpVector), 1);
            pascalEffect.Parameters ["World"].SetValue (model.WorldMatrix * camera.WorldMatrix);
            pascalEffect.Parameters ["View"].SetValue (camera.ViewMatrix);
            pascalEffect.Parameters ["Projection"].SetValue (camera.ProjectionMatrix);

            pascalEffect.Parameters ["color1"].SetValue (Color.Yellow.ToVector4 ());
            pascalEffect.Parameters ["color2"].SetValue (Color.Red.ToVector4 ());

            pascalEffect.CurrentTechnique = pascalEffect.Techniques ["Technique1"];

            foreach (ModelMesh mesh in model.Model.Meshes) {
                mesh.Draw ();
            }

            // Setze den Viewport wieder auf den ganzen Screen
            Screen.Viewport = original;
        }
Beispiel #2
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 public override void DrawModel(GameModel model, GameTime time)
 {
     if (queuedModels + 1 >= modelQueue.Length) {
         Array.Resize (ref modelQueue, modelQueue.Length + 100);
     }
     modelQueue [queuedModels++] = model;
 }
Beispiel #3
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        public override void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = Screen.Viewport;
            Screen.Viewport = model.World.Viewport;

            Camera camera = model.World.Camera;

            zNebulaEffect.Parameters ["World"].SetValue (model.WorldMatrix * camera.WorldMatrix);
            zNebulaEffect.Parameters ["View"].SetValue (camera.ViewMatrix);
            zNebulaEffect.Parameters ["Projection"].SetValue (camera.ProjectionMatrix);

            zNebulaEffect.CurrentTechnique = zNebulaEffect.Techniques ["Simplest"];

            foreach (ModelMesh mesh in model.Model.Meshes) {
                mesh.Draw ();
            }

            // Setze den Viewport wieder auf den ganzen Screen
            Screen.Viewport = original;
        }
Beispiel #4
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        protected void ModifyBasicEffect(BasicEffect effect, GameModel model)
        {
            ModifyBasicEffect (effect: effect, obj: model as IGameObject);

            // colors
            if (!model.Coloring.IsTransparent) {
                effect.DiffuseColor = model.Coloring.MixedColor.ToVector3 ();
            }
            effect.Alpha = model.Coloring.Alpha;
        }
Beispiel #5
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        /// <summary>
        /// Zeichnet das Spielmodell model mit diesem Rendereffekt.
        /// </summary>
        public virtual void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = Screen.Viewport;
            Screen.Viewport = model.World.Viewport;

            foreach (ModelMesh mesh in model.Model.Meshes) {
                foreach (ModelMeshPart part in mesh.MeshParts) {
                    if (part.Effect is BasicEffect) {
                        ModifyBasicEffect (effect: part.Effect as BasicEffect, model: model);
                    }
                }
            }

            foreach (ModelMesh mesh in model.Model.Meshes) {
                mesh.Draw ();
            }

            // Setze den Viewport wieder auf den ganzen Screen
            Screen.Viewport = original;
        }
Beispiel #6
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        public override void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = Screen.Viewport;
            Screen.Viewport = model.World.Viewport;

            SetShaderParameters (obj: model, time: time);

            foreach (ModelMesh mesh in model.Model.Meshes) {
                mesh.Draw ();
            }

            // Setze den Viewport wieder auf den ganzen Screen
            Screen.Viewport = original;
        }
Beispiel #7
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 protected void ModifyBasicEffect(BasicEffect effect, GameModel model)
 {
 }
Beispiel #8
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        /// <summary>
        /// Zeichnet das Spielmodell model mit diesem Rendereffekt.
        /// </summary>
        public virtual void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = screen.Viewport;
            screen.Viewport = model.World.Viewport;

            // hier würde das Modell gezeichnet werden

            // Setze den Viewport wieder auf den ganzen Screen
            screen.Viewport = original;
        }
Beispiel #9
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        /// <summary>
        /// Zeichnet das Spielmodell model mit dem Cel-Shading-Effekt.
        /// Eine Anwendung des NVIDIA-Toon-Shaders.
        /// </summary>
        public override void DrawModel(GameModel model, GameTime time)
        {
            // Setze den Viewport auf den der aktuellen Spielwelt
            Viewport original = Screen.Viewport;
            Screen.Viewport = model.World.Viewport;

            Camera camera = model.World.Camera;
            lightDirection = new Vector4 (-Vector3.Cross (Vector3.Normalize (camera.PositionToTargetDirection), camera.UpVector), 1);
            celShader.Parameters ["LightDirection"].SetValue (lightDirection);
            celShader.Parameters ["World"].SetValue (model.WorldMatrix * camera.WorldMatrix);
            celShader.Parameters ["InverseWorld"].SetValue (Matrix.Invert (model.WorldMatrix * camera.WorldMatrix));
            celShader.Parameters ["View"].SetValue (camera.ViewMatrix);
            celShader.Parameters ["Projection"].SetValue (camera.ProjectionMatrix);
            celShader.CurrentTechnique = celShader.Techniques ["ToonShader"];

            if (!model.Coloring.IsTransparent) {
                Color = model.Coloring.MixedColor;
            }

            foreach (ModelMesh mesh in model.Model.Meshes) {
                mesh.Draw ();
            }

            // Setze den Viewport wieder auf den ganzen Screen
            Screen.Viewport = original;
        }