Beispiel #1
0
        public bool Render()
        {
            D3D.BeginScene(0.0f, 0f, 0f, 1.0f);
            Camera.Render();

            foreach (BaseShader Shader in RenderStorageSingleton.Instance.ShaderManager.shaders.Values)
            {
                Shader.InitCBuffersFrame(D3D.DeviceContext, Camera, WorldSettings);
            }

            foreach (IRenderer RenderEntry in Assets.Values)
            {
                RenderEntry.UpdateBuffers(D3D.Device, D3D.DeviceContext);
                RenderEntry.Render(D3D.Device, D3D.DeviceContext, Camera);
            }

            //navigationGrids[0].Render(D3D.Device, D3D.DeviceContext, Camera);
            foreach (var grid in navigationGrids)
            {
                grid.Render(D3D.Device, D3D.DeviceContext, Camera);
            }

            translokatorGrid.Render(D3D.Device, D3D.DeviceContext, Camera);
            selectionBox.UpdateBuffers(D3D.Device, D3D.DeviceContext);
            selectionBox.Render(D3D.Device, D3D.DeviceContext, Camera);
            TranslationGizmo.UpdateBuffers(D3D.Device, D3D.DeviceContext);
            TranslationGizmo.Render(D3D.Device, D3D.DeviceContext, Camera);
            clouds.UpdateBuffers(D3D.Device, D3D.DeviceContext);
            clouds.Render(D3D.Device, D3D.DeviceContext, Camera);
            sky.DoRender = WorldSettings.RenderSky;
            sky.UpdateBuffers(D3D.Device, D3D.DeviceContext);
            sky.Render(D3D.Device, D3D.DeviceContext, Camera);
            D3D.EndScene();
            return(true);
        }
        public bool Render()
        {
            D3D.BeginScene(0.0f, 0f, 0f, 1.0f);
            Camera.Render();

            foreach (KeyValuePair <ulong, BaseShader> shader in RenderStorageSingleton.Instance.ShaderManager.shaders)
            {
                shader.Value.InitCBuffersFrame(D3D.DeviceContext, Camera, Light);
            }

            foreach (KeyValuePair <int, IRenderer> entry in Assets)
            {
                entry.Value.UpdateBuffers(D3D.Device, D3D.DeviceContext);
                entry.Value.Render(D3D.Device, D3D.DeviceContext, Camera, Light);
            }

            D3D.EndScene();
            return(true);
        }