public void Render(RenderParamsListArray paramsListArray)
        {
            foreach(Emitter it in m_Emitters)
            {
                var device = Engine.Global.Device3d.GetDevice();
                // try to get the matched input-layout
                var layout = Engine.Global.Device3d.GetInputLayout("ParticleFX", Particle.ParticleVSIn.GetVertexDesc());
                device.ImmediateContext.InputAssembler.InputLayout = layout;
                device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
                device.ImmediateContext.InputAssembler.SetVertexBuffers(0, it.m_VBBinding);

                // setup effect
                float scale = 5.0f;
                Matrix objToWorld = Matrix.Transformation(new Vector3(scale),
                    Quaternion.Identity, new Vector3(1.0f, 1.0f, 1.0f), Vector3.Zero,
                    Quaternion.Identity, new Vector3(0.0f, 0.0f, 5.0f));

                var paramslist = new RenderParamsList();
                paramslist.Set("WorldXf", objToWorld);

                paramsListArray.Push(paramslist);

                var fx = Engine.Global.Device3d.GetEffect("ParticleFX");
                fx.Apply(paramsListArray);

                // draw
                device.ImmediateContext.Draw(it.GetNumAliveParticles(), 0);
                Engine.Global.Device3d.SetDefaultstate();

                paramsListArray.Pop();
            }
        }
Beispiel #2
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        public override void Render(RenderParamsListArray paramsListArray )
        {
            {
                var device = Engine.Global.Device3d.GetDevice();
                // try to get the matched input-layout
                var layout = Engine.Global.Device3d.GetInputLayout("Tess_Generic", m_VertDesc.Decl);
                device.ImmediateContext.InputAssembler.InputLayout = layout;
                device.ImmediateContext.InputAssembler.PrimitiveTopology = m_MeshDesc.Topology;
                device.ImmediateContext.InputAssembler.SetIndexBuffer(Engine.Global.Device3d.GetBuffer("QuadIB"), Format.R32_UInt, 0);
                device.ImmediateContext.InputAssembler.SetVertexBuffers(0, m_MeshDesc.VBBinding);

                // setup effect
                float scale = 5.0f;
                Matrix objToWorld = Matrix.Transformation(new Vector3(scale),
                    Quaternion.Identity, new Vector3(1.0f, 1.0f, 1.0f), Vector3.Zero,
                    Quaternion.Identity, new Vector3(0.0f, 0.0f, 20.0f));

                var paramslist = new RenderParamsList();
                paramslist.Set("WorldXf", objToWorld);
                paramslist.Set("g_TessFactor", m_TessParam);

                paramsListArray.Push(paramslist);

                var fx = Engine.Global.Device3d.GetEffect("Tess_Generic");
                fx.Apply(paramsListArray);

                // draw
                device.ImmediateContext.DrawIndexed(m_MeshDesc.IndexCount, 0, 0);
                Engine.Global.Device3d.SetDefaultstate();

                paramsListArray.Pop();
            }
        }
Beispiel #3
0
        public void Render()
        {
            // set the scene variable
            var paramslist = new RenderParamsList();
            paramslist.Set("ViewXf", m_currCamera.WorldToCam());
            paramslist.Set("ViewIXf", m_currCamera.CamToWorld());
            paramslist.Set("ProjectionXf", m_currCamera.CamToProj());

            m_GlobalParams.Push(paramslist);

            // set RenderTarget and ViewPort
            if (m_currPostprocessChain.Enable)
            {
                Global.Device3d.SetRenderTarget("MainGameRT");
            }
            else
            {
                Global.Device3d.SetRenderTarget("BackBuffer");
                Global.Device3d.SetDepthStencilTarget("BackBuffer");
            }

            Global.Device3d.BeginFrame();

            // clear the current back buffer
            Global.Device3d.ClearColor(Color.Turquoise);
            Global.Device3d.ClearDepthStencil(1.0f, 0);

            m_TerrainRenderer.Render(m_GlobalParams);
            m_BasicRenderer.Render(m_GlobalParams);
            m_ParticleRenderer.Render(m_GlobalParams);

            // draw the world
            foreach (World.Entity ent in m_currWorld.EntityList)
            {
                // draw code

            }

            Global.Device3d.EndFrame();

            m_GlobalParams.Pop();
        }
        public override void Render(RenderParamsListArray paramsListArray)
        {
            var device = Engine.Global.Device3d.GetDevice();
            // try to get the matched input-layout
            var layout = Engine.Global.Device3d.GetInputLayout("FxRendercraft_Terrain", m_VertDesc.Decl);
            device.ImmediateContext.InputAssembler.InputLayout = layout;
            device.ImmediateContext.InputAssembler.PrimitiveTopology = m_MeshDesc.Topology;
            //device.ImmediateContext.InputAssembler.SetIndexBuffer(Engine.Global.Device3d.GetBuffer("QuadIB"), Format.R32_UInt, 0);
            device.ImmediateContext.InputAssembler.SetVertexBuffers(0, m_MeshDesc.VBBinding);

            var paramslist = new RenderParamsList();
            paramslist.Set("WorldXf", Matrix.Identity);

            paramsListArray.Push(paramslist);

            var fx = Engine.Global.Device3d.GetEffect("FxRendercraft_Terrain");
            fx.Apply(paramsListArray);

            // draw
            device.ImmediateContext.Draw(m_MeshDesc.VertexCount, 0);
            Engine.Global.Device3d.SetDefaultstate();

            paramsListArray.Pop();
        }