public void Render(IXNAGame _game)
        {
            _game.GraphicsDevice.RenderState.DepthBufferEnable = true;
            ICamera oldCam = game.Camera;

            game.SetCamera(renderCamera);
            for (int i = 0; i < renderables.Count; i++)
            {
                if (renderables[i].VisibleReferenceCount > 0)
                {
                    renderables[i].Render();
                }
            }
            game.SetCamera(oldCam);
        }
Example #2
0
        public void BuildReflectMap(Camera mCamera, RenderDelegate renderDelegate)
        {
            DepthStencilBuffer oldDS = game.GraphicsDevice.DepthStencilBuffer;

            game.GraphicsDevice.DepthStencilBuffer = DepthBuffer;


            /*------------------------------------------------------------------------------------------
             * Render to the Reflection Map
             */

            //mGDevice.SetRenderState( RenderStates.ClipPlaneEnable, true );
            mGDevice.RenderState.CullMode = CullMode.CullClockwiseFace; // Cull.Clockwise;

            mGDevice.SetRenderTarget(0, mReflectMap);
            //ReflectMap.BeginScene();
            //ColorValue color = new ColorValue( 0, 0, 0, 0 );
            mGDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer,
                           new Color((int)(255 * .13f), (int)(255 * .19f), (int)(255 * .22f)), 1.0f, 0);
            //mGDevice.Clear( ClearFlags.Target | ClearFlags.ZBuffer, Color.FromArgb( (int)( 255 * .13f ), (int)( 255 * .19f ), (int)( 255 * .22f ) ), 1.0f, 0 );

            //reflection plane in local space
            //Plane waterPlaneL = new Plane( 0.0f, -1.0f, 0.0f, 2.7f * 1.5f );
            Plane waterPlaneL = new Plane(0.0f, -1.0f, 0.0f, 1f * 1.5f);

            Matrix wInvTrans = Matrix.Invert(WorldMatrix);

            wInvTrans = Matrix.Transpose(wInvTrans);

            //reflection plane in world space
            Plane waterPlaneW = Plane.Transform(waterPlaneL, wInvTrans);

            Matrix wvpInvTrans = Matrix.Invert(WorldMatrix * mCamera.ViewProj);

            wvpInvTrans = Matrix.Transpose(wvpInvTrans);

            //reflection plane in homogeneous space
            Plane waterPlaneH = Plane.Transform(waterPlaneL, wvpInvTrans);

            mGDevice.ClipPlanes[0].IsEnabled = true;

            //no clue why to use this
            //mGDevice.ClipPlanes[ 0 ].Plane = waterPlaneH;
            mGDevice.ClipPlanes[0].Plane = Plane.Transform(waterPlaneL, WorldMatrix * mCamera.ViewProj);

            Matrix reflMatrix = Matrix.Identity;

            reflMatrix = Matrix.CreateReflection(waterPlaneW);

            //mTerrain.ReflectionPass = true;


            ICamera      oldCam = game.Camera;
            CustomCamera cam    = new CustomCamera(game);

            cam.SetViewProjectionMatrix(reflMatrix * mCamera.View, mCamera.Projection);
            game.SetCamera(cam);


            //render scene objects
            renderDelegate(game);

            game.SetCamera(oldCam);

            /*mSkyModel.Render( mGDevice, mCamera, waterPlaneW );
             * drawTerrain( false, waterPlaneW );
             *
             * mWater.ReflectMap.EndScene();*/

            mGDevice.ClipPlanes.DisableAll();
            //mGDevice.SetRenderState( RenderStates.ClipPlaneEnable, false );
            //mGDevice.RenderState.CullMode = Cull.CounterClockwise;
            mGDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace; // Cull.Clockwise;
            game.GraphicsDevice.SetRenderTarget(0, null);

            game.GraphicsDevice.DepthStencilBuffer = oldDS;
        }