/// <summary> /// Called once per frame, the call is the entry point for 3d rendering. This /// function sets up render states, clears the viewport, and renders the scene. /// </summary> protected override void Render() { //Clear the backbuffer to a Blue color device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0); //Set the view matrix device.Transform.View = camera.ViewMatrix; //Begin the scene device.BeginScene(); device.RenderState.ZBufferEnable = false; device.RenderState.Lighting = false; spaceSphere.Render(); device.RenderState.Lighting = true; device.RenderState.ZBufferEnable = true; device.Transform.World = playerShip.Position.WorldMatrix; playerShip.Render(); if (debugging) { drawingFont.DrawText(5, 5, Color.Yellow, debugText); } device.EndScene(); }
public void Render() { switch (this.state) { case ShipState.Normal: { device.RenderState.Lighting = true; device.RenderState.ZBufferEnable = true; device.Transform.World = shipMesh.Position.WorldMatrix; shipMesh.Render(); vaporTrail.Render(); shots.Render(); break; } case ShipState.Dying: { vaporTrail.Render(); shockWave.Render(); break; } default: { return; } } }
/// <summary> /// Called once per frame, the call is the entry point for 3d rendering. This /// function sets up render states, clears the viewport, and renders the scene. /// </summary> protected override void Render() { RenderBGPointer(); //Clear the backbuffer to a Blue color device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0); //Set the view matrix device.Transform.View = viewMatrix; //Begin the scene device.BeginScene(); device.RenderState.ZBufferEnable = false; device.RenderState.Lighting = false; spaceSphere.Render(); device.RenderState.Lighting = true; device.RenderState.ZBufferEnable = true; device.Transform.World = playerShip.Position.WorldMatrix; playerShip.Render(); opponentShip.Render(); //Render our targeting pointer using (Sprite pointerSprite = new Sprite(device)) { pointerSprite.Begin(SpriteFlags.AlphaBlend); pointerSprite.Draw(bgPointerTexture, new Rectangle(0, 0, 128, 128), new Vector3(0, 0, 0), new Vector3(42, this.Height - 250, 0), Color.White); pointerSprite.Transform = Matrix.Identity; pointerSprite.Draw(vectorPanel, new Rectangle(0, 0, 193, 173), new Vector3(0, 0, 0), new Vector3(10, this.Height - 282, 0), Color.White); pointerSprite.End(); } //Output the scores drawingFont.DrawText(5, 20, Color.Red, playerShip.HostName.ToString() + ":"); drawingFont.DrawText(100, 20, Color.Red, playerShip.Score.ToString()); if (remotePlayerActive) { drawingFont.DrawText(5, 45, Color.White, peer.RemotePlayer.Name + ":"); drawingFont.DrawText(100, 45, Color.White, opponentShip.Score.ToString()); } //Display any status messages if (statusMessageTimer < Constants.StatusMessageDisplayTime) { drawingFont.DrawText(200, screenCenter.Y, Color.FromArgb(200, 220, 220, 255), statusMessage); } if (debugging) { drawingFont.DrawText(5, 5, Color.Yellow, debugText); } device.EndScene(); }
/// <summary> /// Called once per frame, the call is the entry point for 3d rendering. This /// function sets up render states, clears the viewport, and renders the scene. /// </summary> protected override void Render() { input.GetInputState(); //Clear the backbuffer to a Blue color device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0); //Begin the scene device.BeginScene(); device.Transform.World = spaceSphere.Position.WorldMatrix; spaceSphere.Render(); drawingFont.DrawText(5, 5, Color.White, "X: " + destination.X + " Y: " + destination.Y); device.EndScene(); }
public void Render() { device.RenderState.Lighting = false; device.RenderState.CullMode = Cull.None; device.RenderState.AlphaBlendOperation = BlendOperation.Add; device.RenderState.SourceBlend = Blend.One; device.RenderState.DestinationBlend = Blend.One; device.RenderState.AlphaBlendEnable = true; device.Transform.World = shockWaveMesh.Position.WorldMatrix; shockWaveMesh.Render(true, true); device.RenderState.AlphaBlendEnable = false; device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.CullMode = Cull.CounterClockwise; device.RenderState.Lighting = true; }
public void Render() { if (disposing | !alive) { return; } device.RenderState.Lighting = false; device.RenderState.AlphaBlendEnable = true; device.RenderState.AlphaBlendOperation = BlendOperation.Add; device.RenderState.AlphaSourceBlend = Blend.One; device.RenderState.DestinationBlend = Blend.One; device.Transform.World = photonMesh.Position.WorldMatrix; photonMesh.Render(); device.RenderState.AlphaBlendEnable = false; device.RenderState.Lighting = true; }
/// <summary> /// Called once per frame, the call is the entry point for 3d rendering. This /// function sets up render states, clears the viewport, and renders the scene. /// </summary> protected override void Render() { RenderBGPointer(); //Clear the backbuffer to a Blue color device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0); //Set the view matrix device.Transform.View = viewMatrix; //Begin the scene device.BeginScene(); device.RenderState.ZBufferEnable = false; device.RenderState.Lighting = false; spaceSphere.Render(); device.RenderState.Lighting = true; device.RenderState.ZBufferEnable = true; device.Transform.World = playerShip.Position.WorldMatrix; playerShip.Render(); opponentShip.Render(); //Render our targeting pointer using (Sprite pointerSprite = new Sprite(device)) { pointerSprite.Begin(SpriteFlags.AlphaBlend); pointerSprite.Draw(bgPointerTexture, new Rectangle(0, 0, 128, 128), new Vector3(0, 0, 0), new Vector3(42, this.Height - 250, 0), Color.White); pointerSprite.Transform = Matrix.Identity; pointerSprite.Draw(vectorPanel, new Rectangle(0, 0, 193, 173), new Vector3(0, 0, 0), new Vector3(10, this.Height - 282, 0), Color.White); pointerSprite.End(); } if (debugging) { drawingFont.DrawText(5, 5, Color.Yellow, debugText); } device.EndScene(); }
public void Render() { arrowMesh.Render(); }