Example #1
0
        // drawRenderablePrimitives -- Draws the primitives
        public void drawRenderablePrimitives()
        {
            RenderablePrimitiveNode current = _headNode;

            while (current != null)
            {
                _graphicsDevice.Textures[0] = current.renderablePrimitive.texture;
                _primitivesEffect.Parameters["world"].SetValue(current.renderablePrimitive.worldMatrix);
                _primitivesEffect.CurrentTechnique.Passes["textured_primitives"].Apply();
                _graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, current.renderablePrimitive.vertices, 0, current.renderablePrimitive.primitiveCount, VertexPositionColorTexture.VertexDeclaration);
                //_graphicsDevice.DrawUserPrimitives<CustomVertexFormat>(PrimitiveType.TriangleList, current.renderablePrimitive.vertices, 0, current.renderablePrimitive.primitiveCount);

                current = current.next;
            }

            _headNode = null;
        }
Example #2
0
        // Add a renderable primitive to the draw list
        // TODO: This creates a lot of garbage... should consider refactoring.
        public void addRenderablePrimitive(IRenderablePrimitive renderablePrimitive)
        {
            RenderablePrimitiveNode node = new RenderablePrimitiveNode(renderablePrimitive);

            if (_headNode == null)
            {
                // This is the first node, so make it the head
                _headNode = node;
            }
            else if (_headNode.renderablePrimitive.layerDepth < node.renderablePrimitive.layerDepth)
            {
                // The head node has a layer depth lower than the node being added, so move it down the list
                node.next = _headNode;
                _headNode = node;
            }
            else
            {
                RenderablePrimitiveNode current = _headNode;

                while (current != null)
                {
                    if (current.next == null)
                    {
                        current.next = node;
                        return;
                    }
                    else if (current.next.renderablePrimitive.layerDepth <= node.renderablePrimitive.layerDepth)
                    {
                        node.next = current.next;
                        current.next = node;
                        return;
                    }
                    current = current.next;
                }
            }
        }