bool cameraBelowCenter;         // camera is below the current weather region's center

        public Weather(SimEngine sim)
        {
            this.sim = sim;
            g = sim.GraphicsDevice;
            camera = sim.UI.Camera;
            camera.Moved += new EventHandler(UpdateRegions);
        }
Example #2
0
        public void Draw(float worldTime)
        {
            if (Visible)
            {
                Sim.Interface.Camera c = sim.UI.Camera;

                // don't write to depth buffer so other objects can be drawn over the skydome
                sim.GraphicsDevice.RenderState.DepthBufferWriteEnable = false;

                Matrix[] modelTransforms = new Matrix[skyDome.Bones.Count];
                skyDome.CopyAbsoluteBoneTransformsTo(modelTransforms);

                foreach (ModelMesh mesh in skyDome.Meshes)
                {
                    foreach (Effect effect in mesh.Effects)
                    {
                        Matrix worldMatrix = modelTransforms[mesh.ParentBone.Index] *
                                             Matrix.CreateTranslation(0, -0.15f, 0) *
                                             Matrix.CreateScale(100) *
                                             Matrix.CreateTranslation(c.Position);

                        effect.Parameters["fTime"].SetValue(worldTime / 80000);
                        effect.Parameters["matWorld"].SetValue(worldMatrix);
                    }
                    mesh.Draw();
                }

                DrawSun();

                sim.GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
            }
        }
        public override void Initialize()
        {
            mouse = new UIMouse();
            keyboard = new UIKeyboard();
            messageLog = new MessageLog();
            screenManager = new ScreenManager(this);
            camera = new Camera(sim);
            console = new Console(sim);

            base.Initialize();
        }
        public override void Draw(GraphicsDevice g, float worldTime, Camera cam, Vector3 color)
        {
            Effect.Parameters["fTime"].SetValue(worldTime / 750);
            Effect.Parameters["vColor"].SetValue(color);
            Effect.Parameters["vVelocity"].SetValue(new Vector3(Sim.Settings.Graphics.Default.WindX, -200, Sim.Settings.Graphics.Default.WindZ));

            g.VertexDeclaration = vDec;
            g.Indices = iBuffer;
            g.Vertices[0].SetSource(vBuffer, 0, VertexBillboard.SizeInBytes);
            g.RenderState.DepthBufferWriteEnable = false;

            Effect.Begin();
            Effect.CurrentTechnique.Passes[0].Begin();
            g.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, particles.Length, 0, particles.Length / 3);
            Effect.CurrentTechnique.Passes[0].End();
            Effect.End();

            g.RenderState.DepthBufferWriteEnable = true;
        }
        public override void Draw(GraphicsDevice g, float worldTime, Camera cam, Vector3 color)
        {
            Sim.Settings.Graphics gs = Sim.Settings.Graphics.Default;
            Effect.Parameters["matWorld"].SetValue(WorldMatrix);
            Effect.Parameters["matProjection"].SetValue(cam.Projection);
            Effect.Parameters["matView"].SetValue(cam.View);
            Effect.Parameters["fTime"].SetValue(worldTime / 500);
            Effect.Parameters["fTurbulence"].SetValue(gs.WindTurbulence);
            Effect.Parameters["vVelocity"].SetValue(new Vector3(gs.WindX, -15, gs.WindZ));
            Effect.Parameters["vColor"].SetValue(color);

            g.RenderState.DepthBufferWriteEnable = false;
            g.VertexDeclaration = vDec;
            g.Vertices[0].SetSource(vBuffer, 0, VertexPointSpriteParticle.SizeInBytes);

            Effect.Begin();
            Effect.CurrentTechnique.Passes[0].Begin();
            g.DrawPrimitives(PrimitiveType.PointList, 0, particles.Length);
            Effect.CurrentTechnique.Passes[0].End();
            Effect.End();

            g.RenderState.DepthBufferWriteEnable = true;
        }
        public Terrain(BuildData data, SimEngine sim)
        {
            this.sim = sim;
            this.heightmap = data.Heightmap;
            this.scale = data.TerrainScale;
            this.g = sim.GraphicsDevice;
            this.camera = sim.UI.Camera;
            this.smooths = data.Smoothing;

            hmRatio = (float)heightmap.Height / heightmap.Width;
        }