Example #1
0
        public void Draw(Camera camera)
        {
            Matrix[] transforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(transforms);

            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect b in mesh.Effects)
                {
                    b.EnableDefaultLighting();
                    b.Projection = camera.projection;
                    b.View = camera.view;
                    b.World = getMyWorld() * mesh.ParentBone.Transform;

                }

                mesh.Draw();
            }
        }
        public void DrawParticles(Camera camera)
        {
            graphicsDevice.SetVertexBuffer(particleVertexBuffer);

            if (endOfLiveParticlesIndex - endOfDeadParticlesIndex > 0)
            {
                for (int i = endOfDeadParticlesIndex; i < endOfLiveParticlesIndex; i++)
                {
                    particleEffect.Parameters["WorldViewProjection"].SetValue(camera.view*camera.projection);
                    particleEffect.Parameters["particleColor"].SetValue(vertexColorArray[i].ToVector4());

                    //draw particles

                    foreach (EffectPass pass in particleEffect.CurrentTechnique.Passes)
                    {
                        pass.Apply();

                        graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, verts, i * 4 , 2);
                    }
                }
            }
        }
Example #3
0
        public void Draw(Camera camera)
        {
            Matrix[] transforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(transforms);

            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect b in mesh.Effects)
                {
                    b.EnableDefaultLighting();
                    //b.PreferPerPixelLighting = true;  // Activate this and whole model goes WHITE color!
                    b.Projection = camera.projection;
                    b.View = camera.view;
                    b.World = getWorld() * mesh.ParentBone.Transform;
                    b.LightingEnabled = true; // turn on the lighting subsystem.

                    b.DirectionalLight0.DiffuseColor = new Vector3(1f, 1f, 1f); // color of light
                    b.DirectionalLight0.Direction = new Vector3(1, 1, 1);  // coming along the x-axis
                    b.DirectionalLight0.SpecularColor = new Vector3(1, 1, 1); // with white highlights.. Change RGB values to change highlight color for a model.

                    //Lasitha - We can add up to 3 Directional lights. Use that lighting as you want in other classes you make .. like b.DirectionalLight1.Diffusecolor = blah blah

                    b.AmbientLightColor = new Vector3(10f, 10f, 10f);
                    b.DiffuseColor = new Vector3(10f, 10f, 10f);
                    b.EmissiveColor = new Vector3(1, 1, 1);
                    b.SpecularColor = Vector3.One;

                }

                mesh.Draw();
            }
        }
Example #4
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     //camera = new Camera(this, new Vector3(0, 0, 10), new Vector3(0, 0, 0), Vector3.Up);
     camera = new Camera(this, new Vector3(0, 0, 20), new Vector3(0, 0, 0), Vector3.Up);
     Components.Add(camera);
     device = graphics.GraphicsDevice;
     base.Initialize();
 }