/// <summary>
        /// Initializes the billboard
        /// </summary>
        private void InitializeBillboard()
        {
            fBillboard                 = new DynamicBillboard(GraphicsDevice);
            fBillboard.Mode            = BillboardMode.Quad;
            fBillboard.UseVertexBuffer = true;
            const float DISTANCE = 1000f;

            for (int x = -4; x <= 4; x++)
            {
                for (int y = -4; y <= 4; y++)
                {
                    for (int z = -4; z <= 4; z++)
                    {
                        fBillboard.AddObject(
                            new Vector3(DISTANCE * x, DISTANCE * y, DISTANCE * z), Color.White, 400f);
                    }
                }
            }
        }
Exemple #2
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        /// <summary>
        /// Draw particles
        /// </summary>
        private void RenderParticles()
        {
            Dictionary <Texture2D, DynamicBillboard> billboards = new Dictionary <Texture2D, DynamicBillboard>();

            foreach (Particle particle in fParticles)
            {
                Texture2D texture = particle.Texture;
                if (texture == null)
                {
                    SetParticleTexture(particle);
                    texture = particle.Texture;
                }
                if (!billboards.ContainsKey(texture))
                {
                    billboards.Add(texture, new DynamicBillboard(GraphicsDevice));
                }
                DynamicBillboard billboard = billboards[texture];
                billboard.AddObject(particle.Position, Color.White, particle.Size);
            }
            //--------------------
            GraphicsDevice.BlendState        = fBlendState;
            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            Matrix vp = fCamera.Camera.ViewMatrix * fCamera.Camera.ProjectionMatrix;

            fShader.Parameters["world"].SetValue(fCamera.Camera.WorldMatrix);
            fShader.Parameters["vp"].SetValue(vp);
            int i = 0;

            foreach (KeyValuePair <Texture2D, DynamicBillboard> kvp in billboards)
            {
                fShader.Parameters["particleTexture"].SetValue(kvp.Key);
                for (int ps = 0; ps < fShader.CurrentTechnique.Passes.Count; ps++)
                {
                    fShader.CurrentTechnique.Passes[ps].Apply();
                    kvp.Value.Render();
                }
                i++;
            }
            //--------------------
        }
        private void InitBillboard()
        {
            fBillboardChanged = false;
            if (fBillboard == null)
            {
                fBillboard = new DynamicBillboard(GraphicsDevice);
            }
            else
            {
                fBillboard.Clear();
            }
            foreach (MyPoint point in fPoints)
            {
                Color   color     = Color.White;
                Vector3 direction = point.Direction;
                int     r         = (byte)(128 + 127 * direction.X);
                int     g         = (byte)(128 + 127 * direction.Y);
                int     b         = (byte)(128 + 127 * direction.Z);
                color = new Color(r, g, b, 255);

                fBillboard.AddObject(point.Position, color, point.Size);
            }
        }