public void DrawBackground(Camera camera) { if (m_model != null) { // Setup transforms var cameraTrans = camera.Transform; cameraTrans.Row3 = new Vector4(0.0f, 0.0f, 0.0f, 1.0f); m_litEffect.WorldMatrix = Matrix4.Identity; m_litEffect.ModelMatrix = m_model.Transform; m_litEffect.ViewMatrix = cameraTrans; m_litEffect.ProjectionMatrix = camera.CreateProjectionMatrix(); m_litEffect.WorldMatrix = m_litEffect.WorldMatrix; m_litEffect.ModelMatrix = m_litEffect.ModelMatrix; m_litEffect.ViewMatrix = m_litEffect.ViewMatrix; m_litEffect.ProjectionMatrix = m_litEffect.ProjectionMatrix; // Draw the geometry m_litEffect.AmbientLight.Colour = m_ambientColour; m_litEffect.Light.Colour = m_lightColour; m_litEffect.Light.Direction = m_lightDirection; m_litEffect.Light.Active = (m_lightColour.LengthSquared > 0.0f); m_litEffect.Light2.Colour = m_light2Colour; m_litEffect.Light2.Direction = m_light2Direction; m_litEffect.Light2.Active = (m_light2Colour.LengthSquared > 0.0f); m_model.Draw(m_litEffect); } }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { if (m_model != null && !Tile.IsHidden(Level, Location)) { m_model.Draw(modelEffect); } }
public void Draw(DrawState state) { //ModelInstances automatically setup the default material shaders //Custom shaders can be used with model.SetShaderOverride(...) model.Draw(state); DrawBoundingBoxes(state); }
public void Draw(DrawState state) { state.PushWorldMatrixMultiply(ref this.worldMatrix); model.Draw(state); state.PopWorldMatrix(); }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { if (Level.InEditor && Tile.IsHidden(Level, Location)) { return; } m_modelInstance.Draw(modelEffect); }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { if (Level.InEditor && Level.Tiles[m_spawnPosition].IsHidden(Level, m_spawnPosition)) { return; } m_modelInstance.Draw(modelEffect); }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { if (CurrentState.State != FallState.Landed) { if (m_modelInstance != null) { m_modelInstance.Draw(modelEffect); } } }
public void DrawForeground(ModelEffectInstance effect, RenderPass pass) { if (m_foregroundModel != null && m_sky.ForegroundRenderPass == pass) { var worldMatrix = effect.WorldMatrix; effect.WorldMatrix = Matrix4.Identity; m_foregroundModel.Draw(effect); effect.WorldMatrix = worldMatrix; } }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { if (!Level.Tiles[Location].IsHidden(Level, Location)) { if (m_modelInstance != null) { m_modelInstance.Draw(modelEffect); } } }
public void Draw(DrawState state) { //make sure the world matrix is up to date UpdateWorldMatrix(); //draw the model state.PushWorldMatrixMultiply(ref this.worldMatrix); model.Draw(state); state.PopWorldMatrix(); }
public void Draw(DrawState state) { state.PushWorldMatrix(ref worldMatrix); //ModelInstances automatically setup the default material shaders //Custom shaders can be used with model.SetShaderOverride(...) //ModelData stores accurate bounding box information //the ModelInstance uses this to cull the model if (model.CullTest(state)) { model.Draw(state); } state.PopWorldMatrix(); }
protected override void OnDraw(ModelEffectInstance effect, RenderPass pass) { var alpha = CalculateCurrentGhostAlpha(); if (alpha > 0.0f) { m_ghostModel.Alpha = alpha; m_ghostModel.Draw(effect); } effect.ModelMatrix = m_ghostModel.Transform; effect.UVOffset = Vector2.Zero; effect.UVScale = Vector2.One; effect.DiffuseColour = Vector4.One; effect.DiffuseTexture = Texture.White; effect.SpecularColour = Vector3.Zero; effect.SpecularTexture = Texture.Black; effect.NormalTexture = Texture.Black; effect.EmissiveColour = Vector3.One; effect.EmissiveTexture = Texture.White; effect.Bind(); //m_shell.Draw(); }
public void Draw(DrawState state) { model.Draw(state); }
protected override void OnDraw(ModelEffectInstance modelEffect, RenderPass pass) { m_model.Draw(modelEffect); }