/// <summary>
        /// End the modifier (This method is called by the DrawTarget)
        /// </summary>
        /// <param name="state"></param>
        public void End(DrawState state)
        {
            if (enabledBuffer)
            {
                state.PopPostCuller();
            }

            if (cubes.Count > 0 ||
                spheres.Count > 0)
            {
                state.PushCamera(camera);

                state.PushRenderState();
                state.RenderState.DepthColourCull.DepthWriteEnabled = false;
                state.RenderState.AlphaBlend = AlphaBlendState.Alpha;

                Xen.Ex.Shaders.FillSolidColour shader = state.GetShader <Xen.Ex.Shaders.FillSolidColour>();
                shader.FillColour = new Vector4(1, 1, 1, 0.25f);
                shader.Bind(state);

                GenCubeVS(state);
                GenSphereVS(state);

                Matrix mat;
                for (int i = 0; i < cubes.Count; i++)
                {
                    mat = cubes[i];
                    state.PushWorldMatrix(ref mat);

                    cubeVS.Draw(state, null, PrimitiveType.LineList);

                    state.PopWorldMatrix();
                }

                mat = Matrix.Identity;
                Vector4 v;
                for (int i = 0; i < spheres.Count; i++)
                {
                    v = spheres[i];

                    mat.M11 = v.W;
                    mat.M22 = v.W;
                    mat.M33 = v.W;
                    mat.M41 = v.X;
                    mat.M42 = v.Y;
                    mat.M43 = v.Z;

                    state.PushWorldMatrix(ref mat);

                    sphereVS.Draw(state, null, PrimitiveType.LineList);

                    state.PopWorldMatrix();
                }

                state.PopRenderState();
                state.PopCamera();
            }
        }
        public void Draw(DrawState state)
        {
            Xen.Ex.Shaders.FillSolidColour shader = state.GetShader <Xen.Ex.Shaders.FillSolidColour>();

            shader.FillColour = colour;

            shader.Bind(state);
            vertices.Draw(state, null, PrimitiveType.TriangleStrip);
        }
        private void DrawSphere(DrawState state)
        {
            //draw the geometry with a solid colour shader
            if (geometry.CullTest(state))
            {
                Xen.Ex.Shaders.FillSolidColour shader = state.GetShader <Xen.Ex.Shaders.FillSolidColour>();

                shader.FillColour = lightColour.ToVector4();
                shader.Bind(state);

                geometry.Draw(state);
            }
        }
Exemple #4
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        //NEW CODE
        private void DrawBoundingBoxes(DrawState state)
        {
            //First, get the animated bone transforms of the model.
            //These transforms are in 'bone-space', not in world space.
            ReadOnlyArrayCollection <Transform> boneAnimationTransforms = model.GetAnimationController().GetTransformedBones(state);


            //Get a simple shader from Xen.Ex that fills a solid colour
            Xen.Ex.Shaders.FillSolidColour shader = state.GetShader <Xen.Ex.Shaders.FillSolidColour>();

            shader.FillColour = Color.White.ToVector4();

            shader.Bind(state);



            //push the render state...
            state.PushRenderState();

            //disable back face culling
            state.RenderState.DepthColourCull.CullMode = CullMode.None;
            //set to wireframe
            state.RenderState.DepthColourCull.FillMode = FillMode.WireFrame;

            //loop through all the geometry data in the model..
            //(note, the sample model has only 1 geometry instance)


            Xen.Ex.Graphics.Content.SkeletonData modelSkeleton = model.ModelData.Skeleton;
            Matrix matrix;
            int    boxIndex = 0;

            foreach (Xen.Ex.Graphics.Content.MeshData meshData in model.ModelData.Meshes)
            {
                foreach (Xen.Ex.Graphics.Content.GeometryData geometry in meshData.Geometry)
                {
                    //now loop through all bones used by this geometry

                    for (int geometryBone = 0; geometryBone < geometry.BoneIndices.Length; geometryBone++)
                    {
                        //index of the bone (a piece of geometry may not use all the bones in the model)
                        int boneIndex = geometry.BoneIndices[geometryBone];

                        //get the base transform of the bone (the transform when not animated)
                        Transform boneTransform = modelSkeleton.BoneWorldTransforms[boneIndex];

                        //multiply the transform with the animation bone-local transform

                        //it would be better to use Transform.Multiply() here to save data copying on the xbox
                        boneTransform *= boneAnimationTransforms[boneIndex];

                        //Get the transform as a matrix
                        boneTransform.GetMatrix(out matrix);

                        //push the matrix
                        state.PushWorldMatrix(ref matrix);

                        //draw the box
                        if (boundingBoxes[boxIndex].CullTest(state))
                        {
                            boundingBoxes[boxIndex].Draw(state);
                        }

                        boxIndex++;

                        //pop the world matrix
                        state.PopWorldMatrix();
                    }
                }
            }

            //pop the render state
            state.PopRenderState();
        }