Exemple #1
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        public void RenderFloor(GraphicsDevice gd, Camera camera)
        {
            BuildFloor();

            effect.TextureEnabled = true;

            buffer = new VertexBuffer(gd,
                VertexPositionNormalTexture.SizeInBytes * verticies.Length,
                BufferUsage.WriteOnly);
            buffer.SetData(verticies);

            gd.Vertices[0].SetSource(buffer, 0,
                VertexPositionNormalTexture.SizeInBytes);
            gd.VertexDeclaration = new VertexDeclaration(
                gd, VertexPositionNormalTexture.VertexElements);
            gd.DrawPrimitives(PrimitiveType.TriangleList, 0, triangles);
        }
Exemple #2
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        public void Draw(GraphicsDevice gd, Camera camera)
        {
            effect = new BasicEffect(gd, null);

            effect.Begin();

            effect.World = Matrix.Identity;

            foreach (EffectPass pass in effect.CurrentTechnique.Passes) {

                pass.Begin();

                effect.Texture = texture;

                RenderFloor(gd, camera);

                pass.End();
            }

            effect.End();
        }
Exemple #3
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        public void Draw(Camera camera)
        {
            Matrix[] transforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(transforms);

            foreach (ModelMesh mesh in model.Meshes) {
                foreach (BasicEffect effect in mesh.Effects) {

                    effect.EnableDefaultLighting();
                    effect.Projection = camera.projection;
                    effect.View = camera.view;
                    effect.World = Matrix.CreateScale(scale) * world * mesh.ParentBone.Transform;
                    effect.Alpha = alpha;
                    effect.TextureEnabled = true;
                    effect.Texture = texture;
                    effect.DiffuseColor = color;

                }

                mesh.Draw();
            }
        }
Exemple #4
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        public void Draw(Camera camera)
        {
            foreach (ModelMesh mesh in model.Meshes) {
                foreach (BasicEffect effect in mesh.Effects) {

                    effect.Begin();

                    effect.EnableDefaultLighting();
                    effect.Projection = camera.projection;
                    effect.View = camera.view;
                    effect.World = Matrix.CreateScale(10.0f) * world * mesh.ParentBone.Transform;
                    effect.TextureEnabled = true;
                    effect.Alpha = alpha;
                    effect.Texture = texture;
                    effect.DiffuseColor = color;

                    effect.End();

                }

                mesh.Draw();
            }
        }
Exemple #5
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        /// <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

            this.IsMouseVisible = true;

            // Initialize camera
            camera = new Camera(this, new Vector3(20.0f, 50.0f, 40.0f),
                Vector3.Zero, Vector3.Up);
            Components.Add(camera);

            //Set the color to white
            color = new Vector3(1.0f, 1.0f, 1.0f);

            //initialize dialog box
            dialogBox = new DialogBox(this);

            base.Initialize();
        }