Exemple #1
0
        public void Draw(DrawState state)
        {
            state.PushWorldMatrixMultiply(ref worldMatrix);

            //cull test the sphere
            if (sphereGeometry.CullTest(state))
            {
                //NEW CODE
                //compute a scale value that follows a sin wave
                float scaleValue = (float)Math.Sin(state.TotalTimeSeconds) * 0.5f + 1.0f;

                //the shader class has been generated in the namespace 'Shader', because the filename is 'shader.fx'.
                //The only technique in the file is named 'Tutorial03Technique'.
                //The class that was generated is Shader.Tutorial03Technique:
                Shader.Tutorial03Technique shader = null;

                //It is recommended to use the draw state to get a shared static instance of the shader.
                //Getting shader instances in this way is highly recommended for most shaders, as it reduces
                //memory usage and live object count. This will boost performance in large projects.
                shader = state.GetShader <Shader.Tutorial03Technique>();

                //Set the scale value (scale is declared in the shader source)
                shader.Scale = scaleValue;

                //Bind the custom shader instance
                //After the call to Bind(), the shader is in use. There is no Begin/End logic required for shaders
                shader.Bind(state);

                //draw the sphere geometry
                sphereGeometry.Draw(state);
            }

            state.PopWorldMatrix();
        }
Exemple #2
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        //draw the sphere
        private void DrawGeometry(DrawState state)
        {
            //animate the material alpha.. (in a sin wave btween 0 and 1)
            shader.Alpha = (float)Math.Sin(state.TotalTimeSeconds * 2) * 0.5f + 0.5f;

            //push the world matrix, multiplying by the current matrix if there is one
            state.PushWorldMatrixMultiply(ref this.worldMatrix);

            //cull test the sphere
            if (sphereGeometry.CullTest(state))
            {
                //bind the shader
                shader.Bind(state);

                //draw the sphere geometry
                sphereGeometry.Draw(state);
            }

            //always pop the matrix afterwards
            state.PopWorldMatrix();
        }
Exemple #3
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        //draw the sphere (This is the method declared in the IDraw interface)
        public void Draw(DrawState state)
        {
            //the DrawState object controls current drawing state for the application.

            //The DrawState uses a number of stacks, it is important to understand how pushing/popping a stack works.

            //First, push the world matrix, multiplying by the current matrix (if there is one).
            //This is very similar to using openGL glPushMatrix() and then glMultMatrix().
            //The DrawState object maintains the world matrix stack, pushing and popping this stack is very fast.
            state.PushWorldMatrixMultiply(ref this.worldMatrix);

            //The next line frustum cull tests the sphere
            //Culltest will return false if the test fails (in this case false would mean the sphere is off screen)
            //The CullTest method requirs an ICuller to be passed in. Here the state object is used because the
            //DrawState object implements the ICuller interface (DrawState's culler performs screen culling)
            //The cull test uses the current world matrix, so make sure you perform the CullTest after applying any
            //transformations.
            //The CullTest method is defined by the ICullable interface. Any IDraw object also implements ICullable.
            if (sphereGeometry.CullTest(state))
            {
                //the sphere is on screen...

                //bind the shader.
                //Note that if the sphere was off screen, the shader would never be bound,
                //which would save valuable CPU time. (The sphere geometry class assumes a shader is bound)
                //This is why the CullTest() method is separate from the Draw() method.
                shader.Bind(state);

                //Once the call to Bind() has been made, the shaders will be active ('bound')
                //on the graphics card. There is no way to 'unbind' or 'end' the shader.
                //Once bound, that shader is in use - until the point a different shader is bound.

                //draw the sphere geometry
                sphereGeometry.Draw(state);
            }

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