/* Drtaws all GameObjects in sceneObjects that * implements IDrawable. */ public void Draw(Rendering.RenderQueue renderQueue) { SceneRoot.ResolveDirty(); foreach (GameObject gameObject in sceneObjects) { if (gameObject is IDrawable) { // TODO: Implement support for additional drawables. var modelComp = gameObject.Components.Get <_ModelComponent>(); if (modelComp != null) { renderQueue.Stage(modelComp.Model, gameObject.WorldMatrix); } } } }
/* If not already created and up to date, this method * constructs a new list of Meshes to be rendered. * * * return flattened list of GameObjects with meshes */ public Rendering.RenderQueue GetRenderQueue() { if (IsDirty) { Flatten(); } Rendering.RenderQueue renderQueue = new Rendering.RenderQueue(); SceneRoot.ResolveDirty(); foreach (GameObject gameObject in sceneObjects) { var modelComp = gameObject.Components.Get <_ModelComponent>(); if (modelComp != null) { renderQueue.Stage(modelComp.Model, gameObject.WorldMatrix); } } return(renderQueue); }
public virtual void DrawUI(Rendering.RenderQueue renderQueue) { //uiScene.Draw(renderQueue); }
public virtual void Draw(Rendering.RenderQueue renderQueue) { stateScene.Draw(renderQueue); }