public void Draw(GameTime gameTime, RenderTarget2D renderTarget, ScreenStates screenState) { _graphics.SetRenderTarget(renderTarget); switch (screenState) { case ScreenStates.MainMenu: { _graphics.Clear(Color.CornflowerBlue); _guiRenderer.Draw(_mainMenuLogic.getCanvas()); break; } case ScreenStates.RadialBlur: { _radialBlurRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_radialBlurLogic.GetCanvas()); break; } case ScreenStates.Pixelizer: { _pixelizerRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_pixelizerLogic.GetCanvas()); break; } case ScreenStates.Bokeh: { _bokehRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_bokehLogic.GetCanvas()); break; } case ScreenStates.ParticlePhysics: { _particlePhysicsRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_particlePhysicsLogic.GetCanvas()); break; } case ScreenStates.Subsurface: { _ssRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_ssLogic.GetCanvas()); break; } case ScreenStates.FourierTransform: { _ftRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_ftLogic.GetCanvas()); break; } default: throw new ArgumentOutOfRangeException(); } }
public void Draw(GameTime gameTime) { _renderer.Draw(_mainLogic.GetCamera(), _mainLogic, _mainLogic.modelPosition, _mainLogic.modelRotation, gameTime); _mainLogic.Draw(gameTime); //Our renderer gives us information on what id is currently hovered over so we can update / manipulate objects in the logic functions _debug.Draw(gameTime); _guiRenderer.Draw(_guiLogicSample.getCanvas()); }
public void Draw(GameTime gameTime) { //Our renderer gives us information on what id is currently hovered over so we can update / manipulate objects in the logic functions _editorReceivedDataBuffer = _renderer.Draw(_sceneLogic.Camera, _sceneLogic.MeshMaterialLibrary, _sceneLogic.BasicEntities, _sceneLogic.Decals, pointLights: _sceneLogic.PointLights, directionalLights: _sceneLogic.DirectionalLights, envSample: _sceneLogic.EnvironmentSample, volumeTexture: _sceneLogic.VolumeTexture, editorData: _editorLogic.GetEditorData(), gameTime: gameTime); if (GameSettings.e_enableeditor) { _guiRenderer.Draw(_guiLogic.GuiCanvas); } _debug.Draw(gameTime); }