public void Draw(GameTime gameTime, Camera.Camera camera, States.Level level) { //Set the technique we will use effect.CurrentTechnique = effect.Techniques["Waves"]; //Set the parameters of the effects effect.Parameters["waveTexture"].SetValue(texture); effect.Parameters["World"].SetValue(level.World); effect.Parameters["View"].SetValue(camera.viewMatrix); effect.Parameters["Projection"].SetValue(camera.projectionMatrix); effect.Parameters["time"].SetValue(time); effect.Parameters["alpha"].SetValue((float)alpha); //Apply the technique effect.CurrentTechnique.Passes[0].Apply(); //Draw the vertices game.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, vertices, 0, 2); }
public override void Draw(GameTime gameTime) { graphicsDevice.BlendState = BlendState.AlphaBlend; // Set our effect to use the specified texture and camera matrices. level = (States.Level)game.Services.GetService(typeof(States.Level)); effect.Texture = texture; effect.World = level.World; effect.View = level.Cam.viewMatrix; effect.Projection = level.Cam.projectionMatrix; // Draw the quad. effect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, vertices, 0, 2); graphicsDevice.BlendState = BlendState.Opaque; base.Draw(gameTime); }
public VerticalBillBoard(Vector3 origin, float height, Vector2 size, Texture2D texture, int xRowTextures, int yRowTextures, GraphicsDevice graphicsDevice, ContentManager content, Game1 game) : base(game) { this.origin = origin; this.size = size; this.texture = texture; this.xRowTextures = xRowTextures; this.yRowTextures = yRowTextures; this.graphicsDevice = graphicsDevice; this.content = content; this.game = game; camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); level = (States.Level)game.Services.GetService(typeof(States.Level)); bbEffect = game.Assets.Load <Effect>("bbeffect"); //Calculates were the corner vectors of the quad are qoing to be CalcVertices(); FillVertices(); }
public VerticalBillBoard(Vector3 origin, float height, Vector2 size, Texture2D texture, int xRowTextures, int yRowTextures, GraphicsDevice graphicsDevice, ContentManager content, Game1 game) : base(game) { this.origin = origin; this.size = size; this.texture = texture; this.xRowTextures = xRowTextures; this.yRowTextures = yRowTextures; this.graphicsDevice = graphicsDevice; this.content = content; this.game = game; camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); level = (States.Level)game.Services.GetService(typeof(States.Level)); bbEffect = game.Assets.Load<Effect>("bbeffect"); //Calculates were the corner vectors of the quad are qoing to be CalcVertices(); FillVertices(); }
public HorizontalBillboarding(Vector3 origin, float height, Vector2 size, Texture2D texture, int xRowTextures, int yRowTextures, GraphicsDevice graphicsDevice, ContentManager content, Game game) : base(game) { this.origin = origin; this.size = size; this.texture = texture; this.xRowTextures = xRowTextures; this.yRowTextures = yRowTextures; this.graphicsDevice = graphicsDevice; this.content = content; this.game = game; vertices = new VertexPositionNormalTexture[4]; camera = (Camera.Camera)game.Services.GetService(typeof(Camera.Camera)); level = (States.Level)game.Services.GetService(typeof(States.Level)); effect = new AlphaTestEffect(graphicsDevice); //Calculates were the corner vectors of the quad are qoing to be CalcVertices(); FillVertices(); }