public TestGameLoop() { camera = new Camera(2, 45, 0.1, 100); wireframeRenderer = new WireFrameRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY); crosshairRenderer = new CrosshairRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY); textRenderer = new TextRenderer(Screen.ScreenSizeX, Screen.ScreenSizeY); objects = new List <GameObjectBase>(); dead = new List <GameObjectBase>(); Random rd = new Random(); score = 0; gunLauncher = new GunLauncher(1, camera); //objects.Add(gunLauncher); for (int idx = 0; idx < 20; idx++) { RenderTestObject obj = new RenderTestObject(); obj.Position = new Vector3(50 * (2 * rd.NextDouble() - 1), 50 * (2 * rd.NextDouble() - 1), 50 * (2 * rd.NextDouble() - 1)); objects.Add(obj); } }
public void Render(WireFrameRenderer renderer) { foreach (Bullet bullet in bullets) { if (bullet.activated) { bullet.Render(renderer); } } }
public void Render(WireFrameRenderer renderer) { Matrix4x4 translateMatrix = Matrix4x4.CreateTranslateMatrix(Position + PositionBias); foreach (Triangle triangle in BulletModel.Tris) { renderer.EnqueueTriangle(new Triangle( (translateMatrix * (RotationMatrix * triangle.A.ToXYZ1())).HomogeneousToXYZ(), (translateMatrix * (RotationMatrix * triangle.B.ToXYZ1())).HomogeneousToXYZ(), (translateMatrix * (RotationMatrix * triangle.C.ToXYZ1())).HomogeneousToXYZ() )); } }
public override void Render(WireFrameRenderer renderer) { Matrix4x4 translateMatrix = Matrix4x4.CreateTranslateMatrix(Position); Matrix4x4 rotateMatrix = currentRotationMatrix; foreach (Triangle triangle in Cube.Tris) { renderer.EnqueueTriangle(new Triangle( (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.A.ToXYZ1()))).HomogeneousToXYZ(), (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.B.ToXYZ1()))).HomogeneousToXYZ(), (translateMatrix * (rotateMatrix * (sizeMatrix * triangle.C.ToXYZ1()))).HomogeneousToXYZ() )); } }
public abstract void Render(WireFrameRenderer renderer);