public override void render(float elapsedTime) { #region CAMBIO DE RENDER TARGET Postproceso.CambiarRenderState(); Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice; d3dDevice.Clear(ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 1.0f, 0); // pongo los rendering states d3dDevice.RenderState.ZBufferEnable = true; d3dDevice.RenderState.ZBufferWriteEnable = true; d3dDevice.RenderState.ZBufferFunction = Compare.LessEqual; d3dDevice.RenderState.AlphaBlendEnable = true; #endregion InputManager.ManejarInput(); InteractionManager.UpdateElementos(); InteractionManager.RenderElementos(); setUsersVars(); renderizar(); GuiController.Instance.FpsCounterEnable = true; Postproceso.RenderPostProcesado(); // Volver a dibujar FPS GuiController.Instance.Text3d.drawText("FPS: " + HighResolutionTimer.Instance.FramesPerSecond, 0, 0, Color.Yellow); GuiController.Instance.AxisLines.render(); coordenadasMouse(); }
public override void init() { #region INICIALIZACIONES ESCENARIO lightMesh = TgcBox.fromSize(new Vector3(10, 10, 10), Color.Red); oceano = new Oceano(currentScaleXZ, currentScaleY); isla = new Isla(currentScaleXZ, currentScaleY); skyBox = new PirateSkyBox(); #endregion #region INICIALIZACIONES PANTALLA crearModifiers(); crearUserVars(); crearSprites(); // Carga valores para el postprocesado Postproceso.Cargar(); #endregion #region INICIALIZACIONES BARCO barcoProtagonista = ConstructorDeElementos.ConstruirProtagonista(new Vector2(0, -930f)); b1 = ConstructorDeElementos.ConstruirEnemigo(new Vector2(500, 500)); b2 = ConstructorDeElementos.ConstruirEnemigo(new Vector2(-700, 960)); b3 = ConstructorDeElementos.ConstruirEnemigo(new Vector2(100, 880)); InteractionManager.Barcos.AddRange(new List <Barco> { b1, b2, b3, barcoProtagonista }); InteractionManager.Resto.AddRange(new List <IUpdateRender> { isla, oceano }); InputManager.Add(barcoProtagonista); #endregion }