예제 #1
0
 public override void Render(Scene s, Matrix4 VP, INormalShader shader)
 {
     shader.SetModelspaceMatrix(Modelspace);
     shader.SetMVP(Modelspace * VP);
     hatchHole.Draw();
     shader.SetModelspaceMatrix(hatchTransform * Modelspace);
     shader.SetMVP(hatchTransform * Modelspace * VP);
     hatch.Draw();
 }
예제 #2
0
 public override void Render(Scene s, Matrix4 VP, INormalShader shader)
 {
     shader.SetModelspaceMatrix(Modelspace);
     shader.SetMVP(Modelspace * VP);
     box.Draw();
     shader.SetModelspaceMatrix(lidModelMatrix);
     shader.SetMVP(lidModelMatrix * VP);
     lid.Draw();
 }
예제 #3
0
 public override void Render(Scene s, Matrix4 VP, INormalShader shader)
 {
     shader.SetModelspaceMatrix(bellowModelspace);
     shader.SetMVP(bellowModelspace * VP);
     bellow.Draw();
     shader.SetModelspaceMatrix(Modelspace);
     shader.SetMVP(Modelspace * VP);
     rig.Draw();
 }
예제 #4
0
 public override void Render(Scene s, Matrix4 VP, INormalShader shader)
 {
     shader.SetModelspaceMatrix(Modelspace);
     shader.SetMVP(Modelspace * VP);
     Draw(s);
     if (game.GameStats.CurrentCast != null)
     {
         UpdateCastMatrix();
         shader.SetModelspaceMatrix(castModelspace * Modelspace);
         shader.SetMVP(castModelspace * Modelspace * VP);
         shader.SetColor(game.GameStats.CurrentCast.GetColor());
         game.GameStats.CurrentCast.GetMesh().Draw();
         shader.ResetColor();
     }
 }
예제 #5
0
 public void RenderMesh(Matrix4 location, Matrix4 VP, INormalShader shader)
 {
     shader.SetColor(Metal.Color);
     shader.SetModelspaceMatrix(location);
     shader.SetMVP(location * VP);
     MeshCollection.Ingot.Draw();
 }
예제 #6
0
        public override void Render(Scene s, Matrix4 VP, INormalShader shader)
        {
            base.Render(s, VP, shader);

            shader.SetModelspaceMatrix(doorModelspace);
            shader.SetMVP(doorModelspace * VP);
            door.Draw();
        }
예제 #7
0
 public virtual void Render(Scene s, Matrix4 VP, INormalShader shader)
 {
     shader.SetModelspaceMatrix(Modelspace);
     shader.SetMVP(Modelspace * VP);
     Draw(s);
 }