protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (m_model != null && !Tile.IsHidden(Level, Location) && Tile.CastShadows) { m_model.DrawShadows(shadowEffect); } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (m_visible) { m_subLevel.DrawShadows(shadowEffect); } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (m_castShadows) { m_model.DrawShadows(shadowEffect); } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (CurrentState.State != FallState.Landed && Tile.CastShadows) { if (m_modelInstance != null) { m_modelInstance.DrawShadows(shadowEffect); } } }
public void DrawForegroundShadows(ShadowEffectInstance effect) { if (m_foregroundModel != null && m_sky.CastShadows && m_sky.ForegroundRenderPass == RenderPass.Opaque) { var worldMatrix = effect.WorldMatrix; effect.WorldMatrix = Matrix4.Identity; m_foregroundModel.DrawShadows(effect); effect.WorldMatrix = worldMatrix; } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (!Level.Tiles[Location].IsHidden(Level, Location) && Tile.CastShadows) { if (m_modelInstance != null) { m_modelInstance.DrawShadows(shadowEffect); } } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (Level.InEditor && Tile.IsHidden(Level, Location)) { return; } if (Tile.CastShadows) { m_modelInstance.DrawShadows(shadowEffect); } }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { if (Level.InEditor && Level.Tiles[m_spawnPosition].IsHidden(Level, m_spawnPosition)) { return; } if (m_castShadows) { m_modelInstance.DrawShadows(shadowEffect); } }
public void DrawShadows(ShadowEffectInstance effect) { if (m_sky != null) { m_sky.DrawForegroundShadows(effect); } m_tileMap.RebuildIfNeeded(); m_tileMap.DrawShadows(effect); for (int i = 0; i < m_entities.Count; ++i) { var e = m_entities[i]; if (!e.Dead && e.NeedsRenderPass(RenderPass.Opaque)) { e.DrawShadows(effect); } } }
public Level(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) { m_transform = Matrix4.Identity; m_timeMachine = new TimeMachine(); m_tileMap = new TileMap(this, minX, minY, minZ, maxX, maxY, maxZ); m_entities = new List <Entity>(); m_entityCollection = new EntityCollection(this); m_info = new LevelInfo(); m_depthComparer = new EntityDistanceComparer(); m_depthSortedEntities = new List <Entity>(); m_ambientLight = new AmbientLight(new Vector3(0.5f, 0.5f, 0.5f)); m_ambientLight.Active = true; m_skyLight = new DirectionalLight(new Vector3(0.6f, -1.0f, -0.6f), new Vector3(0.5f, 0.5f, 0.5f)); m_skyLight.Active = true; m_skyLight2 = new DirectionalLight(-Vector3.UnitY, Vector3.Zero); m_skyLight2.Active = false; m_pointLights = new List <PointLight>(); m_lightCollection = new LightCollection(this); m_telepadDirectory = new TelepadDirectory(); m_hintDirectory = new HintDirectory(); Visible = true; Random = new Random(); m_flatOpaqueEffect = new FlatEffectInstance(); m_flatCutoutEffect = new FlatCutoutEffectInstance(); m_litOpaqueEffect = new LitEffectInstance(RenderPass.Opaque); m_litCutoutEffect = new LitEffectInstance(RenderPass.Cutout); m_litTranslucentEffect = new LitEffectInstance(RenderPass.Translucent); m_shadowEffect = new ShadowEffectInstance(); m_particles = new ParticleManager(this); }
public void DrawShadows(ShadowEffectInstance shadowEffect) { shadowEffect.ModelMatrix = Matrix4.Identity; shadowEffect.Bind(); m_shadowGeometry.Draw(); }
protected abstract void OnDrawShadows(ShadowEffectInstance shadowEffect);
public void DrawShadows(ShadowEffectInstance shadowEffect) { OnDrawShadows(shadowEffect); }
protected override void OnDrawShadows(ShadowEffectInstance shadowEffect) { }