예제 #1
0
        /// <summary>
        /// Applies a certain states
        /// </summary>
        /// <param name="step">The step to apply state for.</param>
        public void BeginPass(int step)
        {
            Device device = Device.Instance;

            textures.Apply();
            device.Transformations.World      = World;
            device.Transformations.View       = View;
            device.Transformations.Projection = Projection;
            effect.BeginPass(step);
        }
예제 #2
0
 /// <summary>
 /// Render the particle system.
 /// </summary>
 /// <param name="effect">The effect used for rendering the particle system.</param>
 public override void Render(IEffect effect)
 {
     if (particles.Count >= 1)
     {
         // Render all particles
         Device.Instance.VertexUnit  = vertexUnit;
         Device.Instance.IndexStream = indexStream;
         textures.Apply();
         effect.CommitChanges();
         Device.Instance.DrawIndexed(vertexUnit.Position, 0, particles.Count * 4, indexStream.Position, particles.Count * 2);
     }
 }
예제 #3
0
        //---------------------------------------------------------------
        #endregion
        //---------------------------------------------------------------

        //---------------------------------------------------------------
        #region Methods
        //---------------------------------------------------------------
        /// <summary>
        /// Updates the particle system.
        /// </summary>
        /// <param name="deltaTime">The time since the last update.</param>
        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);

            // update streams
            PositionStream2 posStream     = (PositionStream2)vertexUnit[typeof(PositionStream2)];
            ColorStream     colorStream   = (ColorStream)vertexUnit[typeof(ColorStream)];
            TextureStream   textureStream = (TextureStream)vertexUnit[typeof(TextureStream)];

            // Update all particles
            for (int i = 0; i < particles.Count; i++)
            {
                int         offset     = i * 4;
                IParticle   particle   = particles[i] as IParticle;
                IParticle2d particle2d = particles[i] as IParticle2d;
                if (particle2d != null)
                {
                    Vector2 position = particle2d.Position;
                    posStream[offset]     = position + new Vector2(-particle.Size.X, particle.Size.Y);
                    posStream[offset + 1] = position + new Vector2(particle.Size.X, particle.Size.Y);
                    posStream[offset + 2] = position + new Vector2(particle.Size.X, -particle.Size.Y);
                    posStream[offset + 3] = position + new Vector2(-particle.Size.X, -particle.Size.Y);
                }
                IParticleColor particleColor = particles[i] as IParticleColor;
                if (particleColor != null)
                {
                    colorStream[offset]     = particleColor.Color;
                    colorStream[offset + 1] = particleColor.Color;
                    colorStream[offset + 2] = particleColor.Color;
                    colorStream[offset + 3] = particleColor.Color;
                }
                IParticleIndex            particleIndex = particles[i] as IParticleIndex;
                System.Drawing.RectangleF tc;
                if (particleIndex == null || subTextures == null)
                {
                    tc = (Texture as ITexture2d).TextureCoordinates;
                }
                else
                {
                    tc = subTextures[(int)particleIndex.TextureIndex % subTextures.Length].TextureCoordinates;
                }
                textureStream[offset]     = new Vector2(tc.Left, tc.Top);
                textureStream[offset + 1] = new Vector2(tc.Right, tc.Top);
                textureStream[offset + 2] = new Vector2(tc.Right, tc.Bottom);
                textureStream[offset + 3] = new Vector2(tc.Left, tc.Bottom);
            }
            posStream.Upload();
            colorStream.Upload();
            textureStream.Upload();

            // Render all particles
            Device.Instance.VertexUnit  = vertexUnit;
            Device.Instance.IndexStream = indexStream;
            textures.Apply();
            int steps = Effect.Begin();

            for (int i = 0; i < steps; i++)
            {
                Effect.BeginPass(i);
                Effect.CommitChanges(); // Oct Update BUG!!!
                Device.Instance.DrawIndexed(vertexUnit.Position, 0, particles.Count * 4, indexStream.Position, particles.Count * 2);
                Effect.EndPass();
            }
            Effect.End();
        }