public SceneBattle(ContentManager content, GraphicsDevice graphicsDevice) { whitekeys.Add(Keys.T); whitekeys.Add(Keys.G); whitekeys.Add(Keys.F); whitekeys.Add(Keys.H); whitekeys.Add(Keys.O); whitekeys.Add(Keys.P); blackkeys.Add(Keys.Up); blackkeys.Add(Keys.Down); blackkeys.Add(Keys.Left); blackkeys.Add(Keys.Right); blackkeys.Add(Keys.NumPad5); blackkeys.Add(Keys.NumPad6); white = new WhiteModel(content.Load<Model>(@"Models\Fighter"), whitekeys, new Vector3(-25, 0, 0), new Vector3(0, MathHelper.PiOver2, 0), new Vector3(0.05f)); black = new BlackModel(content.Load<Model>(@"Models\Cleric"), blackkeys, new Vector3(25, 0, 0), new Vector3(0, -MathHelper.PiOver2, 0), new Vector3(0.06f)); camera = new PerspectiveCamera(); ((PerspectiveCamera)camera).Initialize( cameraPosition, new Vector3(0, 0, 0), Vector3.Up, MathHelper.PiOver4, (float)Util.screenWidth / (float)Util.screenHeight, 1, 10000); landscape = new Model3D(@"Models/scene_e", content, Matrix.Identity, new Vector3(70, 4.3f, 70)); }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera) { //effect.Parameters["World"].SetValue(this.World); effect.Parameters["View"].SetValue(camera.View); effect.Parameters["Projection"].SetValue(camera.Projection); effect.Parameters["Texture1"].SetValue(this.texture); effect.CurrentTechnique = effect.Techniques["Technique1"]; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); /*graphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration);*/ graphicsDevice.DrawUserPrimitives<VertexPositionTexture> (PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionTexture.VertexDeclaration); } }
public void Draw(Camera camera) { foreach (ModelMesh mesh in model.Meshes) { foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; effect.EnableDefaultLighting(); effect.SpecularColor = new Vector3(0.25f); effect.SpecularPower = 16; } mesh.Draw(); } }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera) { foreach (ModelMesh mesh in _model.Meshes) { foreach (BasicEffect eff in mesh.Effects) { eff.World = _world; eff.View = camera.View; eff.Projection = camera.Projection; eff.LightingEnabled = true; eff.DirectionalLight0.Direction = direct; eff.DirectionalLight0.DiffuseColor = diffuse; eff.AmbientLightColor = ambient; eff.SpecularColor = specular; } mesh.Draw(); } }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera, Vector2 color) { effectDepth.Parameters["World"].SetValue(Matrix.CreateRotationX(MathHelper.PiOver2) * _world); effectDepth.Parameters["View"].SetValue(camera.View); effectDepth.Parameters["Projection"].SetValue(camera.Projection); effectDepth.Parameters["myColor"].SetValue(new Vector4((color.X + 1) / 8.0f, 0, (color.Y + 1) / 8.0f, 1)); effectDepth.CurrentTechnique = effectDepth.Techniques["Technique1"]; foreach (EffectPass pass in effectDepth.CurrentTechnique.Passes) { pass.Apply(); graphicsDevice.DrawUserPrimitives<Vector3> (PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3, VertexPositionColor.VertexDeclaration); } }
public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera, Vector2 color, Matrix world) { _model.World = world; _model.Draw(gameTime, graphicsDevice, camera, color); }
public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera, Vector2 color) { _model.Draw(gameTime, graphicsDevice, camera, color); }
public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera) { _model.Draw(gameTime, graphicsDevice, camera); }
public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera, Vector2 color) { }
public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera) { }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera, Vector2 color, Matrix world) { effectDepth.Parameters["World"].SetValue(world); effectDepth.Parameters["View"].SetValue(camera.View); effectDepth.Parameters["Projection"].SetValue(camera.Projection); effectDepth.Parameters["myColor"].SetValue(new Vector4((color.X + 1) / 8.0f, 0, (color.Y + 1) / 8.0f, 1)); effectDepth.CurrentTechnique = effectDepth.Techniques["Technique1"]; foreach (EffectPass pass in effectDepth.CurrentTechnique.Passes) { pass.Apply(); /*graphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration);*/ graphicsDevice.DrawUserPrimitives<VertexPositionTexture> (PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionTexture.VertexDeclaration); } }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, Camera camera) { myEffect.Parameters["World"].SetValue(World); myEffect.Parameters["View"].SetValue(camera.View); myEffect.Parameters["Projection"].SetValue(camera.Projection); myEffect.Parameters["Width"].SetValue(n); myEffect.Parameters["Height"].SetValue(m); myEffect.Parameters["UnderTexture"].SetValue(Under); //myEffect.Parameters["WhiteTexture"].SetValue(White); //myEffect.Parameters["BlackTexture"].SetValue(Black); myEffect.Parameters["FilledTexture"].SetValue(FillTex); myEffect.CurrentTechnique = myEffect.Techniques["Technique2"]; foreach (EffectPass pass in myEffect.CurrentTechnique.Passes) { pass.Apply(); for (int r = 0; r < m - 1; ++r) graphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleList, _vertices, r * 6 * (n - 1), 2 * (n - 1), VertexPositionColor.VertexDeclaration); } }
public SceneChessBoard(ContentManager content, GraphicsDevice graphicsDevice) { //Get the current presentation parameters var pp = graphicsDevice.PresentationParameters; //Create our new render target mainRenderTarget = new RenderTarget2D(graphicsDevice, pp.BackBufferWidth, //Same width as backbuffer pp.BackBufferHeight, //Same height false, //No mip-mapping pp.BackBufferFormat, //Same colour format pp.DepthStencilFormat); //Same depth stencil camera = new PerspectiveCamera(); float t = Util.cellWidthSpace; ((PerspectiveCamera)camera).Initialize( new Vector3(-t * 4, 20, t * 4), new Vector3(t * 4, 0, t * 4), Vector3.Up, MathHelper.PiOver4, (float)Util.screenWidth / (float)Util.screenHeight, 1, 1000); Vector3 rotation = Vector3.Zero; float scale = Util.chessPieceScale; for (int i = 0; i < 64; ++i) { int nk = _sampleBoard[i]; switch (Math.Abs(nk)) { case 0: pieces[i] = null; break; case 1: pieces[i] = new Pawn(nk > 0, content, rotation, scale, i % 8, i / 8); break; case 2: pieces[i] = new Rook(nk > 0, content, rotation, scale, i % 8, i / 8); break; case 3: pieces[i] = new Knight(nk > 0, content, rotation, scale, i % 8, i / 8); break; case 4: pieces[i] = new Bishop(nk > 0, content, rotation, scale, i % 8, i / 8); break; case 5: pieces[i] = new Queen(nk > 0, content, rotation, scale, i % 8, i / 8); break; case 6: pieces[i] = new King(nk > 0, content, rotation, scale, i % 8, i / 8); break; } } board = new ChessBoard(@"Terrains/BoardGray128", content, Matrix.CreateScale(Util.boardScale)); circlePos = new PlanarObject(content, @"Terrains/circlePos", 2); circleHover = new PlanarObject(content, @"Terrains/circleHover", 2); circleDie = new PlanarObject(content, @"Terrains/circleDie", 2); circleSpecial = new PlanarObject(content, @"Terrains/circleSpecial", 2); circleSelect = new PlanarObject(content, @"Terrains/circleSelect", 2); circleCheck = new PlanarObject(content, @"Terrains/circleCheck", 2); avatarW = content.Load<Texture2D>(@"Images/Avatar/avatarW"); avatarB = content.Load<Texture2D>(@"Images/Avatar/avatarB"); avatarBorder = content.Load<Texture2D>(@"Images/Avatar/avatarBorder"); surrender = new FrameButton(content, "Surrender", FrameButton.MyButtonAlignment.Left, new Rectangle(360, avatarMargin, 960, 340)); back = new FrameButton(content, "Back", FrameButton.MyButtonAlignment.Left, new Rectangle(600, avatarMargin, 960, 340)); landscape = new Model3D(@"Models/scene_e", content, Matrix.Identity, new Vector3(7.2f, 0.8f, 4.8f * 3)); }