Пример #1
0
        public override void Draw(GameTime gameTime)
        {
            _renderContext.Game           = Game;
            _renderContext.GraphicsDevice = Game.GraphicsDevice;
            _renderContext.Graphics       = this;
            _renderContext.Camera         = Game.Scene3D?.Camera;
            _renderContext.Scene          = Game.Scene3D;
            _renderContext.RenderTarget   = Game.Panel.Framebuffer;
            _renderContext.GameTime       = gameTime;

            _renderPipeline.Execute(_renderContext);

            base.Draw(gameTime);
        }
Пример #2
0
        public override void Draw(GameTime gameTime)
        {
            // TODO: Do this in Update?
            Game.Scene.CameraController.UpdateCamera(gameTime);

            _renderContext.Game           = Game;
            _renderContext.GraphicsDevice = Game.GraphicsDevice;
            _renderContext.Graphics       = this;
            _renderContext.Camera         = Game.Scene.Camera;
            _renderContext.Scene          = Game.Scene;
            _renderContext.SwapChain      = Game.SwapChain;
            _renderContext.RenderTarget   = Game.SwapChain.GetNextRenderTarget();
            _renderContext.GameTime       = gameTime;

            _renderPipeline.Execute(_renderContext);

            base.Draw(gameTime);
        }
Пример #3
0
        public override void Draw(GameTime gameTime)
        {
            foreach (var model in _models)
            {
                model.UpdateBoneTransforms();
            }

            // TODO: Do this in Update?
            _cameraInputMessageHandler.UpdateInputState(ref _cameraInputState);
            Game.Scene.CameraController.UpdateCamera(Game.Scene.Camera, _cameraInputState, gameTime);

            _renderContext.Game           = Game;
            _renderContext.GraphicsDevice = Game.GraphicsDevice;
            _renderContext.Graphics       = this;
            _renderContext.Camera         = Game.Scene.Camera;
            _renderContext.Scene          = Game.Scene;
            _renderContext.SwapChain      = Game.SwapChain;
            _renderContext.RenderTarget   = Game.SwapChain.GetNextRenderTarget();
            _renderContext.GameTime       = gameTime;

            _renderPipeline.Execute(_renderContext);

            base.Draw(gameTime);
        }