示例#1
0
        public void RenderChildren(GraphicsDevice gd)
        {
            JadeEffect shader = JadeShaderManager.GetShader(ShaderLabel);

            shader.SetParameters(this);
            foreach (ModelMesh mesh in Model.Meshes)
            {
                gd.Indices = mesh.IndexBuffer;
                shader.Effect.Begin();

                foreach (EffectPass pass in shader.Effect.CurrentTechnique.Passes)
                {
                    pass.Begin();
                    foreach (ModelMeshPart part in mesh.MeshParts)
                    {
                        gd.VertexDeclaration = part.VertexDeclaration;
                        gd.Vertices[0].SetSource(mesh.VertexBuffer, part.StreamOffset, part.VertexStride);

                        gd.Textures[0] = ((BasicEffect)part.Effect).Texture;
                        gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, part.BaseVertex, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount);
                    }
                    pass.End();
                }
                shader.Effect.End();
            }
        }
示例#2
0
        public void Draw(GraphicsDevice gd)
        {
            if (this is IJadeHasMaterial)
            {
                ((IJadeHasMaterial)this).SetMaterialProperties();
            }

            if (this is IJadeRenderable)
            {
                JadeEffect shader = JadeShaderManager.GetShader(ShaderLabel);
                shader.SetParameters(this);

                shader.Effect.Begin();
                foreach (EffectPass pass in shader.Effect.CurrentTechnique.Passes)
                {
                    pass.Begin();
                    ((IJadeRenderable)this).Render(gd);
                    pass.End();
                }
                shader.Effect.End();
            }

            if (this is IJadeChildRenderer)
            {
                ((IJadeChildRenderer)this).RenderChildren(gd);
            }
        }
        public void RenderChildren(GraphicsDevice gd)
        {
            JadeEffect shader = JadeShaderManager.GetShader(ShaderLabel);

            shader.Effect.Begin();
            foreach (EffectPass pass in shader.Effect.CurrentTechnique.Passes)
            {
                for (int i = 0; i < 6; i++)
                {
                    Sides[i].SetPosition(JadeCameraManager.ActiveCamera.Position + Offsets[i]);

                    shader.SetParameters(Sides[i]);

                    pass.Begin();
                    Sides[i].Render(gd);
                    pass.End();
                }
            }
            shader.Effect.End();
        }