public override void QueueRenderCommands(SharpDX.Toolkit.GameTime gameTime, Renderer renderer, IGraphicsContext context) { if (resourcesDic == null) { resourcesDic = new Dictionary <string, GraphicsResource>(); resourcesDic["gbDepthTexture"] = context.GBuffer.DepthTarget; resourcesDic["gbNormalTexture"] = context.GBuffer.NormalTarget; resourcesDic["gbAlbedoTexture"] = context.GBuffer.AlbedoTarget; resourcesDic["texTransmittance"] = transmittanceT; resourcesDic["texIrradiance"] = irradianceT; resourcesDic["texInscatter"] = inscatterT; } var command = GenerateRenderCommand(); renderer.EnqueuePostProcess(command); // post process //SetCameraParameters(context.CurrentCamera); //SetSunParameters(); //SetTextures(context); //context.Device.SetBlendState(context.Device.BlendStates.AlphaBlend); //context.Device.SetVertexBuffer(atmosVb); //context.Device.SetVertexInputLayout(VertexInputLayout.FromBuffer(0, atmosVb)); //atmosphere.Techniques["Atmosphere"].Passes[0].Apply(); //context.Device.Draw(PrimitiveType.TriangleList, 6); }
public override void Update(MenuScreen screen, bool isSelected, SharpDX.Toolkit.GameTime gameTime) { // Gradually fade between selected/deselected appearance float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; if (isSelected) { _selectionFade = Math.Min(_selectionFade + fadeSpeed, 1); } else { _selectionFade = Math.Max(_selectionFade - fadeSpeed, 0); } }
public override void Draw(MenuScreen screen, bool isSelected, SharpDX.Toolkit.GameTime gameTime) { Color color = isSelected ? Color.Yellow : Color.Black; // Pulsate thet size of the selected entry double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1 + pulsate * 0.05f * _selectionFade; // Modify the alpha to fade text out during transitions. color *= screen.TransitionAlpha; // Draw text, centered on the middle of each line SpriteBatch spriteBatch = screen.ScreenManager.SpriteBatch; SpriteFont font = screen.ScreenManager.MenuFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2f); spriteBatch.DrawString(font, Text, Position, color, 0f, origin, scale, SpriteEffects.None, 0f); }
public void Update(SharpDX.Toolkit.GameTime gameTime) { }