public virtual void render(GraphicsDevice graphics, Camera camera, Sun sun) { if (!isDead()) pathTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); if (selected) ringTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); graphics.RenderState.DepthBufferEnable = true; graphics.RenderState.AlphaBlendEnable = false; graphics.RenderState.AlphaTestEnable = false; Matrix[] transforms = new Matrix[model.Model.Bones.Count]; model.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.CreateScale(model.Scale) * orientation * Matrix.CreateTranslation(position); //"sink" the units a bit if they're dead, just to conceptually remove them from play if (isDead()) worldMatrix *= Matrix.CreateTranslation(new Vector3(0, 0, -0.5f)); int i = 0; foreach (ModelMesh mesh in model.Model.Meshes) { foreach (Effect currentEffect in mesh.Effects) { currentEffect.CurrentTechnique = model.Effect.Techniques["Textured"]; currentEffect.Parameters["xWorldViewProjection"].SetValue(transforms[mesh.ParentBone.Index] * worldMatrix * camera.getViewMatrix() * camera.getProjectionMatrix()); currentEffect.Parameters["xWorld"].SetValue(worldMatrix); currentEffect.Parameters["xTexture"].SetValue(model.Textures[i++]); currentEffect.Parameters["xEnableLighting"].SetValue(true); currentEffect.Parameters["xEnableNormals"].SetValue(true); currentEffect.Parameters["xLightPosition"].SetValue(sun.getPosition()); currentEffect.Parameters["xLightPower"].SetValue(sun.getPower()); currentEffect.Parameters["xGreyScale"].SetValue(isDead()); } mesh.Draw(); } }
public void renderInfoBox(GraphicsDevice graphics, Camera camera) { if (selectTime > 0) { infoBar.render(graphics, camera.getViewMatrix(), camera.getProjectionMatrix()); } }
public override void render(GraphicsDevice graphics, Camera camera, Sun sun) { base.render(graphics, camera, sun); if (IsSelected) attackRadiusTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); }