private void DrawScene(Camera c, ISurfaceAlgorithm a)
        {
            Device.RasterizerState = r_state;
            RenderToShader.Parameters["World"].SetValue(Matrix.CreateTranslation(new Vector3(-Game1.Resolution / 2, -Game1.Resolution / 2, -Game1.Resolution / 2)));
            RenderToShader.Parameters["View"].SetValue(c.View);
            RenderToShader.Parameters["Projection"].SetValue(c.Projection);

            RenderToShader.CurrentTechnique.Passes[0].Apply();
            a.Draw(null);
        }
        public void Draw(ISurfaceAlgorithm a, Camera c)
        {
            /* Set buffers */
            Device.SetRenderTargets(color_target, normal_target, depth_target);

            Clear();
            DrawScene(c, a);
            Device.SetRenderTarget(null);

            DrawFinal(c);
        }
示例#3
0
        public void Draw(ISurfaceAlgorithm a, Camera c)
        {
            /* Set buffers */
            Device.SetRenderTargets(color_target, normal_target, depth_target);

            Clear();
            DrawScene(c, a);
            Device.SetRenderTarget(null);

            DrawFinal(c);
        }
示例#4
0
        private void DrawScene(Camera c, ISurfaceAlgorithm a)
        {
            Device.RasterizerState = r_state;
            RenderToShader.Parameters["World"].SetValue(Matrix.CreateTranslation(new Vector3(-Game1.Resolution / 2, -Game1.Resolution / 2, -Game1.Resolution / 2)));
            RenderToShader.Parameters["View"].SetValue(c.View);
            RenderToShader.Parameters["Projection"].SetValue(c.Projection);

            RenderToShader.CurrentTechnique.Passes[0].Apply();
            a.Draw(null);
        }