public void RenderViewControllerUpdate (GameViewController gameViewController) { Matrix4 baseModel = CreateMatrixFromTranslation (0.0f, 0.0f, 5.0f) * CreateMatrixFromRotation (rotation, 0.0f, 1.0f, 0.0f); Matrix4 baseMv = viewMatrix * baseModel; Matrix4 modelViewMatrix = CreateMatrixFromTranslation (0.0f, 0.0f, 1.5f) * CreateMatrixFromRotation (rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = baseMv * modelViewMatrix; constantBuffer [0].normalMatrix = Matrix4.Invert (Matrix4.Transpose (modelViewMatrix)); constantBuffer [0].modelviewProjectionMatrix = Matrix4.Transpose (projectionMatrix * modelViewMatrix); modelViewMatrix = CreateMatrixFromTranslation (0.0f, 0.0f, -1.5f); modelViewMatrix = modelViewMatrix * CreateMatrixFromRotation (rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = baseMv * modelViewMatrix; constantBuffer [1].normalMatrix = Matrix4.Invert (Matrix4.Transpose (modelViewMatrix)); constantBuffer [1].modelviewProjectionMatrix = Matrix4.Transpose (projectionMatrix * modelViewMatrix); if (constantBuffer [1].ambientColor.Y >= 0.8) { multiplier = -1; constantBuffer [1].ambientColor.Y = 0.79f; } else if (constantBuffer [1].ambientColor.Y <= 0.2) { multiplier = 1; constantBuffer [1].ambientColor.Y = 0.21f; } else { constantBuffer [1].ambientColor.Y += multiplier * 0.01f; } rotation += (float)gameViewController.TimeSinceLastDraw; }
public void RenderViewController (GameViewController gameViewController, bool value) { // timer is suspended/resumed // Can do any non-rendering related background work here when suspended }
public void RenderViewController(GameViewController gameViewController, bool value) { // timer is suspended/resumed // Can do any non-rendering related background work here when suspended }