// render the scene. public void Render() { bool skipRender = SurfaceId == 0 || GameEngine.IsInError || Width == 0 || Height == 0 || DesignView.Context == null; if (skipRender) { return; } m_clk.Start(); GameEngine.SetObjectProperty(swapChainId, SurfaceId, BkgColorPropId, DesignView.BackColor); GameEngine.SetRenderState(RenderState); GameEngine.Begin(SurfaceId, Camera.ViewMatrix, Camera.ProjectionMatrix); IGame game = DesignView.Context.As <IGame>(); GridRenderer gridRender = game.Grid.Cast <GridRenderer>(); gridRender.Render(Camera); GameEngine.RenderGame(); bool renderSelected = RenderState.DisplayBound == DisplayFlagModes.Selection || RenderState.DisplayCaption == DisplayFlagModes.Selection || RenderState.DisplayPivot == DisplayFlagModes.Selection; if (renderSelected) { var selection = DesignView.Context.As <ISelectionContext>().Selection; IEnumerable <DomNode> rootDomNodes = DomNode.GetRoots(selection.AsIEnumerable <DomNode>()); RenderProperties(rootDomNodes, RenderState.DisplayCaption == DisplayFlagModes.Selection, RenderState.DisplayBound == DisplayFlagModes.Selection, RenderState.DisplayPivot == DisplayFlagModes.Selection); } RenderProperties(Items, RenderState.DisplayCaption == DisplayFlagModes.Always, RenderState.DisplayBound == DisplayFlagModes.Always, RenderState.DisplayPivot == DisplayFlagModes.Always); GameEngine.SetRendererFlag(BasicRendererFlags.Foreground | BasicRendererFlags.Lit); if (DesignView.Manipulator != null) { DesignView.Manipulator.Render(this); } string str = string.Format("View Type: {0} time-per-frame: {1:0.00} ms", ViewType, m_clk.Milliseconds); GameEngine.DrawText2D(str, Util3D.CaptionFont, 1, 1, Color.White); GameEngine.End(); }
// render the scene. public override void Render() { bool skipRender = SurfaceId == 0 || GameEngine.IsInError || Width == 0 || Height == 0 || DesignView.Context == null; if (skipRender) { return; } m_clk.Start(); GameEngine.SetObjectProperty(swapChainId, SurfaceId, BkgColorPropId, DesignView.BackColor); GameEngine.SetRenderState(RenderState); GameEngine.Begin(SurfaceId, Camera.ViewMatrix, Camera.ProjectionMatrix); IGame game = DesignView.Context.As <IGame>(); GridRenderer gridRender = game.Grid.Cast <GridRenderer>(); gridRender.Render(Camera); GameEngine.RenderGame(); bool renderSelected = RenderState.DisplayBound == DisplayFlagModes.Selection || RenderState.DisplayCaption == DisplayFlagModes.Selection || RenderState.DisplayPivot == DisplayFlagModes.Selection; if (renderSelected) { var selection = DesignView.Context.As <ISelectionContext>().Selection; IEnumerable <DomNode> rootDomNodes = DomNode.GetRoots(selection.AsIEnumerable <DomNode>()); RenderProperties(rootDomNodes, RenderState.DisplayCaption == DisplayFlagModes.Selection, RenderState.DisplayBound == DisplayFlagModes.Selection, RenderState.DisplayPivot == DisplayFlagModes.Selection); } RenderProperties(Items, RenderState.DisplayCaption == DisplayFlagModes.Always, RenderState.DisplayBound == DisplayFlagModes.Always, RenderState.DisplayPivot == DisplayFlagModes.Always); GameEngine.SetRendererFlag(BasicRendererFlags.Foreground | BasicRendererFlags.Lit); if (DesignView.Manipulator != null) { DesignView.Manipulator.Render(this); } string str = string.Format("View Type: {0} time per frame-render call: {1:0.00} ms", ViewType, m_clk.Milliseconds); GameEngine.DrawText2D(str, Util3D.CaptionFont, 1, 1, Color.White); GameEngine.End(); if (IsPicking) {// todo: use Directx to draw marque. using (Graphics g = CreateGraphics()) { Rectangle rect = MakeRect(FirstMousePoint, CurrentMousePoint); if (rect.Width > 0 && rect.Height > 0) { g.DrawRectangle(s_marqueePen, rect); } } } }
public void Render(Camera cam) { GameEngine.SetRendererFlag(BasicRendererFlags.WireFrame); IGrid grid = this.As <IGrid>(); if (grid.Visible == false) { return; } float s = grid.Size; Matrix4F scale = new Matrix4F(); scale.Scale(new Vec3F(s, s, s)); Matrix4F gridXform = new Matrix4F(); if (cam.Frustum.IsOrtho) { float dist = cam.ViewMatrix.Translation.Z; ViewTypes vt = cam.ViewType; if (vt == ViewTypes.Top) { gridXform.Translation = new Vec3F(0, dist, 0); } else if (vt == ViewTypes.Bottom) { gridXform.Translation = new Vec3F(0, -dist, 0); } else if (vt == ViewTypes.Right) { gridXform.RotZ(MathHelper.PiOver2); gridXform.Translation = new Vec3F(dist, 0, 0); } else if (vt == ViewTypes.Left) { gridXform.RotZ(MathHelper.PiOver2); gridXform.Translation = new Vec3F(-dist, 0, 0); } else if (vt == ViewTypes.Front) { gridXform.RotX(MathHelper.PiOver2); gridXform.Translation = new Vec3F(0, 0, dist); } else if (vt == ViewTypes.Back) { gridXform.RotX(MathHelper.PiOver2); gridXform.Translation = new Vec3F(0, 0, -dist); } gridXform.Mul(scale, gridXform); } else { Matrix4F trans = new Matrix4F(); trans.Translation = new Vec3F(0, grid.Height, 0); gridXform = Matrix4F.Multiply(scale, trans); } GameEngine.DrawPrimitive(PrimitiveType.LineList, m_gridVBId, 0, m_gridVertexCount, Color.LightGray, gridXform); }
public static void SetRenderFlag(GUILayer.SimpleRenderingContext context, BasicRendererFlags flags) { GameEngine.SetRendererFlag(context, flags); }