Ejemplo n.º 1
0
        private void DrawSpritesWithBatcher2D()
        {
            _batcher.Begin(_viewMatrix, _projectionMatrix, effect: _effect);

            // ReSharper disable once ForCanBeConvertedToForeach
            for (var index = 0; index < _sprites.Length; index++)
            {
                var sprite = _sprites[index];
                _batcher.DrawTexture(sprite.Texture, ref sprite.TransformMatrix, sprite.Color);
            }

            _batcher.End();
        }
Ejemplo n.º 2
0
        public void Draw(Batcher2D batcher)
        {
            SortControlsByInfo();

            batcher.GraphicsDevice.Clear(Color.Transparent);
            batcher.Begin();

            for (int i = _gumps.Count - 1; i >= 0; i--)
            {
                Control g = _gumps[i];

                if (g.IsInitialized)
                {
                    g.Draw(batcher, g.X, g.Y);
                }
            }


            GameCursor?.Draw(batcher);

            batcher.End();
        }
Ejemplo n.º 3
0
        public void Draw(Batcher2D batcher, int x, int y)
        {
            if (_texture != null)
            {
                X = x - Width / 2;
                Y = y - Height / 2;
                //batcher.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer | ClearOptions.Stencil, new Vector4(0, 0, 0, 1), 0, 0);

                batcher.Begin();
                batcher.SetStencil(_stencil.Value);
                //batcher.SetBlendState(_checkerBlend.Value);

                BlendState.AlphaBlend.ColorWriteChannels = ColorWriteChannels.Alpha;
                batcher.Draw2D(_texture, X, Y, Vector3.Zero);
                BlendState.AlphaBlend.ColorWriteChannels = ColorWriteChannels.All;

                //batcher.SetBlendState(null);
                batcher.SetStencil(null);

                batcher.End();
            }
        }
Ejemplo n.º 4
0
        public override void Render()
        {
            var start = EnableBatcher;

            if (start)
            {
                Batcher2D.Begin();
            }

            RenderGame();
            inUi = true;
            RenderUi();
            inUi = false;

            Engine.GraphicsDevice.SetRenderTarget(null);
            var set = false;

            if (EnableClip && Camera.Instance != null)
            {
                var pos = Camera.Instance.CameraToScreen(ClipPosition) - new Vector2(Camera.Instance.Position.X % 1, Camera.Instance.Position.Y % 1) + Camera.Instance.GetComponent <ShakeComponent>().Position;

                Engine.GraphicsDevice.ScissorRectangle = new Rectangle((int)(pos.X * Engine.Instance.Upscale), (int)(pos.Y * Engine.Instance.Upscale), (int)(ClipSize.X * Engine.Instance.Upscale), (int)(ClipSize.Y * Engine.Instance.Upscale));
            }
            else
            {
                set = true;
                Engine.GraphicsDevice.ScissorRectangle = new Rectangle((int)Engine.Viewport.X, (int)Engine.Viewport.Y,
                                                                       (int)(Display.Width * Engine.Instance.Upscale), (int)(Display.Height * Engine.Instance.Upscale));
            }

            Graphics.Batch.Begin(SpriteSortMode.Immediate, BlendState, SamplerState, DepthStencilState, ClipRasterizerState, GameEffect, one);

            if (Camera.Instance != null)
            {
                var shake = Camera.Instance.GetComponent <ShakeComponent>();
                var scale = Engine.Instance.Upscale * Camera.Instance.TextureZoom;

                Graphics.Render(GameTarget,
                                new Vector2(Engine.Viewport.X + Display.Width / 2f * Engine.Instance.Upscale + scale * shake.Position.X,
                                            Engine.Viewport.Y + Display.Height / 2f * Engine.Instance.Upscale + scale * shake.Position.Y),
                                shake.Angle,
                                new Vector2(Camera.Instance.Position.X % 1 + Display.Width / 2f,
                                            Camera.Instance.Position.Y % 1 + Display.Height / 2f),
                                new Vector2(scale * GameScale));
            }

            Graphics.Batch.End();

            if (!set)
            {
                Engine.GraphicsDevice.ScissorRectangle = new Rectangle((int)Engine.Viewport.X, (int)Engine.Viewport.Y,
                                                                       (int)(Display.Width * Engine.Instance.Upscale), (int)(Display.Height * Engine.Instance.Upscale));
            }

            if (UiTarget != null)
            {
                Graphics.Batch.Begin(SpriteSortMode.Immediate, BlendState, SamplerState, DepthStencilState, ClipRasterizerState, UiEffect, one);

                if (UiEffect != null)
                {
                    UiEffect.Parameters["bottom"].SetValue(1f);
                    Graphics.Render(UiTarget, Engine.Viewport + new Vector2(0, Engine.Instance.UiUpscale));
                    UiEffect.Parameters["bottom"].SetValue(0f);
                }

                Graphics.Render(UiTarget, Engine.Viewport);
                Graphics.Batch.End();
            }


            Engine.Instance.State?.RenderNative();

            if (start)
            {
                Batcher2D.End();
            }
        }