Ejemplo n.º 1
0
        /// <summary>
        /// The draw.
        /// </summary>
        /// <param name="gameTime">
        /// The game time.
        /// </param>
        /// <exception cref="ArgumentNullException">
        /// </exception>
        public override void Draw(GameTime gameTime)
        {
            if (this.HeaderText == null)
            {
                throw new ArgumentNullException("HeaderText should not be null");
            }

            if (this.BodyText == null)
            {
                throw new ArgumentNullException("BodyText should not be null");
            }

            if (this.TextBoxSize == null)
            {
                throw new ArgumentNullException("TextBoxSize should not be null");
            }

            // draw the texture
            ShaderManager.SetCurrentEffect(ShaderManager.EFFECT_ID.TEXTURE);

            ShaderManager.SetValue("World", Matrix.CreateTranslation(this.Position3D));
            ShaderManager.SetValue("View", this.scene.Camera.View);
            ShaderManager.SetValue("Projection", this.scene.Camera.Perspective);

            ShaderManager.SetValue("tex", this.TextTexture);

            ShaderManager.CommitChanges();

            ShaderManager.Begin();
            ShaderManager.GetCurrentEffect().Techniques["TextureTechnique"].Passes[0].Begin();

            this.GraphicsDevice.VertexDeclaration = TextureSpriteVertexDeclaration;
            this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, this.textSprite, 0, 2);

            ShaderManager.GetCurrentEffect().Techniques["TextureTechnique"].Passes[0].End();

            ShaderManager.End();
            this.DrawPhysicsVertices();
        }
Ejemplo n.º 2
0
        /// <summary>
        /// The draw.
        /// </summary>
        public void Draw()
        {
            if (this.Backgrounds == null || this.Backgrounds.Length == 0)
            {
                return;
            }

            var spriteBatch = (SpriteBatch)this.scene.Game.Services.GetService(typeof(SpriteBatch));

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState);

            // using a pixelshader with spritebatch - http://msdn.microsoft.com/en-us/library/bb313868.aspx
            ShaderManager.SetCurrentEffect(ShaderManager.EFFECT_ID.BACKGROUND);

            ShaderManager.Begin();
            ShaderManager.GetCurrentEffect().CurrentTechnique.Passes[0].Begin();

            var p = new Plane(-Vector3.UnitZ, -10.0f);

            foreach (BackgroundLayer backgroundLayer in this.Backgrounds)
            {
                if (backgroundLayer.Image == null)
                {
                    continue;
                }

                Ray     leftRay = this.scene.Camera.Unproject(0, this.scene.Game.GraphicsDevice.Viewport.Height / 2);
                Vector3?left3D  = leftRay.IntersectsAt(p);
                float   left    = left3D.HasValue ? left3D.Value.X : this.min;

                Ray rightRay = this.scene.Camera.Unproject(
                    this.scene.Game.GraphicsDevice.Viewport.Width - 1, this.scene.Game.GraphicsDevice.Viewport.Height / 2);
                Vector3?right3D = rightRay.IntersectsAt(p);
                float   right   = right3D.HasValue ? right3D.Value.X : this.max;

                float offset = -((Hero.GetHeroPosition().X - this.min) * backgroundLayer.ScrollSpeed * 0.02f) %
                               backgroundLayer.Image.Width;

                float imgWidth   = backgroundLayer.Image.Width * backgroundLayer.WidthBias;
                float screenLeft = this.min - backgroundLayer.Image.Width;
                int   num        = (int)((left - screenLeft) / imgWidth);
                left = screenLeft + (num * imgWidth);
                num  = (int)(((right - left - offset) / imgWidth) + 2);

                int?prevRightX = null;
                for (int i = 0; i < num; i++)
                {
                    float     imgLeft  = left + offset + i * imgWidth;
                    float     imgRight = imgLeft + imgWidth;
                    var       scrLeft  = this.scene.Camera.Project(new Vector3(imgLeft, 0, -10));
                    var       scrRight = this.scene.Camera.Project(new Vector3(imgRight, 0, -10));
                    Rectangle destRect = new Rectangle(
                        prevRightX ?? (int)scrLeft.X,
                        0,
                        (int)(scrRight.X - scrLeft.X),
                        this.scene.Game.GraphicsDevice.Viewport.Height - 1);
                    spriteBatch.Draw(backgroundLayer.Image, destRect, Color.White);
                    prevRightX = destRect.X + destRect.Width - 1;
                }
            }

            spriteBatch.End();
            ShaderManager.GetCurrentEffect().CurrentTechnique.Passes[0].End();
            ShaderManager.End();
        }
Ejemplo n.º 3
0
        private static Texture2D RenderToTarget(Model model, ModelAnimationPlayer player, Microsoft.Xna.Framework.Game game, Matrix world, out Texture2D Sillouette)
        {
            DepthStencilBuffer old = ShadowMapManager.SetupShadowMap(game.GraphicsDevice, ref renderTarget, ref depthBuffer);

            BoundingSphere bs = new BoundingSphere();

            bool first = true;

            foreach (ModelMesh mesh in model.Meshes)
            {
                if (first)
                {
                    bs    = mesh.BoundingSphere;
                    first = false;
                }
                else
                {
                    bs = BoundingSphere.CreateMerged(bs, mesh.BoundingSphere);
                }
            }

            bs.Center.X = bs.Center.Z;
            bs.Radius  *= 1.5f;

            ShaderManager.AddEffect(ShaderManager.EFFECT_ID.PHYSICS, "PhysicsRenderer", game);
            ShaderManager.SetCurrentEffect(ShaderManager.EFFECT_ID.PHYSICS);
            ShaderManager.SetValue("World", world);

            Matrix m = Matrix.Identity;

            m.M33 = 0;
            m.M43 = 0.5f;
            ShaderManager.SetValue("Projection", m);


            Matrix view;

            view = Matrix.CreateTranslation(-bs.Center) * Matrix.CreateScale(1 / bs.Radius, 1 / bs.Radius, 1);

            ShaderManager.SetValue("Projection", m);
            ShaderManager.SetValue("View", view);
            ShaderManager.SetValue("usingBones", player != null);

            if (player != null)
            {
                ShaderManager.SetValue("Bones", player.GetSkinTransforms());
            }

            ShaderManager.CommitChanges();
            List <Effect> effects = new List <Effect>();

            game.GraphicsDevice.Clear(Color.Black);

            foreach (ModelMesh mesh in model.Meshes)
            {
                effects.Clear();

                foreach (ModelMeshPart part in mesh.MeshParts)
                {
                    effects.Add(part.Effect);
                    part.Effect = ShaderManager.GetCurrentEffect();
                }
                mesh.Draw();
                for (int i = 0; i < mesh.MeshParts.Count; i++)
                {
                    mesh.MeshParts[i].Effect = effects[i];
                }
            }

            ShadowMapManager.ResetGraphicsDevice(game.GraphicsDevice, old);

            Color[] textureColors = new Color[(int)(TextureSize.X * TextureSize.Y)];
            renderTarget.GetTexture().GetData <Color>(textureColors);

            Sillouette = new Texture2D(game.GraphicsDevice, (int)TextureSize.X, (int)TextureSize.Y);
            Sillouette.SetData <Color>(textureColors);
            return(renderTarget.GetTexture());
        }