Example #1
0
        protected override void Draw(GameTime gameTime)
        {
            if (GameValues.Bloom)
            {
                bloom.Visible = true;
            }
            else
            {
                bloom.Visible = false;
            }
            bloom.BeginDraw();
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();

            switch (GameValues.DrawMethod)
            {
            case 0:
                ParticleManager.DrawAsPoints(spriteBatch);
                break;

            case 1:
                ParticleManager.DrawAsArrows(spriteBatch);
                break;
            }

            spriteBatch.End();
            base.Draw(gameTime);
            spriteBatch.Begin();

            ParticleManager.DrawText(spriteBatch);
            FPSCounter.Draw(spriteBatch);

            spriteBatch.End();
        }
Example #2
0
        protected override void Draw(GameTime gameTime)
        {
            _bloom.BeginDraw();

            GraphicsDevice.Clear(Color.Black);

            _spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
            EntityManager.Draw(_spriteBatch);
            ParticleManager.Draw(_spriteBatch);
            _spriteBatch.End();

            base.Draw(gameTime);

            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);

            _spriteBatch.DrawString(Art.Font, "Lives: " + PlayerStatus.Lives, new Vector2(5), Color.White);
            DrawRightAlignedString("Score: " + PlayerStatus.Score, 5);
            DrawRightAlignedString("Multiplier: " + PlayerStatus.Multiplier, 35);

            if (PlayerStatus.IsGameOver)
            {
                var text     = string.Format("Game Over\nYour Score: {0}\nHigh Score: {1}", PlayerStatus.Score, PlayerStatus.HighScore);
                var textSize = Art.Font.MeasureString(text);
                _spriteBatch.DrawString(Art.Font, text, ScreenSize / 2 - textSize / 2, Color.White);
            }

            _spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White);

            _spriteBatch.End();
        }
Example #3
0
        public void Draw(World world)
        {
            if ((CurrentRenderTarget == null || CurrentRenderTarget == DrawBuffer) && _NeoManager.ShowSoftwareCursor && EngineVariables.EnableGUI)
            {
                _NeoManager.BeginDraw(DefaultGameTime);
                GraphicsDevice.SetRenderTarget(CurrentRenderTarget);
            }

            if (world != null)
            {
                BloomEffect.Visible = (BloomEnabled && world.Get <RenderSettings>().BloomEnabled);

                if (BloomEffect.Visible)
                {
                    BloomEffect.BeginDraw();
                    GraphicsDevice.Clear(Color.Black);
                    Stage = RenderStage.Bloom;

                    world.Draw(this);

                    BloomEffect.Draw(world.Get <RenderSettings>().BloomSettings);
                }

                GraphicsDevice.SetRenderTarget(CurrentRenderTarget);

                Stage = RenderStage.PreBloom;

                world.Draw(this);

                if (!BloomEffect.Visible)
                {
                    Stage = RenderStage.Bloom;

                    world.Draw(this);
                }
                else
                {
                    BloomEffect.Flush();
                }

                Stage = RenderStage.PostBloom;
                world.Draw(this);
            }

            if ((CurrentRenderTarget == null || CurrentRenderTarget == DrawBuffer) && _NeoManager.ShowSoftwareCursor && EngineVariables.EnableGUI)
            {
                _NeoManager.EndDraw();
            }

            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(Color.Black);

            SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, null, DisplaySettings.ScaleMatrix);
            GraphicsDevice.Viewport = DisplaySettings.Viewport;
            SpriteBatch.Draw(DrawBuffer, Vector2.Zero, Color.White);
            SpriteBatch.End();
        }
Example #4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            bloomShader.BeginDraw();

            graphics.GraphicsDevice.Clear(Color.Black);

            m_gameStateManager.Draw(spriteBatch);
            base.Draw(gameTime);
        }
Example #5
0
        public override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();
            Game1.graphics.GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(game.GraphicsDevice));

            background.Draw(spriteBatch);
            player.Draw(spriteBatch);

            enemyManager.Draw(spriteBatch);
            powerUpManager.Draw(spriteBatch);
            particleManager.Draw(cam.get_transformation(game.GraphicsDevice));

            spriteBatch.End();

            spriteBatch.Begin();
            spriteBatch.Draw(crosshair, player.MousePosition - new Vector2(17 / 2, 9), Color.White);
            if (player.Score.ToString().Length > 5)
            {
                spriteBatch.DrawString(score, player.Score.ToString(), new Vector2(Game1.SCREEN_WIDTH - 185, -10), Color.White);
            }
            else
            {
                spriteBatch.DrawString(score, player.Score.ToString(), new Vector2(Game1.SCREEN_WIDTH - 160, -10), Color.White);
            }
            float xMargin = 15;

            for (int i = 0; i < player.Lives; i++)
            {
                spriteBatch.Draw(livesIcon, new Vector2(xMargin, 10), Color.White);
                xMargin += 50;
            }
            if (paused)
            {
                spriteBatch.Draw(PauseOverlay, new Vector2(0, 0), Color.White);
                spriteBatch.DrawString(score, "GAME PAUSED", new Vector2((game.GraphicsDevice.Viewport.Width / 2) - (score.MeasureString("GAME PAUSED").X / 2), (game.GraphicsDevice.Viewport.Height / 2) - (score.MeasureString("GAME PAUSED").Y / 2) - 100), Color.White);
                spriteBatch.DrawString(score, "Press ESC to resume", new Vector2((game.GraphicsDevice.Viewport.Width / 2) - (score.MeasureString("GAME PAUSED").X / 2) - 100, (game.GraphicsDevice.Viewport.Height / 2) - (score.MeasureString("GAME PAUSED").Y / 2)), Color.White);
            }

            if (gameOver)
            {
                spriteBatch.Draw(PauseOverlay, new Vector2(0, 0), Color.White);
                spriteBatch.DrawString(score, "GAME OVER", new Vector2((game.GraphicsDevice.Viewport.Width / 2) - (score.MeasureString("GAME OVER").X / 2), (game.GraphicsDevice.Viewport.Height / 2) - (score.MeasureString("GAME OVER").Y / 2) - 100), Color.DarkRed);
                spriteBatch.DrawString(score, "Score: " + player.Score,
                                       new Vector2(
                                           (game.GraphicsDevice.Viewport.Width / 2) - (score.MeasureString("Score: " + player.Score.ToString()).X / 2),
                                           (game.GraphicsDevice.Viewport.Height / 2) - (score.MeasureString("Score: " + player.Score.ToString()).Y / 2)),
                                       Color.GreenYellow);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #6
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if (enableBloom)
            {
                postProcessComponent.BeginDraw();
            }

            SystemCore.Render(gameTime);

            base.Draw(gameTime);
        }
Example #7
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            bloom.BeginDraw();

            base.Draw(gameTime);
            gameScene.DrawUI(gameTime);
            textManager.Draw(gameTime);
        }
Example #8
0
        protected override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();

            if (!useBloom)
            {
                base.Draw(gameTime);
            }

            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
            EntityManager.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);
            Grid.Draw(spriteBatch);
            ParticleManager.Draw(spriteBatch);
            spriteBatch.End();

            if (useBloom)
            {
                base.Draw(gameTime);
            }

            // Draw the user interface without bloom
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);

            spriteBatch.DrawString(Art.Font, "Lives: " + PlayerStatus.Lives, new Vector2(5), Color.White);
            DrawRightAlignedString("Score: " + PlayerStatus.Score, 5);
            DrawRightAlignedString("Multiplier: " + PlayerStatus.Multiplier, 35);
            // draw the custom mouse cursor
            spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White);

            if (PlayerStatus.IsGameOver)
            {
                string text = "Game Over\n" +
                              "Your Score: " + PlayerStatus.Score + "\n" +
                              "High Score: " + PlayerStatus.HighScore;

                Vector2 textSize = Art.Font.MeasureString(text);
                spriteBatch.DrawString(Art.Font, text, ScreenSize / 2 - textSize / 2, Color.White);
            }

            spriteBatch.End();
        }
Example #9
0
        /// <summary>
        /// Draws the scene.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            this._timeRuler.BeginMark("Draw", Color.Yellow);

            #if XNA
            bloom.BeginDraw();
            #endif

            this.GraphicsDevice.Clear(Color.Black);

            this.GraphicsDevice.RasterizerState = Rasterizer.Instance.State;

            base.Draw(gameTime);

            // Stop measuring time for "Draw".
            this._timeRuler.EndMark("Draw");
        }
Example #10
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            bloom.BeginDraw();

            spriteBatch.Begin();

            //...draw all your stuff
            spriteBatch.Draw(background,
                             new Rectangle(0, 0, graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, graphics.GraphicsDevice.PresentationParameters.BackBufferHeight),
                             Color.White);

            spriteBatch.End();

            bloom.Draw(gameTime);

            base.Draw(gameTime);
        }
Example #11
0
        /// <summary>
        /// Renders the Game
        /// </summary>
        public void render()
        {
            //ActiveCamera.Position = Vector.Zero;
            Matrix transform = ActiveCamera != null ? ActiveCamera.TranformMatrix : Matrix.Identity;

            int bbWidth  = GraphicsDevice.PresentationParameters.BackBufferWidth;
            int bbHeight = GraphicsDevice.PresentationParameters.BackBufferHeight;

            lightMapTarget               = checkRenderTarget(lightMapTarget, bbWidth, bbHeight);
            layerScreenShader            = checkRenderTarget(layerScreenShader, bbWidth, bbHeight);
            currentLayerTarget           = checkRenderTarget(currentLayerTarget, bbWidth, bbHeight);
            bloomComponent.Settings      = GameManager.Level.BloomSettings;
            bloomLightComponent.Settings = GameManager.Level.BloomLightSettings;

            //DRAW LIGHTMAP

            renderLightMap(GameManager.Objects.getAllObjects().Where(g => g.Active && !g.HudObject).ToList());

            renderLayers();

            bloomComponent.BeginDraw();
            GraphicsDevice.Clear(Level.BackgroundColor);
            spriteBatch.Begin();
            spriteBatch.Draw(layerScreenShader, Vector.Zero, XnaColor.White);
            spriteBatch.End();
            bloomComponent.draw();


            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Textures[1] = bloomLightComponent.OutputTarget;
            Vector4 ambience = ((XnaColor)GameManager.Level.AmbientLight).ToVector4();

            lightEffect.Parameters["ambience"].SetValue(ambience);

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone, GameManager.Level.LightingEnabled ? lightEffect : null);
            spriteBatch.Draw(bloomComponent.OutputTarget, Vector.Zero, XnaColor.White);

            spriteBatch.End();
        }
Example #12
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            bloom.BeginDraw();

            spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
            EntityManager.Draw(spriteBatch);



            spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);

            spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
            EntityManager.Draw(spriteBatch);
            spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White);
            spriteBatch.DrawString(Art.Font, "Lives: " + PlayerStatus.Lives, new Vector2(5), Color.White);
            DrawRightAlignedString("Score: " + PlayerStatus.Score, 5);
            DrawRightAlignedString("Multiplier: " + PlayerStatus.Multiplier, 35);
            spriteBatch.End();
        }
Example #13
0
        public void DrawBloom(GameTime gameTime, BloomComponent bloom, bool isBloom)
        {
            if (isBloom)
            {
                bloom.BeginDraw(_spriteBatch);
            }
            _spaceManager.DrawBackGround(cameraFollowing, Camera.Pos);

            _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend,
                               null,
                               null,
                               null,
                               null,
                               Camera.get_transformation(_spriteBatch.GraphicsDevice));

            _spaceManager.Draw(_spriteBatch, Camera.Pos, Zoom);

            _spriteBatch.End();

            // Draw particles in different spritebatch. Otherwise they look absolutely awful.
            _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Additive,
                               null,
                               null,
                               null,
                               null,
                               Camera.get_transformation(_spriteBatch.GraphicsDevice));
            _spaceManager.DrawWarpZones();
            _particleManager.Draw(_spriteBatch);
            _shipManager.ParticleDraw(_spriteBatch);

            _spriteBatch.End();

            _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend,
                               null,
                               null,
                               null,
                               null,
                               Camera.get_transformation(_spriteBatch.GraphicsDevice));

            foreach (var s in _structures)
            {
                switch (s.buildingType)
                {
                case StructureTypes.LaserTurret:
                    ((Turret)s).Draw(_spriteBatch);
                    break;

                default:
                    s.Update();
                    break;
                }
            }

            _projectileManager.Draw(Camera._pos);
            _shipManager.Draw();
            //ParticleManager.DrawOnTop(spriteBatch); // Not needed atm. Needed when we use Charge effects, etc
            _spriteBatch.End();
            //normal.Draw(spriteBatch, gameTime, ConvertUnits.ToDisplayUnits(shipPos), spaceCam);
#if DEBUG
            //_spriteBatch.Begin();
            //string the = ""+ShipManager.getPlayerShipDifference();
            ////DebugTextManager.DrawTextToScreenLeft(_spriteBatch, 2, the);
            ////ProjectileManager.Debug(_spriteBatch);
            //_spriteBatch.End();
#endif
            if (isBloom)
            {
                bloom.Draw(_spriteBatch);
            }
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice device   = graphics.GraphicsDevice;
            Viewport       viewport = device.Viewport;

            bloom.BeginDraw();

            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(); // Everything in this sprite batch will have the bloom effect applied
            paddle.Draw();
            wall.Draw();
            gameBorder.Draw();
            if (ball.Visible)
            {
                bool inPlay = ball.Move(wall, paddle);
                if (inPlay)
                {
                    ball.Draw();
                    ParticleManager.Draw(spriteBatch);
                }
                else
                {
                    ballsRemaining--;
                    readyToServeBall = true;
                }
            }
            spriteBatch.End();

            base.Draw(gameTime);

            // UI stuff
            spriteBatch.Begin(); // Everything in this sprite batch will NOT have the bloom effect applied
            staticBallIcon.Draw();
            string  scoreMsg = "Score: " + ball.Score.ToString("00000");
            Vector2 space    = gameContent.labelFont.MeasureString(scoreMsg);

            spriteBatch.DrawString(gameContent.labelFont, scoreMsg, new Vector2((screenWidth - space.X) / 2, screenHeight - 40), Color.White);
            if (ball.bricksCleared >= 70)
            {
                ball.Visible       = false;
                ball.bricksCleared = 0;
                wall             = new Wall(1, 50, spriteBatch, gameContent);
                readyToServeBall = true;
            }
            if (readyToServeBall)
            {
                if (ballsRemaining > 0)
                {
                    string  startMsg   = "Press <Space> or Click Mouse to Start";
                    Vector2 startSpace = gameContent.labelFont.MeasureString(startMsg);
                    spriteBatch.DrawString(gameContent.labelFont, startMsg, new Vector2((screenWidth - startSpace.X) / 2, screenHeight / 2), Color.White);
                }
                else
                {
                    string  endMsg   = "Game Over";
                    Vector2 endSpace = gameContent.labelFont.MeasureString(endMsg);
                    spriteBatch.DrawString(gameContent.labelFont, endMsg, new Vector2((screenWidth - endSpace.X) / 2, screenHeight / 2), Color.White);
                }
            }
            spriteBatch.DrawString(gameContent.labelFont, ballsRemaining.ToString(), new Vector2(40, 10), Color.White);
            spriteBatch.End();
        }
Example #15
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice device = graphics.GraphicsDevice;

            GraphicsDevice.Clear(new Color(50, 50, 50));

            spriteBatch.Begin(0, BlendState.Opaque);
            bloom.Enabled = true;
            bloom.BeginDraw();
            if (menu == 0)
            {
                spriteBatch.Draw(bgTexture, Vector2.Zero, Color.Red);
            }
            else if (menu == 1)
            {
                spriteBatch.Draw(bgTexture, Vector2.Zero, backgroundColor);
            }
            else if (menu == 2)
            {
                spriteBatch.Draw(bgTexture, Vector2.Zero, new Color(0, 1f, 0));
            }
            spriteBatch.End();

            spriteBatch.Begin();
            bloom.BeginDraw();
            if (menu == 0)
            {
                dummyPaddleLeft.Draw(gameTime, spriteBatch);
                dummyPaddleRight.Draw(gameTime, spriteBatch);
                dummyPong.Draw(gameTime, spriteBatch);
                spriteBatch.DrawString(system, "Neon Pong", new Vector2((windowSize.X) / 2, 25), Color.White, 0, new Vector2(250, 0), 1.0f, SpriteEffects.None, 0f);
            }
            else if (menu == 1)
            {
                paddleLeft.Draw(gameTime, spriteBatch);
                if (isPvp)
                {
                    paddleRightPlayer.Draw(gameTime, spriteBatch);
                }
                else
                {
                    paddleRight.Draw(gameTime, spriteBatch);
                }
                pong.Draw(gameTime, spriteBatch);
            }
            else if (menu == 2)
            {
            }
            spriteBatch.End();

            device.DepthStencilState = DepthStencilState.Default;

            base.Draw(gameTime);

            spriteBatch.Begin();

            /*
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[0].point1.X, MapSegments[0].point1.Y, MapSegments[0].point2.X, MapSegments[0].point2.Y), Color.White);
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[1].point1.X, MapSegments[1].point1.Y, MapSegments[1].point2.X, MapSegments[1].point2.Y), Color.White);
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[2].point1.X, MapSegments[2].point1.Y, MapSegments[2].point2.X, MapSegments[2].point2.Y), Color.White);
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[3].point1.X, MapSegments[3].point1.Y, MapSegments[3].point2.X, MapSegments[3].point2.Y), Color.White);
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[4].point1.X, MapSegments[4].point1.Y, MapSegments[4].point2.X, MapSegments[4].point2.Y), Color.White);
             * spriteBatch.Draw(textureBox, new Rectangle(MapSegments[5].point1.X, MapSegments[5].point1.Y, MapSegments[5].point2.X, MapSegments[5].point2.Y), Color.White);
             * for (int i = 0; i > 6; i++)
             * {
             *  spriteBatch.Draw(textureBox, new Rectangle(PaddleSegments[i].point1.X, PaddleSegments[i].point1.Y, PaddleSegments[i].point2.X, PaddleSegments[i].point2.Y), Color.White);
             * }
             */
            //debugLabel.Draw(gameTime, spriteBatch);
            if (menu == 0)
            {
                playButton.Draw(gameTime, spriteBatch);
                optionsButton.Draw(gameTime, spriteBatch);
                exitButton.Draw(gameTime, spriteBatch);
                pvpPlayButton.Draw(gameTime, spriteBatch);
            }
            else if (menu == 1)
            {
                score.Draw(gameTime, spriteBatch);

                if (gameOver && !paused)
                {
                    endText.Draw(gameTime, spriteBatch);
                    resetButton.Draw(gameTime, spriteBatch);
                    mainMenuButton2.Draw(gameTime, spriteBatch);
                }
                if (paused)
                {
                    pauseButton.Draw(gameTime, spriteBatch);
                    paddleLeft.move  = false;
                    paddleRight.move = false;
                    pong.move        = false;
                    paused           = true;
                    mainMenuButton.Draw(gameTime, spriteBatch);
                }
                if (!paused && isStarted && !gameOver)
                {
                    paddleLeft.move  = true;
                    paddleRight.move = true;
                    pong.move        = true;
                    paused           = false;
                }

                if (ableStart && !gameOver && !isStarted)
                {
                    startGameInst.Draw(gameTime, spriteBatch);
                }
            }
            else if (menu == 2)
            {
                bgColorRedUp.Draw(gameTime, spriteBatch);
                bgColorRedDown.Draw(gameTime, spriteBatch);
                bgColorGreenUp.Draw(gameTime, spriteBatch);
                spriteBatch.Draw(textureColor, new Rectangle(140, 128, 23, 23), new Color(bgColorR, bgColorG, bgColorB));
                bgColorGreenDown.Draw(gameTime, spriteBatch);
                bgColorBlueUp.Draw(gameTime, spriteBatch);
                bgColorBlueDown.Draw(gameTime, spriteBatch);
                pLColorRedUp.Draw(gameTime, spriteBatch);
                pLColorRedDown.Draw(gameTime, spriteBatch);
                pLColorGreenUp.Draw(gameTime, spriteBatch);
                spriteBatch.Draw(textureColor, new Rectangle(368, 128, 23, 23), new Color(pLColorR, pLColorG, pLColorB));
                pLColorGreenDown.Draw(gameTime, spriteBatch);
                pLColorBlueUp.Draw(gameTime, spriteBatch);
                pLColorBlueDown.Draw(gameTime, spriteBatch);
                pRColorRedUp.Draw(gameTime, spriteBatch);
                pRColorRedDown.Draw(gameTime, spriteBatch);
                pRColorGreenUp.Draw(gameTime, spriteBatch);
                spriteBatch.Draw(textureColor, new Rectangle(140, 292, 23, 23), new Color(pRColorR, pRColorG, pRColorB));
                pRColorGreenDown.Draw(gameTime, spriteBatch);
                pRColorBlueUp.Draw(gameTime, spriteBatch);
                pRColorBlueDown.Draw(gameTime, spriteBatch);
                pColorRedUp.Draw(gameTime, spriteBatch);
                pColorRedDown.Draw(gameTime, spriteBatch);
                pColorGreenUp.Draw(gameTime, spriteBatch);
                spriteBatch.Draw(textureColor, new Rectangle(368, 292, 23, 23), new Color(pColorR, pColorG, pColorB));
                pColorGreenDown.Draw(gameTime, spriteBatch);
                pColorBlueUp.Draw(gameTime, spriteBatch);
                pColorBlueDown.Draw(gameTime, spriteBatch);
                applyButton.Draw(gameTime, spriteBatch);
                cancelButton.Draw(gameTime, spriteBatch);
                backgoundLabel.Draw(gameTime, spriteBatch);
                paddleLeftLabel.Draw(gameTime, spriteBatch);
                paddleRightLabel.Draw(gameTime, spriteBatch);
                pongLabel.Draw(gameTime, spriteBatch);
            }
            spriteBatch.End();

            // TODO: Add your drawing code here
        }
Example #16
0
        public override void Draw(GameTime gameTime)
        {
            _bloom.BeginDraw();
            if (!_useBloom)
            {
                base.Draw(gameTime);
            }

            ControlManager.Draw(GameRef.SpriteBatch);

            var backgroundColor = new Color(50, 50, 50);

            GraphicsDevice.Clear(backgroundColor);

            // Draw game arena background
            GameRef.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null, null, Players[0].Camera.GetTransformation());
            GameRef.SpriteBatch.Draw(_backgroundImage, _backgroundMainRectangle, Color.White);
            GameRef.SpriteBatch.End();

            GameRef.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            GameRef.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, Players[0].Camera.GetTransformation());

            Players[0].Draw(gameTime);

            _boss.Draw(gameTime, Players[0].Camera.GetTransformation());

            foreach (var bullet in Players[0].GetBullets())
            {
                bullet.Draw(gameTime);
            }

            GameRef.ParticleManager.Draw(GameRef.SpriteBatch);

            GameRef.SpriteBatch.End();

            if (_useBloom)
            {
                base.Draw(gameTime);
            }

            // Draw UI
            GameRef.SpriteBatch.Begin();

            // Text

            /*
             * GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
             * "Position: " + Players.First().GetPosition(),
             * new Vector2(0, 20), Color.White);
             */

            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                           "Player's bullet: " + Players.First().GetBullets().Count,
                                           new Vector2(0, 20), Color.White);

            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                           "Boss's bullet: " + _boss.MoverManager.movers.Count,
                                           new Vector2(0, 40), Color.White);

            var boundingBoxCount = 0;

            foreach (var part in _boss.Parts)
            {
                boundingBoxCount += part.CollisionBoxes.Count;
            }

            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                           "Bounding boxes: " + boundingBoxCount,
                                           new Vector2(0, 60), Color.White);

            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                           "Boss core HP: " + _boss.BossCore.Hp,
                                           new Vector2(0, 80), Color.White);

            int startY       = 120;
            int elementCount = 4;

            for (int i = 0; i < _boss.Parts.Count; i++)
            {
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Part #" + i + " position: " + _boss.Parts[i].Position,
                                               new Vector2(0, (startY + 20 * 1) + (elementCount * 20 * i) + (20 * i)), Color.White);
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Part #" + i + " origin: " + _boss.Parts[i].Origin,
                                               new Vector2(0, (startY + 20 * 2) + (elementCount * 20 * i) + (20 * i)), Color.White);
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Part #" + i + " rotation: " + Math.Round(_boss.Parts[i].Rotation, 2) +
                                               " (cos: " + Math.Round(Math.Cos(_boss.Parts[i].Rotation), 2) +
                                               ", sin: " + Math.Round(Math.Sin(_boss.Parts[i].Rotation), 2) + ")",
                                               new Vector2(0, (startY + 20 * 3) + (elementCount * 20 * i) + (20 * i)), Color.White);
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Part #" + i + " area: " + Math.Round(_boss.Parts[i].GetArea(), 2),
                                               new Vector2(0, (startY + 20 * 4) + (elementCount * 20 * i) + (20 * i)), Color.White);
            }

            GameRef.SpriteBatch.End();
        }
Example #17
0
        /// <summary>
        /// Called when a frame is to be drawn to the screen
        /// </summary>
        /// <param name="gameTime">The current time</param>
        public void Render(DwarfTime gameTime)
        {
            if (!ShowingWorld)
            {
                return;
            }

            var frustum     = Camera.GetDrawFrustum();
            var renderables = EnumerateIntersectingObjects(frustum)
                              .Where(r => r.IsVisible && !ChunkManager.IsAboveCullPlane(r.GetBoundingBox()));

            // Controls the sky fog
            float x = (1.0f - Sky.TimeOfDay);

            x = x * x;
            DefaultShader.FogColor       = new Color(0.32f * x, 0.58f * x, 0.9f * x);
            DefaultShader.LightPositions = LightPositions;

            CompositeLibrary.Render(GraphicsDevice);
            CompositeLibrary.Update();

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            // Computes the water height.
            float wHeight = WaterRenderer.GetVisibleWaterHeight(ChunkManager, Camera, GraphicsDevice.Viewport,
                                                                lastWaterHeight);

            lastWaterHeight = wHeight;

            // Draw reflection/refraction images
            WaterRenderer.DrawReflectionMap(renderables, gameTime, this, wHeight - 0.1f,
                                            GetReflectedCameraMatrix(wHeight),
                                            DefaultShader, GraphicsDevice);


            #region Draw Selection Buffer.

            if (SelectionBuffer == null)
            {
                SelectionBuffer = new SelectionBuffer(8, GraphicsDevice);
            }

            GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            Plane slicePlane = WaterRenderer.CreatePlane(SlicePlane, new Vector3(0, -1, 0), Camera.ViewMatrix, false);

            if (SelectionBuffer.Begin(GraphicsDevice))
            {
                // Draw the whole world, and make sure to handle slicing
                DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
                DefaultShader.ClippingEnabled = true;
                DefaultShader.View            = Camera.ViewMatrix;
                DefaultShader.Projection      = Camera.ProjectionMatrix;
                DefaultShader.World           = Matrix.Identity;

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks");
                ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components");
                ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, ChunkManager, Camera,
                                                        DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances");
                InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera,
                                       InstanceRenderMode.SelectionBuffer);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances");

                SelectionBuffer.End(GraphicsDevice);
            }


            #endregion



            // Start drawing the bloom effect
            if (GameSettings.Default.EnableGlow)
            {
                bloom.BeginDraw();
            }

            // Draw the sky
            GraphicsDevice.Clear(DefaultShader.FogColor);
            DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor);

            // Defines the current slice for the GPU
            float level = ChunkManager.World.Master.MaxViewingLevel + 0.25f;
            if (level > VoxelConstants.ChunkSizeY)
            {
                level = 1000;
            }

            SlicePlane = level;

            DefaultShader.WindDirection = Weather.CurrentWind;
            DefaultShader.WindForce     = 0.0005f * (1.0f + (float)Math.Sin(Time.GetTotalSeconds() * 0.001f));
            // Draw the whole world, and make sure to handle slicing
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;
            //Blue ghost effect above the current slice.
            DefaultShader.GhostClippingEnabled = true;
            Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix);

            // Now we want to draw the water on top of everything else
            DefaultShader.ClippingEnabled      = true;
            DefaultShader.GhostClippingEnabled = false;

            //ComponentManager.CollisionManager.DebugDraw();

            DefaultShader.View                 = Camera.ViewMatrix;
            DefaultShader.Projection           = Camera.ProjectionMatrix;
            DefaultShader.GhostClippingEnabled = true;
            // Now draw all of the entities in the game
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;

            if (Debugger.Switches.DrawOcttree)
            {
                foreach (var box in OctTree.EnumerateBounds(frustum))
                {
                    Drawer3D.DrawBox(box.Item2, Color.Yellow, 1.0f / (float)(box.Item1 + 1), false);
                }
            }

            // Render simple geometry (boxes, etc.)
            Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, DesignationDrawer, PlayerFaction.Designations, this);

            DefaultShader.EnableShadows = false;

            DefaultShader.View = Camera.ViewMatrix;

            ComponentRenderer.Render(renderables, gameTime, ChunkManager,
                                     Camera,
                                     DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader,
                                     ComponentRenderer.WaterRenderType.None, lastWaterHeight);
            InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.Normal);

            if (Master.CurrentToolMode == GameMaster.ToolMode.BuildZone ||
                Master.CurrentToolMode == GameMaster.ToolMode.BuildWall ||
                Master.CurrentToolMode == GameMaster.ToolMode.BuildObject)
            {
                DefaultShader.View       = Camera.ViewMatrix;
                DefaultShader.Projection = Camera.ProjectionMatrix;
                DefaultShader.SetTexturedTechnique();
                GraphicsDevice.BlendState = BlendState.NonPremultiplied;
            }

            WaterRenderer.DrawWater(
                GraphicsDevice,
                (float)gameTime.TotalGameTime.TotalSeconds,
                DefaultShader,
                Camera.ViewMatrix,
                GetReflectedCameraMatrix(wHeight),
                Camera.ProjectionMatrix,
                new Vector3(0.1f, 0.0f, 0.1f),
                Camera,
                ChunkManager);
            ParticleManager.Render(this, GraphicsDevice);
            DefaultShader.ClippingEnabled = false;

            if (GameSettings.Default.EnableGlow)
            {
                bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null;

                if (UseFXAA)
                {
                    fxaa.Begin(DwarfTime.LastTime);
                }
                bloom.Draw(gameTime.ToRealTime());
                if (UseFXAA)
                {
                    fxaa.End(DwarfTime.LastTime);
                }
            }
            else if (UseFXAA)
            {
                fxaa.End(DwarfTime.LastTime);
            }

            RasterizerState rasterizerState = new RasterizerState()
            {
                ScissorTestEnable = true
            };


            if (Debugger.Switches.DrawSelectionBuffer)
            {
                SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds);
            }

            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin,
                                               null, rasterizerState, null, Matrix.Identity);
                //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White);
                if (IsCameraUnderwater())
                {
                    Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200));
                }

                Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport);

                IndicatorManager.Render(gameTime);
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }

            if (Debugger.Switches.DrawComposites)
            {
                Vector2 offset = Vector2.Zero;
                foreach (var composite in CompositeLibrary.Composites)
                {
                    offset = composite.Value.DebugDraw(DwarfGame.SpriteBatch, (int)offset.X, (int)offset.Y);
                }
            }


            Master.Render(Game, gameTime, GraphicsDevice);

            DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle =
                DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds;


            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            lock (ScreenshotLock)
            {
                foreach (Screenshot shot in Screenshots)
                {
                    TakeScreenshot(shot.FileName, shot.Resolution);
                }

                Screenshots.Clear();
            }
        }
Example #18
0
        public void renderLightMap(List <GameObject> gobs, List <InstanceDescriptor> insts)
        {
            ConvexHull.InitializeStaticMembers(GraphicsDevice);

            EffectParameter widthParameter  = lightEffect.Parameters["screenWidth"];
            EffectParameter heightParameter = lightEffect.Parameters["screenHeight"];


            setShaderValue(widthParameter, lightMapTarget.Width);
            setShaderValue(heightParameter, lightMapTarget.Height);


            GraphicsDevice.SetRenderTarget(lightMapTarget);

            GraphicsDevice.Clear(XnaColor.Transparent);

            insts.ForEach(i =>
            {
                if (i.Light.Visible)
                {
                    ClearAlphaToOne();


                    GraphicsDevice.RasterizerState = RasterizerState.CullNone;
                    GraphicsDevice.BlendState      = CustomBlendStates.MultiplyShadows;

                    //shadowing algorithm taken from http://www.catalinzima.com/xna/samples/dynamic-2d-shadows/
                    if (Level.PreviewShadowing)
                    {
                        insts.ForEach(hull =>
                        {
                            if (hull.Shadows.CastsShadows)
                            {
                                Boolean pass = hull != i;
                                if (i.Shadows.SelfShadows)
                                {
                                    pass = true;
                                }

                                if (pass)
                                {
                                    Convex convex   = hull.Bounds.Convex;
                                    convex.Origin   = hull.Position;
                                    convex.Rotation = hull.Sprite.Rotation;

                                    ConvexHull convexHull = new ConvexHull(convex, WhiskeyColor.White);
                                    convexHull.DrawShadows(i.Light, CameraTransform, hull.Shadows.IncludeLight, hull.Shadows.Solidness, hull.Shadows.Height);
                                }
                            }
                        });
                    }


                    spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, CameraTransform);
                    i.renderLight(RenderInfo);
                    spriteBatch.End();
                }
            });
            ClearAlphaToOne();


            lightBloomComponent.BeginDraw();
            GraphicsDevice.Clear(XnaColor.Transparent);
            spriteBatch.Begin();
            spriteBatch.Draw(lightMapTarget, Vector.Zero, null, XnaColor.White);
            spriteBatch.End();
            lightBloomComponent.draw();
            lightMapTarget = lightBloomComponent.OutputTarget;
        }
Example #19
0
        public void renderAll(List <GameObject> gobs, List <InstanceDescriptor> insts)
        {
            //get width and height of window
            int bbWidth  = GraphicsDevice.PresentationParameters.BackBufferWidth;
            int bbHeight = GraphicsDevice.PresentationParameters.BackBufferHeight;

            //initialize bloom component
            if (bloomComponent == null)
            {
                bloomComponent = new BloomComponent(GraphicsDevice, WhiskeyControl.Content);
                bloomComponent.loadContent();
                bloomComponent.Settings = BloomSettings.PresetSettings[0];
            }
            if (lightBloomComponent == null)
            {
                lightBloomComponent = new BloomComponent(GraphicsDevice, WhiskeyControl.Content);
                lightBloomComponent.loadContent();
                lightBloomComponent.Settings = BloomSettings.PresetSettings[5];
            }

            //load bloom settings
            if (Level.BloomSettings != null)
            {
                bloomComponent.Settings = Level.BloomSettings;
            }

            if (Level.LightBloomSettings != null)
            {
                lightBloomComponent.Settings = Level.LightBloomSettings;
            }


            //ensure render targets are correctly sized
            hudTarget          = checkRenderTarget(hudTarget, bbWidth, bbHeight);
            lightMapTarget     = checkRenderTarget(lightMapTarget, bbWidth, bbHeight);
            sceneTarget        = checkRenderTarget(sceneTarget, bbWidth, bbHeight);
            hudObjectsTarget   = checkRenderTarget(hudObjectsTarget, 1280, 720);
            layerScreenShader  = checkRenderTarget(layerScreenShader, bbWidth, bbHeight);
            currentLayerTarget = checkRenderTarget(currentLayerTarget, bbWidth, bbHeight);
            //get game objects, and ui gameobjects
            List <GameObject> uiGameObjects = new List <GameObject>();
            List <GameObject> gobsToRender  = new List <GameObject>();

            gobs.ForEach(g => uiGameObjects.Add(g));
            insts.Where(g => !g.HudObject).ToList().ForEach(g => gobsToRender.Add(g));

            //DRAW HUD
            renderHud();
            //draw light radius
            gobsToRender.ForEach(g => {
                if (g.Light.Visible)
                {
                    Convex convex = new Convex(g.Position, 0, VectorSet.Dodecahedren * (g.Light.Radius / 2));
                    convex.render(GraphicsDevice, CameraTransform, new RenderHints().setColor(Level.BackgroundColor.Inverted));
                }
            });


            //DRAW GAME OBJECTS


            // bloomComponent.BeginDraw();

            render(gobsToRender);

            bloomComponent.BeginDraw();
            GraphicsDevice.Clear(Level.BackgroundColor);

            spriteBatch.Begin();
            spriteBatch.Draw(layerScreenShader, Vector.Zero, XnaColor.White);
            spriteBatch.End();

            bloomComponent.draw();


            //DRAW LIGHTMAP
            renderLightMap(gobs, insts.Where(g => !g.HudObject).ToList());

            //DRAW SCENE WITH LIGHTMAP
            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Textures[1] = lightMapTarget;
            Vector4 ambience = ((XnaColor)Level.AmbientLight).ToVector4();

            lightEffect.Parameters["ambience"].SetValue(ambience);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone, Level.PreviewLighting ? lightEffect : null);
            spriteBatch.Draw(bloomComponent.OutputTarget, Vector.Zero, XnaColor.White);
            spriteBatch.End();

            //DRAW HUD
            spriteBatch.Begin();
            spriteBatch.Draw(hudTarget, Vector.Zero, XnaColor.White);
            spriteBatch.End();
        }
Example #20
0
        protected override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();//SpriteSortMode.Texture, BlendState.Additive
            spriteBatch.Draw(whiteBoxTexture, new Rectangle((int)(0), (int)0, screenWidth, screenHeight), null, Color.White * .1f);
            if (state == 0)
            {
                //spriteBatch.Draw(introTexture, new Rectangle(0, 0, (int)screenWidth, (int)screenHeight), Color.White);
                spriteBatch.DrawString(font1, "New Game", new Vector2((int)(screenWidth / 2) - 90, (int)(screenHeight * 4 / 7)), new Color(0, 215, 255, 150));
                spriteBatch.DrawString(font1, "Leaderboards", new Vector2((int)(screenWidth / 2) - 90, (int)(screenHeight * 5 / 7)), new Color(0, 215, 255, 150));
                spriteBatch.DrawString(font1, "Exit", new Vector2((int)(screenWidth / 2) - 90, (int)(screenHeight * 6 / 7)), new Color(0, 215, 255, 150));
                spriteBatch.Draw(whiteBorderTexture, new Rectangle((int)((screenWidth * 1 / 2) - (300 / 2)), (int)((screenHeight * ((selectorLocation + 4)) / 7) - (75 / 2)), 300, 75), null, Color.LimeGreen);
            }

            if (state == 1 || state == 3)
            {
                //Draw Grid
                grid.Draw(spriteBatch, leftSideLoc);

                foreach (Enemy enemy in enemyList)
                {
                    spriteBatch.Draw(enemy.enemyTexture, new Rectangle((int)enemy.location.X, (int)enemy.location.Y, 50, 50), null, Color.White, enemy.getRotation, new Vector2(50, 50), SpriteEffects.None, 1);
                }
                foreach (Bullet b in bulletList)
                {
                    spriteBatch.Draw(bulletTexture, new Rectangle((int)b.location.X, (int)b.location.Y, 8, 8), null, Color.White, (float)b.angle, new Vector2(0, 0), SpriteEffects.None, 1);
                    grid.ApplyExplosiveForce(5, b.location, 10);
                }
                foreach (ParticleObject p in particleList)
                {
                    spriteBatch.Draw(whiteBoxTexture, new Rectangle((int)p.getLocation().X, (int)p.getLocation().Y, 4, 12), null, (new Color(p.rColor, p.gColor, p.bColor) * (p.transparency)), p.rotation, new Vector2(5, 5), SpriteEffects.None, 1);
                    spriteBatch.Draw(whiteBoxTexture, new Rectangle((int)p.getLocation().X, (int)p.getLocation().Y, 2, 8), null, (Color.White) * (p.transparency) * .8f, p.rotation, new Vector2(5, 5), SpriteEffects.None, 1);
                }
                foreach (Multiplier m in multiplierList)
                {
                    spriteBatch.Draw(blueBoxTexture, new Rectangle((int)m.getLocation().X, (int)m.getLocation().Y, 12, 12), Color.White);
                }
                spriteBatch.Draw(shipTexture, new Rectangle((int)ship.location.X, (int)ship.location.Y, 55, 55), null, Color.White, leftStickAngle, new Vector2(50, 50), SpriteEffects.None, 1);

                //Score and Lives
                string scoreStr = score.ToString();
                spriteBatch.DrawString(font1, scoreStr, scorePos, new Color(0, 215, 255, 150));
                spriteBatch.DrawString(font1, "Score", new Vector2(scorePos.X, scorePos.Y - 25), new Color(0, 215, 255, 150));
                spriteBatch.DrawString(font1, multiplierTotal.ToString(), new Vector2(scorePos.X, scorePos.Y + 25), Color.White);
                string livesStr = lives.ToString();
                spriteBatch.DrawString(font1, livesStr, new Vector2(25, 50), new Color(0, 215, 255, 150));
                spriteBatch.DrawString(font1, "Lives", new Vector2(25, 25), new Color(0, 215, 255, 150));
                //Draw Border
                spriteBatch.Draw(blueBoxTexture, leftSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, rightSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, topSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, bottomSide, Color.White);
                int outerEdge = 7;
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)leftSideLoc.X - outerEdge, (int)leftSideLoc.Y - outerEdge, 3, screenHeight + 150 + 2 * outerEdge), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)rightSideLoc.X + outerEdge, (int)rightSideLoc.Y - outerEdge, 3, screenHeight + 150 + 2 * outerEdge), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)topSideLoc.X - outerEdge, (int)topSideLoc.Y - outerEdge, screenWidth + 20 + 2 * outerEdge, 3), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)bottomSideLoc.X - outerEdge, (int)bottomSideLoc.Y + outerEdge, screenWidth + 20 + 2 * outerEdge, 3), Color.White);
                //High Score Border
                if (state == 3)
                {
                    spriteBatch.Draw(blueBoxTexture, new Rectangle((int)((screenWidth * 1 / 2) - (300 / 2)), (int)((screenHeight * 7 / 10) - (75 / 2)), 300, 75), null, Color.White);
                    spriteBatch.Draw(blueBoxTexture, new Rectangle((int)((screenWidth * 1 / 2) - (300 / 2)), (int)((screenHeight * 8 / 10) - (75 / 2)), 300, 75), null, Color.White);
                    spriteBatch.Draw(blueBoxTexture, new Rectangle((int)((screenWidth * 1 / 2) - (300 / 2)), (int)((screenHeight * 9 / 10) - (75 / 2)), 300, 75), null, Color.White);
                    spriteBatch.Draw(blueBoxTexture, new Rectangle((int)((screenWidth * 1 / 2) - 200), (int)((screenHeight * ((selectorLocation + 7)) / 10) - (20 / 2)), 15, 15), null, Color.White);
                }
            }

            if (state == 2)
            {
                foreach (ParticleObject p in particleList)
                {
                    spriteBatch.Draw(p.texture, new Rectangle((int)p.getLocation().X, (int)p.getLocation().Y, 5, 10), null, new Color(255, 255, 255, (byte)p.transparency), p.rotation, new Vector2(5, 5), SpriteEffects.None, 1);
                }
                //Score and Lives
                string scoreStr = score.ToString();
                spriteBatch.DrawString(font1, scoreStr, scorePos, Color.White);
                spriteBatch.DrawString(font1, "Score", new Vector2(scorePos.X, scorePos.Y - 25), Color.White);
                spriteBatch.DrawString(font1, multiplierTotal.ToString(), new Vector2(scorePos.X, scorePos.Y + 25), Color.White);
                string livesStr = lives.ToString();
                spriteBatch.DrawString(font1, livesStr, new Vector2(100, 50), Color.White);
                int y = 75;
                foreach (int i in highScores)
                {
                    y += 100;
                    string hscoreString = i.ToString();
                    spriteBatch.DrawString(font1, hscoreString, new Vector2(screenWidth / 2 - 170, y), Color.White);
                }
                //High Score
                spriteBatch.DrawString(font1, "High Scores", new Vector2(screenWidth / 2 - 80, 100), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle(screenWidth / 2 - 250, 50, 5, screenHeight - 100), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle(screenWidth / 2 - 250, 50, 505, 5), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle(screenWidth / 2 - 250, screenHeight - 50, 505, 5), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle(screenWidth / 2 + 250, 50, 5, screenHeight - 100), Color.White);
                //Draw Border
                spriteBatch.Draw(blueBoxTexture, leftSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, rightSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, topSide, Color.White);
                spriteBatch.Draw(blueBoxTexture, bottomSide, Color.White);
                int outerEdge = 7;
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)leftSideLoc.X - outerEdge, (int)leftSideLoc.Y - outerEdge, 3, screenHeight + 150 + 2 * outerEdge), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)rightSideLoc.X + outerEdge, (int)rightSideLoc.Y - outerEdge, 3, screenHeight + 150 + 2 * outerEdge), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)topSideLoc.X - outerEdge, (int)topSideLoc.Y - outerEdge, screenWidth + 20 + 2 * outerEdge, 3), Color.White);
                spriteBatch.Draw(blueBoxTexture, new Rectangle((int)bottomSideLoc.X - outerEdge, (int)bottomSideLoc.Y + outerEdge, screenWidth + 20 + 2 * outerEdge, 3), Color.White);
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }
Example #21
0
        /// <summary>
        /// Called when a frame is to be drawn to the screen
        /// </summary>
        /// <param name="gameTime">The current time</param>
        public void Render(DwarfTime gameTime)
        {
            if (!World.ShowingWorld)
            {
                return;
            }
            ValidateShader();
            var frustum     = Camera.GetDrawFrustum();
            var renderables = World.EnumerateIntersectingObjects(frustum,
                                                                 r => r.IsVisible && !World.ChunkManager.IsAboveCullPlane(r.GetBoundingBox()));

            // Controls the sky fog
            float x = (1.0f - Sky.TimeOfDay);

            x = x * x;
            DefaultShader.FogColor       = new Color(0.32f * x, 0.58f * x, 0.9f * x);
            DefaultShader.LightPositions = LightPositions;

            CompositeLibrary.Render(GraphicsDevice);
            CompositeLibrary.Update();

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            if (lastWaterHeight < 0) // Todo: Seriously, every single frame??
            {
                lastWaterHeight = 0;
                foreach (var chunk in World.ChunkManager.ChunkMap)
                {
                    for (int y = 0; y < VoxelConstants.ChunkSizeY; y++)
                    {
                        if (chunk.Data.LiquidPresent[y] > 0)
                        {
                            lastWaterHeight = Math.Max(y + chunk.Origin.Y, lastWaterHeight);
                        }
                    }
                }
            }

            // Computes the water height.
            float wHeight = WaterRenderer.GetVisibleWaterHeight(World.ChunkManager, Camera, GraphicsDevice.Viewport,
                                                                lastWaterHeight);

            lastWaterHeight = wHeight;

            // Draw reflection/refraction images
            WaterRenderer.DrawReflectionMap(renderables, gameTime, World, wHeight - 0.1f,
                                            GetReflectedCameraMatrix(wHeight),
                                            DefaultShader, GraphicsDevice);


            #region Draw Selection Buffer.

            if (SelectionBuffer == null)
            {
                SelectionBuffer = new SelectionBuffer(8, GraphicsDevice);
            }

            GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            // Defines the current slice for the GPU
            var   level      = PersistentSettings.MaxViewingLevel >= World.WorldSizeInVoxels.Y ? 1000.0f : PersistentSettings.MaxViewingLevel + 0.25f;
            Plane slicePlane = WaterRenderer.CreatePlane(level, new Vector3(0, -1, 0), Camera.ViewMatrix, false);

            if (SelectionBuffer.Begin(GraphicsDevice))
            {
                // Draw the whole world, and make sure to handle slicing
                DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
                DefaultShader.ClippingEnabled = true;
                DefaultShader.View            = Camera.ViewMatrix;
                DefaultShader.Projection      = Camera.ProjectionMatrix;
                DefaultShader.World           = Matrix.Identity;

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks");
                ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components");
                ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, World.ChunkManager, Camera,
                                                        DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances");
                InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera,
                                       InstanceRenderMode.SelectionBuffer);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances");

                SelectionBuffer.End(GraphicsDevice);
            }


            #endregion



            // Start drawing the bloom effect
            if (GameSettings.Default.EnableGlow)
            {
                bloom.BeginDraw();
            }

            // Draw the sky
            GraphicsDevice.Clear(DefaultShader.FogColor);
            DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor);



            DefaultShader.FogEnd   = GameSettings.Default.ChunkDrawDistance;
            DefaultShader.FogStart = GameSettings.Default.ChunkDrawDistance * 0.8f;

            CaveView = CaveView * 0.9f + TargetCaveView * 0.1f;
            DefaultShader.WindDirection = World.Weather.CurrentWind;
            DefaultShader.WindForce     = 0.0005f * (1.0f + (float)Math.Sin(World.Time.GetTotalSeconds() * 0.001f));
            // Draw the whole world, and make sure to handle slicing
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;
            //Blue ghost effect above the current slice.
            DefaultShader.GhostClippingEnabled = true;
            Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix);


            // Now we want to draw the water on top of everything else
            DefaultShader.ClippingEnabled      = true;
            DefaultShader.GhostClippingEnabled = false;

            //ComponentManager.CollisionManager.DebugDraw();

            DefaultShader.View                 = Camera.ViewMatrix;
            DefaultShader.Projection           = Camera.ProjectionMatrix;
            DefaultShader.GhostClippingEnabled = true;
            // Now draw all of the entities in the game
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;

            // Render simple geometry (boxes, etc.)
            Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, World.PersistentData.Designations, World);

            DefaultShader.EnableShadows = false;

            DefaultShader.View = Camera.ViewMatrix;

            ComponentRenderer.Render(renderables, gameTime, World.ChunkManager,
                                     Camera,
                                     DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader,
                                     ComponentRenderer.WaterRenderType.None, lastWaterHeight);
            InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.Normal);

            if (World.UserInterface.CurrentToolMode == "BuildZone" || // Todo: ??
                World.UserInterface.CurrentToolMode == "BuildWall" ||
                World.UserInterface.CurrentToolMode == "BuildObject")
            {
                DefaultShader.View       = Camera.ViewMatrix;
                DefaultShader.Projection = Camera.ProjectionMatrix;
                DefaultShader.SetTexturedTechnique();
                GraphicsDevice.BlendState = BlendState.NonPremultiplied;
            }

            WaterRenderer.DrawWater(
                GraphicsDevice,
                (float)gameTime.TotalGameTime.TotalSeconds,
                DefaultShader,
                Camera.ViewMatrix,
                GetReflectedCameraMatrix(wHeight),
                Camera.ProjectionMatrix,
                new Vector3(0.1f, 0.0f, 0.1f),
                Camera,
                World.ChunkManager);
            World.ParticleManager.Render(World, GraphicsDevice);
            DefaultShader.ClippingEnabled = false;

            if (UseFXAA && fxaa == null)
            {
                fxaa = new FXAA();
                fxaa.Initialize();
            }

            if (GameSettings.Default.EnableGlow)
            {
                if (UseFXAA)
                {
                    fxaa.Begin(DwarfTime.LastTime);
                }
                bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null;

                bloom.Draw(gameTime.ToRealTime());
                if (UseFXAA)
                {
                    fxaa.End(DwarfTime.LastTime);
                }
            }
            else if (UseFXAA)
            {
                fxaa.End(DwarfTime.LastTime);
            }

            RasterizerState rasterizerState = new RasterizerState()
            {
                ScissorTestEnable = true
            };


            if (Debugger.Switches.DrawSelectionBuffer)
            {
                SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds);
            }

            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin,
                                               null, rasterizerState, null, Matrix.Identity);
                //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White);
                if (IsCameraUnderwater())
                {
                    Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200));
                }

                Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport);

                IndicatorManager.Render(gameTime);
            }
            finally
            {
                try
                {
                    DwarfGame.SpriteBatch.End();
                }
                catch (Exception exception)
                {
                    DwarfGame.SpriteBatch = new SpriteBatch(GraphicsDevice);
                }
            }

            if (Debugger.Switches.DrawComposites)
            {
                Vector2 offset = Vector2.Zero;
                foreach (var composite in CompositeLibrary.Composites)
                {
                    offset = composite.Value.DebugDraw(DwarfGame.SpriteBatch, (int)offset.X, (int)offset.Y);
                }
            }

            DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle =
                DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds;

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            foreach (var module in World.UpdateSystems)
            {
                module.Render(gameTime, World.ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader);
            }

            lock (ScreenshotLock)
            {
                foreach (Screenshot shot in Screenshots)
                {
                    TakeScreenshot(shot.FileName, shot.Resolution);
                }

                Screenshots.Clear();
            }
        }
Example #22
0
        protected override void Draw(GameTime gameTime)
        {
            //FIX POSTPROCESSING
            spriteBatch.Begin();
            spriteBatch.End();

            BloomComponent.BeginDraw();
            GraphicsDevice.Clear(Color.Black);
            for (int i = 0; i < CelestialBodies.Count; i++)
            {
                if (CelestialBodies[i].RenderWithBloom)
                {
                    CelestialBodies[i].Render();
                }
            }
            base.Draw(gameTime);

            Grid.Render(Observer.Camera.ViewMatrix, Observer.Camera.ProjectionsMatrix, Matrix.CreateTranslation(new Vector3(CelestialBody.GLOBALX - 3500000, CelestialBody.GLOBALY, CelestialBody.GLOBALZ - 3500000)));

            GraphicsDevice.BlendState        = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            GraphicsDevice.SamplerStates[0]  = SamplerState.LinearWrap;

            for (int i = 0; i < CelestialBodies.Count; i++)
            {
                CelestialBodies[i].DrawEllipsoid();
                if (!CelestialBodies[i].RenderWithBloom)
                {
                    spriteBatch.Begin();
                    spriteBatch.End();

                    var v1 = Vector3.Zero;
                    var v2 = new Vector3((float)CelestialBodies[i].XCoord + CelestialBody.GLOBALX, (float)CelestialBodies[i].ZCoord + CelestialBody.GLOBALY, (float)CelestialBodies[i].YCoord + CelestialBody.GLOBALZ);

                    var direction = v2 - v1;
                    direction.Normalize();

                    Ray Ray = new Ray(Vector3.Zero, direction);

                    CelestialBodies[i].IsAllowedToRender = !(Ray.Intersects(CelestialBodies.Find(p => p.Name == "Sun").BoundingBox) > 1) || (v2 - v1).Length() < (new Vector3(CelestialBody.GLOBALX, CelestialBody.GLOBALY, CelestialBody.GLOBALZ) - v1).Length();
                    CelestialBodies[i].Render();
                }
                spriteBatch.Begin();
                CelestialBodies[i].DrawInformation(spriteBatch);
                spriteBatch.End();

                if (ShowDebug)
                {
                    BoundingBoxRenderer.Render(CelestialBodies[i].BoundingBox, GraphicsDevice, Observer.Camera.ViewMatrix, Observer.Camera.ProjectionsMatrix, Color.Red);
                }
            }

            _total_frames++;

            if (ShowDebug)
            {
                spriteBatch.Begin();
                Observer.Camera.RenderDebug(spriteBatch, DebugFont);
                CelestialBody.DrawDebug(spriteBatch, DebugFont);
                spriteBatch.DrawString(DebugFont, fps + " frames per second", new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth - UI.Width - 150, 15), Color.White);
                spriteBatch.End();
            }
        }
Example #23
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            bloom.BeginDraw();
            GraphicsDevice.Clear(Color.Black);


            if (kinectbool && kinect != null)
            {
                camera1.Position = kinect.Headposition;
            }
            else
            {
            }

            camera1.LookAt = camera1.Position + new Vector3(0, 0, -3f);

            camera1.UpdateView();
            rotation = MathHelper.WrapAngle(rotation);
            //float angle;

            //angle = MathHelper.Clamp((float)Math.Atan(ScreenWidth / (2 * camera1.Position.Z)) * 2, 0.0001f, MathHelper.Pi - 0.0001f);//获得头部角度
//angle = 0.35877067f;

            #region 通过投影方式计算投影矩阵
            switch (pMethod)
            {
            case ProjectMethod.XNAProjection:
                graphDealer.Projection = MatrixHelper.CreateXNAProjection(Vector3.Normalize(Vector3.Zero - camera1.Position)
                                                                          , camera1.Position.Z
                                                                          , ScreenWidth
                                                                          , AspectRatio
                                                                          , 0.01f
                                                                          , 7000f);

                break;

            case ProjectMethod.IlluProjection:


                #region 得到偏斜矩阵,详情请访问我们的参赛博客。
                illuMatrix = MatrixHelper.CreateIlluMatrix(Vector3.Normalize(Vector3.Zero - camera1.Position));
                #endregion

                //graphDealer.Projection =
                //    illuMatrix *
                //    Matrix.CreatePerspectiveFieldOfView(angle, //待编辑
                //    AspectRatio,
                //    0.01f,
                //    7000.0f);
                float a = 0.01f / camera1.Position.Z;
                graphDealer.Projection = illuMatrix * Matrix.CreatePerspective(ScreenWidth * a, ScreenWidth / AspectRatio * a, 0.01f, 7000f);
                break;

            default:
                break;
            }
            #endregion


            graphDealer.Update(gameTime);


            #region 画天空包
            Matrix[] skytransforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(skytransforms);
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.TextureEnabled = true;
                    if (skyTexture != null)
                    {
                        effect.Texture = skyTexture;
                    }
                    effect.AmbientLightColor = new Vector3(1, 1, 1);
                    effect.World             = skytransforms[mesh.ParentBone.Index]
                                               * Matrix.CreateScale(100.0f)
                                               * Matrix.CreateRotationY(MathHelper.ToRadians(-60))
                                               * Matrix.CreateRotationY(rotation)
                                               * Matrix.CreateTranslation(camera1.Position);
                    effect.View       = camera1.View;
                    effect.Projection = graphDealer.Projection;
                }
                mesh.Draw();
            }
            #endregion

            models[currentIndex].YawPitchRaw = new Vector3(rotation, 0, 0);
            models[currentIndex].Draw(gameTime, graphDealer.Camera.View, graphDealer.Projection);

            base.Draw(gameTime);

            SpriteBatch.Begin();
            string s = "Head Position: " + camera1.Position.ToString()
                       + "\nRotation: " + rotation
                       + "\nKinect Position: " + KinectComponent.KinectOffset.ToString()
                       //+ "FieldofView: "
                       //+ MathHelper.ToDegrees(angle).ToString()
                       + "\nScreen Width: " + ScreenWidth
                       + "\nAspectRatio: " + AspectRatio
                       + "\nPress Space to switch to the next scene.";
            if (!kinectbool)
            {
                s += "\nPress W, S, A, D, Q, E to change view.";
            }
            SpriteBatch.DrawString(Content.Load <SpriteFont>("defaultFont"), s, new Vector2(20, 20), Color.White);
            SpriteBatch.End();
        }
        public override void Draw(GameTime gameTime)
        {
            _bloom.BeginDraw();

            ControlManager.Draw(GameRef.SpriteBatch);

            GameRef.SpriteBatch.Begin(0, BlendState.Opaque);

            /*
             * GameRef.SpriteBatch.Draw(_background, new Rectangle(
             *  (int)(Config.Resolution.X / 2f), (int)(Config.Resolution.Y / 2f),
             *  Config.Resolution.X * 2, Config.Resolution.Y * 2),
             *  null, Color.White, _counter, new Vector2(_background.Width / 2f, _background.Height / 2f), SpriteEffects.None, 0f);
             */

            GameRef.SpriteBatch.End();

            GameRef.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            Color backgroundColor = new Color(5, 5, 5);

            GraphicsDevice.Clear(backgroundColor);

            if (_singlePlayer)
            {
                GameRef.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Players[0].Camera.GetTransformation());

                Color randomColor = Color.White;//new Color(Rand.Next(255), Rand.Next(255), Rand.Next(255));
                GameRef.SpriteBatch.Draw(_backgroundImage, _backgroundMainRectangle, randomColor);

                foreach (var bullet in Players[0].GetBullets())
                {
                    bullet.Draw(gameTime);
                }

                Players[0].Draw(gameTime);

                /*
                 * if (_enemy.IsAlive)
                 * {
                 *  _enemy.Draw(gameTime);
                 * }
                 */

                GameRef.SpriteBatch.End();
            }
            else
            {
                if (Players[1].IsInvincible)
                {
                    // Player 2
                    GraphicsDevice.Viewport = rightView;
                    DrawPlayerCamera(gameTime, Players[1]);

                    // Player 1
                    GraphicsDevice.Viewport = leftView;
                    DrawPlayerCamera(gameTime, Players[0]);
                }
                else
                {
                    // Player 1
                    GraphicsDevice.Viewport = leftView;
                    DrawPlayerCamera(gameTime, Players[0]);

                    // Player 2
                    GraphicsDevice.Viewport = rightView;
                    DrawPlayerCamera(gameTime, Players[1]);
                }

                GraphicsDevice.Viewport = defaultView;
            }

            base.Draw(gameTime);

            GameRef.SpriteBatch.Begin();

            _timer.Draw(gameTime);

            if (!_singlePlayer)
            {
                GameRef.SpriteBatch.Draw(_pixel, new Rectangle((int)(Config.Resolution.X / 2 - 2), 0, 2, Config.Resolution.Y), Color.Black);
            }

            foreach (Player p in Players)
            {
                if (p.IsAlive)
                {
                    p.DrawString(gameTime);
                }
            }

            // Text
            if (Config.Debug)
            {
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Boss bullets: " +
                                               _enemy.MoverManager.movers.Count.ToString(CultureInfo.InvariantCulture),
                                               new Vector2(1, 21), Color.Black);
                GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont,
                                               "Boss bullets: " +
                                               _enemy.MoverManager.movers.Count.ToString(CultureInfo.InvariantCulture),
                                               new Vector2(0, 20), Color.White);
            }

            // Wave number
            string waveNumber = "Wave #" + _waveNumber.ToString(CultureInfo.InvariantCulture);

            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont, waveNumber,
                                           new Vector2(Config.Resolution.X / 2f - ControlManager.SpriteFont.MeasureString(waveNumber).X / 2f + 1, Config.Resolution.Y - 49), Color.Black);
            GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont, waveNumber,
                                           new Vector2(Config.Resolution.X / 2f - ControlManager.SpriteFont.MeasureString(waveNumber).X / 2f, Config.Resolution.Y - 50), Color.White);

            // Boss current pattern

            /*
             * if (Config.Debug)
             * {
             *  GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont, _enemy.GetCurrentPatternName(),
             *                                 new Vector2(
             *                                     Config.Resolution.X / 2f -
             *                                     ControlManager.SpriteFont.MeasureString(
             *                                         _enemy.GetCurrentPatternName()).X / 2,
             *                                     Config.Resolution.Y - 25),
             *                                 Color.Black);
             *  GameRef.SpriteBatch.DrawString(ControlManager.SpriteFont, _enemy.GetCurrentPatternName(),
             *                                 new Vector2(
             *                                     Config.Resolution.X / 2f -
             *                                     ControlManager.SpriteFont.MeasureString(
             *                                         _enemy.GetCurrentPatternName()).X / 2 + 1,
             *                                     Config.Resolution.Y - 26),
             *                                 Color.White);
             * }
             */
            GameRef.SpriteBatch.End();
        }
Example #25
0
        /// <summary>
        /// Called when a frame is to be drawn to the screen
        /// </summary>
        /// <param name="gameTime">The current time</param>
        public void Render(DwarfTime gameTime)
        {
            if (!ShowingWorld)
            {
                return;
            }

#if RENDER_VOXEL_ICONS
            var voxels = VoxelLibrary.RenderIcons(GraphicsDevice, DefaultShader, ChunkManager, -1, -1, 32);
            using (var stream = new FileStream("voxels.png", FileMode.OpenOrCreate))
            {
                GraphicsDevice.SetRenderTarget(null);
                voxels.SaveAsPng(stream, voxels.Width, voxels.Height);
            }
#endif
            GamePerformance.Instance.StartTrackPerformance("Render - RENDER");
            GamePerformance.Instance.StartTrackPerformance("Render - Prep");

            var renderables = ComponentRenderer.EnumerateVisibleRenderables(ComponentManager.GetRenderables(),
                                                                            ChunkManager,
                                                                            Camera);

            // Controls the sky fog
            float x = (1.0f - Sky.TimeOfDay);
            x = x * x;
            DefaultShader.FogColor       = new Color(0.32f * x, 0.58f * x, 0.9f * x);
            DefaultShader.LightPositions = LightPositions;

            CompositeLibrary.Render(GraphicsDevice);
            CompositeLibrary.Update();
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            if (GameSettings.Default.UseDynamicShadows)
            {
                ChunkRenderer.RenderShadowmap(DefaultShader, GraphicsDevice, Shadows, Matrix.Identity, Tilesheet);
            }

            if (GameSettings.Default.UseLightmaps)
            {
                ChunkRenderer.RenderLightmaps(Camera, gameTime, GraphicsDevice, DefaultShader, Matrix.Identity);
            }

            // Computes the water height.
            float wHeight = WaterRenderer.GetVisibleWaterHeight(ChunkManager, Camera, GraphicsDevice.Viewport,
                                                                lastWaterHeight);
            lastWaterHeight = wHeight;

            // Draw reflection/refraction images
            WaterRenderer.DrawReflectionMap(renderables, gameTime, this, wHeight - 0.1f,
                                            GetReflectedCameraMatrix(wHeight),
                                            DefaultShader, GraphicsDevice);

            GamePerformance.Instance.StopTrackPerformance("Render - Prep");
            GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer");

            #region Draw Selection Buffer.

            if (SelectionBuffer == null)
            {
                SelectionBuffer = new SelectionBuffer(8, GraphicsDevice);
            }

            GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            Plane slicePlane = WaterRenderer.CreatePlane(SlicePlane, new Vector3(0, -1, 0), Camera.ViewMatrix, false);

            if (SelectionBuffer.Begin(GraphicsDevice))
            {
                // Draw the whole world, and make sure to handle slicing
                DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
                DefaultShader.ClippingEnabled = true;
                DefaultShader.View            = Camera.ViewMatrix;
                DefaultShader.Projection      = Camera.ProjectionMatrix;
                DefaultShader.World           = Matrix.Identity;

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks");
                ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components");
                ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, ChunkManager, Camera,
                                                        DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components");

                //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances");
                NewInstanceManager.RenderInstances(GraphicsDevice, DefaultShader, Camera,
                                                   InstanceRenderer.RenderMode.SelectionBuffer);
                //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances");

                SelectionBuffer.End(GraphicsDevice);

                GamePerformance.Instance.TrackValueType("SBUFFER RENDERED", true);
            }
            else
            {
                GamePerformance.Instance.TrackValueType("SBUFFER RENDERED", false);
            }


            #endregion

            GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer");
            GamePerformance.Instance.StartTrackPerformance("Render - BG Stuff");


            // Start drawing the bloom effect
            if (GameSettings.Default.EnableGlow)
            {
                bloom.BeginDraw();
            }

            // Draw the sky
            GraphicsDevice.Clear(DefaultShader.FogColor);
            DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor);

            // Defines the current slice for the GPU
            float level = ChunkManager.ChunkData.MaxViewingLevel + 0.25f;
            if (level > VoxelConstants.ChunkSizeY)
            {
                level = 1000;
            }

            GamePerformance.Instance.StopTrackPerformance("Render - BG Stuff");
            GamePerformance.Instance.StartTrackPerformance("Render - Chunks");

            SlicePlane = level;

            DefaultShader.WindDirection = Weather.CurrentWind;
            DefaultShader.WindForce     = 0.0005f * (1.0f + (float)Math.Sin(Time.GetTotalSeconds() * 0.001f));
            // Draw the whole world, and make sure to handle slicing
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;
            //Blue ghost effect above the current slice.
            DefaultShader.GhostClippingEnabled = true;
            Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix);

            GamePerformance.Instance.StopTrackPerformance("Render - Chunks");


            // Now we want to draw the water on top of everything else
            DefaultShader.ClippingEnabled      = true;
            DefaultShader.GhostClippingEnabled = false;

            //ComponentManager.CollisionManager.DebugDraw();

            DefaultShader.View                 = Camera.ViewMatrix;
            DefaultShader.Projection           = Camera.ProjectionMatrix;
            DefaultShader.GhostClippingEnabled = true;
            // Now draw all of the entities in the game
            DefaultShader.ClipPlane       = new Vector4(slicePlane.Normal, slicePlane.D);
            DefaultShader.ClippingEnabled = true;

            GamePerformance.Instance.StartTrackPerformance("Render - Drawer3D");
            // Render simple geometry (boxes, etc.)
            Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, DesignationDrawer, PlayerFaction.Designations, this);
            GamePerformance.Instance.StopTrackPerformance("Render - Drawer3D");

            GamePerformance.Instance.StartTrackPerformance("Render - Instances");

            DefaultShader.EnableShadows = GameSettings.Default.UseDynamicShadows;

            if (GameSettings.Default.UseDynamicShadows)
            {
                Shadows.BindShadowmapEffect(DefaultShader);
            }

            DefaultShader.View = Camera.ViewMatrix;
            NewInstanceManager.RenderInstances(GraphicsDevice, DefaultShader, Camera, InstanceRenderer.RenderMode.Normal);
            GamePerformance.Instance.StopTrackPerformance("Render - Instances");
            GamePerformance.Instance.StartTrackPerformance("Render - Components");

            ComponentRenderer.Render(renderables, gameTime, ChunkManager,
                                     Camera,
                                     DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader,
                                     ComponentRenderer.WaterRenderType.None, lastWaterHeight);

            GamePerformance.Instance.StopTrackPerformance("Render - Components");
            GamePerformance.Instance.StartTrackPerformance("Render - Tools");



            if (Master.CurrentToolMode == GameMaster.ToolMode.BuildZone ||
                Master.CurrentToolMode == GameMaster.ToolMode.BuildWall ||
                Master.CurrentToolMode == GameMaster.ToolMode.BuildObject)
            {
                DefaultShader.View       = Camera.ViewMatrix;
                DefaultShader.Projection = Camera.ProjectionMatrix;
                DefaultShader.SetTexturedTechnique();
                GraphicsDevice.BlendState = BlendState.NonPremultiplied;
                Master.Faction.CraftBuilder.Render(gameTime, GraphicsDevice, DefaultShader);
            }

            GamePerformance.Instance.StopTrackPerformance("Render - Tools");
            GamePerformance.Instance.StartTrackPerformance("Render - Water");


            WaterRenderer.DrawWater(
                GraphicsDevice,
                (float)gameTime.TotalGameTime.TotalSeconds,
                DefaultShader,
                Camera.ViewMatrix,
                GetReflectedCameraMatrix(wHeight),
                Camera.ProjectionMatrix,
                new Vector3(0.1f, 0.0f, 0.1f),
                Camera,
                ChunkManager);

            GamePerformance.Instance.StopTrackPerformance("Render - Water");
            GamePerformance.Instance.StartTrackPerformance("Render - Misc");


            DefaultShader.ClippingEnabled = false;

            if (GameSettings.Default.EnableGlow)
            {
                bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null;

                if (UseFXAA)
                {
                    fxaa.Begin(DwarfTime.LastTime, fxaa.RenderTarget);
                }
                bloom.Draw(gameTime.ToGameTime());
                if (UseFXAA)
                {
                    fxaa.End(DwarfTime.LastTime, fxaa.RenderTarget);
                }
            }
            else if (UseFXAA)
            {
                fxaa.End(DwarfTime.LastTime, fxaa.RenderTarget);
            }

            RasterizerState rasterizerState = new RasterizerState()
            {
                ScissorTestEnable = true
            };


            //if (CompositeLibrary.Composites.ContainsKey("resources"))
            //    CompositeLibrary.Composites["resources"].DebugDraw(DwarfGame.SpriteBatch, 0, 0);
            //SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds);
            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin,
                                               null, rasterizerState, null, Matrix.Identity);
                //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White);
                if (IsCameraUnderwater())
                {
                    Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200));
                }

                Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport);

                IndicatorManager.Render(gameTime);
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }

            Master.Render(Game, gameTime, GraphicsDevice);

            DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle =
                DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds;


            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            GamePerformance.Instance.StopTrackPerformance("Render - Misc");
            GamePerformance.Instance.StopTrackPerformance("Render - RENDER");

            lock (ScreenshotLock)
            {
                foreach (Screenshot shot in Screenshots)
                {
                    TakeScreenshot(shot.FileName, shot.Resolution);
                }

                Screenshots.Clear();
            }
        }