Example #1
0
 public override void Draw(GameTime time)
 {
     if (levelLoaded)
     {
         base.Draw(time);
         level.RenderLevel(scene.Camera.VEye, World, scene.Camera.MView, scene.Camera.MProjection, time, GraphicsDevice, renderSkybox);
     }
 }
Example #2
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)
        {
            graphics.GraphicsDevice.SetRenderTarget(0, buffer);
            GraphicsDevice.Clear(Color.Black);

            // render the levels, entity and any first-person player-related elements (ie. crosshair, weapon, etc.)
            if (level != null)
            {
                level.RenderLevel(player.position, player.view, player.projection, gameTime, graphics.GraphicsDevice);

                entitySystem.draw(player.view, player.projection);

                player.draw(spriteBatch);
            }

            // disable the render target for post processing
            graphics.GraphicsDevice.SetRenderTarget(0, null);

            // blur game screen if menu is open
            if (menu.active)
            {
                blur.Begin();
                spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState);
                foreach (EffectTechnique t in blur.Techniques)
                {
                    foreach (EffectPass p in t.Passes)
                    {
                        p.Begin();
                        spriteBatch.Draw(buffer.GetTexture(), Vector2.Zero, Color.White);
                        p.End();
                    }
                }
                spriteBatch.End();
                blur.End();
            }
            // otherwise apply other post-processing effects
            else
            {
                post.Begin();
                spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState);
                foreach (EffectTechnique t in post.Techniques)
                {
                    foreach (EffectPass p in t.Passes)
                    {
                        p.Begin();
                        spriteBatch.Draw(buffer.GetTexture(), Vector2.Zero, Color.White);
                        p.End();
                    }
                }
                spriteBatch.End();
                post.End();
            }

            screenManager.draw(spriteBatch, graphics.GraphicsDevice);

            base.Draw(gameTime);
        }
Example #3
0
 public override void Draw()
 {
     Game1.Instance.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
     Game1.Instance.GraphicsDevice.RasterizerState   = RasterizerState.CullNone;
     level.RenderLevel(camera.Position, camera.View, camera.Projection, gameTime, Game1.Instance.GraphicsDevice);
 }