public override void Render(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(null); batcher.Begin(BlendState.NonPremultiplied, Core.DefaultSamplerState, DepthStencilState.None, null); // we only render the previousSceneRender while fading to _color. It will be null after that. if (!_isNewSceneLoaded) { batcher.Draw(PreviousSceneRender, _destinationRect, Color.White); } batcher.Draw(_overlayTexture, new Rectangle(0, 0, Screen.Width, Screen.Height), _color); batcher.End(); }
/// <summary> /// do all of your rendering here.static This is a base implementation. Any special rendering should override /// this method. /// </summary> /// <param name="batcher">Batcher.</param> public virtual void Render(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(null); batcher.Begin(BlendState.Opaque, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(PreviousSceneRender, Vector2.Zero, Color.White); batcher.End(); }
public override void Render(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(null); // if we are scaling out we dont need to render the previous scene anymore since we want the new scene to be visible if (!_isNewSceneLoaded) { batcher.Begin(BlendState.Opaque, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(PreviousSceneRender, Vector2.Zero, Color.White); batcher.End(); } batcher.Begin(_blendState, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(_maskRenderTarget, Vector2.Zero, Color.White); batcher.End(); }
public override void Render(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(null); batcher.Begin(BlendState.NonPremultiplied, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(PreviousSceneRender, Vector2.Zero, _color); batcher.End(); }
public override void Render(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(null); batcher.Begin(BlendState.NonPremultiplied, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(PreviousSceneRender, _destinationRect, Color.White); batcher.End(); }
public static void DrawRect(this Batcher batcher, float x, float y, float width, float height, Color color) { _tempRect.X = (int)x; _tempRect.Y = (int)y; _tempRect.Width = (int)width; _tempRect.Height = (int)height; batcher.Draw(Graphics.Instance.PixelTexture, _tempRect, Graphics.Instance.PixelTexture.SourceRect, color); }
public override void PreRender(Batcher batcher) { Core.GraphicsDevice.SetRenderTarget(_maskRenderTarget); batcher.Begin(BlendState.AlphaBlend, Core.DefaultSamplerState, DepthStencilState.None, null); batcher.Draw(_maskTexture, _maskPosition, null, Color.White, _renderRotation, _maskOrigin, _renderScale, SpriteEffects.None, 0); batcher.End(); Core.GraphicsDevice.SetRenderTarget(null); }
public override void Render(Batcher batcher, Camera camera) { var pos = (Entity.Transform.Position - (Origin * Entity.Transform.Scale) + LocalOffset); var size = new Point((int)(_width * Entity.Transform.Scale.X), (int)(_height * Entity.Transform.Scale.Y)); var destRect = new Rectangle((int)pos.X, (int)pos.Y, size.X, size.Y); batcher.Draw(_sprite, destRect, _sprite.SourceRect, Color, Entity.Transform.Rotation, SpriteEffects.None, LayerDepth, SkewTopX, SkewBottomX, SkewLeftY, SkewRightY); }
void DrawLine(Batcher batcher, Vector2 start, Vector2 end, Color color, float thickness = 2f) { var delta = end - start; var angle = (float)Math.Atan2(delta.Y, delta.X); batcher.Draw(Graphics.Instance.PixelTexture, start + Entity.Transform.Position + LocalOffset, Graphics.Instance.PixelTexture.SourceRect, color, angle, new Vector2(0, 0.5f), new Vector2(delta.Length(), thickness), SpriteEffects.None, LayerDepth); }
public static void DrawPixel(this Batcher batcher, Vector2 position, Color color, int size = 1) { var destRect = new Rectangle((int)position.X, (int)position.Y, size, size); if (size != 1) { destRect.X -= (int)(size * 0.5f); destRect.Y -= (int)(size * 0.5f); } batcher.Draw(Graphics.Instance.PixelTexture, destRect, Graphics.Instance.PixelTexture.SourceRect, color); }
public void Render(Batcher batcher, Vector2 offset) { var origin = new Vector2(0, _image.Height / 2f); batcher.Draw(_image, offset + Position, null, _color, 0, origin, _scale, SpriteEffects.None, 0); }
public void DrawInto(Batcher batcher, ref FontCharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { var flipAdjustment = Vector2.Zero; var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically; var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally; if (flippedVert || flippedHorz) { Vector2 size; MeasureString(ref text, out size); if (flippedHorz) { origin.X *= -1; flipAdjustment.X = -size.X; } if (flippedVert) { origin.Y *= -1; flipAdjustment.Y = _font.LineSpacing - size.Y; } } // TODO: This looks excessive... i suspect we could do most of this with simple vector math and avoid this much matrix work. var requiresTransformation = flippedHorz || flippedVert || rotation != 0f || scale != Vector2.One; if (requiresTransformation) { Matrix2D temp; Matrix2D.CreateTranslation(-origin.X, -origin.Y, out _transformationMatrix); Matrix2D.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), out temp); Matrix2D.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, out temp); Matrix2D.Multiply(ref temp, ref _transformationMatrix, out _transformationMatrix); Matrix2D.CreateRotation(rotation, out temp); Matrix2D.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.CreateTranslation(position.X, position.Y, out temp); Matrix2D.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); } // Get the default glyph here once. SpriteFont.Glyph?defaultGlyph = null; if (_font.DefaultCharacter.HasValue) { defaultGlyph = _glyphs[_font.DefaultCharacter.Value]; } var currentGlyph = SpriteFont.Glyph.Empty; var offset = requiresTransformation ? Vector2.Zero : position - origin; var firstGlyphOfLine = true; for (var i = 0; i < text.Length; ++i) { var c = text[i]; if (c == '\r') { continue; } if (c == '\n') { offset.X = requiresTransformation ? 0f : position.X - origin.X; offset.Y += _font.LineSpacing; firstGlyphOfLine = true; continue; } if (!_glyphs.TryGetValue(c, out currentGlyph)) { if (!defaultGlyph.HasValue) { throw new ArgumentException("Errors.TextContainsUnresolvableCharacters", "text"); } currentGlyph = defaultGlyph.Value; } // The first character on a line might have a negative left side bearing. // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right, // so that text does not hang off the left side of its rectangle. if (firstGlyphOfLine) { offset.X += Math.Max(currentGlyph.LeftSideBearing, 0); firstGlyphOfLine = false; } else { offset.X += _font.Spacing + currentGlyph.LeftSideBearing; } var p = offset; if (flippedHorz) { p.X += currentGlyph.BoundsInTexture.Width; } p.X += currentGlyph.Cropping.X; if (flippedVert) { p.Y += currentGlyph.BoundsInTexture.Height - _font.LineSpacing; } p.Y += currentGlyph.Cropping.Y; // transform our point if we need to if (requiresTransformation) { Vector2Ext.Transform(ref p, ref _transformationMatrix, out p); } var destRect = RectangleExt.FromFloats(p.X, p.Y, currentGlyph.BoundsInTexture.Width * scale.X, currentGlyph.BoundsInTexture.Height * scale.Y); batcher.Draw(_font.Texture, destRect, currentGlyph.BoundsInTexture, color, rotation, Vector2.Zero, effect, depth); offset.X += currentGlyph.Width + currentGlyph.RightSideBearing; } }
public static void DrawRect(this Batcher batcher, Rectangle rect, Color color) { batcher.Draw(Graphics.Instance.PixelTexture, rect, Graphics.Instance.PixelTexture.SourceRect, color); }
public static void DrawLineAngle(this Batcher batcher, Vector2 start, float radians, float length, Color color, float thickness) { batcher.Draw(Graphics.Instance.PixelTexture, start, Graphics.Instance.PixelTexture.SourceRect, color, radians, new Vector2(0f, 0.5f), new Vector2(length, thickness), SpriteEffects.None, 0); }