Example #1
0
 /// <summary>
 /// Requests that each screen drawable component render.
 /// </summary>
 /// <param name="gameTime">The game time.</param>
 /// <param name="spriteBatch">The <see cref="ScreenSpriteBatch"/> to render with.</param>
 internal void DrawScreenDrawableComponents(GameTime gameTime, ScreenSpriteBatch spriteBatch)
 {
     foreach (var curr in this.screenDrawableComponents)
     {
         curr.Draw(gameTime, spriteBatch);
     }
 }
Example #2
0
        /// <summary>
        /// Called when the <see cref="SpriteBase"/> components need to be drawn. Override this method with component-specific drawing code.
        /// </summary>
        /// <remarks>
        /// You should never call this function; it is called by XNA.
        /// </remarks>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        public override void Draw(GameTime gameTime)
        {
            // Get the items that need rendering
            var spritesToDraw = this.gameWorld.GetSpriteObjectsInArea(this.GetCameraRenderBounds()).OrderBy(s => s.LayerDepth);

            if (!this.disablePostProcesses)
            {
                // Render options map
                this.GraphicsDevice.SetRenderTarget(this.renderTargets.OptionsMap); // Set the correct render target
                this.GraphicsDevice.Clear(Color.Transparent);                       // Initialize the render target

                this.gameWorld.DrawSpriteOptions(spritesToDraw, gameTime, this);    // Render on options map
                this.spriteBatch.End();

                this.GraphicsDevice.SetRenderTarget(null); // Resolve the render target
            }

            // Render color map
            this.GraphicsDevice.SetRenderTarget(this.renderTargets.ColorMap); // Set the correct render target
            this.GraphicsDevice.Clear(Color.Transparent);                     // Initialize the render target

            this.gameWorld.DrawSpriteColor(spritesToDraw, gameTime, this);    // Render on color map
            this.spriteBatch.End();

            this.GraphicsDevice.SetRenderTarget(null); // Resolve the render target

            if (!this.disablePostProcesses)
            {
                // Render normal map
                this.GraphicsDevice.SetRenderTarget(this.renderTargets.NormalMap); // Set the correct render target
                this.GraphicsDevice.Clear(Color.Transparent);                      // Initialize the render target

                this.gameWorld.DrawSpriteNormal(spritesToDraw, gameTime, this);    // Render on normal map
                this.spriteBatch.End();

                this.GraphicsDevice.SetRenderTarget(null); // Resolve the render target

                // Render lighting and post-processing effects
                this.GraphicsDevice.SetRenderTarget(this.renderTargets.LightMap); // Set the correct render target
                this.GraphicsDevice.Clear(Color.Transparent);                     // Initialize the render target
                this.GraphicsDevice.SetRenderTarget(null);                        // Resolve the render target

                this.RenderPostProcesses(gameTime);                               // Render post processing effects
                this.GraphicsDevice.SetRenderTarget(null);                        // Resolve the render target
            }
            else
            {
                this.GraphicsDevice.SetRenderTarget(this.renderTargets.LightMap); // Set the correct render target
                this.GraphicsDevice.Clear(Color.White);                           // Initialize the render target
                this.GraphicsDevice.SetRenderTarget(null);                        // Resolve the render target
            }

            // Merge render targets
            this.GraphicsDevice.Clear(Color.Transparent);
            this.mergeRenderTargets.ConfigureShader(this);
            this.mergeRenderTargets.ApplyPass(0);
            this.DirectScreenPaint();

            // TODO: Draw any non-lit textures
            var rsdSpriteBatch = new ScreenSpriteBatch(this);

            rsdSpriteBatch.Begin();
            this.gameWorld.DrawScreenDrawableComponents(gameTime, rsdSpriteBatch);
            rsdSpriteBatch.End();

            base.Draw(gameTime);
        }
Example #3
0
 /// <summary>
 /// Called by the <see cref="DeferredRenderSystem"/> when this <see cref="ScreenDrawableComponent"/>
 /// component needs to draw.
 /// Override this method with component-specific drawing code.
 /// </summary>
 /// <param name="gameTime">Time passed since the last call to DrawColorMap.</param>
 /// <param name="spriteBatch"><see cref="ScreenSpriteBatch"/> to render with.</param>
 public abstract void Draw(GameTime gameTime, ScreenSpriteBatch spriteBatch);