public static void Draw(SpriteBatch SB, GraphicsDevice GD) { for (int i = 0; i < LightSourceList.Count; i++) { LightMapList.Add(LightSourceList[i].DrawLightmap(SB)); } GD.SetRenderTarget(null); GD.Clear(Color.Black); SB.Begin(); int RayCounter = 0; Assets.Blur.CurrentTechnique.Passes[0].Apply(); for (int i = 0; i < LightSourceList.Count; i++) { RayCounter += LightSourceList[i].RayList.Count; if (!IsOverlapped(LightSourceList[i].Pos)) { SB.Draw(LightMapList[i], new Rectangle(0, 0, (int)Values.WindowSize.X, (int)Values.WindowSize.Y), Color.White * 0.5f); } } LightMapList.Clear(); SB.DrawString(Assets.Font, "Total Rays: " + RayCounter.ToString(), new Vector2(12, 12), Color.White); FPSCounter.Draw(SB); SB.End(); }
protected override void Update(GameTime gameTime) { Control.Update(); FPSCounter.Update(gameTime); if (Control.CurKS.IsKeyDown(Keys.Escape)) { Exit(); } Timer += 1; Master.Update(); base.Update(gameTime); }