Exemple #1
0
        protected override void Draw(GameTime gameTime)
        {
            // render scene for real
            GraphicsDevice.SetRenderTarget(PostProcessingManager.SceneTarget);
            GraphicsDevice.Clear(Graphics.SkyBlue);

            base.Draw(gameTime);
            _graphics.PreferMultiSampling = true;

            //-----3D-----
            GraphicsDevice.DepthStencilState = DepthStencilState.Default; // new DepthStencilState() { DepthBufferEnable = true }; // activates z buffer

            HardwareRendering.Draw();
            ParticleRendering.Draw();

            if (PhysicsDrawer.Instance.DoDrawings)
            {
                foreach (Camera cam in Screen.Cameras)
                {
                    GraphicsDevice.Viewport = cam.Viewport;

                    // Allow physics drawing for debug-reasons (display boundingboxes etc..)
                    PhysicsDrawer.Instance.Draw(cam);

                    //gizmos
                    GraphicsDevice.RasterizerState = Screen._wireRasterizer;
                    Gizmos.DrawWire(cam);
                    GraphicsDevice.RasterizerState = Screen._fullRasterizer;
                    Gizmos.DrawFull(cam);
                }

                Gizmos.ClearOrders();
            }

            // draw everything 3D to get the depth info
            _graphics.GraphicsDevice.SetRenderTarget(PostProcessingManager.DepthTarget);
            _graphics.GraphicsDevice.Clear(Color.Black);

            HardwareRendering.DrawDepth();
            ParticleRendering.DrawDepth();

            // apply post processing
            PostProcessingManager.Instance.Draw(_spriteBatch);

            // Drop the render target
            GraphicsDevice.SetRenderTarget(null);


            //-----2D-----
            int i = 0;

            foreach (Camera cam in Screen.Cameras)
            {
                GraphicsDevice.Viewport = cam.Viewport;
                _spriteBatch.Begin();
                if (showUI)
                {
                    foreach (GameObject go in GameObject.All)
                    {
                        go.Draw2D(i);
                    }
                }
                _spriteBatch.End();
                i++;
            }

            GraphicsDevice.Viewport = Screen.FullViewport;
            if (showUI)
            {
                _spriteBatch.Begin();
                foreach (GameObject go in GameObject.All)
                {
                    go.Draw2D(-1);
                }
                _spriteBatch.End();
            }

            if (ShowFps)
            {
                try {
                    string text = string.Format(
                        "Frames per second: {0}/{1}\n" +
                        "Instances: {2}\n",
                        (1.0f / gameTime.ElapsedGameTime.TotalSeconds).ToString("0.00"),
                        (_frames++ / gameTime.TotalGameTime.TotalSeconds).ToString("0.00"),
                        GameObject.All.Length);

                    _spriteBatch.Begin();

                    _spriteBatch.DrawString(_font, text, new Vector2(65, 265), Color.Black);
                    _spriteBatch.DrawString(_font, text, new Vector2(64, 264), Color.White);

                    _spriteBatch.End();
                } catch {
                    // Do nothing
                }
            }
        }