protected override void OnRender(float dt, float betweenFrameAlpha) { int enableFrameSmoothing = CVars.Get <bool>("graphics_frame_smoothing") ? 1 : 0; betweenFrameAlpha = betweenFrameAlpha * enableFrameSmoothing + (1 - enableFrameSmoothing); _fxaaPPE.Enabled = CVars.Get <bool>("graphics_fxaa"); _smaaPPE.Enabled = CVars.Get <bool>("graphics_smaa"); GameManager.GraphicsDevice.Clear(Color.Black); Camera camera = Camera; #if DEBUG if (CVars.Get <bool>("debug_force_debug_camera")) { camera = DebugCamera; } #endif PostProcessor.Begin(); { RenderSystem.DrawEntities(Camera, Constants.Render.RENDER_GROUP_GAME_ENTITIES, dt, betweenFrameAlpha, camera); RenderSystem.SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.GetInterpolatedTransformMatrix(betweenFrameAlpha)); if (!CVars.Get <bool>("particle_gpu_accelerated")) { VelocityParticleManager.Draw(RenderSystem.SpriteBatch); } RenderSystem.SpriteBatch.End(); if (CVars.Get <bool>("particle_gpu_accelerated")) { GPUParticleManager.UpdateAndDraw(Camera, dt, betweenFrameAlpha, camera); } } // We have to defer drawing the post-processor results // because of unexpected behavior within MonoGame. RenderTarget2D postProcessingResult = PostProcessor.End(false); // Stars RenderSystem.DrawEntities(Camera, Constants.Render.RENDER_GROUP_STARS, dt, betweenFrameAlpha, camera); // Stars RenderSystem.SpriteBatch.Begin(); RenderSystem.SpriteBatch.Draw(postProcessingResult, postProcessingResult.Bounds, Color.White); // Post-processing results RenderSystem.SpriteBatch.End(); // Shield Resource RenderSystem.DrawEntities(Camera, Constants.Render.RENDER_GROUP_NO_GLOW, dt, betweenFrameAlpha, camera); #if DEBUG if (CVars.Get <bool>("debug_show_collision_shapes")) { CollisionDebugRenderSystem.Draw(camera.GetInterpolatedTransformMatrix(betweenFrameAlpha), dt); } #endif #if DEBUG if (CVars.Get <bool>("debug_show_render_culling")) { Camera debugCamera = CVars.Get <bool>("debug_force_debug_camera") ? DebugCamera : null; RenderCullingDebugRenderSystem.Draw(Camera, dt, debugCamera); } #endif #if DEBUG if (CVars.Get <bool>("debug_show_quad_trees")) { Camera debugCamera = CVars.Get <bool>("debug_force_debug_camera") ? DebugCamera : null; QuadTreeDebugRenderSystem.Draw(Camera, dt, debugCamera); } #endif base.OnRender(dt, betweenFrameAlpha); }
void DrawPong(float dt, float betweenFrameAlpha) { GameManager.GraphicsDevice.SetRenderTarget(_pongRenderTarget); Matrix center = Matrix.CreateTranslation(_pongRenderTarget.Bounds.Width / 2, _pongRenderTarget.Bounds.Height / 2, 0); _renderSystem.DrawEntities(center, Constants.Pong.RENDER_GROUP, dt, betweenFrameAlpha); _renderSystem.SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, center); VelocityParticleManager.Draw(_renderSystem.SpriteBatch); _renderSystem.SpriteBatch.Draw(Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_EDGE), new Vector2(0, Constants.Pong.PLAYFIELD_HEIGHT / 2 + Constants.Pong.EDGE_HEIGHT + 100 / 2), null, null, new Vector2(0.5f, 0.5f), 0, new Vector2(Constants.Pong.PLAYFIELD_WIDTH, 100), Color.Black, SpriteEffects.None, 0); _renderSystem.SpriteBatch.Draw(Content.Load <Texture2D>(Constants.Resources.TEXTURE_PONG_EDGE), new Vector2(0, -(Constants.Pong.PLAYFIELD_HEIGHT / 2 + Constants.Pong.EDGE_HEIGHT + 100 / 2)), null, null, new Vector2(0.5f, 0.5f), 0, new Vector2(Constants.Pong.PLAYFIELD_WIDTH, 100), Color.Black, SpriteEffects.None, 0); _renderSystem.SpriteBatch.End(); GameManager.GraphicsDevice.SetRenderTarget(null); _quadEffect.View = _pongCamera.TransformMatrix; _quadEffect.Projection = _pongCamera.PerspectiveMatrix; _quadEffect.Texture = _pongRenderTarget; PongPostProcessor.Begin(); foreach (EffectPass pass in _quadEffect.CurrentTechnique.Passes) { pass.Apply(); _quad.Draw(GameManager.GraphicsDevice); } RenderTarget2D processedPongRender = PongPostProcessor.End(false); _renderSystem.SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _mainCamera.TransformMatrix); _renderSystem.SpriteBatch.Draw(processedPongRender, new Rectangle((int)(processedPongRender.Bounds.X - processedPongRender.Bounds.Width / 2 + Constants.Pong.BUFFER_RENDER_POSITION.X), (int)(processedPongRender.Bounds.Y - processedPongRender.Bounds.Height / 2 + Constants.Pong.BUFFER_RENDER_POSITION.Y), processedPongRender.Bounds.Width, processedPongRender.Bounds.Height), Color.White); _renderSystem.SpriteBatch.End(); }