Esempio n. 1
0
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
            GraphicsDevice.Clear(Color.Black);

            //Update lights and camera
            Camera.main.Update();
            Lighting.Update();

            //Update graphics state
            GraphicsDevice.BlendState        = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.RasterizerState   = new RasterizerState()
            {
                CullMode = CullMode.CullClockwiseFace
            };

            //Render shadow map
            GraphicsDevice.SetRenderTarget(Lighting.ShadowMap);
            GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.White, 1.0f, 0);
            effect.CurrentTechnique = effect.Techniques["ShadowMap"];

            environment.Render(gameTime, GraphicsDevice, effect);
            player.Render(gameTime, effect);
            trafficManager.RenderTraffic(gameTime, effect);


            //Render scene
            GraphicsDevice.RasterizerState = new RasterizerState()
            {
                CullMode = CullMode.CullCounterClockwiseFace
            };
            GraphicsDevice.SetRenderTarget(null);

            postProcessor.Begin();

            effect.CurrentTechnique = effect.Techniques["ShadowedScene"];
            environment.Render(gameTime, GraphicsDevice, effect);

            player.Render(gameTime, effect);
            trafficManager.RenderTraffic(gameTime, effect);

            postProcessor.End(player.crashed);


            //Render GUI
            spriteBatch.Begin();

            scoreUI.Render(spriteBatch, inTargetLane);
            countdownUI.Render(spriteBatch);
            titleUI.Render(spriteBatch, gameTime);

            if (player.crashed && state != GameState.RESTARTING)
            {
                gameOverUI.Render(spriteBatch, gameTime);
            }

            spriteBatch.End();

            //Render debug
            if (TrafficGame.DEBUG)
            {
                trafficManager.RenderDebug(debugView, Camera.main.View, Camera.main.Projection);
                debugView.RenderDebugData(Camera.main.Projection, Camera.main.View, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, 0.8f);
                spriteBatch.Begin();
                fpsUI.Render(spriteBatch);
                spriteBatch.End();

                //DEBUG: show shadow map
                spriteBatch.Begin(0, BlendState.Opaque, SamplerState.AnisotropicClamp);
                spriteBatch.Draw(Lighting.ShadowMap, new Rectangle(0, GraphicsDevice.Viewport.Height - 256, 256, 256), Color.White);
                spriteBatch.End();
            }
        }