internal static float ShadowOpacity()
 {
     if (bThunder)
     {
         return(ThunderEffect.ShadowOpacity());
     }
     else
     {
         return(DayLightHandler.ShadowOpacity);
     }
 }
        internal static void Update(GameTime gt)
        {
            if (false)
            {
                bRaining = true;
                bThunder = true;
            }
            else
            {
                bRaining = false;
                bThunder = false;
            }
            if (bRaining)
            {
                TestEnvironment.UpdateRain(gt);
            }

            if (bThunder)
            {
                ThunderEffect.Update(gt.ElapsedGameTime.Milliseconds);
            }
        }
Esempio n. 3
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        static public void DrawWithEffects(SpriteBatch sb, RenderTarget2D r2d)
        {
            if (lightTex == null)
            {
                //lightTex = Game1.contentManager.Load<Texture2D>("light");
            }

            sb.End();
            sb.GraphicsDevice.SetRenderTarget(null);
            sb.GraphicsDevice.SetRenderTarget(trueLightMask);
            sb.GraphicsDevice.Clear(Color.TransparentBlack);

            sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, GameProcessor.CameraScaleMatrix);
            foreach (var item in GameProcessor.loadedMap.activeLights.FindAll(l => l.bIsLightOn))
            {
                if (item.bIsLightOn)
                {
                    Color c = item.lightColor;
                    item.lightMask.DrawLight(sb, item, item.spriteGameSize.Center.ToVector2() - (new Vector2(item.lightMask.animationFrames[0].Width / 2, item.lightMask.animationFrames[0].Height / 2)) * item.lightScale, item.lightScale, c);
                }
            }
            sb.End();



            sb.GraphicsDevice.SetRenderTarget(null);
            sb.GraphicsDevice.SetRenderTarget(lightMask);
            if (GameProcessor.bIsOverWorldOutsideGame)
            {
                sb.GraphicsDevice.Clear(worldColor * worldBrightnessLM);
            }
            else if (true)
            {
                sb.GraphicsDevice.Clear(Color.White);
            }


            sb.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);

            if (ThunderEffect.IsShowing())
            {
                var c = ThunderEffect.GetColor();
                sb.Draw(Game1.WhiteTex, new Rectangle(0, 0, 1366, 768), c * .95f);
            }

            sb.End();



            sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, GameProcessor.CameraScaleMatrix);
            foreach (var item in GameProcessor.loadedMap.activeLights)
            {
                // sb.Draw(lightTex, item.spriteGameSize.Center.ToVector2() - (item.spriteGameSize.Center.ToVector2() - item.spriteGameSize.Location.ToVector2()) * scale, lightTex.Bounds, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 0);
                // item.Draw(sb);
                // item.lightColor = Color.White;
                if (item.bIsLightOn)
                {
                    item.lightMask.DrawLight(sb, item, item.spriteGameSize.Center.ToVector2() - (new Vector2(item.lightMask.animationFrames[0].Width / 2, item.lightMask.animationFrames[0].Height / 2)) * item.lightScale, item.lightScale, item.lightColor);
                }
            }
            sb.End();



            sb.End();



            sb.GraphicsDevice.SetRenderTarget(Game1.gameRender);

            sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, SceneUtility.transform);
            //sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, SceneUtility.transform);
            lightEffect.Parameters["lightMask"].SetValue(lightMask);
            //  lightEffect.Parameters["truelightMask"].SetValue(trueLightMask);
            //  lightEffect.Parameters["heightMask"].SetValue(GameProcessor.loadedMap.GetHeightMask());
            lightEffect.Parameters["mod"].SetValue((float)(1.0f - worldBrightnessLM));
            //      lightEffect.Parameters["mod2"].SetValue((float)(1f));
            //    lightEffect.Parameters["brightness"].SetValue((float)(worldBrightnessLM));
            //lightEffect.CurrentTechnique.Passes[0].Apply();
            lightEffect.CurrentTechnique.Passes[0].Apply();
            Rectangle renderBounds = new Rectangle(r2d.Bounds.X, r2d.Bounds.Y + ZoomHorizontalModifier, r2d.Bounds.Width, r2d.Bounds.Height - 2 * ZoomHorizontalModifier);

            //  sb.Draw(r2d, renderBounds, renderBounds, Color.White);
            //   sb.Draw(GameProcessor.objectRender, renderBounds, renderBounds, Color.Red);

            switch (currentEffect)
            {
            case Effects.None:

                renderBounds = new Rectangle(r2d.Bounds.X, r2d.Bounds.Y + ZoomHorizontalModifier, r2d.Bounds.Width, r2d.Bounds.Height - 2 * ZoomHorizontalModifier);
                if (currentTransform == Transform.None)
                {
                    sb.Draw(r2d, renderBounds, renderBounds, Color.White);
                }
                else if (currentTransform == Transform.Zoom)
                {
                    sb.Draw(r2d, -adjustZoomPosRender, renderBounds, Color.White, 0f, Vector2.Zero, zoomTo, SpriteEffects.None, 0);
                }

                break;

            case Effects.Conversation:
                sb.Draw(r2d, renderBounds, renderBounds, Color.White);
                break;

            case Effects.RegionName:
                sb.Draw(r2d, renderBounds, renderBounds, Color.White);
                break;

            case Effects.Shake:
                renderBounds.X += GamePlayUtility.Randomize(-35, 35);
                renderBounds.Y += GamePlayUtility.Randomize(-35, 35);

                sb.Draw(r2d, renderBounds, new Rectangle(r2d.Bounds.X, r2d.Bounds.Y + ZoomHorizontalModifier, r2d.Bounds.Width, r2d.Bounds.Height - 2 * ZoomHorizontalModifier), Color.White);
                break;

            default:
                break;
            }
            //sb.Draw(GameProcessor.loadedMap.GetHeightMask(), renderBounds, Color.White);
            sb.End();
        }