private static void WaterAnimate() { RenderTargetsSettings.SetAndClear(Game1.WaterAnimateLeft, Color.Black); DrawAnimateWater.DrawLeft(); RenderTargetsSettings.SetAndClear(Game1.WaterAnimateRight, Color.Black); DrawAnimateWater.DrawRight(); }
private static void WaterAnimateTop() { RenderTargetsSettings.SetAndClear(Game1.WaterAnimateLeftTop, Color.Transparent); DrawAnimateWaterOver.DrawLeft(); RenderTargetsSettings.SetAndClear(Game1.WaterAnimateRightTop, Color.Transparent); DrawAnimateWaterOver.DrawRight(); }
private static void ProcessGaussVertical() { RenderTargetsSettings.SetAndClear(null, Color.Black); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, state); Game1.SpriteBatchGlobal.Draw((Game1.FinalScreen), new Rectangle(Globals.WinOffset.X, Globals.WinOffset.Y, Globals.Winsize.X, Globals.Winsize.Y), new Rectangle(0, 0, (int)Globals.WinRenderSize.X, (int)Globals.WinRenderSize.Y), Color.White); Effects.GaussVerticalEffect(Game1.ToProcessSecondPass, Game1.Textures["WeaponMenuBackMask"]); Game1.SpriteBatchGlobal.Draw((Game1.CanvasToSecondPass), new Rectangle(Globals.WinOffset.X, Globals.WinOffset.Y, Globals.Winsize.X, Globals.Winsize.Y), new Rectangle(0, 0, (int)Globals.WinRenderSize.X, (int)Globals.WinRenderSize.Y), Color.White); Effects.ResetEffect3D(); Game1.SpriteBatchGlobal.End(); }
private static void ProcessGaussHorizontal() { RenderTargetsSettings.SetAndClear(Game1.ToRenderFirstPass, Color.Black); Game1.GraphicsGlobal.GraphicsDevice.SetRenderTargets(Game1.ToProcessSecondPass); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap); Effects.GaussHorizontalEffect(Game1.ToPrepareGaussPass1, Game1.Textures["WeaponMenuBackMask"]); Game1.SpriteBatchGlobal.Draw((Game1.ToRenderFirstPass), Vector2.Zero); Effects.ResetEffect3D(); Game1.SpriteBatchGlobal.End(); }
private static void DrawLights(IMap map) { RenderTargetsSettings.SetAndClear(Game1.Lights, new Color(map.LightLevel)); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, transformMatrix: Camera2DGame.GetViewMatrix()); map.DrawLights(); Game1.SpriteBatchGlobal.End(); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp); Game1.SpriteBatchGlobal.Draw(Game1.LightNormalHolder, Vector2.Zero); Game1.SpriteBatchGlobal.End(); }
public static void DrawEditorWin() { RenderTargetsSettings.SetAndClear(Game1.Win, Color.Transparent); Game1.SpriteBatchGlobal.Begin(samplerState: SamplerState.PointWrap, blendState: BlendState.AlphaBlend, sortMode: SpriteSortMode.Immediate); Game1.SpriteBatchGlobal.Draw(Game1.Textures["BackgroundEditorMenu"], Vector2.Zero, Color.White); Editor.Draw(); foreach (UIInformer info in Game1.InfoList.Reverse <UIInformer>()) { info.Position = new Vector2(8, Game1.InfoList.IndexOf(info) * 32 + 8); info.Draw(); } Game1.SpriteBatchGlobal.End(); }
private static void DrawPartMenu() { RenderTargetsSettings.SetAndClear(Game1.MenuParts, Color.Transparent); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap); if (Game1.GameScreen == InGameScreen.assembly) { UIAssembly.Instance.Draw(); } else if (Game1.GameScreen == InGameScreen.shop) { UIShop.Instance.Draw(); } Game1.SpriteBatchGlobal.End(); }
private static void DrawLightsNormalsWorld() { RenderTargetsSettings.SetAndClear(Game1.LightNormalHolder, Color.Black); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp); foreach (DecorationStatic decor in Game1.mapLiveWorld.mapDecorations) { if (decor.LightObj?.Position != null && decor.LightObj?.LightColor != null) { Game1.EffectNormalLight.Parameters["size"].SetValue(Globals.WinRenderSize); Game1.EffectNormalLight.Parameters["lightColor"].SetValue(decor.LightObj.LightColor); Game1.EffectNormalLight.Parameters["positionTex"].SetValue(Camera2DGame.Position); Game1.EffectNormalLight.Parameters["light"].SetValue(decor.LightObj.Position); Game1.EffectNormalLight.Parameters["normal"].SetValue(Game1.NormalMapBuffer); Game1.EffectNormalLight.CurrentTechnique.Passes[0].Apply(); Game1.SpriteBatchGlobal.Draw(Game1.Textures["testaaa"], Vector2.Zero, Color.White); } } Game1.SpriteBatchGlobal.End(); }
private static void DrawNormals(IMap map) { RenderTargetsSettings.SetAndClear(Game1.NormalMapBuffer, Color.Transparent); map.DrawNormal(); }
private static void DrawLayer1(IMap map) { RenderTargetsSettings.SetAndClear(Game1.Layer1, Color.Transparent); map.Draw(); }
private static void DrawWaterMaskWorld(IMap map) { RenderTargetsSettings.SetAndClear(Game1.WaterMask, Color.Black); map.DrawWaterMask(); }