public void InitializeLayers() { Layer.lightingTwoPointOh = false; this._layers.Add(new Layer("PARALLAX", 100)); this._parallax = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("VIRTUAL", 95)); this._virtual = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("BACKGROUND", 90)); this._background = this._layers[this._layers.Count - 1]; this._background.enableCulling = true; this._layers.Add(new Layer("GAME")); this._game = this._layers[this._layers.Count - 1]; this._game.enableCulling = false; this._layers.Add(new Layer("BLOCKS", -18)); this._blocks = this._layers[this._layers.Count - 1]; this._blocks.enableCulling = true; this._layers.Add(new Layer("FOREGROUND", -80)); this._foreground = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("HUD", -90)); this._hud = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("CONSOLE", -100, new Camera((float)DuckGame.Graphics.width, (float)DuckGame.Graphics.height))); this._console = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("GLOW", -20)); this._glow = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("LIGHTING", Layer.lightingTwoPointOh ? -19 : -10, targetLayer: true, targetSize: new Vec2((float)DuckGame.Graphics.width, (float)DuckGame.Graphics.height))); this._lighting = this._layers[this._layers.Count - 1]; this._layers.Add(new Layer("LIGHTING2", -15, targetLayer: true, targetSize: new Vec2((float)DuckGame.Graphics.width, (float)DuckGame.Graphics.height))); this._lighting2 = this._layers[this._layers.Count - 1]; BlendState blendState = new BlendState(); blendState.ColorSourceBlend = Blend.Zero; blendState.ColorDestinationBlend = Blend.SourceColor; blendState.ColorBlendFunction = BlendFunction.Add; blendState.AlphaSourceBlend = Blend.Zero; blendState.AlphaDestinationBlend = Blend.SourceAlpha; blendState.AlphaBlendFunction = BlendFunction.Add; this._glow.blend = BlendState.Additive; this._lighting.targetBlend = BlendState.Additive; this._lighting.targetBlend = new BlendState() { ColorSourceBlend = Blend.One, ColorDestinationBlend = Blend.One, ColorBlendFunction = BlendFunction.Add, AlphaSourceBlend = Blend.One, AlphaDestinationBlend = Blend.One, AlphaBlendFunction = BlendFunction.Add }; this._lighting.blend = blendState; this._lighting.targetClearColor = new Color(150, 150, 150, 0); this._lighting.targetDepthStencil = DepthStencilState.None; this._lighting.flashAddClearInfluence = 1f; this._lighting2.targetBlend = BlendState.Additive; this._lighting2.blend = BlendState.Additive; this._lighting2.targetClearColor = new Color(0, 0, 0); this._lighting2.targetDepthStencil = DepthStencilState.None; this._lighting2.shareDrawObjects = this._lighting; this._lighting2.targetFade = 0.3f; this._layers = this._layers.OrderBy <Layer, int>((Func <Layer, int>)(l => - l.depth)).ToList <Layer>(); Layer.Parallax.flashAddInfluence = 1f; Layer.HUD.flashAddInfluence = 1f; if (this._basicEffect == null) { this._itemSpawnEffect = Content.Load <MTEffect>("Shaders/wireframeTex"); this._basicWireframeEffect = Content.Load <MTEffect>("Shaders/wireframe"); this._basicWireframeEffectTex = Content.Load <MTEffect>("Shaders/wireframeTex"); this._basicEffect = Content.Load <MTEffect>("Shaders/basic"); this._basicEffectFade = Content.Load <MTEffect>("Shaders/basicFade"); this._basicEffectAdd = Content.Load <MTEffect>("Shaders/basicAdd"); this._basicEffectFadeAdd = Content.Load <MTEffect>("Shaders/basicFadeAdd"); } this.ResetLayers(); }
public MaterialRedHot(Thing t) { this._effect = Content.Load <MTEffect>("Shaders/redhot"); this._goldTexture = Content.Load <Tex2D>("redHot"); this._thing = t; }