Exemplo n.º 1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            RenderTarget2D render  = new RenderTarget2D(GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            RenderTarget2D render1 = new RenderTarget2D(GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            GraphicsDevice.SetRenderTarget(render);

            //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, TextureLoader.Std);

            spriteBatch.Begin();
            switch (GameState.getState())
            {
            case "Menu": menu.Draw(spriteBatch, render); break;

            case "Game": core.Draw(spriteBatch, render); break;
            }
            spriteBatch.End();

            GraphicsDevice.SetRenderTarget(render1);
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, TextureLoader.Std);
            spriteBatch.Draw(render, new Vector2(0, 0), Color.White);
            spriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);
            TextureLoader.Bloom.Parameters[0].SetValue(render1);
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, TextureLoader.Bloom);
            spriteBatch.Draw(render1, new Vector2(0, 0), Color.White);
            spriteBatch.End();
            render.Dispose();
            render1.Dispose();
            base.Draw(gameTime);
        }
Exemplo n.º 2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            if (GameState.getState() == "Menu" && menu != null)
            {
                spriteBatch.Begin();
                menu.Draw(spriteBatch);
                spriteBatch.End();
            }
            else
            if (GameState.getState() == "Game" && core != null)
            {
                core.Draw(spriteBatch);
            }

            base.Draw(gameTime);
        }