Пример #1
0
        /// <summary>
        /// Initializes the RenderManager
        /// </summary>
        public void init(GraphicsDevice graphicsDevice)
        {
            this.GraphicsDevice = graphicsDevice;
            if (graphicsDevice != null)
            {
                bloomComponent = new BloomComponent(graphicsDevice, GameManager.Instance.Content);
                bloomComponent.loadContent();

                bloomLightComponent = new BloomComponent(graphicsDevice, GameManager.Instance.Content);
                bloomLightComponent.loadContent();

                this.spriteBatch = new SpriteBatch(this.GraphicsDevice);
                lightEffect      = GameManager.Resources.Content.Load <Effect>("light.mgfx");
            }
        }
Пример #2
0
        public void renderAll(List <GameObject> gobs, List <InstanceDescriptor> insts)
        {
            //get width and height of window
            int bbWidth  = GraphicsDevice.PresentationParameters.BackBufferWidth;
            int bbHeight = GraphicsDevice.PresentationParameters.BackBufferHeight;

            //initialize bloom component
            if (bloomComponent == null)
            {
                bloomComponent = new BloomComponent(GraphicsDevice, WhiskeyControl.Content);
                bloomComponent.loadContent();
                bloomComponent.Settings = BloomSettings.PresetSettings[0];
            }
            if (lightBloomComponent == null)
            {
                lightBloomComponent = new BloomComponent(GraphicsDevice, WhiskeyControl.Content);
                lightBloomComponent.loadContent();
                lightBloomComponent.Settings = BloomSettings.PresetSettings[5];
            }

            //load bloom settings
            if (Level.BloomSettings != null)
            {
                bloomComponent.Settings = Level.BloomSettings;
            }

            if (Level.LightBloomSettings != null)
            {
                lightBloomComponent.Settings = Level.LightBloomSettings;
            }


            //ensure render targets are correctly sized
            hudTarget          = checkRenderTarget(hudTarget, bbWidth, bbHeight);
            lightMapTarget     = checkRenderTarget(lightMapTarget, bbWidth, bbHeight);
            sceneTarget        = checkRenderTarget(sceneTarget, bbWidth, bbHeight);
            hudObjectsTarget   = checkRenderTarget(hudObjectsTarget, 1280, 720);
            layerScreenShader  = checkRenderTarget(layerScreenShader, bbWidth, bbHeight);
            currentLayerTarget = checkRenderTarget(currentLayerTarget, bbWidth, bbHeight);
            //get game objects, and ui gameobjects
            List <GameObject> uiGameObjects = new List <GameObject>();
            List <GameObject> gobsToRender  = new List <GameObject>();

            gobs.ForEach(g => uiGameObjects.Add(g));
            insts.Where(g => !g.HudObject).ToList().ForEach(g => gobsToRender.Add(g));

            //DRAW HUD
            renderHud();
            //draw light radius
            gobsToRender.ForEach(g => {
                if (g.Light.Visible)
                {
                    Convex convex = new Convex(g.Position, 0, VectorSet.Dodecahedren * (g.Light.Radius / 2));
                    convex.render(GraphicsDevice, CameraTransform, new RenderHints().setColor(Level.BackgroundColor.Inverted));
                }
            });


            //DRAW GAME OBJECTS


            // bloomComponent.BeginDraw();

            render(gobsToRender);

            bloomComponent.BeginDraw();
            GraphicsDevice.Clear(Level.BackgroundColor);

            spriteBatch.Begin();
            spriteBatch.Draw(layerScreenShader, Vector.Zero, XnaColor.White);
            spriteBatch.End();

            bloomComponent.draw();


            //DRAW LIGHTMAP
            renderLightMap(gobs, insts.Where(g => !g.HudObject).ToList());

            //DRAW SCENE WITH LIGHTMAP
            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Textures[1] = lightMapTarget;
            Vector4 ambience = ((XnaColor)Level.AmbientLight).ToVector4();

            lightEffect.Parameters["ambience"].SetValue(ambience);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone, Level.PreviewLighting ? lightEffect : null);
            spriteBatch.Draw(bloomComponent.OutputTarget, Vector.Zero, XnaColor.White);
            spriteBatch.End();

            //DRAW HUD
            spriteBatch.Begin();
            spriteBatch.Draw(hudTarget, Vector.Zero, XnaColor.White);
            spriteBatch.End();
        }