Пример #1
0
        private void DrawGame()
        {
            GraphicsDevice.SetRenderTarget(_mainTarget);
            GraphicsDevice.Clear(Color.Black);

            _map.Draw(_spriteBatch, _mapsTex, _mapBackTex, 0, 2);
            _particleManager.DrawParticles(_spritesTex, true);
            for (var i = 0; i < _characters.Length; i++)
            {
                if (_characters[i] != null)
                {
                    _characters[i].Draw(_spriteBatch);
                }
            }

            _particleManager.DrawParticles(_spritesTex, false);
            _map.Draw(_spriteBatch, _mapsTex, _mapBackTex, 2, 3);

            GraphicsDevice.SetRenderTarget(null);

            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);

            _spriteBatch.Draw(_mainTarget, Vector2.Zero, Color.White);

            _spriteBatch.End();

            if (QuakeManager.Blast.Value > 0)
            {
                _spriteBatch.Begin();

                for (var i = 0; i < 5; i++)
                {
                    _spriteBatch.Draw(
                        _mainTarget,
                        QuakeManager.Blast.Center - Scroll,
                        new Rectangle(0, 0, (int)ScreenSize.X, (int)ScreenSize.Y),
                        new Color(new Vector4(1f, 1f, 1f, 0.35f * (QuakeManager.Blast.Value / QuakeManager.Blast.Magnitude))),
                        0f,
                        QuakeManager.Blast.Center - Scroll,
                        (1 + (QuakeManager.Blast.Magnitude - QuakeManager.Blast.Value) * 0.1f + ((i + 1) / 40f)),
                        SpriteEffects.None,
                        1f
                        );
                }

                _spriteBatch.End();
            }
        }
Пример #2
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.SetRenderTarget(Canvas);
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);
            if (Convert.ToBoolean(ConfigManager.GetValue("enable_sky")))
            {
                sky.Draw(spriteBatch);
            }
            SceneManager.DrawScenes(spriteBatch);
            ParticleManager.DrawParticles(spriteBatch);
            spriteBatch.End();

            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);
            spriteBatch.Draw(Canvas, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, CanvasScale, SpriteEffects.None, 0f);
            spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #3
0
        /// <summary>
        /// We'll draw our standard stuff--map, particles, characters,
        /// and more particles, then do a bunch of post effects.
        ///
        /// The post effects are covered in chapter 11.
        /// </summary>
        private void DrawGame()
        {
            //graphics.GraphicsDevice.SetRenderTarget(0, mainTarget);
            graphics.GraphicsDevice.SetRenderTarget(mainTarget);
            graphics.GraphicsDevice.Clear(Color.Black);

            map.Draw(spriteBatch, mapsTex, mapBackTex, 0, 2);

            pManager.DrawParticles(spritesTex, true);

            for (int i = 0; i < character.Length; i++)
            {
                if (character[i] != null)
                {
                    character[i].Draw(spriteBatch);
                }
            }


            pManager.DrawParticles(spritesTex, false);

            /*
             * Draw our refract particles to the refractTarget.
             */
            //graphics.GraphicsDevice.SetRenderTarget(0, refractTarget);
            graphics.GraphicsDevice.SetRenderTarget(refractTarget);
            graphics.GraphicsDevice.Clear(Color.Black);
            pManager.DrawRefractParticles(spritesTex);


            /*
             * Set up our water texture.
             */
            EffectPass pass;

            float waterLevel = map.water - (.2f * ScreenSize.Y);

            if (map.water > 0f)
            {
                //graphics.GraphicsDevice.SetRenderTarget(0, waterTarget);
                graphics.GraphicsDevice.SetRenderTarget(waterTarget);

                float wLev = (ScreenSize.Y / 2f + waterLevel - Scroll.Y) / ScreenSize.Y;

                waterEffect.Parameters["delta"].SetValue(waterDelta);
                waterEffect.Parameters["theta"].SetValue(waterTheta);
                waterEffect.Parameters["horizon"].SetValue(wLev);
                //waterEffect.Begin();
                waterEffect.CurrentTechnique.Passes[0].Apply();
                //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.None,
                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);//,
                //SaveStateMode.SaveState);
                pass = waterEffect.CurrentTechnique.Passes[0];

                //pass.Begin();

                //spriteBatch.Draw(mainTarget.GetTexture(), new Rectangle(0, 0, 256, 256), Color.White);
                spriteBatch.Draw(mainTarget, new Rectangle(0, 0, 256, 256), Color.White);

                //pass.End();
                spriteBatch.End();
                //waterEffect.End();
            }

            /*
             * Switch to gameTarget and draw our mainTarget with refraction and
             * color filter effects as well as water and bloom overlay.
             */

            //graphics.GraphicsDevice.SetRenderTarget(0, gameTarget);
            graphics.GraphicsDevice.SetRenderTarget(gameTarget);

            if (gameMode == GameModes.Menu)
            {
                //pauseEffect.Begin();
                pauseEffect.CurrentTechnique.Passes[0].Apply();
                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); //.None,
                //SaveStateMode.SaveState);
                pass = pauseEffect.CurrentTechnique.Passes[0];
                //pass.Begin();
                //spriteBatch.Draw(mainTarget.GetTexture(), new Vector2(), Color.White);
                spriteBatch.Draw(mainTarget, new Vector2(), Color.White);
                //pass.End();
                spriteBatch.End();
                //pauseEffect.End();
            }
            else
            {
                //graphics.GraphicsDevice.Textures[1] = refractTarget.GetTexture();
                graphics.GraphicsDevice.Textures[1] = refractTarget;
                filterEffect.Parameters["burn"].SetValue(.15f);

                filterEffect.Parameters["saturation"].SetValue(0.5f);
                filterEffect.Parameters["r"].SetValue(1.0f);
                filterEffect.Parameters["g"].SetValue(0.98f);
                filterEffect.Parameters["b"].SetValue(0.85f);
                filterEffect.Parameters["brite"].SetValue(0.05f);

                //filterEffect.Begin();
                filterEffect.CurrentTechnique.Passes[0].Apply();
                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); //.None,
                //SaveStateMode.SaveState);
                pass = filterEffect.CurrentTechnique.Passes[0];
                //pass.Begin();

                //spriteBatch.Draw(mainTarget.GetTexture(), new Vector2(), Color.White);
                spriteBatch.Draw(mainTarget, new Vector2(), Color.White);

                //pass.End();
                spriteBatch.End();
                //filterEffect.End();

                graphics.GraphicsDevice.Textures[1] = null;

                //if (map.water > 0f)
                if (false)
                {
                    spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

                    //spriteBatch.Draw(waterTarget.GetTexture(), new Rectangle(0,
                    spriteBatch.Draw(waterTarget, new Rectangle(0,
                                                                (int)(waterLevel - Scroll.Y),
                                                                (int)ScreenSize.X, (int)ScreenSize.Y), Color.White);

                    spriteBatch.End();
                }

                map.Draw(spriteBatch, mapsTex, mapBackTex, 2, 3);

                //if (hasBloom)
                if (false)
                {
                    //spriteBatch.Begin(SpriteBlendMode.Additive);
                    spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Additive);

                    for (int i = 0; i < 2; i++)
                    {
                        //spriteBatch.Draw(bloomTarget[i].GetTexture(),
                        spriteBatch.Draw(bloomTarget[i],
                                         new Rectangle(0, 0, (int)ScreenSize.X,
                                                       (int)ScreenSize.Y), Color.White);
                    }

                    spriteBatch.End();
                }
            }

            /*
             * Set up the bloom surfaces with our current scene.  Since we're
             * using an already-bloomed scene to create bloom, we end up with a
             * sort of feedback that gives us a nice haze effect.
             */
            for (int i = 0; i < 2; i++)
            {
                hasBloom = true;
                //graphics.GraphicsDevice.SetRenderTarget(0, bloomTarget[i]);
                graphics.GraphicsDevice.SetRenderTarget(bloomTarget[i]);

                bloomEffect.Parameters["a"].SetValue(.25f);
                bloomEffect.Parameters["v"].SetValue((float)(i + 1) * 0.01f *
                                                     ((float)Math.Cos((double)bloomPulse[i]) * .25f + 0.7f));
                //bloomEffect.Begin();
                bloomEffect.CurrentTechnique.Passes[0].Apply();
                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); //.None,
                //SaveStateMode.SaveState);
                pass = bloomEffect.CurrentTechnique.Passes[0];
                //pass.Begin();

                //spriteBatch.Draw(gameTarget.GetTexture(),
                spriteBatch.Draw(gameTarget,
                                 new Rectangle(0, 0, 128 * (i + 1), 128 * (i + 1)),
                                 Color.White);

                //pass.End();
                spriteBatch.End();
                //bloomEffect.End();
            }

            /*
             * Render back the gameTarget to backbuffer.
             */

            //graphics.GraphicsDevice.SetRenderTarget(0, null);
            graphics.GraphicsDevice.SetRenderTarget(null);

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Opaque); //.None);

            //spriteBatch.Draw(gameTarget.GetTexture(), new Vector2(), Color.White);
            spriteBatch.Draw(gameTarget, new Vector2(), Color.White);

            spriteBatch.End();

            /*
             * Draw our blast effect, which we set up in chapter 8.
             */

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

            if (QuakeManager.Blast.Value > 0f)
            {
                for (int i = 7; i >= 0; i--)
                {
                    //spriteBatch.Draw(gameTarget.GetTexture(),
                    spriteBatch.Draw(gameTarget,
                                     QuakeManager.Blast.center - Scroll,
                                     new Rectangle(0, 0, (int)ScreenSize.X, (int)ScreenSize.Y),
                                     new Color(new Vector4(1f, 1f, 1f,
                                                           .25f * (QuakeManager.Blast.Value / QuakeManager.Blast.Magnitude))),
                                     0f, QuakeManager.Blast.center - Scroll,
                                     (1.0f + (QuakeManager.Blast.Magnitude - QuakeManager.Blast.Value)
                                      * .1f
                                      + ((float)(i) / 50f)),
                                     SpriteEffects.None, 1f);
                }
            }

            spriteBatch.End();
        }