Пример #1
0
        protected override void OnDrawToSwapchainImage(VKImage image)
        {
            base.OnDrawToSwapchainImage(image);

            CommandBuffer[image].Submit(true);

            MeshRenderer.Draw(image, Tick);

            ParticleRenderer.Draw(image, Tick);

            TextRenderer.Draw(image, Tick);
        }
 protected override void DrawSelf(SpriteBatch spriteBatch)
 {
     ParticleSystem.Draw(spriteBatch);
 }
Пример #3
0
        public override void Draw(Squared.Render.Frame frame)
        {
            CreateRenderTargets();

            LightmapMaterials.ViewportScale    = new Vector2(1f / LightmapScale);
            LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter(
                0, BackgroundLightmap.Width,
                BackgroundLightmap.Height, 0,
                0, 1
                );

            using (var backgroundGroup = BatchGroup.ForRenderTarget(frame, 0, Background)) {
                ClearBatch.AddNew(backgroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent);

                using (var bb = BitmapBatch.New(backgroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    for (var i = 0; i < 1; i++)
                    {
                        var layer = Layers[i];
                        var dc    = new BitmapDrawCall(layer, Vector2.Zero);
                        dc.SortKey = i;
                        bb.Add(dc);
                    }
                }
            }

            using (var foregroundGroup = BatchGroup.ForRenderTarget(frame, 1, Foreground)) {
                ClearBatch.AddNew(foregroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent);

                using (var bb = BitmapBatch.New(foregroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    for (var i = 1; i < Layers.Length; i++)
                    {
                        var layer = Layers[i];
                        var dc    = new BitmapDrawCall(layer, Vector2.Zero);
                        dc.SortKey = i;
                        bb.Add(dc);
                    }
                }
            }

            using (var backgroundLightGroup = BatchGroup.ForRenderTarget(frame, 4, BackgroundLightmap)) {
                ClearBatch.AddNew(backgroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(32, 32, 32, 255), clearZ: 0, clearStencil: 0);
                BackgroundRenderer.RenderLighting(frame, backgroundLightGroup, 2);
            }

            using (var foregroundLightGroup = BatchGroup.ForRenderTarget(frame, 5, ForegroundLightmap)) {
                ClearBatch.AddNew(foregroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(96, 96, 96, 255), clearZ: 0, clearStencil: 0);
                ForegroundRenderer.RenderLighting(frame, foregroundLightGroup, 2);
            }

            SetRenderTargetBatch.AddNew(frame, 49, null);
            ClearBatch.AddNew(frame, 50, Game.ScreenMaterials.Clear, clearColor: Color.Black, clearZ: 0, clearStencil: 0);

            if (ShowLightmap)
            {
                using (var bb = BitmapBatch.New(frame, 55, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    var dc = new BitmapDrawCall(BackgroundLightmap, Vector2.Zero, LightmapScale);
                    bb.Add(dc);
                }

                ParticleRenderer.Draw(frame, 56);
            }
            else
            {
                var dc = new BitmapDrawCall(Background, Vector2.Zero);

                var material = LightmapMaterials.Get(LightmapMaterials.WorldSpaceLightmappedBitmap, blendState: BlendState.AlphaBlend);

                using (var bb = BitmapBatch.New(frame, 55, material)) {
                    dc.Textures = new TextureSet(Background, BackgroundLightmap);
                    dc.SortKey  = 0;

                    bb.Add(dc);
                }

                ParticleRenderer.Draw(frame, 56);

                using (var bb = BitmapBatch.New(frame, 57, material)) {
                    dc.Textures = new TextureSet(Foreground, ForegroundLightmap);
                    dc.SortKey  = 1;

                    bb.Add(dc);
                }
            }

            if (ShowOutlines || (Dragging != null))
            {
                BackgroundRenderer.RenderOutlines(frame, 59, true);
            }
        }
Пример #4
0
        public override void Draw(Squared.Render.Frame frame)
        {
            CreateRenderTargets();

            LightmapMaterials.ViewportScale    = new Vector2(1f / LightmapScale);
            LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter(
                0, BackgroundLightmap.Width,
                BackgroundLightmap.Height, 0,
                0, 1
                );

            using (var backgroundGroup = BatchGroup.ForRenderTarget(frame, 0, Background)) {
                ClearBatch.AddNew(backgroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent);

                using (var bb = BitmapBatch.New(backgroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    for (var i = 0; i < 1; i++)
                    {
                        var layer = Layers[i];
                        var dc    = new BitmapDrawCall(layer, Vector2.Zero);
                        dc.SortKey = i;
                        bb.Add(dc);
                    }
                }
            }

            using (var foregroundGroup = BatchGroup.ForRenderTarget(frame, 1, Foreground)) {
                ClearBatch.AddNew(foregroundGroup, 1, Game.ScreenMaterials.Clear, clearColor: Color.Transparent);

                using (var bb = BitmapBatch.New(foregroundGroup, 2, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    for (var i = 1; i < Layers.Length; i++)
                    {
                        var layer = Layers[i];
                        var dc    = new BitmapDrawCall(layer, Vector2.Zero);
                        dc.SortKey = i;
                        bb.Add(dc);
                    }
                }
            }

            if (ShowBrickSpecular)
            {
                using (var bricksLightGroup = BatchGroup.ForRenderTarget(frame, 2, ForegroundLightmap)) {
                    ClearBatch.AddNew(bricksLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(0, 0, 0, 255), clearZ: 0, clearStencil: 0);
                    ForegroundRenderer.RenderLighting(frame, bricksLightGroup, 2);
                }
            }

            if (ShowAOShadow)
            {
                using (var aoShadowFirstPassGroup = BatchGroup.ForRenderTarget(frame, 3, AOShadowScratch)) {
                    ClearBatch.AddNew(aoShadowFirstPassGroup, 1, LightmapMaterials.Clear, clearColor: Color.Transparent);

                    using (var bb = BitmapBatch.New(aoShadowFirstPassGroup, 2, Game.ScreenMaterials.ScreenSpaceHorizontalGaussianBlur5Tap)) {
                        bb.Add(new BitmapDrawCall(Foreground, Vector2.Zero, 1f / LightmapScale));
                    }
                }
            }

            using (var backgroundLightGroup = BatchGroup.ForRenderTarget(frame, 4, BackgroundLightmap)) {
                ClearBatch.AddNew(backgroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(40, 40, 40, 255), clearZ: 0, clearStencil: 0);

                BackgroundRenderer.RenderLighting(frame, backgroundLightGroup, 2);

                if (ShowBrickSpecular)
                {
                    using (var foregroundLightBatch = BitmapBatch.New(backgroundLightGroup, 3, MaskedForegroundMaterial)) {
                        var dc = new BitmapDrawCall(
                            ForegroundLightmap, Vector2.Zero
                            );
                        dc.Textures = new TextureSet(dc.Textures.Texture1, BricksLightMask);
                        foregroundLightBatch.Add(dc);
                    }
                }
                else
                {
                    ForegroundRenderer.RenderLighting(frame, backgroundLightGroup, 3);
                }

                if (ShowAOShadow)
                {
                    using (var aoShadowBatch = BitmapBatch.New(backgroundLightGroup, 4, AOShadowMaterial)) {
                        var dc = new BitmapDrawCall(
                            AOShadowScratch, new Vector2(0, 4)
                            );
                        dc.MultiplyColor = Color.Black;
                        dc.AddColor      = Color.White;

                        aoShadowBatch.Add(dc);
                    }
                }
            }

            using (var foregroundLightGroup = BatchGroup.ForRenderTarget(frame, 5, ForegroundLightmap)) {
                ClearBatch.AddNew(foregroundLightGroup, 1, LightmapMaterials.Clear, clearColor: new Color(127, 127, 127, 255), clearZ: 0, clearStencil: 0);
                ForegroundRenderer.RenderLighting(frame, foregroundLightGroup, 2);
            }

            SetRenderTargetBatch.AddNew(frame, 49, null);
            ClearBatch.AddNew(frame, 50, Game.ScreenMaterials.Clear, clearColor: Color.Black, clearZ: 0, clearStencil: 0);

            if (ShowLightmap)
            {
                using (var bb = BitmapBatch.New(frame, 55, Game.ScreenMaterials.WorldSpaceBitmap)) {
                    var dc = new BitmapDrawCall(BackgroundLightmap, Vector2.Zero, LightmapScale);
                    bb.Add(dc);
                }
            }
            else
            {
                var dc = new BitmapDrawCall(Background, Vector2.Zero);

                var material = LightmapMaterials.Get(LightmapMaterials.WorldSpaceLightmappedBitmap, blendState: BlendState.AlphaBlend);

                using (var bb = BitmapBatch.New(frame, 55, material)) {
                    dc.Textures = new TextureSet(Background, BackgroundLightmap);
                    dc.SortKey  = 0;

                    bb.Add(dc);
                }

                ParticleRenderer.Draw(frame, 56);

                using (var bb = BitmapBatch.New(frame, 57, material)) {
                    dc.Textures = new TextureSet(Foreground, ForegroundLightmap);
                    dc.SortKey  = 1;

                    bb.Add(dc);
                }
            }

            if (ShowOutlines || (Dragging != null))
            {
                BackgroundRenderer.RenderOutlines(frame, 59, true);
            }
        }