示例#1
0
        public virtual void Draw(SpriteBatch batch, Camera cam)
        {
            if (_speaker != null)
                _origin = _speaker.MidPosition - Vector2.UnitY * _speaker.Rect.Height * 0.5f;
            //CalculateTextStart();
            _textStart = _origTextStart;
            Rectangle rect = cam.ViewSpace;
            if (cam.ViewSpace.Y > _textStart.Y)
                _textStart.Y += 32 + _textSize.Y;
            if (cam.ViewSpace.X > _textStart.X && _textStart.X + _textSize.X * 0.5f > cam.ViewSpace.X)
                _textStart.X += 0.9f * (cam.ViewSpace.X - _textStart.X);
            else if (cam.ViewSpace.Right < _textStart.X + _textSize.X * 0.5f && _textStart.X < cam.ViewSpace.Right)
                _textStart.X += 0.9f * (cam.ViewSpace.Right - _textStart.X - _textSize.X * 0.5f);
            if (_textStart.X > rect.Right || _textStart.X + _textSize.X * 0.5f < rect.Left || _textStart.Y > rect.Bottom || _textStart.Y + _textSize.Y*0.5f < rect.Top)
                inSight = false;

            if (_effect == null)
            {
                _effect = new BasicEffect(batch.GraphicsDevice);
                _effect.VertexColorEnabled = true;
                _effect.LightingEnabled = false;
                _effect.TextureEnabled = false;
            }
            CalculateVertices();
            _effect.World = Matrix.Identity;
            _effect.View = cam.ViewMatrix;
            _effect.Projection = cam.ProjectionMatrix;
            _effect.CurrentTechnique.Passes[0].Apply();
            batch.GraphicsDevice.RasterizerState = RasterizerState.CullNone;
            batch.GraphicsDevice.BlendState = BlendState.Opaque;
            batch.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, _vertices, 0, _vertices.Length / 3);
            batch.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            batch.GraphicsDevice.BlendState = BlendState.AlphaBlend;
            batch.DrawString(_font, _text, _textStart, Color.Black,0, new Vector2(0,0),0.5f,SpriteEffects.None,0.11f);
        }
示例#2
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文件: LightMap.cs 项目: MyEyes/Igorr
        private void UnShadowTiles(Camera cam, SpriteBatch batch, Map map)
        {
            shadowEffect.CurrentTechnique = shadowEffect.Techniques["Tile"];
            shadowEffect.CurrentTechnique.Passes[0].Apply();
            batch.Begin(SpriteSortMode.Immediate, generateShadow, null, preventShadowStencil, RasterizerState.CullNone, shadowEffect);
            map.DrawTileHighlight(cam, batch);
            batch.End();

            batch.Begin(SpriteSortMode.Immediate, generateShadow, null, preventShadowStencil, RasterizerState.CullNone, shadowEffect);
            map.DrawForegroundTileHighlight(cam, batch, shadowEffect);
            batch.End();
        }
示例#3
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文件: LightMap.cs 项目: MyEyes/Igorr
 void DrawPrecalculatedLightMap(Camera cam, SpriteBatch batch)
 {
     Color slightlyDimmer = new Color(240, 240, 240);
     slightlyDimmer = Color.White;
     batch.Begin(SpriteSortMode.FrontToBack, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, cam.ViewMatrix);
     batch.Draw(lightMap, Vector2.Zero, null, slightlyDimmer, 0, Vector2.Zero, lightMapDownSample, SpriteEffects.None, 0.5f);
     batch.End();
 }
示例#4
0
文件: LightMap.cs 项目: MyEyes/Igorr
        public void DrawShadows(Camera cam, SpriteBatch batch, float intensity)
        {
            shadowEffect.CurrentTechnique = shadowEffect.Techniques["Glow"];
            batch.Begin(SpriteSortMode.Immediate, addLight, null, DepthStencilState.None, RasterizerState.CullNone, shadowEffect);
            for (int x = 0; x < _glows.Count; x++)
            {
                batch.Draw(_unusedTexture, new Rectangle((int)(_glows[x].position.X - _glows[x].radius), (int)(_glows[x].position.Y - _glows[x].radius), (int)(_glows[x].radius * 2), (int)(_glows[x].radius * 2)), Color.Gray);
            }
            batch.End();

            device.SetRenderTarget(null);
        }
示例#5
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文件: LightMap.cs 项目: MyEyes/Igorr
        //Draws the lightmap
        public void DrawLights(float intensity, Camera cam, SpriteBatch batch, RenderTarget2D target = null)
        {
            //Intensity is considered to be between 0 and 1 outside of this routine
            //but we only want values between 0 and 0.5 in here
            intensity /= 2;

            //Set appropriate rendering paramaeters
            shadowEffect.Parameters["View"].SetValue(cam.ViewMatrix);
            shadowEffect.Parameters["Projection"].SetValue(cam.ProjectionMatrix);
            shadowEffect.Parameters["shadowDarkness"].SetValue(0.9f - intensity);
            shadowEffect.Parameters["viewDistance"].SetValue((float)(1 / (0.001f + 0.999 * intensity)));

            //Set graphics device states and render target
            device.DepthStencilState = clearStencil;
            device.RasterizerState = RasterizerState.CullNone;
            device.BlendState = BlendState.Opaque;
            if (target == null)
                device.SetRenderTarget(shadowTarget);
            //Clear the backbuffer
            if (target == null)
                shadowEffect.Parameters["Projection"].SetValue(Matrix.Identity);
            else
                shadowEffect.Parameters["Projection"].SetValue(Matrix.CreateScale(0));
            shadowEffect.CurrentTechnique = shadowEffect.Techniques["Clear"];
            device.SetVertexBuffer(clearVBuffer);
            device.Indices = clearIBuffer;
            shadowEffect.CurrentTechnique.Passes[0].Apply();
            if (!_hasLightmap)
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

            shadowEffect.Parameters["Projection"].SetValue(cam.ProjectionMatrix);
            if (_hasLightmap)
                DrawPrecalculatedLightMap(cam, batch);

            //Make sure no server messages can change the light around while drawing
            _lightMutex.WaitOne();
            for (int x = 0; x < _glows.Count; x++)
            {
                //Draws a single light, I am a lazy bum so I am assuming for lights with timeout that we run close enough to 60fps
                //to not notice the difference
                DrawLight(cam, _glows[x], map, batch);
                if (_glows[x].timeOut > 0)
                {
                    _glows[x].timeOut -= 16; //Previous comment referring to this
                    _glows[x].brightness = (_glows[x].timeOut / _glows[x].timeOutStart);
                    if (_glows[x].timeOut <= 0)
                    {
                        _glows.RemoveAt(x);
                        x--;
                    }
                }
            }
            _lightMutex.ReleaseMutex();

            //Blur the shadow edges to get softer shadows using 5x5 kernel gaussian blur

            if (target == null)
                BlurShadowTarget(batch, shadowTarget, shadowTarget2);

            //Disable shadowing collision tiles
            //This must be done so that there are no weird shadows overlapping parts of geometry

            //if (target == null)

            //Unset rendertarget, we are done calculating the light map
            if (target == null)
                device.SetRenderTarget(null);
            device.DepthStencilState = DepthStencilState.None;
        }
示例#6
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文件: LightMap.cs 项目: MyEyes/Igorr
        public void DrawLight(Camera cam, LightSource light, Map map, SpriteBatch batch)
        {
            //Clear stencil buffer
            device.Clear(ClearOptions.Stencil, Color.White, 0, 1);

            if (light.shadows)
            {
                Vector2 camPosition = cam.Position;
                //cam.MoveTo(light.position, 1);
                UnShadowTiles(cam, batch, map);
                //cam.MoveTo(camPosition,1);

                //Build shadow geometry for the light
                int vertexCount = map.CreateShadowGeometry(light.position, new Rectangle((int)(light.position.X - light.radius), (int)(light.position.Y - light.radius), (int)(2*light.radius), (int)(2*light.radius)), shadowVB);

                //Draw Shadows into stencil buffer
                device.BlendState = generateShadow;
                device.DepthStencilState = generateShadowStencil;
                shadowEffect.CurrentTechnique = shadowEffect.Techniques["Shadow"];
                device.SetVertexBuffer(shadowVB);
                device.Indices = shadowIB;
                shadowEffect.CurrentTechnique.Passes[0].Apply();

                //Check necessary because empty draw calls cause crashes
                if (vertexCount > 0)
                    device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexCount, 0, 4 * vertexCount / 6);
            }
            //Draw glow over everything that has not been stenciled out
            shadowEffect.CurrentTechnique = shadowEffect.Techniques["Glow"];
            batch.Begin(SpriteSortMode.Immediate, addLight, null, drawShadowedLight, RasterizerState.CullNone, shadowEffect);
            //I need to specify a texture to use this call, but since I use a custom shader it is never used, it might actually be null I am not sure
            batch.Draw(_unusedTexture, new Rectangle((int)(light.position.X - light.radius), (int)(light.position.Y - light.radius), (int)(light.radius * 2), (int)(light.radius * 2)), Color.Lerp(light.color, Color.Black, 1-light.brightness));
            batch.End();
        }
示例#7
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文件: LightMap.cs 项目: MyEyes/Igorr
        public void ComputeLightMap(SpriteBatch batch, Map map, string Path)
        {
            Camera cam = new Camera(Vector2.Zero, map.MapBoundaries);
            cam.Zoom(-1);
            Vector2 viewFieldDiagonal = new Vector2(cam.ViewSpace.Width *0.5f, cam.ViewSpace.Height *0.5f);
            cam.SetPos(viewFieldDiagonal);
            lightMapTarget = new RenderTarget2D(device, map.MapBoundaries.Width, map.MapBoundaries.Height,false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
            Matrix baseProjection = cam.ProjectionMatrix;
            map.SetUpLightMapPrecomputeLights();
            device.SetRenderTarget(lightMapTarget);

            //Clear Target first

            device.DepthStencilState = clearStencil;
            device.RasterizerState = RasterizerState.CullNone;
            device.BlendState = BlendState.Opaque;
            shadowEffect.Parameters["View"].SetValue(cam.ViewMatrix);
            shadowEffect.Parameters["Projection"].SetValue(Matrix.Identity);
            shadowEffect.Parameters["shadowDarkness"].SetValue(0.9f - 1);
            shadowEffect.Parameters["viewDistance"].SetValue((float)(1 / (0.001f + 0.999 )));
            shadowEffect.CurrentTechnique = shadowEffect.Techniques["Clear"];
            device.SetVertexBuffer(clearVBuffer);
            device.Indices = clearIBuffer;
            shadowEffect.CurrentTechnique.Passes[0].Apply();
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

            //Matrix UpperLeftShift = Matrix.CreateTranslation(-1+(float)cam.ViewSpace.Width / (float)map.MapBoundaries.Width, 1-(float)cam.ViewSpace.Height / (float)map.MapBoundaries.Height, 0);
            //cam.ProjectionMatrix = baseProjection * Matrix.CreateScale((float)cam.ViewSpace.Width / map.MapBoundaries.Width, (float)cam.ViewSpace.Height / map.MapBoundaries.Height, 1) * UpperLeftShift * Matrix.CreateTranslation(cam.ViewSpace.Left / map.MapBoundaries.Width, cam.ViewSpace.Top / map.MapBoundaries.Height, 0);
            DrawLights(1, cam, batch, lightMapTarget);
            //cam.Move(new Vector2(0, viewFieldDiagonal.Y * 2));

            RenderTarget2D blurTarget = new RenderTarget2D(device,lightMapTarget.Width,lightMapTarget.Height);

            shadowEffect.Parameters["xTexelDist"].SetValue(1.0f / (blurTarget.Width / lightMapDownSample));
            shadowEffect.Parameters["yTexelDist"].SetValue(1.0f / (blurTarget.Height / lightMapDownSample));
            BlurShadowTarget(batch, lightMapTarget, blurTarget);
            BlurShadowTarget(batch, lightMapTarget, blurTarget);
            shadowEffect.Parameters["xTexelDist"].SetValue(1.0f / (device.PresentationParameters.BackBufferWidth / lightMapDownSample));
            shadowEffect.Parameters["yTexelDist"].SetValue(1.0f / (device.PresentationParameters.BackBufferHeight / lightMapDownSample));

            device.SetRenderTarget(null);
            Clear();

            System.IO.FileStream fs = System.IO.File.Open(Path, System.IO.FileMode.Create);
            lightMapTarget.SaveAsPng(fs, lightMapTarget.Width, lightMapTarget.Height);
            fs.Close();

            lightMap = lightMapTarget;
            _hasLightmap = true;
        }
示例#8
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文件: Player.cs 项目: MyEyes/Igorr
        public void Draw(SpriteBatch batch, Vector2 pos, Camera cam)
        {
            pos.X = (int)pos.X;
            pos.X += 8;
            pos.Y = (int)pos.Y;
            Vector2 targetEnd = pos;
            targetEnd.Y -= 8;
            Rectangle viewSpace=cam.ViewSpace;
            Vector2 diff = targetEnd - cam.Position;

            if(Math.Abs(diff.X)>viewSpace.Width/2 || Math.Abs(diff.Y)>viewSpace.Height/2)
            {
                if (Math.Abs(diff.X) / viewSpace.Width > Math.Abs(diff.Y) / viewSpace.Height)
                {
                    diff *= (viewSpace.Width / 2) / Math.Abs(diff.X);
                }
                else
                {
                    diff *= (viewSpace.Height / 2) / Math.Abs(diff.Y);
                }
                targetEnd = cam.Position + diff;
            }
            targetEnd.X = (int)targetEnd.X;
            targetEnd.Y = (int)targetEnd.Y;

            float angle = (float)Math.Atan2(pos.Y - targetEnd.Y, pos.X - targetEnd.X);
            batch.Draw(tex, targetEnd, null, color, angle, _textureOffset, 0.5f, SpriteEffects.None, 0.1f);
        }
示例#9
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        public void Initialize(GraphicsDevice Device, ScreenManager manager)
        {
            GraphicsDevice = Device;
            spriteBatch = new SpriteBatch(Device);
            cam = new Camera(new Vector2(520, 440), new Rectangle(0, 0, 800, 600));

            _lightMap = new LightMap(Device);

            MapManager.LoadMaps(Device);
            //map = MapManager.GetMapByID(0);
            objectManager = new ObjectManager(map);
            objectManager.SetLight(_lightMap);
            pm = new ParticleManager();
            TextManager.SetUp(ContentInterface.LoadFont("font"));
            Player.font = ContentInterface.LoadFont("font");
            font = ContentInterface.LoadFont("font");
            bar = ContentInterface.LoadTexture("White");
            expBorder = ContentInterface.LoadTexture("ExpBar");
            crosshair = ContentInterface.LoadTexture("Crosshair");
            _spriteEffect = ContentInterface.LoadShader("ShadowEffect");
            _spriteEffect.CurrentTechnique = _spriteEffect.Techniques["Sprite"];
            _manager = manager;

            _mapMutex = new System.Threading.Mutex();

            input = new InputManager();

            WorldController.SetObjectManager(objectManager);
            WorldController.SetGame(this);
            WorldController.Start();
            _GUIOverlay = new UI.GUIScreen();
            manager.AddScreen(_GUIOverlay);
        }
示例#10
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文件: Map.cs 项目: MyEyes/Igorr
 public void Update(float ms, Camera cam)
 {
     Rectangle drawRect = cam.ViewSpace;
     int minX = drawRect.X / tileSize;
     int minY = drawRect.Y / tileSize;
     int maxX = (drawRect.Width + drawRect.X) / tileSize + 1;
     int maxY = (drawRect.Height + drawRect.Y) / tileSize + 1;
     minX = minX >= 0 ? minX : 0;
     minY = minY >= 0 ? minY : 0;
     maxX = maxX < _layers[1].GetLength(0) ? maxX : _layers[1].GetLength(0);
     maxY = maxY < _layers[1].GetLength(1) ? maxY : _layers[1].GetLength(1);
     for (int x = minX; x < maxX; x++)
         for (int y = minY; y < maxY; y++)
                  if (_events[x, y] != null)
                      _events[x, y].Update(ms);
 }
示例#11
0
文件: Map.cs 项目: MyEyes/Igorr
        public void DrawTileHighlight(Camera cam, SpriteBatch batch)
        {
            Rectangle drawRect = cam.ViewSpace;
            int minX = drawRect.X / tileSize;
            int minY = drawRect.Y / tileSize;
            int maxX = (drawRect.Width + drawRect.X) / tileSize + 1;
            int maxY = (drawRect.Height + drawRect.Y) / tileSize + 1;

            minX = minX >= 0 ? minX : 0;
            minY = minY >= 0 ? minY : 0;
            maxX = maxX < _layers[1].GetLength(0) ? maxX : _layers[1].GetLength(0);
            maxY = maxY < _layers[1].GetLength(1) ? maxY : _layers[1].GetLength(1);
            for (int x = minX; x < maxX; x++)
                for (int y = minY; y < maxY; y++)
                    if (_layers[1][x, y] != null)
                        _layers[1][x, y].Draw(0.5f, batch);
        }
示例#12
0
文件: Map.cs 项目: MyEyes/Igorr
 public void DrawForegroundTileHighlight(Camera cam, SpriteBatch batch, Effect effect)
 {
     effect.CurrentTechnique = effect.Techniques["ForegroundTile"];
     effect.Parameters["TextureSize"].SetValue(new Vector2(tileSet.Width, tileSet.Height));
     effect.Parameters["ScreenTexture"].SetValue(tileSet);
     effect.CurrentTechnique.Passes[0].Apply();
     Rectangle drawRect = cam.ViewSpace;
     int minX = drawRect.X / tileSize;
     int minY = drawRect.Y / tileSize;
     int maxX = (drawRect.Width + drawRect.X) / tileSize + 1;
     int maxY = (drawRect.Height + drawRect.Y) / tileSize + 1;
     minX = minX >= 0 ? minX : 0;
     minY = minY >= 0 ? minY : 0;
     maxX = maxX < _layers[1].GetLength(0) ? maxX : _layers[1].GetLength(0);
     maxY = maxY < _layers[1].GetLength(1) ? maxY : _layers[1].GetLength(1);
     for (int x = minX; x < maxX; x++)
         for (int y = minY; y < maxY; y++)
             if (_layers[2][x, y] != null)
                 _layers[2][x, y].Draw(0.4f, batch);
 }
示例#13
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文件: Map.cs 项目: MyEyes/Igorr
        /*
        public void SpawnItem(int id)
        {
            if (_spawnPoints.ContainsKey(id))
            {
                Point p;
                p = _spawnPoints[id][random.Next(0, _spawnPoints[id].Count)];
                Tile targetTile = _tiles[p.X / tileSize, p.Y / tileSize];
                switch (id)
                {
                    case 'b' - 'a':  targetTile.SetChild(new PartPickup(new Legs(_content.Load<Texture2D>("FeetIcon")), this, new Rectangle(p.X, p.Y, tileSize, tileSize))); break;
                    case 'c' - 'a': targetTile.SetChild(new Exit(_content.Load<Texture2D>("Exit"), this, new Rectangle(p.X, p.Y, tileSize, tileSize))); break;
                }
            }
        }

        public void TimeSpawn(int id, float countdown)
        {
            SpawnCountdown cd = new SpawnCountdown();
            cd.countDown = countdown;
            cd.id = id;
            _spawns.Add(cd);
        }
         */
        public void Draw(SpriteBatch batch, Camera cam)
        {
            Rectangle drawRect = cam.ViewSpace;
            int minX = drawRect.X / tileSize;
            int minY = drawRect.Y / tileSize;
            int maxX = (drawRect.Width + drawRect.X) / tileSize + 1;
            int maxY = (drawRect.Height + drawRect.Y) / tileSize + 1;
            minX = minX >= 0 ? minX : 0;
            minY = minY >= 0 ? minY : 0;
            maxX = maxX < _layers[1].GetLength(0) ? maxX : _layers[1].GetLength(0);
            maxY = maxY < _layers[1].GetLength(1) ? maxY : _layers[1].GetLength(1);
            for (int layer = 0; layer < 3; layer++)
                for (int x = minX; x < maxX; x++)
                    for (int y = minY; y < maxY; y++)
                        if (_layers[layer][x, y] != null)
                        {
                            _layers[layer][x, y].Draw(0.6f - layer / 10.0f, batch);
                        }

            for (int x = minX; x < maxX; x++)
                for (int y = minY; y < maxY; y++)
                {
                    if (_events[x, y] != null)
                        _events[x, y].Draw(batch);
                }
        }