|
|
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics;
namespace SemiColinGames { class Scene { Color backgroundColor = Color.CornflowerBlue;
readonly GraphicsDevice graphics; readonly Camera camera;
readonly RenderTarget2D sceneTarget; readonly RenderTarget2D lightingTarget; readonly BasicEffect lightingEffect;
readonly SpriteBatch spriteBatch; readonly SpriteFont font; readonly Texture2D grasslandBg1; readonly Texture2D grasslandBg2;
public Scene(GraphicsDevice graphics, Camera camera, ContentManager content) { Enabled = false; this.graphics = graphics; this.camera = camera;
sceneTarget = new RenderTarget2D( graphics, camera.Width, camera.Height, false /* mipmap */, graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); lightingTarget = new RenderTarget2D( graphics, camera.Width, camera.Height, false /* mipmap */, graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
lightingEffect = new BasicEffect(graphics); lightingEffect.World = Matrix.CreateTranslation(0, 0, 0); lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up); lightingEffect.VertexColorEnabled = true;
// TODO: handle unloading of resources when the level is done.
spriteBatch = new SpriteBatch(graphics); font = content.Load<SpriteFont>("font"); grasslandBg1 = content.Load<Texture2D>("grassland_bg1"); grasslandBg2 = content.Load<Texture2D>("grassland_bg2"); }
public bool Enabled { get; set; }
public void Draw(World world, Player player, LinesOfSight linesOfSight) { graphics.SetRenderTarget(null); graphics.Clear(backgroundColor); if (!Enabled) { return; }
graphics.SetRenderTarget(sceneTarget); graphics.Clear(backgroundColor);
// Draw scene to sceneTarget.
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
// Draw background.
Color bgBlend = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 0.5f)); Rectangle bgSource = new Rectangle( (int) (camera.Left * 0.25), 0, camera.Width, camera.Height); Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height); spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, bgBlend); bgSource = new Rectangle( (int) (camera.Left * 0.5), 0, camera.Width, camera.Height); spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, bgBlend); spriteBatch.End();
// Set up transformation matrix for drawing world objects.
Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0); spriteBatch.Begin( SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
// Draw foreground tiles.
world.Draw(spriteBatch);
// Draw player.
player.Draw(spriteBatch);
// Aaaaand we're done.
spriteBatch.End();
// Draw lighting to lightingTarget.
graphics.SetRenderTarget(lightingTarget); graphics.Clear(new Color(0, 0, 0, 0f)); lightingEffect.Projection = camera.Projection; linesOfSight.Draw(player, world.CollisionTargets, graphics, lightingEffect);
// Draw debug rects & lines on top.
Debug.Draw(graphics, lightingEffect);
// Draw sceneTarget to screen.
graphics.SetRenderTarget(null); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); Rectangle drawRect = new Rectangle( 0, 0, graphics.Viewport.Width, graphics.Viewport.Height); spriteBatch.Draw(sceneTarget, drawRect, Color.White); spriteBatch.Draw(lightingTarget, drawRect, Color.White);
// Draw debug toasts.
Debug.DrawToasts(spriteBatch, font);
spriteBatch.End(); } } }
|