Draw LinesOfSight behind most other things.
Also remove the currently-unneeded lightingTarget. GitOrigin-RevId: 95d96d966a07624b2c6c648d7c208cfa16acd2b9
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@ -12,8 +12,7 @@ namespace SemiColinGames {
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readonly Camera camera;
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readonly RenderTarget2D sceneTarget;
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readonly RenderTarget2D lightingTarget;
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readonly BasicEffect lightingEffect;
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readonly BasicEffect basicEffect;
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readonly SpriteBatch spriteBatch;
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public Scene(GraphicsDevice graphics, Camera camera) {
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@ -23,11 +22,8 @@ namespace SemiColinGames {
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sceneTarget = new RenderTarget2D(
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graphics, camera.Width, camera.Height, false /* mipmap */,
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingTarget = new RenderTarget2D(
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graphics, camera.Width, camera.Height, false /* mipmap */,
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingEffect = new BasicEffect(graphics) {
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basicEffect = new BasicEffect(graphics) {
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World = Matrix.CreateTranslation(0, 0, 0),
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View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
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VertexColorEnabled = true
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@ -42,8 +38,7 @@ namespace SemiColinGames {
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public void Dispose() {
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sceneTarget.Dispose();
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lightingTarget.Dispose();
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lightingEffect.Dispose();
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basicEffect.Dispose();
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spriteBatch.Dispose();
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GC.SuppressFinalize(this);
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}
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@ -59,7 +54,7 @@ namespace SemiColinGames {
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graphics.SetRenderTarget(sceneTarget);
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graphics.Clear(backgroundColor);
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// Draw background.
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// Draw parallax backgrounds.
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
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@ -73,30 +68,29 @@ namespace SemiColinGames {
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}
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spriteBatch.End();
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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// Draw player.
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player.Draw(spriteBatch);
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// Draw foreground tiles.
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world.Draw(spriteBatch);
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// Aaaaand we're done.
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spriteBatch.End();
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// Draw lighting to lightingTarget.
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graphics.SetRenderTarget(lightingTarget);
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graphics.Clear(new Color(0, 0, 0, 0f));
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lightingEffect.Projection = camera.Projection;
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// Draw lines of sight.
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basicEffect.Projection = camera.Projection;
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if (Debug.Enabled) {
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linesOfSight.Draw(graphics, lightingEffect);
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linesOfSight.Draw(graphics, basicEffect);
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}
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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// Draw player.
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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player.Draw(spriteBatch);
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spriteBatch.End();
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// Draw foreground tiles.
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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world.Draw(spriteBatch);
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spriteBatch.End();
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// Draw debug rects & lines on top.
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Debug.Draw(graphics, lightingEffect);
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Debug.Draw(graphics, basicEffect);
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// Draw sceneTarget to screen.
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graphics.SetRenderTarget(null);
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@ -106,7 +100,6 @@ namespace SemiColinGames {
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Rectangle drawRect = new Rectangle(
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0, 0, graphics.Viewport.Width, graphics.Viewport.Height);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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spriteBatch.Draw(lightingTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch);
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