Colin McMillen
4 years ago
3 changed files with 120 additions and 81 deletions
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Content; |
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using Microsoft.Xna.Framework.Graphics; |
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namespace SemiColinGames { |
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class Scene { |
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Color backgroundColor = Color.CornflowerBlue; |
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readonly GraphicsDevice graphics; |
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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 SpriteBatch spriteBatch; |
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readonly SpriteFont font; |
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readonly Texture2D grasslandBg1; |
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readonly Texture2D grasslandBg2; |
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public Scene(GraphicsDevice graphics, Camera camera, ContentManager content) { |
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Enabled = false; |
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this.graphics = graphics; |
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this.camera = camera; |
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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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lightingEffect.World = Matrix.CreateTranslation(0, 0, 0); |
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lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up); |
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lightingEffect.VertexColorEnabled = true; |
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// TODO: handle unloading of resources when the level is done.
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spriteBatch = new SpriteBatch(graphics); |
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font = content.Load<SpriteFont>("font"); |
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grasslandBg1 = content.Load<Texture2D>("grassland_bg1"); |
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grasslandBg2 = content.Load<Texture2D>("grassland_bg2"); |
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} |
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public bool Enabled { get; set; } |
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public void Draw(World world, Player player, LinesOfSight linesOfSight) { |
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graphics.SetRenderTarget(null); |
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graphics.Clear(backgroundColor); |
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if (!Enabled) { |
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return; |
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} |
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graphics.SetRenderTarget(sceneTarget); |
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graphics.Clear(backgroundColor); |
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// Draw scene to sceneTarget.
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); |
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// Draw background.
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Color bgBlend = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 0.5f)); |
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Rectangle bgSource = new Rectangle( |
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(int) (camera.Left * 0.25), 0, camera.Width, camera.Height); |
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height); |
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spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, bgBlend); |
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bgSource = new Rectangle( |
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(int) (camera.Left * 0.5), 0, camera.Width, camera.Height); |
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spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, bgBlend); |
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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 foreground tiles.
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world.Draw(spriteBatch); |
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// Draw player.
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player.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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linesOfSight.Draw(player, world.CollisionTargets, graphics, lightingEffect); |
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// Draw debug rects & lines on top.
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Debug.Draw(graphics, lightingEffect); |
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// Draw sceneTarget to screen.
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graphics.SetRenderTarget(null); |
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, |
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SamplerState.PointClamp, DepthStencilState.Default, |
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RasterizerState.CullNone); |
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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, font); |
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spriteBatch.End(); |
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} |
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} |
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} |
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