sneak/Shared/Scene.cs
Colin McMillen 02aba3ad84 Game objects now take in a ContentManager & load their own textures.
GitOrigin-RevId: 4f40548d9f100f4bad181a59f4df44397f7ccf76
2020-02-18 13:58:04 -05:00

111 lines
4.0 KiB
C#

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(ContentManager content, GraphicsDevice graphics, Camera camera) {
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>("backgrounds/anokolisa/grassland_bg1");
grasslandBg2 = content.Load<Texture2D>("backgrounds/anokolisa/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 player.
player.Draw(spriteBatch);
// Draw foreground tiles.
world.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();
}
}
}