119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
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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public bool Enabled = false;
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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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public Scene(GraphicsDevice graphics, Camera camera) {
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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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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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};
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spriteBatch = new SpriteBatch(graphics);
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}
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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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// We assume that all backgrounds are the same size; if not, the computation of yOffset needs
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// to be computed separately for every background.
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int yOffset = Textures.Background1.Height - camera.Height - 64;
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Color bgBlend = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 1));
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
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Rectangle bgSource = new Rectangle(
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(int) (camera.Left * 1f / 16), yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Background1, bgTarget, bgSource, bgBlend);
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bgSource = new Rectangle(
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(int) (camera.Left * 1f / 8), yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Background2, bgTarget, bgSource, bgBlend);
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bgSource = new Rectangle(
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(int) (camera.Left * 1f / 4), yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Background3, bgTarget, bgSource, bgBlend);
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bgSource = new Rectangle(
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(int) (camera.Left * 1f / 2), yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Background4, 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 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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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);
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spriteBatch.End();
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}
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}
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}
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