Fake lights! Yay!

This commit is contained in:
Simon Holmberg
2012-10-22 02:10:19 +02:00
parent dca73efe29
commit 89376478b0
9 changed files with 193 additions and 20 deletions
+44
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@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow.Component
{
public class Flashlight : Component
{
public float Scale = 1f;
public float Intensity = 1f;
public float Angle = 0;
public Vector2 Position { get; private set; }
public Vector2 Offset;
public Texture2D Texture;
public Color Color;
public bool IsOn = true;
public Flashlight(Entity parent)
: base(parent)
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/lights/spot");
Color = Color.White;
Offset = new Vector2(-50, -60);
}
public override void Update(GameTime gameTime)
{
Position = Parent.Transform.World + Parent.Transform.World.Origin + Offset;
Angle = Parent.Transform.World.Rotation;
}
public void Draw(SpriteBatch spriteBatch)
{
if (IsOn)
spriteBatch.Draw(Texture, Position, null, Color * Intensity, 0, Vector2.Zero, Scale, SpriteEffects.None, 0);
}
}
}
+62 -9
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@@ -19,8 +19,11 @@ namespace DepthsBelow
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch;
public static GraphicsDeviceManager GraphicsDeviceManager;
private SpriteBatch spriteBatch;
private Effect lightShader;
private RenderTarget2D lightRenderTarget;
private RenderTarget2D sceneRenderTarget;
public Lua Lua;
@@ -88,7 +91,10 @@ namespace DepthsBelow
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
spriteBatch = new SpriteBatch(GraphicsDevice);
lightShader = Content.Load<Effect>("shaders/LightEffect");
lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
@@ -150,10 +156,47 @@ namespace DepthsBelow
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
protected override void Draw(GameTime gameTime)
{
MouseState ms = Mouse.GetState();
// Draw to the lighting render target
GraphicsDevice.SetRenderTarget(lightRenderTarget);
GraphicsDevice.Clear(new Color(20, 20, 20));
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Camera.Transform);
/*foreach (var @group in GroupManager.Groups)
{
List<Vector2> vectors = new List<Vector2>();
foreach (var entity in group.Entities)
{
vectors.Add(entity.Transform.World);
}
float xMean = 0;
float yMean = 0;
foreach (var vector2 in vectors)
{
xMean += vector2.X;
yMean += vector2.Y;
}
xMean /= vectors.Count;
yMean /= vectors.Count;
var texture = Content.Load<Texture2D>("images/lights/point");
spriteBatch.Draw(texture, new Vector2(xMean, yMean) + new Vector2(Grid.TileSize /2, Grid.TileSize / 2), null, Color.White, 0, new Vector2(texture.Width / 2f, texture.Height / 2f), 0.5f + (0.5f * (group.Entities.Count / 5f)), SpriteEffects.None, 0);
}*/
// Draw flashlight
foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
light.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Draw the scene to a render target
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.Clear(Color.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Camera.Transform);
@@ -161,15 +204,25 @@ namespace DepthsBelow
// Draw the level
Map.Draw(spriteBatch);
// Draw entities
EntityManager.Draw(spriteBatch);
// Draw entities
foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
spriteRenderer.Draw(spriteBatch);
// Draw mouse input visuals
MouseInput.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Start drawing GUI components
// Draw the scene from the render target with the light shader
lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
lightShader.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, lightShader,
Matrix.Identity);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();
// Draw GUI components
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch);
spriteBatch.End();
@@ -121,6 +121,7 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Camera.cs" />
<Compile Include="Component\Flashlight.cs" />
<Compile Include="DynamicGroupManager.cs" />
<Compile Include="TurnManager.cs" />
<Compile Include="CustomExtensions.cs" />
+31 -10
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@@ -12,11 +12,11 @@ namespace DepthsBelow
/// </summary>
public class EntityManager : IDisposable
{
private List<Entity> entities;
public List<Entity> Entities;
public EntityManager()
{
entities = new List<Entity>();
Entities = new List<Entity>();
}
/// <summary>
@@ -25,10 +25,10 @@ namespace DepthsBelow
/// </summary>
public void Dispose()
{
foreach (var entity in entities)
foreach (var entity in Entities)
entity.Dispose();
entities = null;
Entities = null;
}
/// <summary>
@@ -37,7 +37,7 @@ namespace DepthsBelow
/// <param name="entity">The entity to add.</param>
public void Add(Entity entity)
{
entities.Add(entity);
Entities.Add(entity);
}
/// <summary>
@@ -46,7 +46,7 @@ namespace DepthsBelow
/// <param name="entity">The entity to remove.</param>
public void Remove(Entity entity)
{
entities.Remove(entity);
Entities.Remove(entity);
}
/// <summary>
@@ -54,10 +54,29 @@ namespace DepthsBelow
/// </summary>
public void Reset()
{
foreach (var entity in entities)
foreach (var entity in Entities)
entity.Dispose();
entities.Clear();
Entities.Clear();
}
/// <summary>
/// Get the reference to a component contained in the entity.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <returns>Returns the component of requested type.</returns>
public List<T> GetComponents<T>() where T : Component.Component
{
List<T> components = new List<T>();
foreach (var entity in Entities)
{
var component = entity.GetComponent<T>();
if (component != null)
components.Add(component);
}
return components;
}
/// <summary>
@@ -66,7 +85,7 @@ namespace DepthsBelow
/// <param name="gameTime"></param>
public void Update(GameTime gameTime)
{
foreach (var entity in entities)
foreach (var entity in Entities)
entity.Update(gameTime);
}
@@ -76,8 +95,10 @@ namespace DepthsBelow
/// <param name="spriteBatch"></param>
public void Draw(SpriteBatch spriteBatch)
{
foreach (var entity in entities)
foreach (var entity in Entities)
{
entity.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
}
}
}
}
+4 -1
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@@ -63,7 +63,10 @@ namespace DepthsBelow
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
AddComponent(pfc);
var flashlight = new Flashlight(this);
AddComponent(flashlight);
var stat = new Component.Stat(this)
{
@@ -183,6 +183,26 @@
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="shaders\LightEffect.fx">
<Name>LightEffect</Name>
<Importer>EffectImporter</Importer>
<Processor>EffectProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup />
<ItemGroup>
<Compile Include="images\lights\point.png">
<Name>point</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="images\lights\spot.png">
<Name>spot</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
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@@ -0,0 +1,31 @@
texture LightsTexture;
sampler ColorSampler : register(s0);
sampler LightsSampler = sampler_state{
Texture = <LightsTexture>;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float2 tex = input.TexCoord;
float4 color = tex2D(ColorSampler, tex);
float4 alpha = tex2D(LightsSampler, tex);
return color * alpha;
}
technique Technique1
{
pass Pass1
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}