TiledMapRenderer allow custom effect (#345)

This commit is contained in:
Lucas Girouard-Stranks
2017-02-24 03:51:57 -08:00
committed by Dylan Wilson
parent 4d6838bde8
commit a4fe5cafad
4 changed files with 53 additions and 23 deletions
@@ -7,14 +7,14 @@ namespace MonoGame.Extended.Tiled.Graphics
{
public class TiledMapRenderer : IDisposable
{
private readonly BasicEffect _basicEffect;
private readonly TiledMapDefaultEffect _defaultEffect;
private Matrix _worldMatrix = Matrix.Identity;
/// <summary>
/// Gets the <see cref="GraphicsDevice" /> associated with this <see cref="TiledMapRenderer" />.
/// Gets the <see cref="Microsoft.Xna.Framework.Graphics.GraphicsDevice" /> associated with this <see cref="TiledMapRenderer" />.
/// </summary>
/// <value>
/// The <see cref="GraphicsDevice" /> associated with this <see cref="TiledMapRenderer" />.
/// The <see cref="Microsoft.Xna.Framework.Graphics.GraphicsDevice" /> associated with this <see cref="TiledMapRenderer" />.
/// </value>
public GraphicsDevice GraphicsDevice { get; }
@@ -25,10 +25,7 @@ namespace MonoGame.Extended.Tiled.Graphics
GraphicsDevice = graphicsDevice;
_basicEffect = new BasicEffect(graphicsDevice)
{
TextureEnabled = true
};
_defaultEffect = new TiledMapDefaultEffect(graphicsDevice);
}
public void Update(TiledMap map, GameTime gameTime)
@@ -43,28 +40,27 @@ namespace MonoGame.Extended.Tiled.Graphics
UpdateAnimatedModels(layer.AnimatedModels);
}
public void Draw(TiledMap map, Matrix? viewMatrix = null, Matrix? projectionMatrix = null, float depth = 0.0f)
public void Draw(TiledMap map, Matrix? viewMatrix = null, Matrix? projectionMatrix = null, ITiledMapEffect effect = null, float depth = 0.0f)
{
var viewMatrix1 = viewMatrix ?? Matrix.Identity;
var projectionMatrix1 = projectionMatrix ?? Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, -1);
Draw(map, ref viewMatrix1, ref projectionMatrix1, depth);
Draw(map, ref viewMatrix1, ref projectionMatrix1, effect, depth);
}
public void Draw(TiledMap map, ref Matrix viewMatrix, ref Matrix projectionMatrix, float depth = 0.0f)
public void Draw(TiledMap map, ref Matrix viewMatrix, ref Matrix projectionMatrix, ITiledMapEffect effect = null, float depth = 0.0f)
{
foreach (var layer in map.Layers)
Draw(layer, ref viewMatrix, ref projectionMatrix, depth);
Draw(layer, ref viewMatrix, ref projectionMatrix, effect, depth);
}
public void Draw(TiledMapLayer layer, Matrix? viewMatrix = null, Matrix? projectionMatrix = null,
float depth = 0.0f)
public void Draw(TiledMapLayer layer, Matrix? viewMatrix = null, Matrix? projectionMatrix = null, ITiledMapEffect effect = null, float depth = 0.0f)
{
var viewMatrix1 = viewMatrix ?? Matrix.Identity;
var projectionMatrix1 = projectionMatrix ?? Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, -1);
Draw(layer, ref viewMatrix1, ref projectionMatrix1, depth);
Draw(layer, ref viewMatrix1, ref projectionMatrix1, effect, depth);
}
public void Draw(TiledMapLayer layer, ref Matrix viewMatrix, ref Matrix projectionMatrix, float depth = 0.0f)
public void Draw(TiledMapLayer layer, ref Matrix viewMatrix, ref Matrix projectionMatrix, ITiledMapEffect effect = null, float depth = 0.0f)
{
if (!layer.IsVisible)
return;
@@ -74,24 +70,26 @@ namespace MonoGame.Extended.Tiled.Graphics
_worldMatrix.Translation = new Vector3(layer.OffsetX, layer.OffsetY, depth);
var effect1 = effect ?? _defaultEffect;
// render each model
foreach (var model in layer.Models)
{
// model-to-world transform
_basicEffect.World = _worldMatrix;
_basicEffect.View = viewMatrix;
_basicEffect.Projection = projectionMatrix;
effect1.World = _worldMatrix;
effect1.View = viewMatrix;
effect1.Projection = projectionMatrix;
// desired alpha
_basicEffect.Alpha = layer.Opacity;
effect1.Alpha = layer.Opacity;
// bind the texture if the texture is different than what is already binded
if (_basicEffect.Texture != model.Texture)
_basicEffect.Texture = model.Texture;
if (effect1.Texture != model.Texture)
effect1.Texture = model.Texture;
// bind the vertex and index buffer
GraphicsDevice.SetVertexBuffer(model.VertexBuffer);
GraphicsDevice.Indices = model.IndexBuffer;
// for each pass in our effect
foreach (var pass in _basicEffect.CurrentTechnique.Passes)
foreach (var pass in effect1.CurrentTechnique.Passes)
{
// apply the pass, effectively choosing which vertex shader and fragment (pixel) shader to use
pass.Apply();
@@ -145,7 +143,7 @@ namespace MonoGame.Extended.Tiled.Graphics
protected virtual void Dispose(bool diposing)
{
if (diposing)
_basicEffect.Dispose();
_defaultEffect.Dispose();
}
}
}