Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)

Here are the examples of the csharp api Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

59 Examples 7

19 Source : Game1.cs
with MIT License
from craftworkgames

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            _spriteBatch.Begin();
            _spriteBatch.DrawString(_spriteFont, "Hello MonoGame!", new Vector2(100, 100), Color.White);
            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from craftworkgames

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // background
            var sourceRectangle = new Rectangle(0, 0, _viewportAdapter.VirtualWidth, _viewportAdapter.VirtualHeight);
            sourceRectangle.Offset(_camera.Position * new Vector2(0.1f));

            _spriteBatch.Begin(samplerState: SamplerState.PointWrap, transformMatrix: _viewportAdapter.GetScaleMatrix());
            _spriteBatch.Draw(_backgroundTexture, Vector2.Zero, sourceRectangle, Color.White);
            _spriteBatch.DrawString(_font, $"{_score}", Vector2.One, Color.White);
            _spriteBatch.End();

            // enreplacedies
            _spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend, transformMatrix: _camera.GetViewMatrix());
            _enreplacedyManager.Draw(_spriteBatch);
            _spriteBatch.End();

            _spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());



            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : GameMain.cs
with MIT License
from craftworkgames

protected override void Draw(GameTime gameTime)
        {
            _world.Draw(gameTime);

            base.Draw(gameTime);
        }

19 Source : GameMain.cs
with MIT License
from craftworkgames

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            _fpsCounter.Draw(gameTime);
            Window.replacedle = $"{_currentDemo?.Name} {_fpsCounter.FramesPerSecond}";

            base.Draw(gameTime);

            _currentDemo?.OnDraw(gameTime);

            _guiSystem.Draw(gameTime);
        }

19 Source : MainGame.cs
with MIT License
from craftworkgames

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            _spriteBatch.Begin(samplerState: SamplerState.PointClamp);

            _spriteBatch.FillRectangle(Linear.X, Linear.Y, Size.X, Size.X, Color.Red);
            _spriteBatch.FillRectangle(Quadratic.X, Quadratic.Y, Size.X, Size.X, Color.Green);
            _spriteBatch.FillRectangle(Exponential.X, Exponential.Y, Size.X, Size.X, Color.Blue);
            _spriteBatch.FillRectangle(Bounce.X, Bounce.Y, Size.X, Size.X, Color.DarkOrange);
            _spriteBatch.FillRectangle(Back.X, Back.Y, Size.X, Size.X, Color.Purple);
            _spriteBatch.FillRectangle(Elastic.X, Elastic.Y, Size.X, Size.X, Color.Yellow);

            _spriteBatch.DrawString(_bitmapFont, $"{_tweener.AllocationCount}", Vector2.One, Color.WhiteSmoke);

            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game.cs
with MIT License
from dotnet-ad

protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.Black);

			spriteBatch.Begin();

			var borders = new Color(1.0f, 1.0f, 1.0f, 0.2f);

			// Full texture
			spriteBatch.Draw(this.sheet.Texture, new Vector2(0, 0));
			spriteBatch.DrawRectangle(this.sheet.Texture.Bounds, borders);

			// Animation
			spriteBatch.Draw(this.anim, new Vector2(64, 64 + this.sheet.Texture.Height));
			this.font.Draw(spriteBatch, new Vector2(12, 12 + this.sheet.Texture.Height), $"{animIndex}", Color.White);

			// Frames in full texture
			for (int ia = 0; ia < anim.Frames.Length; ia++)
			{
				var a = anim.Frames[ia];

				spriteBatch.DrawRectangle(a.Area, borders);
				spriteBatch.DrawCross(a.Area.Location.ToVector2() + a.Origin.ToVector2(), borders);
				this.font.Draw(spriteBatch, a.Area.Location.ToVector2() + new Vector2(4, 4), $"{ia}", borders);
			}

			//Mouse
			const int mouseGrid = 16;
			var mx = (this.state.X / mouseGrid) * mouseGrid;
			var my = (this.state.Y / mouseGrid) * mouseGrid;
			spriteBatch.DrawLine(0, my, this.GraphicsDevice.Viewport.Width, my, Color.Green);
			spriteBatch.DrawLine(mx, 0, mx, this.GraphicsDevice.Viewport.Height, Color.Blue);
			this.font.Draw(spriteBatch, new Vector2(mx, my) + new Vector2(32,32), $"({mx},{my})", borders);

			spriteBatch.End();

			base.Draw(gameTime);
		}

19 Source : Sample.cs
with MIT License
from dotnet-ad

protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            this.spriteBatch.Begin();
            this.arm.Draw(this.spriteBatch);
            this.spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Engine.cs
with MIT License
from egordorichev

protected override void Draw(GameTime gameTime) {
			var t = DateTime.Now.Millisecond;
			StateRenderer.Render();
			base.Draw(gameTime);
			RenderTime = DateTime.Now.Millisecond - t;
		}

19 Source : FrmMapRender2.cs
with MIT License
from Elem8100

protected override void Draw(GameTime gameTime)
        {
            opacity = MathHelper.Clamp(opacity, 0f, 1f);

            if (opacity <= 0)
            {
                this.GraphicsDevice.Clear(Color.Black);
            }
            else
            {
                if (prepareCapture)
                {
                    Capture(gameTime);
                }

                this.GraphicsDevice.Clear(Color.Black);
                if (this.mapData != null)
                {
                    DrawScene(gameTime);
                    DrawTooltipItems(gameTime);
                }
                this.ui.Draw(gameTime.ElapsedGameTime.TotalMilliseconds);
                this.tooltip.Draw(gameTime, renderEnv);
                if (opacity < 1f)
                {
                    this.renderEnv.Sprite.Begin(blendState: BlendState.NonPremultiplied);
                    var rect = new Rectangle(0, 0, this.renderEnv.Camera.Width, this.renderEnv.Camera.Height);
                    this.renderEnv.Sprite.FillRectangle(rect, new Color(Color.Black, 1 - opacity));
                    this.renderEnv.Sprite.End();
                }
            }

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from fairygui

protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(new Color(0xFF333333));

			// TODO: Add your drawing code here

			base.Draw(gameTime);
		}

19 Source : GameExample.cs
with MIT License
from Felsir

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);


            //First we render the game, as one would normally.
            //the rendertarget is the one in the Monolights clreplaced, it is used to process the light effect later.
            GraphicsDevice.SetRenderTarget(_monoLights.Colormap);
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            spriteBatch.Draw(_diffuse, new Rectangle(0, 0, 640, 480), Color.White);
            spriteBatch.End();

            //Next we draw the game again, except the graphics use the normalmap data.
            GraphicsDevice.SetRenderTarget(_monoLights.Normalmap);
            spriteBatch.Begin();
            spriteBatch.Draw(_normal, new Rectangle(0,0,640,480), Color.White);
            spriteBatch.End();

            //Finally draw the combined scene. 
            //the rendertarget is now 'null' to draw to the backbuffer. You can also draw to a rendertarget of your own if you want to postprocess it.
            _monoLights.Draw(null, spriteBatch, new Rectangle(0,0,640,480));

            //The last drawcall is any HUD stuff, things that are not affected by the lights.
            spriteBatch.Begin();
            DrawDebugtext(spriteBatch);
            spriteBatch.End();

            //Debug: show the rendertargets in the Monolights clreplaced.
            if(_drawDebugTargets)
                _monoLights.DrawDebugRenderTargets(spriteBatch);

            //used to calculate the framerate.
            ++_drawCount;

            base.Draw(gameTime);
        }

19 Source : PhysicsGame.cs
with MIT License
from george7378

protected override void Draw(GameTime gameTime)
        {
            // Preplaced 1: Draw the shadow map
            GraphicsDevice.SetRenderTarget(_shadowMapRenderTarget);
            GraphicsDevice.Clear(Color.White);

                DrawSceneShadowMap();

            // Preplaced 2: Draw the scene
            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(Color.Black);

                DrawScene();

            base.Draw(gameTime);
        }

19 Source : TerrainGame.cs
with MIT License
from george7378

protected override void Draw(GameTime gameTime)
        {
            // Preplaced 1: Draw the water refraction map
            GraphicsDevice.SetRenderTarget(_waterRefractionMapTarget);
            GraphicsDevice.Clear(Color.Black);

                DrawTerrain(false, new Vector4(-_waterClipPlane.Normal, _waterClipPlane.D + 1));

            // Preplaced 2: Draw the water reflection map
            GraphicsDevice.SetRenderTarget(_waterReflectionMapTarget);
            GraphicsDevice.Clear(Color.CornflowerBlue);

                DrawTerrain(false, new Vector4(_waterClipPlane.Normal, _waterClipPlane.D), _waterReflectionMatrix);

            // Preplaced 3: Draw the scene
            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(Color.CornflowerBlue);

                DrawTerrain();
                DrawWaterPlane();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with BSD 3-Clause Clear License
from hozuki

protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            // https://stackoverflow.com/questions/33977226/drawing-bezier-curves-in-monogame-xna-produces-scratchy-lines ?
            _drawingContext.FillGeometry(_brush1, _pathGeometry1);
            _drawingContext.FillGeometry(_brush2, _pathGeometry2);
            _drawingContext.FillGeometry(_brush3, _pathGeometry3);
            _drawingContext.FillGeometry(_brush4, _ellipseGeometry4);
            _drawingContext.FillGeometry(_brush5, _roundedRectangleGeometry5);
            _drawingContext.FillGeometry(_brush6, _ellipseGeometry6);

            _drawingContext.PushTransform();
            _drawingContext.Translate(0, _font.Size);
            _drawingContext.FillGeometry(_brush6, _fontPathGeometry7);
            _drawingContext.PopTransform();

            var fps = 1 / gameTime.ElapsedGameTime.TotalSeconds;
            Window.replacedle = "FPS: " + fps.ToString("0.00");

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with BSD 3-Clause Clear License
from hozuki

protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            _spriteBatch.Begin();
            _spriteBatch.Draw(_graphics.BackBuffer, Vector2.Zero, Color.White);
            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with BSD 3-Clause Clear License
from hozuki

protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            const string content = "This is line 1\nGreetings everyone\nHashtag # works yay\n还有中文测试";

            const float left1 = 0, left2 = 400;

            spriteBatch.DrawString(_spriteFont, "Mouse location: " + _mouseState.Position, new Vector2(left1, 0), Color.White);
            spriteBatch.DrawString(_spriteFont, "Max bounds: " + _maxBounds, new Vector2(left2, 0), Color.White);

            spriteBatch.DrawString(_spriteFont, "Fixed line height:", new Vector2(left1, 60), Color.Blue);
            var size1 = spriteBatch.DrawString(_spriteFont, content, new Vector2(left1, 100), _maxBounds, 1, 30, Color.White);
            spriteBatch.DrawString(_spriteFont, "Measured size: " + size1, new Vector2(left1, 240), Color.Green);

            spriteBatch.DrawString(_spriteFont, "Minimized line height:", new Vector2(left2, 60), Color.Yellow);
            var size2 = spriteBatch.DrawString(_spriteFont, content, new Vector2(left2, 100), _maxBounds, new Vector2(1, 1), Color.White);
            spriteBatch.DrawString(_spriteFont, "Measured size: " + size2, new Vector2(left2, 240), Color.Green);

            var fps = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds;
            spriteBatch.DrawString(_spriteFont, "FPS: " + fps.ToString("0.00"), new Vector2(left1, 300), Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with BSD 3-Clause Clear License
from hozuki

protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            var videoTexture = _videoPlayer.GetTexture();

            _spriteBatch.Begin();

            var destRect = new Rectangle(0, 0, WindowWidth, WindowHeight);
            _spriteBatch.Draw(videoTexture, destRect, Color.White);

            _spriteBatch.End();

            _spriteBatch.Begin(blendState: BlendState.NonPremultiplied);
            _spriteBatch.Draw(_helpTexture, Vector2.Zero, Color.White);
            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : HotloadGame.cs
with MIT License
from jackmott

protected override void Draw(GameTime gameTime)
        {
            hotloader.Draw(spriteBatch, gameTime);
            base.Draw(gameTime);
        }

19 Source : Client.cs
with Apache License 2.0
from JohnLamontagne

protected override void Draw(GameTime gameTime)
        {
            Engine.Services.Get<LightManagerService>().Component.BeginDraw();

            GraphicsDevice.Clear(Color.Black);

            _spriteBatch.Begin(SpriteSortMode.FrontToBack, null, null, null, null, null, _camera.GetTransformation());

            Engine.Services.Get<SceneManager>().Draw(gameTime, _spriteBatch);

            // The cursor should always be the foremost visible
            _spriteBatch.Draw(_cursorSprite, _cursorPos, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1);

            _spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with GNU General Public License v3.0
from JonMagon

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();

            try
            {
                gameMap.DrawMap(camera);
            }
            catch (Exception ex)
            {
                MessageBox.Show($"{ex.Message}{Environment.NewLine}This application will be terminated.",
                    "Exception", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Exit();
            }

            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            frameCounter.Update(deltaTime);

            var fps = string.Format("FPS: {0}", (int)frameCounter.AverageFramesPerSecond);

            spriteBatch.DrawString(spriteFontBig, fps, new Vector2(WINDOW_WIDTH - 70, 10), Color.Yellow);

            spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : ImageAnimationPreviewWindow.cs
with Mozilla Public License 2.0
from lastbattle

protected override void Draw(GameTime gameTime)
		{
			float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds;
			int TickCount = Environment.TickCount;
			float delta = gameTime.ElapsedGameTime.Milliseconds / 1000f;

			MouseState mouseState = Mouse.GetState();
			int mouseXRelativeToMap = mouseState.X - mapShiftX;
			int mouseYRelativeToMap = mouseState.Y - mapShiftY;

			// Clear prior drawings
			GraphicsDevice.Clear(Color.Black);


			/////////////////////// DRAW ANIMATION ///////////////////////
			spriteBatch.Begin(
			   SpriteSortMode.Deferred,
			   BlendState.NonPremultiplied, null, null, null, null, Matrix.CreateScale(renderAnimationScaling));

			// Animation
			dxDrawableItem.Draw(spriteBatch, null, gameTime,
						mapShiftX, mapShiftY, 0, 0,
						RENDER_WIDTH, RENDER_HEIGHT, renderAnimationScaling, RenderResolution.Res_All,
						TickCount);
			if (dxDrawableItem.LastFrameDrawn != null)
			{
				IDXObject lastFrameDrawn = dxDrawableItem.LastFrameDrawn;

				// Boundary box
				Rectangle rectBox = new Rectangle(
					lastFrameDrawn.X - mapShiftX, 
					lastFrameDrawn.Y - mapShiftY, 
					lastFrameDrawn.Width, 
					lastFrameDrawn.Height);
				DrawBorder(spriteBatch, rectBox, 1, Color.White);
			}
			
			spriteBatch.End();
			/////////////////////// ///////////////////////

			/////////////////////// DRAW DEBUG TEXT ///////////////////////
			spriteBatch.Begin(
				SpriteSortMode.Deferred,
				BlendState.NonPremultiplied, null, null, null, null, Matrix.CreateScale(renderTextScaling));

			// Debug at the top right corner
			StringBuilder sb = new StringBuilder();
			sb.Append("FPS: ").Append(frameRate).Append(Environment.NewLine);
			sb.Append("Mouse : X ").Append(mouseXRelativeToMap).Append(", Y ").Append(mouseYRelativeToMap).Append(Environment.NewLine);
			sb.Append("RMouse: X ").Append(mouseState.X).Append(", Y ").Append(mouseState.Y);
			spriteBatch.DrawString(font_DebugValues, sb.ToString(), new Vector2(RENDER_WIDTH - 170, 10), Color.White);

			// Current image render information
			if (dxDrawableItem.LastFrameDrawn != null)
			{
				IDXObject lastFrameDrawn = dxDrawableItem.LastFrameDrawn;
				string imageRenderInfoText = string.Format("[Path: {0}]{7}[Origin: x = {1}, y = {2}]{8}[Dimension: W = {3}, H = {4}]{9}[Delay: {5}]{10}[Scale: {6}x]",
					dxDrawableItem.LastFrameDrawn.Tag as string,
					lastFrameDrawn.X, lastFrameDrawn.Y, lastFrameDrawn.Width, lastFrameDrawn.Height, lastFrameDrawn.Delay, Math.Round(renderAnimationScaling, 2),
					Environment.NewLine, Environment.NewLine, Environment.NewLine, Environment.NewLine);

				spriteBatch.DrawString(font_DebugValues, imageRenderInfoText, new Vector2((RENDER_WIDTH /2) - 100, RENDER_HEIGHT - 100), Color.White);
			}

			// Keyboard navigation info
			if (gameTime.TotalGameTime.TotalSeconds < 3)
				spriteBatch.DrawString(font,
					string.Format("Press [Left] [Right] [Up] [Down] for navigation.{0}   [+ -] for zoom", Environment.NewLine),
					new Vector2(20, 10), Color.White);

			spriteBatch.End();
			/////////////////////// ///////////////////////

			base.Draw(gameTime);
		}

19 Source : SpineAnimationWindow.cs
with Mozilla Public License 2.0
from lastbattle

protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.Black);

			wzSpineObject.state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
			wzSpineObject.state.Apply(wzSpineObject.skeleton);

			wzSpineObject.skeleton.UpdateWorldTransform();

			skeletonRenderer.Begin();
			skeletonRenderer.Draw(wzSpineObject.skeleton);
			skeletonRenderer.End(); // draws the texture object

			//GraphicsDevice.VertexTextures[0].

			wzSpineObject.bounds.Update(wzSpineObject.skeleton, true);
			/*MouseState mouse = Mouse.GetState();
			if (headSlot != null)
			{
				headSlot.G = 1;
				headSlot.B = 1;
				if (bounds.AabbContainsPoint(mouse.X, mouse.Y))
				{
					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
					if (hit != null)
					{
						headSlot.G = 0;
						headSlot.B = 0;
					}
				}
			}*/
			
			spriteBatch.Begin(SpriteSortMode.Immediate, // spine :( needs to be drawn immediately to maintain the layer orders
														//SpriteSortMode.Deferred,
				BlendState.NonPremultiplied, null, null, null, null, this.matrixScale); 

			if (gameTime.TotalGameTime.TotalSeconds < 3)
				spriteBatch.DrawString(font, 
					string.Format("Press [Left] [Right] [Up] [Down] [Shift] for navigation.{0}{1}", 
						Environment.NewLine,
						wzSpineObject.spineAnimationItem.SkeletonData.Skins.Count() > 1 ? "[Page up] [Page down] to swap between skins." : string.Empty), 
					new Vector2(20, 10), 
					Color.White);

			spriteBatch.End();

			base.Draw(gameTime);
		}

19 Source : MapSimulator.cs
with Mozilla Public License 2.0
from lastbattle

protected override void Draw(GameTime gameTime)
        {
            float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds;
            int TickCount = currTickCount;
            //float delta = gameTime.ElapsedGameTime.Milliseconds / 1000f;

            MouseState mouseState = this.oldMouseState;
            int mouseXRelativeToMap = mouseState.X - mapShiftX;
            int mouseYRelativeToMap = mouseState.Y - mapShiftY;
            //System.Diagnostics.Debug.WriteLine("Mouse relative to map: X {0}, Y {1}", mouseXRelativeToMap, mouseYRelativeToMap);

            int mapCenterX = mapBoard.CenterPoint.X;
            int mapCenterY = mapBoard.CenterPoint.Y;
            int shiftCenteredX = mapShiftX - mapCenterX;
            int shiftCenteredY = mapShiftY - mapCenterY;

            //GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1.0f, 0); // Clear the window to black
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(
                SpriteSortMode.Immediate, // spine :( needs to be drawn immediately to maintain the layer orders
                                          //SpriteSortMode.Deferred,
                BlendState.NonPremultiplied, null, null, null, null, this.matrixScale);
            //skeletonMeshRenderer.Begin();

            // Back Backgrounds
            backgrounds_back.ForEach(bg =>
            {
                bg.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            });

            // Map objects
            foreach (List<BaseDXDrawableItem> mapItem in mapObjects)
            {
                foreach (BaseDXDrawableItem item in mapItem)
                {
                    item.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                        mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                        RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                        TickCount);
                }
            }
            // Portals
            foreach (PortalItem portalItem in mapObjects_Portal)
            {
                portalItem.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            }

            // Reactors
            foreach (ReactorItem reactorItem in mapObjects_Reactors)
            {
                reactorItem.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            }

            // Life (NPC + Mobs)
            foreach (MobItem mapMob in mapObjects_Mobs) // Mobs
            {
                mapMob.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            }
            foreach (NpcItem mapNpc in mapObjects_NPCs) // NPCs (always in front of mobs)
            {
                mapNpc.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            }

            // Front Backgrounds
            backgrounds_front.ForEach(bg =>
            {
                bg.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                    mapShiftX, mapShiftY, mapCenterX, mapCenterY,
                    RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                    TickCount);
            });

            // Borders
            // Create any rectangle you want. Here we'll use the replacedleSafeArea for fun.
            //Rectangle replacedleSafeRectangle = GraphicsDevice.Viewport.replacedleSafeArea;
            //DrawBorder(spriteBatch, replacedleSafeRectangle, 1, Color.Black);

            DrawVRFieldBorder(spriteBatch);

            //////////////////// UI related here ////////////////////
            // Tooltips
            if (mapObjects_tooltips.Count > 0)
            {
                foreach (TooltipItem tooltip in mapObjects_tooltips) // NPCs (always in front of mobs)
                {
                    if (tooltip.TooltipInstance.CharacterToolTip != null)
                    {
                        Rectangle tooltipRect = tooltip.TooltipInstance.CharacterToolTip.Rectangle;
                        if (tooltipRect != null) // if this is null, show it at all times
                        {
                            Rectangle rect = new Rectangle(
                                tooltipRect.X - shiftCenteredX,
                                tooltipRect.Y - shiftCenteredY,
                                tooltipRect.Width, tooltipRect.Height);

                            if (bShowDebugMode)
                            {
                                DrawBorder(spriteBatch, rect, 1, Color.White); // test
                                spriteBatch.DrawString(font_DebugValues, "X: " + rect.X + ", Y: " + rect.Y, new Vector2(rect.X, rect.Y), Color.White);
                            }

                            if (!rect.Contains(mouseState.X, mouseState.Y))
                                continue;
                        }
                    }

                    tooltip.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                        mapShiftX, mapShiftY, mapBoard.CenterPoint.X, mapBoard.CenterPoint.Y,
                        RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                        TickCount);
                }
            }

            // Minimap
            if (miniMap != null)
            {
                miniMap.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                        mapShiftX, mapShiftY, minimapPos.X, minimapPos.Y,
                        RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                        TickCount);
                
                miniMap.CheckMouseEvent(shiftCenteredX, shiftCenteredY, mouseState);
            }

            if (gameTime.TotalGameTime.TotalSeconds < 4)
                spriteBatch.DrawString(font_navigationKeysHelper, 
                    string.Format("[Left] [Right] [Up] [Down] [Shift] for navigation.{0}[F5] for debug mode{1}[Alt+Enter] Full screen{2}[PrintSc] Screenshot", 
                    Environment.NewLine, Environment.NewLine, Environment.NewLine), 
                    new Vector2(20, Height - 140), Color.White);
            
            if (!bSaveScreenshot && bShowDebugMode)
            {
                StringBuilder sb = new StringBuilder();
                sb.Append("FPS: ").Append(frameRate).Append(Environment.NewLine);
                sb.Append("Mouse : X ").Append(mouseXRelativeToMap).Append(", Y ").Append(mouseYRelativeToMap).Append(Environment.NewLine);
                sb.Append("RMouse: X ").Append(mouseState.X).Append(", Y ").Append(mouseState.Y);
                spriteBatch.DrawString(font_DebugValues, sb.ToString(), 
                    new Vector2(Width - 170, 10), Color.White); // use the original width to render text
            }

            // Cursor [this is in front of everything else]
            mouseCursor.Draw(spriteBatch, skeletonMeshRenderer, gameTime,
                0, 0, 0, 0, // pos determined in the clreplaced
                RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution, TickCount);

            spriteBatch.End();
            //skeletonMeshRenderer.End();
            
            // Save screenshot if render is activated
            DoScreenshot();


            base.Draw(gameTime);
        }

19 Source : ExampleGame.cs
with Mozilla Public License 2.0
from lastbattle

protected override void Draw (GameTime gameTime) {
			GraphicsDevice.Clear(Color.Black);

			state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
			state.Apply(skeleton);
			skeleton.UpdateWorldTransform();
			skeletonRenderer.Begin();
			skeletonRenderer.Draw(skeleton);
			skeletonRenderer.End();

			bounds.Update(skeleton, true);
			MouseState mouse = Mouse.GetState();
			if (headSlot != null) {
				headSlot.G = 1;
				headSlot.B = 1;
				if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
					if (hit != null) {
						headSlot.G = 0;
						headSlot.B = 0;
					}
				}
			}

			base.Draw(gameTime);
		}

19 Source : Game1.cs
with MIT License
from MaKiPL

protected override void Draw(GameTime gameTime)
        {
            ModuleHandler.Draw(gameTime);
            base.Draw(gameTime);
            if (!Extended.bRequestedBackBuffer) return;
            var tex = new Texture2D(_graphics.GraphicsDevice, _graphics.GraphicsDevice.Viewport.Width, _graphics.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color);
            var b = new byte[tex.Width * tex.Height * 4];
            _graphics.GraphicsDevice.GetBackBufferData(b);
            tex.SetData(b);
            Extended.BackBufferTexture = tex;
            Extended.bRequestedBackBuffer = false;
            Extended.bBackBufferAvailable = true;
            Extended.postBackBufferDelegate();
        }

19 Source : Game1.cs
with Mozilla Public License 2.0
from Martenfur

protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(UIController.Backgroud);

			UIController.Draw();
			SceneController.Draw();

			base.Draw(gameTime);
		}

19 Source : Game1.cs
with MIT License
from Martenfur

protected override void Draw(GameTime gameTime)
		{
			GameMgr.Draw(gameTime);

			base.Draw(gameTime);
		}

19 Source : Game1.cs
with MIT License
from Martenfur

protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(_backgroundColor);

			SpriteBatch.Begin(SpriteSortMode.FrontToBack);

			_lawn.Draw();

			SpriteBatch.End();

			base.Draw(gameTime);
		}

19 Source : SimulatorGame.cs
with MIT License
from miyu

protected override void Draw(GameTime gameTime) {
         base.Draw(gameTime);

         Console.WriteLine((int)(1000 / gameTime.ElapsedGameTime.TotalMilliseconds) + " " + gameTime.ElapsedGameTime.TotalMilliseconds);

         GraphicsDevice.Clear(Color.White);
         spriteBatch.Begin(SpriteSortMode.Deferred, null, transformMatrix: Matrix.CreateScale((float)configuration.DisplayHeight / configuration.FieldHeight));

         for (var i = 0; i < agents.Length; i++) {
            var agent = agents[i];
            foreach (var pair in agent.ActiveConnectionStates) {
               var other = pair.Key;

               if (agent.BluetoothAdapterId.CompareTo(other.BluetoothAdapterId) < 0)
                  continue;

               var neighborBluetoothAdapter = agent.BluetoothAdapter.NeighborsByAdapterId[other.BluetoothAdapterId];
               if (neighborBluetoothAdapter.IsConnected)
                  spriteBatch.DrawLine(agent.Position, other.Position, Color.Gray);
            }
         }

         for (var i = 0; i < agents.Length; i++) {
            var lum = (epoch - agents[i].Value) * 240 / epoch;
            var color = new Color(lum, lum, lum);
            if (epoch == agents[i].Value && agents[i].Value > 0) color = Color.Red;
            if (epoch == agents[i].Value + 1 && agents[i].Value > 0) color = Color.Lime;
            if (epoch == agents[i].Value + 2 && agents[i].Value > 0) color = Color.MediumAquamarine;
            if (epoch == agents[i].Value + 3 && agents[i].Value > 0) color = Color.Magenta;
            if (epoch == agents[i].Value + 4 && agents[i].Value > 0) color = Color.Orange;
            DrawCenteredCircleWorld(agents[i].Position, configuration.AgentRadius, color);
         }
         //spriteBatch.DrawLine(new Vector2(0, 50), new Vector2(100, 50), Color.Red);
         spriteBatch.End();
      }

19 Source : Game1.cs
with MIT License
from mystborn

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(samplerState: SamplerState.PointClamp);

            if (_state != null)
                _state.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
            base.Draw(gameTime);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            spriteBatch.DrawString(font, "ESC - Exit", new Vector2(8, 8), Color.Gold);
            spriteBatch.DrawString(font, "WASD - Translate Red Sprite", new Vector2(8, 8 + font.LineSpacing), Color.Gold);
            spriteBatch.DrawString(font, "Arrow Keys - Translate Blue Sprite", new Vector2(8, 8 + (font.LineSpacing * 2)), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "Camera Controls: [WASD - Translate] [Arrow Keys - Rotate] [Left Mouse Button to Pick]", new Vector2(8, 8), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), string.Format("Selected Object: {0}", selected == null ? "None" : selected.Name), new Vector2(8, 22), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "ESC - Exit", new Vector2(8, 36), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteSortMode.Immediate);
            base.Draw(gameTime);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            ShipSourceRect = new Rectangle((int)ShipAnimationPlayer.CurrentCell.X, (int)ShipAnimationPlayer.CurrentCell.Y, 64, 64);
            spriteBatch.Draw(Ship, new Rectangle((int)ShipPos.X, (int)ShipPos.Y, 32, 32), ShipSourceRect, Color.White, shipRotation, new Vector2(64, 64) / 2, SpriteEffects.None, 0);

            Explosion1SourceRect = new Rectangle((int)Explosion1AnimationPlayer.CurrentCell.X, (int)Explosion1AnimationPlayer.CurrentCell.Y, 204, 204);
            spriteBatch.Draw(Explosion1, new Rectangle(0, 0, bangSize, bangSize), Explosion1SourceRect, Color.White);

            Explosion2SourceRect = new Rectangle((int)Explosion2AnimationPlayer.CurrentCell.X, (int)Explosion2AnimationPlayer.CurrentCell.Y, 204, 204);
            spriteBatch.Draw(Explosion2, new Rectangle(GraphicsDevice.Viewport.Width- bangSize, 0, bangSize, bangSize), Explosion2SourceRect, Color.White);

            Explosion3SourceRect = new Rectangle((int)Explosion3AnimationPlayer.CurrentCell.X, (int)Explosion3AnimationPlayer.CurrentCell.Y, 204, 204);
            spriteBatch.Draw(Explosion3, new Rectangle(0, GraphicsDevice.Viewport.Height- bangSize, bangSize, bangSize), Explosion3SourceRect, Color.White);

            Explosion4SourceRect = new Rectangle((int)Explosion4AnimationPlayer.CurrentCell.X, (int)Explosion4AnimationPlayer.CurrentCell.Y, 409, 409);
            spriteBatch.Draw(Explosion4, new Rectangle(GraphicsDevice.Viewport.Width- bangSize, GraphicsDevice.Viewport.Height- bangSize, bangSize, bangSize), Explosion4SourceRect, Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            // Set up RT's
            GraphicsDevice.SetRenderTargets(backBuffer, depthBuffer);
            GraphicsDevice.Clear(Color.CornflowerBlue);

            base.Draw(gameTime);

            //Resolve targets.
            GraphicsDevice.SetRenderTarget(null);

            ppManager.Draw(gameTime, backBuffer, depthBuffer);

            line = 0;
            int x = 8;

            spriteBatch.Begin();
            spriteBatch.Draw(Content.Load<Texture2D>("Textures/HUD/HUDBackground"), new Rectangle(0, 0, 250, lineHeight * lineCount), Color.White);
            WriteLine("Post Processing", x, Color.Gold);
            WriteLine($"[F1 ] - Bloom On: {bloom.Enabled}",x, bloom.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F2 ] - God Rays On: {GodRays.Enabled}", x, GodRays.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F3 ] - Depth of Field On: {dof.Enabled}", x, dof.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F4 ] - Fog On: {fog.Enabled}", x, fog.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F5 ] - Heat Haze On: {haze.Enabled}", x, haze.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F6 ] - Radial Blur On: {radialBlur.Enabled}", x,radialBlur.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F7 ] - Ripple On: {ripple.Enabled}", x, ripple.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F8 ] - Sun On: {sun.Enabled}", x, sun.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F9 ] - Sepia On: {sepia.Enabled}", x, sepia.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F10] - Grey Scale On: {greyScale.Enabled}", x, greyScale.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F11] - Invert Color On: {invert.Enabled}", x, invert.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[F12] - DeRezed On: {deRezed.Enabled}", x, deRezed.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[D1 ] - Color Filter ON: {colorFilter.Enabled}", x, colorFilter.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[D2 ] - Bleach ON: {bleach.Enabled}", x, bleach.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[D3 ] - Scan Lines ON: {scanLines.Enabled}", x, scanLines.Enabled ? Color.Yellow : Color.Gold);
            WriteLine($"[D4 ] - FXAA ON: {fxaa.Enabled}", x, fxaa.Enabled ? Color.Yellow : Color.Gold);

            WriteLine($"", x, Color.Gold);
            WriteLine($"", x, Color.Gold);
            WriteLine($"[ESC] - Exit", x, Color.Gold);

            line = 0;
            x += 255;

            if (selectedEffect != null)
            {
                
                spriteBatch.Draw(Content.Load<Texture2D>("Textures/HUD/HUDBackground"), new Rectangle(255, 0, 250, lineHeight * 9), Color.White);
                WriteLine($"[{selectedEffect.GetType().Name}]", x, Color.Gold);
                WriteLine($"[SPC] - Toggle Enabled", x, selectedEffect.Enabled ? Color.LimeGreen : Color.Green);

                if (selectedEffect.Enabled)
                {
                    if (selectedEffect == bloom)
                    {
                        WriteLine($"[G  ] Galre On: {bloom.Glare}", x, bloom.Glare ? Color.LimeGreen : Color.Green);
                        WriteLine($"[Y/H] Bloom Threshold +- : {bloom.BloomThreshold}", x, Color.LimeGreen);
                        WriteLine($"[U/J] Blur Amount +- : {bloom.BlurAmount}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == GodRays)
                    {
                        WriteLine($"[R/F] Light Source Size +-: {GodRays.LightSourceSize}", x, Color.LimeGreen);
                        WriteLine($"[T/G] Density +-: {GodRays.Density}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] Decay +-: {GodRays.Decay}", x, Color.LimeGreen);
                        WriteLine($"[U/J] Weight +-: {GodRays.Weight}", x, Color.LimeGreen);
                        WriteLine($"[I/K] Exposure +-: {GodRays.Exposure}", x, Color.LimeGreen);
                        WriteLine($"[O/L] Bright Threshold +-: {GodRays.BrightThreshold}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == dof)
                    {
                        WriteLine($"[R/F] Disc Radius +- : {dof.DiscRadius}", x, Color.LimeGreen);
                        WriteLine($"[T/G] Focal Distance +- : {dof.FocalDistance}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] Focal Range +- : {dof.FocalRange}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == fog)
                    {
                        WriteLine($"[R/F] - Fog Distance +- : {fog.FogDistance}", x, Color.LimeGreen);
                        WriteLine($"[T/G] -  Fog Range +- : {fog.FogRange}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] - Fog Color (R) +- : {fog.FogColor.ToVector4().X}", x, Color.LimeGreen);
                        WriteLine($"[U/J] -  Fog Color (G) +- : {fog.FogColor.ToVector4().Y}", x, Color.LimeGreen);
                        WriteLine($"[I/K] -  Fog Color (B) +- : {fog.FogColor.ToVector4().Z}", x, Color.LimeGreen);
                        WriteLine($"[O/L] -  Fog Color (A) +- : {fog.FogColor.ToVector4().W}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == haze)
                    {
                        WriteLine($"[H  ] - High On: {haze.High}", x, haze.High ? Color.LimeGreen : Color.Green);
                    }

                    if (selectedEffect == radialBlur)
                    {
                        WriteLine($"[R/F] - Sale +=: {radialBlur.Scale}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == ripple)
                    {
                        WriteLine($"[T/G] - Distortion +=: {ripple.Distortion}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] - Screen Position X +=: {ripple.ScreenPosition.X}", x, Color.LimeGreen);
                        WriteLine($"[U/J] - Screen Position Y +=: {ripple.ScreenPosition.Y}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == colorFilter)
                    {
                        WriteLine($"[R/F] - Bright +=: {colorFilter.Bright}", x, Color.LimeGreen);
                        WriteLine($"[T/G] - Saturation +=: {colorFilter.Saturation}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] - Burn +=: {colorFilter.Burn}", x, Color.LimeGreen);
                        WriteLine($"[U/J] - Color (R) +- : {colorFilter.Color.ToVector3().X}", x, Color.LimeGreen);
                        WriteLine($"[I/K] - Color (G) +- : {colorFilter.Color.ToVector3().Y}", x, Color.LimeGreen);
                        WriteLine($"[O/L] - Color (B) +- : {colorFilter.Color.ToVector3().Z}", x, Color.LimeGreen);
                    }
                    if (selectedEffect == bleach)
                    {
                        WriteLine($"[R/F] - Opacity +=: {bleach.Opacity}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == scanLines)
                    {
                        WriteLine($"[R/F] - Noise Intensity +=: {scanLines.NoiseIntensity}", x, Color.LimeGreen);
                        WriteLine($"[T/G] - Line Intensity +=: {scanLines.LineIntensity}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] - Line Count +=: {scanLines.LineCount}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == deRezed)
                    {
                        WriteLine($"[R/F] - Number Of Tiles +=: {deRezed.NumberOfTiles}", x, Color.LimeGreen);
                    }

                    if (selectedEffect == fxaa)
                    {
                        WriteLine($"[R/F] - Technique: {fxaa.TechniqueUsed}", x, Color.LimeGreen);
                        WriteLine($"[T/G] - Contrast Threshold +=: {fxaa.ContrastThreshold}", x, Color.LimeGreen);
                        WriteLine($"[Y/H] - Relative Threshold +=: {fxaa.RelativeThreshold}", x, Color.LimeGreen);
                        WriteLine($"[U/J] - Subpixel Blending +=: {fxaa.SubpixelBlending}", x, Color.LimeGreen);
                        WriteLine($"[I] - Split Screen: {fxaa.RenderHalfScreen}", x, Color.LimeGreen);
                        WriteLine($"[O/L] - Split At : {fxaa.Vline}", x, Color.LimeGreen);
                    }
                }
            }

            line = (lineCount + 2) * lineHeight;
            WriteLine("", 8, Color.Gold);
            WriteLine("Camera Controls: [WASD - Translate] [Arrow Keys - Rotate]", 8, Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);

            //spriteBatch.Draw(testNoise, new Rectangle(0, 0, 256, 256), new Rectangle(0, 0, 128, 128), Color.White);

            //spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);


            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "Camera Controls: [WASD - Translate] [Arrow Keys - Rotate]", new Vector2(8, 8), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "[F1] - Textured", new Vector2(8, 24), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "[F2] - Wireframe showing clip map and heights", new Vector2(8, 40), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "[F3] - Wireframe showing clip map flat", new Vector2(8, 56), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "ESC - Exit", new Vector2(8, 72), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(camera.ClearColor);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "Camera Controls: [WASD - Translate] [Arrow Keys - Rotate]", new Vector2(8, 8), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), $"Hatching Density [R/F] +- {cube.HatchDencity}", new Vector2(8, 22), Color.Gold);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "ESC - Exit", new Vector2(8, 36), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);


            //spriteBatch.Begin();
            //spriteBatch.Draw(t, window.ScissorRectangle, new Color(0, 100, 0, 128));
            //spriteBatch.Draw(t, window.txtTest.ScissorRectangle, new Color(0,100,0,128));
            //spriteBatch.End();

            if (lastWindow != null)
            {
                lastWindow.Visible = true;
                lastWindow = null;
            }
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            if(ShowLightAndShader[2] || ShowLightAndShader[5])
                GraphicsDevice.Clear(Color.Black);
            else
                GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            lines = 0;

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            WriteLine("WASD - Translate Camera", Color.Gold);
            WriteLine("Arrow Keys - Rotate Camera", Color.Gold);
            if (ShowLightAndShader[0])
            {
                WriteLine("IJKLUO - Translate Light", Color.Gold);
                WriteLine("F1/F2 - Alter Ambient Intensity", Color.Gold);
                WriteLine("Esc - Exit", Color.Gold);
                WriteLine($"Light Position: {light.Position}", Color.Gold);
                WriteLine($"Lignt Intensity: {AmbientIntensity}", Color.Gold);
            }
            else if (ShowLightAndShader[1])
            {
                WriteLine("IJKLUO - Translate Light", Color.Gold);
                WriteLine("F1/F2 - Alter Ambient Intensity", Color.Gold);
                WriteLine("F3/F4 - Alter Diffuse Intensity", Color.Gold);
                WriteLine("F5/F6 - Alter Specular Intensity", Color.Gold);
                WriteLine("Space - Alter Current Light", Color.Gold);
                WriteLine("Esc - Exit", Color.Gold);

                WriteLine($"Light Position: {lights[currentLightEdit].Position}", Color.Gold);
                WriteLine($"Ambient Light Intensity: {AmbientIntensity}", Color.Gold);
                WriteLine($"Diffuse Light Intensity: {lights[currentLightEdit].LightIntensity}", Color.Gold);
                WriteLine($"Specular Intensity: {lights[currentLightEdit].SpecularIntensity}", Color.Gold);
                WriteLine($"Current Light: {(currentLightEdit + 1)}", Color.Gold);
            }
            else if (ShowLightAndShader[5])
            {
                WriteLine("Translate Light: I,K,J,L,U,O", Color.Gold);
                WriteLine("Translate Camera: W,A,S,D", Color.Gold);
            }
            WriteLine("---------------------------------------", Color.Gold);
            WriteLine($"D1 - Toggle Light & Shade I {ShowLightAndShader[0]}", Color.Gold);
            WriteLine($"D2 - Toggle Light & Shade II {ShowLightAndShader[1]}", Color.Gold);
            WriteLine($"D3 - Toggle Light & Shade III {ShowLightAndShader[2]}", Color.Gold);
            WriteLine($"D4 - Toggle Light & Shade V {ShowLightAndShader[3]}", Color.Gold);
            WriteLine($"D5 - Toggle Light & Shade VI {ShowLightAndShader[4]}", Color.Gold);
            WriteLine($"D6 - Toggle Light & Shade VIII {ShowLightAndShader[5]}", Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
            spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "Camera Controls: [WASD - Translate] [Arrow Keys - Rotate]", new Vector2(8, 8), Color.Gold);
            //spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), string.Format("Water Sparkle: {0}", water.Sparkle), new Vector2(8, 22), Color.Gold);
            //spriteBatch.DrawString(Content.Load<SpriteFont>("Fonts/hudFont"), "ESC - Exit", new Vector2(8, 36), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            WriteText($"[SPC] - Toggle Time Advance {!skySphere.ReaTime} " + GetSysTime(), new Vector2(5, 0), Color.White);
            
            WriteText("World Time: " + skySphere.GetTime(), new Vector2(5, font.LineSpacing * 2), Color.White);
            WriteText("System Time: " + GetSysTime(), new Vector2(5, font.LineSpacing * 3), Color.White);
            WriteText("[WASD] - Translate Camera, [Arrow Keys] Rotate Camera", new Vector2(5, font.LineSpacing * 4), Color.White);
            WriteText("[ESC] - Exit", new Vector2(5, font.LineSpacing * 5), Color.White);

        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            base.Draw(gameTime);

            line = 0;

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
            WriteLine("Camera Controls: [WASD - Translate] [Arrow Keys - Rotate]", Color.Gold);
            WriteLine($"[F1] - Toggle NVIDIA FIre {Fire3D.Enabled}", Color.Gold);
            WriteLine($"[F2] - Toggle Old School CPU Fire {Fire.Enabled}", Color.Gold);
            WriteLine($"[F3] - Toggle Old School GPU Fire {Fire2.Enabled}", Color.Gold);
            WriteLine($"[F4] - Toggle Old School GPU Fire Box {Fire2.Enabled}", Color.Gold);

            WriteLine($"-----------------------------------------------", Color.Gold);

            if (Fire3D.Enabled)
            {
                WriteLine($"[R/F] - Flame Noise Frequency +- {Fire3D.NoiseFrequency}", Color.Gold);
                WriteLine($"[T/G] - Flame Noise Strength +- {Fire3D.NoiseStrength}", Color.Gold);
                WriteLine($"[Y/H] - Flame Offset +- {Fire3D.FlameOffSet}", Color.Gold);
                WriteLine($"[U/J] - Flame Animation Speed +- {Fire3D.AnimationSpeed}", Color.Gold);
                WriteLine($"[I/K] - Flame Color (R) +- : {Fire3D.Color.ToVector4().X}", Color.LimeGreen);
                WriteLine($"[O/L] - Flame Color (G) +- : {Fire3D.Color.ToVector4().Y}", Color.LimeGreen);
                WriteLine($"[P/;] - Flame Color (B) +- : {Fire3D.Color.ToVector4().Z}", Color.LimeGreen);
            }
            if (Fire.Enabled || Fire2.Enabled || Fire3.Enabled)
            {
                WriteLine($"Fire Type: " + ((Fire2.Enabled || false) ? "GPU" : "CPU"), Color.Gold);
                WriteLine($"[R/F] Toggle Oxygen: {Fire.Oxygen}", Color.Gold);
                WriteLine($"[T/G] Toggle Min Fuel: {Fire.MinFuel}", Color.Gold);
                WriteLine($"[Y/H] Toggle Max Fuel: {Fire.MaxFuel}", Color.Gold);
                if (Fire.FlameRampreplacedet != null)
                    WriteLine($"[D1]: {Fire.FlameRampreplacedet}", Color.Gold);
                else
                    WriteLine($"[D1]: None", Color.Gold);
                WriteLine($"Show Debug: {Fire.ShowDebug}", Color.Gold);
            }

            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            spriteBatch.DrawString(font, "Esc - Quit", new Vector2(8, 8), Color.Gold);
            spriteBatch.DrawString(font, "WASD - Translate Camera", new Vector2(8, 8 + font.LineSpacing), Color.Gold);
            spriteBatch.DrawString(font, "Arrow Keys - Rotate Camera", new Vector2(8, 8 + (font.LineSpacing * 2)), Color.Gold);
            spriteBatch.End();
        }

19 Source : Game1.cs
with MIT License
from NemoKradXNA

protected override void Draw(GameTime gameTime)
        {
            lightingManager.PreSceneDrawSetUp(gameTime);

            // Draw all the items in the scene, they need to use the deferred Model Render shader.
            base.Draw(gameTime);

            lightingManager.PostSceneDraw(gameTime);

            #region Debug & HUD
            // Debug, show shadow map...
            if (lightingManager.DebugShadowMaps)
            {
                if (lightingManager.ShadowLights != null && lightingManager.ShadowLights.Count > 0 && lightingManager.ShadowCasters != null && lightingManager.ShadowCasters.Count > 0)
                {
                    spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
                    // We have lights to cast shadows, objects that will block light, and objects to receive the shadows...
                    int s = 512;
                    int m = 0;
                    foreach (BaseLight light in lightingManager.ShadowLights)
                    {
                        spriteBatch.Draw(light.ShadowMap, new Rectangle(s * m++, 0, s, s), Color.White);
                    }
                    spriteBatch.End();
                }
            }

            // Deferred Render debug
            if (lightingManager.DebugLighting) // && GameComponentHelper.InEditor)
            {
                int w = GraphicsDevice.Viewport.Width / 5;
                int h = GraphicsDevice.Viewport.Height / 5;

                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);

                //spriteBatch.Draw(t, new Rectangle(0, 0, w * 6, h + 2), Color.White);
                spriteBatch.Draw(camera.RenderTarget, new Rectangle(1, 1, w, h), Color.White);
                spriteBatch.Draw(camera.SpecularGlowReflectionMap, new Rectangle(w + 2, 1, w, h), Color.White);
                spriteBatch.Draw(camera.NormalBuffer, new Rectangle((w * 2) + 3, 1, w, h), Color.White);

                GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
                spriteBatch.Draw(camera.DepthBuffer, new Rectangle((w * 3) + 5, 1, w, h), Color.White);
                spriteBatch.Draw(lightingManager.lightMap, new Rectangle((w * 4) + 7, 1, w, h), Color.White);

                spriteBatch.End();

                spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                spriteBatch.DrawString(debugFont, "Color Map", new Vector2((w / 2) - 100, h), Color.White);
                spriteBatch.DrawString(debugFont, "SGR Map", new Vector2(w + 2 + (w / 2) - 100, h), Color.White);
                spriteBatch.DrawString(debugFont, "Bump Map", new Vector2((w * 2) + (w / 2) - 100, h), Color.White);
                spriteBatch.DrawString(debugFont, "Depth Map", new Vector2((w * 3) + (w / 2) - 100, h), Color.White);
                spriteBatch.DrawString(debugFont, "Light Map", new Vector2((w * 4) + (w / 2) - 100, h), Color.White);
                spriteBatch.End();
            }

            int top = 8;
            int lineHeight = infoFont.LineSpacing;

            if (lightingManager.DebugLighting || lightingManager.DebugShadowMaps)
                top += (GraphicsDevice.Viewport.Height / 5) + debugFont.LineSpacing;

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            spriteBatch.DrawString(infoFont, $"[WASD] - Translate Camera", new Vector2(8, top), Color.Gold);
            spriteBatch.DrawString(infoFont, $"[Arrow Keys] - Rotate Camera", new Vector2(8, top + lineHeight), Color.Gold);
            spriteBatch.DrawString(infoFont, $"[R/F] - Directional Shadow Offset +- {lightingManager.deferredDirectionalShadowMapMod} ", new Vector2(8, top + lineHeight * 2), Color.Gold);
            spriteBatch.DrawString(infoFont, $"[T/G] - Cone Shadow Offset +- {lightingManager.deferredConeShadowMapMod} ", new Vector2(8, top + lineHeight * 3), Color.Gold);
            spriteBatch.DrawString(infoFont, $"[SPC] - Toggle Hord/Soft Shadows", new Vector2(8, top + lineHeight * 4), Color.Gold);
            spriteBatch.DrawString(infoFont, $"[F1] - Toggle Shadows", new Vector2(8, top + lineHeight * 5), Color.Gold);
            spriteBatch.End();
            #endregion
        }

19 Source : TrackViewer.cs
with GNU General Public License v3.0
from openrails

protected override void Draw(GameTime gameTime)
        {

            // Even if there is nothing new to draw for main window, we might still need to draw for the shadow textures.
            if (DrawTrackDB != null && Properties.Settings.Default.showInset)
            {
                drawAreaInset.DrawShadowTextures(DrawTrackDB.DrawTracks, DrawColors.colorsNormal.ClearWindowInset);
            }

            // if there is nothing to draw, be done.
            if (--skipDrawAmount > 0)
            {
                return;
            }

            GraphicsDevice.Clear(DrawColors.colorsNormal.ClearWindow);
            if (DrawTrackDB == null) return;

            spriteBatch.Begin();
            //spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
            //GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Point;
            //GraphicsDevice.SamplerStates[0].MinFilter = TextureFilter.Point;
            //GraphicsDevice.SamplerStates[0].MipFilter = TextureFilter.Point;
            if (drawTerrain != null) { drawTerrain.Draw(DrawArea); }
            drawWorldTiles.Draw(DrawArea);
            DrawArea.DrawTileGrid();
            if (drawTerrain != null) { drawTerrain.DrawPatchLines(DrawArea); }

            DrawTrackDB.DrawRoads(DrawArea);
            DrawTrackDB.DrawTracks(DrawArea);
            DrawTrackDB.DrawTrackHighlights(DrawArea, true);

            DrawTrackDB.DrawJunctionAndEndNodes(DrawArea);

            if (Properties.Settings.Default.showInset)
            {
                drawAreaInset.DrawBackground(DrawColors.colorsNormal.ClearWindowInset);
                //drawTrackDB.DrawTracks(drawAreaInset); //replaced by next line
                drawAreaInset.DrawShadowedTextures();
                DrawTrackDB.DrawTrackHighlights(drawAreaInset, false);
                drawAreaInset.DrawBorder(Color.Red, DrawArea);
                drawAreaInset.DrawBorder(Color.Black);
            }

            if (DrawMultiplePaths != null ) DrawMultiplePaths.Draw(DrawArea);
            if (DrawPATfile != null && Properties.Settings.Default.showPATfile) DrawPATfile.Draw(DrawArea);
            if (PathEditor != null && Properties.Settings.Default.showTrainpath) PathEditor.Draw(DrawArea);
            drawEditorAction.Draw(PathEditor);

            DrawTrackDB.DrawRoadTrackItems(DrawArea);
            DrawTrackDB.DrawTrackItems(DrawArea);
            DrawTrackDB.DrawItemHighlights(DrawArea);

            CalculateFPS(gameTime);

            statusBarControl.Update(this, DrawArea.MouseLocation);

            drawScaleRuler.Draw();
            drawLongitudeLareplacedude.Draw(DrawArea.MouseLocation);
            drawLabels.Draw(DrawArea);

            DebugWindow.DrawAll();

            spriteBatch.End();

            base.Draw(gameTime);
            skipDrawAmount = maxSkipDrawAmount;
        }

19 Source : Game1.cs
with Mozilla Public License 2.0
from RHY3756547

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.RenderState.DepthBufferEnable = true;
            GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
            GraphicsDevice.RenderState.AlphaBlendEnable = true;
            m_Terrain.Draw(GraphicsDevice);

            base.Draw(gameTime);
        }

19 Source : Game.cs
with Mozilla Public License 2.0
from RHY3756547

protected override void Draw(GameTime gameTime){
            base.Draw(gameTime);
            Screen.Draw(gameTime);
        }

19 Source : Game1.cs
with MIT License
from RonenNess

protected override void Draw(GameTime gameTime)
        {
            // clear screen
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // draw scene
            root.Draw();

            // rotate inner node on X axis
            node.RotationZ = node.RotationZ + 0.01f;
            
            // scale node container
            nodeContainer.ScaleZ = (1.0f + (float)System.Math.Cos(gameTime.TotalGameTime.TotalSeconds * 2f) / 4f);

            // move top node left and right
            nodeContainerContainer.PositionX = (float)System.Math.Sin(gameTime.TotalGameTime.TotalSeconds) * 4f;

            // call base draw
            base.Draw(gameTime);
        }

See More Examples