Difference between revisions of "Field of View / Mask"
(Created page with "=Stage 1= You will need to find your 'graphics' or '_graphics' variable. You will need to add the following parameter: <syntaxhighlight lang=csharp> graphics = new GraphicsDev...") |
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Line 5: | Line 5: | ||
PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8 | PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8 | ||
}; | }; | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | =Stage 2= | ||
+ | You then need to find your Draw method. You will then need to add the following | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | var m = Matrix.CreateOrthographicOffCenter(0, | ||
+ | graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, | ||
+ | graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, | ||
+ | 0, 0, 1 | ||
+ | ); | ||
+ | var a = new AlphaTestEffect(graphics.GraphicsDevice) { | ||
+ | Projection = m | ||
+ | }; | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You then need to create your first DepthStencilState: | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | var s1 = new DepthStencilState { | ||
+ | StencilEnable = true, | ||
+ | StencilFunction = CompareFunction.Always, | ||
+ | StencilPass = StencilOperation.Replace, | ||
+ | ReferenceStencil = 1, | ||
+ | DepthBufferEnable = false, | ||
+ | }; | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You then need to create your second DepthStencilState: | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | var s2 = new DepthStencilState { | ||
+ | StencilEnable = true, | ||
+ | StencilFunction = CompareFunction.LessEqual, | ||
+ | StencilPass = StencilOperation.Keep, | ||
+ | ReferenceStencil = 1, | ||
+ | DepthBufferEnable = false, | ||
+ | }; | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You could alternatively define all of these within the Game1 class itself, you would need to replace 'var' with the data type. | ||
+ | |||
+ | =Stage 3= | ||
+ | Now you need to draw your mask using your first DepthStencilState: | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | spriteBatch.Begin(SpriteSortMode.Immediate, null, null, s1, null, a); | ||
+ | spriteBatch.Draw(huh, Vector2.Zero, Color.White); //The mask | ||
+ | spriteBatch.End(); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Now draw the rest with your second DepthStencilState: | ||
+ | |||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | spriteBatch.Begin(SpriteSortMode.Immediate, null, null, s2, null, a); | ||
+ | spriteBatch.Draw(color, Vector2.Zero, Color.White); //The background | ||
+ | spriteBatch.End(); | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 17:48, 29 March 2024
Stage 1
You will need to find your 'graphics' or '_graphics' variable. You will need to add the following parameter:
graphics = new GraphicsDeviceManager(this) {
PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8
};
Stage 2
You then need to find your Draw method. You will then need to add the following
var m = Matrix.CreateOrthographicOffCenter(0,
graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
graphics.GraphicsDevice.PresentationParameters.BackBufferHeight,
0, 0, 1
);
var a = new AlphaTestEffect(graphics.GraphicsDevice) {
Projection = m
};
You then need to create your first DepthStencilState:
var s1 = new DepthStencilState {
StencilEnable = true,
StencilFunction = CompareFunction.Always,
StencilPass = StencilOperation.Replace,
ReferenceStencil = 1,
DepthBufferEnable = false,
};
You then need to create your second DepthStencilState:
var s2 = new DepthStencilState {
StencilEnable = true,
StencilFunction = CompareFunction.LessEqual,
StencilPass = StencilOperation.Keep,
ReferenceStencil = 1,
DepthBufferEnable = false,
};
You could alternatively define all of these within the Game1 class itself, you would need to replace 'var' with the data type.
Stage 3
Now you need to draw your mask using your first DepthStencilState:
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, s1, null, a);
spriteBatch.Draw(huh, Vector2.Zero, Color.White); //The mask
spriteBatch.End();
Now draw the rest with your second DepthStencilState:
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, s2, null, a);
spriteBatch.Draw(color, Vector2.Zero, Color.White); //The background
spriteBatch.End();