High Level 2D API (Monkey2's Mojo port)

Hi,

I’d like to share this with you, maybe someone else will find it useful.
Since monogame doesn’t have an build-in/easy to use high-level 2d API, except SpriteBatch, I more or less ported Monkey2’s 2D Drawing API .

Edit / finished for now:

  • batched Sprites &Primitives(Oval, Rectangle, Polygon)
  • 2D Lighting
  • 2D shadows - hard and soft shadows(using penumbra shader code)
  • Normal / Specular mapping

Any feedback is highly apprecated :slight_smile:

Example:

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using Mojo.Graphics;

namespace Example
{
    public class Game1 : MojoGame
    {
        private const float RAD_TO_DEG = 57.2957795130823208767981548141052f;

        private Image _floor;
        private Image _logo;
        private Image _logo2;
        private float _viewRot;
        private float _lightRot;

        public Game1() : base(640,480,false)
        {
            Content.RootDirectory = "Content";
        }

        protected override void LoadContent()
        {
            base.LoadContent();
            base.LightingEnabled = true;

            _floor = new Image("Images/tiles", "Images/tiles_n");
            _logo = new Image("Images/logo", "Images/logo_n", 24,24);
            _logo2 = new Image("Images/logo2", "Images/logo2_n", 24,24);
            _logo.ShadowCaster = new ShadowCaster(_logo.Width / 2, 24);
            _logo2.ShadowCaster = new ShadowCaster(new Rectangle(-_logo2.Width/2, -_logo2.Height/2, _logo2.Width, _logo2.Height));
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            var mouse = Mouse.GetState();
          
            _viewRot += 0.004f;
            _lightRot += 0.02f;

            Canvas.BeginLighting();

            // Set Ambient color used for lighting
            Canvas.TextureFilteringEnabled = true;
            Canvas.AmbientColor = new Color(32,32,32);
            Canvas.Clear(Color.Red);

            // Draw background
            Canvas.Color = Color.White;
            for (int x = -_floor.Width; x < Width + _floor.Width; x += _floor.Width)
            {
                for (int y = -_floor.Height; y < Height + _floor.Height; y += _floor.Height)
                {
                    Canvas.DrawImage(_floor, x, y);
                }
            }

            // Draw sprites
            int k = 0;
            for (float an = 0; an < System.Math.PI * 2; an += (float)System.Math.PI * 2 / 8)
            {
                float xx = Width / 2 + (float)System.Math.Cos(an) * 128;
                float yy = Height / 2 + (float)System.Math.Sin(an) * 128;
                Canvas.DrawImage((k++) % 2 == 0 ? _logo : _logo2, xx, yy);
            }

            // add light
            Canvas.AddPointLight( mouse.X, mouse.Y, 512, 1,12);
          
            Canvas.EndLighting();
            base.Draw(gameTime);
        }
    }
}
4 Likes

Hm, very intresting, I’ve even wanted to know more about Mojo

Added antoher example:

class Spark
{
    static System.Random _random = new Random();

	public static float Rnd(float min = 0.0f, float max = 1.0f)
	    {
		return (float)_random.Next((int)(min * 100), (int)(max * 100)) * 0.01f;
	    }

	    public float x, y, vx, vy;
	    public Color color;

	    public Spark(float x, float y)
	    {
		this.x = x;
		this.y = y;
		this.color = new Color(Rnd(), Rnd() / 2, Rnd() / 4, 1);
		var an = Rnd() * (float)MathHelper.Pi * 2;
		var r = Rnd(1, 5);
		this.vx = (float)System.Math.Cos(an) * r;
		this.vy = (float)Math.Sin(an) * r;
	    }

	    public void Render(Canvas canvas)
	    {
		vy += 0.1f;
		x += vx;
		y += vy;
		canvas.Color = color;
		canvas.AddPointLight(x, y, 96, 4 );
	    }
}

public class Game1 : MojoGame
{
	private const float RAD_TO_DEG = 57.2957795130823208767981548141052f;

	 private Image _floor;

	List<Spark> _sparks = new List<Spark>();

	public Game1() : base(640, 480, false)
	{
		Content.RootDirectory = "Content";
	}

	protected override void LoadContent()
	{
		base.LoadContent();
		base.LightingEnabled = true;
		_floor = new Image("Images/tiles", "Images/tiles_n", "Images/tiles_s")
		{
			Specularity = 1
		};
	}

	protected override void Update(GameTime gameTime)
	{
		if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
			Exit();

		base.Update(gameTime);
	}

	protected override void Draw(GameTime gameTime)
	{
		var mouse = Mouse.GetState();

		Canvas.BeginLighting();

	   
		Canvas.TextureFilteringEnabled = true;
		Canvas.AmbientColor = new Color(0,0,0);
		Canvas.BlendMode = BlendMode.Alpha;
		Canvas.ShadowEnabled = false;
		Canvas.SpecularEnabled = false;

		// Draw background
		Canvas.Color = Color.White;
		for (int x = 0; x < Width ; x += _floor.Width)
		{
			for (int y = 0; y < Height; y += _floor.Height)
			{
				Canvas.DrawImage(_floor, x, y);
			}
		}

		if (mouse.LeftButton == ButtonState.Pressed)
		{
			_sparks.Add(new Spark(mouse.X, mouse.Y));
		}

		// Draw sparks
		foreach (var s in _sparks)
		{
			s.Render(this.Canvas);
		}

		// add light
		Canvas.Color = Color.White;
		Canvas.AddPointLight(mouse.X, mouse.Y, 320,2, 12);

		Canvas.EndLighting();


		base.Draw(gameTime);
	}
}