Reputation:
I want to create a low resolution game on a larger window. (96x54 res on 960x540 size window for example).
How would I go about this? Is there a way to resize a window independently of the preferred back buffer width and height? Or should I just keep a low resolution render target I draw on, and just draw it as a full screen quad on my window when I'm done adjusting for nearest texture sampling?
Thanks in advance,
xoorath
Upvotes: 1
Views: 3480
Reputation: 1353
I tend to opt for the "render to texture" solution so that I can allow for things like full screen without distortions.
The class I use to achieve this usually looks something like:
class VirtualScreen
{
public readonly int VirtualWidth;
public readonly int VirtualHeight;
public readonly float VirtualAspectRatio;
private GraphicsDevice graphicsDevice;
private RenderTarget2D screen;
public VirtualScreen(int virtualWidth, int virtualHeight, GraphicsDevice graphicsDevice)
{
VirtualWidth = virtualWidth;
VirtualHeight = virtualHeight;
VirtualAspectRatio = (float)(virtualWidth) / (float)(virtualHeight);
this.graphicsDevice = graphicsDevice;
screen = new RenderTarget2D(graphicsDevice, virtualWidth, virtualHeight, false, graphicsDevice.PresentationParameters.BackBufferFormat, graphicsDevice.PresentationParameters.DepthStencilFormat, graphicsDevice.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents);
}
private bool areaIsDirty = true;
public void PhysicalResolutionChanged()
{
areaIsDirty = true;
}
private Rectangle area;
public void Update()
{
if (!areaIsDirty)
{
return;
}
areaIsDirty = false;
var physicalWidth = graphicsDevice.Viewport.Width;
var physicalHeight = graphicsDevice.Viewport.Height;
var physicalAspectRatio = graphicsDevice.Viewport.AspectRatio;
if ((int)(physicalAspectRatio * 10) == (int)(VirtualAspectRatio * 10))
{
area = new Rectangle(0, 0, physicalWidth, physicalHeight);
return;
}
if (VirtualAspectRatio > physicalAspectRatio)
{
var scaling = (float)physicalWidth / (float)VirtualWidth;
var width = (float)(VirtualWidth) * scaling;
var height = (float)(VirtualHeight) * scaling;
var borderSize = (int)((physicalHeight - height) / 2);
area = new Rectangle(0, borderSize, (int)width, (int)height);
}
else
{
var scaling = (float)physicalHeight / (float)VirtualHeight;
var width = (float)(VirtualWidth) * scaling;
var height = (float)(VirtualHeight) * scaling;
var borderSize = (int)((physicalWidth - width) / 2);
area = new Rectangle(borderSize, 0, (int)width, (int)height);
}
}
public void BeginCapture()
{
graphicsDevice.SetRenderTarget(screen);
}
public void EndCapture()
{
graphicsDevice.SetRenderTarget(null);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(screen, area, Color.White);
}
}
And then in my game, the initialisation tends look something like:
VirtualScreen virtualScreen;
protected override void Initialize()
{
virtualScreen = new VirtualScreen(96, 54, GraphicsDevice);
Window.ClientSizeChanged += new EventHandler<EventArgs>(Window_ClientSizeChanged);
Window.AllowUserResizing = true;
base.Initialize();
}
void Window_ClientSizeChanged(object sender, EventArgs e)
{
virtualScreen.PhysicalResolutionChanged();
}
With the all important call to Update:
protected override void Update(GameTime gameTime)
{
virtualScreen.Update();
base.Update(gameTime);
}
And then the act of drawing itself:
protected override void Draw(GameTime gameTime)
{
virtualScreen.BeginCapture();
GraphicsDevice.Clear(Color.CornflowerBlue);
// game rendering happens here...
virtualScreen.EndCapture();
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
virtualScreen.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
With this in place, I can basically stop caring about resolution at all and just focus on the game.
Upvotes: 6
Reputation: 991
Using the RenderToTexture method you're talking about might be a good idea (plus it will be easier for you if you want to do post-process shaders). Alternatively, you can set the Window's size, but your code will only work on a desktop.
You must add those 2 references in your project:
using System.Drawing;
using System.Windows.Forms;
And then in your Game class (i.e. in the Initialize method)
GraphicsDeviceManager.PreferredBackBufferWidth = 96;
GraphicsDeviceManager.PreferredBackBufferHeight = 54;
IntPtr ptr = this.Window.Handle;
Form form = (Form) Control.FromHandle(ptr);
form.Size = new Size(960, 540);
Upvotes: 0