I'm trying to create a scrollable log window with RenderTarget2D and ScissorRectangle. The ScissorRectangle, however, does not seem to work. Here's the code:
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, new RasterizerState() { ScissorTestEnable = true });
Rectangle scissor = new Rectangle(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT);
Rectangle scissorBackup = this.graphicsDevice.ScissorRectangle;
this.graphicsDevice.ScissorRectangle = scissor;
spriteBatch.Draw(logRenderTarget,
new Rectangle(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT),
Color.White
);
this.graphicsDevice.ScissorRectangle = scissorBackup;
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null);
I decided to switch to using a Viewport. It seems, however, that MonoGame uses the last set-up Viewport before the call to spriteBatch.End()
. It also seems that it is the same with the ScissorRectangle, so I could have made it also work. I have added the ScissorRectangle-specific code here in comments. Here's my new class:
public class LogWriter
{
private GraphicsDevice graphicsDevice;
private Viewport defaultViewport, logViewport;
//private Rectangle scissor, scissorBackup;
public void Init(GraphicsDevice graphicsDevice)
{
this.graphicsDevice = graphicsDevice;
defaultViewport = this.graphicsDevice.Viewport;
logViewport = new Viewport(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT);
//scissor = new Rectangle(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT);
//scissorBackup = this.graphicsDevice.ScissorRectangle;
}
public void WriteLog(SpriteBatch spriteBatch)
{
this.graphicsDevice.Viewport = logViewport;
//this.graphicsDevice.ScissorRectangle = scissor;
spriteBatch.Begin();
//spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, new RasterizerState() { ScissorTestEnable = true });
for (int i = 0; i < Log.Count; i++)
{
spriteBatch.DrawString(Scavenger.AssetManager.Font12,
Log.Entries[i],
new Vector2(
Constants.LOG_MARGIN,
Constants.LOG_MARGIN + i * Scavenger.AssetManager.Font12.LineSpacing),
Color.GreenYellow
);
}
spriteBatch.End();
this.graphicsDevice.Viewport = defaultViewport;
//this.graphicsDevice.ScissorRectangle = scissorBackup;
}
}
Init()
is called in the LoadContent()
function. WriteLog()
is called in the Draw()
function after End()
has been called on the spriteBatch after drawing all the other things.