Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway (TODO: make this optional) - Render LOS in fewer passes by using a shader - Use light volume to calculate LOS - This also means we can use the override texture to render the diving suit obstruct effect - Don't render bunks and labels onto LOS background (TODO: add the option to render back into the LOS background, i.e. just use multiplicative blending as if it was the lightmap) - Prefer SpriteSortMode.Deferred over all others, prefer SamplerState.LinearClamp/PointClamp over all others - Remove shader blur in favor of geometry blur (TODO: improve on this further, right now it has a few artifacts) - Trim light volumes - Do some weird shit with the background particles (use DrawTiled instead of relying on SamplerState.LinearWrap, because that's faster somehow :/ ) - Pressing up/down in the console only returns a typed command now
This commit is contained in:
@@ -1,4 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -14,7 +14,7 @@ namespace Barotrauma
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readonly RenderTarget2D renderTargetBackground;
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readonly RenderTarget2D renderTarget;
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readonly RenderTarget2D renderTargetWater;
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readonly RenderTarget2D renderTargetAir;
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readonly RenderTarget2D renderTargetFinal;
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private Effect damageEffect;
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@@ -27,9 +27,9 @@ namespace Barotrauma
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cam.Translate(new Vector2(-10.0f, 50.0f));
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renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
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#if LINUX
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@@ -97,7 +97,6 @@ namespace Barotrauma
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.UpdateTransform();
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@@ -113,197 +112,137 @@ namespace Barotrauma
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
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}
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//----------------------------------------------------------------------------------------
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//1. draw the background, characters and the parts of the submarine that are behind them
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//----------------------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTargetBackground);
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if (Level.Loaded == null)
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{
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graphics.Clear(new Color(11, 18, 26, 255));
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}
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else
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{
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//graphics.Clear(new Color(255, 255, 255, 255));
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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//draw structures that are in water and not part of any sub (e.g. ruins)
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine == null);
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spriteBatch.End();
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//draw alpha blended particles that are in water and behind subs
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//draw alpha blended particles that are in water and behind subs
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are in water and behind subs
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//draw submarine structures that are behind water
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine != null);
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spriteBatch.End();
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are in water and behind subs
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//TODO: make these draw properly somehow, since they're not rendered into the lightmap anymore
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && ((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal);
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foreach (Structure s in Structure.WallList)
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{
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if ((s.ResizeVertical != s.ResizeHorizontal) && s.CastShadow)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(s.DrawPosition.X-s.WorldRect.Width/2,-s.DrawPosition.Y-s.WorldRect.Height/2), new Vector2(s.WorldRect.Width, s.WorldRect.Height), Color.Black, true);
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}
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}
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spriteBatch.End();
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graphics.SetRenderTarget(renderTarget);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, null);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal));
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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spriteBatch.End();
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
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spriteBatch.End();
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//draw alpha blended particles that are inside a sub
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
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graphics.SetRenderTarget(renderTargetAir);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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//draw alpha blended particles that are not in water
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are not in water
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
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{
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graphics.SetRenderTarget(renderTarget);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque, null, null, null, lightBlur.Effect);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, null, false);
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Submarine.DrawFront(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
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}
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graphics.SetRenderTarget(null);
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//----------------------------------------------------------------------------------------
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//2. pass the renderTarget to the water shader to do the water effect
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//----------------------------------------------------------------------------------------
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Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
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Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
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Hull.renderer.PositionInBuffer = 0;
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foreach (Hull hull in Hull.hullList)
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{
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hull.Render(graphics, cam);
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}
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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//----------------------------------------------------------------------------------------
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//3. draw the sections of the map that are on top of the water
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//----------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawFront(spriteBatch, false, null);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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cam.Transform);
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
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spriteBatch.End();
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spriteBatch.End();
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//draw alpha blended particles that are inside a sub
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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graphics.SetRenderTarget(renderTarget);
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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//draw alpha blended particles that are not in water
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
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//draw additive particles that are not in water
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
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graphics.SetRenderTarget(renderTargetFinal);
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Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
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spriteBatch.End();
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Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
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Hull.renderer.PositionInBuffer = 0;
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foreach (Hull hull in Hull.hullList)
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{
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hull.Render(graphics, cam);
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}
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if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
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{
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, false);
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Hull.renderer.Render(graphics, cam, renderTarget, Cam.ShaderTransform);
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null);
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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spriteBatch.End();
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float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
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//draw additive particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.End();
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}
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if (GameMain.LightManager.LightingEnabled)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
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spriteBatch.Draw(GameMain.LightManager.lightMap, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
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if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
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if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
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{
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(10, 24, 30, 255));
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spriteBatch.End();
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Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
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Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, null, Hull.renderer.waterEffect, null);
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}
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spriteBatch.Draw(renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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}
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}
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}
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Reference in New Issue
Block a user