Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Graphics;
using System;
using System.Diagnostics;
using System.Linq;
using System.Transactions;
namespace Barotrauma
{
@@ -15,6 +16,8 @@ namespace Barotrauma
private RenderTarget2D renderTargetWater;
private RenderTarget2D renderTargetFinal;
private RenderTarget2D renderTargetDamageable;
public readonly Effect DamageEffect;
private readonly Texture2D damageStencil;
private readonly Texture2D distortTexture;
@@ -65,6 +68,7 @@ namespace Barotrauma
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
renderTargetDamageable = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
}
public override void AddToGUIUpdateList()
@@ -133,19 +137,7 @@ namespace Barotrauma
if (Character.Controlled == null && !GUI.DisableHUD)
{
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null) continue;
if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUIStyle.Red * 0.5f;
GUI.DrawIndicator(
spriteBatch, position, cam,
Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height),
GUIStyle.SubmarineLocationIcon.Value.Sprite, indicatorColor);
}
DrawPositionIndicators(spriteBatch);
}
if (!GUI.DisableHUD)
@@ -164,7 +156,118 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Draw:HUD", sw.ElapsedTicks);
sw.Restart();
}
private void DrawPositionIndicators(SpriteBatch spriteBatch)
{
Sprite subLocationSprite = GUIStyle.SubLocationIcon.Value?.Sprite;
Sprite shuttleSprite = GUIStyle.ShuttleIcon.Value?.Sprite;
Sprite wreckSprite = GUIStyle.WreckIcon.Value?.Sprite;
Sprite caveSprite = GUIStyle.CaveIcon.Value?.Sprite;
Sprite outpostSprite = GUIStyle.OutpostIcon.Value?.Sprite;
Sprite ruinSprite = GUIStyle.RuinIcon.Value?.Sprite;
Sprite enemySprite = GUIStyle.EnemyIcon.Value?.Sprite;
Sprite corpseSprite = GUIStyle.CorpseIcon.Value?.Sprite;
Sprite beaconSprite = GUIStyle.BeaconIcon.Value?.Sprite;
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null) { continue; }
if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUIStyle.Red * 0.5f;
Sprite displaySprite = Submarine.MainSubs[i].Info.HasTag(SubmarineTag.Shuttle) ? shuttleSprite : subLocationSprite;
if (displaySprite != null)
{
GUI.DrawIndicator(
spriteBatch, position, cam,
Math.Max(Submarine.MainSubs[i].Borders.Width, Submarine.MainSubs[i].Borders.Height),
displaySprite, indicatorColor);
}
}
if (!GameMain.DevMode) { return;}
if (Level.Loaded != null)
{
foreach (Level.Cave cave in Level.Loaded.Caves)
{
Vector2 position = cave.StartPos.ToVector2();
Color indicatorColor = Color.Yellow * 0.5f;
if (caveSprite != null)
{
GUI.DrawIndicator(
spriteBatch, position, cam, hideDist: 3000f,
caveSprite, indicatorColor);
}
}
}
foreach (Submarine submarine in Submarine.Loaded)
{
if (Submarine.MainSubs.Contains(submarine)) { continue; }
Vector2 position = submarine.WorldPosition;
Color teamColorIndicator = submarine.TeamID switch
{
CharacterTeamType.Team1 => Color.LightBlue * 0.5f,
CharacterTeamType.Team2 => GUIStyle.Red * 0.5f,
CharacterTeamType.FriendlyNPC => GUIStyle.Yellow * 0.5f,
_ => Color.Green * 0.5f
};
Color indicatorColor = submarine.Info.Type switch
{
SubmarineType.Outpost => Color.LightGreen,
SubmarineType.Wreck => Color.SaddleBrown,
SubmarineType.BeaconStation => Color.Azure,
SubmarineType.Ruin => Color.Purple,
_ => teamColorIndicator
};
Sprite displaySprite = submarine.Info.Type switch
{
SubmarineType.Outpost => outpostSprite,
SubmarineType.Wreck => wreckSprite,
SubmarineType.BeaconStation => beaconSprite,
SubmarineType.Ruin => ruinSprite,
_ => subLocationSprite
};
// use a little dimmer color for transports
if (submarine.Info.SubmarineClass == SubmarineClass.Transport) { indicatorColor *= 0.75f; }
if (displaySprite != null)
{
GUI.DrawIndicator(
spriteBatch, position, cam, hideDist: Math.Max(submarine.Borders.Width, submarine.Borders.Height),
displaySprite, indicatorColor);
}
}
// markers for all enemies and corpses
foreach (Character character in Character.CharacterList)
{
Vector2 position = character.WorldPosition;
Color indicatorColor = Color.DarkRed * 0.5f;
if (character.IsDead) { indicatorColor = Color.DarkGray * 0.5f; }
if (character.TeamID != CharacterTeamType.None) { continue;}
Sprite displaySprite = character.IsDead ? corpseSprite : enemySprite;
if (displaySprite != null)
{
GUI.DrawIndicator(
spriteBatch, position, cam, hideDist: 3000f,
displaySprite, indicatorColor);
}
}
}
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime)
{
foreach (Submarine sub in Submarine.Loaded)
@@ -203,7 +306,7 @@ namespace Barotrauma
//Draw background structures and wall background sprites
//(= the background texture that's revealed when a wall is destroyed) into the background render target
//These will be visible through the LOS effect.
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && !IsFromOutpostDrawnBehindSubs(e));
Submarine.DrawPaintedColors(spriteBatch, false);
spriteBatch.End();
@@ -212,8 +315,25 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackStructures", sw.ElapsedTicks);
sw.Restart();
graphics.SetRenderTarget(renderTargetDamageable);
graphics.Clear(Color.Transparent);
DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
DamageEffect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
DamageEffect.Parameters["aCutoff"].SetValue(0.0f);
DamageEffect.Parameters["cCutoff"].SetValue(0.0f);
Submarine.DamageEffectCutoff = 0.0f;
DamageEffect.CurrentTechnique.Passes[0].Apply();
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
sw.Restart();
graphics.SetRenderTarget(null);
GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget);
GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTargetDamageable);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:Lighting", sw.ElapsedTicks);
@@ -231,24 +351,24 @@ namespace Barotrauma
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
}
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && IsFromOutpostDrawnBehindSubs(e));
spriteBatch.End();
//draw alpha blended particles that are in water and behind subs
#if LINUX || OSX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are in water and behind subs
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
@@ -267,8 +387,8 @@ namespace Barotrauma
GraphicsQuad.Render();
//Draw the rest of the structures, characters and front structures
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => !(e is Structure) || e.SpriteDepth < 0.9f);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => e is not Structure || e.SpriteDepth < 0.9f);
DrawCharacters(deformed: false, firstPass: true);
spriteBatch.End();
@@ -276,7 +396,7 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackCharactersItems", sw.ElapsedTicks);
sw.Restart();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
DrawCharacters(deformed: true, firstPass: true);
DrawCharacters(deformed: true, firstPass: false);
DrawCharacters(deformed: false, firstPass: false);
@@ -321,19 +441,19 @@ namespace Barotrauma
GraphicsQuad.Render();
//draw alpha blended particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.DepthRead, transformMatrix: cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
graphics.SetRenderTarget(renderTarget);
//draw alpha blended particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.DepthRead, transformMatrix: cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
@@ -350,20 +470,10 @@ namespace Barotrauma
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
sw.Restart();
DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
DamageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
spriteBatch.End();
GraphicsQuad.UseBasicEffect(renderTargetDamageable);
GraphicsQuad.Render();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
sw.Restart();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
Submarine.DrawFront(spriteBatch, false, null);
spriteBatch.End();
@@ -372,7 +482,7 @@ namespace Barotrauma
sw.Restart();
//draw additive particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.Default, transformMatrix: cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
foreach (var discharger in Items.Components.ElectricalDischarger.List)
{
@@ -388,7 +498,7 @@ namespace Barotrauma
GraphicsQuad.Render();
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
foreach (Character c in Character.CharacterList)
{
c.DrawFront(spriteBatch, cam);