using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Input; namespace Barotrauma { partial class GameScreen : Screen { private Color waterColor = new Color(0.75f, 0.8f, 0.9f, 1.0f); private BlurEffect lightBlur; readonly RenderTarget2D renderTargetBackground; readonly RenderTarget2D renderTarget; readonly RenderTarget2D renderTargetWater; readonly RenderTarget2D renderTargetAir; private Effect damageEffect; private Texture2D damageStencil; public BackgroundCreatureManager BackgroundCreatureManager; public GameScreen(GraphicsDevice graphics, ContentManager content) { cam = new Camera(); cam.Translate(new Vector2(-10.0f, 50.0f)); renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs); if (files.Count > 0) BackgroundCreatureManager = new BackgroundCreatureManager(files); else BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"); #if LINUX var blurEffect = content.Load("blurshader_opengl"); damageEffect = content.Load("damageshader_opengl"); #else var blurEffect = content.Load("blurshader"); damageEffect = content.Load("damageshader"); #endif damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png"); damageEffect.Parameters["xStencil"].SetValue(damageStencil); damageEffect.Parameters["aMultiplier"].SetValue(50.0f); damageEffect.Parameters["cMultiplier"].SetValue(200.0f); lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f); } public override void AddToGUIUpdateList() { if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) { if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem) { Character.Controlled.SelectedConstruction.AddToGUIUpdateList(); } } if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList(); Character.AddAllToGUIUpdateList(); } public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) { cam.UpdateTransform(true); Submarine.CullEntities(cam); DrawMap(graphics, spriteBatch); spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable); if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) { if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem) { Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled); } } if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam); if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch); if (Character.Controlled == null && !GUI.DisableHUD) { for (int i = 0; i < Submarine.MainSubs.Length; i++) { if (Submarine.MainSubs[i] != null) { Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : Color.Red * 0.5f; DrawSubmarineIndicator(spriteBatch, Submarine.MainSubs[i], indicatorColor); } } } GUI.Draw((float)deltaTime, spriteBatch, cam); spriteBatch.End(); } public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch) { foreach (Submarine sub in Submarine.Loaded) { sub.UpdateTransform(); } GameMain.ParticleManager.UpdateTransforms(); GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision; GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam, lightBlur.Effect); if (Character.Controlled != null) { GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition); } //---------------------------------------------------------------------------------------- //1. draw the background, characters and the parts of the submarine that are behind them //---------------------------------------------------------------------------------------- graphics.SetRenderTarget(renderTargetBackground); if (Level.Loaded == null) { graphics.Clear(new Color(11, 18, 26, 255)); } else { Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager); } spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform); Submarine.DrawBack(spriteBatch, false, s => s is Structure); spriteBatch.End(); graphics.SetRenderTarget(renderTarget); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque); spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform); Submarine.DrawBack(spriteBatch, false, s => !(s is Structure)); foreach (Character c in Character.CharacterList) c.Draw(spriteBatch); spriteBatch.End(); //---------------------------------------------------------------------------------------- //draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater graphics.SetRenderTarget(renderTargetWater); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor); spriteBatch.End(); #if LINUX spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform); #else spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform); #endif GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform); GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.Additive); spriteBatch.End(); //---------------------------------------------------------------------------------------- //draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir graphics.SetRenderTarget(renderTargetAir); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.End(); #if LINUX spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform); #else spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform); #endif GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.DepthRead, null, null, cam.Transform); GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive); spriteBatch.End(); if (Character.Controlled != null && GameMain.LightManager.LosEnabled) { graphics.SetRenderTarget(renderTarget); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, lightBlur.Effect); spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, null, null, null, cam.Transform); Submarine.DrawDamageable(spriteBatch, null, false); Submarine.DrawFront(spriteBatch, false, s => s is Structure); spriteBatch.End(); GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true); } graphics.SetRenderTarget(null); //---------------------------------------------------------------------------------------- //2. pass the renderTarget to the water shader to do the water effect //---------------------------------------------------------------------------------------- Hull.renderer.RenderBack(spriteBatch, renderTargetWater); Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length); Hull.renderer.PositionInBuffer = 0; foreach (Hull hull in Hull.hullList) { hull.Render(graphics, cam); } Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform); //---------------------------------------------------------------------------------------- //3. draw the sections of the map that are on top of the water //---------------------------------------------------------------------------------------- spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, null, null, null, cam.Transform); Submarine.DrawFront(spriteBatch, false, null); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null, damageEffect, cam.Transform); Submarine.DrawDamageable(spriteBatch, damageEffect, false); spriteBatch.End(); GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, null, null, null, cam.Transform); if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch); foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam); spriteBatch.End(); if (Character.Controlled != null && GameMain.LightManager.LosEnabled) { GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, false); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null); float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r)); spriteBatch.End(); } } } }