using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using Voronoi2; namespace Barotrauma { class LevelRenderer : IDisposable { private static BasicEffect wallEdgeEffect, wallCenterEffect; private static Sprite background, backgroundTop; private static Sprite dustParticles; private static Texture2D shaftTexture; Vector2 dustOffset; private Level level; private VertexBuffer wallVertices, bodyVertices; public static Sprite Background { get { if (background == null) background = new Sprite("Content/Map/background2.png", Vector2.Zero); return background; } } public static Sprite BackgroundTop { get { if (backgroundTop == null) backgroundTop = new Sprite("Content/Map/background.png", Vector2.Zero); return backgroundTop; } } public LevelRenderer(Level level) { if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/iceWall.png"); if (background == null) background = new Sprite("Content/Map/background2.png", Vector2.Zero); if (backgroundTop == null) backgroundTop = new Sprite("Content/Map/background.png", Vector2.Zero); if (dustParticles == null) dustParticles = new Sprite("Content/Map/dustparticles.png", Vector2.Zero); if (wallEdgeEffect == null) { wallEdgeEffect = new BasicEffect(GameMain.Instance.GraphicsDevice) { DiffuseColor = new Vector3(0.8f, 0.8f, 0.8f), VertexColorEnabled = true, TextureEnabled = true, Texture = shaftTexture }; wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"]; } if (wallCenterEffect == null) { wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice) { VertexColorEnabled = true, TextureEnabled = true, Texture = backgroundTop.Texture }; wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"]; } this.level = level; } public void Update(float deltaTime) { dustOffset -= Vector2.UnitY * 10.0f * deltaTime; while (dustOffset.Y <= -2048.0f) dustOffset.Y += 2048.0f; } public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color) { VertexPositionColorTexture[] verts = new VertexPositionColorTexture[vertices.Length]; for (int i = 0; i < vertices.Length; i++) { verts[i] = new VertexPositionColorTexture(vertices[i].Position, color, vertices[i].TextureCoordinate); } return verts; } public void SetWallVertices(VertexPositionTexture[] vertices, Color color) { wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); wallVertices.SetData(GetColoredVertices(vertices, color)); } public void SetBodyVertices(VertexPositionTexture[] vertices, Color color) { bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); bodyVertices.SetData(GetColoredVertices(vertices, color)); } public void SetWallVertices(VertexPositionColorTexture[] vertices) { wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length,BufferUsage.WriteOnly); wallVertices.SetData(vertices); } public void SetBodyVertices(VertexPositionColorTexture[] vertices) { bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); bodyVertices.SetData(vertices); } public void DrawBackground(SpriteBatch spriteBatch, Camera cam, BackgroundSpriteManager backgroundSpriteManager = null, BackgroundCreatureManager backgroundCreatureManager = null) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap); Vector2 backgroundPos = cam.WorldViewCenter; backgroundPos.Y = -backgroundPos.Y; backgroundPos *= 0.05f; if (backgroundPos.Y < 1024) { if (backgroundPos.Y < 0) { backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024)); backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)), color: level.BackgroundColor); } if (backgroundPos.Y > -1024) { background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), 1024, 1024); background.DrawTiled(spriteBatch, (backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero, new Vector2(GameMain.GraphicsWidth, (int)Math.Ceiling(1024 - backgroundPos.Y)), color: level.BackgroundColor); } } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, null, null, cam.Transform); if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam); if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch); Rectangle srcRect = new Rectangle(0, 0, 2048, 2048); Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y); Vector2 offset = -origin + dustOffset; while (offset.X <= -srcRect.Width) offset.X += srcRect.Width; while (offset.X > 0.0f) offset.X -= srcRect.Width; while (offset.Y <= -srcRect.Height) offset.Y += srcRect.Height; while (offset.Y > 0.0f) offset.Y -= srcRect.Height; for (int i = 0; i < 4; i++) { float scale = 1.0f - i * 0.2f; float recipScale = 1.0f / scale; //alpha goes from 1.0 to 0.0 when scale is in the range of 0.5-0.25 float alpha = (cam.Zoom * scale) < 0.5f ? (cam.Zoom * scale - 0.25f) * 40.0f : 1.0f; if (alpha <= 0.0f) continue; Vector2 offsetS = offset * scale + new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f - new Vector2(256.0f * i); while (offsetS.X <= -srcRect.Width * scale) offsetS.X += srcRect.Width * scale; while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * scale; while (offsetS.Y <= -srcRect.Height * scale) offsetS.Y += srcRect.Height * scale; while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * scale; dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), rect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale)); } spriteBatch.End(); RenderWalls(GameMain.Instance.GraphicsDevice, cam); } public void Draw(SpriteBatch spriteBatch) { if (GameMain.DebugDraw) { var cells = level.GetCells(GameMain.GameScreen.Cam.WorldViewCenter, 2); foreach (VoronoiCell cell in cells) { GUI.DrawRectangle(spriteBatch, new Vector2(cell.Center.X - 10.0f, -cell.Center.Y-10.0f), new Vector2(20.0f, 20.0f), Color.Cyan, true); GUI.DrawLine(spriteBatch, new Vector2(cell.edges[0].point1.X, -cell.edges[0].point1.Y), new Vector2(cell.Center.X, -cell.Center.Y), Color.Blue*0.5f); foreach (GraphEdge edge in cell.edges) { GUI.DrawLine(spriteBatch, new Vector2(edge.point1.X, -edge.point1.Y), new Vector2(edge.point2.X, -edge.point2.Y), cell.body==null ? Color.Cyan*0.5f : Color.White); } foreach (Vector2 point in cell.bodyVertices) { GUI.DrawRectangle(spriteBatch, new Vector2(point.X, -point.Y), new Vector2(10.0f, 10.0f), Color.White, true); } } foreach (List nodeList in level.SmallTunnels) { for (int i = 1; i= -pos.Y - 1024) { pos.X = GameMain.GameScreen.Cam.WorldView.X -1024; int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 1024 + 4.0f) * 1024); GUI.DrawRectangle(spriteBatch,new Rectangle( (int)(MathUtils.Round(pos.X, 1024)), -GameMain.GameScreen.Cam.WorldView.Y, width, (int)(GameMain.GameScreen.Cam.WorldView.Y + pos.Y) - 30), Color.Black, true); spriteBatch.Draw(shaftTexture, new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y-1000, width, 1024), new Rectangle(0, 0, width, -1024), level.BackgroundColor, 0.0f, Vector2.Zero, SpriteEffects.None, 0.0f); } if (GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height < level.SeaFloorTopPos + 1024) { pos = new Vector2(GameMain.GameScreen.Cam.WorldView.X - 1024, -level.BottomPos); int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 1024 + 4.0f) * 1024); GUI.DrawRectangle(spriteBatch, new Rectangle( (int)(MathUtils.Round(pos.X, 1024)), (int)-(level.BottomPos - 30), width, (int)(level.BottomPos - (GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height))), Color.Black, true); spriteBatch.Draw(shaftTexture, new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-level.BottomPos, width, 1024), new Rectangle(0, 0, width, -1024), level.BackgroundColor, 0.0f, Vector2.Zero, SpriteEffects.FlipVertically, 0.0f); } } public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam) { if (wallVertices == null) return; bool renderLevel = cam.WorldView.Y >= 0.0f; bool renderSeaFloor = cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024; if (!renderLevel && !renderSeaFloor) return; wallEdgeEffect.World = cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f; wallCenterEffect.World = wallEdgeEffect.World; graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; wallCenterEffect.CurrentTechnique.Passes[0].Apply(); if (renderLevel) { graphicsDevice.SetVertexBuffer(bodyVertices); graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f)); } if (renderSeaFloor) { foreach (LevelWall wall in level.ExtraWalls) { graphicsDevice.SetVertexBuffer(wall.BodyVertices); graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.BodyVertices.VertexCount / 3.0f)); } } wallEdgeEffect.CurrentTechnique.Passes[0].Apply(); if (renderLevel) { wallEdgeEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.SetVertexBuffer(wallVertices); graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f)); } if (renderSeaFloor) { foreach (LevelWall wall in level.ExtraWalls) { graphicsDevice.SetVertexBuffer(wall.WallVertices); graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallVertices.VertexCount / 3.0f)); } } } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { if (wallVertices!=null) wallVertices.Dispose(); if (bodyVertices != null) bodyVertices.Dispose(); } } }