using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; using FarseerPhysics; using System.Diagnostics; using System.Linq; using Barotrauma.Extensions; namespace Barotrauma { partial class GameScreen : Screen { public override bool IsEditor => GameMain.GameSession?.GameMode is TestGameMode; private RenderTarget2D renderTargetBackground; private RenderTarget2D renderTarget; private RenderTarget2D renderTargetWater; private RenderTarget2D renderTargetFinal; private Effect damageEffect; private Texture2D damageStencil; private Texture2D distortTexture; private float fadeToBlackState; public Effect PostProcessEffect { get; private set; } public Effect GradientEffect { get; private set; } public Effect GrainEffect { get; private set; } public Effect ThresholdTintEffect { get; private set; } public Effect BlueprintEffect { get; set; } public GameScreen(GraphicsDevice graphics, ContentManager content) { cam = new Camera(); cam.Translate(new Vector2(-10.0f, 50.0f)); CreateRenderTargets(graphics); GameMain.Instance.ResolutionChanged += () => { CreateRenderTargets(graphics); }; Effect LoadEffect(string path) => content.Load(path #if LINUX || OSX +"_opengl" #endif ); //var blurEffect = LoadEffect("Effects/blurshader"); damageEffect = LoadEffect("Effects/damageshader"); PostProcessEffect = LoadEffect("Effects/postprocess"); GradientEffect = LoadEffect("Effects/gradientshader"); GrainEffect = LoadEffect("Effects/grainshader"); ThresholdTintEffect = LoadEffect("Effects/thresholdtint"); BlueprintEffect = LoadEffect("Effects/blueprintshader"); damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png"); damageEffect.Parameters["xStencil"].SetValue(damageStencil); damageEffect.Parameters["aMultiplier"].SetValue(50.0f); damageEffect.Parameters["cMultiplier"].SetValue(200.0f); distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png"); PostProcessEffect.Parameters["xDistortTexture"].SetValue(distortTexture); } private void CreateRenderTargets(GraphicsDevice graphics) { renderTarget?.Dispose(); renderTargetBackground?.Dispose(); renderTargetWater?.Dispose(); renderTargetFinal?.Dispose(); renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents); 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); } public override void AddToGUIUpdateList() { if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction)) { Character.Controlled.SelectedConstruction.AddToGUIUpdateList(); } if (Character.Controlled?.Inventory != null) { foreach (Item item in Character.Controlled.Inventory.AllItems) { if (Character.Controlled.HasEquippedItem(item)) { item.AddToGUIUpdateList(); } } } GameMain.GameSession?.AddToGUIUpdateList(); Character.AddAllToGUIUpdateList(); base.AddToGUIUpdateList(); } public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) { cam.UpdateTransform(true); Submarine.CullEntities(cam); foreach (Character c in Character.CharacterList) { c.AnimController.Limbs.ForEach(l => l.body.UpdateDrawPosition()); bool wasVisible = c.IsVisible; c.DoVisibilityCheck(cam); if (c.IsVisible != wasVisible) { c.AnimController.Limbs.ForEach(l => { if (l.LightSource != null) { l.LightSource.Enabled = c.IsVisible; } }); } } Stopwatch sw = new Stopwatch(); sw.Start(); DrawMap(graphics, spriteBatch, deltaTime); sw.Stop(); GameMain.PerformanceCounter.AddElapsedTicks("DrawMap", sw.ElapsedTicks); sw.Restart(); spriteBatch.Begin(SpriteSortMode.Deferred, null, GUI.SamplerState, null, GameMain.ScissorTestEnable); 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) 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); } } if (!GUI.DisableHUD) { foreach (Character c in Character.CharacterList) { c.DrawGUIMessages(spriteBatch, cam); } } GUI.Draw(cam, spriteBatch); spriteBatch.End(); sw.Stop(); GameMain.PerformanceCounter.AddElapsedTicks("DrawHUD", sw.ElapsedTicks); sw.Restart(); } public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime) { foreach (Submarine sub in Submarine.Loaded) { sub.UpdateTransform(); } GameMain.ParticleManager.UpdateTransforms(); GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision && (Character.Controlled.ViewTarget == Character.Controlled || Character.Controlled.ViewTarget == null); GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled?.CursorWorldPosition ?? Vector2.Zero); //------------------------------------------------------------------------ graphics.SetRenderTarget(renderTarget); graphics.Clear(Color.Transparent); //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); Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null)); Submarine.DrawPaintedColors(spriteBatch, false); spriteBatch.End(); graphics.SetRenderTarget(null); GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget); //------------------------------------------------------------------------ graphics.SetRenderTarget(renderTargetBackground); if (Level.Loaded == null) { graphics.Clear(new Color(11, 18, 26, 255)); } else { //graphics.Clear(new Color(255, 255, 255, 255)); Level.Loaded.DrawBack(graphics, spriteBatch, cam); } //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); #else spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, 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); GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.End(); //---------------------------------------------------------------------------- //Start drawing to the normal render target (stuff that can't be seen through the LOS effect) graphics.SetRenderTarget(renderTarget); graphics.BlendState = BlendState.NonPremultiplied; graphics.SamplerStates[0] = SamplerState.LinearWrap; Quad.UseBasicEffect(renderTargetBackground); Quad.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); foreach (Character c in Character.CharacterList) { if (!c.IsVisible || c.AnimController.Limbs.Any(l => l.DeformSprite != null)) { continue; } c.Draw(spriteBatch, Cam); } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform); DrawDeformed(firstPass: true); DrawDeformed(firstPass: false); spriteBatch.End(); void DrawDeformed(bool firstPass) { //backwards order to render the most recently spawned characters in front (characters spawned later have a larger sprite depth) for (int i = Character.CharacterList.Count - 1; i >= 0; i--) { Character c = Character.CharacterList[i]; if (!c.IsVisible) { continue; } if (c.Params.DrawLast == firstPass) { continue; } if (c.AnimController.Limbs.All(l => l.DeformSprite == null)) { continue; } c.Draw(spriteBatch, Cam); } } Level.Loaded?.DrawFront(spriteBatch, cam); //draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater graphics.SetRenderTarget(renderTargetWater); graphics.BlendState = BlendState.Opaque; graphics.SamplerStates[0] = SamplerState.LinearWrap; Quad.UseBasicEffect(renderTarget); Quad.Render(); //draw alpha blended particles that are inside a sub spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, 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); 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); GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive); spriteBatch.End(); graphics.DepthStencilState = DepthStencilState.DepthRead; graphics.SetRenderTarget(renderTargetFinal); WaterRenderer.Instance.ResetBuffers(); Hull.UpdateVertices(cam, WaterRenderer.Instance); WaterRenderer.Instance.RenderWater(spriteBatch, renderTargetWater, cam); WaterRenderer.Instance.RenderAir(graphics, cam, renderTarget, Cam.ShaderTransform); graphics.DepthStencilState = DepthStencilState.None; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null, damageEffect, cam.Transform); Submarine.DrawDamageable(spriteBatch, damageEffect, false); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform); Submarine.DrawFront(spriteBatch, false, null); spriteBatch.End(); //draw additive particles that are inside a sub spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform); GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive); foreach (var discharger in Items.Components.ElectricalDischarger.List) { discharger.DrawElectricity(spriteBatch); } spriteBatch.End(); if (GameMain.LightManager.LightingEnabled) { graphics.DepthStencilState = DepthStencilState.None; graphics.SamplerStates[0] = SamplerState.LinearWrap; graphics.BlendState = Lights.CustomBlendStates.Multiplicative; Quad.UseBasicEffect(GameMain.LightManager.LightMap); Quad.Render(); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform); foreach (Character c in Character.CharacterList) { c.DrawFront(spriteBatch, cam); } Level.Loaded?.DrawDebugOverlay(spriteBatch, cam); if (GameMain.DebugDraw) { MapEntity.mapEntityList.ForEach(me => me.AiTarget?.Draw(spriteBatch)); Character.CharacterList.ForEach(c => c.AiTarget?.Draw(spriteBatch)); if (GameMain.GameSession?.EventManager != null) { GameMain.GameSession.EventManager.DebugDraw(spriteBatch); } } spriteBatch.End(); if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Lights.LightManager.ViewTarget != null) { GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"]; GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground); GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture); GameMain.LightManager.LosEffect.Parameters["xLosAlpha"].SetValue(GameMain.LightManager.LosAlpha); Color losColor; if (GameMain.LightManager.LosMode == LosMode.Transparent) { //convert the los color to HLS and make sure the luminance of the color is always the same //as the luminance of the ambient light color float r = Character.Controlled?.CharacterHealth == null ? 0.0f : Math.Min(Character.Controlled.CharacterHealth.DamageOverlayTimer * 0.5f, 0.5f); Vector3 ambientLightHls = GameMain.LightManager.AmbientLight.RgbToHLS(); Vector3 losColorHls = Color.Lerp(GameMain.LightManager.AmbientLight, Color.Red, r).RgbToHLS(); losColorHls.Y = ambientLightHls.Y; losColor = ToolBox.HLSToRGB(losColorHls); } else { losColor = Color.Black; } GameMain.LightManager.LosEffect.Parameters["xColor"].SetValue(losColor.ToVector4()); graphics.BlendState = BlendState.NonPremultiplied; graphics.SamplerStates[0] = SamplerState.PointClamp; GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply(); Quad.Render(); } if (Character.Controlled is { } character) { float grainStrength = character.GrainStrength; Rectangle screenRect = new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: GrainEffect); GUI.DrawRectangle(spriteBatch, screenRect, Color.White, isFilled: true); GrainEffect.Parameters["seed"].SetValue(Rand.Range(0f, 1f, Rand.RandSync.Unsynced)); GrainEffect.Parameters["intensity"].SetValue(grainStrength); GrainEffect.Parameters["grainColor"].SetValue(character.GrainColor.ToVector4()); spriteBatch.End(); } graphics.SetRenderTarget(null); float BlurStrength = 0.0f; float DistortStrength = 0.0f; Vector3 chromaticAberrationStrength = GameSettings.CurrentConfig.Graphics.ChromaticAberration ? new Vector3(-0.02f, -0.01f, 0.0f) : Vector3.Zero; if (Character.Controlled != null) { BlurStrength = Character.Controlled.BlurStrength * 0.005f; DistortStrength = Character.Controlled.DistortStrength; if (GameSettings.CurrentConfig.Graphics.RadialDistortion) { chromaticAberrationStrength -= Vector3.One * Character.Controlled.RadialDistortStrength; } chromaticAberrationStrength += new Vector3(-0.03f, -0.015f, 0.0f) * Character.Controlled.ChromaticAberrationStrength; } else { BlurStrength = 0.0f; DistortStrength = 0.0f; } string postProcessTechnique = ""; if (BlurStrength > 0.0f) { postProcessTechnique += "Blur"; PostProcessEffect.Parameters["blurDistance"].SetValue(BlurStrength); } if (chromaticAberrationStrength != Vector3.Zero) { postProcessTechnique += "ChromaticAberration"; PostProcessEffect.Parameters["chromaticAberrationStrength"].SetValue(chromaticAberrationStrength); } if (DistortStrength > 0.0f) { postProcessTechnique += "Distort"; PostProcessEffect.Parameters["distortScale"].SetValue(Vector2.One * DistortStrength); PostProcessEffect.Parameters["distortUvOffset"].SetValue(WaterRenderer.Instance.WavePos * 0.001f); } graphics.BlendState = BlendState.Opaque; graphics.SamplerStates[0] = SamplerState.LinearClamp; graphics.DepthStencilState = DepthStencilState.None; if (string.IsNullOrEmpty(postProcessTechnique)) { Quad.UseBasicEffect(renderTargetFinal); } else { PostProcessEffect.Parameters["MatrixTransform"].SetValue(Matrix.Identity); PostProcessEffect.Parameters["xTexture"].SetValue(renderTargetFinal); PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique]; PostProcessEffect.CurrentTechnique.Passes[0].Apply(); } Quad.Render(); if (fadeToBlackState > 0.0f) { spriteBatch.Begin(SpriteSortMode.Deferred); GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Lerp(Color.TransparentBlack, Color.Black, fadeToBlackState), isFilled: true); spriteBatch.End(); } } partial void UpdateProjSpecific(double deltaTime) { if (ConversationAction.FadeScreenToBlack) { fadeToBlackState = Math.Min(fadeToBlackState + (float)deltaTime, 1.0f); } else { fadeToBlackState = Math.Max(fadeToBlackState - (float)deltaTime, 0.0f); } if (!PlayerInput.PrimaryMouseButtonHeld()) { Inventory.DraggingSlot = null; Inventory.DraggingItems.Clear(); } } } }