using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; namespace Barotrauma { class LevelRenderer { private static BasicEffect basicEffect; private static Sprite background, backgroundTop; private static Texture2D dustParticles; private static Texture2D shaftTexture; Vector2 dustOffset; private Level level; public VertexPositionTexture[] WallVertices; public VertexPositionColor[] BodyVertices; public LevelRenderer(Level level) { if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png"); if (background==null) { background = new Sprite("Content/Map/background.png", Vector2.Zero); backgroundTop = new Sprite("Content/Map/background2.png", Vector2.Zero); dustParticles = Sprite.LoadTexture("Content/Map/dustparticles.png"); } if (basicEffect == null) { basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice); basicEffect.VertexColorEnabled = false; basicEffect.TextureEnabled = true; basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceWall.png"); } this.level = level; } public void Update(float deltaTime) { dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime; } public void DrawBackground(SpriteBatch spriteBatch, Camera cam, BackgroundSpriteManager backgroundSpriteManager = null) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap); Vector2 backgroundPos = cam.Position; //if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position; backgroundPos.Y = -backgroundPos.Y; backgroundPos /= 20.0f; if (backgroundPos.Y < 1024) { 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, -backgroundPos.Y) : Vector2.Zero, new Vector2(GameMain.GraphicsWidth, 1024 - backgroundPos.Y), Vector2.Zero, Color.White); } 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)), Vector2.Zero, Color.White); } } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.Default, null, null, cam.Transform); if (backgroundSpriteManager!=null) backgroundSpriteManager.Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap); backgroundPos = new Vector2(cam.WorldView.X, cam.WorldView.Y) + dustOffset; //if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position; Rectangle viewRect = cam.WorldView; viewRect.Y = -viewRect.Y; float multiplier = 0.8f; for (int i = 1; i < 5; i++) { spriteBatch.Draw(dustParticles, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width*2, cam.WorldView.Height*2), Color.White * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f - multiplier); multiplier -= 0.1f; } spriteBatch.End(); RenderWalls(GameMain.CurrGraphicsDevice, cam); } public void Draw(SpriteBatch spriteBatch) { Vector2 pos = new Vector2(0.0f, -level.StartPosition.Y);// level.EndPosition; //pos.Y = -pos.Y - level.Position.Y; if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return; pos.X = GameMain.GameScreen.Cam.WorldView.X -512.0f; //pos.X += Position.X % 512; int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width / 512.0f + 2.0f) * 512.0f); spriteBatch.Draw(shaftTexture, new Rectangle((int)(MathUtils.Round(pos.X, 512.0f)), (int)pos.Y, width, 512), new Rectangle(0, 0, width, 256), Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, 0.0f); } public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam) { if (WallVertices == null || WallVertices.Length <= 0) return; basicEffect.World = cam.ShaderTransform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; basicEffect.VertexColorEnabled = true; basicEffect.TextureEnabled = false; basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_VertexColor"]; basicEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, BodyVertices, 0, (int)Math.Floor(BodyVertices.Length / 3.0f)); for (int side = 0; side < 2; side++) { for (int i = 0; i < 2; i++) { graphicsDevice.DrawUserPrimitives( PrimitiveType.TriangleList, level.WrappingWalls[side, i].BodyVertices, 0, (int)Math.Floor(level.WrappingWalls[side, i].BodyVertices.Length / 3.0f)); } } basicEffect.VertexColorEnabled = false; basicEffect.TextureEnabled = true; basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_Texture"]; basicEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, WallVertices, 0, (int)Math.Floor(WallVertices.Length / 3.0f)); for (int side = 0; side < 2; side++) { for (int i = 0; i < 2; i++) { basicEffect.VertexColorEnabled = false; basicEffect.TextureEnabled = true; basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_Texture"]; basicEffect.CurrentTechnique.Passes[0].Apply(); graphicsDevice.DrawUserPrimitives( PrimitiveType.TriangleList, level.WrappingWalls[side, i].WallVertices, 0, (int)Math.Floor(level.WrappingWalls[side, i].WallVertices.Length / 3.0f)); } } } } }