using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Barotrauma.Lights; using System.Diagnostics; using Microsoft.Xna.Framework.Content; namespace Barotrauma { class GameScreen : Screen { Camera cam; readonly RenderTarget2D renderTarget; readonly RenderTarget2D renderTargetWater; readonly RenderTarget2D renderTargetAir; private BlurEffect lightBlur; private Effect damageEffect; private Texture2D damageStencil; public BackgroundCreatureManager BackgroundCreatureManager; public Camera Cam { get { return cam; } } public GameScreen(GraphicsDevice graphics, ContentManager content) { cam = new Camera(); cam.Translate(new Vector2(-10.0f, 50.0f)); 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"); #else var blurEffect = content.Load("blurshader"); #endif damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png"); damageEffect = content.Load("damageshader"); 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 Select() { base.Select(); if (Character.Controlled!=null) { cam.Position = Character.Controlled.WorldPosition; } else if (Submarine.MainSub != null) { cam.Position = Submarine.MainSub.WorldPosition; } foreach (MapEntity entity in MapEntity.mapEntityList) entity.IsHighlighted = false; } public override void Deselect() { base.Deselect(); Sounds.SoundManager.LowPassHFGain = 1.0f; } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. public override void Update(double deltaTime) { //the accumulator code is based on this article: //http://gafferongames.com/game-physics/fix-your-timestep/ Physics.accumulator += deltaTime; #if DEBUG if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null) { Vector2 targetMovement = Vector2.Zero; if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f; if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f; if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f; if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f; if (targetMovement != Vector2.Zero) GameMain.GameSession.Submarine.ApplyForce(targetMovement * GameMain.GameSession.Submarine.SubBody.Body.Mass * 100.0f); } #endif Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6); //Physics.accumulator = Physics.step; while (Physics.accumulator >= Physics.step) { if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step); //EventManager.Update(gameTime); if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step); Character.UpdateAll(cam, (float)Physics.step); BackgroundCreatureManager.Update(cam, (float)Physics.step); GameMain.ParticleManager.Update((float)Physics.step); StatusEffect.UpdateAll((float)Physics.step); if (Character.Controlled != null && Lights.LightManager.ViewTarget != null) { cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition; //Lights.LightManager.ViewPos = Character.Controlled.WorldPosition; } cam.MoveCamera((float)Physics.step); foreach (Submarine sub in Submarine.Loaded) { sub.SetPrevTransform(sub.Position); } foreach (PhysicsBody pb in PhysicsBody.list) { pb.SetPrevTransform(pb.SimPosition, pb.Rotation); } MapEntity.UpdateAll(cam, (float)Physics.step); Character.UpdateAnimAll((float)Physics.step); Ragdoll.UpdateAll(cam, (float)Physics.step); foreach (Submarine sub in Submarine.Loaded) { sub.Update((float)Physics.step); } GameMain.World.Step((float)Physics.step); //Level.AfterWorldStep(); Physics.accumulator -= Physics.step; } Physics.Alpha = Physics.accumulator / Physics.step; } public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) { cam.UpdateTransform(true); //damageStencil = TextureLoader.FromFile("Content/Map/background.png"); DrawMap(graphics, spriteBatch); spriteBatch.Begin(); if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) { if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem) { Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, Character.Controlled); } else if (!Character.Controlled.SelectedConstruction.IsInPickRange(Character.Controlled.WorldPosition)) { Character.Controlled.SelectedConstruction = null; } } if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam); if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch); if (Character.Controlled == null && Submarine.MainSub != null) DrawSubmarineIndicator(spriteBatch, Submarine.MainSub); GUI.Draw((float)deltaTime, spriteBatch, cam); if (!PlayerInput.LeftButtonHeld()) Inventory.draggingItem = null; 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); 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(renderTarget); 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); 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), new Color(0.75f, 0.8f, 0.9f, 1.0f)); 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(); 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); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null, damageEffect, cam.Transform); Submarine.DrawDamageable(spriteBatch, damageEffect); spriteBatch.End(); GameMain.LightManager.DrawLightMap(spriteBatch, cam, 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); spriteBatch.End(); if (Character.Controlled != null) { GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, lightBlur.Effect); } } private void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine) { Vector2 subDiff = submarine.WorldPosition - cam.WorldViewCenter; if (Math.Abs(subDiff.X) > cam.WorldView.Width || Math.Abs(subDiff.Y) > cam.WorldView.Height) { Vector2 normalizedSubDiff = Vector2.Normalize(subDiff); Vector2 iconPos = cam.WorldToScreen(cam.WorldViewCenter) + new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f); GUI.SubmarineIcon.Draw(spriteBatch, iconPos, Color.LightBlue * 0.5f); Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f; arrowOffset.Y = -arrowOffset.Y; GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, Color.LightBlue * 0.5f, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2); } } } }