using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Barotrauma.Lights; using System.Diagnostics; namespace Barotrauma { class GameScreen : Screen { Camera cam; readonly RenderTarget2D renderTarget; readonly RenderTarget2D renderTargetWater; readonly RenderTarget2D renderTargetAir; public BackgroundCreatureManager BackgroundCreatureManager; public Camera Cam { get { return cam; } } public GameScreen(GraphicsDevice graphics) { 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); BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"); } public override void Select() { base.Select(); if (Submarine.Loaded != null) cam.TargetPos = Submarine.Loaded.Position; foreach (MapEntity entity in MapEntity.mapEntityList) entity.IsHighlighted = false; } public override void Deselect() { base.Deselect(); Sounds.SoundManager.LowPassHFGain = 1.0f; } int rendc; /// /// 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; GameMain.GameSession.Submarine.ApplyForce(targetMovement * 1000000.0f); } #endif if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime); //EventManager.Update(gameTime); if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime); Character.UpdateAll(cam, (float)deltaTime); BackgroundCreatureManager.Update(cam, (float)deltaTime); GameMain.ParticleManager.Update((float)deltaTime); StatusEffect.UpdateAll((float)deltaTime); Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6); //Physics.accumulator = Physics.step; while (Physics.accumulator >= Physics.step) { cam.MoveCamera((float)Physics.step); if (Character.Controlled != null) { cam.TargetPos = Character.Controlled.WorldPosition; Lights.LightManager.ViewPos = Character.Controlled.WorldPosition; } if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.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); if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null) { GameMain.GameSession.Submarine.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) { if (Character.Controlled != null) { cam.TargetPos = Character.Controlled.WorldPosition; } cam.UpdateTransform(); 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 { Character.Controlled.SelectedConstruction = null; } } if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch); GUI.Draw((float)deltaTime, spriteBatch, cam); if (PlayerInput.GetMouseState.LeftButton != ButtonState.Pressed) Inventory.draggingItem = null; spriteBatch.End(); } public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch) { if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform(); GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision; GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam); GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition); //---------------------------------------------------------------------------------------- //1. draw the background, characters and the parts of the submarine that are behind them //---------------------------------------------------------------------------------------- graphics.SetRenderTarget(renderTarget); graphics.Clear(new Color(11, 18, 26, 255)); if (Level.Loaded != null) Level.Loaded.DrawBack(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(); GameMain.LightManager.DrawLightMap(spriteBatch, cam); //---------------------------------------------------------------------------------------- //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); foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch); Submarine.DrawFront(spriteBatch); if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch); spriteBatch.End(); GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, LightManager.ViewPos); } } }