Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/LevelRenderer.cs

254 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
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;
private static BackgroundSpriteManager backgroundSpriteManager;
Vector2 dustOffset;
private Level level;
private VertexBuffer wallVertices, bodyVertices;
//public VertexPositionTexture[] WallVertices;
//public VertexPositionColor[] BodyVertices;
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);
backgroundTop = new Sprite("Content/Map/background.png", Vector2.Zero);
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 = false,
TextureEnabled = true,
Texture = shaftTexture
};
wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"];
}
if (wallCenterEffect == null)
{
wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = false,
TextureEnabled = true,
Texture = backgroundTop.Texture
};
wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
}
if (backgroundSpriteManager==null)
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
if (files.Count > 0)
backgroundSpriteManager = new BackgroundSpriteManager(files);
else
backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
}
this.level = level;
}
public void PlaceSprites(int amount)
{
backgroundSpriteManager.PlaceSprites(level, amount);
}
public void Update(float deltaTime)
{
dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
backgroundSpriteManager.Update(deltaTime);
}
public void SetWallVertices(VertexPositionTexture[] vertices)
{
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length,BufferUsage.WriteOnly);
wallVertices.SetData(vertices);
}
public void SetBodyVertices(VertexPositionTexture[] vertices)
{
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
bodyVertices.SetData(vertices);
}
public void DrawBackground(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundCreatureManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
Vector2 backgroundPos = cam.WorldViewCenter;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos /= 20.0f;
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)),
Vector2.Zero, 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)),
Vector2.Zero, level.BackgroundColor);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
cam.Transform);
backgroundSpriteManager.DrawSprites(spriteBatch, cam);
if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
for (int i = 0; i < 4; i++)
{
float scale = 1.0f - i * 0.2f;
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
if (alpha <= 0.0f) continue;
Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
dustParticles.SourceRect = new Rectangle(
(int)((offset.X - origin.X + (i * 256)) / scale),
(int)((-offset.Y - origin.Y + (i * 256)) / scale),
(int)((cam.WorldView.Width) / scale),
(int)((cam.WorldView.Height) / scale));
spriteBatch.Draw(dustParticles.Texture,
new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
dustParticles.SourceRect, Color.White * alpha, 0.0f,
new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - 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);
}
}
}
Vector2 pos = new Vector2(0.0f, -level.Size.Y);
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 1024) return;
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)), (int)-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);
}
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
{
if (wallVertices == null) return;
wallEdgeEffect.World = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
wallCenterEffect.World = wallEdgeEffect.World;
//render the solid center of the wall cells
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.SetVertexBuffer(bodyVertices);
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
//render the edges of the wall cells
graphicsDevice.SetVertexBuffer(wallVertices);
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(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();
}
}
}