Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/LevelRenderer.cs
2020-01-30 15:57:03 -03:00

391 lines
18 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Voronoi2;
namespace Barotrauma
{
class LevelRenderer : IDisposable
{
private static BasicEffect wallEdgeEffect, wallCenterEffect;
private Vector2 dustOffset;
private Vector2 defaultDustVelocity;
private Vector2 dustVelocity;
private RasterizerState cullNone;
private Level level;
private VertexBuffer wallVertices, bodyVertices;
public LevelRenderer(Level level)
{
defaultDustVelocity = Vector2.UnitY * 10.0f;
cullNone = new RasterizerState() { CullMode = CullMode.None };
if (wallEdgeEffect == null)
{
wallEdgeEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
DiffuseColor = new Vector3(0.8f, 0.8f, 0.8f),
VertexColorEnabled = true,
TextureEnabled = true,
Texture = level.GenerationParams.WallEdgeSprite.Texture
};
wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"];
}
if (wallCenterEffect == null)
{
wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = true,
TextureEnabled = true,
Texture = level.GenerationParams.WallSprite.Texture
};
wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
}
this.level = level;
}
public void ReloadTextures()
{
level.GenerationParams.WallEdgeSprite.ReloadTexture();
wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
level.GenerationParams.WallSprite.ReloadTexture();
wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
}
public void Update(float deltaTime, Camera cam)
{
//calculate the sum of the forces of nearby level triggers
//and use it to move the dust texture and water distortion effect
Vector2 currentDustVel = defaultDustVelocity;
foreach (LevelObject levelObject in level.LevelObjectManager.GetVisibleObjects())
{
//use the largest water flow velocity of all the triggers
Vector2 objectMaxFlow = Vector2.Zero;
foreach (LevelTrigger trigger in levelObject.Triggers)
{
Vector2 vel = trigger.GetWaterFlowVelocity(cam.WorldViewCenter);
if (vel.LengthSquared() > objectMaxFlow.LengthSquared())
{
objectMaxFlow = vel;
}
}
currentDustVel += objectMaxFlow;
}
dustVelocity = Vector2.Lerp(dustVelocity, currentDustVel, deltaTime);
WaterRenderer.Instance?.ScrollWater(dustVelocity, deltaTime);
if (level.GenerationParams.WaterParticles != null)
{
Vector2 waterTextureSize = level.GenerationParams.WaterParticles.size * level.GenerationParams.WaterParticleScale;
dustOffset += new Vector2(dustVelocity.X, -dustVelocity.Y) * level.GenerationParams.WaterParticleScale * deltaTime;
while (dustOffset.X <= -waterTextureSize.X) dustOffset.X += waterTextureSize.X;
while (dustOffset.X >= waterTextureSize.X) dustOffset.X -= waterTextureSize.X;
while (dustOffset.Y <= -waterTextureSize.Y) dustOffset.Y += waterTextureSize.Y;
while (dustOffset.Y >= waterTextureSize.Y) dustOffset.Y -= waterTextureSize.Y;
}
}
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
{
VertexPositionColorTexture[] verts = new VertexPositionColorTexture[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
verts[i] = new VertexPositionColorTexture(vertices[i].Position, color, vertices[i].TextureCoordinate);
}
return verts;
}
public void SetWallVertices(VertexPositionTexture[] vertices, Color color)
{
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
wallVertices.SetData(GetColoredVertices(vertices, color));
}
public void SetBodyVertices(VertexPositionTexture[] vertices, Color color)
{
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
bodyVertices.SetData(GetColoredVertices(vertices, color));
}
public void SetWallVertices(VertexPositionColorTexture[] vertices)
{
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length,BufferUsage.WriteOnly);
wallVertices.SetData(vertices);
}
public void SetBodyVertices(VertexPositionColorTexture[] vertices)
{
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
bodyVertices.SetData(vertices);
}
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
LevelObjectManager backgroundSpriteManager = null,
BackgroundCreatureManager backgroundCreatureManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
Vector2 backgroundPos = cam.WorldViewCenter;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos *= 0.05f;
if (level.GenerationParams.BackgroundTopSprite != null)
{
int backgroundSize = (int)level.GenerationParams.BackgroundTopSprite.size.Y;
if (backgroundPos.Y < backgroundSize)
{
if (backgroundPos.Y < 0)
{
var backgroundTop = level.GenerationParams.BackgroundTopSprite;
backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize));
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
color: level.BackgroundTextureColor);
}
if (-backgroundPos.Y < GameMain.GraphicsHeight && level.GenerationParams.BackgroundSprite != null)
{
var background = level.GenerationParams.BackgroundSprite;
background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize);
background.DrawTiled(spriteBatch,
(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)),
color: level.BackgroundTextureColor);
}
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
cam.Transform);
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: false);
if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch, cam);
if (level.GenerationParams.WaterParticles != null)
{
float textureScale = level.GenerationParams.WaterParticleScale;
Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
Vector2 offset = -origin + dustOffset;
while (offset.X <= -srcRect.Width * textureScale) offset.X += srcRect.Width * textureScale;
while (offset.X > 0.0f) offset.X -= srcRect.Width * textureScale;
while (offset.Y <= -srcRect.Height * textureScale) offset.Y += srcRect.Height * textureScale;
while (offset.Y > 0.0f) offset.Y -= srcRect.Height * textureScale;
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 0.1 - 0.05
float alpha = (cam.Zoom * scale) < 0.1f ? (cam.Zoom * scale - 0.05f) * 20.0f : 1.0f;
if (alpha <= 0.0f) continue;
Vector2 offsetS = offset * scale
+ new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f
- new Vector2(256.0f * i);
float texScale = scale * textureScale;
while (offsetS.X <= -srcRect.Width * texScale) offsetS.X += srcRect.Width * texScale;
while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * texScale;
while (offsetS.Y <= -srcRect.Height * texScale) offsetS.Y += srcRect.Height * texScale;
while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * texScale;
level.GenerationParams.WaterParticles.DrawTiled(
spriteBatch, origin + offsetS,
new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
rect: srcRect, color: Color.White * alpha, textureScale: new Vector2(texScale));
}
}
spriteBatch.End();
RenderWalls(GameMain.Instance.GraphicsDevice, cam, specular: false);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: true);
spriteBatch.End();
}
public void Draw(SpriteBatch spriteBatch, Camera cam)
{
if (GameMain.DebugDraw && cam.Zoom > 0.05f)
{
var cells = level.GetCells(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.Translation.X, -(cell.Edges[0].Point1.Y + cell.Translation.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 + cell.Translation.X, -(edge.Point1.Y + cell.Translation.Y)),
new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), cell.Body == null ? Color.Cyan * 0.5f : Color.White);
}
foreach (Vector2 point in cell.BodyVertices)
{
GUI.DrawRectangle(spriteBatch, new Vector2(point.X + cell.Translation.X, -(point.Y + cell.Translation.Y)), new Vector2(10.0f, 10.0f), Color.White, true);
}
}
foreach (List<Point> nodeList in level.SmallTunnels)
{
for (int i = 1; i < nodeList.Count; i++)
{
GUI.DrawLine(spriteBatch,
new Vector2(nodeList[i - 1].X, -nodeList[i - 1].Y),
new Vector2(nodeList[i].X, -nodeList[i].Y),
Color.Lerp(Color.Yellow, GUI.Style.Red, i / (float)nodeList.Count), 0, 10);
}
}
foreach (var ruin in level.Ruins)
{
ruin.DebugDraw(spriteBatch);
}
}
Vector2 pos = new Vector2(0.0f, -level.Size.Y);
if (cam.WorldView.Y >= -pos.Y - 1024)
{
pos.X = cam.WorldView.X -1024;
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
GUI.DrawRectangle(spriteBatch,new Rectangle(
(int)(MathUtils.Round(pos.X, 1024)),
-cam.WorldView.Y,
width,
(int)(cam.WorldView.Y + pos.Y) - 30),
Color.Black, true);
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y-1000, width, 1024),
new Rectangle(0, 0, width, -1024),
level.BackgroundTextureColor, 0.0f,
Vector2.Zero,
SpriteEffects.None, 0.0f);
}
if (cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024)
{
pos = new Vector2(cam.WorldView.X - 1024, -level.BottomPos);
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
GUI.DrawRectangle(spriteBatch, new Rectangle(
(int)(MathUtils.Round(pos.X, 1024)),
(int)-(level.BottomPos - 30),
width,
(int)(level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height))),
Color.Black, true);
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-level.BottomPos, width, 1024),
new Rectangle(0, 0, width, -1024),
level.BackgroundTextureColor, 0.0f,
Vector2.Zero,
SpriteEffects.FlipVertically, 0.0f);
}
}
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam, bool specular)
{
if (wallVertices == null) return;
bool renderLevel = cam.WorldView.Y >= 0.0f;
bool renderSeaFloor = cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024;
if (!renderLevel && !renderSeaFloor) return;
Matrix transformMatrix = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
wallEdgeEffect.Texture = specular && level.GenerationParams.WallEdgeSpriteSpecular != null ?
level.GenerationParams.WallEdgeSpriteSpecular.Texture :
level.GenerationParams.WallEdgeSprite.Texture;
wallEdgeEffect.World = transformMatrix;
wallCenterEffect.Texture = specular && level.GenerationParams.WallSpriteSpecular != null ?
level.GenerationParams.WallSpriteSpecular.Texture :
level.GenerationParams.WallSprite.Texture;
wallCenterEffect.World = transformMatrix;
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
if (renderLevel)
{
graphicsDevice.SetVertexBuffer(bodyVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
}
foreach (LevelWall wall in level.ExtraWalls)
{
if (!renderSeaFloor && wall == level.SeaFloor) continue;
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(wall.BodyVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.BodyVertices.VertexCount / 3.0f));
}
var defaultRasterizerState = graphicsDevice.RasterizerState;
graphicsDevice.RasterizerState = cullNone;
wallEdgeEffect.World = transformMatrix;
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
if (renderLevel)
{
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(wallVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f));
}
foreach (LevelWall wall in level.ExtraWalls)
{
if (!renderSeaFloor && wall == level.SeaFloor) continue;
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(wall.WallVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallVertices.VertexCount / 3.0f));
}
graphicsDevice.RasterizerState = defaultRasterizerState;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (wallVertices != null) wallVertices.Dispose();
if (bodyVertices != null) bodyVertices.Dispose();
}
}
}