Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Levels/LevelRenderer.cs
Joonas Rikkonen 15a31c5291 - The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00

323 lines
13 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
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 = true,
TextureEnabled = true,
Texture = shaftTexture
};
wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"];
}
if (wallCenterEffect == null)
{
wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = true,
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 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, 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)
{
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)),
-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);
}
if (GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height < level.SeaFloorTopPos + 1024)
{
pos = new Vector2(GameMain.GameScreen.Cam.WorldView.X - 1024, -level.BottomPos);
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)-(level.BottomPos - 30),
width,
(int)(level.BottomPos - (GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height))),
Color.Black, true);
spriteBatch.Draw(shaftTexture,
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-level.BottomPos, width, 1024),
new Rectangle(0, 0, width, -1024),
level.BackgroundColor, 0.0f,
Vector2.Zero,
SpriteEffects.FlipVertically, 0.0f);
}
}
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
{
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;
wallEdgeEffect.World = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
wallCenterEffect.World = wallEdgeEffect.World;
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));
}
if (renderSeaFloor)
{
foreach (LevelWall wall in level.ExtraWalls)
{
graphicsDevice.SetVertexBuffer(wall.BodyVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.BodyVertices.VertexCount / 3.0f));
}
}
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));
}
if (renderSeaFloor)
{
foreach (LevelWall wall in level.ExtraWalls)
{
graphicsDevice.SetVertexBuffer(wall.WallVertices);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.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();
}
}
}