Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Screens/GameScreen.cs

558 lines
26 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Lights;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Diagnostics;
using System.Linq;
namespace Barotrauma
{
partial class GameScreen : Screen
{
private RenderTarget2D renderTargetBackground;
private RenderTarget2D renderTarget;
private RenderTarget2D renderTargetWater;
private RenderTarget2D renderTargetFinal;
public readonly Effect DamageEffect;
private readonly Texture2D damageStencil;
private readonly Texture2D distortTexture;
private float fadeToBlackState;
public Effect PostProcessEffect { get; private set; }
public Effect GradientEffect { get; private set; }
public Effect GrainEffect { get; private set; }
public Effect ThresholdTintEffect { get; private set; }
public Effect BlueprintEffect { get; set; }
public GameScreen(GraphicsDevice graphics)
{
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
CreateRenderTargets(graphics);
GameMain.Instance.ResolutionChanged += () =>
{
CreateRenderTargets(graphics);
};
//var blurEffect = LoadEffect("Effects/blurshader");
DamageEffect = EffectLoader.Load("Effects/damageshader");
PostProcessEffect = EffectLoader.Load("Effects/postprocess");
GradientEffect = EffectLoader.Load("Effects/gradientshader");
GrainEffect = EffectLoader.Load("Effects/grainshader");
ThresholdTintEffect = EffectLoader.Load("Effects/thresholdtint");
BlueprintEffect = EffectLoader.Load("Effects/blueprintshader");
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
DamageEffect.Parameters["xStencil"].SetValue(damageStencil);
DamageEffect.Parameters["aMultiplier"].SetValue(50.0f);
DamageEffect.Parameters["cMultiplier"].SetValue(200.0f);
distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png");
PostProcessEffect.Parameters["xDistortTexture"].SetValue(distortTexture);
}
private void CreateRenderTargets(GraphicsDevice graphics)
{
renderTarget?.Dispose();
renderTargetBackground?.Dispose();
renderTargetWater?.Dispose();
renderTargetFinal?.Dispose();
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
}
public override void AddToGUIUpdateList()
{
if (Character.Controlled != null)
{
if (Character.Controlled.SelectedItem is { } selectedItem && Character.Controlled.CanInteractWith(selectedItem))
{
selectedItem.AddToGUIUpdateList();
}
if (Character.Controlled.SelectedSecondaryItem is { } selectedSecondaryItem && Character.Controlled.CanInteractWith(selectedSecondaryItem))
{
selectedSecondaryItem.AddToGUIUpdateList();
}
if (Character.Controlled.Inventory != null)
{
foreach (Item item in Character.Controlled.Inventory.AllItems)
{
if (Character.Controlled.HasEquippedItem(item))
{
item.AddToGUIUpdateList();
}
}
}
}
GameMain.GameSession?.AddToGUIUpdateList();
Character.AddAllToGUIUpdateList();
base.AddToGUIUpdateList();
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true);
Submarine.CullEntities(cam);
foreach (Character c in Character.CharacterList)
{
c.AnimController.Limbs.ForEach(l => l.body.UpdateDrawPosition());
bool wasVisible = c.IsVisible;
c.DoVisibilityCheck(cam);
if (c.IsVisible != wasVisible)
{
foreach (var limb in c.AnimController.Limbs)
{
if (limb.LightSource is LightSource light)
{
light.Enabled = c.IsVisible;
}
}
}
}
Stopwatch sw = new Stopwatch();
sw.Start();
DrawMap(graphics, spriteBatch, deltaTime);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map", sw.ElapsedTicks);
sw.Restart();
spriteBatch.Begin(SpriteSortMode.Deferred, null, GUI.SamplerState, null, GameMain.ScissorTestEnable);
if (Character.Controlled != null && cam != null) { Character.Controlled.DrawHUD(spriteBatch, cam); }
if (GameMain.GameSession != null) { GameMain.GameSession.Draw(spriteBatch); }
if (Character.Controlled == null && !GUI.DisableHUD)
{
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null) continue;
if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUIStyle.Red * 0.5f;
GUI.DrawIndicator(
spriteBatch, position, cam,
Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height),
GUIStyle.SubmarineLocationIcon.Value.Sprite, indicatorColor);
}
}
if (!GUI.DisableHUD)
{
foreach (Character c in Character.CharacterList)
{
c.DrawGUIMessages(spriteBatch, cam);
}
}
GUI.Draw(cam, spriteBatch);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:HUD", sw.ElapsedTicks);
sw.Restart();
}
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime)
{
foreach (Submarine sub in Submarine.Loaded)
{
sub.UpdateTransform();
}
GameMain.ParticleManager.UpdateTransforms();
Stopwatch sw = new Stopwatch();
sw.Start();
GameMain.LightManager.ObstructVision =
Character.Controlled != null &&
Character.Controlled.ObstructVision &&
(Character.Controlled.ViewTarget == Character.Controlled || Character.Controlled.ViewTarget == null);
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled?.CursorWorldPosition ?? Vector2.Zero);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:LOS", sw.ElapsedTicks);
sw.Restart();
static bool IsFromOutpostDrawnBehindSubs(Entity e)
=> e.Submarine is { Info.OutpostGenerationParams.DrawBehindSubs: true };
//------------------------------------------------------------------------
graphics.SetRenderTarget(renderTarget);
graphics.Clear(Color.Transparent);
//Draw background structures and wall background sprites
//(= the background texture that's revealed when a wall is destroyed) into the background render target
//These will be visible through the LOS effect.
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && !IsFromOutpostDrawnBehindSubs(e));
Submarine.DrawPaintedColors(spriteBatch, false);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackStructures", sw.ElapsedTicks);
sw.Restart();
graphics.SetRenderTarget(null);
GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:Lighting", sw.ElapsedTicks);
sw.Restart();
//------------------------------------------------------------------------
graphics.SetRenderTarget(renderTargetBackground);
if (Level.Loaded == null)
{
graphics.Clear(new Color(11, 18, 26, 255));
}
else
{
//graphics.Clear(new Color(255, 255, 255, 255));
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
}
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && IsFromOutpostDrawnBehindSubs(e));
spriteBatch.End();
//draw alpha blended particles that are in water and behind subs
#if LINUX || OSX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are in water and behind subs
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackLevel", sw.ElapsedTicks);
sw.Restart();
//----------------------------------------------------------------------------
//Start drawing to the normal render target (stuff that can't be seen through the LOS effect)
graphics.SetRenderTarget(renderTarget);
graphics.BlendState = BlendState.NonPremultiplied;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
GraphicsQuad.UseBasicEffect(renderTargetBackground);
GraphicsQuad.Render();
//Draw the rest of the structures, characters and front structures
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, e => !(e is Structure) || e.SpriteDepth < 0.9f);
DrawCharacters(deformed: false, firstPass: true);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackCharactersItems", sw.ElapsedTicks);
sw.Restart();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
DrawCharacters(deformed: true, firstPass: true);
DrawCharacters(deformed: true, firstPass: false);
DrawCharacters(deformed: false, firstPass: false);
spriteBatch.End();
void DrawCharacters(bool deformed, bool firstPass)
{
//backwards order to render the most recently spawned characters in front (characters spawned later have a larger sprite depth)
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character c = Character.CharacterList[i];
if (!c.IsVisible) { continue; }
if (c.Params.DrawLast == firstPass) { continue; }
if (deformed)
{
if (c.AnimController.Limbs.All(l => l.DeformSprite == null)) { continue; }
}
else
{
if (c.AnimController.Limbs.Any(l => l.DeformSprite != null)) { continue; }
}
c.Draw(spriteBatch, Cam);
}
}
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:DeformableCharacters", sw.ElapsedTicks);
sw.Restart();
Level.Loaded?.DrawFront(spriteBatch, cam);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontLevel", sw.ElapsedTicks);
sw.Restart();
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
graphics.SetRenderTarget(renderTargetWater);
graphics.BlendState = BlendState.Opaque;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
GraphicsQuad.UseBasicEffect(renderTarget);
GraphicsQuad.Render();
//draw alpha blended particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
graphics.SetRenderTarget(renderTarget);
//draw alpha blended particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
graphics.DepthStencilState = DepthStencilState.DepthRead;
graphics.SetRenderTarget(renderTargetFinal);
WaterRenderer.Instance.ResetBuffers();
Hull.UpdateVertices(cam, WaterRenderer.Instance);
WaterRenderer.Instance.RenderWater(spriteBatch, renderTargetWater, cam);
WaterRenderer.Instance.RenderAir(graphics, cam, renderTarget, Cam.ShaderTransform);
graphics.DepthStencilState = DepthStencilState.None;
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
sw.Restart();
DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
DamageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
sw.Restart();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawFront(spriteBatch, false, null);
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontStructuresItems", sw.ElapsedTicks);
sw.Restart();
//draw additive particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
foreach (var discharger in Items.Components.ElectricalDischarger.List)
{
discharger.DrawElectricity(spriteBatch);
}
spriteBatch.End();
if (GameMain.LightManager.LightingEnabled)
{
graphics.DepthStencilState = DepthStencilState.None;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.BlendState = CustomBlendStates.Multiplicative;
GraphicsQuad.UseBasicEffect(GameMain.LightManager.LightMap);
GraphicsQuad.Render();
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
foreach (Character c in Character.CharacterList)
{
c.DrawFront(spriteBatch, cam);
}
GameMain.LightManager.DebugDrawVertices(spriteBatch);
Level.Loaded?.DrawDebugOverlay(spriteBatch, cam);
if (GameMain.DebugDraw)
{
MapEntity.MapEntityList.ForEach(me => me.AiTarget?.Draw(spriteBatch));
Character.CharacterList.ForEach(c => c.AiTarget?.Draw(spriteBatch));
if (GameMain.GameSession?.EventManager != null)
{
GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
}
}
spriteBatch.End();
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontMisc", sw.ElapsedTicks);
sw.Restart();
if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Lights.LightManager.ViewTarget != null)
{
GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
GameMain.LightManager.LosEffect.Parameters["blurDistance"].SetValue(0.005f);
GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture);
GameMain.LightManager.LosEffect.Parameters["xLosAlpha"].SetValue(GameMain.LightManager.LosAlpha);
Color losColor;
if (GameMain.LightManager.LosMode == LosMode.Transparent)
{
//convert the los color to HLS and make sure the luminance of the color is always the same
//as the luminance of the ambient light color
float r = Character.Controlled?.CharacterHealth == null ?
0.0f : Math.Min(Character.Controlled.CharacterHealth.DamageOverlayTimer * 0.5f, 0.5f);
Vector3 ambientLightHls = GameMain.LightManager.AmbientLight.RgbToHLS();
Vector3 losColorHls = Color.Lerp(GameMain.LightManager.AmbientLight, Color.Red, r).RgbToHLS();
losColorHls.Y = ambientLightHls.Y;
losColor = ToolBox.HLSToRGB(losColorHls);
}
else
{
losColor = Color.Black;
}
GameMain.LightManager.LosEffect.Parameters["xColor"].SetValue(losColor.ToVector4());
graphics.BlendState = BlendState.NonPremultiplied;
graphics.SamplerStates[0] = SamplerState.PointClamp;
graphics.SamplerStates[1] = SamplerState.PointClamp;
GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
GraphicsQuad.Render();
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.SamplerStates[1] = SamplerState.LinearWrap;
}
if (Character.Controlled is { } character)
{
float grainStrength = character.GrainStrength;
Rectangle screenRect = new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: GrainEffect);
GUI.DrawRectangle(spriteBatch, screenRect, Color.White, isFilled: true);
GrainEffect.Parameters["seed"].SetValue(Rand.Range(0f, 1f, Rand.RandSync.Unsynced));
GrainEffect.Parameters["intensity"].SetValue(grainStrength);
GrainEffect.Parameters["grainColor"].SetValue(character.GrainColor.ToVector4());
spriteBatch.End();
}
graphics.SetRenderTarget(null);
float BlurStrength = 0.0f;
float DistortStrength = 0.0f;
Vector3 chromaticAberrationStrength = GameSettings.CurrentConfig.Graphics.ChromaticAberration ?
new Vector3(-0.02f, -0.01f, 0.0f) : Vector3.Zero;
if (Level.Loaded?.Renderer != null)
{
chromaticAberrationStrength += new Vector3(-0.03f, -0.015f, 0.0f) * Level.Loaded.Renderer.ChromaticAberrationStrength;
}
if (Character.Controlled != null)
{
BlurStrength = Character.Controlled.BlurStrength * 0.005f;
DistortStrength = Character.Controlled.DistortStrength;
if (GameSettings.CurrentConfig.Graphics.RadialDistortion)
{
chromaticAberrationStrength -= Vector3.One * Character.Controlled.RadialDistortStrength;
}
chromaticAberrationStrength += new Vector3(-0.03f, -0.015f, 0.0f) * Character.Controlled.ChromaticAberrationStrength;
}
else
{
BlurStrength = 0.0f;
DistortStrength = 0.0f;
}
string postProcessTechnique = "";
if (BlurStrength > 0.0f)
{
postProcessTechnique += "Blur";
PostProcessEffect.Parameters["blurDistance"].SetValue(BlurStrength);
}
if (chromaticAberrationStrength != Vector3.Zero)
{
postProcessTechnique += "ChromaticAberration";
PostProcessEffect.Parameters["chromaticAberrationStrength"].SetValue(chromaticAberrationStrength);
}
if (DistortStrength > 0.0f)
{
postProcessTechnique += "Distort";
PostProcessEffect.Parameters["distortScale"].SetValue(Vector2.One * DistortStrength);
PostProcessEffect.Parameters["distortUvOffset"].SetValue(WaterRenderer.Instance.WavePos * 0.001f);
}
graphics.BlendState = BlendState.Opaque;
graphics.SamplerStates[0] = SamplerState.LinearClamp;
graphics.DepthStencilState = DepthStencilState.None;
if (string.IsNullOrEmpty(postProcessTechnique))
{
GraphicsQuad.UseBasicEffect(renderTargetFinal);
}
else
{
PostProcessEffect.Parameters["MatrixTransform"].SetValue(Matrix.Identity);
PostProcessEffect.Parameters["xTexture"].SetValue(renderTargetFinal);
PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique];
PostProcessEffect.CurrentTechnique.Passes[0].Apply();
}
GraphicsQuad.Render();
if (fadeToBlackState > 0.0f)
{
spriteBatch.Begin(SpriteSortMode.Deferred);
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Lerp(Color.TransparentBlack, Color.Black, fadeToBlackState), isFilled: true);
spriteBatch.End();
}
if (GameMain.LightManager.DebugLos)
{
GameMain.LightManager.DebugDrawLos(spriteBatch, cam);
}
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:PostProcess", sw.ElapsedTicks);
sw.Restart();
}
partial void UpdateProjSpecific(double deltaTime)
{
if (ConversationAction.FadeScreenToBlack)
{
fadeToBlackState = Math.Min(fadeToBlackState + (float)deltaTime, 1.0f);
}
else
{
fadeToBlackState = Math.Max(fadeToBlackState - (float)deltaTime, 0.0f);
}
if (!PlayerInput.PrimaryMouseButtonHeld())
{
Inventory.DraggingSlot = null;
Inventory.DraggingItems.Clear();
}
}
}
}