Beispiel #1
0
        public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime)
        {
            foreach (Submarine sub in Submarine.Loaded)
            {
                sub.UpdateTransform();
            }

            GameMain.ParticleManager.UpdateTransforms();

            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);

            //------------------------------------------------------------------------
            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));
            Submarine.DrawPaintedColors(spriteBatch, false);
            spriteBatch.End();

            graphics.SetRenderTarget(null);
            GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget);

            //------------------------------------------------------------------------
            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);
            }

            //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();

            //----------------------------------------------------------------------------

            //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;
            Quad.UseBasicEffect(renderTargetBackground);
            Quad.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);
            foreach (Character c in Character.CharacterList)
            {
                if (!c.IsVisible || c.AnimController.Limbs.Any(l => l.DeformSprite != null))
                {
                    continue;
                }
                c.Draw(spriteBatch, Cam);
            }
            spriteBatch.End();

            //draw characters with deformable limbs last, because they can't be batched into SpriteBatch
            //pretty hacky way of preventing draw order issues between normal and deformable sprites
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
            //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 || c.AnimController.Limbs.All(l => l.DeformSprite == null))
                {
                    continue;
                }
                c.Draw(spriteBatch, Cam);
            }
            spriteBatch.End();

            Level.Loaded?.DrawFront(spriteBatch, cam);

            //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;
            Quad.UseBasicEffect(renderTarget);
            Quad.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;

            spriteBatch.Begin(SpriteSortMode.Immediate,
                              BlendState.NonPremultiplied, SamplerState.LinearWrap,
                              null, null,
                              damageEffect,
                              cam.Transform);
            Submarine.DrawDamageable(spriteBatch, damageEffect, false);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
            Submarine.DrawFront(spriteBatch, false, null);
            spriteBatch.End();

            //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        = Lights.CustomBlendStates.Multiplicative;
                Quad.UseBasicEffect(GameMain.LightManager.LightMap);
                Quad.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);
            }

            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();

            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["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;
                GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
                Quad.Render();
            }

            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 = GameMain.Config.ChromaticAberrationEnabled ?
                                                  new Vector3(-0.02f, -0.01f, 0.0f) : Vector3.Zero;

            if (Character.Controlled != null)
            {
                BlurStrength    = Character.Controlled.BlurStrength * 0.005f;
                DistortStrength = Character.Controlled.DistortStrength;
                if (GameMain.Config.EnableRadialDistortion)
                {
                    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))
            {
                Quad.UseBasicEffect(renderTargetFinal);
            }
            else
            {
                PostProcessEffect.Parameters["MatrixTransform"].SetValue(Matrix.Identity);
                PostProcessEffect.Parameters["xTexture"].SetValue(renderTargetFinal);
                PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique];
                PostProcessEffect.CurrentTechnique.Passes[0].Apply();
            }
            Quad.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();
            }
        }
Beispiel #2
0
        public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime)
        {
            foreach (Submarine sub in Submarine.Loaded)
            {
                sub.UpdateTransform();
            }

            GameMain.ParticleManager.UpdateTransforms();

            GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;

            if (Character.Controlled != null)
            {
                GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
            }


            //------------------------------------------------------------------------
            graphics.SetRenderTarget(renderTarget);
            graphics.Clear(Color.Transparent);
            //Draw resizeable background structures (= background walls) 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.
            //Could be drawn with one Submarine.DrawBack call, but we can avoid sorting by depth by doing it like this.
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
            Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (s.ResizeVertical || s.ResizeHorizontal) && !s.DrawDamageEffect);
            Submarine.DrawBack(spriteBatch, false, e => e is Structure s && !(s.ResizeVertical && s.ResizeHorizontal) && s.Prefab.BackgroundSprite != null);
            spriteBatch.End();

            graphics.SetRenderTarget(null);
            GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam, renderTarget);

            //------------------------------------------------------------------------
            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);
            }

            //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.AlphaBlend, 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();
            //Draw resizeable background structures (= background walls) 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.
            //Could be drawn with one Submarine.DrawBack call, but we can avoid sorting by depth by doing it like this.
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None);
            spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
            spriteBatch.End();

            //----------------------------------------------------------------------------

            //Start drawing to the normal render target (stuff that can't be seen through the LOS effect)
            graphics.SetRenderTarget(renderTarget);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, null);
            spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
            spriteBatch.End();
            //Draw the rest of the structures, characters and front structures
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
            Submarine.DrawBack(spriteBatch, false, s => !(s is Structure) || !(s.ResizeVertical && s.ResizeHorizontal));
            foreach (Character c in Character.CharacterList)
            {
                if (c.AnimController.Limbs.Any(l => l.DeformSprite != null))
                {
                    continue;
                }
                c.Draw(spriteBatch, Cam);
            }
            spriteBatch.End();

            //draw characters with deformable limbs last, because they can't be batched into SpriteBatch
            //pretty hacky way of preventing draw order issues between normal and deformable sprites
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
            foreach (Character c in Character.CharacterList)
            {
                if (c.AnimController.Limbs.All(l => l.DeformSprite == null))
                {
                    continue;
                }
                c.Draw(spriteBatch, Cam);
            }
            spriteBatch.End();

            //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), Color.White);// waterColor);
            spriteBatch.End();

            //draw alpha blended particles that are inside a sub
#if LINUX || OSX
            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, true, Particles.ParticleBlendState.AlphaBlend);
            spriteBatch.End();

            graphics.SetRenderTarget(renderTarget);

            //draw alpha blended particles that are not in water
#if LINUX || OSX
            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, 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(graphics, cam, WaterRenderer.Instance);
            WaterRenderer.Instance.RenderWater(spriteBatch, renderTargetWater, cam);
            WaterRenderer.Instance.RenderAir(graphics, cam, renderTarget, Cam.ShaderTransform);
            graphics.DepthStencilState = DepthStencilState.None;

            spriteBatch.Begin(SpriteSortMode.Immediate,
                              BlendState.NonPremultiplied, SamplerState.LinearWrap,
                              null, null,
                              damageEffect,
                              cam.Transform);
            Submarine.DrawDamageable(spriteBatch, damageEffect, false);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
            Submarine.DrawFront(spriteBatch, false, null);
            spriteBatch.End();

            //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)
            {
                spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
                spriteBatch.Draw(GameMain.LightManager.LightMap, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
                spriteBatch.End();
            }

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
            foreach (Character c in Character.CharacterList)
            {
                c.DrawFront(spriteBatch, cam);
            }

            if (Level.Loaded != null)
            {
                Level.Loaded.DrawFront(spriteBatch, cam);
            }
            if (GameMain.DebugDraw && GameMain.GameSession?.EventManager != null)
            {
                GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
            }

            spriteBatch.End();

            if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Character.Controlled != null)
            {
                GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];

                GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
                GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture);

                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;
                }

                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, GameMain.LightManager.LosEffect, null);
                spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), losColor);
                spriteBatch.End();
            }
            graphics.SetRenderTarget(null);

            float   BlurStrength                = 0.0f;
            float   DistortStrength             = 0.0f;
            Vector3 chromaticAberrationStrength = GameMain.Config.ChromaticAberrationEnabled ?
                                                  new Vector3(-0.02f, -0.01f, 0.0f) : Vector3.Zero;

            if (Character.Controlled != null)
            {
                BlurStrength                 = Character.Controlled.BlurStrength * 0.005f;
                DistortStrength              = Character.Controlled.DistortStrength;
                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);
#if LINUX || OSX
                postProcessEffect.Parameters["xTexture"].SetValue(distortTexture);
#else
                postProcessEffect.Parameters["xTexture"].SetValue(renderTargetFinal);
#endif
            }

            if (string.IsNullOrEmpty(postProcessTechnique))
            {
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None);
            }
            else
            {
                postProcessEffect.CurrentTechnique = postProcessEffect.Techniques[postProcessTechnique];
                postProcessEffect.CurrentTechnique.Passes[0].Apply();
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, effect: postProcessEffect);
            }
#if LINUX || OSX
            spriteBatch.Draw(renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
#else
            spriteBatch.Draw(DistortStrength > 0.0f ? distortTexture : renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
#endif
            spriteBatch.End();
        }