Example #1
0
        public override void Update(UpdateState state)
        {
            base.Update(state);
            if (TempVM == null && GUID != 0)
            {
                var world = new ExternalWorld(GameFacade.GraphicsDevice);
                world.Initialize(GameFacade.Scenes);
                var context = new VMContext(world);

                TempVM = new VM(context, new VMServerDriver(new VMTSOGlobalLinkStub()), new VMNullHeadlineProvider());
                TempVM.Init();

                var blueprint = new Blueprint(32, 32);
                blueprint.Light = new RoomLighting[]
                {
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                };
                blueprint.OutsideColor = Color.White;
                blueprint.GenerateRoomLights();
                blueprint.RoomColors[2].A /= 2;
                world.State.AmbientLight.SetData(blueprint.RoomColors);

                world.InitBlueprint(blueprint);
                context.Blueprint    = blueprint;
                context.Architecture = new VMArchitecture(1, 1, blueprint, TempVM.Context);
            }

            if (GUID != oldGUID)
            {
                SetGUIDLocal(GUID, TempVM);
                state.SharedData["ExternalDraw"] = true;
            }

            if (ForceRedraw)
            {
                state.SharedData["ExternalDraw"] = true;
                ForceRedraw = false;
            }

            if (TempVM != null)
            {
                TempVM.Update();
            }
        }
Example #2
0
        /// <summary>
        /// Prep work before screen is painted
        /// </summary>
        /// <param name="gd"></param>
        /// <param name="state"></param>
        public void PreDraw(GraphicsDevice gd, WorldState state)
        {
            var pxOffset = -state.WorldSpace.GetScreenOffset();
            var damage   = Blueprint.Damage;
            var _2d      = state._2D;

            /**
             * Tasks:
             *  If zoom or rotation has changed, redraw all static layers
             *  If scroll has changed, redraw static layer if the scroll is outwith the buffered region
             *  If architecture has changed, redraw appropriate static layer
             *  If there is a new object in the static layer, redraw the static layer
             *  If an objects in the static layer has changed, redraw the static layer and move the object to the dynamic layer
             *  If wall visibility has changed, redraw wall layer (should think about how this works with breakthrough wall mode
             */

            var redrawStaticObjects = false;
            var redrawFloor         = false;
            var redrawWall          = false;

            var recacheWalls   = false;
            var recacheFloors  = false;
            var recacheTerrain = false;
            var recacheObjects = false;

            if (TicksSinceLight++ > 60 * 4)
            {
                damage.Add(new BlueprintDamage(BlueprintDamageType.LIGHTING_CHANGED));
            }

            WorldObjectRenderInfo info = null;

            foreach (var item in damage)
            {
                switch (item.Type)
                {
                case BlueprintDamageType.ROTATE:
                case BlueprintDamageType.ZOOM:
                case BlueprintDamageType.LEVEL_CHANGED:
                    recacheObjects = true;
                    recacheWalls   = true;
                    recacheFloors  = true;
                    recacheTerrain = true;
                    break;

                case BlueprintDamageType.SCROLL:
                    if (StaticObjects == null || StaticObjects.PxOffset != GetScrollIncrement(pxOffset))
                    {
                        redrawFloor         = true;
                        redrawWall          = true;
                        redrawStaticObjects = true;
                    }
                    break;

                case BlueprintDamageType.LIGHTING_CHANGED:
                    redrawFloor         = true;
                    redrawWall          = true;
                    redrawStaticObjects = true;

                    Blueprint.GenerateRoomLights();
                    state.OutsideColor   = Blueprint.RoomColors[1];
                    state._3D.RoomLights = Blueprint.RoomColors;
                    state._2D.AmbientLight.SetData(Blueprint.RoomColors);
                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OBJECT_MOVE:
                    /** Redraw if its in static layer **/
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.DYNAMIC;
                    }
                    if (item.Component is ObjectComponent)
                    {
                        ((ObjectComponent)item.Component).DynamicCounter = 0;
                    }
                    break;

                case BlueprintDamageType.OBJECT_GRAPHIC_CHANGE:
                    /** Redraw if its in static layer **/
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.DYNAMIC;
                    }
                    if (item.Component is ObjectComponent)
                    {
                        ((ObjectComponent)item.Component).DynamicCounter = 0;
                    }
                    break;

                case BlueprintDamageType.OBJECT_RETURN_TO_STATIC:
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.DYNAMIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.STATIC;
                    }
                    break;

                case BlueprintDamageType.WALL_CUT_CHANGED:
                    recacheWalls = true;
                    break;

                case BlueprintDamageType.ROOF_STYLE_CHANGED:
                    Blueprint.RoofComp.StyleDirty = true;
                    break;

                case BlueprintDamageType.FLOOR_CHANGED:
                case BlueprintDamageType.WALL_CHANGED:
                    recacheTerrain = true;
                    recacheFloors  = true;
                    recacheWalls   = true;
                    Blueprint.RoofComp.ShapeDirty = true;
                    break;
                }
                if (recacheFloors || recacheTerrain)
                {
                    redrawFloor = true;
                }
                if (recacheWalls)
                {
                    redrawWall = true;
                }
                if (recacheObjects)
                {
                    redrawStaticObjects = true;
                }
            }
            damage.Clear();

            var tileOffset = state.WorldSpace.GetTileFromScreen(-pxOffset);
            //scroll buffer loads in increments of SCROLL_BUFFER
            var newOff    = GetScrollIncrement(pxOffset);
            var oldCenter = state.CenterTile;

            state.CenterTile += state.WorldSpace.GetTileFromScreen(newOff - pxOffset); //offset the scroll to the position of the scroll buffer.
            tileOffset        = state.CenterTile;

            pxOffset = newOff;

            if (recacheTerrain)
            {
                Blueprint.Terrain.RegenTerrain(gd, state, Blueprint);
            }

            if (recacheWalls)
            {
                _2d.Pause();
                _2d.Resume(); //clear the sprite buffer before we begin drawing what we're going to cache
                Blueprint.WallComp.Draw(gd, state);
                ClearDrawBuffer(StaticWallCache);
                _2d.End(StaticWallCache, true);
            }

            if (recacheFloors)
            {
                _2d.Pause();
                _2d.Resume(); //clear the sprite buffer before we begin drawing what we're going to cache
                Blueprint.FloorComp.Draw(gd, state);
                ClearDrawBuffer(StaticFloorCache);
                _2d.End(StaticFloorCache, true);
            }

            if (redrawFloor)
            {
                /** Draw archetecture to a texture **/
                Promise <Texture2D> bufferTexture = null;
                Promise <Texture2D> depthTexture  = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_FLOOR_PIXEL, ref bufferTexture, BUFFER_FLOOR_DEPTH, ref depthTexture))
                {
                    _2d.SetScroll(pxOffset);
                    while (buffer.NextPass())
                    {
                        _2d.RenderCache(StaticFloorCache);
                        Blueprint.Terrain.DepthMode = _2d.OutputDepth;
                        Blueprint.Terrain.Draw(gd, state);
                    }
                }
                StaticFloor = new ScrollBuffer(bufferTexture.Get(), depthTexture.Get(), pxOffset, new Vector3(tileOffset, 0));
            }

            if (redrawWall)
            {
                Promise <Texture2D> bufferTexture = null;
                Promise <Texture2D> depthTexture  = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_WALL_PIXEL, ref bufferTexture, BUFFER_WALL_DEPTH, ref depthTexture))
                {
                    _2d.SetScroll(pxOffset);
                    while (buffer.NextPass())
                    {
                        _2d.RenderCache(StaticWallCache);
                    }
                }
                StaticWall = new ScrollBuffer(bufferTexture.Get(), depthTexture.Get(), pxOffset, new Vector3(tileOffset, 0));
            }

            if (recacheObjects)
            {
                _2d.Pause();
                _2d.Resume();

                foreach (var obj in Blueprint.Objects)
                {
                    if (obj.Level > state.Level)
                    {
                        continue;
                    }
                    var renderInfo = GetRenderInfo(obj);
                    if (renderInfo.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        var tilePosition = obj.Position;
                        _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition));
                        _2d.OffsetTile(tilePosition);
                        _2d.SetObjID(obj.ObjectID);
                        obj.Draw(gd, state);
                    }
                }
                ClearDrawBuffer(StaticObjectsCache);
                _2d.End(StaticObjectsCache, true);
            }

            if (redrawStaticObjects)
            {
                /** Draw static objects to a texture **/
                Promise <Texture2D> bufferTexture = null;
                Promise <Texture2D> depthTexture  = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_STATIC_OBJECTS_PIXEL, ref bufferTexture, BUFFER_STATIC_OBJECTS_DEPTH, ref depthTexture))
                {
                    _2d.SetScroll(pxOffset);
                    while (buffer.NextPass())
                    {
                        _2d.RenderCache(StaticObjectsCache);
                    }
                }
                StaticObjects = new ScrollBuffer(bufferTexture.Get(), depthTexture.Get(), pxOffset, new Vector3(tileOffset, 0));
            }
            state.CenterTile = oldCenter; //revert to our real scroll position
        }
Example #3
0
        /// <summary>
        /// Prep work before screen is painted
        /// </summary>
        /// <param name="gd"></param>
        /// <param name="state"></param>
        public virtual void PreDraw(GraphicsDevice gd, WorldState state)
        {
            //var oht = state.BaseHeight;
            //state.BaseHeight = 0;
            var pxOffset = -state.WorldSpace.GetScreenOffset();
            //state.BaseHeight = oht;
            var damage = Blueprint.Damage;
            var _2d    = state._2D;

            /**
             * Tasks:
             *  If zoom or rotation has changed, redraw all static layers
             *  If scroll has changed, redraw static layer if the scroll is outwith the buffered region
             *  If architecture has changed, redraw appropriate static layer
             *  If there is a new object in the static layer, redraw the static layer
             *  If an objects in the static layer has changed, redraw the static layer and move the object to the dynamic layer
             *  If wall visibility has changed, redraw wall layer (should think about how this works with breakthrough wall mode
             */

            var im = state.ThisFrameImmediate;
            var redrawStaticObjects = im;
            var redrawFloor         = im;
            var redrawWall          = im;

            var recacheWalls   = false;
            var recacheCutaway = false;
            var recacheFloors  = false;
            var recacheTerrain = false;
            var recacheObjects = false;
            var drawImmediate  = false;

            var lightChangeType = 0;

            if (TicksSinceLight++ > 60 * 4)
            {
                damage.Add(new BlueprintDamage(BlueprintDamageType.OUTDOORS_LIGHTING_CHANGED));
            }

            WorldObjectRenderInfo info = null;

            foreach (var item in damage)
            {
                switch (item.Type)
                {
                case BlueprintDamageType.ROTATE:
                case BlueprintDamageType.ZOOM:
                case BlueprintDamageType.LEVEL_CHANGED:
                    recacheObjects = true;
                    recacheWalls   = true;
                    recacheFloors  = true;
                    //recacheTerrain = true;
                    break;

                case BlueprintDamageType.SCROLL:
                    if (StaticObjects == null || StaticObjects.PxOffset != GetScrollIncrement(pxOffset, state))
                    {
                        redrawFloor         = true;
                        redrawWall          = true;
                        redrawStaticObjects = true;
                    }
                    break;

                case BlueprintDamageType.PRECISE_ZOOM:
                    drawImmediate = true;
                    redrawFloor   = redrawWall = redrawStaticObjects = true;
                    break;

                case BlueprintDamageType.LIGHTING_CHANGED:
                    if (lightChangeType >= 2)
                    {
                        break;
                    }
                    var room = (ushort)item.TileX;
                    redrawFloor         = true;
                    redrawWall          = true;
                    redrawStaticObjects = true;

                    state.Light?.InvalidateRoom(room);
                    Blueprint.GenerateRoomLights();
                    state.OutsideColor   = Blueprint.RoomColors[1];
                    state._3D.RoomLights = Blueprint.RoomColors;
                    state.OutsidePx.SetData(new Color[] { new Color(Blueprint.OutsideColor, (Blueprint.OutsideColor.R + Blueprint.OutsideColor.G + Blueprint.OutsideColor.B) / (255 * 3f)) });
                    if (state.AmbientLight != null)
                    {
                        state.AmbientLight.SetData(Blueprint.RoomColors);
                    }
                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OUTDOORS_LIGHTING_CHANGED:
                    if (lightChangeType >= 1)
                    {
                        break;
                    }
                    lightChangeType     = 1;
                    redrawFloor         = true;
                    redrawWall          = true;
                    redrawStaticObjects = true;

                    Blueprint.GenerateRoomLights();
                    state.OutsideColor   = Blueprint.RoomColors[1];
                    state._3D.RoomLights = Blueprint.RoomColors;
                    state.OutsidePx.SetData(new Color[] { new Color(Blueprint.OutsideColor, (Blueprint.OutsideColor.R + Blueprint.OutsideColor.G + Blueprint.OutsideColor.B) / (255 * 3f)) });
                    if (state.AmbientLight != null)
                    {
                        state.AmbientLight.SetData(Blueprint.RoomColors);
                    }
                    state.Light?.InvalidateOutdoors();

                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OBJECT_MOVE:
                    /** Redraw if its in static layer **/
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.DYNAMIC;
                    }
                    if (item.Component is ObjectComponent)
                    {
                        ((ObjectComponent)item.Component).DynamicCounter = 0;
                    }
                    break;

                case BlueprintDamageType.OBJECT_GRAPHIC_CHANGE:
                    /** Redraw if its in static layer **/
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.DYNAMIC;
                    }
                    if (item.Component is ObjectComponent)
                    {
                        ((ObjectComponent)item.Component).DynamicCounter = 0;
                    }
                    break;

                case BlueprintDamageType.OBJECT_RETURN_TO_STATIC:
                    info = GetRenderInfo(item.Component);
                    if (info.Layer == WorldObjectRenderLayer.DYNAMIC)
                    {
                        recacheObjects = true;
                        info.Layer     = WorldObjectRenderLayer.STATIC;
                    }
                    break;

                case BlueprintDamageType.WALL_CUT_CHANGED:
                    recacheCutaway = true;
                    break;

                case BlueprintDamageType.ROOF_STYLE_CHANGED:
                    Blueprint.RoofComp.StyleDirty = true;
                    break;

                case BlueprintDamageType.ROOM_CHANGED:
                    for (sbyte i = 0; i < Blueprint.RoomMap.Length; i++)
                    {
                        state.Rooms.SetRoomMap(i, Blueprint.RoomMap[i]);
                    }
                    if (state.Light != null)
                    {
                        if (lightChangeType < 2)
                        {
                            lightChangeType = 2;
                            state.Light.InvalidateAll();
                        }
                    }
                    Blueprint.RoofComp.ShapeDirty = true;
                    break;

                case BlueprintDamageType.FLOOR_CHANGED:
                case BlueprintDamageType.WALL_CHANGED:
                    //recacheTerrain = true;
                    recacheFloors = true;
                    recacheWalls  = true;
                    Blueprint.RoofComp.ShapeDirty = true;
                    break;
                }
            }
            if (recacheFloors || recacheTerrain)
            {
                redrawFloor = true;
            }
            if (recacheWalls || recacheCutaway)
            {
                redrawWall = true;
            }
            if (recacheObjects)
            {
                redrawStaticObjects = true;
            }
            damage.Clear();

            //scroll buffer loads in increments of SCROLL_BUFFER
            var newOff    = GetScrollIncrement(pxOffset, state);
            var oldCenter = state.CenterTile;

            state.CenterTile += state.WorldSpace.GetTileFromScreen(newOff - pxOffset); //offset the scroll to the position of the scroll buffer.
            var tileOffset = state.CenterTile;

            pxOffset = newOff;

            if (recacheTerrain)
            {
                Blueprint.Terrain.RegenTerrain(gd, state, Blueprint);
            }

            if (recacheWalls)
            {
                Blueprint.WCRC?.Generate(gd, state, false);
            }
            else if (recacheCutaway)
            {
                Blueprint.WCRC?.Generate(gd, state, true);
            }

            state.Light?.ParseInvalidated((sbyte)(state.Level + ((state.DrawRoofs) ? 1 : 0)), state);

            if (recacheWalls || recacheCutaway)
            {
                _2d.Pause();
                _2d.Resume(); //clear the sprite buffer before we begin drawing what we're going to cache
                Blueprint.WallComp.Draw(gd, state);
                ClearDrawBuffer(StaticWallCache);
                state.PrepareLighting();
                _2d.End(StaticWallCache, true);
            }

            if (recacheFloors)
            {
                _2d.Pause();
                _2d.Resume(); //clear the sprite buffer before we begin drawing what we're going to cache
                //Blueprint.FloorComp.Draw(gd, state);
                Blueprint.FloorGeom.FullReset(gd, state.BuildMode > 1);
                ClearDrawBuffer(StaticFloorCache);
                _2d.End(StaticFloorCache, true);
            }

            if (recacheObjects)
            {
                _2d.Pause();
                _2d.Resume();

                foreach (var obj in Blueprint.Objects)
                {
                    if (obj.Level > state.Level)
                    {
                        continue;
                    }
                    var renderInfo = GetRenderInfo(obj);
                    if (renderInfo.Layer == WorldObjectRenderLayer.STATIC)
                    {
                        var tilePosition = obj.Position;
                        _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition));
                        _2d.OffsetTile(tilePosition);
                        _2d.SetObjID(obj.ObjectID);
                        obj.Draw(gd, state);
                    }
                }
                ClearDrawBuffer(StaticObjectsCache);
                _2d.End(StaticObjectsCache, true);
            }

            if (!drawImmediate)
            {
                state.PrepareLighting();

                if (redrawStaticObjects || redrawFloor || redrawWall)
                {
                    /** Draw static objects to a texture **/
                    Promise <Texture2D> bufferTexture = null;
                    Promise <Texture2D> depthTexture  = null;
                    using (var buffer = state._2D.WithBuffer(BUFFER_STATIC, ref bufferTexture, BUFFER_STATIC_DEPTH, ref depthTexture))
                    {
                        while (buffer.NextPass())
                        {
                            DrawFloorBuf(gd, state, pxOffset);
                            DrawWallBuf(gd, state, pxOffset);
                            DrawObjBuf(gd, state, pxOffset);
                        }
                    }
                    StaticObjects = new ScrollBuffer(bufferTexture.Get(), depthTexture.Get(), newOff, new Vector3(tileOffset, 0));
                }
            }
            //state._2D.PreciseZoom = state.PreciseZoom;
            state.CenterTile = oldCenter; //revert to our real scroll position

            state.ThisFrameImmediate = drawImmediate;
        }
Example #4
0
        public override void PreDraw(GraphicsDevice gd, WorldState state)
        {
            //var oht = state.BaseHeight;
            //state.BaseHeight = 0;
            var pxOffset = -state.WorldSpace.GetScreenOffset();
            //state.BaseHeight = oht;
            var damage = Blueprint.Damage;
            var _2d    = state._2D;

            /**
             * Tasks:
             *  If zoom or rotation has changed, redraw all static layers
             *  If scroll has changed, redraw static layer if the scroll is outwith the buffered region
             *  If architecture has changed, redraw appropriate static layer
             *  If there is a new object in the static layer, redraw the static layer
             *  If an objects in the static layer has changed, redraw the static layer and move the object to the dynamic layer
             *  If wall visibility has changed, redraw wall layer (should think about how this works with breakthrough wall mode
             */

            var im = state.ThisFrameImmediate;

            var recacheWalls   = false;
            var recacheCutaway = false;
            var recacheFloors  = false;
            var recacheTerrain = false;
            var recacheObjects = false;
            var drawImmediate  = false;

            var lightChangeType = 0;

            if (Math.Abs(Blueprint.OutsideTime - LastTimeOfDay) > 0.001f)
            {
                damage.Add(new BlueprintDamage(BlueprintDamageType.OUTDOORS_LIGHTING_CHANGED));
                LastTimeOfDay = Blueprint.OutsideTime;
            }

            WorldObjectRenderInfo info = null;

            foreach (var item in damage)
            {
                switch (item.Type)
                {
                case BlueprintDamageType.ROTATE:
                case BlueprintDamageType.ZOOM:
                case BlueprintDamageType.LEVEL_CHANGED:
                    recacheObjects = true;
                    recacheWalls   = true;
                    recacheFloors  = true;
                    state.Light?.InvalidateOutdoors();
                    //recacheTerrain = true;
                    break;

                case BlueprintDamageType.SCROLL:
                    break;

                case BlueprintDamageType.PRECISE_ZOOM:
                    drawImmediate = true;
                    break;

                case BlueprintDamageType.LIGHTING_CHANGED:
                    if (lightChangeType >= 2)
                    {
                        break;
                    }
                    var room = (ushort)item.TileX;

                    state.Light?.InvalidateRoom(room);
                    Blueprint.GenerateRoomLights();
                    state.OutsideColor   = Blueprint.RoomColors[1];
                    state._3D.RoomLights = Blueprint.RoomColors;
                    state.OutsidePx.SetData(new Color[] { new Color(Blueprint.OutsideColor, (Blueprint.OutsideColor.R + Blueprint.OutsideColor.G + Blueprint.OutsideColor.B) / (255 * 3f)) });
                    if (state.AmbientLight != null)
                    {
                        state.AmbientLight.SetData(Blueprint.RoomColors);
                    }
                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OUTDOORS_LIGHTING_CHANGED:
                    if (lightChangeType >= 1)
                    {
                        break;
                    }
                    lightChangeType = 1;

                    Blueprint.GenerateRoomLights();
                    state.OutsideColor   = Blueprint.RoomColors[1];
                    state._3D.RoomLights = Blueprint.RoomColors;
                    state.OutsidePx.SetData(new Color[] { new Color(Blueprint.OutsideColor, (Blueprint.OutsideColor.R + Blueprint.OutsideColor.G + Blueprint.OutsideColor.B) / (255 * 3f)) });
                    if (state.AmbientLight != null)
                    {
                        state.AmbientLight.SetData(Blueprint.RoomColors);
                    }
                    state.Light?.InvalidateOutdoors();

                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OBJECT_MOVE:
                    /** Redraw if its in static layer **/

                    /*
                     * info = GetRenderInfo(item.Component);
                     * if (info.Layer == WorldObjectRenderLayer.STATIC)
                     * {
                     *  recacheObjects = true;
                     *  info.Layer = WorldObjectRenderLayer.DYNAMIC;
                     * }
                     * if (item.Component is ObjectComponent) ((ObjectComponent)item.Component).DynamicCounter = 0;*/
                    break;

                case BlueprintDamageType.OBJECT_GRAPHIC_CHANGE:
                    /** Redraw if its in static layer **/

                    /*
                     *  info = GetRenderInfo(item.Component);
                     *  if (info.Layer == WorldObjectRenderLayer.STATIC)
                     *  {
                     * recacheObjects = true;
                     * info.Layer = WorldObjectRenderLayer.DYNAMIC;
                     *  }
                     *  if (item.Component is ObjectComponent) ((ObjectComponent)item.Component).DynamicCounter = 0;*/
                    break;

                case BlueprintDamageType.OBJECT_RETURN_TO_STATIC:
                    /*
                     * info = GetRenderInfo(item.Component);
                     * if (info.Layer == WorldObjectRenderLayer.DYNAMIC)
                     * {
                     *  recacheObjects = true;
                     *  info.Layer = WorldObjectRenderLayer.STATIC;
                     * }*/
                    break;

                case BlueprintDamageType.WALL_CUT_CHANGED:
                    recacheCutaway = true;
                    break;

                case BlueprintDamageType.ROOF_STYLE_CHANGED:
                    Blueprint.RoofComp.StyleDirty = true;
                    break;

                case BlueprintDamageType.ROOM_CHANGED:
                    for (sbyte i = 0; i < Blueprint.RoomMap.Length; i++)
                    {
                        state.Rooms.SetRoomMap(i, Blueprint.RoomMap[i]);
                    }
                    if (state.Light != null)
                    {
                        if (lightChangeType < 2)
                        {
                            lightChangeType = 2;
                            state.Light.InvalidateAll();
                        }
                    }
                    Blueprint.Indoors             = null;
                    Blueprint.RoofComp.ShapeDirty = true;
                    break;

                case BlueprintDamageType.FLOOR_CHANGED:
                case BlueprintDamageType.WALL_CHANGED:
                    recacheFloors = true;
                    recacheWalls  = true;
                    Blueprint.RoofComp.ShapeDirty = true;
                    break;
                }
            }
            damage.Clear();

            if (recacheTerrain)
            {
                Blueprint.Terrain.RegenTerrain(gd, Blueprint);
            }

            if (recacheWalls)
            {
                Blueprint.WCRC?.Generate(gd, state, false);
            }
            else if (recacheCutaway)
            {
                Blueprint.WCRC?.Generate(gd, state, true);
            }

            if (recacheFloors)
            {
                Blueprint.FloorGeom.FullReset(gd, state.BuildMode > 1);
            }

            if (Drawn)
            {
                state.Light?.ParseInvalidated((sbyte)(state.Level + ((state.DrawRoofs) ? 1 : 0)), state);
            }

            if (recacheObjects)
            {
                /* objects no longer statically cached?
                 * _2d.Pause();
                 * _2d.Resume();
                 *
                 * foreach (var obj in Blueprint.Objects)
                 * {
                 *  if (obj.Level > state.Level) continue;
                 *  var renderInfo = GetRenderInfo(obj);
                 *  if (renderInfo.Layer == WorldObjectRenderLayer.STATIC)
                 *  {
                 *      var tilePosition = obj.Position;
                 *      _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition));
                 *      _2d.OffsetTile(tilePosition);
                 *      _2d.SetObjID(obj.ObjectID);
                 *      obj.Draw(gd, state);
                 *  }
                 * }
                 * ClearDrawBuffer(StaticObjectsCache);
                 * _2d.End(StaticObjectsCache, true);
                 */
            }

            state.ThisFrameImmediate = drawImmediate;
        }
        public override void Update(UpdateState state)
        {
            base.Update(state);
            if (TempVM == null && GUID != 0)
            {
                var world = new ExternalWorld(GameFacade.GraphicsDevice);
                world.Initialize(GameFacade.Scenes);
                var context = new VMContext(world);

                TempVM = new VM(context, new VMServerDriver(new VMTSOGlobalLinkStub()), new VMNullHeadlineProvider());
                TempVM.Init();

                var blueprint = new Blueprint(1, 1);
                blueprint.Light = new RoomLighting[]
                {
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                    new RoomLighting()
                    {
                        OutsideLight = 100
                    },
                };
                blueprint.OutsideColor = Color.White;
                blueprint.GenerateRoomLights();
                blueprint.RoomColors[2].A /= 2;
                world.State.AmbientLight.SetData(blueprint.RoomColors);
                world.State.OutsidePx.SetData(new Color[] { Color.White });

                world.InitBlueprint(blueprint);
                context.Blueprint    = blueprint;
                context.Architecture = new VMArchitecture(1, 1, blueprint, TempVM.Context);
            }

            if (GUID != oldGUID)
            {
                SetGUIDLocal(GUID, TempVM);
                state.SharedData["ExternalDraw"] = true;
            }

            if (ForceRedraw)
            {
                state.SharedData["ExternalDraw"] = true;
                ForceRedraw = false;
            }

            if (TempVM != null)
            {
                var lcount = TempVM.Scheduler.CurrentTickID;
                TempVM.Update();
                var count = TempVM.Scheduler.CurrentTickID;
                foreach (var ent in TempVM.Entities)
                {
                    if (ent is VMAvatar)
                    {
                        for (uint i = lcount; i < count; i++)
                        {
                            ent.Tick();
                        }
                    }
                }
                TempVM.PreDraw();
            }
        }
Example #6
0
        /// <summary>
        /// Prep work before screen is painted
        /// </summary>
        /// <param name="gd"></param>
        /// <param name="state"></param>
        public void PreDraw(GraphicsDevice gd, WorldState state)
        {
            if (Blueprint == null)
            {
                return;
            }
            var pxOffset = -state.WorldSpace.GetScreenOffset();
            var damage   = Blueprint.Damage;
            var _2d      = state._2D;
            var oldLevel = state.Level;
            var oldBuild = state.BuildMode;

            state.SilentLevel     = State.Level;
            state.SilentBuildMode = 0;

            /**
             * This is a little bit different from a normal 2d world. All objects are part of the static
             * buffer, and they are redrawn into the parent world's scroll buffers.
             */

            var recacheWalls   = false;
            var recacheObjects = false;

            if (TicksSinceLight++ > 60 * 4)
            {
                damage.Add(new BlueprintDamage(BlueprintDamageType.OUTDOORS_LIGHTING_CHANGED));
            }

            foreach (var item in damage)
            {
                switch (item.Type)
                {
                case BlueprintDamageType.ROTATE:
                case BlueprintDamageType.ZOOM:
                case BlueprintDamageType.LEVEL_CHANGED:
                    recacheObjects = true;
                    recacheWalls   = true;
                    break;

                case BlueprintDamageType.SCROLL:
                    break;

                case BlueprintDamageType.LIGHTING_CHANGED:
                    Blueprint.OutsideColor = state.OutsideColor;
                    Blueprint.GenerateRoomLights();
                    State.OutsideColor = Blueprint.RoomColors[1];
                    State.AmbientLight.SetData(Blueprint.RoomColors);
                    TicksSinceLight = 0;
                    break;

                case BlueprintDamageType.OBJECT_MOVE:
                case BlueprintDamageType.OBJECT_GRAPHIC_CHANGE:
                case BlueprintDamageType.OBJECT_RETURN_TO_STATIC:
                    recacheObjects = true;
                    break;

                case BlueprintDamageType.WALL_CUT_CHANGED:
                case BlueprintDamageType.FLOOR_CHANGED:
                case BlueprintDamageType.WALL_CHANGED:
                    recacheWalls = true;
                    break;
                }
            }
            damage.Clear();

            state._2D.End();
            state._2D.Begin(state.Camera);
            if (recacheWalls)
            {
                //clear the sprite buffer before we begin drawing what we're going to cache
                Blueprint.Terrain.RegenTerrain(gd, state, Blueprint);
                Blueprint.FloorComp.Draw(gd, state);
                Blueprint.WallComp.Draw(gd, state);
                StaticArchCache.Clear();
                state._2D.End(StaticArchCache, true);
            }

            if (recacheObjects)
            {
                state._2D.Pause();
                state._2D.Resume();

                foreach (var obj in Blueprint.Objects)
                {
                    if (obj.Level > state.Level)
                    {
                        continue;
                    }
                    var tilePosition = obj.Position;
                    state._2D.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition));
                    state._2D.OffsetTile(tilePosition);
                    state._2D.SetObjID(obj.ObjectID);
                    obj.Draw(gd, state);
                }
                StaticObjectsCache.Clear();
                state._2D.End(StaticObjectsCache, true);
            }

            state.SilentBuildMode = oldBuild;
            state.SilentLevel     = oldLevel;
        }
Example #7
0
        public void PreDraw(GraphicsDevice gd, WorldState state)
        {
            DrawImmediate = state.ForceImmediate;
            UpdateColor   = false;
            if (state.CameraMode < CameraRenderMode._3D)
            {
                state.CameraMode = (state.Cameras.Safe2D) ? CameraRenderMode._2D : CameraRenderMode._2DRotate;
            }
            if (state.CameraMode > CameraRenderMode._2D)
            {
                DrawImmediate = true;
            }

            if (Math.Abs(Blueprint.OutsideTime - LastTimeOfDay) > 0.001f)
            {
                Dirty        |= BlueprintGlobalChanges.OUTDOORS_LIGHTING_CHANGED;
                LastTimeOfDay = Blueprint.OutsideTime;
            }

            if ((Dirty & BlueprintGlobalChanges.ALL) > 0)
            {
                if ((Dirty & BlueprintGlobalChanges.VIEW_CHANGE_2D) > 0)
                {
                    StaticSurfaceDirty = true;
                    Dirty |= BlueprintGlobalChanges.WALL_CHANGED;
                    Dirty |= BlueprintGlobalChanges.FLOOR_CHANGED;
                    if ((Dirty & BlueprintGlobalChanges.ROTATE) > 0)
                    {
                        foreach (var obj in Blueprint.Objects)
                        {
                            obj.UpdateDrawOrder(state);
                        }
                    }

                    //invalidate walls
                    //invalidate floors
                    //invalidate outdoors?
                }
                if ((Dirty & BlueprintGlobalChanges.SCROLL) > 0)
                {
                    //invalidate scroll buffers if our new scroll view is outside their ranges
                    var pxOffset = -state.WorldSpace.GetScreenOffset();
                    if (StaticSurface == null || StaticSurface.PxOffset != StaticSurface.GetScrollIncrement(pxOffset, state))
                    {
                        StaticSurfaceDirty = true;
                    }
                }
                if ((Dirty & BlueprintGlobalChanges.PRECISE_ZOOM) > 0)
                {
                    DrawImmediate = true;
                }

                if ((Dirty & BlueprintGlobalChanges.LIGHTING_ANY) > 0)
                {
                    UpdateColor = true;
                    Blueprint.GenerateRoomLights();
                    state.OutsideColor = Blueprint.RoomColors[1];
                    state.OutsidePx.SetData(new Color[] { new Color(Blueprint.OutsideColor, (Blueprint.OutsideColor.R + Blueprint.OutsideColor.G + Blueprint.OutsideColor.B) / (255 * 3f)) });
                    if (state.AmbientLight != null)
                    {
                        state.AmbientLight.SetData(Blueprint.RoomColors);
                    }
                    if ((Dirty & BlueprintGlobalChanges.ROOM_CHANGED) == 0)
                    {
                        if ((Dirty & BlueprintGlobalChanges.LIGHTING_CHANGED) > 0 && state.Light != null)
                        {
                            //pass invalidated rooms
                            foreach (var room in RoomLightInvalid)
                            {
                                state.Light?.InvalidateRoom((ushort)room);
                            }
                            RoomLightInvalid.Clear();
                        }
                        if ((Dirty & BlueprintGlobalChanges.OUTDOORS_LIGHTING_CHANGED) > 0)
                        {
                            state.Light?.InvalidateOutdoors();

                            if (Blueprint.SubWorlds.Count > 0)
                            {
                                Blueprint.SubWorlds[LastSubLightUpdate].RefreshLighting();
                                LastSubLightUpdate = (LastSubLightUpdate + 1) % Blueprint.SubWorlds.Count;
                            }
                        }
                    }

                    if (LastSubLightUpdate == -1)
                    {
                        foreach (var sub in Blueprint.SubWorlds)
                        {
                            sub.RefreshLighting();
                        }
                        LastSubLightUpdate = 0;
                    }

                    TicksSinceLight    = 0;
                    StaticSurfaceDirty = true;
                }

                var wallFlags = (Dirty & (BlueprintGlobalChanges.WALL_CHANGED | BlueprintGlobalChanges.WALL_CUT_CHANGED));
                if (wallFlags > 0)
                {
                    //process wall changes
                    state.Platform.RecacheWalls(gd, state, wallFlags == BlueprintGlobalChanges.WALL_CUT_CHANGED);
                    StaticSurfaceDirty = true;
                }

                if ((Dirty & BlueprintGlobalChanges.ROOF_STYLE_CHANGED) > 0)
                {
                    Blueprint.RoofComp.StyleDirty = true;
                }

                if ((Dirty & BlueprintGlobalChanges.ARCH_CHANGED) > 0)
                {
                    if ((Dirty & BlueprintGlobalChanges.FLOOR_CHANGED) > 0)
                    {
                        //process floor changes
                        Blueprint.FloorGeom.FullReset(gd, state.BuildMode > 1);
                    }
                    if ((Dirty & BlueprintGlobalChanges.ROOM_CHANGED) > 0)
                    {
                        for (sbyte i = 0; i < Blueprint.RoomMap.Length; i++)
                        {
                            state.Rooms.SetRoomMap(i, Blueprint.RoomMap[i]);
                        }
                        if (state.Light != null)
                        {
                            UpdateColor = true;
                            state.Light.InvalidateAll();
                        }
                        Blueprint.Indoors             = null;
                        Blueprint.RoofComp.ShapeDirty = true;
                    }

                    StaticSurfaceDirty = true;
                }

                if ((Dirty & (BlueprintGlobalChanges.OPENGL_SECOND_DRAW)) > 0)
                {
                    //must redraw to avoid issues with floors
                    StaticSurfaceDirty = true;
                }
            }
            Dirty = 0;

            state.Light?.ParseInvalidated((sbyte)(state.Level + ((state.DrawRoofs) ? 1 : 0)), state);

            //for moved objects, regenerate depth and move them to dynamic if they aren't already there.
            foreach (var obj in ObjectMoved)
            {
                if (obj.Dead)
                {
                    continue;
                }
                obj.UpdateDrawOrder(state);
                Layers.EnsureDynamic(obj);
            }
            StaticObjectDirty = ObjectSetDirty;
            ObjectSetDirty    = false;
            if (StaticObjectDirty)
            {
                StaticSurfaceDirty = true;
            }
            ObjectMoved.Clear();

            if (Layers.Update())
            {
                //static buffer is dirty.
                StaticSurfaceDirty = true;
            }
        }