public static void Create(Character character) { Rectangle boundingBox = CalculateBoundingBox(character); int texWidth = Math.Clamp((int)(boundingBox.Width * 2.5f), 512, 4096); float zoom = (float)texWidth / (float)boundingBox.Width; int texHeight = (int)(zoom * boundingBox.Height); Camera cam = new Camera(); cam.SetResolution(new Point(texWidth, texHeight)); cam.MaxZoom = zoom; cam.MinZoom = zoom * 0.5f; cam.Zoom = zoom; cam.Position = boundingBox.Center.ToVector2(); cam.UpdateTransform(false); using (RenderTarget2D rt = new RenderTarget2D( GameMain.Instance.GraphicsDevice, texWidth, texHeight, false, SurfaceFormat.Color, DepthFormat.None)) { using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice)) { Viewport prevViewport = GameMain.Instance.GraphicsDevice.Viewport; GameMain.Instance.GraphicsDevice.Viewport = new Viewport(0, 0, texWidth, texHeight); GameMain.Instance.GraphicsDevice.SetRenderTarget(rt); GameMain.Instance.GraphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(SpriteSortMode.BackToFront, transformMatrix: cam.Transform); character.Draw(spriteBatch, cam); if (character.Inventory != null) { foreach (var item in character.Inventory.AllItems) { if (item != null) { item.Draw(spriteBatch, false, false); item.Draw(spriteBatch, false, true); } } } spriteBatch.End(); GameMain.Instance.GraphicsDevice.SetRenderTarget(null); GameMain.Instance.GraphicsDevice.Viewport = prevViewport; using (FileStream fs = File.Open("wikiimage.png", System.IO.FileMode.Create)) { rt.SaveAsPng(fs, boundingBox.Width, boundingBox.Height); } } } }
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(); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) { //cam.UpdateTransform(); graphics.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform); Submarine.Draw(spriteBatch, true); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform); //if (EntityPrefab.Selected != null) EntityPrefab.Selected.UpdatePlacing(spriteBatch, cam); //Entity.DrawSelecting(spriteBatch, cam); if (editingCharacter != null) { editingCharacter.Draw(spriteBatch); } spriteBatch.End(); //-------------------- HUD ----------------------------- spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable); GUIpanel.Draw(spriteBatch); EditLimb(spriteBatch); int y = 0; for (int i = 0; i < textures.Count; i++) { int x = GameMain.GraphicsWidth - textures[i].Width; spriteBatch.Draw(textures[i], new Vector2(x, y), Color.White); foreach (Limb limb in editingCharacter.AnimController.Limbs) { if (limb.sprite == null || limb.sprite.FilePath != texturePaths[i]) { continue; } Rectangle rect = limb.sprite.SourceRect; rect.X += x; rect.Y += y; GUI.DrawRectangle(spriteBatch, rect, Color.Red); Vector2 limbBodyPos = new Vector2( rect.X + limb.sprite.Origin.X, rect.Y + limb.sprite.Origin.Y); DrawJoints(spriteBatch, limb, limbBodyPos); //if (limb.BodyShapeTexture == null) continue; //spriteBatch.Draw(limb.BodyShapeTexture, limbBodyPos, // null, Color.White, 0.0f, // new Vector2(limb.BodyShapeTexture.Width, limb.BodyShapeTexture.Height) / 2, // 1.0f, SpriteEffects.None, 0.0f); GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitY * 5.0f, limbBodyPos - Vector2.UnitY * 5.0f, Color.White); GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitX * 5.0f, limbBodyPos - Vector2.UnitX * 5.0f, Color.White); if (Vector2.Distance(PlayerInput.MousePosition, limbBodyPos) < 5.0f && PlayerInput.LeftButtonHeld()) { limb.sprite.Origin += PlayerInput.MouseSpeed; } } y += textures[i].Height; } GUI.Draw((float)deltaTime, spriteBatch, cam); //EntityPrefab.DrawList(spriteBatch, new Vector2(20,50)); //Entity.Edit(spriteBatch, cam); spriteBatch.End(); }