public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam) { float brightness = MathHelper.Clamp(1.1f + (cam.Position.Y - Size.Y) / 100000.0f, 0.1f, 1.0f); var lightColorHLS = GenerationParams.AmbientLightColor.RgbToHLS(); lightColorHLS.Y *= brightness; GameMain.LightManager.AmbientLight = ToolBox.HLSToRGB(lightColorHLS); graphics.Clear(BackgroundColor); renderer?.DrawBackground(spriteBatch, cam, LevelObjectManager, backgroundCreatureManager); }
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(); } }
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(); }
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch) { foreach (Submarine sub in Submarine.Loaded) { sub.UpdateTransform(); } GameMain.ParticleManager.UpdateTransforms(); GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision; GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam, lightBlur.Effect); if (Character.Controlled != null) { GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition); } 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 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(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform); Submarine.DrawBack(spriteBatch, false, s => s is Structure && ((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal); foreach (Structure s in Structure.WallList) { if ((s.ResizeVertical != s.ResizeHorizontal) && s.CastShadow) { GUI.DrawRectangle(spriteBatch, new Vector2(s.DrawPosition.X - s.WorldRect.Width / 2, -s.DrawPosition.Y - s.WorldRect.Height / 2), new Vector2(s.WorldRect.Width, s.WorldRect.Height), Color.Black, true); } } spriteBatch.End(); 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(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform); Submarine.DrawBack(spriteBatch, false, s => !(s is Structure)); Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal)); foreach (Character c in Character.CharacterList) { c.Draw(spriteBatch); } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, null, null, cam.Transform); Submarine.DrawFront(spriteBatch, false, null); 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), waterColor); spriteBatch.End(); //draw alpha blended particles that are inside a sub #if LINUX 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 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.SetRenderTarget(renderTargetFinal); Hull.renderer.RenderBack(spriteBatch, renderTargetWater); Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length); Hull.renderer.PositionInBuffer = 0; foreach (Hull hull in Hull.hullList) { hull.Render(graphics, cam); } Hull.renderer.Render(graphics, cam, renderTarget, Cam.ShaderTransform); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearWrap, null, null, damageEffect, cam.Transform); Submarine.DrawDamageable(spriteBatch, damageEffect, false); 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); 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); } spriteBatch.End(); graphics.SetRenderTarget(null); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null); spriteBatch.Draw(renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White); spriteBatch.End(); if (GameMain.LightManager.LosEnabled && Character.Controlled != null) { GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"]; #if LINUX GameMain.LightManager.LosEffect.Parameters["TextureSampler+xTexture"].SetValue(renderTargetBackground); GameMain.LightManager.LosEffect.Parameters["LosSampler+xLosTexture"].SetValue(GameMain.LightManager.losTexture); #else GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground); GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture); #endif //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 = Math.Min(CharacterHUD.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; Color losColor = ToolBox.HLSToRGB(losColorHls); 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(); } }