public override void Update(DwarfTime gameTime) { CompositeLibrary.Update(); MainWindow.LocalBounds = new Rectangle(EdgePadding, EdgePadding, Game.GraphicsDevice.Viewport.Width - EdgePadding * 2, Game.GraphicsDevice.Viewport.Height - EdgePadding * 2); Input.Update(); GUI.Update(gameTime); if (CurrentAction != null) { if (CurrentCoroutine == null) { CurrentCoroutine = CurrentAction.Action(); CurrentEnumerator = CurrentCoroutine.GetEnumerator(); } if (CurrentCoroutine != null) { SpeechNode node = CurrentEnumerator.Current; if (node != null) { Transition(node); CurrentCoroutine = null; CurrentAction = null; } else { if (!CurrentEnumerator.MoveNext()) { CurrentCoroutine = null; CurrentAction = null; CurrentEnumerator = null; Transition(DialougeTree); } } } } base.Update(gameTime); }
/// <summary> /// Called when a frame is to be drawn to the screen /// </summary> /// <param name="gameTime">The current time</param> public void Render(DwarfTime gameTime) { if (!ShowingWorld) { return; } #if RENDER_VOXEL_ICONS var voxels = VoxelLibrary.RenderIcons(GraphicsDevice, DefaultShader, ChunkManager, -1, -1, 32); using (var stream = new FileStream("voxels.png", FileMode.OpenOrCreate)) { GraphicsDevice.SetRenderTarget(null); voxels.SaveAsPng(stream, voxels.Width, voxels.Height); } #endif GamePerformance.Instance.StartTrackPerformance("Render - RENDER"); GamePerformance.Instance.StartTrackPerformance("Render - Prep"); var renderables = ComponentRenderer.EnumerateVisibleRenderables(ComponentManager.GetRenderables(), ChunkManager, Camera); // Controls the sky fog float x = (1.0f - Sky.TimeOfDay); x = x * x; DefaultShader.FogColor = new Color(0.32f * x, 0.58f * x, 0.9f * x); DefaultShader.LightPositions = LightPositions; CompositeLibrary.Render(GraphicsDevice); CompositeLibrary.Update(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; if (GameSettings.Default.UseDynamicShadows) { ChunkRenderer.RenderShadowmap(DefaultShader, GraphicsDevice, Shadows, Matrix.Identity, Tilesheet); } if (GameSettings.Default.UseLightmaps) { ChunkRenderer.RenderLightmaps(Camera, gameTime, GraphicsDevice, DefaultShader, Matrix.Identity); } // Computes the water height. float wHeight = WaterRenderer.GetVisibleWaterHeight(ChunkManager, Camera, GraphicsDevice.Viewport, lastWaterHeight); lastWaterHeight = wHeight; // Draw reflection/refraction images WaterRenderer.DrawReflectionMap(renderables, gameTime, this, wHeight - 0.1f, GetReflectedCameraMatrix(wHeight), DefaultShader, GraphicsDevice); GamePerformance.Instance.StopTrackPerformance("Render - Prep"); GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer"); #region Draw Selection Buffer. if (SelectionBuffer == null) { SelectionBuffer = new SelectionBuffer(8, GraphicsDevice); } GraphicsDevice.RasterizerState = RasterizerState.CullNone; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; Plane slicePlane = WaterRenderer.CreatePlane(SlicePlane, new Vector3(0, -1, 0), Camera.ViewMatrix, false); if (SelectionBuffer.Begin(GraphicsDevice)) { // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.World = Matrix.Identity; //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks"); ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components"); ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances"); NewInstanceManager.RenderInstances(GraphicsDevice, DefaultShader, Camera, InstanceRenderer.RenderMode.SelectionBuffer); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances"); SelectionBuffer.End(GraphicsDevice); GamePerformance.Instance.TrackValueType("SBUFFER RENDERED", true); } else { GamePerformance.Instance.TrackValueType("SBUFFER RENDERED", false); } #endregion GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer"); GamePerformance.Instance.StartTrackPerformance("Render - BG Stuff"); // Start drawing the bloom effect if (GameSettings.Default.EnableGlow) { bloom.BeginDraw(); } // Draw the sky GraphicsDevice.Clear(DefaultShader.FogColor); DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor); // Defines the current slice for the GPU float level = ChunkManager.ChunkData.MaxViewingLevel + 0.25f; if (level > VoxelConstants.ChunkSizeY) { level = 1000; } GamePerformance.Instance.StopTrackPerformance("Render - BG Stuff"); GamePerformance.Instance.StartTrackPerformance("Render - Chunks"); SlicePlane = level; DefaultShader.WindDirection = Weather.CurrentWind; DefaultShader.WindForce = 0.0005f * (1.0f + (float)Math.Sin(Time.GetTotalSeconds() * 0.001f)); // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; //Blue ghost effect above the current slice. DefaultShader.GhostClippingEnabled = true; Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix); GamePerformance.Instance.StopTrackPerformance("Render - Chunks"); // Now we want to draw the water on top of everything else DefaultShader.ClippingEnabled = true; DefaultShader.GhostClippingEnabled = false; //ComponentManager.CollisionManager.DebugDraw(); DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.GhostClippingEnabled = true; // Now draw all of the entities in the game DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; GamePerformance.Instance.StartTrackPerformance("Render - Drawer3D"); // Render simple geometry (boxes, etc.) Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, DesignationDrawer, PlayerFaction.Designations, this); GamePerformance.Instance.StopTrackPerformance("Render - Drawer3D"); GamePerformance.Instance.StartTrackPerformance("Render - Instances"); DefaultShader.EnableShadows = GameSettings.Default.UseDynamicShadows; if (GameSettings.Default.UseDynamicShadows) { Shadows.BindShadowmapEffect(DefaultShader); } DefaultShader.View = Camera.ViewMatrix; NewInstanceManager.RenderInstances(GraphicsDevice, DefaultShader, Camera, InstanceRenderer.RenderMode.Normal); GamePerformance.Instance.StopTrackPerformance("Render - Instances"); GamePerformance.Instance.StartTrackPerformance("Render - Components"); ComponentRenderer.Render(renderables, gameTime, ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader, ComponentRenderer.WaterRenderType.None, lastWaterHeight); GamePerformance.Instance.StopTrackPerformance("Render - Components"); GamePerformance.Instance.StartTrackPerformance("Render - Tools"); if (Master.CurrentToolMode == GameMaster.ToolMode.BuildZone || Master.CurrentToolMode == GameMaster.ToolMode.BuildWall || Master.CurrentToolMode == GameMaster.ToolMode.BuildObject) { DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.SetTexturedTechnique(); GraphicsDevice.BlendState = BlendState.NonPremultiplied; Master.Faction.CraftBuilder.Render(gameTime, GraphicsDevice, DefaultShader); } GamePerformance.Instance.StopTrackPerformance("Render - Tools"); GamePerformance.Instance.StartTrackPerformance("Render - Water"); WaterRenderer.DrawWater( GraphicsDevice, (float)gameTime.TotalGameTime.TotalSeconds, DefaultShader, Camera.ViewMatrix, GetReflectedCameraMatrix(wHeight), Camera.ProjectionMatrix, new Vector3(0.1f, 0.0f, 0.1f), Camera, ChunkManager); GamePerformance.Instance.StopTrackPerformance("Render - Water"); GamePerformance.Instance.StartTrackPerformance("Render - Misc"); DefaultShader.ClippingEnabled = false; if (GameSettings.Default.EnableGlow) { bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null; if (UseFXAA) { fxaa.Begin(DwarfTime.LastTime, fxaa.RenderTarget); } bloom.Draw(gameTime.ToGameTime()); if (UseFXAA) { fxaa.End(DwarfTime.LastTime, fxaa.RenderTarget); } } else if (UseFXAA) { fxaa.End(DwarfTime.LastTime, fxaa.RenderTarget); } RasterizerState rasterizerState = new RasterizerState() { ScissorTestEnable = true }; //if (CompositeLibrary.Composites.ContainsKey("resources")) // CompositeLibrary.Composites["resources"].DebugDraw(DwarfGame.SpriteBatch, 0, 0); //SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds); try { DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin, null, rasterizerState, null, Matrix.Identity); //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White); if (IsCameraUnderwater()) { Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200)); } Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport); IndicatorManager.Render(gameTime); } finally { DwarfGame.SpriteBatch.End(); } Master.Render(Game, gameTime, GraphicsDevice); DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle = DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; GamePerformance.Instance.StopTrackPerformance("Render - Misc"); GamePerformance.Instance.StopTrackPerformance("Render - RENDER"); lock (ScreenshotLock) { foreach (Screenshot shot in Screenshots) { TakeScreenshot(shot.FileName, shot.Resolution); } Screenshots.Clear(); } }
/// <summary> /// Called when a frame is to be drawn to the screen /// </summary> /// <param name="gameTime">The current time</param> public void Render(DwarfTime gameTime) { if (!World.ShowingWorld) { return; } ValidateShader(); var frustum = Camera.GetDrawFrustum(); var renderables = World.EnumerateIntersectingObjects(frustum, r => r.IsVisible && !World.ChunkManager.IsAboveCullPlane(r.GetBoundingBox())); // Controls the sky fog float x = (1.0f - Sky.TimeOfDay); x = x * x; DefaultShader.FogColor = new Color(0.32f * x, 0.58f * x, 0.9f * x); DefaultShader.LightPositions = LightPositions; CompositeLibrary.Render(GraphicsDevice); CompositeLibrary.Update(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; if (lastWaterHeight < 0) // Todo: Seriously, every single frame?? { lastWaterHeight = 0; foreach (var chunk in World.ChunkManager.ChunkMap) { for (int y = 0; y < VoxelConstants.ChunkSizeY; y++) { if (chunk.Data.LiquidPresent[y] > 0) { lastWaterHeight = Math.Max(y + chunk.Origin.Y, lastWaterHeight); } } } } // Computes the water height. float wHeight = WaterRenderer.GetVisibleWaterHeight(World.ChunkManager, Camera, GraphicsDevice.Viewport, lastWaterHeight); lastWaterHeight = wHeight; // Draw reflection/refraction images WaterRenderer.DrawReflectionMap(renderables, gameTime, World, wHeight - 0.1f, GetReflectedCameraMatrix(wHeight), DefaultShader, GraphicsDevice); #region Draw Selection Buffer. if (SelectionBuffer == null) { SelectionBuffer = new SelectionBuffer(8, GraphicsDevice); } GraphicsDevice.RasterizerState = RasterizerState.CullNone; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; // Defines the current slice for the GPU var level = PersistentSettings.MaxViewingLevel >= World.WorldSizeInVoxels.Y ? 1000.0f : PersistentSettings.MaxViewingLevel + 0.25f; Plane slicePlane = WaterRenderer.CreatePlane(level, new Vector3(0, -1, 0), Camera.ViewMatrix, false); if (SelectionBuffer.Begin(GraphicsDevice)) { // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.World = Matrix.Identity; //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks"); ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components"); ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, World.ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances"); InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.SelectionBuffer); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances"); SelectionBuffer.End(GraphicsDevice); } #endregion // Start drawing the bloom effect if (GameSettings.Default.EnableGlow) { bloom.BeginDraw(); } // Draw the sky GraphicsDevice.Clear(DefaultShader.FogColor); DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor); DefaultShader.FogEnd = GameSettings.Default.ChunkDrawDistance; DefaultShader.FogStart = GameSettings.Default.ChunkDrawDistance * 0.8f; CaveView = CaveView * 0.9f + TargetCaveView * 0.1f; DefaultShader.WindDirection = World.Weather.CurrentWind; DefaultShader.WindForce = 0.0005f * (1.0f + (float)Math.Sin(World.Time.GetTotalSeconds() * 0.001f)); // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; //Blue ghost effect above the current slice. DefaultShader.GhostClippingEnabled = true; Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix); // Now we want to draw the water on top of everything else DefaultShader.ClippingEnabled = true; DefaultShader.GhostClippingEnabled = false; //ComponentManager.CollisionManager.DebugDraw(); DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.GhostClippingEnabled = true; // Now draw all of the entities in the game DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; // Render simple geometry (boxes, etc.) Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, World.PersistentData.Designations, World); DefaultShader.EnableShadows = false; DefaultShader.View = Camera.ViewMatrix; ComponentRenderer.Render(renderables, gameTime, World.ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader, ComponentRenderer.WaterRenderType.None, lastWaterHeight); InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.Normal); if (World.UserInterface.CurrentToolMode == "BuildZone" || // Todo: ?? World.UserInterface.CurrentToolMode == "BuildWall" || World.UserInterface.CurrentToolMode == "BuildObject") { DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.SetTexturedTechnique(); GraphicsDevice.BlendState = BlendState.NonPremultiplied; } WaterRenderer.DrawWater( GraphicsDevice, (float)gameTime.TotalGameTime.TotalSeconds, DefaultShader, Camera.ViewMatrix, GetReflectedCameraMatrix(wHeight), Camera.ProjectionMatrix, new Vector3(0.1f, 0.0f, 0.1f), Camera, World.ChunkManager); World.ParticleManager.Render(World, GraphicsDevice); DefaultShader.ClippingEnabled = false; if (UseFXAA && fxaa == null) { fxaa = new FXAA(); fxaa.Initialize(); } if (GameSettings.Default.EnableGlow) { if (UseFXAA) { fxaa.Begin(DwarfTime.LastTime); } bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null; bloom.Draw(gameTime.ToRealTime()); if (UseFXAA) { fxaa.End(DwarfTime.LastTime); } } else if (UseFXAA) { fxaa.End(DwarfTime.LastTime); } RasterizerState rasterizerState = new RasterizerState() { ScissorTestEnable = true }; if (Debugger.Switches.DrawSelectionBuffer) { SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds); } try { DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin, null, rasterizerState, null, Matrix.Identity); //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White); if (IsCameraUnderwater()) { Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200)); } Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport); IndicatorManager.Render(gameTime); } finally { try { DwarfGame.SpriteBatch.End(); } catch (Exception exception) { DwarfGame.SpriteBatch = new SpriteBatch(GraphicsDevice); } } if (Debugger.Switches.DrawComposites) { Vector2 offset = Vector2.Zero; foreach (var composite in CompositeLibrary.Composites) { offset = composite.Value.DebugDraw(DwarfGame.SpriteBatch, (int)offset.X, (int)offset.Y); } } DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle = DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; foreach (var module in World.UpdateSystems) { module.Render(gameTime, World.ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader); } lock (ScreenshotLock) { foreach (Screenshot shot in Screenshots) { TakeScreenshot(shot.FileName, shot.Resolution); } Screenshots.Clear(); } }
/// <summary> /// Called when a frame is to be drawn to the screen /// </summary> /// <param name="gameTime">The current time</param> public void Render(DwarfTime gameTime) { if (!ShowingWorld) { return; } var frustum = Camera.GetDrawFrustum(); var renderables = EnumerateIntersectingObjects(frustum) .Where(r => r.IsVisible && !ChunkManager.IsAboveCullPlane(r.GetBoundingBox())); // Controls the sky fog float x = (1.0f - Sky.TimeOfDay); x = x * x; DefaultShader.FogColor = new Color(0.32f * x, 0.58f * x, 0.9f * x); DefaultShader.LightPositions = LightPositions; CompositeLibrary.Render(GraphicsDevice); CompositeLibrary.Update(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; // Computes the water height. float wHeight = WaterRenderer.GetVisibleWaterHeight(ChunkManager, Camera, GraphicsDevice.Viewport, lastWaterHeight); lastWaterHeight = wHeight; // Draw reflection/refraction images WaterRenderer.DrawReflectionMap(renderables, gameTime, this, wHeight - 0.1f, GetReflectedCameraMatrix(wHeight), DefaultShader, GraphicsDevice); #region Draw Selection Buffer. if (SelectionBuffer == null) { SelectionBuffer = new SelectionBuffer(8, GraphicsDevice); } GraphicsDevice.RasterizerState = RasterizerState.CullNone; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; Plane slicePlane = WaterRenderer.CreatePlane(SlicePlane, new Vector3(0, -1, 0), Camera.ViewMatrix, false); if (SelectionBuffer.Begin(GraphicsDevice)) { // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.World = Matrix.Identity; //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Chunks"); ChunkRenderer.RenderSelectionBuffer(DefaultShader, GraphicsDevice, Camera.ViewMatrix); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Chunks"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Components"); ComponentRenderer.RenderSelectionBuffer(renderables, gameTime, ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Components"); //GamePerformance.Instance.StartTrackPerformance("Render - Selection Buffer - Instances"); InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.SelectionBuffer); //GamePerformance.Instance.StopTrackPerformance("Render - Selection Buffer - Instances"); SelectionBuffer.End(GraphicsDevice); } #endregion // Start drawing the bloom effect if (GameSettings.Default.EnableGlow) { bloom.BeginDraw(); } // Draw the sky GraphicsDevice.Clear(DefaultShader.FogColor); DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor); // Defines the current slice for the GPU float level = ChunkManager.World.Master.MaxViewingLevel + 0.25f; if (level > VoxelConstants.ChunkSizeY) { level = 1000; } SlicePlane = level; DefaultShader.WindDirection = Weather.CurrentWind; DefaultShader.WindForce = 0.0005f * (1.0f + (float)Math.Sin(Time.GetTotalSeconds() * 0.001f)); // Draw the whole world, and make sure to handle slicing DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; //Blue ghost effect above the current slice. DefaultShader.GhostClippingEnabled = true; Draw3DThings(gameTime, DefaultShader, Camera.ViewMatrix); // Now we want to draw the water on top of everything else DefaultShader.ClippingEnabled = true; DefaultShader.GhostClippingEnabled = false; //ComponentManager.CollisionManager.DebugDraw(); DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.GhostClippingEnabled = true; // Now draw all of the entities in the game DefaultShader.ClipPlane = new Vector4(slicePlane.Normal, slicePlane.D); DefaultShader.ClippingEnabled = true; if (Debugger.Switches.DrawOcttree) { foreach (var box in OctTree.EnumerateBounds(frustum)) { Drawer3D.DrawBox(box.Item2, Color.Yellow, 1.0f / (float)(box.Item1 + 1), false); } } // Render simple geometry (boxes, etc.) Drawer3D.Render(GraphicsDevice, DefaultShader, Camera, DesignationDrawer, PlayerFaction.Designations, this); DefaultShader.EnableShadows = false; DefaultShader.View = Camera.ViewMatrix; ComponentRenderer.Render(renderables, gameTime, ChunkManager, Camera, DwarfGame.SpriteBatch, GraphicsDevice, DefaultShader, ComponentRenderer.WaterRenderType.None, lastWaterHeight); InstanceRenderer.Flush(GraphicsDevice, DefaultShader, Camera, InstanceRenderMode.Normal); if (Master.CurrentToolMode == GameMaster.ToolMode.BuildZone || Master.CurrentToolMode == GameMaster.ToolMode.BuildWall || Master.CurrentToolMode == GameMaster.ToolMode.BuildObject) { DefaultShader.View = Camera.ViewMatrix; DefaultShader.Projection = Camera.ProjectionMatrix; DefaultShader.SetTexturedTechnique(); GraphicsDevice.BlendState = BlendState.NonPremultiplied; } WaterRenderer.DrawWater( GraphicsDevice, (float)gameTime.TotalGameTime.TotalSeconds, DefaultShader, Camera.ViewMatrix, GetReflectedCameraMatrix(wHeight), Camera.ProjectionMatrix, new Vector3(0.1f, 0.0f, 0.1f), Camera, ChunkManager); ParticleManager.Render(this, GraphicsDevice); DefaultShader.ClippingEnabled = false; if (GameSettings.Default.EnableGlow) { bloom.DrawTarget = UseFXAA ? fxaa.RenderTarget : null; if (UseFXAA) { fxaa.Begin(DwarfTime.LastTime); } bloom.Draw(gameTime.ToRealTime()); if (UseFXAA) { fxaa.End(DwarfTime.LastTime); } } else if (UseFXAA) { fxaa.End(DwarfTime.LastTime); } RasterizerState rasterizerState = new RasterizerState() { ScissorTestEnable = true }; if (Debugger.Switches.DrawSelectionBuffer) { SelectionBuffer.DebugDraw(GraphicsDevice.Viewport.Bounds); } try { DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin, null, rasterizerState, null, Matrix.Identity); //DwarfGame.SpriteBatch.Draw(Shadows.ShadowTexture, Vector2.Zero, Color.White); if (IsCameraUnderwater()) { Drawer2D.FillRect(DwarfGame.SpriteBatch, GraphicsDevice.Viewport.Bounds, new Color(10, 40, 60, 200)); } Drawer2D.Render(DwarfGame.SpriteBatch, Camera, GraphicsDevice.Viewport); IndicatorManager.Render(gameTime); } finally { DwarfGame.SpriteBatch.End(); } if (Debugger.Switches.DrawComposites) { Vector2 offset = Vector2.Zero; foreach (var composite in CompositeLibrary.Composites) { offset = composite.Value.DebugDraw(DwarfGame.SpriteBatch, (int)offset.X, (int)offset.Y); } } Master.Render(Game, gameTime, GraphicsDevice); DwarfGame.SpriteBatch.GraphicsDevice.ScissorRectangle = DwarfGame.SpriteBatch.GraphicsDevice.Viewport.Bounds; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; lock (ScreenshotLock) { foreach (Screenshot shot in Screenshots) { TakeScreenshot(shot.FileName, shot.Resolution); } Screenshots.Clear(); } }