コード例 #1
0
ファイル: Composite.cs プロジェクト: jeason1997/dwarfcorp
        public void RenderToTarget(GraphicsDevice device)
        {
            if (!HasRendered && CurrentFrames.Count > 0)
            {
                device.SetRenderTarget(Target);
                device.Clear(ClearOptions.Target, Color.Transparent, 1.0f, 0);
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp,
                                               DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);
                foreach (KeyValuePair <CompositeFrame, Point> framePair in CurrentFrames)
                {
                    CompositeFrame         frame         = framePair.Key;
                    Point                  currentOffset = framePair.Value;
                    List <NamedImageFrame> images        = frame.GetFrames();

                    for (int i = 0; i < images.Count; i++)
                    {
                        int y = FrameSize.Y - images[i].SourceRect.Height;
                        int x = (FrameSize.X / 2) - images[i].SourceRect.Width / 2;
                        DwarfGame.SpriteBatch.Draw(images[i].Image,
                                                   new Rectangle(currentOffset.X * FrameSize.X + x, currentOffset.Y * FrameSize.Y + y,
                                                                 images[i].SourceRect.Width, images[i].SourceRect.Height), images[i].SourceRect,
                                                   frame.Cells[i].Tint);
                    }
                }
                DwarfGame.SpriteBatch.End();
                device.SetRenderTarget(null);
                HasRendered = true;
            }
        }
コード例 #2
0
        public void RenderStars(DwarfTime time, GraphicsDevice device, Camera camera, Viewport viewPort)
        {
            Matrix rot = Matrix.CreateRotationZ((-CosTime + 0.5f * (float)Math.PI));

            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.Additive, Drawer2D.PointMagLinearMin, DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);
                foreach (var star in StarPositions)
                {
                    var
                             transformed = Vector3.Transform(star, rot);

                    transformed += camera.Position;

                    Vector3 cameraFrame = Vector3.Transform(transformed, camera.ViewMatrix);

                    Vector3 unproject = viewPort.Project(transformed, camera.ProjectionMatrix, camera.ViewMatrix, Matrix.Identity);

                    if (cameraFrame.Z > 0.999f)
                    {
                        Drawer2D.FillRect(DwarfGame.SpriteBatch, new Rectangle((int)unproject.X, (int)unproject.Y, 2, 2), Color.White);
                    }
                }
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }
        }
コード例 #3
0
 public void End(DwarfTime lastTime, RenderTarget2D renderTarget)
 {
     GameState.Game.GraphicsDevice.SetRenderTarget(null);
     try
     {
         DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, Shader, Matrix.Identity);
         DwarfGame.SpriteBatch.Draw(renderTarget, GameState.Game.GraphicsDevice.Viewport.Bounds, Color.White);
     }
     finally
     {
         DwarfGame.SpriteBatch.End();
     }
 }
コード例 #4
0
 public void DebugDraw(Rectangle rect)
 {
     try
     {
         DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred,
                                        BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin, DepthStencilState.Default, RasterizerState.CullNone, null, Matrix.Identity);
         DwarfGame.SpriteBatch.Draw((Texture2D)Buffer, rect, Color.White);
     }
     finally
     {
         DwarfGame.SpriteBatch.End();
     }
 }
コード例 #5
0
 public void ClearEdges(GraphicsDevice device)
 {
     try
     {
         DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.Opaque, Drawer2D.PointMagLinearMin,
                                        DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);
         DwarfGame.SpriteBatch.Draw(Drawer2D.Pixel, new Rectangle(0, 0, ShadowMap.Width, 2), Color.Black);
         DwarfGame.SpriteBatch.Draw(Drawer2D.Pixel, new Rectangle(0, 0, 2, ShadowMap.Height), Color.Black);
         DwarfGame.SpriteBatch.Draw(Drawer2D.Pixel, new Rectangle(ShadowMap.Width - 2, 0, 2, ShadowMap.Height), Color.Black);
         DwarfGame.SpriteBatch.Draw(Drawer2D.Pixel, new Rectangle(0, ShadowMap.Height - 2, ShadowMap.Width, 2), Color.Black);
     }
     finally
     {
         DwarfGame.SpriteBatch.End();
     }
 }
コード例 #6
0
            public void RenderToTarget(GraphicsDevice device, IEnumerable <KeyValuePair <CompositeFrame, FrameID> > currentFrames)
            {
                if (HasChanged)
                {
                    if (Target == null || Target.IsDisposed || Target.GraphicsDevice.IsDisposed)
                    {
                        return;
                    }
                    device.SetRenderTarget(Target);
                    device.Clear(ClearOptions.Target, Color.Transparent, 1.0f, 0);
                    try
                    {
                        DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp,
                                                       DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);
                        foreach (KeyValuePair <CompositeFrame, FrameID> framePair in currentFrames)
                        {
                            CompositeFrame frame         = framePair.Key;
                            FrameID        currentOffset = framePair.Value;

                            List <NamedImageFrame> images = frame.GetFrames();

                            for (int i = 0; i < images.Count; i++)
                            {
                                int y = FrameSize.Y - images[i].SourceRect.Height;
                                int x = (FrameSize.X / 2) - images[i].SourceRect.Width / 2;
                                DwarfGame.SpriteBatch.Draw(images[i].Image,
                                                           new Rectangle(currentOffset.Offset.X * FrameSize.X + x,
                                                                         currentOffset.Offset.Y * FrameSize.Y + y,
                                                                         images[i].SourceRect.Width,
                                                                         images[i].SourceRect.Height),
                                                           images[i].SourceRect,
                                                           frame.Cells[i].Tint);
                            }
                        }
                    }
                    finally
                    {
                        DwarfGame.SpriteBatch.End();
                    }
                    device.SetRenderTarget(null);
                    HasRendered = true;
                    HasChanged  = false;
                }
            }
コード例 #7
0
        public void RenderSunMoon(DwarfTime time, GraphicsDevice device, Camera camera, Viewport viewPort, float scale)
        {
            Matrix rot = Matrix.CreateRotationZ((-CosTime + 0.5f * (float)Math.PI));

            SunPosition = new Vector3(1000, 100, 0);
            Vector3 moonPosition = new Vector3(-1000, 100, 0);

            SunPosition   = Vector3.Transform(SunPosition, rot);
            moonPosition  = Vector3.Transform(moonPosition, rot);
            SunPosition  += camera.Position;
            moonPosition += camera.Position;


            Vector3 cameraFrameSun = Vector3.Transform(SunPosition, camera.ViewMatrix);
            Vector3 cameraFramMoon = Vector3.Transform(moonPosition, camera.ViewMatrix);


            Vector3 unProjectSun  = viewPort.Project(SunPosition, camera.ProjectionMatrix, camera.ViewMatrix, Matrix.Identity);
            Vector3 unProjectMoon = viewPort.Project(moonPosition, camera.ProjectionMatrix, camera.ViewMatrix, Matrix.Identity);

            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);

                if (cameraFrameSun.Z > 0.999f)
                {
                    DwarfGame.SpriteBatch.Draw(SunTexture, new Vector2(unProjectSun.X - SunTexture.Width / 2 * scale, unProjectSun.Y - SunTexture.Height / 2 * scale), null, Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, 0.0f);
                }
                if (cameraFramMoon.Z > 0.999f)
                {
                    DwarfGame.SpriteBatch.Draw(MoonTexture, new Vector2(unProjectMoon.X - SunTexture.Width / 2 * scale, unProjectMoon.Y - SunTexture.Height / 2 * scale), null, Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, 0.0f);
                }
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }

            Vector3 sunDir = (camera.Position - SunPosition);

            sunDir.Normalize();
            SunlightDir = sunDir;
        }
コード例 #8
0
        public override void Render(DwarfTime gameTime)
        {
            try
            {
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointWrap,
                                               DepthStencilState.Default, RasterizerState.CullNone, null, Matrix.Identity);
                float y = -CurrentScroll;
                int   w = GameState.Game.GraphicsDevice.Viewport.Width;
                int   h = GameState.Game.GraphicsDevice.Viewport.Height;
                Drawer2D.FillRect(DwarfGame.SpriteBatch, new Rectangle(Padding - 30, 0, w - Padding * 2 + 30, h), new Color(5, 5, 5, 150));
                foreach (CreditEntry entry in Entries)
                {
                    if (entry.Divider)
                    {
                        y += EntryHeight;
                        continue;
                    }

                    if (y + EntryHeight < -EntryHeight * 2 ||
                        y + EntryHeight > GameState.Game.GraphicsDevice.Viewport.Height + EntryHeight * 2)
                    {
                        y += EntryHeight;
                        continue;
                    }
                    Color color = entry.Color;

                    if (entry.RandomFlash)
                    {
                        color = new Color(MathFunctions.RandVector3Box(-1, 1, -1, 1, -1, 1) * 0.5f + color.ToVector3());
                    }
                    DwarfGame.SpriteBatch.DrawString(CreditsFont, entry.Role, new Vector2(w / 2 - Datastructures.SafeMeasure(CreditsFont, entry.Role).X - 5, y), color);
                    DwarfGame.SpriteBatch.DrawString(CreditsFont, entry.Name, new Vector2(w / 2 + 5, y), color);

                    y += EntryHeight;
                }
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }
            base.Render(gameTime);
        }
コード例 #9
0
ファイル: Terrain2D.cs プロジェクト: sodomon2/dwarfcorp
        private void Draw(GraphicsDevice graphics, DwarfTime time)
        {
            if (DwarfGame.SpriteBatch.IsDisposed)
            {
                return;
            }

            if (Tiles.IsDisposed)
            {
                CreateAssets();
            }

            Bloom.BeginDraw();
            try
            {
                graphics.Clear(Color.SkyBlue);
                DwarfGame.SafeSpriteBatchBegin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin,
                                               DepthStencilState.Default, RasterizerState.CullNone, null, Matrix.Identity);


                Rectangle screenRect = graphics.Viewport.Bounds;

                int maxX = screenRect.Width / TileSize + 2;
                int maxY = screenRect.Width / TileSize;


                float t = (float)time.TotalRealTime.TotalSeconds;

                float offsetX = t * 2.0f;
                float offsetY = 0.0f;

                float st = (float)Math.Abs(Math.Sin(t));

                float lava     = LavaHeight;
                int   backSize = 2;

                for (int ix = 0; ix < maxX * backSize; ix++)
                {
                    float x = ix + (int)(offsetX * 0.6f);

                    float height = Noise.Noise(x * HeightScale * 3, 0, 100) * 0.5f + 0.6f;
                    for (int iy = 0; iy < maxY * backSize; iy++)
                    {
                        float y           = iy + (int)offsetY;
                        float normalizedY = (1.0f) - (float)y / (float)(maxY * backSize);

                        if (normalizedY < height)
                        {
                            float tileX = ix * (TileSize / backSize) - ((offsetX * 0.6f) * (TileSize / backSize)) % (TileSize / backSize);
                            float tileY = iy * (TileSize / backSize);

                            Drawer2D.FillRect(DwarfGame.SpriteBatch, new Rectangle((int)tileX, (int)tileY, TileSize / backSize, TileSize / backSize),
                                              new Color((int)(Color.SkyBlue.R * normalizedY * 0.8f), (int)(Color.SkyBlue.G * normalizedY * 0.8f),
                                                        (int)(Color.SkyBlue.B * normalizedY)));
                        }
                    }
                }


                for (int ix = 0; ix < maxX; ix++)
                {
                    float x      = ix + (int)offsetX;
                    float height = Noise.Noise(x * HeightScale, 0, 0) * 0.8f + MinHeight;
                    for (int iy = 0; iy < maxY; iy++)
                    {
                        float y           = iy + (int)offsetY;
                        float normalizedY = (1.0f) - (float)y / (float)maxY;

                        if (Math.Abs(normalizedY - height) < 0.01f)
                        {
                            Color tint = new Color(normalizedY, normalizedY, normalizedY);

                            RenderTile(Grass, DwarfGame.SpriteBatch, ix, iy, offsetX, t, tint);
                        }
                        else if (normalizedY > height - 0.1f && normalizedY < height)
                        {
                            Color tint = new Color((float)Math.Pow(normalizedY, 1.5f), (float)Math.Pow(normalizedY, 1.6f),
                                                   normalizedY);

                            RenderTile(Soil, DwarfGame.SpriteBatch, ix, iy, offsetX, t, tint);
                        }
                        else if (normalizedY < height)
                        {
                            float caviness = Noise.Noise(x * CaveScale, y * CaveScale, 0);

                            if (caviness < CaveThreshold)
                            {
                                TerrainElement?oreFound = null;

                                int i = 0;
                                foreach (TerrainElement ore in Ores)
                                {
                                    i++;
                                    float oreNess = Noise.Noise(x * ore.SpawnScale, y * ore.SpawnScale, i);

                                    if (oreNess > ore.SpawnThreshold)
                                    {
                                        oreFound = ore;
                                    }
                                }

                                Color tint = new Color((float)Math.Pow(normalizedY, 1.5f) * 0.5f,
                                                       (float)Math.Pow(normalizedY, 1.6f) * 0.5f, normalizedY * 0.5f);

                                if (oreFound == null)
                                {
                                    RenderTile(Substrate, DwarfGame.SpriteBatch, ix, iy, offsetX, t, tint);
                                }
                                else
                                {
                                    RenderTile(oreFound.Value, DwarfGame.SpriteBatch, ix, iy, offsetX, t, tint);
                                }
                            }
                            else
                            {
                                if (normalizedY < lava)
                                {
                                    float glowiness = Noise.Noise(x * CaveScale * 2, y * CaveScale * 2, t);
                                    RenderTile(Lava, DwarfGame.SpriteBatch, ix, iy, offsetX, t,
                                               new Color(0.5f * glowiness + 0.5f, 0.7f * glowiness + 0.3f * st, glowiness));
                                }
                                else
                                {
                                    RenderTile(Cave, DwarfGame.SpriteBatch, ix, iy, offsetX, t,
                                               new Color((float)Math.Pow(normalizedY, 1.5f) * (1.0f - caviness) * 0.8f,
                                                         (float)Math.Pow(normalizedY, 1.6f) * (1.0f - caviness) * 0.8f,
                                                         normalizedY * (1.0f - caviness)));
                                }
                            }
                        }
                    }
                }
            }
            finally
            {
                DwarfGame.SpriteBatch.End();
            }

            Bloom.Draw(time.ToRealTime());
        }
コード例 #10
0
ファイル: WorldRenderer.cs プロジェクト: hhy5277/dwarfcorp
        /// <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();
            }
        }
コード例 #11
0
ファイル: WorldManager.cs プロジェクト: jeason1997/dwarfcorp
        /// <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();
            }
        }
コード例 #12
0
ファイル: WorldManager.cs プロジェクト: johan74/dwarfcorp
        /// <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();
            }
        }