コード例 #1
0
        public override void Update(DwarfTime gameTime)
        {
            TimeSinceOutput += (float)gameTime.ElapsedRealTime.TotalSeconds;

            SoundManager.Update(gameTime, null, null);

            SkipNextLine = false;
            foreach (var @event in DwarfGame.GumInputMapper.GetInputQueue())
            {
                GuiRoot.HandleInput(@event.Message, @event.Args);
                if ([email protected] && (@event.Message == InputEvents.KeyUp || @event.Message == InputEvents.MouseClick))
                {
                    SkipNextLine = true;
                }
            }

            if (AutoHideBubble)
            {
                _Output.Hidden       = TimeSinceOutput > 2.0f;
                SpeakerBorder.Hidden = TimeSinceOutput > 2.0f;
                GuiRoot.RootItem.Invalidate();
            }
            else
            {
                _Output.Hidden       = false;
                SpeakerBorder.Hidden = false;
                GuiRoot.RootItem.Invalidate();
            }

            GuiRoot.Update(gameTime.ToRealTime());

            YarnEngine.Update(gameTime);
        }
コード例 #2
0
ファイル: EventLogState.cs プロジェクト: sodomon2/dwarfcorp
        public override void Update(DwarfTime gameTime)
        {
            DwarfGame.GumInput.FireActions(GuiRoot, (@event, args) =>
            {
                if (@event == InputEvents.KeyUp && args.KeyValue == (int)Microsoft.Xna.Framework.Input.Keys.Escape)
                {
                    GameStateManager.PopState();
                }
            });

            GuiRoot.Update(gameTime.ToRealTime());
            SoundManager.Update(gameTime, null, null);
            base.Update(gameTime);
        }
コード例 #3
0
ファイル: DwarfGame.cs プロジェクト: Rod995/dwarfcorp
        public override void Update(DwarfTime gameTime)
        {
            foreach (var @event in DwarfGame.GumInputMapper.GetInputQueue())
            {
                GuiRoot.HandleInput(@event.Message, @event.Args);
                if ([email protected])
                {
                    // Pass event to game...
                    if (@event.Message == InputEvents.KeyUp && @event.Args.KeyValue == (int)Microsoft.Xna.Framework.Input.Keys.Escape)
                    {
                        StateManager.PopState();
                    }
                }
            }

            GuiRoot.Update(gameTime.ToRealTime());
            SoundManager.Update(gameTime, null, null);
            base.Update(gameTime);
        }
コード例 #4
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 #5
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 #6
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();
            }
        }