public void Render( GraphicsDevice graphics, Shader effect, Camera cam, string mode) { effect.EnableWind = EnableWind; Camera = cam; if (HardwareInstancingSupported && (instanceBuffer == null || instanceBuffer.IsContentLost || instanceBuffer.IsDisposed)) { instanceBuffer = new DynamicVertexBuffer(graphics, InstancedVertex.VertexDeclaration, numInstances, BufferUsage.None); } if (SortedData.Data.Count > 0 && numActiveInstances > 0) { graphics.RasterizerState = rasterState; effect.CurrentTechnique = effect.Techniques[mode]; effect.EnableLighting = true; effect.VertexColorTint = Color.White; if (Texture == null || Texture.GraphicsDevice.IsDisposed) { Texture = AssetManager.GetContentTexture(TextureAsset); } if (Model.VertexBuffer == null || Model.IndexBuffer == null || Model.VertexBuffer.IsDisposed || Model.VertexBuffer.IsContentLost) { Model.ResetBuffer(graphics); Model.Texture = new NamedImageFrame(TextureAsset); } bool hasIndex = Model.IndexBuffer != null; graphics.Indices = Model.IndexBuffer; BlendState blendState = graphics.BlendState; graphics.BlendState = BlendMode; effect.MainTexture = Texture; effect.LightRamp = Color.White; if (HardwareInstancingSupported) { instanceBuffer.SetData(instanceVertexes, 0, SortedData.Data.Count, SetDataOptions.Discard); graphics.SetVertexBuffers(Model.VertexBuffer, new VertexBufferBinding(instanceBuffer, 0, 1)); try { DrawInstanced(graphics, effect, cam); } catch (NoSuitableGraphicsDeviceException exception) { System.Console.WriteLine(exception.ToString()); HardwareInstancingSupported = false; } } else { // Fallback case when hardware instancing is not supported effect.SetTexturedTechnique(); DrawNonInstanced(graphics, effect, cam); } effect.SetTexturedTechnique(); effect.World = Matrix.Identity; graphics.BlendState = blendState; } effect.EnableWind = false; }
private void Flush( InstanceGroup Group, GraphicsDevice Device, Shader Effect, Camera Camera, RenderMode Mode) { if (InstanceBuffer == null) { InstanceBuffer = new DynamicVertexBuffer(Device, InstancedVertex.VertexDeclaration, InstanceQueueSize, BufferUsage.None); } Effect.EnableWind = Group.RenderData.EnableWind; Device.RasterizerState = new RasterizerState { CullMode = CullMode.None }; if (Mode == RenderMode.Normal) { Effect.SetInstancedTechnique(); } else { Effect.CurrentTechnique = Effect.Techniques[Shader.Technique.SelectionBufferInstanced]; } Effect.EnableLighting = true; Effect.VertexColorTint = Color.White; if (Group.RenderData.Model.VertexBuffer == null || Group.RenderData.Model.IndexBuffer == null) { Group.RenderData.Model.ResetBuffer(Device); } bool hasIndex = Group.RenderData.Model.IndexBuffer != null; Device.Indices = Group.RenderData.Model.IndexBuffer; BlendState blendState = Device.BlendState; Device.BlendState = Mode == RenderMode.Normal ? Group.RenderData.BlendMode : BlendState.Opaque; Effect.MainTexture = Group.RenderData.Model.Texture; Effect.LightRampTint = Color.White; InstanceBuffer.SetData(Group.Instances, 0, Group.InstanceCount, SetDataOptions.Discard); Device.SetVertexBuffers(Group.RenderData.Model.VertexBuffer, new VertexBufferBinding( InstanceBuffer, 0, 1)); foreach (EffectPass pass in Effect.CurrentTechnique.Passes) { pass.Apply(); Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, Group.RenderData.Model.VertexCount, 0, Group.RenderData.Model.Indexes.Length / 3, Group.InstanceCount); } Effect.SetTexturedTechnique(); Effect.World = Matrix.Identity; Device.BlendState = blendState; Effect.EnableWind = false; Group.InstanceCount = 0; }
/// <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 => (Debugger.Switches.DrawInvisible || 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.Current.EnableGlow) { bloom.BeginDraw(); } // Draw the sky GraphicsDevice.Clear(DefaultShader.FogColor); DrawSky(gameTime, Camera.ViewMatrix, 1.0f, DefaultShader.FogColor); DefaultShader.FogEnd = GameSettings.Current.ChunkDrawDistance; DefaultShader.FogStart = GameSettings.Current.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") { 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.Current.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(); } }
public static Texture2D RenderPatternIcons(GraphicsDevice device, Microsoft.Xna.Framework.Content.ContentManager Content, Gui.TileSheetDefinition Sheet) { InitializeRailLibrary(); var shader = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true); var sqrt = (int)(Math.Ceiling(Math.Sqrt(RailPatterns.Count))); var width = MathFunctions.NearestPowerOf2(sqrt * Sheet.TileWidth); var fitHorizontal = width / Sheet.TileWidth; var rowCount = (int)Math.Ceiling((float)RailPatterns.Count / (float)fitHorizontal); var height = MathFunctions.NearestPowerOf2(rowCount * Sheet.TileHeight); RenderTarget2D toReturn = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth16, 0, RenderTargetUsage.PreserveContents); var tileSheet = new SpriteSheet(ContentPaths.rail_tiles, 32); device.SetRenderTarget(toReturn); device.Clear(Color.Transparent); shader.SetTexturedTechnique(); shader.MainTexture = AssetManager.GetContentTexture(ContentPaths.rail_tiles); shader.SelfIlluminationEnabled = true; shader.SelfIlluminationTexture = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_illumination); shader.EnableShadows = false; shader.EnableLighting = false; shader.ClippingEnabled = false; shader.CameraPosition = new Vector3(-0.5f, 0.5f, 0.5f); shader.VertexColorTint = Color.White; shader.LightRamp = Color.White; shader.SunlightGradient = AssetManager.GetContentTexture(ContentPaths.Gradients.sungradient); shader.AmbientOcclusionGradient = AssetManager.GetContentTexture(ContentPaths.Gradients.ambientgradient); shader.TorchlightGradient = AssetManager.GetContentTexture(ContentPaths.Gradients.torchgradient); Viewport oldview = device.Viewport; int rows = height / Sheet.TileWidth; int cols = width / Sheet.TileWidth; device.ScissorRectangle = new Rectangle(0, 0, Sheet.TileWidth, Sheet.TileHeight); device.RasterizerState = RasterizerState.CullNone; device.DepthStencilState = DepthStencilState.Default; Vector3 half = Vector3.One * 0.5f; half = new Vector3(half.X, half.Y, half.Z); foreach (EffectPass pass in shader.CurrentTechnique.Passes) { int ID = 0; foreach (var type in RailPatterns) { int row = ID / cols; int col = ID % cols; var xboundsMin = 0; var xboundsMax = 0; var yboundsMin = 0; var yboundsMax = 0; var primitive = new RawPrimitive(); foreach (var piece in type.Pieces) { var rawPiece = Library.GetRailPiece(piece.RailPiece); var bounds = Vector4.Zero; var uvs = tileSheet.GenerateTileUVs(rawPiece.HasValue(out var raw) ? raw.Tile : Point.Zero, out bounds); primitive.AddQuad( Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)piece.Orientation) * Matrix.CreateTranslation(new Vector3(piece.Offset.X, 0.0f, piece.Offset.Y)), Color.White, Color.White, uvs, bounds); xboundsMin = Math.Min(xboundsMin, piece.Offset.X); xboundsMax = Math.Max(xboundsMax, piece.Offset.X); yboundsMin = Math.Min(yboundsMin, piece.Offset.Y); yboundsMax = Math.Max(yboundsMax, piece.Offset.Y); } float xSize = xboundsMax - xboundsMin + 1; float ySize = yboundsMax - yboundsMin + 1; var cameraPos = new Vector3(xboundsMin + (xSize / 2), 2.0f, yboundsMax + 1.0f); device.Viewport = new Viewport(col * Sheet.TileWidth, row * Sheet.TileHeight, Sheet.TileWidth, Sheet.TileHeight); shader.View = Matrix.CreateLookAt(cameraPos, new Vector3((xboundsMin + (xSize / 2)), 0.0f, yboundsMin), Vector3.UnitY); shader.Projection = Matrix.CreatePerspectiveFieldOfView(1.0f, 1.0f, 0.1f, 10); shader.World = Matrix.Identity; shader.CameraPosition = cameraPos; pass.Apply(); primitive.Render(device); ++ID; } } device.Viewport = oldview; device.SetRenderTarget(null); return((Texture2D)toReturn); }
public override void Flush(GraphicsDevice Device, Shader Effect, Camera Camera, InstanceRenderMode Mode) { if (InstanceCount == 0) { return; } if (NeedsRendered || (AtlasTexture != null && (AtlasTexture.IsDisposed || AtlasTexture.GraphicsDevice.IsDisposed))) { if (RawAtlas == null || RawAtlas.Textures.Count == 0) { RebuildAtlas(); if (RawAtlas == null || RawAtlas.Textures.Count == 0) { // WTF. InstanceCount = 0; return; } } AtlasTexture = new Texture2D(Device, RawAtlas.Dimensions.Width, RawAtlas.Dimensions.Height); foreach (var texture in RawAtlas.Textures) { var realTexture = texture.RealTexture; var textureData = new Color[realTexture.Width * realTexture.Height]; realTexture.GetData(textureData); // Paste texture data into atlas. AtlasTexture.SetData(0, texture.Rect, textureData, 0, realTexture.Width * realTexture.Height); } NeedsRendered = false; } if (InstanceBuffer == null) { InstanceBuffer = new DynamicVertexBuffer(Device, TiledInstancedVertex.VertexDeclaration, InstanceQueueSize, BufferUsage.None); } Device.RasterizerState = new RasterizerState { CullMode = CullMode.None }; if (Mode == InstanceRenderMode.Normal) { Effect.SetTiledInstancedTechnique(); } else { Effect.CurrentTechnique = Effect.Techniques[Shader.Technique.SelectionBufferTiledInstanced]; } Effect.EnableWind = RenderData.EnableWind; Effect.EnableLighting = true; Effect.VertexColorTint = Color.White; if (RenderData.Model.VertexBuffer == null || RenderData.Model.IndexBuffer == null || (RenderData.Model.VertexBuffer != null && RenderData.Model.VertexBuffer.IsContentLost) || (RenderData.Model.IndexBuffer != null && RenderData.Model.IndexBuffer.IsContentLost)) { RenderData.Model.ResetBuffer(Device); } Device.Indices = RenderData.Model.IndexBuffer; BlendState blendState = Device.BlendState; Device.BlendState = Mode == InstanceRenderMode.Normal ? BlendState.NonPremultiplied : BlendState.Opaque; Effect.MainTexture = AtlasTexture; Effect.LightRamp = Color.White; InstanceBuffer.SetData(Instances, 0, InstanceCount, SetDataOptions.Discard); Device.SetVertexBuffers(RenderData.Model.VertexBuffer, new VertexBufferBinding(InstanceBuffer, 0, 1)); var ghostEnabled = Effect.GhostClippingEnabled; Effect.GhostClippingEnabled = RenderData.EnableGhostClipping && ghostEnabled; foreach (EffectPass pass in Effect.CurrentTechnique.Passes) { pass.Apply(); Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, RenderData.Model.VertexCount, 0, RenderData.Model.Indexes.Length / 3, InstanceCount); } Effect.GhostClippingEnabled = ghostEnabled; Effect.SetTexturedTechnique(); Effect.World = Matrix.Identity; Device.BlendState = blendState; Effect.EnableWind = false; InstanceCount = 0; }
/// <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(); } }