示例#1
0
        public override void Update(float dt)
        {
            dt = MathUtils.Min(dt, 0.1f);
            Vector3 zero = Vector3.Zero;

            if (Keyboard.IsKeyDown(Key.A))
            {
                zero.X = -1f;
            }
            if (Keyboard.IsKeyDown(Key.D))
            {
                zero.X = 1f;
            }
            if (Keyboard.IsKeyDown(Key.W))
            {
                zero.Z = 1f;
            }
            if (Keyboard.IsKeyDown(Key.S))
            {
                zero.Z = -1f;
            }
            Vector2 vector    = 0.03f * new Vector2(Mouse.MouseMovement.X, -Mouse.MouseMovement.Y);
            bool    num       = Keyboard.IsKeyDown(Key.Shift);
            bool    flag      = Keyboard.IsKeyDown(Key.Control);
            Vector3 direction = m_direction;
            Vector3 unitY     = Vector3.UnitY;
            Vector3 vector2   = Vector3.Normalize(Vector3.Cross(direction, unitY));
            float   num2      = 8f;

            if (num)
            {
                num2 *= 10f;
            }
            if (flag)
            {
                num2 /= 10f;
            }
            Vector3 zero2 = Vector3.Zero;

            zero2      += num2 * zero.X * vector2;
            zero2      += num2 * zero.Y * unitY;
            zero2      += num2 * zero.Z * direction;
            m_position += zero2 * dt;
            m_direction = Vector3.Transform(m_direction, Matrix.CreateFromAxisAngle(unitY, -4f * vector.X * dt));
            m_direction = Vector3.Transform(m_direction, Matrix.CreateFromAxisAngle(vector2, 4f * vector.Y * dt));
            SetupPerspectiveCamera(m_position, m_direction, Vector3.UnitY);
            Vector2     v           = ViewportSize / 2f;
            FlatBatch2D flatBatch2D = PrimitivesRenderer2D.FlatBatch(0, DepthStencilState.None);
            int         count       = flatBatch2D.LineVertices.Count;

            flatBatch2D.QueueLine(v - new Vector2(5f, 0f), v + new Vector2(5f, 0f), 0f, Color.White);
            flatBatch2D.QueueLine(v - new Vector2(0f, 5f), v + new Vector2(0f, 5f), 0f, Color.White);
            flatBatch2D.TransformLines(ViewportMatrix, count);
            PrimitivesRenderer2D.Flush();
        }
        public static void Draw()
        {
            Vector2  scale    = new Vector2(MathUtils.Round(MathUtils.Clamp(ScreensManager.RootWidget.GlobalScale, 1f, 4f)));
            Viewport viewport = Display.Viewport;

            if (SettingsManager.DisplayFpsCounter)
            {
                if (Time.PeriodicEvent(1.0, 0.0))
                {
                    m_statsString = $"CPUMEM {(float)TotalMemoryUsed / 1024f / 1024f:0}MB, GPUMEM {(float)TotalGpuMemoryUsed / 1024f / 1024f:0}MB, CPU {AverageCpuFrameTime / AverageFrameTime * 100f:0}%, FPS {1f / AverageFrameTime:0.0}";
                }
                m_primitivesRenderer.FontBatch(BitmapFont.DebugFont, 0, null, null, null, SamplerState.PointClamp).QueueText(m_statsString, new Vector2(viewport.Width, 0f), 0f, Color.White, TextAnchor.Right, scale, Vector2.Zero);
            }
            if (SettingsManager.DisplayFpsRibbon)
            {
                float num  = ((float)viewport.Width / scale.X > 480f) ? (scale.X * 2f) : scale.X;
                float num2 = (float)viewport.Height / -0.1f;
                float num3 = viewport.Height - 1;
                float s    = 0.5f;
                int   num4 = MathUtils.Max((int)((float)viewport.Width / num), 1);
                if (m_frameData == null || m_frameData.Length != num4)
                {
                    m_frameData      = new FrameData[num4];
                    m_frameDataIndex = 0;
                }
                m_frameData[m_frameDataIndex] = new FrameData
                {
                    CpuTime   = Program.LastCpuFrameTime,
                    TotalTime = Program.LastFrameTime
                };
                m_frameDataIndex = (m_frameDataIndex + 1) % m_frameData.Length;
                FlatBatch2D flatBatch2D = m_primitivesRenderer.FlatBatch();
                Color       color       = Color.Orange * s;
                Color       color2      = Color.Red * s;
                for (int num5 = m_frameData.Length - 1; num5 >= 0; num5--)
                {
                    int       num6      = (num5 - m_frameData.Length + 1 + m_frameDataIndex + m_frameData.Length) % m_frameData.Length;
                    FrameData frameData = m_frameData[num6];
                    float     x         = (float)num5 * num;
                    float     x2        = (float)(num5 + 1) * num;
                    flatBatch2D.QueueQuad(new Vector2(x, num3), new Vector2(x2, num3 + frameData.CpuTime * num2), 0f, color);
                    flatBatch2D.QueueQuad(new Vector2(x, num3 + frameData.CpuTime * num2), new Vector2(x2, num3 + frameData.TotalTime * num2), 0f, color2);
                }
                flatBatch2D.QueueLine(new Vector2(0f, num3 + 0.0166666675f * num2), new Vector2(viewport.Width, num3 + 0.0166666675f * num2), 0f, Color.Green);
            }
            else
            {
                m_frameData = null;
            }
            m_primitivesRenderer.Flush();
        }
示例#3
0
        public void DrawOverlay(Camera camera, Color color, float innerFactor, float outerFactor)
        {
            Vector2     viewportSize = camera.ViewportSize;
            Vector2     vector       = new Vector2(0f, 0f);
            Vector2     vector2      = new Vector2(viewportSize.X, 0f);
            Vector2     vector3      = new Vector2(viewportSize.X, viewportSize.Y);
            Vector2     vector4      = new Vector2(0f, viewportSize.Y);
            Vector2     p            = new Vector2(viewportSize.X / 2f, viewportSize.Y / 2f);
            Color       color2       = color * outerFactor;
            Color       color3       = color * innerFactor;
            FlatBatch2D flatBatch2D  = m_primitivesRenderer2D.FlatBatch(0, DepthStencilState.None, null, BlendState.AlphaBlend);
            int         count        = flatBatch2D.TriangleVertices.Count;

            flatBatch2D.QueueTriangle(vector, vector2, p, 0f, color2, color2, color3);
            flatBatch2D.QueueTriangle(vector2, vector3, p, 0f, color2, color2, color3);
            flatBatch2D.QueueTriangle(vector3, vector4, p, 0f, color2, color2, color3);
            flatBatch2D.QueueTriangle(vector4, vector, p, 0f, color2, color2, color3);
            flatBatch2D.TransformTriangles(camera.ViewportMatrix, count);
            flatBatch2D.Flush();
        }
示例#4
0
 public void Draw(Camera camera, int drawOrder)
 {
     if (drawOrder == m_drawOrders[0])
     {
         ViewUnderWaterDepth = 0f;
         ViewUnderMagmaDepth = 0f;
         Vector3    viewPosition = camera.ViewPosition;
         int        x            = Terrain.ToCell(viewPosition.X);
         int        y            = Terrain.ToCell(viewPosition.Y);
         int        z            = Terrain.ToCell(viewPosition.Z);
         FluidBlock surfaceFluidBlock;
         float?     surfaceHeight = m_subsystemFluidBlockBehavior.GetSurfaceHeight(x, y, z, out surfaceFluidBlock);
         if (surfaceHeight.HasValue)
         {
             if (surfaceFluidBlock is WaterBlock)
             {
                 ViewUnderWaterDepth = surfaceHeight.Value + 0.1f - viewPosition.Y;
             }
             else if (surfaceFluidBlock is MagmaBlock)
             {
                 ViewUnderMagmaDepth = surfaceHeight.Value + 1f - viewPosition.Y;
             }
         }
         if (ViewUnderWaterDepth > 0f)
         {
             int   seasonalHumidity = m_subsystemTerrain.Terrain.GetSeasonalHumidity(x, z);
             int   temperature      = m_subsystemTerrain.Terrain.GetSeasonalTemperature(x, z) + SubsystemWeather.GetTemperatureAdjustmentAtHeight(y);
             Color c    = BlockColorsMap.WaterColorsMap.Lookup(temperature, seasonalHumidity);
             float num  = MathUtils.Lerp(1f, 0.5f, (float)seasonalHumidity / 15f);
             float num2 = MathUtils.Lerp(1f, 0.2f, MathUtils.Saturate(0.075f * (ViewUnderWaterDepth - 2f)));
             float num3 = MathUtils.Lerp(0.33f, 1f, SkyLightIntensity);
             m_viewFogRange.X           = 0f;
             m_viewFogRange.Y           = MathUtils.Lerp(4f, 10f, num * num2 * num3);
             m_viewFogColor             = Color.MultiplyColorOnly(c, 0.66f * num2 * num3);
             VisibilityRangeYMultiplier = 1f;
             m_viewIsSkyVisible         = false;
         }
         else if (ViewUnderMagmaDepth > 0f)
         {
             m_viewFogRange.X           = 0f;
             m_viewFogRange.Y           = 0.1f;
             m_viewFogColor             = new Color(255, 80, 0);
             VisibilityRangeYMultiplier = 1f;
             m_viewIsSkyVisible         = false;
         }
         else
         {
             float num4 = 1024f;
             float num5 = 128f;
             int   seasonalTemperature = m_subsystemTerrain.Terrain.GetSeasonalTemperature(Terrain.ToCell(viewPosition.X), Terrain.ToCell(viewPosition.Z));
             float num6 = MathUtils.Lerp(0.5f, 0f, m_subsystemWeather.GlobalPrecipitationIntensity);
             float num7 = MathUtils.Lerp(1f, 0.8f, m_subsystemWeather.GlobalPrecipitationIntensity);
             m_viewFogRange.X           = VisibilityRange * num6;
             m_viewFogRange.Y           = VisibilityRange * num7;
             m_viewFogColor             = CalculateSkyColor(new Vector3(camera.ViewDirection.X, 0f, camera.ViewDirection.Z), m_subsystemTimeOfDay.TimeOfDay, m_subsystemWeather.GlobalPrecipitationIntensity, seasonalTemperature);
             VisibilityRangeYMultiplier = MathUtils.Lerp(VisibilityRange / num4, VisibilityRange / num5, MathUtils.Pow(m_subsystemWeather.GlobalPrecipitationIntensity, 4f));
             m_viewIsSkyVisible         = true;
         }
         if (!FogEnabled)
         {
             m_viewFogRange = new Vector2(100000f, 100000f);
         }
         if (!DrawSkyEnabled || !m_viewIsSkyVisible || SettingsManager.SkyRenderingMode == SkyRenderingMode.Disabled)
         {
             FlatBatch2D flatBatch2D = m_primitivesRenderer2d.FlatBatch(-1, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.Opaque);
             int         count       = flatBatch2D.TriangleVertices.Count;
             flatBatch2D.QueueQuad(Vector2.Zero, camera.ViewportSize, 0f, m_viewFogColor);
             flatBatch2D.TransformTriangles(camera.ViewportMatrix, count);
             m_primitivesRenderer2d.Flush();
         }
     }
     else if (drawOrder == m_drawOrders[1])
     {
         if (DrawSkyEnabled && m_viewIsSkyVisible && SettingsManager.SkyRenderingMode != SkyRenderingMode.Disabled)
         {
             DrawSkydome(camera);
             DrawStars(camera);
             DrawSunAndMoon(camera);
             DrawClouds(camera);
             m_primitivesRenderer3d.Flush(camera.ViewProjectionMatrix);
         }
     }
     else
     {
         DrawLightning(camera);
         m_primitivesRenderer3d.Flush(camera.ViewProjectionMatrix);
     }
 }
示例#5
0
        public void UpdateRenderTarget()
        {
            bool flag = false;

            foreach (GameWidget gameWidget in m_subsystemViews.GameWidgets)
            {
                bool flag2 = false;
                foreach (Vector3 lastUpdatePosition in m_lastUpdatePositions)
                {
                    if (Vector3.DistanceSquared(gameWidget.ActiveCamera.ViewPosition, lastUpdatePosition) < 4f)
                    {
                        flag2 = true;
                        break;
                    }
                }
                if (!flag2)
                {
                    flag = true;
                    break;
                }
            }
            if (!flag)
            {
                return;
            }
            m_lastUpdatePositions.Clear();
            m_lastUpdatePositions.AddRange(m_subsystemViews.GameWidgets.Select((GameWidget v) => v.ActiveCamera.ViewPosition));
            m_nearTexts.Clear();
            foreach (TextData value in m_textsByPoint.Values)
            {
                Point3 point = value.Point;
                float  num   = m_subsystemViews.CalculateSquaredDistanceFromNearestView(new Vector3(point));
                if (num <= 400f)
                {
                    value.Distance = num;
                    m_nearTexts.Add(value);
                }
            }
            m_nearTexts.Sort((TextData d1, TextData d2) => Comparer <float> .Default.Compare(d1.Distance, d2.Distance));
            if (m_nearTexts.Count > 32)
            {
                m_nearTexts.RemoveRange(32, m_nearTexts.Count - 32);
            }
            foreach (TextData nearText in m_nearTexts)
            {
                nearText.ToBeRenderedFrame = Time.FrameIndex;
            }
            bool flag3 = false;

            for (int i = 0; i < MathUtils.Min(m_nearTexts.Count, 32); i++)
            {
                TextData textData = m_nearTexts[i];
                if (textData.TextureLocation.HasValue)
                {
                    continue;
                }
                int num2 = m_textureLocations.FirstIndex((TextData d) => d == null);
                if (num2 < 0)
                {
                    num2 = m_textureLocations.FirstIndex((TextData d) => d.ToBeRenderedFrame != Time.FrameIndex);
                }
                if (num2 >= 0)
                {
                    TextData textData2 = m_textureLocations[num2];
                    if (textData2 != null)
                    {
                        textData2.TextureLocation = null;
                        m_textureLocations[num2]  = null;
                    }
                    m_textureLocations[num2] = textData;
                    textData.TextureLocation = num2;
                    flag3 = true;
                }
            }
            if (flag3)
            {
                RenderTarget2D renderTarget = Display.RenderTarget;
                Display.RenderTarget = m_renderTarget;
                try
                {
                    Display.Clear(new Vector4(Color.Transparent));
                    FlatBatch2D flatBatch = m_primitivesRenderer2D.FlatBatch(0, DepthStencilState.None, null, BlendState.Opaque);

                    FontBatch2D fontBatch = m_primitivesRenderer2D.FontBatch(m_font, 1, DepthStencilState.None, null, BlendState.Opaque, SamplerState.PointClamp);
                    for (int j = 0; j < m_textureLocations.Length; j++)
                    {
                        TextData textData3 = m_textureLocations[j];
                        if (textData3 != null)
                        {
                            RenderText(fontBatch, flatBatch, textData3);
                        }
                    }
                    m_primitivesRenderer2D.Flush();
                }
                finally
                {
                    Display.RenderTarget = renderTarget;
                }
            }
        }
        public override void Draw(DrawContext dc)
        {
            if (Design == null)
            {
                return;
            }
            Matrix matrix;

            if (Mode == ViewMode.Perspective)
            {
                Viewport viewport = Display.Viewport;
                Vector3  vector   = new Vector3(0.5f, 0.5f, 0.5f);
                Matrix   m        = Matrix.CreateLookAt(2.65f * m_direction + vector, vector, Vector3.UnitY);
                Matrix   m2       = Matrix.CreatePerspectiveFieldOfView(1.2f, base.ActualSize.X / base.ActualSize.Y, 0.4f, 4f);
                Matrix   m3       = MatrixUtils.CreateScaleTranslation(base.ActualSize.X, 0f - base.ActualSize.Y, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport.Width, -2f / (float)viewport.Height, -1f, 1f);
                matrix = m * m2 * m3;
                FlatBatch3D flatBatch3D = m_primitivesRenderer3d.FlatBatch(1, DepthStencilState.DepthRead);
                for (int i = 0; i <= Design.Resolution; i++)
                {
                    float num   = (float)i / (float)Design.Resolution;
                    Color color = (i % 2 == 0) ? new Color(56, 56, 56, 56) : new Color(28, 28, 28, 28);
                    color *= base.GlobalColorTransform;
                    flatBatch3D.QueueLine(new Vector3(num, 0f, 0f), new Vector3(num, 0f, 1f), color);
                    flatBatch3D.QueueLine(new Vector3(0f, 0f, num), new Vector3(1f, 0f, num), color);
                    flatBatch3D.QueueLine(new Vector3(0f, num, 0f), new Vector3(0f, num, 1f), color);
                    flatBatch3D.QueueLine(new Vector3(0f, 0f, num), new Vector3(0f, 1f, num), color);
                    flatBatch3D.QueueLine(new Vector3(0f, num, 1f), new Vector3(1f, num, 1f), color);
                    flatBatch3D.QueueLine(new Vector3(num, 0f, 1f), new Vector3(num, 1f, 1f), color);
                }
                Color       color2      = new Color(64, 64, 64, 255) * base.GlobalColorTransform;
                FontBatch3D fontBatch3D = m_primitivesRenderer3d.FontBatch(ContentManager.Get <BitmapFont>("Fonts/Pericles"), 1);
                fontBatch3D.QueueText("Front", new Vector3(0.5f, 0f, 0f), 0.004f * new Vector3(-1f, 0f, 0f), 0.004f * new Vector3(0f, 0f, -1f), color2, TextAnchor.HorizontalCenter);
                fontBatch3D.QueueText("Side", new Vector3(1f, 0f, 0.5f), 0.004f * new Vector3(0f, 0f, -1f), 0.004f * new Vector3(1f, 0f, 0f), color2, TextAnchor.HorizontalCenter);
                if (DrawDebugFurniture)
                {
                    DebugDraw();
                }
            }
            else
            {
                Vector3 position;
                Vector3 up;
                if (Mode == ViewMode.Side)
                {
                    position = new Vector3(1f, 0f, 0f);
                    up       = new Vector3(0f, 1f, 0f);
                }
                else if (Mode != ViewMode.Top)
                {
                    position = new Vector3(0f, 0f, -1f);
                    up       = new Vector3(0f, 1f, 0f);
                }
                else
                {
                    position = new Vector3(0f, 1f, 0f);
                    up       = new Vector3(0f, 0f, 1f);
                }
                Viewport viewport2 = Display.Viewport;
                float    num2      = MathUtils.Min(base.ActualSize.X, base.ActualSize.Y);
                Matrix   m4        = Matrix.CreateLookAt(position, new Vector3(0f, 0f, 0f), up);
                Matrix   m5        = Matrix.CreateOrthographic(2f, 2f, -10f, 10f);
                Matrix   m6        = MatrixUtils.CreateScaleTranslation(num2, 0f - num2, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport2.Width, -2f / (float)viewport2.Height, -1f, 1f);
                matrix = Matrix.CreateTranslation(-0.5f, -0.5f, -0.5f) * m4 * m5 * m6;
                FlatBatch2D flatBatch2D = m_primitivesRenderer2d.FlatBatch();
                Matrix      m7          = base.GlobalTransform;
                for (int j = 1; j < Design.Resolution; j++)
                {
                    float   num3 = (float)j / (float)Design.Resolution;
                    Vector2 v    = new Vector2(base.ActualSize.X * num3, 0f);
                    Vector2 v2   = new Vector2(base.ActualSize.X * num3, base.ActualSize.Y);
                    Vector2 v3   = new Vector2(0f, base.ActualSize.Y * num3);
                    Vector2 v4   = new Vector2(base.ActualSize.X, base.ActualSize.Y * num3);
                    Vector2.Transform(ref v, ref m7, out v);
                    Vector2.Transform(ref v2, ref m7, out v2);
                    Vector2.Transform(ref v3, ref m7, out v3);
                    Vector2.Transform(ref v4, ref m7, out v4);
                    Color color3 = (j % 2 == 0) ? new Color(0, 0, 0, 56) : new Color(0, 0, 0, 28);
                    Color color4 = (j % 2 == 0) ? new Color(56, 56, 56, 56) : new Color(28, 28, 28, 28);
                    color3 *= base.GlobalColorTransform;
                    color4 *= base.GlobalColorTransform;
                    flatBatch2D.QueueLine(v, v2, 0f, (j % 2 == 0) ? color3 : (color3 * 0.75f));
                    flatBatch2D.QueueLine(v + new Vector2(1f, 0f), v2 + new Vector2(1f, 0f), 0f, color4);
                    flatBatch2D.QueueLine(v3, v4, 0f, color3);
                    flatBatch2D.QueueLine(v3 + new Vector2(0f, 1f), v4 + new Vector2(0f, 1f), 0f, color4);
                }
            }
            Matrix            matrix2  = Matrix.Identity;
            FurnitureGeometry geometry = Design.Geometry;

            for (int k = 0; k < 6; k++)
            {
                Color globalColorTransform = base.GlobalColorTransform;
                if (Mode == ViewMode.Perspective)
                {
                    float num4 = LightingManager.LightIntensityByLightValueAndFace[15 + 16 * CellFace.OppositeFace(k)];
                    globalColorTransform *= new Color(num4, num4, num4);
                }
                if (geometry.SubsetOpaqueByFace[k] != null)
                {
                    BlocksManager.DrawMeshBlock(m_primitivesRenderer3d, geometry.SubsetOpaqueByFace[k], globalColorTransform, 1f, ref matrix2, null);
                }
                if (geometry.SubsetAlphaTestByFace[k] != null)
                {
                    BlocksManager.DrawMeshBlock(m_primitivesRenderer3d, geometry.SubsetAlphaTestByFace[k], globalColorTransform, 1f, ref matrix2, null);
                }
            }
            m_primitivesRenderer3d.Flush(matrix);
            m_primitivesRenderer2d.Flush();
        }