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.ToGameTime()); SoundManager.Update(gameTime, null, null); base.Update(gameTime); }
public void Render(GraphicsDevice graphics, SpriteBatch sprites, DwarfTime time) { Bloom.BeginDraw(); sprites.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); graphics.Clear(Color.SkyBlue); Rectangle screenRect = graphics.Viewport.Bounds; int maxX = screenRect.Width / TileSize + 2; int maxY = screenRect.Width / TileSize; float t = (float)time.TotalGameTime.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(sprites, 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, sprites, 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, sprites, 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, sprites, ix, iy, offsetX, t, tint); } else { RenderTile(oreFound.Value, sprites, ix, iy, offsetX, t, tint); } } else { if (normalizedY < lava) { float glowiness = Noise.Noise(x * CaveScale * 2, y * CaveScale * 2, t); RenderTile(Lava, sprites, ix, iy, offsetX, t, new Color(0.5f * glowiness + 0.5f, 0.7f * glowiness + 0.3f * st, glowiness)); } else { RenderTile(Cave, sprites, 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))); } } } } } sprites.End(); Bloom.Draw(time.ToGameTime()); }
/// <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(); } }