LADXHD/InGame/Map/MapManager.cs

241 lines
9.2 KiB
C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.Map
{
public class MapManager
{
public static Camera Camera;
public static ObjLink ObjLink;
public static BlendState LightBlendState = new BlendState();
public Map CurrentMap;
public Map NextMap;
public bool UpdateCameraX;
public bool UpdateCameraY;
private Matrix blurMatrix;
public MapManager()
{
CurrentMap = new Map();
NextMap = new Map();
Camera = new Camera();
LightBlendState.ColorBlendFunction = BlendFunction.Add;
LightBlendState.ColorDestinationBlend = Blend.InverseSourceAlpha;
LightBlendState.ColorSourceBlend = Blend.One;
LightBlendState.AlphaBlendFunction = BlendFunction.Max;
LightBlendState.AlphaDestinationBlend = Blend.One;
LightBlendState.AlphaSourceBlend = Blend.One;
}
public void Load()
{
ObjLink = new ObjLink();
}
public void Update(bool frozen)
{
// update the objects on the map
CurrentMap.Objects.Update(frozen);
CurrentMap.UpdateMapUpdateState();
UpdateCamera();
}
public void UpdateAnimation()
{
CurrentMap.Objects.UpdateAnimations();
}
public Vector2 GetCameraTarget()
{
// update the camera
if (CurrentMap.CameraTarget.HasValue)
return CurrentMap.CameraTarget.Value * Camera.Scale;
return GetCameraTargetLink();
}
public Vector2 GetCameraTargetLink()
{
return new Vector2(ObjLink.PosX, ObjLink.PosY - 4) * Camera.Scale;
}
public void UpdateCamera()
{
//if (!UpdateCameraX)
//centerPosition.Y -= ObjLink.EntityPosition.Z;
// center the map vertical if it is smaller than the screen
// not so sure about this
//if (CurrentMap.MapHeight * 16 * Camera.Scale < Game1.WindowHeight)
// centerPosition.Y = CurrentMap.MapHeight * 8 * Camera.Scale;
if (UpdateCameraX || UpdateCameraY)
Camera.Center(GetCameraTarget(), UpdateCameraX, UpdateCameraY);
UpdateCameraX = true;
UpdateCameraY = true;
}
public void Draw(SpriteBatch spriteBatch)
{
// draw the objects under the tilemap
CurrentMap.Objects.DrawBottom(spriteBatch);
//Game1.StopWatchTracker.Start("draw tile layers");
// draw the tile map
CurrentMap.TileMap.Draw(spriteBatch);
//Game1.StopWatchTracker.Stop();
// draw the objects draw over the tileset
CurrentMap.Objects.DrawMiddle(spriteBatch);
// draw the blured part of the tile map
DrawBlur(spriteBatch, Game1.GameManager.TempRT2, Game1.GameManager.TempRT0, Game1.GameManager.TempRT1);
// draw the objects
CurrentMap.Objects.Draw(spriteBatch);
spriteBatch.End();
}
public void DrawBegin(SpriteBatch spriteBatch, Effect spriteEffect)
{
if (!Game1.GameManager.UseShockEffect)
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, spriteEffect, blurMatrix);
else
ObjectManager.SpriteBatchBegin(spriteBatch, null);
}
private void DrawBlur(SpriteBatch spriteBatch, RenderTarget2D blurRT0, RenderTarget2D blurRT1, RenderTarget2D blurRT2)
{
var matrixPosition = Vector2.Zero;
if (!Game1.GameManager.UseShockEffect)
{
Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT0);
Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
var cameraPosition = new Vector2(Camera.RoundX / Camera.Scale, Camera.RoundY / Camera.Scale);
// offset the position a little bit because we render a bigger region to avoid artefacts at the edges
matrixPosition = new Vector2((int)cameraPosition.X - 1, (int)cameraPosition.Y - 1);
blurMatrix = Matrix.CreateScale(1) *
Matrix.CreateTranslation(new Vector3(-matrixPosition.X, -matrixPosition.Y, 0)) *
Matrix.CreateTranslation(new Vector3(
(int)(Game1.GameManager.SideBlurRenderTargetWidth * 0.5f),
(int)(Game1.GameManager.SideBlurRenderTargetHeight * 0.5f), 0)) *
Matrix.CreateScale(new Vector3(
(float)blurRT0.Width / Game1.GameManager.SideBlurRenderTargetWidth,
(float)blurRT0.Height / Game1.GameManager.SideBlurRenderTargetHeight, 0));
}
DrawBegin(spriteBatch, null);
// draw object blur stuff
CurrentMap.Objects.DrawBlur(spriteBatch);
// blur tile maps
CurrentMap.TileMap.DrawBlurLayer(spriteBatch);
spriteBatch.End();
if (Game1.GameManager.UseShockEffect)
return;
Resources.BBlurEffectH.Parameters["pixelX"].SetValue(1.0f / blurRT1.Width);
Resources.BBlurEffectV.Parameters["pixelY"].SetValue(1.0f / blurRT1.Height);
// v blur
Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT1);
Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
// offset the render target so that we always sample at the same position
var blurX = -(matrixPosition.X % 2) / 2 + (blurRT1.Width % 2 * 0.5f);
var blurY = -(matrixPosition.Y % 2) / 2 + (blurRT1.Height % 2 * 0.5f);
spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BBlurEffectV, null);
spriteBatch.Draw(blurRT0, new Vector2(blurX, blurY),
new Rectangle(0, 0, blurRT0.Width, blurRT0.Height), Color.White, 0, Vector2.Zero, 0.5f, SpriteEffects.None, 0);
spriteBatch.End();
// h blur
Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT2);
Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BBlurEffectH, null);
spriteBatch.Draw(blurRT1, Vector2.Zero, Color.White);
spriteBatch.End();
Game1.GameManager.SetActiveRenderTarget();
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.AnisotropicClamp, null, null, null, Camera.TransformMatrix);
// calculate offset to make sure that the render target is at the correct position
var scale = new Vector2((float)Game1.GameManager.BlurRenderTargetWidth / blurRT1.Width * 2, (float)Game1.GameManager.BlurRenderTargetHeight / blurRT1.Height * 2);
spriteBatch.Draw(blurRT2, new Vector2(
matrixPosition.X + matrixPosition.X % 2 - (int)(Game1.GameManager.SideBlurRenderTargetWidth * 0.5f) - (int)(Game1.RenderWidth / (Camera.Scale * 2)) % 2,
matrixPosition.Y + matrixPosition.Y % 2 - (int)(Game1.GameManager.SideBlurRenderTargetHeight * 0.5f) - (int)(Game1.RenderHeight / (Camera.Scale * 2)) % 2),
new Rectangle(0, 0, blurRT2.Width, blurRT2.Height), Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
spriteBatch.End();
}
public void DrawLight(SpriteBatch spriteBatch)
{
Game1.Graphics.GraphicsDevice.Clear(CurrentMap.LightColor);
spriteBatch.Begin(SpriteSortMode.Deferred, LightBlendState, SamplerState.AnisotropicClamp, null, null, null, Camera.TransformMatrix);
CurrentMap.Objects.DrawLight(spriteBatch);
spriteBatch.End();
}
public void ReloadMap()
{
// @Hack
var tempTm = CurrentMap;
CurrentMap = NextMap;
NextMap = tempTm;
NextMap.Objects.ReloadObjects();
NextMap.Objects.SpawnObject(ObjLink);
// reset the hole map
SaveLoadMap.CreateEmptyHoleMap(NextMap.HoleMap, NextMap.MapWidth, NextMap.MapHeight);
ObjLink.MapInit();
tempTm = CurrentMap;
CurrentMap = NextMap;
NextMap = tempTm;
CurrentMap.Objects.TriggerKeyChange();
}
public void FinishLoadingMap(Map map)
{
ObjLink.Map.Objects.RemoveObject(ObjLink);
// set the player to the correct position
ObjLink.FinishLoadingMap(map);
// add the player to the map
map.Objects.SpawnObject(ObjLink);
// call key change event for the newly added objects
map.Objects.TriggerKeyChange();
}
}
}