Round end cinematic, CoroutineManager deltatime
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@@ -87,6 +87,12 @@ namespace Barotrauma
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private set;
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}
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public Body[] ShaftBodies
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{
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get;
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private set;
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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this.seed = seed;
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@@ -333,14 +339,14 @@ namespace Barotrauma
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}
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ShaftBodies = new Body[2];
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for (int i = 0; i < 2; i++)
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{
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Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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shaftBody.BodyType = BodyType.Kinematic;
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shaftBody.CollisionCategories = Physics.CollisionLevel;
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shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
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shaftBody.SleepingAllowed = false;
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bodies.Add(shaftBody);
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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ShaftBodies[i].BodyType = BodyType.Static;
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ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
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ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
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bodies.Add(ShaftBodies[i]);
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}
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foreach (VoronoiCell cell in cells)
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@@ -175,13 +175,11 @@ namespace Barotrauma
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basicEffect.TextureEnabled = false;
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basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_VertexColor"];
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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{
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graphicsDevice.SetVertexBuffer(level.WrappingWalls[side, i].BodyVertices);
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@@ -189,7 +187,6 @@ namespace Barotrauma
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graphicsDevice.DrawPrimitives(
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PrimitiveType.TriangleList, 0,
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(int)Math.Floor(level.WrappingWalls[side, i].BodyVertices.VertexCount / 3.0f));
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}
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}
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121
Subsurface/Source/Map/Levels/WaterRenderer.cs
Normal file
121
Subsurface/Source/Map/Levels/WaterRenderer.cs
Normal file
@@ -0,0 +1,121 @@
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using System;
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using System.IO;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class WaterRenderer : IDisposable
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{
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const int DefaultBufferSize = 1500;
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private Vector2 wavePos;
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public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
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private Effect waterEffect;
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private BasicEffect basicEffect;
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public int PositionInBuffer = 0;
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private Texture2D waterTexture;
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public Texture2D WaterTexture
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{
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get { return waterTexture; }
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}
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public WaterRenderer(GraphicsDevice graphicsDevice)
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{
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#if WINDOWS
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byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
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#endif
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#if LINUX
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byte[] bytecode = File.ReadAllBytes("Content/watershader_opengl.mgfx");
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#endif
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waterEffect = new Effect(graphicsDevice, bytecode);
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waterTexture = TextureLoader.FromFile("Content/waterbump.png");
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waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
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waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
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#if WINDOWS
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//waterEffect.Parameters["xTexture"].SetValue(waterTexture);
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#endif
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#if LINUX
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waterEffect.Parameters["xWaterBumpMap"].SetValue(waterTexture);
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#endif
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if (basicEffect == null)
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{
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basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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}
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}
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public void RenderBack(SpriteBatch spriteBatch, RenderTarget2D texture, float blurAmount = 0.0f)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.LinearWrap, null, null, waterEffect);
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waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
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waterEffect.Parameters["xWavePos"].SetValue(wavePos);
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waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
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//waterEffect.CurrentTechnique.Passes[0].Apply();
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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#if WINDOWS
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waterEffect.Parameters["xTexture"].SetValue(texture);
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spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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#elif LINUX
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spriteBatch.Draw(texture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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#endif
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spriteBatch.End();
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
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{
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if (vertices == null) return;
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if (vertices.Length < 0) return;
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basicEffect.Texture = texture;
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basicEffect.View = Matrix.Identity;
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basicEffect.World = transform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!disposing) return;
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if (waterEffect != null)
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{
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waterEffect.Dispose();
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waterEffect = null;
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}
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if (basicEffect != null)
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{
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basicEffect.Dispose();
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basicEffect = null;
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}
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}
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}
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}
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