(5c35a640e) Update tutorial-rework with dev

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:52:47 +02:00
parent 47b16f4f9e
commit 080ac78ded
113 changed files with 3206 additions and 1298 deletions
@@ -404,12 +404,15 @@ namespace Barotrauma.Lights
}
}
if (highlightedEntities.Count == 0) { return false; }
//draw characters in solid white first
//draw characters in light blue first
graphics.SetRenderTarget(HighlightMap);
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
SolidColorEffect.Parameters["color"].SetValue(Color.LightBlue.ToVector4());
SolidColorEffect.CurrentTechnique.Passes[0].Apply();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.LightBlue.ToVector4());
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
foreach (Entity highlighted in highlightedEntities)
{
@@ -426,9 +429,12 @@ namespace Barotrauma.Lights
//draw characters in black with a bit of blur, leaving the white edges visible
float phase = (float)(Math.Sin(Timing.TotalTime * 3.0f) + 1.0f) / 2.0f; //phase oscillates between 0 and 1
SolidColorEffect.Parameters["color"].SetValue(Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase));
Vector4 overlayColor = Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase);
SolidColorEffect.Parameters["color"].SetValue(overlayColor);
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColorBlur"];
SolidColorEffect.CurrentTechnique.Passes[0].Apply();
DeformableSprite.Effect.Parameters["solidColor"].SetValue(overlayColor);
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
foreach (Entity highlighted in highlightedEntities)
{
@@ -450,6 +456,8 @@ namespace Barotrauma.Lights
spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
return true;
}
@@ -471,6 +479,10 @@ namespace Barotrauma.Lights
Level.Loaded?.Renderer?.RenderWalls(graphics, cam, specular: true);
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.Gray.ToVector4());
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
//obstruct specular maps behind the sub and characters by drawing them on the map in solid gray
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
SolidColorEffect.Parameters["color"].SetValue(Color.Gray.ToVector4());
@@ -487,6 +499,9 @@ namespace Barotrauma.Lights
}
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
graphics.SetRenderTarget(null);
graphics.BlendState = BlendState.AlphaBlend;
}