Upgraded to MonoGame v0.3.4: rebuilt shaders, removed the old content project, added a default config file

This commit is contained in:
Regalis
2016-02-29 22:06:48 +02:00
parent 1a5b274a01
commit 35c36d283a
59 changed files with 129 additions and 680 deletions
+10 -5
View File
@@ -301,6 +301,9 @@
<Content Include="changelog.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="config.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\BackgroundSprites\BackgroundCreaturePrefabs.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -971,6 +974,9 @@
<None Include="Content\Characters\Scorpion\scorpionidle2.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Content.mgcb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\effects.mgfx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
@@ -1064,6 +1070,9 @@
<None Include="Content\Items\Weapons\stungrenade.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\LargeFont.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Map\TutorialSub.sub">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
@@ -1250,7 +1259,7 @@
<None Include="Content\Sounds\Water\WaterAmbience1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\watershader.mgfx">
<None Include="Content\watershader.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="packages.config" />
@@ -1272,10 +1281,6 @@
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
<Name>Lidgren.Network</Name>
</ProjectReference>
<ProjectReference Include="..\Subsurface_content\Subsurface_content\Barotrauma_content.csproj">
<Project>{1e6bf44d-6e31-40cc-8321-3d5958c983e7}</Project>
<Name>Barotrauma_content</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
+27 -1
View File
@@ -1,4 +1,5 @@
#----------------------------- Global Properties ----------------------------#
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
@@ -11,3 +12,28 @@
#---------------------------------- Content ---------------------------------#
#begin LargeFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:LargeFont.spritefont
#begin SmallFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:SmallFont.spritefont
#begin SpriteFont1.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:SpriteFont1.spritefont
#begin watershader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:watershader.fx
+42
View File
@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Verdana</FontName>
<Size>16</Size>
<Spacing>0</Spacing>
<UseKerning>true</UseKerning>
<Style>Bold</Style>
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
+42
View File
@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Verdana</FontName>
<Size>7</Size>
<Spacing>0</Spacing>
<UseKerning>true</UseKerning>
<Style>Regular</Style>
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
+7 -2
View File
@@ -41,7 +41,7 @@ with.
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
@@ -53,8 +53,13 @@ with.
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#159;</End>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
Binary file not shown.
+72
View File
@@ -0,0 +1,72 @@
float xBlurDistance;
Texture xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
Texture xWaterBumpMap;
sampler WaterBumpSampler =
sampler_state
{
Texture = <xWaterBumpMap>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float xWaveWidth;
float xWaveHeight;
float2 xWavePos;
float2 xBumpPos;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(WaterBumpSampler, texCoord+xWavePos+xBumpPos);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord-xWavePos*2.0f+xBumpPos))/2.0f;
float2 samplePos = texCoord;
samplePos.x+=(bumpColor.r-0.5f)*xWaveWidth;
samplePos.y+=(bumpColor.g-0.5f)*xWaveHeight;
float4 sample;
sample = tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y+xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y-xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y-xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y+xBlurDistance));
sample = sample / 4;
return sample;
}
float4 main2(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 losColor = tex2D(LosSampler, texCoord);
float4 outColor = float4(losColor.x, losColor.y, losColor.z, color.w);
return outColor;
}
technique WaterShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
technique LosShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main2();
}
}
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -195,7 +195,7 @@ namespace Barotrauma
Hull.renderer = new WaterRenderer(GraphicsDevice);
Hull.renderer = new WaterRenderer(GraphicsDevice, Content);
TitleScreen.LoadState = 1.0f;
yield return CoroutineStatus.Running;
@@ -2,6 +2,7 @@
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
namespace Barotrauma
{
@@ -25,20 +26,20 @@ namespace Barotrauma
get { return waterTexture; }
}
public WaterRenderer(GraphicsDevice graphicsDevice)
public WaterRenderer(GraphicsDevice graphicsDevice, ContentManager content)
{
#if WINDOWS
byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
waterEffect = content.Load<Effect>("watershader");
#endif
#if LINUX
byte[] bytecode = File.ReadAllBytes("Content/watershader_opengl.mgfx");
#endif
waterEffect = new Effect(graphicsDevice, bytecode);
waterEffect = content.Load<Effect>("watershader_opengl");
#endif
waterTexture = TextureLoader.FromFile("Content/waterbump.png");
waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
#if WINDOWS
//waterEffect.Parameters["xTexture"].SetValue(waterTexture);
#endif
+6
View File
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.0" soundvolume="0.0">
<graphicsmode width="1280" height="720" fullscreen="false" />
<contentpackage path="Data/ContentPackages/Vanilla 0.3.xml" />
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Run="LeftShift" Chat="Tab" CrewOrders="C" />
</config>