(61d00a474) v0.9.7.1
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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struct WaterVertexData
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{
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float DistortStrengthX;
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float DistortStrengthY;
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float WaterColorStrength;
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float WaterAlpha;
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public WaterVertexData(float distortStrengthX, float distortStrengthY, float waterColorStrength, float waterAlpha)
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{
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DistortStrengthX = distortStrengthX;
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DistortStrengthY = distortStrengthY;
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WaterColorStrength = waterColorStrength;
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WaterAlpha = waterAlpha;
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}
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public static implicit operator Color(WaterVertexData wd)
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{
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return new Color(wd.DistortStrengthX, wd.DistortStrengthY, wd.WaterColorStrength, wd.WaterAlpha);
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}
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}
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class WaterRenderer : IDisposable
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{
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public static WaterRenderer Instance;
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public const int DefaultBufferSize = 2000;
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public const int DefaultIndoorsBufferSize = 3000;
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public static Vector2 DistortionScale = new Vector2(2f, 2f);
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public static Vector2 DistortionStrength = new Vector2(0.25f, 0.25f);
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public static float BlurAmount = 0.0f;
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public Vector2 WavePos
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{
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get;
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private set;
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}
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public readonly Color waterColor = new Color(0.75f * 0.5f, 0.8f * 0.5f, 0.9f * 0.5f, 1.0f);
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public readonly WaterVertexData IndoorsWaterColor = new WaterVertexData(0.1f, 0.1f, 0.5f, 1.0f);
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public readonly WaterVertexData IndoorsSurfaceTopColor = new WaterVertexData(0.5f, 0.5f, 0.0f, 1.0f);
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public readonly WaterVertexData IndoorsSurfaceBottomColor = new WaterVertexData(0.2f, 0.1f, 0.9f, 1.0f);
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public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
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public Dictionary<EntityGrid, VertexPositionColorTexture[]> IndoorsVertices = new Dictionary<EntityGrid, VertexPositionColorTexture[]>();// VertexPositionColorTexture[DefaultBufferSize * 2];
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public Effect WaterEffect
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{
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get;
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private set;
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}
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private BasicEffect basicEffect;
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public int PositionInBuffer = 0;
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public Dictionary<EntityGrid, int> PositionInIndoorsBuffer = new Dictionary<EntityGrid, int>();
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public Texture2D WaterTexture { get; }
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public WaterRenderer(GraphicsDevice graphicsDevice, ContentManager content)
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{
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#if WINDOWS
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WaterEffect = content.Load<Effect>("Effects/watershader");
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#endif
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#if LINUX || OSX
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WaterEffect = content.Load<Effect>("Effects/watershader_opengl");
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#endif
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WaterTexture = TextureLoader.FromFile("Content/Effects/waterbump.png");
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WaterEffect.Parameters["xWaterBumpMap"].SetValue(WaterTexture);
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WaterEffect.Parameters["waterColor"].SetValue(waterColor.ToVector4());
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if (basicEffect == null)
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{
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basicEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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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 RenderWater(SpriteBatch spriteBatch, RenderTarget2D texture, Camera cam)
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{
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spriteBatch.GraphicsDevice.BlendState = BlendState.NonPremultiplied;
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WaterEffect.Parameters["xTexture"].SetValue(texture);
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Vector2 distortionStrength = cam == null ? DistortionStrength : DistortionStrength * cam.Zoom;
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WaterEffect.Parameters["xWaveWidth"].SetValue(DistortionStrength.X);
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WaterEffect.Parameters["xWaveHeight"].SetValue(DistortionStrength.Y);
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if (BlurAmount > 0.0f)
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{
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WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShaderBlurred"];
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WaterEffect.Parameters["xBlurDistance"].SetValue(BlurAmount / 100.0f);
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}
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else
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{ WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShader"];
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}
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Vector2 offset = WavePos;
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if (cam != null)
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{
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offset += (cam.Position - new Vector2(cam.WorldView.Width / 2.0f, -cam.WorldView.Height / 2.0f));
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offset.Y += cam.WorldView.Height;
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offset.X += cam.WorldView.Width;
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offset *= DistortionScale;
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}
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offset.Y = -offset.Y;
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WaterEffect.Parameters["xUvOffset"].SetValue(new Vector2((offset.X / GameMain.GraphicsWidth) % 1.0f, (offset.Y / GameMain.GraphicsHeight) % 1.0f));
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WaterEffect.Parameters["xBumpPos"].SetValue(Vector2.Zero);
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if (cam != null)
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{
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WaterEffect.Parameters["xBumpScale"].SetValue(new Vector2(
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(float)cam.WorldView.Width / GameMain.GraphicsWidth * DistortionScale.X,
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(float)cam.WorldView.Height / GameMain.GraphicsHeight * DistortionScale.Y));
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WaterEffect.Parameters["xTransform"].SetValue(cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f);
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WaterEffect.Parameters["xUvTransform"].SetValue(cam.ShaderTransform
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* Matrix.CreateOrthographicOffCenter(0, spriteBatch.GraphicsDevice.Viewport.Width * 2, spriteBatch.GraphicsDevice.Viewport.Height * 2, 0, 0, 1) * Matrix.CreateTranslation(0.5f, 0.5f, 0.0f));
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}
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else
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{
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WaterEffect.Parameters["xBumpScale"].SetValue(new Vector2(1.0f, 1.0f));
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WaterEffect.Parameters["xTransform"].SetValue(Matrix.Identity * Matrix.CreateTranslation(-1.0f, 1.0f, 0.0f));
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WaterEffect.Parameters["xUvTransform"].SetValue(Matrix.CreateScale(0.5f, -0.5f, 0.0f));
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}
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WaterEffect.CurrentTechnique.Passes[0].Apply();
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VertexPositionColorTexture[] verts = new VertexPositionColorTexture[6];
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Rectangle view = cam != null ? cam.WorldView : spriteBatch.GraphicsDevice.Viewport.Bounds;
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var corners = new Vector3[4];
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corners[0] = new Vector3(view.X, view.Y, 0.1f);
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corners[1] = new Vector3(view.Right, view.Y, 0.1f);
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corners[2] = new Vector3(view.Right, view.Y - view.Height, 0.1f);
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corners[3] = new Vector3(view.X, view.Y - view.Height, 0.1f);
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WaterVertexData backGroundColor = new WaterVertexData(0.1f, 0.1f, 0.5f, 1.0f);
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verts[0] = new VertexPositionColorTexture(corners[0], backGroundColor, Vector2.Zero);
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verts[1] = new VertexPositionColorTexture(corners[1], backGroundColor, Vector2.Zero);
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verts[2] = new VertexPositionColorTexture(corners[2], backGroundColor, Vector2.Zero);
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verts[3] = new VertexPositionColorTexture(corners[0], backGroundColor, Vector2.Zero);
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verts[4] = new VertexPositionColorTexture(corners[2], backGroundColor, Vector2.Zero);
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verts[5] = new VertexPositionColorTexture(corners[3], backGroundColor, Vector2.Zero);
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spriteBatch.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, 2);
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foreach (KeyValuePair<EntityGrid, VertexPositionColorTexture[]> subVerts in IndoorsVertices)
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{
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if (!PositionInIndoorsBuffer.ContainsKey(subVerts.Key) || PositionInIndoorsBuffer[subVerts.Key] == 0) continue;
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offset = WavePos;
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if (subVerts.Key.Submarine != null) { offset -= subVerts.Key.Submarine.WorldPosition; }
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if (cam != null)
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{
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offset += cam.Position - new Vector2(cam.WorldView.Width / 2.0f, -cam.WorldView.Height / 2.0f);
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offset.Y += cam.WorldView.Height;
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offset.X += cam.WorldView.Width;
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offset *= DistortionScale;
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}
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offset.Y = -offset.Y;
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WaterEffect.Parameters["xUvOffset"].SetValue(new Vector2((offset.X / GameMain.GraphicsWidth) % 1.0f, (offset.Y / GameMain.GraphicsHeight) % 1.0f));
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WaterEffect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, subVerts.Value, 0, PositionInIndoorsBuffer[subVerts.Key] / 3);
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}
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}
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public void ScrollWater(Vector2 vel, float deltaTime)
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{
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WavePos = WavePos - vel * deltaTime;
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}
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public void RenderAir(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
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{
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if (vertices == null || vertices.Length < 0 || PositionInBuffer <= 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 * Matrix.CreateTranslation(0.0f,0.0f,0f);
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, PositionInBuffer / 3);
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}
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public void ResetBuffers()
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{
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PositionInBuffer = 0;
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PositionInIndoorsBuffer.Clear();
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IndoorsVertices.Clear();
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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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