(f417b026f) Fetched: Changes for playing video tutorial from local branch

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:45:14 +02:00
parent e65c669eaa
commit 3f82c9a2cb
125 changed files with 1317 additions and 3166 deletions
@@ -404,15 +404,12 @@ namespace Barotrauma.Lights
}
}
if (highlightedEntities.Count == 0) { return false; }
//draw characters in light blue first
//draw characters in solid white 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)
{
@@ -429,12 +426,9 @@ 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
Vector4 overlayColor = Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase);
SolidColorEffect.Parameters["color"].SetValue(overlayColor);
SolidColorEffect.Parameters["color"].SetValue(Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase));
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)
{
@@ -456,8 +450,6 @@ 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;
}
@@ -479,10 +471,6 @@ 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());
@@ -499,9 +487,6 @@ namespace Barotrauma.Lights
}
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
graphics.SetRenderTarget(null);
graphics.BlendState = BlendState.AlphaBlend;
}